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It's pretty much twice Combat Jumping when not suppressed, and the same as Combat Jumping when suppressed. Most Defenses in the Pool give this same value. It's obviously strongest for Tankers, weakest for Blasters, but you might not expect some of the values, such as for Defenders it is as good as it is for Tankers.
You can also view your Combat Attributes to not only see what this value is, but also watch in real time as it is suppressed. I looked for a guide, but was a bit shocked that I couldn't find one. (There was one for using bind files to display attributes, but not a guide in general. Anyway) Short version is, go to your Powers tray, then click on where it says "Combat Attributes". You will see a big window with a list of options. Open the one marked "Defense", then right click on "Melee Defense" (you can monitor any, but Melee Defense will be the simplest) and select "Monitor Melee Defense". This will make a little window pop up with your current Melee Defense.
When you turn on Stealth, you should see the number go up by about 3-5%, and then when you start fighting, you should see that amount it went up by cut in half. If you have other Melee Defense powers they'll be added in to that total too. (You might monitor Smashing Defense or something if you have that kind of Defense) -
Quote:I REALLY doubt that. 0.65 damage with no Fury would not survive very long, even with a Brute's HP. Heck even a Tanker with 0.65 damage wouldn't be capable of soloing.Everything in the game works fine. The problem is the definition of fine. Brutes could have the damage output of defenders and they would still be working fine.
Of course you might mean "The damage output of defenders" as in "A team of Repeat Offenders steamrollering over everything in sight." -
Quote:That's actually pretty good, I had reached the conclusion that 80% was impossible.On teams, in really heavy enemy saturation I can maintain 80% as long as I'm totally surrounded.
I guess the short answer is, it IS possible to raise your individual Fury cap, but it takes WAY more work than it did before.
I'd also be interested in seeing if the Fury gained with Frenzy decays so quickly as to be useless, or if it can be preserved if activated in combat.
I still agree that a lot of the issue is there's more unused bar than there used to be. It is frustrating to be shown a goal and be unable to achieve it. -
Quote:Yes, but you can't have that number of meleers in range unless you have a team of that size to start with. So it simplifies the comparison.Just the one nitpcik. My analysis isn't just dependant on team size - it's dependant on the number of allies within 30 feet of the stalker - rougly, the number of other melee characters on the team.
If I were to nitpick, I would point out that assuming the Scrapper NEVER attacks anything but Lts and Bosses would be unrealistic. The 7.5% Critical rate used for the Brute comparison would probably be more fair. On the other hand, we're only talking about 5% one way or the other. If you use the 5% Crit rate, the Stalker needs an 18% Crit rate, if it's 10% the Stalker needs a 23% Crit rate. The Stalker gets 10% as base. So it's essentially 8-13%
To me, that 8-13% lower DPS is compensated for by a MUCH higher burst damage. To the point where a Stalker is, on average, fighting one less foe than a Scrapper, because he one-shotted him with his first attack. A Scrapper and Stalker will take about the same time to take down 5 foes, but the first two foes will fall faster for the Stalker. (And note this means the Stalker will be dealing damage to his second foe while the Scrapper is still attacking his first. So the Stalker starts out ahead and the Scrapper catches up)
And in my estimation, the added DPA from using Placate and/or AS in melee should provide another 5% or so DPS as well. Possibly as much as 10%. Which is what I said above. Without the melee allies in range, the Stalker would concentrate more on using his damage boosting tools for more DPA, whereas with them he has the option to just stand back and scrap. (Which he may have to because the other meleers are attracting AoEs that may interrupt his AS)
I would say in reference to the latency issue, that powers like Cosmic Balance and other scaling powers usually have a constant tic rate, at which time the allies within range can be calculated. If a Stalker calculates how many teammates are in range every time he makes an attack, this could be more often than a constant tic rate. This does mean, though, that a Stalker can fail to crit on one attack because no one is in melee with him, and yet on the next attack have seven people in range and have a much better chance to crit.
Perhaps a compromise would be for a power in the background to "tic" and calculate the number of allies in range. This calculation can the be used whenever the Stalker attacks within that tic. It might allow a longer range. However, I think the concept the devs may be going with is that allies in melee are a distraction, allowing the Stalker to strike by surprise. If so it may be a balancing issue that can be further tweaked. Either way, I'd like to see the range increased, even if not by a large amount. -
Quote:That's incredibly rude.The truth is this:
It was a buff if you were unskilled at playing brutes, and a nerf if you weren't.
But it's true.
The truth is, there were many factors that could interfere with Fury building besides player skill. But for the highest performance Brutes, for the most synergistic power sets, it was a nerf.
Brutes still work fine even with the nerf, though, and it's only about a 13% reduction in DPS, solo. And that's if you assume your Fury has fallen from 90% to 65%. (The so-called "30% reduction in +damage from Fury") I personally have no problem running around 75%. -
Thank you. I would have expected a new thread, but in here is fine.
Now, there's been plenty of posts on the subject of Stalker ST damage in this thread, Samuel_Tow has, I believe, been the leading proponent of it being fine. While AnElfCalledMack's analysis is complete, as far as it goes, it is not the whole story as it does not include either Assassin Strike or Placate. The simple answer is that with less than 5 allies on the team, the Stalker relies more on Assassin Strike and his alpha capabilities (which he can use more often since the spawns are smaller) and with more allies on the team he relies more on his random Criticals.
In both cases, he also has the ability to selectively Critical with Placate. So the answer is, again, "it depends". If you just compare base damage and Criticals, the Stalker loses out on a small team but has more single target DPS on a large team, while if you compare Assassin Strike it becomes less straightforward to do a numerical comparison.
If I were to sum up the comparison between Scrapper and Stalker damage, as described here in this thread, I would call it three-fold:
1) AoE damage is significantly inferior to that of a Scrapper because Stalkers sacrifice an AoE attack for Assassin Strike, and in some cases have no AoE attack at all. In addition, Assassin Strike is single target and Placate's Critical is weighted towards single target damage.
2) Long term single target DPS is slightly higher for the Scrapper but can be raised with Placate Criticals and judicious use of Assassin Strike. Base damage without using Hide/Placate varies from about 10% below Scrapper damage to 10% above Scrapper damage based on team size. Individual Power Sets that Stalkers don't have access to may also outperform Stalkers in general, especially if they can leverage the Scrapper's greater self damage buff.
3) Stalkers almost universally produce better burst damage because of the capability of using Assassin Strikes, and the more frequent Criticals.
The first seems to be the most serious issue, while the lack of access to certain sets as in the second may be a factor as well. It has already been stated that Proliferation of Shields to Stalkers is not likely to happen, as it is not really the goal of a Stalker to surround himself with enemies. Without large crowds to feed AAO, it wouldn't really be able to generate the Scrapper levels of buffs anyway, and I would guess the case is the same with Kinetic Melee right now.
I also personally feel that it is more the third point, not any comparison between AoE and ST damage, that determines the Stalker's lower survivability. The most survivable ATs, Tankers and Masterminds, are those that have the most steady DPS, while the least survivable, Stalkers and Blasters, have the highest burst damage. The tradeoff between AoE and single target damage, I think, is meant to be more in balance. Which it isn't really, but that's more the issue. -
Quote:Actually, ironically enough, my post here was partially in response to Supernumiphone, in which I was quoting his own position on the subject:I'll direct you to this thread so you can where your ideas are fully at odds with the community at large.
Quote:Originally Posted by SupernumiphoneI'm still of the opinion that the lack of AoE is the main limiter on Stalkers' contribution on teams (and therefore the perception of them), but it looks like that discussion is over.
BTW, I will admit in retrospect that my use of the word "considerably" was perhaps unwise. Considering that Scrappers do not have "considerably" more hit points than Stalkers (they have 10% more) that qualifier was probably not necessary. I didn't even notice I had exaggerated it to that extent until I went back and read the post. At any rate, I apologize for speaking in generalities myself. -
I don't have to. YOU are the one claiming that Scrappers do more single target damage than Stalkers. It is your responsibility to provide evidence for that. I am not required to support a negative.
My calculations are above. All a Stalker needs is 3 teammates to do as much damage per individual attack as a Scrapper, outside of Build Up, and 5 teammates would cover the difference there. As Criticals are "true" double damage, unlike Fury, buffs from teammates should remain in the same proportion as well. And I have not even begun to consider the effect of Assassin Strike and the use of Placate for free Criticals on top of that.
And this thread is not the place for a Stalker discussion. This is the Brute forum. If you wish to continue the discussion in the Stalker forum, I would be happy to participate, but I would expect to see more than just generalizations there. -
Quote:In what way? Stalkers have Assassin Strike. They then get more frequent Criticals with the same attacks as Scrappers. The only counterbalancing factor I can think of is, like Brutes, that they only get 80% of the self damage buffs. So for Shields (which Stalkers don't even get) or Kinetic the Scrappers will get much better stacking buffs.Stalkers do not, to my knowledge, have better ST DPS than Scrappers.
While I can see individual Power Sets doing more DPS for Scrappers than for Stalkers, as with any such AT comparison, I don't believe Scrappers are doing more single target DPS OVERALL. Not unless you can point out a study across several Power Sets that supports this.
Stalkers certainly have less AoE. This is more than enough on which to base an argument. There is no reason to underestimate the ST damage of a Stalker to achieve this. (Keep in mind that all a Stalker needs to do is Critical 18.125% of the time to achieve the same damage as the Scrapper against Minions, disregarding self damage buffs. He can do this with three teammates on his team) -
Quote:The issue with Stalkers is not damage, but attack selection. Stalkers do considerably more single target damage than Scrappers. All arguments to the contrary are pointing out the importance of AoE damage to a team.I don't mind the change overall, but the statements on Stalkers makes the fury changes seem unneeded.
THIS, I believe, is what is WAI. Castle never said that it was his intention for Stalkers to do less damage than Scrappers overall.
And I don't see this changing unless Assassination is made into a mechanic that will Crit AoE damage. By definition, it is currently a mechanic that doubles the Stalker's base for single target damage. -
Fury was, on average, between 50% and 85%. Now it is, on average, between 60% and 75%.
A nerf, to the top end, a buff to the low end. If you were at the top end all the time, you think it's a nerf. If you were at the low end all the time, you think it's a buff. If you're 90% of the Brute players, you don't notice any difference.
I personally haven't noticed a major improvement, but I have noticed I'm not stressing over Fury as much. It doesn't take as long to build it, and I don't have to work as hard to maintain it.
It's actually very similar to what happened with Defiance, with Blasters losing the max Defiance at 5% HP, but getting a buff to damage base overall. Or with Dominators, losing the bonus of double and triple Domination, but getting the same damage even without Domination.
Let me be more specific:
Quote:The maximum Fury has been reduced, but it's easier to get there, and you can stay there longer.So... at the end of the day what do the changes to fury actually mean?
Quote:Is it that the lower range of fury is easier to get?
Quote:While filling the bar will take longer - but longer than before or just more than the lower range?
Quote:Does it now take longer to decay?
Quote:Is this an improvement or a nerf? -
Quote:All I can really recommend here is to take a screenshot of your trays. One suggestion might be to open a bunch of temporary (floating) trays, arrange them in a column at one side of your screen, and then take a snapshot of them. Then you can put them back after your respec. If you play full screen, hit the "start" key to open the start menu and bring up the Windows bar, and then hit PrtScn to snapshot the window, UI and all. Then paste it into Paint. That's the way I do it.What I find hardest about respecs is what it does to power orders. One of my scrappers has 6 1/2 trays filled with temp/dayjob/vet powers, and several that aren't on any trays. He'd benifit from inherent fitness, but I'm absolutely dreading having to re-arange everything on him.
As for lack of extra slots, consider franken-slotting maybe? I can think of a few sets with good 3/4 slot bonuses and 3-4 aspect IOs in them, combine them with another set's 3-4 aspect IOs to round everything out. Granted, this doesn't work with every power or build plan, but if you really wanted I'm sure you could squeeze an extra slot or 3 out (at least, if the powers you pick would provide a noticable benifit with the extra couple slots).
If you have 6 trays worth of Temp Powers, may I also recommend this little piece of organizational magic? -
Quote:It means exactly what it says. There is the possiblity that Walk may become a power that can be used in combat. It would effectively be a power that you could use to limit your movement speed, if you are hit with Speed Boost or the like. Right now Walk cannot be used in combat only because BaB never developed animations that allowed attacks to be fired while in the "walk stance". Those animations could be developed, allowing the restriction that Walk disables all your powers to be removed.Either my sarcasm/hyperbole meter is malfunctioning or I am completely lost to what you are saying here.
I'm not saying what effects there might be, to allow Walk to be slotted, because I don't want to speculate on what effects could be added. But at the very least I would expect a recharge to be added, possibly an End cost. (Although conceptually I suppose it should offer an End discount) -
Feh. This is worthy of beating your head against the desk. I suppose I understand if pet kills CAN'T be counted for progress, but if they just AREN'T, well, that just about takes the cake when it comes to design oversight.
At least debuffs are counted for the credit, so it's just a matter of summoning fewer pets and reducing their participation relative to yours. I would recommend picking up some Temp weapons from the Market for use in the event. Seems awfully kludgy to have to use a workaround, though. -
Quote:I took Lucky, but not Evasion.I'm probably going to get lynched for admitting to this, but prior to Inherent Fitness, I didn't take Lucky or Evasion on my SR Scrapper.
The increaded Defense Debuff Resistance has made an incredible difference.
I actually still don't have Evasion. What?
As I solo most of the time, I don't have a lot of worry about AoE splash damage, and I just take out the AoE targets first. Likely I will work up a second build for teaming, but then with Elude I can compensate if I have to.
Prior to my respec, I did not have Agile or Dodge. I picked up both, to max out the scaling Res. I decided that and the DDR was higher priority than maxing the AoE Def. -
I was running my Dark/Dark Corruptor with a PUG once. (This is rare in and of itself, I usually solo) This was prior to my getting Howling Twilight, so I could not rez yet. But I was basically sticking close to the tank (a Brute, doing very well) keeping him healed and anchoring on targets near him, but not his chosen punching bag. It was all going so well I wasn't even bothering to turn on Shadow Fall, and I was only occasionally dropping Tar Patch, when I knew the foes were all bunched up and going to be there for a while.
Anyway, we were coming around a corner and the Brute charged a group in front of him. Unfortunately, there was another couple of spawns around the corner, and while they were far enough away that they wouldn't have aggroed, I think some of my teammates blundered into them as they were trying to run around the corner away from the main spawn. Suddenly we had one or two spawns worth of adds on top of us, and this was for an eight man team.
The Brute tried his best, but the rest of the team was panicing, and quite a few of them were taking damage. Many of them just ran. The Brute fell, and the rest of the spawn started after the rest of us. Well, I ran to the corner, dropped a Tar Patch, hit the center of the spawn with Darkest Night, and then fired off a Night Fall right into the midst of them. Then I ran around the corner of the building, and hit Tentacles as they started into the patch. A few minutes later, I had herded most of them into the Tar patch, and was melting them with repeated applications of Tentacles and Night Fall.
By the time the Brute managed to rez himself, I had taken out most of them, and he helped chase down the ones that had gotten away from me and were after the rest of the team. Then he came back and finished off what was still standing in the Tar Patch.
All he said was "that was awesome" and then we kept right on going. -
Quote:A lot of these are efficiency tips I have myself discovered over time.It looks like i need to do some thread diving and find my quote that displays exactly what powers do with just the base enhancement, and some cleaver IO or SO usage... hold on.. lemme find it.
Since Endurance and Recharge are reductions, that means you have less effect the more you slot. 1 End cuts End cost down to 75%, 2 End cuts it to 60%, and 3 to 50%. So you get 25% for the first, 15% for the second, and only 10% for the third. It is far more efficient in term of EPS to slot two identical End cost powers with 2 End than to slot one with 1 and one with 3.
The primary conclusion of this is that Assault really only needs two slots, one if you use it situationally. If you are slotting Assault for three End, you can probably recover that 0.038 End just as easily by 2-slotting some other toggle. Plus, 0.21 End is about the standard cost of most defensive toggles.
There is nothing else Assault can be slotted for, since +Dam is an unslottable attribute. And in fact, Assault's +Dam is about 150% of what it should be, proportionally to the other Leadership toggles, because it CAN'T be slotted.
Tactics can be useful situationally for the +Perception. Just one slot it with End, and only turn it on when fighting ghosts.
Defense in most Pool powers is not worth slotting until you have nothing else that can be slotted. You're increasing a base 2.5%, at the most, by no more than 60%. It's actually more efficient in the long run to pick up a second Pool Power that gives you 2.5% Def. Weave is the exception, but even at double that it's still at best the first and only Pool defense you should slot. Manuevers is probably a matter of some debate, but IMHO you would really only slot it if you're already close to the Def cap. In short, if you've got somewhere else to put a Def, put it there instead.
Combat Jumping basically needs nothing out of the box. Its End cost is negligible, it might as well have no End cost, like Hide and Brawl. Its jump height is worth slotting if you want jump height to be a primary trait of your character, but it's high enough. Its Def is not worth slotting for the reason above, but still probably the best to slot ANYWAY, since you need to put SOMETHING there.
Speaking of which, if you still have Brawl slotted for End, go remove that.I'm sure most people don't have Brawl slotted at all, but I did find a couple of places where I could remove it, back when Brawl was made to have no End cost.
Tough is somewhat different, as it is limited to only Smashing/Lethal damage, and thus is proportionally much stronger than Weave. If you assume 1 Def = 2 Res, Weave is the equivalent of 10% Res to a Tanker, while Tough is 15%. More importantly, three slotted Tough is 24% Def, while Weave is only 16%. (And remember, other Pool Defense powers would be only half of Weave)
Recall Friend and Teleport Foe only need the one slot. Teleport Foe needs an Accuracy, but Recall really just needs Range. You should not be using it in combat, so it doesn't need to be overly efficient.
The Presence Pool should probably be avoided if you don't have the slots. Challenge or Provoke can be used with only one slot, (Acc) but they won't work very well for tanking unless they're slotted. The Fear powers need to be fully slotted to be of any use at all. Challenge CAN be used as a pulling tool, though, or to stop runners.
Hasten, Hover, Aid Self and even Stamina are powers that I find most people end up fully slotting, but which are actually pretty good right out of the box. Hasten can always help you any time it's up, even if it's not perma. You also only have one choice for slotting it. Hover is quite fast now, and doesn't really need End slotting, just a single Fly enhancement can enable you to fight well in the air if you do it only occasionally. Aid Self can be used out of combat as a MUCH faster Rest. And seriously, Stamina is so good just on the base slot that removing a slot from it is an option if you need one. -
Sniper attacks for meleers are somewhat odd. Most ranged attacks for meleers, like Hurl, use the melee damage modifier. The Epic ranged attacks are the same, presumably so they are consistent with ranged attacks in the Primary. (Or Secondary, for Tankers) Sniper attacks, however, seem to use the ranged modifier. This results in them doing about half the damage they would with the melee modifier.
This is even worse for Scrappers, because Scrappers have a higher melee modifier (1.125 versus 1.0) but Stalkers have the higher ranged modifier. (0.6 versus 0.5) Which only brings up the question as to why the devs would give Scrappers the Stalker Patron Pools in the first place. Scrappers and Tankers share two out of four APPs, and Brutes and Tankers share four out of four PPPs, so it seems reasonable that Scrappers and Brutes would also share the same four PPPs, instead of trying to fit in the Sniper attacks of Stalkers.
Interestingly enough, Moonbeam appears to do damage as if it is using the melee modifier, if City of Data can be believed. Its damage is 2.3 times the damage of Dark Blast. This kind of inconsistency is exactly what is wrong with this kind of kludge, the devs are giving Scrappers a certain ranged modifier, and then giving all their ranged attacks the melee modifier so that they are not penalized by that ranged modifier. It would be easier to simply make the ranged modifier slightly lower than the melee modifier across the board, and let the ranged attacks use that modifier accordingly.
At the moment, though, if you want a Sniper attack, try out Moonbeam. You can copy over to test if you want to try out the damage for it. -
Electric/Kin is often recommended for the synergy in the End draining. I personally found myself bored. Kin just doesn't have a lot of tools and toys for playing around, I found myself essentially doing the same thing all the time. Siphon, Short Circuit, blast long enough to take some damage, Transfusion. Lather, rinse, repeat. Yawn. I was doing plenty of damage, and not in any danger, but I just wasn't enjoying it.
Surprisingly, my best results were with an Electric/Sonic. The damage was still low, as Electric tends to be. But I picked up a Revolver from the Market, and with Sonic's Res debuffs I found that one attack was all I needed to get a rounded-out chain early on. On a team you will probably find that there is always a tank or something to anchor Disruption Field on. Solo, you may have to use a trick like I did, I got a Red Wisp Vet Reward and cast that on him.I usually had to keep recasting him if he took a hit, (one HP
) but most of the time he was able to lay out the AoE Res debuff for me.
Although I have never tried Electric/Traps I agree it could be a good combo. Acid Mortar will help bring your damage up, and the "pets" of Traps will work conceptually with the Voltaic Sentinel. -
Quote:Heheh. I like that.Just in case that isn't enough, here is what you sound like to reasonable people:"Waaaaa! I won a free car, but they didn't give me a garage! Waaaaaa!"
The thing is, you can't really slot "the exact same way". No matter what you do, you've got 4 powers you never had before. If you had Fitness you get to pick three more powers, and you get to add Swift or Hurdle as well. If you didn't have Fitness, you now have Fitness, all four powers.
Slotting "the exact same way" means you don't put any slots in any powers you didn't have before. Because you didn't have them before. You may only get one slot in that power that you didn't have before, BUT IT'S STILL BETTER THAN NOT HAVING IT. -
Quote:Epic = tied to a storyline, not "zomghitabuttonkillthezone." And they are. (As are the veats, even if the VEAT story absolutely sucks, like it was banged out in a night.)[/QUOTE]SO sad. The epic toon that has to be unlocked (even though I STILL HATE that they unlock at 20 now) should be EPIC!
Honestly, while it is an irritation to some that EATs are now unlocked at 20, it is more truth in advertising to have them unlocked at 20, instead of leaving them unlocked at 50 and spending time and effort tweaking them into that fine line between "epic" and "uber godmode".
I believe Incarnates are supposed to be the real "Epic", but whether or not that turns out to be true remains to be seen.
I like that they have to be unlocked, honestly. The mechanic of shapeshifting/branching is fun. Although I wouldn't cry like a baby if the Crab/Bane/Night Widow/Fortunata respec could take place at 20 instead of 24. -
There's nothing really tricky about Jade Dragon, Blue Diamond, Genie Gold, Bloodwolf, or Sandy. More, with me it's getting people to use the right nickname, most people call my online persona here "Jade" and either Jade or Blue is often used for my characters in game. However, my own nickname for my mains is their initials, so JD, BD, GG and BW. Sandy doesn't really lend itself to a nickname, but it is her name, not a reference to sand powers or anything.
Arachnophelia I pronounce like arachnophilia, but it could also be "Arach-(n)Ophelia", with a bit more emphasis on the "o". That's an intentional pun, I made Ophelia her real name.
Experiment OEBR1 his acronym is spelled out, not pronounced. So "Oh-ee-bee-are-one".
R4-CHL is pronounced "Rachel".Her nickname is "Rache".
Psycommando I pronounce "Psy-commando" not "Psycho-mando".
Finally, I have two ex-D&D characters that might be a little hard to pronounce. Galendon is pronounced GAIL-en-don, as his name was derived from a character named Gaildor. And Arladen is pronounced ARE-la-den. Although as a nickname I will usually call him Arlo. In both cases, though, the accent is on the first syllable.
Wandering over into D&D for a moment, my sister had a character named Foryncia, For-EN-see-ah, and my mother had a character Arianna. For CoH (because Arianna was taken) I created her as Arianya, Air-ee-AN-ya. I've never gotten around to creating Foryncia in CoH, simply because a flame mage is just too straightforward. -
On the topic:
I do not hate my main, but I have grown to hate the implementation of Force Bubble. There is just too little damage, and too little variety. If I knew at release what I know today, Jade Dragon would have been a Rad/Rad, I would have simply skipped Radiant Aura if it bothered me so much having a heal.
Most of the other characters I have grown to hate, ironically enough, have been my attempts to create my Electric/Electric villain, Silver Bolt. I have not been able to settle on a power set and AT combination that I like, although Grav/Elec Dom has come very close. I have yet to try Elec/Elec Dom, but will soon. I've also been somewhat satisfied with an Elec/Sonic Corruptor, although it was painful levelling him until I got into the late 20s.
I tried an Elec/Elec Brute, however, that I quickly decided I could not stand. Could not maintain Fury, no defense to speak of, and a constant reminder that at the time I couldn't have what I wanted, which was an Electric Corruptor. I couldn't even stick with it long enough to get to Lightning Rod.
Likewise, once Electric Blast was released for Corruptors and Doms, I had to mismatch it with a Secondary or Primary that was not Electric. I tried Electric/Kin, knowing how many people had reported its synergy, and became HORRIBLY bored. There was no problem levelling, nothing was killing me and I had plenty of damage, but it was just boring and tedious. There was no variety, just the same thing over and over.
In all honesty, Sonic would have been the same had I not come up with some tricks, like using Market bought Temp Powers to supplement my damage, and using a Red Wisp Pet as an anchor for Disruption Field when soloing. I have a couple of other Sonics that I never got into, the Elec/Sonic is the only one so far that has worked, and I think a lot of that may be the concept, and that I altered the color of his effects so they look more like electrical or magnetic fields.
My Dark/Dark Corruptor is also on the verge of being boring. I stopped playing him quite a while ago, but picked him up again more recently, while doing my respecs for Inherent Fitness. I played a couple of missions and didn't find them too bad. I may have burned myself out on him by trying to force him to 30 so I could get his aura.
I have never been able to stand Regeneration. I have three Regen Scrappers and a Regen Stalker and can't stick with any of them.
I love my Kheldians and SoAs, though, haven't yet given up on any of them. (And I have four of each, two WSs, two PBs, two Crabs a Huntsman and a Widow. Although technically the two WSs and Crabs are the same character)
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Quote:They really, really, really, really need to fix this. It's possible to work around, you just have to make sure, when dropping back to human form, you have no powers currently animating, but that in and of itself is irritating. The human form drop isn't supposed to take any time, and yet you have to hesitate by an amount about equal to your normal reaction time.Also of note is my Tri-Form Peacebringer. She used to be an absolute blast to play, but whatever they did to transitions made it so that half the time my trays swap but I don't actually change forms. It's a big headache.
It would be easier to just have a transform to Form animation that takes about half the time it currently does, and a transform to Human form animation, that takes the same amount of time. Even if Castle's kludge of adding a power that has no purpose but to toggle off the Forms is the way to do it. It's annoying and it's time it was fixed. -
It does not appear to, although I haven't used the set myself. I wish I could recommend something other than Ninjitsu but really, I've only ever played that, Regen, and Energy. I think the problem with Electric and Dark is that they aren't as good at avoiding damage in the first place as the Def-based sets. But they both sound like they might be interesting.