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Posts
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I've seen Increase Density have an actually visible effect on how much damage a teammate is taking, and I have mine 3-slotted. (I have four slotted Repel
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But, wait until you have enough slots to play around with though, like in your 30s. Although it does have a noticeable effect, its duration is waaay too small, so unless you only duo and have an egg timer next to you, it's going to be down more than half the time. It's too much of a hassle to use on large teams. I only really use it if someone is taking a lot of damage and my heals aren't an option for them. -
Like any AT, they play like their own AT.
I quite like my PB, he's my main main now (I have three "main"s). Personally, I don't get on with playing scrappers, while others hate playing defenders.
The epics are ATs unto their own, some people will like them, some won't. -
Mind does one thing very well: Control.
Controllers rate it as fairly high for that reason. It doesn't have a pet, but it doesn't need one in my opinion. I know that Dominators have weaker control duration than Controllers, but it's still powerful.
I don't see what all the fuss is about... -
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Actally, there is a trick. At melee range the void hunter will use normal melee attacks rather than his Q-gun, so get in close and pound him.
[/ QUOTE ]I think the Void melee attacks still does nictus damage, actually... I know some do. Quantums are much easier in that respect. -
You have no protection against them other than healing and defence inspirations, so hit and run is probably the best.
Running up and hitting them hard with melee attacks is usually very effective. When you get Dwarf form, you can usually keep them from attacking you by chaining knockup attacks. -
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How strong is the status protection from Plasma Shield? Someone said that I'd need Acrobatics as well, but I'm hesitant.
(I have Hover for knockback, so that's not an issue.)
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If you have Hover for Knockback and are happy with it, Acrobatics is a waste. It provides much less protection than Plasma Shield aginst holds.
However how do you deal with immobs? You have no protection against them.
[/ QUOTE ]I'm gonna pick up Combat Jumping, when I get round to it. I have more than a few powers from Fiery Aura and Energy Melee sets that I don't want, or at least don't want immediately (taunt, stun, temp protection, fiery embrace), so I'm hitting the Power Pools hard and fast. -
How strong is the status protection from Plasma Shield? Someone said that I'd need Acrobatics as well, but I'm hesitant.
(I have Hover for knockback, so that's not an issue.) -
The point I was making is that I don't like Empaths/players who make a concious effort not to use their Secondaries, or even take more than one attack power. I think that's bad playing. This is a lot more common in Empaths than any other powerset I've seen.
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Sorry for the original post seeming a bit harsh, but thanks for the backup.
As a kinetics I've been instructed to "just heal". My reply was "So you don't to hit the damage cap then?".
Defenders have the tough time, especially with pickup teams. If you are a build that can slowly but happily solo, then you have a few attacks (in my case, three single targets (one of which is Mental Blast *shudder*) a cone, a snipe and a nuke). There are times when I have to switch into "just keep the team going" mode, but most of the time I use my blasts. My big pink nuke has wasted many a mob.
I have nothing against Empaths (the buffs are great and healing is usually welcome), I just don't like it when they take 3 travel powers and the medicine power pool instead of working on their secondaries, which are there for a reason. -
That said, Kinetics and Dark have mightily powerful heals, they just need an enemy target. I've been the only Defender/healer on many occasions (Kinetics), including a few TFs. You just need to coax the Blasters and Controllers into melee range...
Generally, I'm happier to have a good Rad/Dark/Kin than an Empath.
Don't get me wrong, the buffs are good, but (some) Empaths have a habit of just using their Primaries and never attacking. I don't think that this is particularly good team-playing (especially when, on closer inspection, they have 3 travel powers). -
On my Kineticist I got by perfectly well without Leadership and Superjump. Inertial Reduction can be perfectly safe, you just set it to autofire.
I'd suggest if you really want Leadership, don't take it until you hit 26, then respec it in. Running that many toggles before then can be lethal. Endurance only stops being a problem when you hit 26/27. It's still a problem for me if Transference misfires (someone will always kill your anchor when you need it most) or it misses.
Other than a bit of strange slotting (as others have pointed out), it's fine IMHO -
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Úber blapper extraórdinaire
[/ QUOTE ]What language were you going for there? Spafrengerman? "über" has two little dots and "extraordinaire" doesn't have the erronious accent.
Oh, and I might come... Gulliver (will be) level 33 PB. I can force a kineticist along as well if you lack one. -
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i feel sorry for deffenders i mean pbs are scrappery and blastery and ws are controlery and tankeryish but what abour deffenders???
[/ QUOTE ]Defenders are possibly the most varied in playstyle of all the ATs... Playing an Empath is nothing like playing a Kinetics, which if very different from playing a bubbler.
I love my PB, and I came from playing a Kinetics defender. Offender builds shouldn't find it too hard, but if you're a "sit in a corner and fire off heals" kinda guy, this is going to be a shock to the system.
I play my PB the same way I played my kineticist - ranged attacks at near point-blank range. I quite like not having to worry about whether other people have enough endurance at this exact point in time. It's a pleasant change not to be labelled "buffbot". -
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do you have any planner to recommend? and if so, where to find it?
[/ QUOTE ] I use this one but lots of people seem to use this one (even thought it's not as good, IMO.
I find I don't use the shields very often; endurance is too tight without Stamina. I only use my Human form for finishing mobs off, or bossfights (knockback is a fairly efficient form of damage mitigation).
I think it vastly depends on how you play, I shapeshift a lot, so toggling up is usually just two lost seconds when I could be fighting. -
I have the Power epic... and I don't think that the shields are especially necessary. A nice addon, but really not needed. My Kin defender can easily heal back any damage (as can Dark), so it was a bit of a silly choice for me to take it.
Most of the time I don't use it, to be honest. Take a shield if there's nothing better available at the time, it'll be useful, but you won't miss out by not having one. -
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The tactic of 2 AoEs from nova before swapping dwarf is nice, however use your cone attack first and the aoe after. The aoe knocks em all over the place and has a longer range than the cone. So you risk knocking them out of cone range, meaning you have to close in and risk taking an alpha in nova.
[/ QUOTE ]How obvious, thank you! I keep doing it the other way round, which is rather stupid.
I with I'd thought of that 23 levels ago... -
Don't expect instant überness, that comes with time and slotting.
Voids and quantums are annoying, but nothing to be afraid of. If you are looking for ways to defeat them, perhaps you should try "more violence".
Take the melee attacks and slot them. Build up+Incadescent Strike can make most enemies into a sitting target.
In Nova, range is your friend, knockback is your ally, and violence is your guardian angel.
In Dwarf, don't expect to kill anything fast. Wear the mob down slowly and keep them occupied.
Post-21 (Dwarf needs slotting), Build Up + Nova +AoEs followed by Dwarf is a reasonably effective way of almost killing an entire mob, and then surviving the alphastrike (where the entire mob will attack you).
If you are going for a tri-, or dual build, use human to "fill in the gaps". As your nova lacks defence, pick up that heal.
Shapeshift tactically, if you're gonna shapeshift at all. Don't be afraid to drop forms into Human to buff up. If you're in Dwarf and about to die anyway, shift into Human and hit Essence Boost then move back into Dwarf. If you die, you die, if not you are nigh-unstoppable. -
Can I state that Thunderclap is more useful for Controller. I also find Gale to be quite useful at times, and only use my heal as an emergancy.
Ironically, Storm Summonning works best in confined spaces. using Gale outside will blow your enemies apart, while using it indoors (especially in cave maps) will keep them together, just further away.
Steamy Mist does have pitiful +def, so slot it for +res instead. 3 end reducer things seems a bit much.
Slot Freezing Rain for recharge before you slot it for anything else. -
*ahem* I'm going to have to pull out of this one too, I'm sort of babysitting.
Jumanji, I did the respec just fine, thank you. It was probably all your tells that made me fail. I should report you for griefing.
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Ok, thanks.
I know that you get the eye aura when you use powers (in fact, it stack so the more powers you use the brighter it glows).
Another quicky - does Build Up transmit to Photon Seekers, or is that just greedy? -
Hey
Just a couple of things:
1 - What's the endurance recharge rate like with Light Form? My hero planner is missing a couple of the numbers for Kheldian bits and pieces. Is it worth slotting more for damage resistance or endurance regen and putting the extra slots in the 3 shields?
2 - Do Photon Seeker hang around if you spawn them then Dwarf, or do I need to stay in Human form?
3 - Has anyone had any luck in finding an "eye aura" in Icon that matches the ones on the Peacebringer NPCs? -
I'll bring my PB out, he's 28 at the moment. If you'd rather I brought a Controller though, let me know and that's ok too
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Voids aren't a problem. Go melee. Stand toe to toe with them. Build Up, IS, RS, dead void.
[/ QUOTE ]I know, it's more for the sake of Hurts, don't it?! -
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Love 'em or hate 'em they could do with some I7 loving!
[/ QUOTE ]An anti-Void gun! They have energy that hurts us, why can't we have something to hurt them!
A temp power would be lovely! -
Just an observation, but the ones who seem to get on with Kheldians the least are those who hit 50 with a tanker or a blaster. Kheldians,in their human form, are akin to blasters with shields, neither of which are as powerful as the "real thing". Tanks *generally* complain that they are too squishy, and I've heard complaints that "they can't blast properly" (they can't get a good Human attack chain for a long time if you go 3-form).
I came from a defender, so I was impressed by the damage and thought the shields to be a nice addon, nothing more.
I think of Kheldians more of "something that happens when you hit level 50", more than a reward. If you play the game all the way to 50 for the sake of a Kheldian, then you'll probably be disappointed. They are only godlike if you can use them well (the same as any AT); they have a weird playstyle and there are more than a few problems (slotting, for one).
That said, the Kheldian story arcs are cool!