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Posts
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I've heard DP/MM is fairly potent.
I have a DP/Dev. Although I took very few /Dev powers, electing instead to focus on Power Pools for defense. -
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I usually slot Touch of the Nictus; Acc/Heal, Acc/End/Heal, Heal/Rech. Then Numina's Heal/Rech, End/Rech, Heal/End/Rech. With lvl 35+ IO's, Recharge and Heal hit about 95%.
The Recovery bonus is usually more than enough un-enhanced. -
Having tried /Dark, I would recommend taking Stamina; especially if you go with all 3 Leadership toggles. If you plan on using your whip attacks, then I vehemently suggest Stamina.
True, you might not need it right at level 20. -
Some MM builds can omit stamina. Which secondary are you using?
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Depends. I understand that the Arachnos Mace from Mace Mastery, does not.
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Quote:Heh. After my own heart.
For powers that use the Tarzan emote to activate... well, anything other than the Tarzan emote, please. And yeah, I'd take pretty much anything. -
Alternate Animations; Specifically for toggles, as many re-animate every time one zones. I have long since lost love for the 'tarzan yell' that seems to dominate this quirk for those with Tough, or worse, Integration(the worst animation fit I have ever seen).
Being able to swap in different animations would be a tremulously awesome ability. One just need to scan toggles for examples:
Focused Fighting/Weave/Acrobatics
Tough/Integration/Unstoppable the accused Tarzan Yell...
Invincibility/Power Shield
Rage (As far as I know unique animation)
I'd go on for some length, but it's late and I can't remember them all... -
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Quote:Well dangit, they are gone.I just checked on my Corruptor. The information seems to be missing now. I remember it being there before when DP was just released but it seems to have vanished.
Well, there's this.
Swapping ammo removes KB and -Def from any DP attacks. Piercing Rounds loses it's -Res when ammo is swapped. You get 100% chance for the alternate damages(replacing the lesser Lethal damage listed). Incendiary has an 80% chance to DoT.
Pistols never has any special effect short of alternate damage(no -Dam, Slow or DoT), nor Suppressive Fire(outside of changing from a Stun to a Hold). -
Quote:I'm guessing not at the same time(as that's impossible short of a /synch issue).No that doesn't work. I had Fire and Cold selected and it still tells me it's all lethal and % of knockback.
They will all do some base Lethal, all ammunition are still bullets. There is secondary damage that is also Lethal with standard ammo. If you scroll down there will be other effects(at 0%% chance if other ammo is not set) -
Flares
Telekinetic Thrust
A way to get this info in game is to type the power's name in Brackets[Telekinetic Thrust] into chat. You can then click on the name and it will pop up info on the power. -
Quote:In your enhancement screen, hit "Detailed Info" and mouse over any power. Each DP power shows numbers for alternate ammo, but will show as 0% chance unless you have that ammo presently active.Hey All,
I'm trying to find DP's numbers (ie. how much slow or -Res or whatever) and I can't seem to find them in game. Yes I can look at Mids for that but I would rather see the numbers in game.
So when I use one of my "special ammos" where can I see it's effects? the description of the power doesn't give numbers, nor does looking at the different attacks (ie. Dual weild).
Thanks!
-Rb -
Quote:Only the Ember Demon grants a shield, and doesn't seem worth enhancing. However, the Hellfire Gargoyle has self only resists that can be enhacned. I put in End/Res and Res/Def from Steadfast Protection, plus 4 +Dam pieces of Edict of the Master.I can't figure out what's ample for them.
Are they more playing the roll of protectors?
I mean they have the shields right?
I'm going to be playing as a thermal with this particular ds MM and I can't help but think I should assess how to best slot the demons.
That said, the damage/damage resist numbers are conflicting. Enhancing damage seems to enhance resistance too, and vice versa. Worse, slotting for resistance appears to knock damage down to priority B(and thus ED capping at 56% instead of 95%) -
Perhaps it's To Hit value is unrealably low then. Way too many enemies escape it's damage.
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It turns out Scrapper's Shield Charge has a data error. It's dealing too much damage for the archetype, and was indeed missed for a long time.
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Quote:The dev's internal name of Devices is Gadgets(well, to my knowledge). Between Devices and Traps, we already have gadgets.There are so many temp powers that I'd love to have permanently, and I know I'm not alone. I'd like to request a 'Gadgets' power pool.
The first two power picks could be (one choice of melee temps) and (one choice of ranged temps). The third could be (choice of travel temp power, or maybe even a gadget Teleport pack like the Sky Raiders use!), and the last could be (other stuff, like the power analyzer, the stealth suit, or whatever). I don't think this would be incredibly unbalancing, and it would be wonderful to finally be able to have a permanent Zero-G Pack or Pistol.
Anyone else think this would be a fun new set? Show your support, let's see how much demand there is for something like this! -
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Quote:I've heard of this, but never tried it. I'm just a Stamina junkie *sniff*
On the flip side, many builds can skip stamina with proper slotting.
I've crazy enough to take Quick Recovery, Stamina, Physical Perfection and slot Performance Shifter End Mod & Chance for +End in all 3. Unnecessary, yes, but fun -
Quote:Set Bonuses are indeed awesome, but in Auto Powers sets are seldom worth slotting for(slotting Acc/Rech into Stamina will net you nothing, not worth the +5% recharge). I'd recommend only 3-4 slots in Stamina; 2-3 generic End Mod IO's and-if you can get them-Performance Shifter: End Mod, Performance Shifter: Chance for +End. I routinely do this to get the most recovery out of Stamina. Any other slots are best elsewhere for damage.The plan was originally for full Efficacy Adaptor for the bonus damage and recharge.
@PuceNonagon: The problem with that is.. Those are freakin' expensive.
My main problem is I'm obsessed with damage. I need to replace quite a few damage IOs with End Mods.
As a Blaster, your choice sets for Ranged are Devastation and Thunderstrike. Devastation grants +3% damage for 4 pieces of the set. Thunderstrike +2% recovery for 2 pieces, +7% accuracy for 4, and Ranged defense of +3.75 with the full set. They are your friends.
I occasionally 'frankenslot', but I still squeeze in set bonuses(i.e. 2-3 of one set and 2-3 of another in the same power). Slow sets are the only ones I truly slot ignoring sets bonuses. -
Quote:Something I do for all my toons; I pick up the Accolade Powers for +Max End. Raising your maximum endurance actually boosts your recovery more than the +recovery set bonuses do.Hi. I'd like to apologize in advance for this upcoming wall of text.
My main character is a Blaster and I have huge problems with endurance conservation even with a 6-slotted Stamina. So, to counter this, I figured I'd invest in some sets that grant Recovery bonuses. (Performance Shifter, Efficacy Adaptor) I also chose two electricity powers as my epic pool powers. (Static Discharge, Shocking Bolt) as they can be used for Endurance Modification Enhancement Sets.
So, my plan is to fill up both of those powers as well as Stamina with full Performance Shifter/Efficacy Adaptor sets.. The problem is, even with a few Recovery Bonuses already active, my recovery doesn't seem to actually change. I should currently have a 3.5% bonus from sets alone. (2% from Thunderstrike, it's in my Power Burst power. And 1.5% from Efficacy Adaptor, it's in my Static Discharge power.) But when I check my Combat Attributes I only have 2.62% total Recovery. My sets supposedly are only giving me 0.03% and 0.02% each?
Maybe I'm just misunderstanding the effect of the enhancements. I was originally thinking that the recovery bonus was a percentage of your maximum Endurance- Meaning the 1.5% from a set would be 1.5% of 105. Now I'm taking it that the bonus is actually just a percentage of your current recovery? If so, 2.62% + 1.5% = 0.0393.. Seems like I really just misunderstood the formula.
But if that's the case, I'm still clueless as to how some Blasters seem to keep their endurance near-full during massive battles without even having to use Conserve Power.
Also(and this may be a silly question), are you using Endurance Reduction in your other powers?
I used to skip them in my attacks(before they added in Detailed info), and favor Recovery buffs; I would run out of Endurance regularly. -
My Sonic/Sonic Defender never took one. Didn't like to drop all my toggles, nor did it fit the concept of the character. I take them otherwise.
Quote:When do you nuke? (around EBs, near death, etc)
Quote:Best and worst Nukes? (Granted, that kinda makes it not a nuke)
Thunderous Blast and Blizzard are cool because they have range(Blizzard you can drop around a corner!)
Worst? Generally, Defender Nukes lack proper punch(Fulcrum Shift can fix that).
Nova is often loathed for it's KB. EM Pulse because it doesn't deal damage.
Quote:What other powers complement the nuke?
Also, Rain of Fire and Freezing Rain. Both will keep your targets in a general area. Freezing Rain debuffs their Resistances!
Quote:Anything else you'd like to add? -
Of course. Although curious to see how they'd deal with the tier 9.
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No, no, no. The Ultimate question is "What is nine times six?"