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Post by Brick on Feb 10, 2011 20:13:57 GMT -5
On the other hand, Teleport is boring. Thematically, you can't go wrong with Acrobatics for the Savage. Agreed. Teleport might be great for minmaxing (and I can't help but notice ALL of cradock's guides use it, LOL), but with the exception of magic-users or super-tech characters, it's a dull out-of-character gimmick.
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Post by ashen on Feb 10, 2011 20:28:43 GMT -5
On melee characters I tend to prefer acrobatics because it allows me to contine attacking while moving. If my target is kiting, having to microjump with teleport to stay in attacking range can mean a loss of dps. Admittedly the ability to snare with melee attacks in brawler helps alot.
Even so, teleport is the most efficient escape powerin the game. I use it on characters whose concept calls for it, otherwise I tend to avoid it because it reduces the tension of a tough fight (for me) if I know that I am always only one keystroke away from safety.
Dont feel bad if you do use it, and dont feel as if you have to.
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Post by hexify on Feb 11, 2011 18:59:19 GMT -5
So acro should be used for late game then? I can't really see it being good for leveling.
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Post by ashen on Feb 11, 2011 23:37:49 GMT -5
Hmm, most of my characters have acrobatics as their first TP. Its very fun. Your mileage may vary of course.
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Post by GammaBreaker on Feb 12, 2011 11:49:07 GMT -5
Acrobatics really isn't so bad at the low levels. There is a trick where if you jump at the right time and hit a steep slope (like a mountain), you will "super jump" up the entire mountain. This helps bypass problem areas like the Desert, parts of Canada, and Monster Island. The main area where it might be an annoyance is Westside, when you have to go around a lot of buildings and maybe climb a few fire escapes to get on top of said buildings.
That said, I've been doing Westside on an acrobatics character, and have only had to use fire escapes a couple of times. There are a lot of window sills on the sides of the buildings, which you can use Acrobatics with to climb the side of the building.
At level 20 you can take it to Rank 2, at which point it goes from passable to excellent for general purpose travel.
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Post by ashen on Feb 12, 2011 14:39:31 GMT -5
Part of why I like acrobatics is that it takes the act of moving from one encounter to the next and makes it fun. I can run down an alley between two multistorey buildings and leap back and forth, bouncing off of protrusion on the walls to gain height until I reach a roof top. The leaping backflip is fun, figuring out how to get from point A to Point B can be a blast, overall acrobatics makes the journey itself exciting instead of just a delay in the action.
One of my favorite minigames is finding ways to get to seemingly impossible locations, with just acrobatics. Youd be surprised how much of the city/world is accessible.
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Post by vaeliorin on Feb 12, 2011 19:26:49 GMT -5
Acrobatics is definitely fun. Also, if you have a character with huge beast stance (and possibly regular beast stance, I haven't tried it out) the run animation is freaking hilarious. Still, personally, I'm in love with Swinging.
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Post by Brick on Feb 15, 2011 3:32:47 GMT -5
Pity that Savage is one of the pay-only archetypes (and I have no means to pay) - it looks like a ton of fun.
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Post by melkathi on Feb 21, 2011 10:21:06 GMT -5
Just wanted to say this: Had a Savage on our team today tanking Qwyjibo. Did a good job.
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Post by falchoin on Feb 21, 2011 14:40:26 GMT -5
Just wanted to say this: Had a Savage on our team today tanking Qwyjibo. Did a good job. Heh, a Savage AT is probably the only AT that could tank Teleiosaurus without any outside help. Go Regeneration!
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Post by relle on May 29, 2011 0:25:45 GMT -5
I really don't like taking teleport for the first travel power because it makes getting around a pain in the neck. Doubly so considering the current slow fall bug (my Blade has dropped like a stone and crash-landed a dozen times over). If you have to run back to a hub it's a great deal easier to just use flight and set autorun. Likewise, I haven't had much trouble escaping mobs by flying unless I'm indoors. Unless you're going to PVP at early levels, I don't see why you shouldn't just snag flight early and save the advantage points for teleport at level 35.
That being said, I'm intrigued by the prospect of acrobatics. I really like the speed and mobility, but it comes back to teleport's issue of having to actually pay attention when going somewhere (horrors!). However, if rank 2 is indeed that useful, I think I'll respec my Blade for it after four more levels.
Finally, a question: how would the Blade and Savage archetypes stack up against one another? I remember playing a Savage back in the beta and it was pretty nice, though once I tried the Void I never touched it again (cut to today, Void is the only archetype I've bought and it melts faces).
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Post by underwerekng on Jun 3, 2011 18:02:31 GMT -5
I recently got my hands on the Savage AT and i'm loving it. But i have a few questions for you guys.
What is the 30% on Fear Sense and Blood Bess a % of? I equiped peacemakers for the fear and used Frenzy and my attacks went from 125 dmg to 140. Hardly 30%. my savage was only 19 at the time but i expected more. After that testing i'm thinking about going with Bite + the stun advantage for PvP, its a dps loss but watching teleporters die mid teleport from the bleeds is always fun.
Also, i was looking into stacking dodge as ashen suggested but dodge/avoidance gear is a primary Def slot item so i'd loose a lot of con, less con means less hp less heals and less dmg, so probably a bad idea. But if you had some good results from it let me know, sounds interesting.
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Post by ragingghost on Dec 11, 2011 12:32:29 GMT -5
On melee characters I tend to prefer acrobatics because it allows me to contine attacking while moving. If my target is kiting, having to microjump with teleport to stay in attacking range can mean a loss of dps. Admittedly the ability to snare with melee attacks in brawler helps alot. Even so, teleport is the most efficient escape powerin the game. I use it on characters whose concept calls for it, otherwise I tend to avoid it because it reduces the tension of a tough fight (for me) if I know that I am always only one keystroke away from safety. Dont feel bad if you do use it, and dont feel as if you have to. And Tunneling in all of this? It makes you untargetable, so you can regenerate in all impunity.
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Post by ashen on Dec 12, 2011 6:41:26 GMT -5
On melee characters I tend to prefer acrobatics because it allows me to contine attacking while moving. If my target is kiting, having to microjump with teleport to stay in attacking range can mean a loss of dps. Admittedly the ability to snare with melee attacks in brawler helps alot. Even so, teleport is the most efficient escape powerin the game. I use it on characters whose concept calls for it, otherwise I tend to avoid it because it reduces the tension of a tough fight (for me) if I know that I am always only one keystroke away from safety. Dont feel bad if you do use it, and dont feel as if you have to. And Tunneling in all of this? It makes you untargetable, so you can regenerate in all impunity. A four second activation time impairs its ability to function as an emergency escape button. So: 1) One cannot attack while using it. 2) It is a poor option for emergency escape. 3) It can be stopped by a curb. 4) It has no positive vertical movement option. Ive taken it a couple of times for theme, but thats about it.
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Post by ashen on Dec 12, 2011 6:51:54 GMT -5
I recently got my hands on the Savage AT and i'm loving it. But i have a few questions for you guys. What is the 30% on Fear Sense and Blood Bess a % of? I equiped peacemakers for the fear and used Frenzy and my attacks went from 125 dmg to 140. Hardly 30%. my savage was only 19 at the time but i expected more. After that testing i'm thinking about going with Bite + the stun advantage for PvP, its a dps loss but watching teleporters die mid teleport from the bleeds is always fun. Also, i was looking into stacking dodge as ashen suggested but dodge/avoidance gear is a primary Def slot item so i'd loose a lot of con, less con means less hp less heals and less dmg, so probably a bad idea. But if you had some good results from it let me know, sounds interesting. Most damage buffs are a multiplier of a power's raw/base damage. These buffs, with few exceptions, do not multiply other buffs. The 125 damage that you were seeing previously was the result of buffs, including your superstats and the melee strength scaling. Those are not affected by the 30%. You are absolutely correct that you will be giving up CON in order to slot dodge/avoidance gear. Even so you will be able to generate a very respectable CON and have the potential to have a significant dodge/avoidance score. The ability to mitigate burst damage through dodge without having to stop DPSing to block (or in addition to a block) can be very very nice.
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