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Posts
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Oh!! It's only the Radial Paragon that gives 33% +damage. Blah!!!!
My Blaster Dark Blast would prefer Intuition than Musculature because it has +range, +hold and even +tohit debuff! ugh... I just grinded to tier 3 last night on Musculature. -
Intuition has +damage? Oh, I must be blind then. I checked Intuition last night but didn't see +damage. I thought it's mostly for control/secondary effects?
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This is my current Fortunata build (my main character). It's not too expensive (except for Chance for Negative purple proc) and it's an excellent all-range character (except when you want to nuke).
Villain Profile:
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Level 1: Telekinetic Blast
(A) Thunderstrike - Accuracy/Damage
(43) Thunderstrike - Accuracy/Damage/Recharge
(43) Thunderstrike - Accuracy/Damage/Endurance
Level 1: Combat Training: Defensive
(A) Defense Buff
(43) Luck of the Gambler - Recharge Speed
Level 2: Subdue
(A) Thunderstrike - Accuracy/Damage
(5) Thunderstrike - Damage/Endurance
(7) Thunderstrike - Damage/Recharge
(7) Thunderstrike - Accuracy/Damage/Recharge
(9) Thunderstrike - Accuracy/Damage/Endurance
(9) Thunderstrike - Damage/Endurance/Recharge
Level 4: Tactical Training: Maneuvers
(A) Red Fortune - Defense/Endurance
(13) Red Fortune - Defense
(40) Red Fortune - Endurance
(42) Red Fortune - Defense/Recharge
(42) Red Fortune - Defense/Endurance/Recharge
(42) Luck of the Gambler - Recharge Speed
Level 6: Aim
(A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(13) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 8: Psychic Scream
(A) Positron's Blast - Accuracy/Damage
(34) Ragnarok - Chance for Knockdown
(48) Positron's Blast - Damage/Endurance
(50) Positron's Blast - Damage/Range
(50) Positron's Blast - Chance of Damage(Energy)
(50) Positron's Blast - Accuracy/Damage/Endurance
Level 10: Indomitable Will
(A) Impervium Armor - Resistance/Endurance
(11) Impervium Armor - Resistance/Endurance/Recharge
Level 12: Hover
(A) Freebird - +Stealth
(29) Luck of the Gambler - Recharge Speed
Level 14: Dominate
(A) Apocalypse - Chance of Damage(Negative)
(15) Unbreakable Constraint - Chance for Smashing Damage
(15) Thunderstrike - Accuracy/Damage
(17) Thunderstrike - Damage/Recharge
(17) Thunderstrike - Damage/Endurance
(19) Thunderstrike - Accuracy/Damage/Recharge
Level 16: Assault
(A) Endurance Reduction
(46) Endurance Reduction
Level 18: Maneuvers
(A) Red Fortune - Defense/Endurance
(19) Red Fortune - Defense
(21) Red Fortune - Endurance
(21) Red Fortune - Defense/Recharge
(29) Red Fortune - Defense/Endurance/Recharge
Level 20: Tactical Training: Assault
(A) Endurance Reduction
Level 22: Foresight
(A) Steadfast Protection - Resistance/+Def 3%
(23) Defense Buff
(23) Defense Buff
(37) Luck of the Gambler - Recharge Speed
Level 24: Mind Link
(A) Luck of the Gambler - Defense/Recharge
(25) Gift of the Ancients - Defense/Recharge
(25) Red Fortune - Defense/Recharge
(27) Luck of the Gambler - Defense/Endurance/Recharge
(27) Luck of the Gambler - Recharge Speed
Level 26: Tactical Training: Leadership
(A) Endurance Reduction
Level 28: Kick
(A) Empty
Level 30: Tough
(A) Aegis - Resistance/Endurance
(31) Aegis - Resistance
(31) Aegis - Resistance/Endurance/Recharge
(31) Aegis - Resistance/Recharge
Level 32: Psychic Wail
(A) Obliteration - Damage
(33) Obliteration - Accuracy/Recharge
(33) Obliteration - Damage/Recharge
(33) Obliteration - Accuracy/Damage/Recharge
(34) Obliteration - Accuracy/Damage/Endurance/Recharge
(34) Obliteration - Chance for Smashing Damage
Level 35: Gloom
(A) Thunderstrike - Accuracy/Damage
(36) Thunderstrike - Damage/Endurance
(36) Thunderstrike - Damage/Recharge
(36) Thunderstrike - Accuracy/Damage/Recharge
(37) Thunderstrike - Accuracy/Damage/Endurance
(37) Thunderstrike - Damage/Endurance/Recharge
Level 38: Aura of Confusion
(A) Coercive Persuasion - Confused
(39) Coercive Persuasion - Confused/Recharge
(39) Coercive Persuasion - Accuracy/Confused/Recharge
(39) Coercive Persuasion - Accuracy/Recharge
(40) Coercive Persuasion - Confused/Endurance
(40) Coercive Persuasion - Contagious Confusion
Level 41: Tactical Training: Vengeance
(A) Luck of the Gambler - Recharge Speed
Level 44: Psionic Tornado
(A) Positron's Blast - Accuracy/Damage
(45) Positron's Blast - Damage/Endurance
(45) Positron's Blast - Damage/Recharge
(45) Positron's Blast - Chance of Damage(Energy)
(46) Positron's Blast - Accuracy/Damage/Endurance
(46) Force Feedback - Chance for +Recharge
Level 47: Hasten
(A) Recharge Reduction
(48) Recharge Reduction
(48) Recharge Reduction
Level 49: Darkest Night
(A) Endurance Reduction
Level 50: Cardiac Radial Paragon
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Level 2: Swift
(A) Empty
Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(5) Miracle - +Recovery
Level 2: Hurdle
(A) Empty
Level 2: Stamina
(A) Endurance Modification
(3) Endurance Modification
(3) Endurance Modification
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 1: Conditioning
Level 2: Rest
(A) Empty
Level 4: Ninja Run
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Set Bonus Totals:
11% DamageBuff(Smashing)
11% DamageBuff(Lethal)
11% DamageBuff(Fire)
11% DamageBuff(Cold)
11% DamageBuff(Energy)
11% DamageBuff(Negative)
11% DamageBuff(Toxic)
11% DamageBuff(Psionic)
6.75% Defense(Melee)
4.88% Defense(Smashing)
4.88% Defense(Lethal)
6.13% Defense(Fire)
6.13% Defense(Cold)
18% Defense(Energy)
18% Defense(Negative)
3% Defense(Psionic)
18% Defense(Ranged)
4.56% Defense(AoE)
48% Enhancement(Accuracy)
4% Enhancement(Confused)
75% Enhancement(RechargeTime)
13% FlySpeed
32.13 HP (3%) HitPoints
13% JumpHeight
13% JumpSpeed
MezResist(Immobilize) 4.4%
MezResist(Stun) 2.2%
19.5% (0.34 End/sec) Recovery
10% (0.54 HP/sec) Regeneration
5.67% Resistance(Fire)
5.67% Resistance(Cold)
18% RunSpeed
2.5% XPDebtProtection -
Quote:Hopefully they can eventually come up a "Custom" option for "paying customers" in the future.I wish they would have allowed players to custom tailor the alphas. Maybe have us create a series of alphas with the bonuses we want and then combine them all into one custom alpha with focuses that specifically benefit the build. I love muscular alpha on my melee toons, but usually have zero use for the immob and defense debuff bonuses. I would however -love- a 45% damage, 33% rech and end redux alpha.
But I don't think they would allow you to have +damage, -endurance and +recharge together. I think +damage and -endurance are designed to be separated. You can have more damage but at the risk of running out of end. or you can have more end. but do less damage.
The custom options I would like to have is for the secondary effects like control effects, +defense/resist, etc. I would gladly take +damage and +stun on my Energy Melee toon, for example. And I was also hoping they would create one more +damage alpha. I think only Musculature gives +damage right? -
Quote:Same here. I see it as Cardiac VS Vigor, not Spiritual VS Vigor.Dark Armor LOVES Vigor. I see it as Cardiac vs Vigor, not Spiritual vs Vigor, but that is just me.
In Alpha, I most only look for two things, either give me more +damage or give me more endurance discount. The rest is just gravy.
If your toon is more offensive like Blast or SoA, Cardiac is perfect because it gives you great -endurance while adding +range and +resistance.
Vigor is great if you have healing/regen powers and you need -endurance discount. My Necro/Pain took Vigor because all my pets have one healing (I don't slot for +heal in them for sure) and I can use the endurance discount to carry 3 leaderships + patron shield.
I think Vigor is pretty good. The only one I won't take is Nerve.
PS: My only complaint is that most of my characters that need -endurance already has Cardiac. I don't feel like grinding it again to try Vigor. -
Quote:Yeah I agree. As much as I like using new sets, I think it is better for the game when most sets are balanced against each other.I'll add my voice to those who are liking these changes and I hope some of the other "older" and "somewhat annoying" power sets/individual powers will get some looking at like this.
One thing I forgot to ask is what made the dev to look at Gravity again? I am just curious. Is it because of Dark Control?
Hopefully they can look at Ice Control in the future. :P I think that set can use a little bit love. -
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Quote:Oh my, how things have changed. I still remember the old day when EM was so popular. AoE damage wasn't as important because we couldn't change game setting from 1 player to 8 players without actually having 8 people on the team.Castle nerfed EM because its single target damage due to ET was way out of line and because of PVP. He also got mad because of players telling other players they were idiots for not taking EM.
I believe the thread that finally pushed him over the line was the one titled "If you don't pick Energy Melee then you are a doughnut head."
If you want Energy Melee's niche to be the highest single target damage, that isn't going to happen. In a balanced world, fire would hold that position because its secondary is more damage.
Do you think EM is still seen as overpowered with the old ET?
One problem I have with Energy Melee is its secondary effect. Yes, the stuns are useful but it's mostly on single target and it doesn't help that Energy Melee has two attacks that activate slow and lacks aoe powers to take advantage of "stuns".
I mean you really only need mag 3 to stun most minions/lts and mag 4 for most bosses. The stun effects are too redundant IMO and activation time makes stun effects less attractive because if the goal is to stun most foes, it's better to stun them first before taking all the alpha damage first and then stun.
Kinetic Melee, on the other hand, has a great mix of stun/-damage debuff. It has enough stuns to stun most minion/lts and the damage debuff happens all the time. -
Quote:This.Force Fields with Mace Mastery for Powerboost. Your crazy Ninjas will be invincible.
Ninja/FF is the only Ninja combo that doesn't frustrate me. Actually wait, let me rephrase. I used to hate Ninja/FF combo because I had to upgrade TWICE on each pet and then cast TWO SETS of bubbles 6 times. I was amazed that I made it to lvl 46 and then ignored that toon for 2 years until recently. lol
Ninja + Force Field + Power Boost is probably the best Ninja combo. Even without any resistance debuffs from your secondary, Ninja's raw damage is high enough. I have an Incarnate +3 Ninja/FF that I use for farming and power leveling my friends now.
I do think Ninja/Time can work. I have not tried /Time but I know you can Power Boost Foresight which can give your pets quite a bit of defense. /Time has good -tohit debuff, slow and healing. If you are willing to invest heavily in Ninja/Time, I think it should be a great combo.
If you just want a secondary that fits Ninja, /FF is the best way to go. Ninjas on their own are EXTREMELY squishy. -
Quote:Crab is never going to excel in ST damage unless 1. your pets don't die 2. all of your pets focus on the same target.Well, got to 50. After a bit of skepticism w/ Leviathan's attack animations, it's really beginning to grow on me... you can fit everything in those cones!
My problem now is single target damage. What do Leviathan crabs do for ST damage? Spirit shark has an atrociously long animation for the damage it does, so it's out of the question. And pets are all fine and good, but they don't help if they happen to die =( Despite my love for Leviathan, I've been contemplating making the move to Scirocco to get my hands on a decent ST attack chain.
Don't feel bad because Crab excels in every other area. Decent meatshield, great aoe, and has good pets. -
Just curious, why are you taking another Tactic? You already took the one from secondary. Isn't that enough?
And I will not skip Venom Grenade even if it causes weapon redraw. Venom Grenade is almost must-have for any Soldier-related build. The debuff is nice but the radius is even nicer.
I took Shatter Armor because I want my Bane to hit HARD.
If there's anything that I wish they could have done, I wish they could add some critical damage in Shatter Armor but I know it's not going to happen because other paths can take Shatter Armor as well. -
Quote:Hey all,
We have some more changes coming for Gravity Control in i22 to help improve the sets control capabilities. In addition to the new Impact mechanic and the quickening of Propel (which helps soft-control from Knockback), weve made a major change to Dimension Shift and some minor tweaks to Wormhole.
Dimension Shift:- This power is now a Targeted AoE toggle. It will phase and immobilize everything within its sphere of influence, and can be sustained for up to 20 seconds. Enemies who move into the radius after the effect has begun become immobilized and phased. If the power is toggled off before its maximum duration, affected targets become un-phased shortly thereafter, allowing players to functionally control the duration of the phasing.
- This powers radius has been increased to 20 feet, up from 15 feet. It also no longer causes enemy NPCs to attack the user, assuming the user has not used any other attack powers on their opponents. This allows Gravity Control characters to use Wormhole as an initiation power without risking death during its attack animation.
You'll see these changes on the i22 VIP Beta soon after it goes up.
Oh one more thing, don't forget to check Singularity's activation time in Immb and Hold powers. I think it is still using the old long animations. :P -
I was hoping the new Stalker changes and Gravity change could up tomorrow...
I am leaving for Vegas for a convention this Sunday. I want to test Stalker's change so bad. -
Quote:This is like GOD-LIKE buff for Wormhole. I can care less about Dimension Shift because other people just don't like hitting something that says "Unaffected" and I don't feel like explaining to them every time I use it (although that change looks interesting and allows us to de-toggle rather than waiting for 30s).Hey all,
Wormhole:- This power’s radius has been increased to 20 feet, up from 15 feet. It also no longer causes enemy NPCs to attack the user, assuming the user has not used any other attack powers on their opponents. This allows Gravity Control characters to use Wormhole as an initiation power without risking death during its attack animation.
Thanks for taking the time to respond here and listening to our feedback! The wormhole change is VERY good. 20' radius and no initial aggro? HELL YEAH! -
Quote:I didn't know you can repel Giant Monsters?Great, that's what I was looking for. My concern was it drained a large amount of HP to do the superior damage. This makes it easier for me now. I'll select it next. On another but similar topic, my Kin/DP Defender didn't select Repel because it burned up endurance for every person repelled. I decided to take it after reaching in my upper 40s since I'm not using any Epic powers. I'm glad I did. Nothing funnier than to watch a Granit or AV go flying away from my toon. It's comical! lol. Thanks again.
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Has anyone tried using Thunder Strike or Knockout Blow from epics? Are they good?
As for the OP, I usually stay away from knock back for MMs because pets' AI is really stupid when a target is knocked back. I haven't tried Force but if you feel you need one more attack for more damage, go ahead. I agree with you that sometimes it is better to do damage on your own than waiting for your pets to finish off. My mastermind always take one or two attacks. -
There are not many good reasons to skip Hasten. It has no per-requisite, everyone can take it and even at one slot, it can be useful. And it's not like it's costing a lot of endurance.
If I want to pick a character that is forced to skip Hasten, then it's probably going to be Stalker. -
Quote:Easy. Drained Psyche gives you +regen and +recovery and doesn't draw as much aggro as Soul Drain which does pbaoe damage.It seems odd to me to criticize Dark Manipulation for encouraging a blaster to get closer and then sing the praises of Drain Psyche which requires you to get every bit as close as you would for Soul Drain.
And I am not sure what it is that suggests that if you have punches you're encouraged to get closer. You can use your punches on things that get close to you after all.
And I mostly use it when my endurance is low anyway. I tend to just open the battle with Aim/Build Up aoe knockback, immb and scream cone. All ranged. Doing BU/Aim + 3 cone attacks at range is easier than jumping in to do soul drain and then jump back to use cones.
And when foes get closer to me, I either run back or hover higher. -
I so want them to add "puking" effects in Venomous Gas. I mean that's like the signature effect for /poison powers in this game.
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Quote:I know! This is what I worry about too. I really want to make an Ice Melee and I've tried making a Tanker 4 times and deleted him 4 times. lolI imagine that if Ice Melee is ported to Stalkers, it will lose Taunt (obviously) and Ice Patch for Assassin's Freeze and Placate. Either that, or it will keep Ice Patch but lose Frozen Aura, which would be a big mistake, I think.
The thing is Ice Melee without Ice Patch is really losing its charm. It's like taking Rage out of Super Strength....
But Ice Melee without Frozen Aura will be gimped too much.
There's been discussion about it but I really think Stalker's version will need to be modified more. Here is the version I would like to see.
- Ice Sword - 4s recharge
- Ice Slash - 8s recharge (similar to Dominator's version because Greater Ice Sword sucks)
- Frost
- Assassin Strike
- Build Up
- Placate
- Frozen Touch - 16s recharge
- Ice Patch
- Frozen Aura
If they have to keep Frozen Fists, then I am sure they'll take out Ice Patch which will be a bummer. -
Quote:Single Shot/4s/0.9s and Burst/8s/1s are two of the fastest range attacks in the game.I've been leveling a crab, currently at 38, and was thinking of respec'ing back into the gun attacks (except suppression). I find both chaingun and longfang woefully slow compared to their gun counterparts and was wondering if people have any experience with this same decision? Mainly, I'm worried about the redraw with suppression and patron attack.
I have a build specifically catered to maximize the fast shooting. I am mostly Soldier/Bane build with damage proc and AH proc (resistance debuff). I use Bayonet sometimes to finish off.
Now, if you are Crab, there are some things to decide.
1. Yes, there will be weapon draw.
2. Crab's Chaining Gun does "energy" damage, which is better than lethal.
3. Crab's ST damage is never going to be "wow!" but you make up with good aoe attacks and survival and pet damage. My Crab build is a mix of melee/range. I love Arm Lash and Frenzy.
Longfang is slow for sure. Maybe you can keep Chaining Gun, drop Longfang and take Burst instead. -
Quote:Yeah I agree.Yeah I know, I play plenty of toons that require some work compared to other primaries. Just wanted to point out to the OP that since Dark Manipulation is all PbAoE and melee (Shadow Maul, D. Consumption, etc, well except the lolstun) and dark blast is good with cones it's not as easy going as 'lulz fire blast' which kinda goes well with anything, although I do prefer blaster's dark blast by miles compared to the corr/def versions - I like my dark/mm blaster but my dark/traps corr was rerolled to fire/traps because I didn't like the damage, maybe my impression, I got sick of DoT'ing everything - when I saw Nightfall was another DoT I gave up on the toon
Blaster's Dark Blast is such a safe set for all-range gameplay with aoe knockback, aoe immb and a single hold that acts as another attack.
/Dark on the other hand, encourages you to go closer to the mobs.
The two just don't mesh that well. I finally level my Dark/MM to 48 last night. She survived really well. Drained Psyche makes sure I have enough endurance all the time. -
Quote:Oh..Scrapper is currently enjoying Stalker's based 10% + 3% per teammate. Cool.Yes, at the Stalker (10% + 3%/teammate within 30') rate. This is either tied (at the worst) or better than what the critical rate should be for Scrappers.
I would expect that the Stalker changes in i22 include going over the APPs since they'll have to adjust things to add Assassin's Focus, so they may fix the critical issues then. -
I love Dark Blast on Blaster but I don't like the synergy between Dark/Dark.
If you want a versatile dark/dark, go with Corruptor. Life Drain is 100% better now. -
Unless they have fixed it recently, 3 out of 4 Epic sets do not critical at all - Weapon, Darkness and Body.
Blaze Mastery not only has critical, its Fireball (aoe) has 100% critical chance!
The funny thing is I PMed Synapse about this a while back and he said he didn't see any "critical value" assigned to any of Stalker Epic sets.
So, the gist is that I think even the devs are confused right now. I have submitted bug report on this issue at least 4 times and PMed dev about it. Hopefully they can fix it soon.
I didn't test it long enough to see if Body, Weapon and Darkness follow Scrapper's rules (5% minion and 10% higher ranks). I know I played with them for a while on test server and I did not see any critical damage (not from hidden, not from placate and not from natural critical). I believe what Synapse saw is for these 3 sets but not for Blaze Mastery.
He did say Epic sets are supposed to critical, just like the Patron sets. Some wanted to argue that maybe Stalker's Epics are not supposed to critical. Well, they are wrong. Critical is a huge part of Stalker's mechanism. This is like Corruptor/Controller not getting Scourge/Containment.
PS: What I am curious about is if Scrapper can score critical with Patron sets?