Difference between revisions of "User:Heltende/Guide to Energy Absorption"
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== Procs, Uniques and Global Enhancements == | == Procs, Uniques and Global Enhancements == | ||
− | < | + | <table class="wikitable" style="float:right"><tr><th> |
− | Defense | + | Defense</th></tr> |
+ | <tr><td> | ||
* [[Luck of the Gambler: Defense/Increased Recharge Speed]] | * [[Luck of the Gambler: Defense/Increased Recharge Speed]] | ||
* [[Gift of the Ancients: Defense/Increased Run Speed]] | * [[Gift of the Ancients: Defense/Increased Run Speed]] | ||
* [[Karma: Knockback Protection]] | * [[Karma: Knockback Protection]] | ||
* [[Kismet: Accuracy]] | * [[Kismet: Accuracy]] | ||
− | + | </td></tr> | |
− | Taunt | + | <tr><th>Taunt</th></tr> |
+ | <tr><td> | ||
* [[Triumphant Insult: Chance to Disorient]] | * [[Triumphant Insult: Chance to Disorient]] | ||
* [[Perfect Zinger: Chance for Psionic Damage]] | * [[Perfect Zinger: Chance for Psionic Damage]] | ||
− | + | </td></tr> | |
− | Endurance Modification | + | <tr><th>Endurance Modification</th></tr> |
+ | <tr><td> | ||
* [[Performance Shifter: Chance for +Endurance]] | * [[Performance Shifter: Chance for +Endurance]] | ||
* [[Energy Manipulator: Chance to Stun]] | * [[Energy Manipulator: Chance to Stun]] | ||
− | </ | + | </td></tr></table> |
To the right is a complete list of all the procs, uniques and global enhancements. I wouldn't recommend slotting most if any of these. I've listed them all here for the sake of completeness, but most of them can be ignored. The [[Gift of the Ancients: Defense/Increased Run Speed|+speed]] and the + [[Karma: Knockback Protection|knockback protection]] are barely useful at all for an Ice tanker. The [[Kismet: Accuracy|+ tohit]] is extremely useful, but should be slotted somewhere out of the way, like Combat Jumping or Weave. Same with [[Performance Shifter: Chance for +Endurance|+ endurance]]. I've heard it can be useful in Stamina, but it's not a good fir for EA. | To the right is a complete list of all the procs, uniques and global enhancements. I wouldn't recommend slotting most if any of these. I've listed them all here for the sake of completeness, but most of them can be ignored. The [[Gift of the Ancients: Defense/Increased Run Speed|+speed]] and the + [[Karma: Knockback Protection|knockback protection]] are barely useful at all for an Ice tanker. The [[Kismet: Accuracy|+ tohit]] is extremely useful, but should be slotted somewhere out of the way, like Combat Jumping or Weave. Same with [[Performance Shifter: Chance for +Endurance|+ endurance]]. I've heard it can be useful in Stamina, but it's not a good fir for EA. |
Revision as of 14:34, 14 February 2008
Contents
Introduction to Energy Absorption
EA is one of the best powers in the game, with three distinct extremely useful effects (Enemy Endurance Drain, Self Endurance Recovery, and Self Defense Buff). It is also one of the most complicated powers in the game to slot. If we could use more than 6 slots in a power, I can easily see myself 12 slotting it. This will be a guide to how to slot and use this power to get the most out of it.
Who is this guide is for
This guide is geared towards a level 50 respec, and it doesn't take very much into consideration the price of Enhancements. If you're not already rich, the ideal slotting for this power may take some time to achieve. It's also primarily for the min/maxer. If you want the idiots guide to slotting EA, I'd probably recommend 2 recharge, 2 Defense and 2 End Mod, either SOs or common IOs. It won't maximize the power, but it's certainly a good place to start. It will also be the base effectiveness by which we'll judge slotting alternatives.
EA for a Max Defense Tank
EA for a Min Defense Tank
Procs, Uniques and Global Enhancements
Defense |
---|
Taunt |
Endurance Modification |
To the right is a complete list of all the procs, uniques and global enhancements. I wouldn't recommend slotting most if any of these. I've listed them all here for the sake of completeness, but most of them can be ignored. The +speed and the + knockback protection are barely useful at all for an Ice tanker. The + tohit is extremely useful, but should be slotted somewhere out of the way, like Combat Jumping or Weave. Same with + endurance. I've heard it can be useful in Stamina, but it's not a good fir for EA.