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Posts
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would it change anything if i took flight instead of super jump ?
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Not if you don't mind being a Hover Scrapper to get that bit of Defense. The recent buff to Hover's Fly speed makes it not too bad if you slot two of the Zephyr's in it.
And I'm jealous because I had to get Obliterations on my DM/Shield. I can't just run around popping Parry to fill in my Melee Defense.
I still think I managed to keep mine between 100-150 million and get 44.9/45.5/39, and I did not take Tough and Weave for the extra Defense. If I did it with DM (and I would only consider myself an enlightened casual player who likes playing around with Mids), doing it with BS should be no problem.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
1: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leadership
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(17)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(45), RedFtn-EndRdx(45)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(23)
Level 4: Battle Agility -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(23), RedFtn-EndRdx(40), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 8: Hurdle -- Jump-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), Heal-I(15), RechRdx-I(17)
Level 14: Stimulant -- Empty(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Heal-I(A), Heal-I(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(39), S'dpty-EndRdx/Rchg(42), S'dpty-Def(46), S'dpty-Def/EndRdx/Rchg(46)
Level 24: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(37)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Rchg(27), Oblit-%Dam(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40)
Level 28: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 30: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(34), P'Shift-End%(37)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(33), Mako-Dam%(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(43)
Level 38: Grant Cover -- RedFtn-Def/EndRdx(A)
Level 41: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43), Aegis-Psi/Status(43), Heal-I(48)
Level 44: Super Jump -- Jump-I(A)
Level 47: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 49: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]24% DamageBuff(Smashing)[*]24% DamageBuff(Lethal)[*]24% DamageBuff(Fire)[*]24% DamageBuff(Cold)[*]24% DamageBuff(Energy)[*]24% DamageBuff(Negative)[*]24% DamageBuff(Toxic)[*]24% DamageBuff(Psionic)[*]10.5% Defense(Smashing)[*]10.5% Defense(Lethal)[*]9.88% Defense(Fire)[*]9.88% Defense(Cold)[*]10.8% Defense(Energy)[*]10.8% Defense(Negative)[*]3% Defense(Psionic)[*]18% Defense(Melee)[*]18.6% Defense(Ranged)[*]12.1% Defense(AoE)[*]25% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]37% Enhancement(Accuracy)[*]5% FlySpeed[*]110.4 HP (8.25%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 9.35%[*]MezResist(Immobilize) 16%[*]MezResist(Stun) 6.6%[*]MezResist(Terrorized) 2.2%[*]2.5% (0.04 End/sec) Recovery[*]4% (0.22 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]2.25% Resistance(Psionic)[*]10% RunSpeed[*]2.5% XPDebtProtection[/list] -
A lot of this is going to depend on how patient you are. A lot of times, you can get good sets (I'm thinking along the lines of Crushing Impact, Thunderstrike, Red Fortune and Serendipity) relatively cheap if you do not give in to the BUY IT NAO! price, or just do ticket rolls or play standard content and just sell what you don't use.
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It got buffed to 1.0 when they added everything else.
My DM/Nin stalker routinely 3 shots bosses. BU-AS-Placate-MG-SL = dead boss, almost guaranteed.
Scrappers have to hit a boss a few more times than that.
All I want is for scrappers to get the teaming critical bonus too. If that happens my only complaint about the 2 ATs disappears.
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Agreed. A copy-paste of the inherent between the two outside of Hide would be nice. For their controlled criticals and stealthing ability Stalkers are a little squishier. -
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I'm not annoyed that stalkers got the scrapper inherent. That alone I'd be okay with.
I'm annoyed that stalkers got a better version of the scrapper inherent.
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I don't see it as better. They have to be on a team for it to work. Just like HEATs.
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It is. They get the base 10% chance to critical even when solo (and, although it tends not to matter on minions, this is double the critical chance for Scrappers out of the box). Add the controlled criticals, the increased chance on sleeping or held PCs, and the increased chance on a bigger team and I would say they have a lot better inherent. -
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It's tempting for me to think of soloing AV's as easy and expect anyone to be able to do it. But then I stop and think about what all it really takes to get there.
1. You have to believe it's possible.
2. You have to understand attack chains. Maybe not to the extent that some of us understand them, but you need to be able to calculate the recharge in your attacks, or find someone to do it for you.
3. You have to understand IOs. This isn't terribly complicated, but if you try to explain them to a new player, you realize that it's not terribly simple either.
4. You need to use a hero designer, and use it well... mid's is the obvious choice.
5. You need to know what to build for (generally, defense and recharge).
6. You know to know how to achieve high levels of those things in your build.
7. You need to play your toon up to level 50.
8. You need to know how to make money on the market.
(7 and 8 are probably the biggest stoppers for the average person... at my play rate starting from 0 that takes 4-5 months dedicated to 1 toon to get from 0 to 50 with cash to purple him out).
9. You have to have the patience to fight 1 battle for at least 5 minutes... 12-15 minutes is common, and 45 minutes is not unheard of... (and Werner actually took a few hours on one.. which is probably grounds for being institutionalized).
It's not uncommon for me to spend more time outside of the game working on builds and attack chains and plans on a given week then I spend actually playing the game. I'd imagine a lot of AV solo'ers have weeks like that as well. That's probably not very appealing to most people.
All that said, I do think the general population now is getting past step 1. I rarely run into people who tell me they think it's impossible to solo an AV... it's much more common for people to say "Hey... you're Shred Monkey!"
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I agree with you completely on just about everything.
The outside game time investment and market investment are probably the biggest obstacles at this point for most players. Getting to 50 is a lot smoother and faster than it ever was in my memory of the game, although people will still catch waves of altitis. I am just now getting the people I play with consistently into Mids, and they are actually having fun designing different power concepts and playing those builds more to maturity. Introducing them to IOs using Mids actually was easier for me then doing it in the game because you could see the different sets, then see the bonuses for that set and how they stacked up just by clicking on a few tabs.
The Market, however... I am at a loss there, and the advice given in that section of the forums almost looks as if they are speaking in several foreign languages (this is from someone who is a huge fan of Arcanaville). That is also when they are not at each other's throats.
Then there is the whole patience bit with the market, which could turn of some people if it starts taking longer than they expect to see some decent returns on their efforts. While there may be not much of a barrier to learning to frankenslot and doing it pretty cheaply, getting the market-savvy and inf (provided what you want is even on there unless you feel like grinding for merits) for some of the sets you would want for AV soloing is difficult at best.
What I think a lot of the forumites forget sometimes is that we probably represent 10% of the total player population (which may be a stretch), and that even though some of the posters hate each other, the group as a whole is probably in front of the bell curve as far as in-game experience and skill. If not way out in front.
Also, there will be a lot of people know never get that far, but like it was said before, but will get their toons to the point where they feel like they can do anything in the game except AV-solo, and will tend to be happy with that. That is usually where I try to get my builds to, and maybe hold my own against an AV while the team gets back on its feet. -
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Dark consumption wouldnt be in there... its in the patron pool...
and yeah night fall over torrent probably.. always forget which is the damage and which is the kb one.
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I actually had several windows of Mids open when I was thinking up the sets. It hurt to no end to see that Soul Drain and Dark Consumption were in the Soul Mastery pool, but since it is not unheard of for a Dark set to get Build-Up (see Stalkers), a boost of that nature (read: clone) found its way here:
Dark Control:
Snare (A single target immobilize, could animate like a long range Midnight Grasp)
Petrifying Gaze (single target hold, better recharge and hold times for lack of damage, perhaps)
Tar Patch
Darkest Night
Dark Pit
Fearsome Stare
Oppressive Gloom
Black Hole
Dark Servant
Dark gets a little bit of a lot of useful stuff, but instead of the solid AoE hold and immobilize, Dark can make use of Dark Pit and Oppressive Gloom to stack stuns.
And now for Dark Assault:
Dark Blast
Smite (since everyone else gets a melee attack here)
Gloom (and most get another blast here)
Siphon Life
Build Up (most of the other sets get their buff at the 16 or 20 slot)
Night Fall
Tenebrous Tentacles
Moon Beam (every set with a snipe available gets it at some point)
Midnight Grasp
This set up means: 3 Melee attacks, 3 Ranged attacks (including the Snipe), 2 AoEs and a Buff.
I thought this would function as a good set to stack with Dark Control offers: a good mix of effects and ranges, including immobilizes in TT and MG.
I would have much rather been able to move slots around to fit Dark Consumption and Soul Drain (instead of Build-up, obviously) into the set, but they are in a Mastery. These sets also allow a minion of overhead to put the set together or make new animations (save Snare) and, I think, be very popular among Dominators. -
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>_> When has dom sets being melee-heavy been a bad thing, necessarily?
I think it's as good attempt as anyone else's, honestly, and as I said.. I'd play it.
I was merely suggesting alternate powers that I came across that would be really easy to port (already existing in game and often already with animation sequences). :3
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I was thinking of this long and hard when considering a new look on a much older idea that I have seen floating around here:
Dark Control/Dark Assault
Because if Ghost Widow is "technically" the chief Dominator in the inner-circle, shouldn't Dominators at least have access to Darkness other than Soul Mastery? -
The most enjoyable Scrapper is the one you are playing. Do we have more fun on the ones we twinked? Of course, but that does not mean any of us can't slap a bunch of SOs on a build and go to town, too.
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DM pairs well with everything Scrappers get. That's the wonder of having such a large toolbox of powers: you can find everything useful in the right situation.
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Dang it all to heck, man! I hate when you're right
Thanks for catching me. I tend to forget about a bunch of the other secondaries.
To go into the ones I missed (for Scrappers, at least):
Regen: extra healing. ToF to stop a couple mobs to let clicks recharge. DC to potentially forego Stamina if you grab QR.
Invuln: extra healing. To-hit debuffs stack with Invincibility. ToF to further debuff harder targets. Extra endurance.
Fire: extra healing (Siphon Life is that good and Fire is kinda squishy). Two drains (although they are the ones on long recharge timers). Damage buff stacks with Soul Drain.
Dark: c'mon, the synergy begins in the name and does not stop until everything around you is dead. And if you do die, you get back up and go at it again. This is also one of the few primaries I would suggest someone take Cloak of Fear.
Brutes also get Electric, Energy and Stone... Treat Electric like Fire, except without Healing Flames but with a better second drain. Energy Aura, like every other secondary, makes great use of Siphon Life, and stacks defense with to-hit debuffs. I have never used Stone Armor, but DM would probably add more healing, to-hit debuffs and endurance recovery.
Really can't go wrong with that much utility, especially after the damage buffs. -
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I would like to roll a DM brute and for those that have already rolled a DM brute
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Why do we keep getting questions that should be for other AT boards?
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We give the best answers without being completely degrading? We welcome all who wish to join the melee ranks.
Or you could go with "because we rock." Which we do.
That said, I think DM pairs very well with SR, Shields, and Willpower. Siphon Life and the -To-Hit are probably the big reasons for this. -
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Are the to-hit check and damage really worth it?
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Personally, I've always felt that the fact that it does damage is balanced by the fact that it has to hit. I personally feel that Castle should have reduced the recharge time when he did the rest of the DM fixes, but, eh, I'm happy with where it is now. That doesn't mean I couldn't be happier though.
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Agreed on all fronts. Like I said, it is a great power and I do take it on any toon that cannot take QR and Stamina. It would be nice to be able to save on a pool if the recharge on it was a bit better.
I have absolutely no problem with the "to-hit for damage" balance. Is there enough damage to warrant the base-180 recharge for it and Consume, though? Or is the "you can practically fire it for free" that is sticking the recharge where it is?
To be honest, the meleer's version of the powers is not what is urking me, right now. I can deal with it the base-180 timer on it. It is the Ancillary version for squishies. The base-360 recharge looks terrible next to the base-120 versions of Power Sink and the like of the other Ancillary or Patron sets even if you can get it sooner. I have been going building a few Defender and Dominator sets on Mids and Power Sink just looks like it would be much more useful than Dark Consumption for what I want it to do. -
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damage really worth it?
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After a good Soul Drain I have had mine hit for over 100 pts against +2s. It isnt great damage especially on such a long recharge but the sound and animation rock IMO
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Agreed on the Sound and Animation. I actually like both the Soul Drain and Dark Consumption (which I put in company with my favorite animation in the game... Katana's Assassin's Blade... that is just sexy). Don't get me wrong, I love the power. I just like the utility of it more than the damage. I applaud those who can get more use of the damage it provides.
Fair enough on the damage part, as well. I have seen some impressive numbers with the power fully buffed (Soul Drain, Against All Odds, Fulcrum Shift... my DM/Shield duoed with my fiancee's Kin/Dark), but to still have it on that sort of timer and to require that sort of buffing for a base-180s power seems meh. On teams where you can get enough recharge, it and Soul Drain can be borderline serviceable for AoE (especially Soul Drain, which is base-120s and a better range).
I am just wondering would base-120 (slottable down to 60) really hurt anyone or throw some chart grossly out of whack? The Ancillary versions would then be 240 (slottable down to 120). I would not mind paying the cost of the other drains for this recharge as well. If there is one good thing about it and Consume, it is that they are extremely cheap. -
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I've definitely appreciated being guarded by GC on my Scrapper, Blaster and even Tanker (he's WP). However, I did not take the power on my BS/Shield. I guess I solo a bit too much to find it useful, but I do see it as a good power. I'd agree with Werner; take it if you've got room. Your teammates will appreciate it, and it makes a Scrapper an actual help rather than just another damage dealer.
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This is pretty much what I did on my DM/Shield. Since I regularly trio with a melee-centric Kin/Dark/Dark Defender and an even more melee-centric Earth/Kin/Earth Controller (he's used to playing tanks), taking it obviously helps them, and pushes the Controller to low-40s for Smashing and Lethal Defense.
Adding... yes, I know two Kins can be redundant, but at least this way they can Speed Boost and Increase Density each other, which is more of what we were going for. They can also Double Speed Boost me (which makes things really go).
My second build, which still needs more work than the first build, is my solo build and will probably just have an unslotted Grant Cover in the 49 slot. Would I mind if it gave a pittance of Defense like Phalanx Fighting? Absolutely not. Not going to get bent out of shape over it, though. -
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Personally I like the double critical on Assassin's Strike over Midnight's Grasp, but whatever floats your boat...
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I am relatively new to stalking, so can I ask to be enlightened by what you mean? -
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Touch of Fear and Dark Consumption haven't changed, but they were good enough even before.
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The power is good for what it does, but every time I use Dark Consumption or Consume I feel cheated knowing someone out there has Power Sink, Energy Drain, or Energy Absorption.
And Heaven help you if you want to do some consumption if you are not a Scrapper. The recharge of all the drains in an Ancillary pool are doubled. So the autohit base-60s drains go to 120s (not bad, even still), but the base-180 drains go to 360s. Ouch. Are the to-hit check and damage really worth it? -
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I'm honestly surprised Exploding Shuriken didn't get dropped. 19 end, 32 second recharge and all. I wouldn't think many people would take that.
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It's a Tier issue. FA is Tier 1, Web Grenades and Caltrops are Tier 1. Under the Dev's current plan, one of those two powers had to go. With Targetting Drone (FA) a given, which of those two powers Webnades or 'trops do you want to lose? That is the question Castle is faced with.
Of course if he were to see and read my previous post, he might decide we could have it all!
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I saw that, and I'm all for it. It would be the least they could do since Scrappers _still_ only have 3 APPs to choose from. -
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Hey im pretty new to blueside but i just wanna add my small bit of comment.
I believe you will be able to get a better deal if you were to slot fast healing with 5 doctored wounds and shift all the +regen to health, seeing how fast healing got a higher base regen.
IMHO Numina isn't really the optimal set for regen cos now the focus is more on recharge, thus doctored wounds actually provide more benefits.
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His initial slotting for Fast Healing gives a player the option of not having to take the Fitness pool should they choose not to and still get the bonuses. In addition, 5 of his other recommendations already have Doctored Wounds or Crushing Impact slotted already, so DW in FH would be an overcap of the 5% recharge bonus. I am sure if the cap did not exist that suggestion would have been made.
And, for the record, nothing is wrong with DPS, EG! Some of us do not get the option Headsplitter (although lots of practice lining up targets with Shadow Maul will help in getting several at once with Headsplitter, I will just need to aim for the target in front instead of the back on the toon-in-progress...). -
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I say the devs should halve the recharge on all Broadsword powers, just to mess with you =)
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As much as any BS/* player would like that, removing the forced redraw from activating the /Regen clicks would drive EG completely insane. -
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It's ok, MoG may get better, but we still have Temperature Protection's suckage to keep us grounded in reality.
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QFT
On a related note:
So, no more Doomcon.
Improvements to MoG.
What's left?
I'm not sure I can live in a world where Geko is happy all the time
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I can think of two, but I understand these may be asking for way too much:
1. Switch the order of Barrage and Energy Punch (why do they still force some Tanks to take an attack that is arguably worse than Brawl?).
2. Give Fiery Armor and Dark Armor in-set KB protection (even if it is gimmicky like Electric Armor's) and say they'll look into new ideas for the t-9s of these sets (which I would trust this Dev team to do, especially if they've decided to look into Moment of Glory). I just always thought it was kind of screwed up that the sets with the KB problem are also the ones with the rez t-9s.
Aside from that, the whole State of 2008 post was full of so much great stuff I about passed out... then they said they were looking to give my main a better t-9.
I am still dizzy, and EG looks to have lost it. This is very good news. -
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MoG lasts too long since I4. If it ever offered PSI protection, I do not know... that has been an argument for as long as I recall, however, it was made clear a few issues ago that it did not. All I know is that it is very situational, a pain in the neck for teams, and cannot help but cause folks to grimace as they click it.
I have re-selected it for 2 reasons. One is to add I/Os for regeration. The second is... I cannot think of one. Too many villains late game use Psionics. That means I use it very very little. Other tier 9 powers have more function than this.
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Sometime before i4 MoG was +Def(All), IIRC. If I really need the LotG unique that much, I can dive into Maneuvers or the first power in the steath pool. -
I am happy that they have found a way to do repeatable respecs, but if they don't drop as often as 3 or 4 costume recipes combined they are going to still go for tens of millions (minimum, I am calling a settling price of 50 million), which would still gate out people who are terribly UNLUCKY and do not like to play until Kingdom Come hoping for a drop.
I never understood why Respecs had to be "rare" anyway. It is not like they make your character any better like Set IOs do. They just let players play with new powers and let people feel like they aren't "stuck" into a power they find little use for.
I still feel like a better solution would have been to just make the respec a repeatable reward from the TV trial (at any level) or to add a repeatable lv 45-50 trial, but at least we have something, and who knows, if people can be hit by lightning and win the lottery, make the unlucky can finally score an extra respec, lol. -
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The Baconator is designed to reduce your life expectancy by about two weeks per burger consumed. It lists at 830 calories and 51 grams of fat. Compare that to the Monster Thickburger's 1410*/107 (more calories and fat than a Baconator plus a large order of fries), and you see why I now regard the Baconator as being in the happy meal class...Uggghhhhh... The Baconator is still enough meat and grease to put you into a food coma.
*Some sources list the Monster Thickburger at 1420 calories, although after looking it up, Hardees lists it at 1410.
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Even between basketball, running, and lifting (burning at least 3k a day) i couldn't imagine putting something like that in me at any given meal... That just looks like it should make someone bloat up like a blimp... And I may be one of the few posters here young enough (21) to say I could look at a something like that and not gain 5 lbs...
As for
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So perma-DP with no enhanceable +health is equitable with non-perma-DP with enhanceable +health?
Or are we now at IO backed perma-DP w/ enhanceable +health?
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I think ED hit everyone to varying degrees. Not sure if that means the power was necessarily nerfed, but the enhancements that go into it were. The fact that DP got enhanceable +health makes up for it, IMO. Gives alot more use for the Heals we put in it. Also wouldn't call it a wash. I'd prefer the perma, but it's not a Regen-only power, so it may help others more with the added hp modifier. -
Duke, you're pretty much blowing 4-5 slots if you're 6-slotting MoG for 3 Resists and 3 Defenses. With a base value of 71.25% resistance, the hit point drop (to 25%) versus resistance gain isn't a complete wash unless you put in the eqivalent of 1 TO (to put you at 75% resistance), therefore, all 3 resist slots are not a waste, but 2 of those slots, much like any slots you use for defense, are being wasted save in the presence of enemies that greatly lower resistance and/or defense.
The one good thing about MoG is that it is essentially a stand-alone power that is almost as strong as it is going to get (or needs to be) on its base slot. -
I must one of the Domesticus who does not mind this more feral (and fun) post. I probably have a very "neighborhood" flair to my style of play (domesticated when i want to be spoiled and want to receive all those nice little buff icons or down an AV, and wild when I don't.).
Blasters in general aren't THAT bad, though. Well, except Energies, but we tell them to hover over us. Tell them they're providing air support or something (but really it's just getting them out the way and redirecting their KB down and not out).
Emps still can contribute to keeping Regens alive, which I learned after I convinced my sister-in-law that Fortitude was helping me far more than either RA, and that she should save the Blue Aura for my Granite and Fire Armor (that blue hog) tanks. The Green Aura just lets me have a either RA, DP, or IH on constantly, which is always welcome but not necessary.
Tanks let me do my job in peace, and that Fire Armor Scranker (yeah, he counts) that I have to call an older brother can pound out a close amount of damage to warrant the title. Fiery Embrace + Build Up + Fire Melee is fun to watch sometimes... makes me want to overmax Soul Drain on the next spawn. Poor sucker doesn't get QR, though, so he likes to run himself dry. That's when I show him.
Maybe I'm just spoiled on team play, though.