ArchGemini

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  1. Quote:
    Originally Posted by Aisynia View Post
    I took this on a respec of my Elec/Shield br00t I had to spec out of pool fitness anyways, so I had the extra power picks. I got it 5 slotted with minimal slot and set bonus shuffling.

    It's fun It isn't the best power ever, but it's fun, especially in combination with my other two teleport attacks.

    Lightning Rod! Shield Charge! Spring attack!

    Hehe
    Let the Tele-nuke virus consume you! My ElM/Shd Scrapper is switching from Fire Mastery to Mu to fit in space for Spring without losing an AoE (plus it fleshes out the concept better by being all electric).
  2. ArchGemini

    dm/regen

    Quote:
    Originally Posted by Gospel_NA View Post
    I agree with you completely.

    It's the clickable nature of regen that really is it's core weakness though. Without recharge debuff resistance a very crucial part of regen's mitigation is seriously compromised. The unforunate thing is that -recharge is a very common debuff.

    All of regen's heals, top tier powers (MoG, Shadow Meld, IH), even mitigation from the primary set such as knockdowns, stuns, etc are significantly hindered by -recharge. WP doesn't suffer any effect on the secondary side from -recharge other than strength of will and resurgance which aren't crucial powers to the secondaries' success.
    I would not even count Resurgence as far as being crucial to the set's success, and Strength of Will is unaffected by Recharge buffs or debuffs of any kind, IIRC. Unless you get detoggled and then have to eat a bunch of Recharge debuffs (which would only turn off Rise to the Challenge), I would say Recharge debuffs have a nearly zero effect on Willpower's success (not counting mitigation provided by whatever Primary).
  3. Quote:
    Originally Posted by PleaseRecycle View Post
    To be fair, it is one of the more endearing enduring questions of the X vs Y format on this forum. Scrappers and brutes are really freaking similar in some ways, yet highly dimorphic in so many others. This allows not only genuine discussion but also hasty disagreement and lingering animosity. All the makings of a good reality show.

    What I find interesting is that virtually all of these threads appear in the scrapper forum or the AT&P general forum, rarely the brute forum. Does this demonstrate a singular self confidence among brute forum regulars? Does it demonstrate the plucky, never-say-die attitude of the scrapper self-identifiers? Does it elegantly unify QED and gravitation theories? We just don't know.
    The Scrapper forum runners are the major math people. Could it be the expectation is that anyone who asks will get the most objective answer here?
  4. ArchGemini

    Best Buff's?

    While I think it may have been close before, the changes to some of the ST buffs to affect people in a general area around the target push Kinetics over the top.

    There is going to be at least some bias in my looks at the two sets, but bare with me. I am only going to compare what I think are the two best more-or-less pure buffing sets, Kinetics and Empathy.

    Adrenaline Boost is the single baddest ST buff in the land, no question, and Empathy as a set is pretty badA at buffing in general, but with Speed Boost providing half of the recharge buff of AB permanently, Transfusion, Increase Density and Transference working on green, blue and status bars (the Trans powers do require a target, but they also debuff that target), Kin's average level of buff per teammate is higher. To be fair, Regen and Recovery Auras are awesome, and specifically built for it, you can get to a pretty good uptime.

    500/
    (1[base]+1.25[Slotting + Spiritual Alpha]+.7[Hasten]+1.15[100% Global Recharge from IO slotting without going Super Purple or destroying my Ice Blasting for it]) equals about 120s, so 75% uptime.

    The Transes have pretty good frequency without needing to dedicate for it if one chooses not to.

    Empathy has Resurrect, Fortitude and the straight Heal powers, Kinetics has Fulcrum Shift. I can see the appeal Empathy has (I have an IO'ed Empathy Defender and he kicks tail), and it is probably closer to Cleric sets of other games, but the power to drive your entire team to the game's damage cap (or close) in a decently sized spawn... it is just something else.

    Oh, and the movement buffs from Speed Boost and Inertial Reduction.

    My Emp/Ice/Mace Defender (Softcap lets me go leaner than normal on breakfrees without Clarion) and my Fire/Emp/Fire Controller rock, but my Kin/Dark/Mace Defender and Fire/Kin/Earth Controller win the day for me.

    Edited to add: There are some compelling arguments for the ease versus power of FF. Never thought of it that way. I do not mind being ridiculously active in providing mitigation, but for people who prefer to get their buffing out of the way early, FF and Emp are great.
  5. Quote:
    Originally Posted by Neogumbercules View Post
    Status protection in most forms is one of the few things we can't get from IOs... and that saddens me. Especially red side when I'm playing a Corr or a Dom and every other mish is against LB and every group contains a beanbag launching Nullifier.
    It saddens me seeing as how there are some pretty crap bonuses running around that could be thrown out. All the mez resistances could be swapped for a Mag 1 of protection from the same mez and be so much more useful. The mezzes would still last the full time once your protection was overcome, but lasting a whole 11% less time (5 2.2s, which looks like a pretty common number) has never made a difference. An extra mag 5 of protection instead, if you searched around to find 5 sets that had it, would be pretty awesome.

    To be honest, though, pretty much all the resistance among the set bonuses (mez or damage) are pretty junk.

    Breakfrees, Defense against them (make them miss and you eat no effects of the attack; on other boards, it is secondary effects that get lumped here, but for squishes it is the mezzes that are important) and tactics are your best bet against mezzes before Clarion.
  6. Quote:
    Originally Posted by HighRoller View Post
    What about something like Scare from Mental Manipulation?
    I was thinking something like that, actually. Like the "showdown" stare that martial artists always give each other before they throw down.
  7. I am waiting for a Martial Arts seconday, although they would have to come up with something to use for the ranged T1 immobilize.

    It would mean that I have an argument to get Dual Pistols as an ancillary for Scrappers.
  8. I was on a team one time with at least 2 fully IOed Elec/Shd/Fire Scrappers and a third well on the way.

    It was not quite like watching 8 kin defenders, but it was worth mentioning.

    "Is that continuous explosion coming this way?!"
  9. Quote:
    Originally Posted by SickSadisticBomb View Post
    Hmm very good info arch, only thing i dont like is 6 slotting shadow punch, with my attack chain of smite>midnights grasp>smite>shadow maul (rinse repeat) shadow punch doesnt seem worth it, although i do agree i want more in siphon life, but not six slotting Soul Drain? i dunno if i agree with that, the recharge on it is nearly perma already, i do want a slot or two to hasten to speed that up, but i just got mids on my computer and il run this little build into it and see how it works
    Oh, I was trying to keep most of your power choices intact, aside from Dark Consumption and just slot-juggle. I was thinking Shadow Punch would run somewhere in your standard chain.

    I will respond to this more after work. Damn this being Friday and not Saturday!
  10. I still shuffle my DM/Regen among the Scrappers I play, but aside from getting T3 incarnate stuff (and the T4 barrier), I mostly only use him for Tips. When I want to absolutely break face and do all kinds of crazy Scrapper stuff, I go for my Shieldies or my DM/SR.

    And @SickSadisticBomb

    Unless you are specifically trying to build up some non-zero amount of Psionic Resistance (not really worth it), I would not bother six-slotting some of the powers you have with a full set, if at all. You could use the extra slots to move Gaussian's Sync to Focused Accuracy and get some Accuracy and more Recharge in Soul Drain. The slots could also be given to Hasten to get up more often. Your attack chain and your /Regen powers love more recharge.

    On a /Regen, Dark Consumption and Conserve Power are absolutely overkill. Probably Physical Perfection, as well, but at least it is a passive that can hold a Performance Shifter Proc. Slotted QR, Stamina, the +End accolades and bits of Recovery and +End scattered in my set bonuses carry me. In replacement of the first two powers, you could get Resilience (also a solid holder for the Steadfast +3%) and Laser Beam Eyes or Energy Torrent (for the quick and dirty ranged attack in LBE or the knockdown in ET).

    Siphon Life is an awesome attack that also heals. You are seriously shortchanging yourself by not slotting that up like a full attack.

    Keeping within the same ballpark cost-wise and power selection wise, I am looking at:

    Shadow Punch (6 - Touch of Death)
    Smite (5 - Crushing Impact: all but Dmg/End)
    Shadow Maul (5 - Scirocco's Devrish: all but Dmg/End)
    Siphon Life (6 - Mako's Bite)
    Soul Drain (Scirocco Acc/Rch, Cleaving Blow Acc/Rch, Rch IO)
    Midnight Grasp (6 - Mako's Bite)

    Fast Healing (3 - Numina's Convalescence: +Reg/Rec, Heal, Heal/End)
    Reconstruction (5 - Doctored Wounds: Slant toward Recharge or Heal to taste)
    Quick Recovery (Performance Shifter: +End Proc, End, End/Acc, End/Rch)
    Dull Pain (5 - Doc'd Wounds: All but Heal/End)
    Integration (3 Numi's: Heal, Heal/End, Heal/Rch)
    Resilience (1 - Steadfast +3%)
    Instant Healing (5 - Doc'd Wounds: All but Heal/End)
    Revive (Heal IO)
    Moment of Glory (3 - 2 Rch IO, Titanium Coating Rst/Rch)

    Focused Accuracy (6 - Gaussian)
    Physical Perfection (Performance Shifter +End Proc)
    Laser Beam Eyes (Acc IO)... if you must have Conserve Power, I guess it is not a terrible base-slot power.

    Boxing
    Tough (6 - Titanium Coating)
    Weave (5 - Red Fortune: All but End/Rch)
    Combat Jumping (Luck of the Gambler +7.5%)
    Super Jump
    Hasten (3 Rch IOs)
    Swift
    Hurdle
    Health (3 Miracle: +Recovery, Heal, Heal/End)
    Stamina (repeat QR slotting here)

    And I am sure there are others who can come up with more efficient use of slots that will make you more effective without being gut-bustingly bank-breaking. Tips can get you more LotG's easily (I would put one in Moment of Glory instead of the Rst/Rch and sub out the third power in Body Mastery for Stealth just to hold another).

    With level 30 IO's across the board, the Totals tab in my Mid's shows around 19/20/16 M/R/AoE Defense (not crazy, but not bad), 2.9 net endurance gain per second, and a LotG unique short of having the 55% global threshold for Perma Dull Pain if you go all level 50 IOs in Dull Pain and Hasten. If you have either the time or the moolah, move two of the slots in Weave to Soul Drain, then slot:

    Weave (3 - LotG: +7.5, Def, Def/End)
    Soul Drain (5 - Obliteration: all but the Proc)

    It is still 55% with all those other pre-requisites, right, lol?
  11. Quote:
    Originally Posted by Santorican View Post
    I think we're getting off subject rather than discussing this and that why not come up with some recommendations of better buffs to regeneration?
    I have always been a fan of making the regeneration in Fast Healing, Integration and Instant Healing completely enhanceable. Since I highly doubt toggle IH is coming back, a better uptime (enough to be permable with enough recharge, maybe?). 90/300 base instead of 90/650. 95% recharge in the power and 70% for Hasten means you still would need about 91% global recharge for perma unless you go Ageless. Dedicate to it, and you could pull it off, but it is not like everyone and their mama is going be running around with perma-IH.

    Even though I do not take or suggest rez powers on principle, Revive is so vanilla that I would rather take just about anything else even if I cared for it. It should at least be equivalent to Resurgence.

    Quick Recovery is definitely not the booby prize of offensive buffs (thanks, Arcana!), especially since Integration is the only toggle and all the extra Recovery can go to offense, but most other secondaries have something more to offer offensively. Some Endurance Drain Resistance would be nice, too (ditto for WP, since they are the same power).
  12. Cold,

    Did you mean to not include the Steadfast Unique? Sub a slot to get it in, turn Combat Jumping on and you are looking at 45+ F/C defense on top of being over 32.5 for S/L.
  13. Grounded from Electric Armor, last I remember.

    You have to be on the ground to turn on Hot Feet, too, I think.

    Fissure from Earth Mastery for Controllers is a third.
  14. Quote:
    Originally Posted by Lazarillo View Post
    According to the various rumors floating around after Comic Con, they're apparently only in the travel pools. They are:
    ~Speed - Burnout - Instantly recharge all your powers, but costs 50 Endurance and has a very long recharge of its own (I've heard both 30 and 60 minutes, and that it can't be buffed, ala Strength of Will).
    ~Leaping - Don't know the name, but it's a Lightning Rod-esque attack.
    ~Teleport - Long-Range Teleport - Let's you immediately jump to another zone.
    ~Flight - Afterburners - Fly at near Superspeed levels, but you're in Only Affecting Self mode.
    Another Tele-nuke?! My Elm-Shd will find a way to make room for it!

    My Regen will be making room for Burnout for the mitigation clicks if base recharge is 30 or less, otherwise, I can shift some things around to grab SJ and the nuke to go along with Combat Jumping.

    Zone TP sounds like it would be a pretty decent addition if there were not so many ways to get to different zones already.

    Afterburners seems pretty lackluster compared to the other three.
  15. ArchGemini

    Dark Blast

    Quote:
    Originally Posted by StratoNexus View Post
    On my Dark/Dark corruptor I always just thought of it as my lower damage control power was larger and in order to deal extra damage I had to narrow the focus a bit. Granted, Nightfall is only 18% more damage than TT.

    I would be fine if they chose to normalize the cones only if they chose to make them all the same as TT. I would be very unhappy if they shrank the arc of TT. I'd rather TT stay wide and NF stay narrow than have them all change to be a 30 degree arc, for example.
    I always thought Energy Torrent was close to the best I had ever used as far as cones, and it is 40/45. TT is 40/40, so if they put them all there, I would be happy with that. It would actually be shortening the line range in exchange for increasing the arc on most of them. Sounds fair (and more useful) to me. The narrow arcs are hard to use effectively unless they pretty much have ST blast range (Torrent with its 80ft range, but is it really that popular due to the KB?).
  16. ArchGemini

    Dark Blast

    Moving this to where it belongs, since the only cone in Dark Manipulation is Shadow Maul.

    Is this a good opportunity to get the ranges and the arcs on the cones brought into something closer to alignment? Tenebrous Tentacles being 40ft/40deg, Umbral Torrent at whatever they decide (Torrent was 80ft/20deg), Nightfall at 60ft/20deg and Soul Tentacles at 40ft/25deg is just annoying as all get-out. Slotting them all similarly (especially with any IO set with Range enhancements) makes them further apart.
  17. Quote:
    Originally Posted by Dr_Darkspeed View Post
    From the Facebook Friday thing about Powerset proliferation, here is the current list of powers for Dark Manipulation in Beta (and hance, subject to change):
    • Penumbral Grasp
    • Smite
    • Death Shroud
    • Shadow Maul
    • Soul Drain
    • Touch of Fear
    • Dark Consumption
    • Dark Pit
    • Midnight Grasp
    Other than a few small issues, it looks like it would be a fun set.

    Even though it is a blapper-oriented set, I like Build Up over Soul Drain for Blasters. This lets them get their buff going and at least have a ranged option while still staying at range or the opening salvo. Touch of Fear looks like an oddball, seeing as how Dark Blast will have Abyssal Gaze (a ST hold) and Soul Mastery has have Soul Storm (another ST hold). Also, but this is a matter of preference, I think Siphon Life would have been just as awesome a t9 as Midnight Grasp (as well as continuing a vampiric theme). With Life Drain in Dark Blast, as well as a Resist-based shield in Soul Mastery, I could see how it was left out.
  18. So is the standing belief that Kinetics is good as is? I did not see it on the list, although that might explain why it is my favorite Defender primary (other than those mass damage and endurance granting tricks).
  19. Shadow Maul is also capable of holding whatever PBAoE IO set you might need/want later. Mine currently has a full set of Obliterations. Damage Bonus, Accuracy Bonus, Recharge Time and Melee Defense make it an easy set to want to get in as many times as you can.
  20. ArchGemini

    KM/Ninj

    Quote:
    Originally Posted by Swansu View Post
    I'll be Incarnating him, yea. Haven't given much thought to what Trees i'll be choosing besides Musc. PvP IOs are pretty much outta the budget lol. Accolades are a maybe. I haven't heard about Astral/Emp's being turned into IOs, nice.

    I think I like yours better =P
    If you are going to put the time in to Incarnate the character, you probably have the time to at least work up the tips for at least the Gladiator +3 Def (it is that worth it) and to get most of the Accolades (although I am not sure if they are as easy to get red-side if you going to be there). I have done it on a few toons I have, and merits are easy to accumulate while leveling.
  21. Quote:
    Originally Posted by Tired Angel View Post
    I thought the same Jay when I was thinking about all the proliferation options but then with Going Rogue you can get Defenders that started in Praetoria and were a self centred Loyalist and then went Redside. So you can get evil Empaths now and the same for good Pain Doms. I also personally think that the sets are different enough that they wouldn't be repeating each other if proliferated. Just my personal opinion though
    That was my opinion when I posted it. They are just different enough. That and Corruptors are closing in on having most of the Buff/Debuff sets. How many are left (not that an AT has to get a primary and a secondary in proliferation)?
  22. General sets I would love to see ported or rolled out.

    Blasters: Dark Blast (with an Aim)/Dark Manipulation(with a Build-Up)
    Controllers: Dark Control/Dark Miasma
    Defenders: Thermal Radiation/Fire Blast
    Scrappers: Energy Melee/Energy Aura
    Tankers: Martial Arts/Super Reflexes

    Brutes: Broadsword or Katana/Ninjitsu (it and Ice Armor are the only two armors Brutes do not have unless I missed something, and Melee and Armor should port together)
    Corruptors: Psychic Blast/Empathy
    Dominators: Dark Control/Dark Assault (I would probably roll one of these the day they went live, or a Dark/Dark Blaster)
    Masterminds: Sonic Resonance (although Kinetics or Radiation Emission would be nuts)
    Stalkers: Fire Melee/Fiery Aura (which would probably work out the same way Dark Armor did during its port)
  23. Dark Control/Dark Assault Dominator

    Only issue is 3 of the powers that would work really well with Dark Assault (Soul Drain, Dark Consumption and Dark Obliteration) are already in Soul Mastery.
  24. Thanks, team. There really was no concept to follow, but I figured what I wanted most was the level shift, so I might as well take the baddest pet in the group. The occasional stuns that the IDF commander might throw out with its melee attacks might stack with Dark Pit. At least I did not pick the worst damage pet of the group (I took that one on my Scrapper before I knew what I was doing).

    Note to self: just accumulate components until I scrounge the boards and figure out exactly what I want to do with them.
  25. In trying to put together a pet for my wife's Kin/Dark/Mace Defender, I kinda had a thought to do something a little different and try the IDF Commander Boss pet for extra damage. Was this decision a really big mistake next to Vicky (in other words, is the gap that large between getting Vicky and any other boss pet), especially considering the defender will be able to play pocket kin for the pet?