Thursday, December 4, 2008

New shields option in CoH

Well I gave it a bit of a try as a tank, and I don't really know how good it will really turn out. It looks pretty cool with the shield there and all but I don't know if I like the numbers that much.

Here's the power list breakdown.

1. Deflection (15% def melee)
2. Battle Agility (15% def ranged/aoe)

These 2 powers are not too bad, and have a pretty standard toggle cost at .21/s They offer blanket defense against all. Most tank sets dont have defense. The only one that does is Ice at 17% and not across all elements - it doesn't do fire or ice defense and the energy/dark defense comes pretty late, well into the 20s.

The first one has some resist to Smashing/Lethal at 15% as well, about half the level offered by other sets (20%-30%)

3. True Grit (15% resist fire/cold/energy/negative/TOXIC Passive! +some hp too)
This is a very all-in-one power and being an auto power is pretty damn powerful. The amount is not that high at 15% resistance but it is ALWAYS ON. Plus the higher defense levels mean you get hit less often anyways. (we hope)

4. Active Defense

This is the status protection power, and has the same magnitude as the other status prot powers out there. However, this one is a click power like the one in Super Reflexes. Thus if your endurance gets bottomed, you get to keep your status protection. However the disadvantage is that you either set it as your auto-fire power or you risk forgetting to keep your status protection active.

Need to slot for recharge reduction - it lasts 2 minutes but takes a base 3m20s to recharge.

5. Against all Odds (+10% damage per foe in range, max 10)

This is the aura taunt power - it is an offense-only power! Usually aura powers are defensive in nature, so you try to get close to mobs to boost your defenses. So you aren't really reliant on the foes to keep your defense/resists strong. This is is the same weaker taunt level that you find in the Willpower set. 10 target max seems to mean you cap at +100% damage.

edit - not exactly 10% per foe, just the first foe - the rest are a fair bit lower and I typically see about 15% to 50% damage bonus. I use it as a herding tool right now at L12. The range on it is pretty small at 8ft radius.

Also there *is* a damage debuff on the foes so I guess it does help defensively too

6. Phalanx Fighting (+5% def melee/ranged/aoe per ally in range, max 3 Passive!)

The range of this power is a 8ft radius around yourself - so while up to an additional 30% defense against all sounds really great, it is going to be a rare situation to see.
It's an Auto power though so damn, it is basically free except for the power pick and slots.

edit - hey you buff yourself at all times for 5%, sweet. Gotta be a bug though. 8) Also additional teammates seem to buff for about 3.75% with a single training origin enhancement installed.

7. Grant Cover (+7.5% buff to teammate defense)
.16/s toggle, 15 foot radius, not too bad. Definitely not a force field defender though!)

8. Shield Charge

A teleport attack - seems to have decent knockdown & smashing damage too, 60ft range. Could serve as a travel power supplement maybe? Not really, it has a 1m30s recharge time. :P

9. One with the Shield

Tier 9 emergency power.

2 minutes of do-it-all with proper tank resists, and endurance recharge.

Recharges in 6 minutes, no recharge reducers allowed. Penalty is the lighter -60% endurance crash, no health crash involved, like Willpower. Could be useful. I didn't use the Willpower version cause it was already reliable enough without it, but this guy might need it once in a while due to the nature of defense tanking as opposed to resistance tanking.

So all of the powers are sort of useful. I wonder what secondary I should pair up with it? :P

edit - I paired it up with Dark to have some minor health draining and endurance draining. The end drain should negate any disadvantage from the tier 9 power. Not much in the way of AOEs though, so bummer, I'll have to rely on team damage - no super self-herd/killing I guess... but that is why I have my wp/fire tank.
Also -acc is better than disorient, or knockdown/knockback for herding.

Upsen.

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