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Posts
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Joined
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Quote:In a pre-ED setting, sure. In a post-ED setting damage may be more important but only until such time as you cap on it. And that only in regards to enhancements, not to non enhancement based methods of improving DPS.This is wrong, because pre ED 1 acc and 5 dam was the standard slotting, and people would jump back to that in a heartbeat is ED was ripped out.
Which means damage is more valuable than any other considerations.
Assuming something boosted damage output by 10% or allowed 10% more attacks, the two are equiavlent in terms of churning out DPS. As noted above, boosting DPS by increasing attacks however also increases endurance burn. But that is only meaningful in that going one way would run you out of endurance and going the other way would not.
Quote:Also Io's are just swimming in +rech +rec, and there just isnt that much +dam, so they higher you get the less valuable the rech or rec becomes. -
Quote:Perfection of the Body 3 is a 12.75% damage boost.The problem seems to be lack of build up.
the set is balanced around maintaining perfection 3 of the body.
using anything other than perfection of the body is a debuff, and it winds up being a waste of a power, that realy does nothing more than keep you from being debuffed.
This is why it does work for stalkers since they get it for free.
Its a bad set for anyone other than a stalker. Guess the only good news, its not as bad as beast mastery.
Perfection of the Mind 3 is 15% recharge boost.
Perfection of the Soul 3 is a 33% endurance savings.
Arguably Mind is providing you with a greater damage boost (at the cost of more endurance, though the two are close) is it not?
As goes Soul, the savings equates to four attacks costing the same as 3 attacks. Over time, this is the biggest increase to total damage output assuming you are burning endurance sufficiently with the other forms so as to run out of endurance. Admittedly in many circumstances you don't have the luxury of time.
I dont know. . .it seems to me that people are being overly critical of the set. But I have only played it up through 22 and actual play may reveal some warts I have not yet come to. Still, as I noted upthread, up through 22 it certainly seems to be pretty potent (though some of that of course depends on the defensive set it is paired with). -
I have sailed through content which gave other characters. . .well, if not problems at least they had to work at it. Doing the 20 costume mission I leapt into a group of 8 Tsoo and walked away fresh. It is wonderful being able to punish Tsoo Sorcerers so effectively. Soloing the first portion of the Duplicate/Clone arc in Faultline, I tried to run it as quickly as I could, not pausing between battles but just charging forward. Again, no problem.
This may change of course and no doubt some of this has to do with choice of secondary (never played Willpower before). -
Quote:If I haven't screwed up the calculations, if you maintain Perfection 3, the single target damage output for Staff shouldn't be but a hair (3%) behind Street Justice.We don't think Staff Scrapper seems very compelling; given the DoT nature of the AoEs and middle of the road ST damage we didn't think the crit factor would be very exciting. The serious number crunchers could convince us otherwise, but that's what it looked like to us.
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Quote:I've got my staff scrapper up into his mid 20s now, and to me, the set is starting to feel like another dual pistols.
Good concept
Awesome animations
Mediocre performance
It's not bad, it's just not all that good either. I may try re-rolling a staff stalker, since general consensus seems to be that it shines a bit more there.
This is odd. I hit 22 last night and am increasingly impressed with the set. Once I slotted with SOs (my habit is to not bother with enhancements until 22) I largely started moving from group to group as quickly as I could, both solo and in groups, and had no problem. At one point I charged into a group of 8 Tsoo and had no problem putting down the entire group. Same result last night charging into a somewhat smaller group of 6 Freakshow. -
Quote:Having picked up my 3rd other attack aside from Eye of the Storm, I can now avoid using it as a finisher. Surely when people were working out what as optimal for an attack chain they considered maintaining Perfection 3?One thing to keep in mind is that all 3 staff mastery forms sacrifice the to hit bonus that that build up and all its other replacements (follow up, blinding feint, soul drain) get. In exchange you get bonuses that, while none of them suck, are not really all that stellar either. Form of the body, the one everyone seems to think is the best form only gives you an 18% damage bonus at tier 3 - and you are NOT going to have that up all the time, as it drops off between fights, takes 3 attacks to build up and is going to be lost everytime you use a finisher. I suspect you are going to be averaging 10%-12% damage bonus at best and thats on a scrapper - stalkers, brutes and tanks get a lot less benefit. While it sounds good, I don't think it quite make up for the loss of the to hit boost and burst damage from build up (and doesn't even begin to compare to soul drain, follow up or blinding feint).
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I played with the set a bit when it was on the Beta server and had fun with it. I have to say having played it for 20 levels so far, it remains fun. And in a group of pure Staff fighters, groups die to the area onslaught.
I keep wishing however for something like Against All Odd or Soul Drain. But that would be silly gross, wouldn't it? -
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What about something like Archery/Energy Manipulation?
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Quote:Dark Blast attacks lower the target's to-hit and has a heal. Ice Manipulation has both a cone slow to movement and recharge and an area knockdown. It strikes me as having obvious survival potential.You might try Dark Blast/Ice Manip. There is not a lot of synergy there from what I can see. Dark Blast doesn't have great damage and suffers from a knockback cone. Ice has a few debuffs but is weak on damage. It also has a mag 2 aoe sleep as its teir 9 power.
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Quote:Friend of mine played that combo almost exclusively solo and was quite successful with it.Well, as you well know, any suggestion will still perform and will have some possible benefits/synergy that someone can point out, hehe...
As much as I love Electric Blast, I was thinking I'd suggest Electric/Devices, since people so often point out Electric's lower damage and how the endurance drain suffers if not paired with /Electric Manipulation. -
I don't know. . .Psionic Tornado to apply a bit of control then get close and pop your Soul Drain. Not quite as clean as using Sonic's Siren's Song as the controlling method but I'd be game to try it.
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Quote:Dual Pistols all over again, eh?After comparing this set to others, staff looks pitifully underpowered on brutes and scrappers vs. just about anything. I'm shocked that it didn't seem to come up in the beta forums. How the devs could claim that staff is on par with something like titan weapons defies logic. I'm guessing they overvalued the rather pitiful secondary abilities vs. what the primary value of an offensive power set is - damage.
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DM/Regen or WP/Soul Mastery (for Gloom)
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Went over your suggestion in Mid's and liked quite a bit of it. What follows would be the love child of my original proposal and what you suggested.
I also picked up the Slow/Recharge resist I had been thinking about.
Please let me know what you think.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Ebonbolt: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
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(25), Mako-Dam%(31)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(11)
Level 2: Shadow Maul -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(3), SBrutesF-Rech/Fury(5), Erad-Acc/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Acc/Dmg/Rchg(46)
Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(17)
Level 8: Siphon Life -- SBrutesF-Dmg/Rchg(A), SBrutesF-Acc/Dmg/Rchg(9), SBrutesF-Acc/EndRdx/Rchg(9), Nictus-Acc/Heal(13), Nictus-Heal(17), Nictus-Acc/EndRdx/Rchg(27)
Level 10: Teleport -- Zephyr-Travel/EndRdx(A), Winter-ResSlow(48)
Level 12: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam(43)
Level 14: Boxing -- Empty(A)
Level 16: Grounded -- Aegis-ResDam(A), Aegis-Psi/Status(43)
Level 18: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(23)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(31), GA-3defTpProc(43)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(37)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 35: Power Sink -- RechRdx(A)
Level 38: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Rchg/EndRdx(42), DarkWD-ToHitDeb/EndRdx(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Power Surge -- S'fstPrt-ResDam/Def+(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Without the benefit of Mid's at the moment, just eyeballing, I am thrilled at the improved numbers you managed to produce while leaving the basic build intact. I will be sure to be going over it with Mid's once I get home.
I had briefly toyed with slotting Winter's Gift: Slow Resistance to boost both Recharge and Slow resistance from 40% to 60%. I am not so worried about being physically slowed (can teleport after all), but there have been times when having my recharge rate dropped has been a bit of an annoyance. Does anyone think it worth it? -
Quote:But a self-rez supposes you've died. Hardly a selling poing on the toughness of the set.Well, S/L are about equal, Energy yes, but Negative Energy is a strong point on Dark Armor, next to Psi. and F/C are tipped slightly in Elec's favor. But Dark has a built in Defense power, and other layered mitigation, like OG or CoF, in addition to a monster heal, and a rez with a mag 30 stun to keep you cozy while you're recovering. Neither of my Dark armor toons are ever out of endurance, and I run 11 toggles...
(The smiley should indicate that for the joke it was.)
Electric's boost to survivability comes less directly (outside ignoring Endurance drains and Energy damage--did the Katie Hannon TF last night and on the last wave while half the team was dying, I was quite happily tooling along like on all the previous waves. Two uses of Power Sink (or slotting it for the purpose) will zero out the endurance of anything that is prone to be affected by Oppressive Gloom. And there is Power Surge to try to avoid needing to use a self-rez, though admittedly its after effect may cause you to want a self-rez.
Quote:Much is often made of Dark Armor's supposedly horrible endurance usage, but in my experience that's a significantly overblown issue. In fact, most of the powers are actually very cheap in terms of endurance. The main offenders are Cloak of Fear and Dark Regeneration. One could make a case for Death Shroud as well, but the armor toggles actually cost a bit less than many of their counterparts in other powersets. '
As for the endurance hog powers, Cloak of Fear isn't even taken by all DA users and with intelligent slotting can be used to good effect, though I often delay it to late game on my DA users if I take it at all, as I usually prefer OG. As for Dark Regeneration, again, intelligent slotting is key, but even more so is the use of a single IO - the Theft of Essence proc.FWIW, my DA character has Theft of Essence slotted and on a lucky use sometimes gets away with his endurance bar basically staying in place--that's actually a pretty good thing given what Dark Regeneration would otherwise do to an endurance bar.
I think DA is a fantastic set. Indeed, it was wanting the basic sturdiness of DA while wanting to completely move away from endurance concerns that got me looking at Electric in the first place. Saying I flirt with being out of endurance bottoming out is less a condemnation than noting something for someone to be wary off and plan to address as they level so to avoid a bad character outcome. -
I have been greatly enjoying this character on just SOs and am thinking this will be the character I pursue endgame with. Working with a purely resistance based defensive set I figured the defense soft cap was not really going to be achievable. So I shot 32.5% value and am in the general ballpark (32.2% S/L, 34.7% E/N, 31.5% Ranged). If anyone can suggest some tweaks I would be appreciative.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Ebonbolt: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
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(25), Mako-Dam%(50)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(11)
Level 2: Shadow Maul -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(3), C'ngBlow-Dmg/Rchg(5), Erad-Acc/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Acc/Dmg/Rchg(50)
Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(17)
Level 8: Siphon Life -- SBrutesF-Acc/Dmg(A), SBrutesF-Dmg/Rchg(9), SBrutesF-Rech/Fury(9), Nictus-Acc/Heal(13), Nictus-Heal(17), Nictus-Acc/EndRdx/Rchg(27)
Level 10: Teleport -- Zephyr-Travel/EndRdx(A)
Level 12: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam(43)
Level 14: Boxing -- Empty(A)
Level 16: Grounded -- Aegis-ResDam(A), Aegis-Psi/Status(43)
Level 18: Dark Consumption -- SBrutesF-Acc/Dmg/Rchg(A), SBrutesF-Acc/EndRdx/Rchg(19), SBrutesF-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(46), Erad-%Dam(48)
Level 20: Lightning Reflexes -- Run(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(31), GA-3defTpProc(43)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(37)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 35: Power Sink -- RechRdx(A)
Level 38: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Rchg/EndRdx(42), DarkWD-ToHitDeb/EndRdx(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Power Surge -- S'fstPrt-ResDam/Def+(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:Keep in mind Electric provides more resistance to S/L/E/N/F/C than Dark does. Not so much that the healing difference is balanced but healing is not the only arena sturdiness is determined by. Electric also lowers the cost of powers via its heal for 30 seconds per use and has a pretty wicked endurance drain/recovery. My Dark Armor character is always flirting with being out of endurance, my Electric Armor character never worries about it (of course it doesn't hurt to have a second method of regaining endurance either via Dark Consumption).In my experience da is much sturdier in "regular" content than electric.
Dark armor to me is more of a resistance/control/regeneration hybrid, whereas electric armor is pretty much just a straight up resistance set. Electric's heal and control are minor compared to dark's. I find having more variety, more layers of mitigation give more potential.
Back on topic, its weird that I have an aversion to pairing primaries and secondaries of the same type, but in the case of Dark Armor, Dark Melee really seems crafted to mitigate Dark Armor's (relatively few) short comings. Dark Armor is one of the few powersets I'd consider taking its matching pair with. -
Having overplayed 2 Darkness characters, I created a new guy in another AT for double xp weekend just to take a break. He's been so enjoyable I've played nothing else since.
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Quote:You don't have to learn anything on a Brute either. Fury is going to build by dent of the fact you are in melee and attacking or being attacked. You're sturdier as a Brute, mobs don't tend to run away, and damage is reasonable.To me that just null and voided what you were trying to say. For me, not just because I am a scrapper fan, but I would have to say Scrappers are a bit easier than brutes to play, you don't have to keep up with much, and you don't have to learn anything, just wait for the critical hit.
Really it is somewhat of a quibble but all things considered I can not see how Brute does not come out ahead in terms of things working well when you have little knowledge of how things work.
If Claws is the best primary to toss at someone (can't say, never played it) then I'm guessing (but more than willing to be corrected) that Invulnerability or Regeneration makes the best secondaries. -
Same here. There are so many I have not gotten around to trying that I feel bad about wanting to retreat to a powerset I have used before. Even so, I did reuse Dark Melee for the first time two weeks ago and am quite pleased I did so as it works wonderfully with what I paired it with.
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Quote:Because its true?The only /SD to have a heal is Dark melee so don't know why you said that...
Quote:While I in no way regret my KM/SD, I do feel compelled to note that one of the drawbacks of the combination of powersets is you have neither heal nor endurance recharge abilities.