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Here is an idea for improving the Fighting Power Pool that I would like to share and get feedback on. Additionally, I am working on ideas for other Power Pools which could be improved using similar adjustments, making them more like the Ancillary Pools.
FIGHTING
Tier 1 (A) Boxing : Same as current, but add in alternate animations, specifically the "Barrage" animation.
Tier 1 (B) Hardiness : Passive 7.5% resist to Energy/Neg/Fire/Cold
Tier 2 (A) Kick : Buff the damage slightly AND add in alternate animations
Tier 2 (B) Tough : No Change from current form. Although I believe this toggle to provide too little for its endurance cost, I cannot provide a sound argument to increase the protection, other than there is quite a bit of wiggle room between this toggle and equivalent ones from each AT. This toggle is currently 50% strength of AT toggles available. I would argue that 70% would not be overpowered.
Tier 3 (A) Weave : No change from current form. This power is well balanced for the power pick investment and the amount of protection it provides.
Some reasons WHY
1) By creating a different pathway for choices, players can avoid taking an attack that they dont need or want in order to get the defense toggle they actually want. Those players still seeking extra attacks can still get the attack(s) in a variety of methods.
2) Adding in a passive power at tier 1 and including a small amount of resistance beside S/L would help the pool considerably. I personally feel that the amount of survival afforded by "Tough" is not balanced to its cost. Adding the E/N/F/C will make the toggle worth the endurance cost IMO. I am sure many will not agree, but every time I take tough as a player its for only 2 reasons (slotting Steadfast IOs AND pre-requisite for Weave). Thats not the way it should be. Tough should stand on its own as a power worth taking, even if you still take Weave.
3) Adding alternate animations is something that REALLY helped me with a couple of my existing characters, and extending this to the Power Pool attacks seems a "no-brainer" to me. Personally, I dont like the animations for Boxing or Kick and would LOVE to have other options available. Unfortunately, the current animations are so short that both powers would have to be "revamped" a bit to allow for other animations as options. But its a worthy effort IMHO
*** Thanks for tuning in and looking forward to constructive feedback***
EDIT: I have updated the original post based on feedback in this thread. -
So far its been an excellent improvement to soloing. It actually has had a couple side-effects for me.
1) 30% more base damage is noticeable enough that I have reconsidered the effectiveness of Assault. Meaning that my solo damage has gone up even more due to adding in assault.
2) The effectiveness of my blasts is quite noticeable against villains of all types. Minions are now small potatoes, Lts are much easier to dispatch and Bosses are still a challenge, but not nearly as time-consuming to take down as before. Speed thru a mission is an important aspect for me (and many others I suspect).
The interesting thing about this improvement is that each of my defenders still retains their original strengths and weaknesses, have the same effectiveness in groups, but gain a solo-ing improvement.
The devs did a great job on this one !!
but.... (you knew there was one)
I think there are still some small tweaks to be made to individual powersets to even-out the primaries a little more. -
Quote:Very interesting Dr.Mike,I'd recommend a Blaster as a first character.
Blasters are fun right out of the box. They peak early and start to have problems much later on, like in the 30s and 40s, as mezzing enemies become more common. But they're great to play while you're figuring out the basics of the game in the lower levels. You don't need to chase enemies around and get some flashy special effects to boot.
Scrappers can feel a bit weak at first in comparison, but really hit their stride in the early 20s, and become killing machines both solo and on teams.
Tankers and Controllers can both be a real drag to solo in the early levels because they output less damage for the same endurance. You're safe, but run out of steam easily.
Defenders are a mixed bag - their primaries have much more diverse effects than any other archetype.
I played Blasters first. When I switched to a scrappers I really appreciated the extra toughness and surviability, whereas a Scrapper to Blaster switch would be a lot rougher.
I then branched out to Controllers and Defenders, and by then I'd got the hang of the game to the extent that it didn't take forever to get to level 20.
And whoever you play, turn off Sprint while you're fighting, to save endurance.
I had never looked at it like this before. My reccommendations have always been scrappers as a first toon so that you could learn the game in safety, but you have convinced me !
I stayed away from Blasters for a long time, because they seemed too fragile, but once I actually commited myself to playing one, I learned a great deal about survival. Which is ---> survival is not based solely on toggles plus luck.
Of course your self-defense guide helped out as well
Thanks -
Quote:I completely agree with you CMA. This was one of the main reasons I have mostly played WP on scrappers. But I had always wanted to play a Tanker to see how much tougher it played, since regen is helped by Hit Points and Tankers have it so much better than Scrappers.Willpower can be tough defensively, but Invuln can be second only to Granite Armor with moderate IO bonuses. With WP you would really have to work to hold aggro because your primary is very little help... Inv has one of the strongest taunt auras in the game and holds aggro extremely well.
If it weren't for the pathetic taunt aura of WP I'd say it was a good choice... as things stand if you want to hold aggro it's the worst choice out there. I guess I'm biased, but I firmly believe that a tanker's primary purpose is to hold aggro so the rest of the team doesn't have to worry about it... from that standpoint WP is terrible. Yeah, in competent hands it can work but it's much more difficult.
To the OP, if you go with either INV or WP, you will not be dissappointed. Both are great sets. If you want more in-depth understanding of WP tanking, I would check out Heraclea's guide on this forum. It is very informative. -
Quote:Fair enough. I am the kind of player that considers solo-ing a requirement of every character I play. I enjoy the challenge of building and playing a character well in both environments.First, I'm already maxxed out for my 5% regeneration bonuses, which is why I was looking around. Second, this build is specialized in healing and buffing the ******* team. I don't want to solo, or even think of it, when I'm on an empath. It's really the worst waste of time I've ever heard of. I'd lose more exp and loot time trying to solo than if I just waited around for a group. Sad fact of life.
So that's it. I have my build, though some may disagree:
Solo-ing an Empath is not for everyone, however.
Thats a very nice build you have there EyeSlit. Nothing much to comment on.
Good Work -
My Willpower characters all take the passives, all of them. They are excellent !
In fact, a third reason for liking WP is that there is not a single power in the set that I dont like. That cannot be said about 95% of the powersets out there. There is always at least one "eewww" power.
I have the first 7 powers ( I skipped the self rez and the tier 9), but not because I dont like them. -
Before Willpower came along, I was happy with most defense sets and felt INV was the best overall for survivability (early and late game). But none of the sets really made me happy when I played them on scrappers, until Willpower.
Willpower is my favorite defense powerset for two main reasons;
1) Its overall tiered survival of Regen+Defense+Resist makes the road to 50 a smooth ride, even for scrappers. Its very good at what you want from a defense set: keeping you alive.
2) Willpower is a "set-and-forget" powerset. You turn on your toggles and then focus on clicking attacks only. I absolutely love that aspect, because thats how I like to play a melee oriented character.
That being said, there are two things that you need to watch out for; certain villains types will eat you alive, like anything that debuffs your regeneration. And secondly, you can be taken down by a heavy alpha strike. For the former, I recommend learning which Villains to take out first (which is something you will probably do with any character) and it is very helpful to have a power like a hold or knockdown to disrupt them while you beat em down. (My Tank has Air Superiority AND Char from Pyre Mastery)
As far as the alpha strike, having something like footstomp would help, but my approach is to focus on my Defense using IOs. Willpower is a little expensive to get to softcap on S/L/E/N but it can be done. You can get into the 30% defense range fairly easily by using the Smashing Haymaker IO set and getting a couple additional defense toggles like Combat Jumping and Weave. -
I agree with Oracle regarding WarMace as well.
You can make it a pipe-wrench, baseball bat, and I think there is another less magical/super-hero-ish choice. I just cannot think of it at the moment.
And Willpower is definitely a good "Natural" set.
So my vote would be Willpower/War Mace (for a Tanker)
Edit: Just looked into the game, and there are a couple wrench options, baseball bat, police batons, wooden club and even a sledgehammer (I like that one) -
Quote:Rigel is making a very good argument regarding builds. When I began my Empath's IO slotting, I decided that I would build for balance and make one build that tried to be very good at teaming while still able to solo when needed. This (I believed) would save me a lot of influence over trying to build two seperate specialized builds (one team and one solo-build)....Be careful not to overspecialize your build for the sake of set bonuses. Five slots in Regeneration Aura is, I assume, for the recharge bonus on Doctored Wounds, but it comes at the cost of having a very slow recharging Soul Drain, which will drive you crazy soloing. (Unless you make a soloing build, see below.)
If you like to keep a flexible, generalist build, rather than having two specialized builds, that's fine. You can keep your first build generalized, then make your second build either for strict defensive teaming (with powers like HO, AP, CM, Rez, Fort, AB, Leadership + Vengeance, Recall Friend, and secondaries slotted for debuff), or for strict soloing (with powers like the three Auras, Soul Drain, Soul Transfer, Dark Embrace + Fighting pool, Gloom, Moonbeam, Blackstar + Dark Consumption, and secondaries slotted for pain), or for strict team offending (same as solo build, plus Fort, AB, Leadership + Vengeance, and Provoke, if you swing that way). Cheap IOs and SOs on the second build are fine, since your first Empath build will be expensive enough already. Whichever specialized second build you pick, you'll be using it more than just occasionally, I guarantee!
I have since changed my opinion on this. Having a single "balanced" build will save you influence in theory, but you will end up with a build that is neither the "best" team build nor even close to the best "solo" platform. So, I would highly reccommend working on two builds, with one being focused on being the best team support character and get the powers slotted for teaming. And then use your second build and focus that one for solo-ability. If you have a concern to save some influence initially, then work on IOs for one of the two builds based on which activity you do the most (so, Team-build if you mainly team-up or solo build if you solo alot more).
Good Luck -
One of the coolest combinations I have seen is DM/SR. I remember 6 years ago (almost) playing a new alt in KR and seeing a guy run by me named "Spectre" who was a DM/SR.
What struck me about the combination was how well -tohit and +def could work together and just about made one of my own on the spot.
Years later I actually did and DM has alot to offer SR. Specifically Siphon Life.
Add in one of the best buildup powers in the game and decent ST damage, would make this combination a great "Hard Target Hunter". Although not at the top of the AoE heap, I figure taking Fireball combined with a well-placed Shadow maul will do some decent AoE.
For me Shadow Maul has gone from love to hate and back to love in my heart. Once you get the hang of it and use it properly it pumps out excellent damage. Its efficiency is decent enough that you can even use it on single targets if you dont have anything else ready to fire off.
I recently levelled a DM/SR up to 28, and as far as scrapper combinations that I have tried, its the fastest I have ever gotten one to that level.
Good Luck deciding on your new Scrapper -
Quote:I believe that the Steadfast IO will be more valuable depending on your primary of choice.Am enjoying my first serious scrapper, a Claws / Super Reflexes, very much.
But looking to the future and a three position soft capped IO build is there Any Way to slot the Steadfast +3% Defense IO other than taking the Fighting Pool and using Tough?
Thanks,
Jak
Nemu's build is very nice and a good illustration of getting to the softcap.
Here is my build plan for a Martial Arts / SR which has tough and the steadfast IO.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Thunder Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg(42)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(7), GftotA-Run+(13), GftotA-Def/EndRdx(40)
Level 2: Storm Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), C'ngImp-Acc/Dmg(5), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(7), GftotA-Run+(11), GftotA-Def/EndRdx(40)
Level 6: Swift -- Run-I(A)
Level 8: Crane Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Cobra Strike -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(15), RzDz-Stun/Rng(25), RzDz-Acc/Stun/Rchg(36), RzDz-Immob%(50)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(17), RgnTis-Regen+(29)
Level 16: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(23), DefBuff-I(31)
Level 18: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(23), DefBuff-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(34)
Level 22: Quickness -- Run-I(A)
Level 24: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), DefBuff-I(48)
Level 30: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(31)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/EndRdx/Rchg(33)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(37), GftotA-Run+(37), GftotA-Def/EndRdx(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), GftotA-Run+(39), GftotA-Def/EndRdx(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A), Mrcl-Heal(45), Numna-Heal(45), Numna-Regen/Rcvry+(45)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), GftotA-Run+(48), Ksmt-ToHit+(50)
Level 49: Super Jump -- Jump-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
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The following is fairly close to my own Kin/Electric with the exception of travel powers.
I went with Recall Friend/Teleport/Hover and somewhere between 10-35 I also took Increase Density for teaming.
Your build is solid, with alot more emphasis on Accuracy than mine. I usually stick with just 1 ACC IO until I can get Set IOs and global bonuses into a build, but personal preference should rule when talking about Accuracy.
The very first power that I went after IOs was Transfusion. As you can see it benefits very much by slotting IOs and well worth the cost to do so as soon as possible.
My Kinetic/Electric does pretty well on a team, although he can be quite busy throwing out SB, ID and Transfusion/Transference/FS. I can take the same build out for solo work and do fairly well depending on the enemies. I recommend getting more slots into Tesla Cage since this power is your main pre-emptive control when solo. The longer it lasts, the better off you are against villains with nasty mezz effects.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Ace: Level 31 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Hero Profile:
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Rchg(3), Theft-Acc/Heal(3), H'zdH-Heal/Rchg(5), H'zdH-Heal/EndRdx(5)
Level 1: Charged Bolts -- Acc-I(A), Dmg-I(7), Dmg-I(9), Dmg-I(13), RechRdx-I(15)
Level 2: Siphon Power -- Acc-I(A), RechRdx-I(7)
Level 4: Lightning Bolt -- Acc-I(A), Dmg-I(9), Dmg-I(11), Dmg-I(11), RechRdx-I(15)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(17)
Level 8: Combat Jumping -- Jump-I(A), Ksmt-ToHit+(17)
Level 10: Ball Lightning -- Acc-I(A), Dmg-I(13), Dmg-I(19), Dmg-I(19), EndRdx-I(21)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(21)
Level 14: Super Jump -- Jump-I(A)
Level 16: Short Circuit -- Acc-I(A), EndMod-I(23), EndMod-I(23), EndRdx-I(25), RechRdx-I(25)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(31)
Level 26: Transference -- Acc-I(A), RechRdx-I(29), EndMod-I(31)
Level 28: Tesla Cage -- Acc-I(A), Hold-I(29), RechRdx-I(31)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Fulcrum Shift -- Acc-I(A)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 6: Ninja Run -
Quote:I have always been slightly amused by those comments about tornado myself.A lot of people say that mind/storm doesn't work well because of the lack of immob, but really all that means is that you use Tornado as a defense/utility power rather than a DPS power. As a utility power, it's a very good one.
I don't end up using Tornado much on competent teams with my mind/storm, but soloing or with PUGs gone wrong it's a lot like having a mini-tank you can whip out whenever you like.
Even without an AoE or ST immobilize, this power still can dish out some DPS when you are talking Hard targets. How many fights do you reach a point where all the minions are defeated and you are left with just the AV/EB/Boss etc... "OH lookie what I have here in my pocket for you Mr. AV" -
Quote:I currently have a Mind/Radiation that I am enjoying the heck out of.Yes, I do understand about the problems facing any psychic-oriented character as she levels up - the increasing resistance (including, boo, among enemies I like to fight), and all the rest. So when I say I want one anyway, I understand that I'm talking about a character I'll have some fun leveling and almost certainly end up shelving along the way.
Nevertheless, I want one, because deep inside me is still the adolescent girl who was fascinated by Marvel Girl and Emma Frost, Saturn Girl, and characters like that.
So! How do Psychic Blast (presumably supported by Mental Manipulation) and Mind Control (supported by, um, dunno, might be Empathy or Force Fields or Kinetics) compare for soloing: Speed? Escape options? Endurance hogging? Stuff I don't yet know enough to ask about?
He used to be Mind/Empathy but after getting my Empathy defender to 50, I decided to go with another buff/debuff set and have not regretted it yet.
There is more than damage when considering a Mind-Blasting character concept.
If you have not tried Confuse, then I highly reccommend you give it a try. There is nothing sweeter than taking some of the most annoying villains out of a fight and turning them into friends before you draw any aggro.
The real issue with a controller is the number of damage dealing attacks at your disposal, and Mind Control has it pretty decent with 3 single target attacks all available early. Add in a Vet attack or a pool attack and you should be pretty solid for normal content. -
Quote:This is my exact opinion on the matter as well. It would be great to hear from the inside what their take is on the idea, but I would bet money that its a very serious undertaking.I'm curious to know what the devs stance on a ranged/defense AT actually is. I'm not going to jump to conclusions and say they're 'keeping it away from us' or 'they don't like it because it's overpowered'. Really, I'm betting the devs are thinking 'It's a lot of work and requires extensive revamping'. Because there are many sets that work better in melee but this AT would lose much of that advantage. I doubt it's because it's too powerful. In PvE, it just isn't. In PvP, it's probably about as good as combining extreme stealth and extreme ST damage...just slower.
Think about it; If they picked only 4 assault sets and 4 defense sets, thats 16 combinations using 72 powers that would all have to be tested, tweaked and implemented. Thats more work (On powers) than we are getting from the entire GR additions.
So I dont think its a question of "Can it be Done?", but more a question of justifying the amount of time to actually do it right. -
With regards to which power to drop for Hasten, I can only guess which attack you get the least mileage out of. My tastes would tend toward the Snipe, but damage-wise Psi-Tornado is fairly low damage and I dont know how much you actually use it while teamed. It really depends on your use of the powers, but I would eliminate one of the attacks most likely.
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Quote:Ahhh the newbie Days. I did almost the exact thing, except I tried using Perez park. It was not pretty, being level 7 and wondering why they stuck a hazard zone between me and new hunting territory.My first hero character and I didn't know about the trams...
In Atlas and get a mission to talk to someone in Galaxy city, no direct zone connector, so I thought I had to use the sewers. Ran/corpse dragged my level 6 scrapper all the way from Atlas to Galaxy. Talking to my friend about it later, he asked me "Why didn't you just take the train?"
D'oh! -
Quote:
Hehe, I probably should have said ...."every build you see, including mine"
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Just a couple of quick observations that I see;
You mentioned that you have alot of accuracy in the build, and you are right.
For Generic SO's I will go 1ACC+3DMG myself, and it seems pretty solid until I get on teams doing higher level enemies, and then my best stuff is aimed at team-mates, so not a big headache even then.
You did well on recharge slotting in your powers as well as making most of them work as they should, but you should consider getting some endurance reduction into the more expensive powers.
You did not take Hasten. I normally would never recommend Hasten to anyone, since it kind of bothers me that Hasten and Stamina seem to be "staples" in every build you see.
However, the EMPATHY powerset really screams, begs, pleads and demands Hasten if you want to get the most out of it. I seriously reccommend working it into your build for all your long-recharging powers (pretty much everything important to Empathy).
The last comment is more of a question. Do you specifically wish to avoid IO sets ?
Is it a question of Influence or just not gotten to that hurdle yet? The reason I ask is that even though some of the best IO sets are expensive, there are some very decent "uncommon" sets that really crank up a build. Once you get into your 30s, its well worth the effort to pick and choose a few cheap IO sets, or "franken-slot" from different sets to make every slot count for more than one "enhancement". -
Quote:This is quoted for emphasis....
Let's break it down for you.
50% Recharge is the equivalent of 5 purple sets in someone's build.
Or the equivalent of 5 LoTG 7.5s AND an additional 5% from somewhere.
That's a titanic amount of recharge. It remains useful through all content, even to many top end IO builds.
...
A competent attack chain and an unreal attack chain is the difference that SB can make.
Having SB, means not needing to watch your endurance bar and spamming all of your highest endurance cost, longest recharge powers.
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You can discount it, downplay it, pretend it's not important - but SB is huge.
+Recovery as a buff, +Movement speed, +50% Recharge - it's huge.
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Both Strato_Nexus and Deus_Otiosus have made their points very eloquently. There is not much to add myself other than saying a "Good" Kin can use Fulcrum, Transference AND Speed Boost on an 8-man team and still have time to throw out some Damage attacks.
So, my question is this; If you are playing a "support" role and you have the choice of making everyone around you "better in many ways" OR.... "better in even more ways", why would you choose to be less capable?
Seriously, I hate casting SB 7 times every 2 minutes. I wish it was a 4 min buff like Deflection Shield and Insulation Shield. But, do I cast it on all my team-mates anyway ? Of Course I do. It makes them better at what they do. Thats the choice I made when I created a "buffing" character. To deliberately choose to spend my time on a team watching over my allies, both proactively and reactively, and keeping them standing even against the most outrageous odds.
I think its important as a player to understand which role on a team you really "fit". In the last 10 years I have been in a dozen MMO style games and learned a long, long, time ago that I prefer the person standing in the back; buffing, healing, controlling etc...
The OP needs to learn which role is the best for them, and perhaps Kinetics is not the right choice. But thats just my opinion.
peace -
Quote:I know your mostly looking for people to troll against Fire, but in the off chance you are trying to make a point, here is something to consider.Kinetic Melee, this'll be interesting....Not.
All I see now is Sheilds, Electric Melee, Dual Pistols, Empathy, Kinetics, and Demon Summoning.Lets add Kinetic Melee to the Pile of shiney new powers everyones going to be using.
The Devs might as well start Deleting older power sets due to lack of use.
Everytime they make a new powerset, many, many players come out of semi-retired status to try out the new toys. This is a great thing. It gives people something to do and talk about. It ALSO gives people the chance to play that character concept they may have been waiting 6 years to play, but couldnt because nothing close existed.
I have tried every new powerset and to date only one set has really "stuck" to me; Willpower. But not because it is "ubber" powerful or has that graphic "ooh-ahhh" factor, instead its how it works so well as a "hands-off" defense for my melee characters. I push attack buttons, thats all, and is EXACTLY the way I want to play my melee characters.
Finally, every new powerset offers MORE chances to synergize with EXISTING powersets.
Think of that powerset that you always kinda wanted to play, but couldnt find the right combination to balance it out. Well, there is a very good chance if you wait around long enough that some new toy will come along that is a perfect fit for the style you envisioned.
Deleting old sets.... hardly. And I think you know how ridiculous that would be.
Some of the best sets in the game were there on day one and if that set were removed from the game, ALL of the players that like that powerset would cancel the same day.
Thats not a good business plan, dont ya think -
Quote:Hmmm I did not know this Donna.I have an Illusion controller with no pets, and it's the best empath you'l come accross, Healing and buffing does not break invisibility as it is not an offensive action.
To the OP,
I agree with everyone else that has said to go with a stealth power or combined stealth powers for your Invisibility. Having played Ill/Rad and used superior invisibility, its a great power but not so much to "gimp" your build by skipping your pets.
Since I am also one that is not super-keen on pets, my favorite Controller primary is Mind control. What you mostly should figure out is how your hero plans on taking out enemies; Ranged Blasts, Hand-to-hand, both ? Then take powersets that simulate his/her attacks the best and add in the "invisibility" with Stealth plus Stealth IOs. This would be my approach. -
Whenever I think of Single Target Holds on my defenders I am reminded of "Goldilocks and the Three Bears". Three Hold powers is just too many buttons to push and my fingers have enough problems hitting the right ones at the right time. One Hold power is quite tasty but always leaves me wishing I had a little more in the bowl. But Two Hold powers is just right !!!
sorry, medicine can make a person silly at times
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Quote:My empath has the same relationship with the "rez" power and also "absorb pain", and there are times where I have felt "regret" at not having the "rez", but get over it by focusing on playing better to avoid needing it.I've had a Dark/Kin corr waiting to be IO'd, mainly been avoiding it because of the question. To take speed boost or drop it......
I know most would prefer every kin to have speed boost. But, I absolutely hated buffing my team every minute on my road to 50. I've seen maybe 4 kins total in my years here that don't have SB. It never bothered me as I focus my toons to solo regardless of AT. I don't want to "have" to rely on outside buffs that might not be there.
So the question is, how many people would it piss off? I mostly won't take it in my final build, just wanting to get the general idea of what others think.
I believe that your character belongs to you, and as such, you are entitled to skip any powers to make room in your build for the powers that you really want.
If you were on my team it would raise "eyebrows" if you were not passing out speed boost, and I am sure someone would "mention" it. I personally would not say anything to you, especially if the other powers in your arsenal were contributing to the fights in a noticeable way, but in my heart I would feel you had not reached your full "defender" potential until you took SB and used it. Its really that good of a buff. -