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Posted

I was looking at Luck of the Gambler and noticed that some of the enhancements don't provide defense.  They provide recharge or other traits.  Since these are for defense skills (for a Stalker, but could be for other ATs) I wonder if it would be better to use one LotG and generic Def IOs for a Def skill.

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Posted
21 minutes ago, drgantz said:

I was looking at Luck of the Gambler and noticed that some of the enhancements don't provide defense.  They provide recharge or other traits.  Since these are for defense skills (for a Stalker, but could be for other ATs) I wonder if it would be better to use one LotG and generic Def IOs for a Def skill.

 

All sets will have other attributes to it other than the main one, like:  end reduction and recharge.  Damage sets will also have accuracy mixed in as well.  When slotting set IOs, you're after the set bonuses as well as the attributes they enhance the power. 

 

So, in the case of your Stalker with defensive powers, those powers mostly are toggles, which cost endurance.  So, slotting LotG with 4 slots:  Def, Def/End, Def/End/Rech, and Def/+global recharge will get your power to the cap of Defense for the power + some end reduction + a little recharge for the power (not really needed, but handy if you get de-toggled) + 7.5% global recharge.  Additionally, those 4 LotGs provide +regen, +max HPs, and +Acc.   ....or you could slot 3 generic Defense IOs and 1 Endredux (or using SOs) in those 4 slots and get way less over all, even though they enhance the power the for the same Def and End redux. 

 

Even in auto Defense powers, it good to slot sets, even though the endredux and recharge are not needed because the set bonuses are what you want.  

 

I hope this helps.

 

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Posted

You only need 3 pieces of LotG to hit ED max (def, def/end, def/%rech). Take any more than that and it's just for the set bonuses.

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Posted

My bare bones defensive toggle slotting is usually an attuned LOTG 7.5% and two +5 Shield walls (def and def/end).

 

As others have said when slotting defensive powers, enhancing end reduction, and recharge (especially for things like Far Sight). Also defensive powers like far sight, invincibility, mindlink, etc. slotting some tohitbuff is useful too.

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Posted

What confuses me is that one enh has End/Rech and it doesn't mention Def except for the category.  I don't understand how it can improve Def better than a general Def IO.

Posted
3 hours ago, drgantz said:

What confuses me is that one enh has End/Rech and it doesn't mention Def except for the category.  I don't understand how it can improve Def better than a general Def IO.

You may have already hit ED max for defense but want to reduce the recharge of the power (i.e., Farsight or Overload), or you want the 6-piece set bonus.

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Posted
On 8/15/2024 at 2:35 PM, drgantz said:

What confuses me is that one enh has End/Rech and it doesn't mention Def except for the category.  I don't understand how it can improve Def better than a general Def IO.

 

This can be useful for defense powers that depend on recharge.  That said, it is not often used in builds.

Who run Bartertown?

 

Posted
On 8/16/2024 at 4:05 AM, drgantz said:

What confuses me is that one enh has End/Rech and it doesn't mention Def except for the category.  I don't understand how it can improve Def better than a general Def IO.

 

The Defence category just tells you which powers you can slot it onto. That's why you can't put a LotG End/Rech into an attack, even though the bonuses would work there.

 

Typically, full sets give you better bonuses than slotting IO's because of all these mixed attribute pieces.

Two attributes enhance them both by 2/3 IO values

Three attributes enhance them both by 1/2 IO values

An example is Thunderstrike or Crushing Impact - both sets give you the equivalent of 3 Damage, 2 End Redux, 2 Acc and 2 Recharge for juts 6 slots. And then there's the set bonuses on top of that!

Other sets often have an End/Rech piece which don't enhance the primary attribute of the power, eg Unbreakable Guard or Doctored Wounds.

 

You'd use these when:

- You're chasing the higher set bonuses and want a full set

- You've ED capped the main attribute and want to improve the power further

- End or Recharge are more important than the primary stat, eg Elude, or even Fortitude.

 

When I use LotG its mainly for the recharge unique, so I often stop at 4 pieces for capping Defence and the global accuracy bonus. Similar with Unbreakable Guard - I'm usually after the melee defence and can stop at 4 pieces. You'll find the End/Rech pieces are usually the least desired and cheapest on the auction house.

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