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Hello DJ,
I thought that instead of explaining all the things you could fix on your build,
here is where I would probably be at level 23 with your powers.
I don't play MA/Inv, but I have levelled MA/WP, MA/SR and KAT/INV past the point where you are, so I am confident that this build will be plenty capable.
One thing you will need to consider later is a respec. You will not need all 5 of the attacks in this build and I would seriously consider dropping Thunder Kick or replacing it with Cobra Strike (in your 30s or 40s).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 23 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fitness
Hero Profile:
Level 1: Storm Kick -- Acc(A), Dmg(3), Dmg(5), Dmg(15)
Level 1: Resist Physical Damage -- ResDam(A)
Level 2: Thunder Kick -- Acc(A), Dmg(3), Dmg(11), Dmg(17)
Level 4: Temp Invulnerability -- ResDam(A), ResDam(5), ResDam(11)
Level 6: Air Superiority -- Acc(A), Dmg(7), Dmg(7), Dmg(17)
Level 8: Crane Kick -- Acc(A), Dmg(9), Dmg(9), Dmg(15)
Level 10: Swift -- Run(A)
Level 12: Dull Pain -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Fly -- Flight(A)
Level 16: Unyielding -- EndRdx(A)
Level 18: Health -- Heal(A), Heal(19), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Crippling Axe Kick -- Acc(A), Dmg(23), Dmg(23)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
This is a bit thrown together. I was certain that my HD had an Emp/Dark somewhere, so dont take the power selection order to heart, just the IO sets and slotting I would probably go after.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(37)
Level 1: Dark Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 2: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(37)
Level 6: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(7), Zephyr-ResKB:50(17)
Level 8: Clear Mind -- Range-I:50(A)
Level 10: Swift -- Run-I:50(A)
Level 12: Fortitude -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/Rchg:50(13), LkGmblr-Rchg+:50(17), AdjTgt-ToHit/Rchg:50(50), AdjTgt-ToHit/EndRdx/Rchg:50(50)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(19), Zephyr-ResKB:50(42)
Level 16: Dark Pit -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(19), Stpfy-Acc/EndRdx:50(21), Stpfy-Stun/Rng:50(42), Stpfy-Acc/Stun/Rchg:50(43)
Level 18: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:50(21), Mrcl-Rcvry+:40(23)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(25)
Level 22: Recovery Aura -- Efficacy-EndMod/Rchg:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
Level 24: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(27)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(29), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Rchg:50(31)
Level 28: Night Fall -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(33), Posi-Acc/Dmg/EndRdx:50(33), Posi-Dam%:50(43)
Level 30: Tenebrous Tentacles -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(34), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(46)
Level 32: Adrenalin Boost -- Efficacy-EndMod/Rchg:50(A), Dct'dW-Heal/Rchg:50(34), RechRdx-I:50(36)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Blackstar -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(46), Stpfy-Stun/Rng:50(46), Stpfy-Acc/Stun/Rchg:50(50)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(45), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(48), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Dmg/EndRdx/Rchg:30(48)
Level 49: Tactics -- EndRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Hello Folks,
some interesting builds here, and I realize that my Dark Blast experience is rather limited, but why wouldn't anyone use Dark Pit + Oppressive Gloom. Being an Empath, means all your mitigation comes from your secondary and pools. Is Dark Pit that hard to plug in ? or just not long enough duration for you ? Just Curious really.
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Quote:I second this !! I have always wanted to play fire (actually I am doing just that right now), but we should have all swords or all fists as options. Makes it much easier to build for concept.I'd like alternate sword/no sword animations for fire (and I guess Ice) melee.
eg
Cremate could have a sword animation.
Fire Sword Circle could have a sword free animation.
The current fists and swords mixed set falls between two concepts far too often.
And I second the idea of a raygun set for energy blast.
Adding alternate animations for pool powers is a definite wishlist as well.
Boxing ---> Barrage style option
Kick ---> Thunder Kick style option
Jump Kick ---> something new and better, for example ( hero jumps forward leading with one knee and snaps a kick to the face, then continues in a backward somersault to land where he began the animation. Similar to Eagle's claw but more of a straight up back-flip than a stylish double flip.
And as mentioned, something else for the medicine pool.
Also, I want alternate animations for powers that use the "Y" pose (as in YMCA). Its not a bad animation, but I much prefer the "frisbie" throw.
Finally, the "fearsome stare" animation just bothers me. "I STARE AT THEE"
I can envision an animation similar to a sonic blast, where you snap your head back and forth but instead of rings flying out, how about skulls (lots of them) with really spookey sounds.
uhm, I am sure there are more. :/ -
Quote:I have actually done this tacticDirect merit purchases are a bad deal with a few rare exceptions; in most cases it's hard to beat the market as far as cost-effectiveness is concerned. Before wasting merits on direct purchases, check to see if you would spend fewer merits by buying a LotG 7.5, selling it, and buying the recipes you want off the market with the money.
Sadly, 100million spends much faster than it is earned.
There was a part of me (used to be anyway) that always thought folks were exaggerating when they would talk about their billion-inf builds.
heh -
To answer your original question. I cannot see anything major to comment on.
Hopefully one of the more experienced Vets will chime in (BillZ comes to mind), but you went after the same things I did. Softcap, +regen, and quality of life (+hps, +acc, +rech). I noticed our slotting choices on the melee attacks differs somewhat, but I wanted as much global acc as possible, so I went 4 C.impacts plus 2 P.slugfests. -
Your build looked eerily familiar. Here is my DM/SR build that I am working on.
The funny thing is that I was debating about dropping Superjump and picking up hasten to improve my attack chain. HeheMartial Arts Pack FTW !
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(3), C'ngImp-Acc/Dmg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 1: Focused Fighting -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(5), GftotA-Def/EndRdx:40(34), GftotA-Def:40(36)
Level 2: Shadow Maul -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Rchg:50(15), Sciroc-Acc/Dmg/EndRdx:50(25), Sciroc-Dam%:50(27)
Level 4: Focused Senses -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(5), S'dpty-Def/EndRdx/Rchg:40(34)
Level 6: Swift -- Run-I:50(A)
Level 8: Siphon Life -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(9), C'ngImp-Acc/Dmg:50(9), C'ngImp-Acc/Dmg/Rchg:50(23), Numna-Heal/EndRdx:50(27), Numna-Heal:50(33)
Level 10: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(13), Zephyr-Travel/EndRdx:50(13), GftotA-Def:40(19), GftotA-Run+:40(33)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25)
Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(17), Numna-Heal/EndRdx:50(17), Heal-I:50(48)
Level 18: Boxing -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Agile -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(39), GftotA-Run+:40(40)
Level 24: Dodge -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(40), GftotA-Run+:40(40)
Level 26: Quickness -- Run-I:50(A)
Level 28: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(46)
Level 30: Shadow Punch -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(31), C'ngImp-Acc/Dmg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(37)
Level 32: Lucky -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(37), GftotA-Run+:40(37)
Level 35: Evasion -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(36), S'dpty-Def/EndRdx/Rchg:40(36)
Level 38: Dark Consumption -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dam%:50(43)
Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(42), ImpArm-ResDam/EndRdx:40(42), ImpArm-ResDam/EndRdx/Rchg:40(42)
Level 44: Weave -- LkGmblr-Rchg+:50(A), S'dpty-Def:40(45), S'dpty-Def/EndRdx:40(45), GftotA-Run+:40(45)
Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Physical Perfection -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(50), Mrcl-Rcvry+:40(50), Mrcl-Heal:40(50)
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Level 1: Brawl -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(23)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:Anyone have any ideas for what would be good to simulate the ability to control time?
I have done Gravity-Kinetics as a time-control theme. Then I took teleport and superspeed (at different spec versions). But ultimately, the concept died at the hands of game limitations.
** what you envision, rarely can be created from the in-game options, you are better off taking the combinations and bringing a concept to match it. Also, I usually troll for good names first, then think about powersets that could fit the name and then, at the very end, build a concept to fit the powers and name chosen. Completely backwards to how I would "WANT" to come up with characters.**
One idea I had years ago, was to have a "serial number" attached to your name generated randomly, which acts as part of your name, but is not visible. If the serial numbers were 3 digits, then you could have 999 accounts using that character name on a server. It would make it harder to add folks to your friends list, since you would have to target them, or get their serial numbers in chat, but its rather annoying that when I come up with a good name, I check the name and invariably get the message... "that name is already in use".
Would it be annoying to see a dozen "Nightwolf" characters running around. Maybe, Maybe Not. But MANY, MANY character concepts of mine have died because I could not find a decent name to fit the theme and powersets chosen. -
Dark Armor would be my vote as well. Much as the same reason that DA synergizes well with Martial Arts. STacking Oppressive Gloom with other stun effects is ALOT of mitigation. The only bad thing is the constant wandering of mobs in your aura.
As far as cool factor goes, I have played a Fire/Energy Tanker to some effect, and it was alot of fun. The graphic effects combined well. But there was no particular synergy, other than FA can use as much "extra" mitigation as it can get, in order to ease the stress on using your heals so much. -
I agree with you Heraclea,
My plan for my WP and INV toons (as well as a guildmates melee-ers) is to 5-slot with 4 pieces of Kinetic combat and then an ACC/DMG from crushing impact. The damage becomes sufficient then, but the ACC is still a tad low at 40% (approx), global ACC should cover the rest of the ACC needs. If not then there is always yellow pills.
On all my toons, I currently run 5-pieces of Crushing impact for the decent sets bonuses (+rech, +ACC iirc) and will overwrite 4 of the 5 pieces all at once when I have 4 kinetic IOs ready to slot. This is proving to be the difficult part. -
Thanks everyone for the responses.
Heraclea, I am of the same opinion regarding the random rolls. It seems that the most straightforward way is to just buy the specific recipes with merits OR.... save up the cash to buy them at Wents. Neither way is very fast for a casual player, but you have at least made me feel better about this.
Bottom line... there really is not a trick, just the hard facts.
Thanks -
Hello Tankers,
I have been helping outfit mine and other melee characters and have been having a serious dilemna for several months. Its called Kinetic Combat
I have tried Oro-arcs from 20-35 (ALOT). Architect Ticket random rolls (ALL types)
What is the trick to getting Kinetic Combats to drop ?
Any Help would be greatly appreciated. (Additionally, I have already scoured Paragon Wiki, so I understand the basics of how the recipes are awarded.) And finally, I understand a full set can be gotten by Merits, but we run TF infrequently.
Thanks in advanceI figure if the Tankers dont know the secret, then I can lose faith hehe.
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Quote:Umbral is correct, of course.I've never rolled a willpower before and decide it was time so I went claws/willpower anyway. What types of bonuses to people shoot for I was wondering? Willpower seems like a mix of everything.
Should i go for regen or more HP maybe, not to sure maybe some def? What seems to be the consesus when building willpower toons and what set bonuses to shoot for and in what order?
Thanks to anyone with any answers.
Willpower has two toggles which grant defense (Indom.Will, Heightened Sense) and they are all "Typed" locations, so look for IO sets focusing on "Typed" defense. Sadly, Kinetic Combats are the best IOs to plug in for beefing up WP's lowest type of defense.
+HP helps alot, it adds "pseudo-resist" and helps to improve your regen abilities more than regen bonuses. Unlike Umbral, I actually shoot for more regen even though it suffers from diminishing returns on this powerset. My MA/WP scrapper hit around 600% regen with 1 target in range and currently working up a WP/Fire Tanker that should easily hit 700% with 1 target in range and +45% HP before Accolades.
One aspect that I love about Willpower is taking Fast Healing/Quick Recovery AND Health/Stamina. Because you are going with Claws, I am not certain how valuable that is, since I have limited experience with Claws. But I remember it (claws) being very friendly on your endurance bar. Which opens avenues in pool choices not as available to other combinations that need the extra endurance boost. Of Course, if it was me, I would still double-up the +recovery
Good Luck -
WoW Umbral ! I LOVE that uptime on Soul Drain. Cool Build
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Quote:The "toughest" Scrapper I have ever played (and seen played by others) is Kat/Invuln.I have a 50 ss/nrgy brute, and a 45 DM/SR scrapper that's nearing completion. Both are heavily defense-based, and I want to try something different. I also have a 37 spines/regen scrapper that amuses me once in a while, but I'm looking for *tough*.
Any suggestions for a good, tough scrapper or brute (I'm leaning towards scrapper, but maybe there's a brute combo that works better?) I'm looking at /inv and /wp, and I see plenty of possibilities, but haven't sealed the deal yet and thought I'd take a survey. :-)
-Jeff
But I am going to agree with BrokenPrey and say that Kat/WP may just be a bit tougher oweing to less need to have alot of mobs in proximity for "defense". The "melee/lethal" boost from Divine Avalanche seems to fit really nicely with Willpower's existing defense toggles, and then you throw the awesome regen/recovery on top to make a very attractive "all-purpose" character. -
Quote:Yeah, there are certainly better ways to get range defense. I went away from red fortune right after they introduced Blessing of the zephyr. That allowed alot of slots to get pushed around. Imagine 2 full sets of Red fortune (Weave and Maneuvers). BotZ made me a very happy BlasterI left that out deliberately, I'm of the opinion that it's a waste of slots on a Blaster but YMMV.
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Quote:Red Fortune 6-piece bonus as well. Although, now that we have Blessing of the Zephyr, I find it more advantageous in the typical build.G'ah, I forgot BotZ. I KNEW there was a set I was forgetting.
Combat Jumping/Hover/Fly/Super Jump/Recall Friend/Teleport --- Blessing of the Zephyr (2-pieces for Rng defense)
Maneuvers/Weave -- Red Fortune (6-pieces for Rng Defense)
Tough -- Steadfast Protection Unique (3% Def to all)
Single Target Ranged Attacks --- Thunderstrike (6-pieces gives 3.75% defense Ranged)
Sniper Attacks -- Calibrated Accuracy (6-piece for Range Def)
**These are my favorite choices, but playing Energy Manipulation, you could build up significant defense to ranged attacks AND get some decent melee defense as well. Dont forget to get a few AoE set bonuses as well. (3-piece Blessing of the Zephyr for AoE) -
Very Nice Breakdown UberGuy,
Not much to add, other than 20-25% defense to all positions seems very solid to me, until you start cranking up the mob levels, thats when you start wanting 30% or more to all positions. Personally, I dont have the influence to try and get 40%+ to everything, so for my stable of toons, I am going to get a /SR to 50 (mid-20s currently) in order to hit the 40%+ level of defense. Any other scrapper should be able to hit 20% with ease and 30% with some serious effort.
For the OP,
I have a SG mate that runs a Dark/Dark and has numbers very similar to the ones you are running.
He regularly runs missions at 0 to +2 and at x3 or x4 without too much trouble.
If you are looking to go beyond that level of difficulty, then perhaps more defense would help, but my personal preference is to have 30% to all positions, rather than 45% to one position and 15% or less to Ranged/AoE etc.. This may not be the common wisdom, but I feel more comfortable at that level of defense. Remember, 30% to all positions + Large Purple pill equals softcapped to ALL positions. Grape Chickletts FTW ! -
Quote:Biospark runs currently with 20% Defense to Melee/AoE/Range and Psi and its pretty viable solo and teaming. I still need to carry around break frees, but I can move in and out of melee range pretty safely. I have also planned out and someday will finish up a solo build that hits 30% to all positions and ups his s/l resist to the mid-60s. But again, he will still need maintain a stock of breakfrees.I haven't seen a build with over 30ish Defense even with Power Build Up and that's up like 1/12 the time.
Is 30 enough to be good? I guess you can go for Smashing Lethal Defense and that might be ok. But ranged defense, while normally enough for Defenders isn't for a Kinetic/Electric since so much of what they do requires they be in Melee area.
My first toon was a Kin/Electric he's sitting at 26 and I just don't play him because it seemed like he wouldn't be viable.
But to this day, this is the toon I really wish I could make good. I still keep coming back to him. I've always wanted a Kin/Melee toon.
My own Kin-Electric is sitting at 28 and to be honest, he "saps" at 28 using SC+Transference nearly as well as Biospark does at 50 with SC+Powersink.
I would say to post your build and see if anyone can help you with it.
Also, if you play alot of tanks/scraps, the constant reminder of your weakness to "mez" effects could be biggest detractor for you. I know it is for me. But I have finally come to terms with the idea that I have to manage my Inspy-tray on this character. No choice really. -
Hehe Ok. You are correct
I lump it in as both positional and typed.
So on a positional Hero like /SR; pursue (Melee) (Range) (AoE) and (Psi),
while on a "typed" Hero like /WP or /INV; pursue (S/L) (F/C) (E/N) and (Psi)
Quote:Afaik, the only villains with non-positional psi attacks are Malaise, a couple Rikti lts and bosses (Mentalists, Mesmerists, Priests), and the Carny illusionists. A vast majority of psychic attacks have a positional component because they are drawn from Psychic Blast and Psionic Assault, which all have positional components, rather than from Illusion and Mind control.
Carnies don't generally qualify as "non-positional psi users" in most people's eyes because the only individuals that have non-positional psi attacks are the ones I mentioned and they only have a single, low damage attack that qualifies (Blind). The Rikti are generally view a bit worse because they have multiple individuals with multiple non-positional attacks that actually deal a respectable amount of damage. The worst offender, however, is the Praetorian version of Malaise because all of his attacks are non-positional psi (the Vindicator version is an ill/kin troller and thusly only has a single non-positional attack). -
My Highest Blaster (47 Energy/Devices) was specifically designed to stay out of melee range. Basically Hover+Caltrops = melee free zone (almost).
You can drop the caltrops directly below where you are hovering.
Also you can drop the caltrops to block a hall or tunnel to keep the baddies on one side while you shoot safely from the near side. The only exceptions are Villains that fly or have resistance to movement debuffs (werewolves).
For teaming, Devices does suffer a little, since most folks dont wait around for you plant trip mines and such, but check out the guides on Devices, some of my favorite powers in devices work just fine on teams (caltrops under the squishies to protect them, trip mine at the corner where the tank is pulling to, cloaking device to stealth a mission, smoke grenade to help debuff and be stealthy, or even prevent aggro from unwanted mob groups, and web grenade to keep a nasty mob from coming after squishies (like you)
Finally, for Dual Pistols, I cannot think of any set that is more conceptually appropriate. -
That is true Umbral, of the 4 positions I think Psi would be the least important.
I must be odd in my game experiences but dont Arachnos and Carnies both have non-positional Psi attacks. I would say Lost as well, but they pretty much disappear after you hit your late 20s (unless you do alot of story arcs).
Arachnos in particular are Villains that I Love/Hate going after. -
Quote:One more reason I would not pursue Kinetic Combat (right now) is the market.The reason why I wouldn't go with Kinectic Combat is because the enhancement numbers royally suck. Plus its much easier to get a lot of Melee defense without sacrificing a lot of your powers.
These recipes are ridiculously priced, and unless you are a major TF runner, you will find like I have that "positional" defense is easier to chase. Though I have Willpower and Invulnerability toons praying daily for something to change which will make Kinetic Combat recipes become more available. Until then, its Impervium Armor, BotZ, ToD, and Oblits. They are not cheap either but they are more available.
Quote:If you think AoE attacks are rare, try talking to */SR Scrappers pre-Evasion or running a Council mish and seeing how often you get hit. AoE is actually a lot more common than you think because the only attacks that have 2 positional tags are melee AoEs. Ranged AoEs are almost always flagged AoE exclusively (with 1-2 types as well). Going without AoE defense is going to hurt a lot more than you'd think. -
Quote:I am not so certain that Indomitable Will can be made perma. If it can, I am betting it would be g**awefull expensive. But with a reasonable effort its available every battle, and lasts 90 sec, which is about as long as most "unstoppable" powers. (Edit: well after checking, its less duration than all of them, but without a crash, its still well worth a power pick)Interesting that this can be perma. God Modes cannot be perma'ed. So I figured there was a chance.
I actually could care less about the resistances, with the crash I'm not sure if its worth it not to get mez protection. I just wanted the mez protection.
I am in agreement with PC_Guy though. I prefer the term "unstoppable type" powers, and have never liked them. About the only AT (in my opinion) that can really capitalize on their use would be Scrappers, since the amount of DPS they deal combined with being a little more squishy than a tank, makes them a great "panic button". On Tanks, and the "one" defender I have tried it with, they are a gamble that is weighed heavily in the house's favor. -
hehe, Isnt that what I said PC ?