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Quote:According to this thread they're useful in team PvP for disruption, especially lolGravity but I knew Gravity was good in PvP teams even before i13 despite being crap in PvE.So they certainly made melee a whole lot more dangerous in pvp while nerfing control-based ATs to the ground. How does Controller do damage in pvp with control duration so short? Oh well..who cares. I don't even like controllers.
I remember that in teams, when I was with my Mind/Emp (casual arena since I was learning) I spent half the time caged, people loved caging Emps -
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Quote:Well for me that just proves DA is the worst offender even not counting CoF.I'm not arguing against potential benefits/tweaks, but I do want to clear up the myth that DA uses the most... These are passive drains for the defensive toggles of Armor sets:
DA sans CoF .96
ElA .73
EA 1.04
FA .52
IA 1.04
Inv .73
Nin .62
Self-Empathy .26
SD .42
Stone .99 Granite .47
SR .78
Will .83
Clicks were not factored in (DR, HF, mez pro etc). DA ain't the worst, however, it is near the bottom of the pile, and DR's giant end cost doesn't help matters in actual play.
First, I'd love to respec into CoF on any DA toon after I get to 50 (I have a 50 DM/DA scrapper and several /DAs at lower levels, I couldn't figure out a build with darkness mastery for my DM/DA with CoF that left me satisfied but I rerolled her into a DM/DA Brute that will take CoF - god knows what I'll do for her endurance, but we'll see). CoF is more useful on a toon that can hold his own after a certain level (Tough, Weave, yay more end usage) and you can dive in minions with no need to perma stun them. So the way I want to play in my two DA Brutes I still want to level up, it IS the worst numerically. When I get to level them I'll ask for advice because I plan to pick CoF ASAP - the problem is that they're stuck in that boring desert Praetoria town at like, level 18.
Second, yes EA and IA are very end heavy, they are quite a pain in that regard and in all my EA toons I hurried to 3-slot DOs in Stamina and endred in the attacks at 12, but you know it's a temporary thing because they have amazing end recovery powers before level 30 (well scrappers got changed as I see now, but they get energize at 28). My WM/EA Brute was very painful till ED, then I stopped worrying about endurance. My IA/FM Tanker was better because it was pre inherent stamina so I took Icicles after Energy Absorption. But for IA, EA and ELA I never cared about making end sustainable builds after the endmod power and it was all dandy.
Third - this is subjective because it's from my experience: SA has an atypical playstyle with most players I know. I know Stone Tankers that live in Granite and they don't need Tough to cap s/l res, that makes Granite end friendly (some of them made top end builds to offset most Granite penalties). Others (like my 50 elm/stone brute and a friend's SA/SS tanker) use Granite just for AVs or as a panic button - but playing like this means you won't toggle up minerals all the time or even crystal sometimes (like most of the ITF) - and brimstone is skippable anyway, even my IA Tanker soloed Croatoa fire missions with little worry (no Permafrost since it was pre inherent stamina so he had little fire res). I guess a WP player would hate playing the toggle game like I played my SA Brute but it's very effective and not very hard on the blue bar.
I knew DA wasn't the worst offender in passives if you skip CoF, but... The closest competitor (Invul, because it has no +end and you'll want tough and weave) is still way ahead. SR (which already had some complaints about being a bit heavy on end) can softcap without weave and you won't exactly gimp your toon without tough in some cases (like, scrapper with aid self, brute with mitigation and aid self - there was a thread about top end kat/regen builds that one of the top scrapper players said he didn't take Tough alone on a regen for not being worth it due to the lowish resists). Anyhow SR is still ahead and it doesn't have the zomg click heal.
Not saying DA is unplayable, but being the worst one (not counting CoF because I know most players don't pick it) outside of Stone running all the toggles considering only the armors without an endmod power, you can see why so many people complain about it. -
Whirling Smash is almost a FootStomp clone, with the DoT (which goes off 85% of the time) it does basically the same damage and has a 75% KD chance while FS has 80%.
I agree that at least Arc of Destruction should hit 10 mobs tho. The radii and range of the powers look fine to me. -
Quote:No prob, I like fiddling with builds, and you really want a -KB IO there.Wow, Kioshi!
I'm very grateful you did that for me.Thanks very much!
Regarding the HO: Nuclei...are those something that can be purchased at WW? Or is there some other method I'd obtain them?
And the extra KB protection is always appreciated!
The HOs can be bought on WW and even combined like SOs so you can have a level 53 HO (at least I was told that when I asked).
I think they are extremely expensive nowadays tho, been a while I slotted a toon with them (before I left which was before GR), at the time I used some of the most expensive ones (tohit/def/recharge on my Fortitude) but they weren't very pricy, I think they are now from what I read here. It depends tho, the acc/mez ones people use on Cage powers mostly were dirt cheap for example, but the acc/dam I used on Carrion Creepers must be among the expensive ones. Just look for the name in WW (nucleolus I think, can't check Mid's now because I'm on my iPad) -
Quote:It's not an issue. That's like saying Brute Kinetic Melee has 'issues' because the AT doesn't benefit as much from damage bonuses and can't crit so CS doesn't refresh PS. Or saying AAO is problematic on Brutes - it isn't, they just aren't as benefited due to how they work with +dam (although Shield Charge has a little issue with Brutes because it has a lower, separate damage cap).That's very true. I am trying to see if the devs are willing to address the issue that Scrapper Burn does the least damage of any other version due to this problem... perhaps taunt in Blazing?
The same way scrappers only only get Taunt auras when they buff the toon or debuff enemies (shields, invuln, wp), that's why EA got one while sets that had taunt auras added for Brutes didn't get them on scrappers like SR or Regen.
Some powers or entire powersets just work better for one AT or another, and this is not exclusive to Brutes and Scrappers. -
I gave you some HP and added KB protection. Removed the double LoTGs because the little regen you have won't make a difference.
You also had an excess 6.25% rech bonus and an extra 2.5% recovery.
I'm not sure Power Boost will help Storm much, I think it'll only help your controls' durations and Hurricane (F.Rain -res is unnafected I think). But I never had power boost on any toon.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
TropicalFury: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(15)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(15), TotHntr-Dam%(46)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(5)
Level 6: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(37), CoPers-Conf(37)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(42)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-%Dam(17), Posi-Dam%(17), RechRdx-I(34), RechRdx-I(34)
Level 18: Vines -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/Rchg(21)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(23)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 24: Air Superiority -- T'Death-Dam%(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), RechRdx-I(27), RechRdx-I(29), Posi-Dam%(29), ImpSwft-Dam%(48)
Level 28: Thunder Clap -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/EndRdx(31), Stpfy-Acc/Rchg(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(33)
Level 30: Afterburner -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(34), ExRmnt-Acc/Dmg/Rchg(46)
Level 35: Tornado -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), Achilles-ResDeb%(37), ExRmnt-+Res(Pets)(43)
Level 38: Lightning Storm -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/EndRdx(39), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/Rchg(39), Decim-Acc/Dmg(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(45), TtmC'tng-ResDam(45), EndRdx-I(45)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50), GSFC-ToHit(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(43)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 5% Defense
- 5.63% Defense(Energy)
- 5.63% Defense(Negative)
- 3.75% Defense(Ranged)
- 2.25% Max End
- 3% Enhancement(Stun)
- 98.75% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 18% Enhancement(Accuracy)
- 5% FlySpeed
- 118.3 HP (11.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.25%
- MezResist(Sleep) 4.7%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 20.5% (0.34 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 11.58% Resistance(Fire)
- 11.58% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 5% RunSpeed
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Quote:Oh I haven't bought the set because I don't have points and got enough alts to level, but trust me I've been preaching the same thing since Beta began and nobody listened, but they'll find out eventually.My TW scrapper is now level 36, and I now feel I have enough experience here to comment with, if not authority, at least an opinion not easily dismissed.
The difference between an attack with Momentum, and an attack without Momentum, is about one second. Sometimes, when I'm not particularly paying attention to my attack chain, Momentum seems to last for ten, or even fifteen seconds instead of only 5! Is this a bug? No. Is it because I've used Build Momentum? Also no. It's because I was hitting the next attack to come up, and Momentum had worn off, and I did the slow animation and didn't even notice. Yes, sometimes I miss the first attack, and have to do another slow one, and then it's really noticeable. And sometimes you really need to finish off that Paragon Protector before it stands back up and uses Elude, or hit the Sky Raider Engineer to stop his FFG, or etc etc, and the added delay makes a real difference. But most of the time it barely matters.
In actual play, TW is not a slow set. It just isn't.
I didn't even think it was a bad set to pair with Regen (which I did on Beta) unless you wanna go solo AVs/pylons in the maximum possible time or stuff. In normal gameplay I never cared about losing momentum if I had to use a clicky from regen or whatever because I knew the next attack would grant it again. I even preferred old plain BU because I could unleash the AoE chain of doom with +80% damage instead of +50% (Brute numbers, scrapper went down from 100% to 62.5%) but well on a top IO build with high recharge maybe Build Momentum can be better, BU felt like more burst damage to me. -
Quote:I think it does more than many sets. For example one Kat/WP build I have here (not mine) who did all kinds of crazy stuff relied on the +def power (like the tw tier 1) to cap melee and lethal and IOs to cap up e/n and got f/c to 35% before incarnate stuff.I personally don't think willpower has a ton of synergy with TW, but it does work thematically and solves some problems.
I know TW's tier one works on melee/smashing but TW has so much AoE KD that even on my SO'ed 50 TW/Regen Broot on Beta it provided plenty of mitigation, that would give a lot of opportunities for a WP to regen without melee retaliation (I also took Energy Torrent for extra ranged KD awesomeness on Beta, the rikti never had a chance lol). -
Quote:I gave up PVP after i13 but from what my ingame friends said at the time, it's very good in zones too, even if you are alone.NOTE: I'm specifically referring to TEAM PvP; this stuff may not apply to 'zone' pvp or 1v1 arena fight-club type duels.
Like, psi/em blaster with boost range - you fire psi lance from 1000 ft away, then will dom, then mental blast, and by the time they hit you can fire TK blast which is instant and they all do the damage 'together'. While if you were a fire blaster the other player would run the instant blazing bolt or fire blast hit him making the follow up attacks harder.
(something along these lines, I don't remember the order or how many powers your are able to stack, but iirc will dom has a slower travel time than mental blast, been a while since I played my rad/psy defender). -
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Quote:Well I completely agree with you, endurance fears are making some secondaries get shunned.Which is understandable, but it doesn't change the unfortunate aspects of seeing so many players all gravitating towards; especially given that so many people are doing so under the pretense that they're going to face endurance problems that Willpower so easily corrects. Further along those lines are also the assumption that--in full IO build terms--that the attacks in Titan Weapons are going to get burned on endurance slotting (too much focus on Obliteration) and the whole build will suffer. I know it's possible to slot a 45% Def S/L/Melee Spines/DA with only using two Obliteration sets; and that can easily transfer the same style of slotting into a TW/DA--and transversely */FA and */Ela as well. It feels like a lot of awesome secondaries are getting shunned because of Endurance fears despite "concept."
Not all the 'Titans of Lore' are Powerful in Will, some of them just burn with fury or bend the darkness to their desires, filled with electric passion, standing tall with those mighty enough to never be struck but for a weak Achilles heel; others are so driven they fall and revive to fight forever. While the energies of the heavens may surround their ranks, there is no better shield than the brute strength of the Titans, so may their illusory invulnerability be demonstrated.
And there's also the fact WP is so easy to understand for players who don't bother with Mid's and digging exactly what each power does. One of my first toons was a Inv/SS Tanker (i9) and I was all like 'hey I'm Invulnerable why the hell are those little clockwork in Synapse draining my endurance and damaging me more than the other enemies?' (resist energies had no end drain protection, and I didn't know all the other enemies I had fought were s/l). I gave up on the toon because he didn't feel invulnerable to me and I had SOs and whatnot. It wasn't even end issues because I was told how to slot by a more experienced player.
My second 50 (first was a troller) was a dm/da scrapper, and despite all the DA lovers in the forums, in the three months it took me to take her to 50 (before xp smoothing) I ran into very few DA toons, and that was on Freedom. I didn't use the forums and in the rare occasion I ran into a high level DA toon, we actually chatted for 30-40 minutes, because I asked for advice, and they were always pleasantly surprised to see another DA player so they were very kind and enjoyed explaining to me how DA was, how to slot, etc, that's why we always ended up chatting for long periods.
Anyway I think I never saw an armor set as popular as WP, to the point I don't wanna roll one, and I have a 50 fire/kin, a 50 em/nin when it Stalker was foty, and I loved leveling them both. But I see WP so often, it's the only set I actually look and think 'wow surprise another WP' - since i11 I took two long breaks from the game and unlike other powersets (DB, KM, even shields) the impression that I get is that WP is almost as common as when it was released. Which I can understand because it's easy to play, the mechanics are nice (layered defs, crazy regen), very survivable on SOs (kat/wps are crazy) and it *still* gets QR, while the only other set with QR is quite a pain in the early levels due to recharge issues and to some, later because of its clicky nature. -
Quote:Well since scrapper Burn isn't that hot (no pun intended!) because the mobs don't stick around you, you may want to use Burn after one of DB's Knockdowns like the Sweep combo or 1k Cuts.Is this really much of a decision? You have 5 seconds to do the next manuever in a chain. So shouldn't it be Burn and then continue with the chain?
I will echo that if redraw is an issue for you that DB/FA has a lot of it and add that on my Brute I have found it to be a bit endurance hungry. -
Well nothing to do with anime, just wanna say that 70s Japanese Spider Man is boss.
http://www.youtube.com/watch?v=3MxGtH-2duM -
Quote:Basically any except EM because I hate EM nowadaysWhats a good ST damage primary outside of SS for an Ice Tanker?
Anyone tried Ice/STJ yet?
And well Battle Axe is like a worse version of Mace for me.
But BA and WM are kinda AoE-ish so scrap that.
I'd say DM for ZOMG survivability because of Siphon Life
StJ looks good like it does for any AT, like KM (well KM is not so hot on Brutes) - I don't see a disadvantage in StJ for Tankers compared to scrappers (except for the basic, crits and higher damage). With KM you'll have power siphon less often than a scrapper because CS won't have a chance to refresh PS.
I really like the MA version for tankers since Storm kicks gives +10% def to all, that's why I have a SD/MA, at level 4 she was with 25% def to all positions and after 22 (SOs, Phalanx Fighting, CJ) she had about 41% with one Storm Kick. With her my plan is to get to 49% melee at least to be incarnate sofcapped with SK, plenty doable on an Ice Tanker too (49% to s/l/e/n looks easy with IOs).
But the melee set I'd roll with Ice (I have it on an elec brute for the same reason) is Stone Melee, since it's an end monster and Ice doesn't care. Stone Melee has so much mitigation (Fault is great, hold 4 in seismic) that it may be even more survivable than dark melee depending on the case. -
I agree with Kenji, just wanna add that Tanker SR's Evasion (the taunt aura) looks bugged since it has a 1 sec duration (WP's has 1.25 iirc) - and I'm saying bug because the Brute version of the aura has the usual 13.6 sec duration.
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DB/DA all the way!
Ok... [puts DA fanboysm aside]
With FA you will have more damage because of Fiery Embrace and Burn, the damage aura also does a bit more damage than dark's. But you won't be able to leverage burn as much as a FA brute without a taunt aura, and Burn is a real gem even as a ST attack on Brutes because mobs don't flee. FA also has a great self heal and a good end recovery power, not great because it has a long recharge, but it does help especially since it boosts your recovery for a while later.
DA:
- A lot of mitigation (with the mez aura, I recommend oppressive gloom, you'll never have to worry about 99% of minions)
- exotic resists (end drain, highest psionic resist of all scrapper armors, fear)
- stealth power with +perception that helps you build for defense
- the best self heal scrappers get, needs mobs around
Both sets have a self rez but DA's needs enemies around to work.
The bad thing about DA is lowish energy resist, a damage type which is becoming more and more common, and no endurance management tool. Some people think it's unbearable even - I don't (unless you take Cloak of Fear, because it eats too much end), but I find it end heavy anyway, the heal costs a ton of end and having an IO there (the theft of essence proc) helps a lot. Oppressive Gloom at least barely drains end (same as Combat Jumping) and works well with the base slot (accuracy).
Once you are comfy with DA's end consumption, I'd say that it's far less squishy than FA and the damage difference isn't that big because you won't be able to use Burn fully on FA and FE is on a longer recharge than powers like Build Up (but it's awesome when it's up).
There's some discussion going about DA being TOO end heavy and I had my issues especially after adding Tough (plus I was never able to make a satisfactory build for my DM/DA using Cloak of Fear that used any mastery besides Body for Physical Perfection, I wanted to make her a 'fear' build since DM has touch of fear, but in the end I gave up because I wanted darkness mastery) so if you're not used to end heavy toons you may find DA a bit too much.
I find DA overall better than FA and have pseudo tanked psi mobs several times because the ice or invul in the team couldn't handle it. Also off tanked a lot, protecting myself and squishies around me, because Oppressive Gloom makes minions helpless. -
Yeah CC is like half a footstomp (but with normal range).
I don't think there'd be a noticeable difference like Hopeling said, and WM will be much safer. My WM/EA Broot is safer than my FM/sd scrapper, it was always easier to use aid self on the brute (both have it, haven't played the /EA since the changes) because of all the knockdown. My SD always used more insps, when leveling she felt quite squishy because of SD's lowish def numbers and no mitigation - a problem minimized by WM because you'll be stunning and KU'ing mobs with pulverize and Jawbreaker very early and at level 8 a guaranteed mag 3 stun on clobber which also hits very hard, plus later shatter and CC are guaranteed KD (whirling mace may stun minions, also helpful). -
On topic... non-Momentum Rend Armor is exactly what the TW AS would look like imo (great animation) but I doubt they'd ever remove the big ST hitter in a theoretical Stalker port (I know I already said it). In fact I think it's the last move they'd remove.
Quote:Oh no, after i13 the dom that I had spent so much (she's all purpled out) lost her permadom status, and one of her main tools (slows) became useless (ever got hit by Shiver till i12? Your powers turned into little pixels like the vahziloks do in the sewers to our lowbies lol). So no permadom due to DR, holds lasting little, I gave up because I was still learning and getting into some 8v8s but after i13... meh.Do you still pvp with your Dom? Control powers last like 3-4s now. How do you survive the spike damage?
I know I took my Fortunata once to RV after all the pvp changes. Oh, I did not like her at all. My damage was pathetically low and Tankers could literally kill me just by throwing rocks. T_T Hurl has good damage in pvp due to longer animation time. And I couldn't stack enough holds on Tanker at all.
You made a good point on high level Stalker pvp. I've done a few SG raids and matches and I never find Stalker that scary if you know Stalker is there. I find a buffed Blaster the most scary thing but now with the new pvp change, a high level Tanker is so hard to kill and he can throw rocks or sharks at you until you are dead.
Stalkers weren't dangerous for me even on Siren's but I can see the reason so many people complain about them, because before you learn you have to move, you get ganked a lot. Boo hoo now they trow sharks which do close to AS damage lol. And Tanker Fossilize does more damage than KO Blow -
Quote:You know I found casual PVPing till i12 quite fun. If you check the PVP Forums where the 'serious guys' are, Stalkers are a joke, and afaik till i12 they were useful in high end pvp for setting up spikes on targets who were held or slowed or whatever by some other team mate.I think another bigger problem is that whatever they change for Stalker pve, they have to worry about pvp as well since Stalker is so popular in pvp.
Patron snipe having 7.3s casting time is 100% pvp reason. I can't imagine why a snipe needs 7.3 casting time in pve. It's ridiculously stupid IMO.
So you can say Stalker getting trolled is because of pathetic pvp. Speaking about PvP, I have no problem playing PvP in other games (like Rift) but I just can't get into this game's pvp. I don't know why. I don't like the system. I hate the "hit and run" strategy. If you can't kill the person in 10s, then you'll be chasing him for hours. And because most fights end so fast (unless you are fighting a high lvl Tanker), there's really no strategies involved. You either burst damage him to death asap or the fight ends up in a chasing game. ugh..I can't get into this game's pvp. I am sorry. I know they've tried to make it better but for a causal pvper like me, I hate it.
Even in my casual pvping I had way more fun with my ice/psi dom than ganking people who didn't know how to move with my Stalker. I found it fun, the variety of builds, like the TA/A Defender who gave my dom hell but couldn't kill me and when I attacked him, he ran behind his BS/SR friend who I couldn't hit unless I popped a ton of yellows (because ice/psi has no attacks like mind, non-positional). So it was more fun and varied, dare I say even more casual in the zones, there were blasters of all kinds, different tankers and brutes... Now there are all kinds of weird stuff in there like scrapper CS (from KM) doing more damage than any AS while Stalker, Tanker and Brute CS do similar damage to the pve versions, kinda expected due to the cast time. Not only PvP got less varied, it has unexplained bugs like scrapper CS and Tanker Fossilize doing bootloads of damage (I don't know if it has been fixed but also, on psi blasters, and only blasters, the placate proc in will dom was firing 100% of the time - I know it lasted over a year) -
The only conflict (not a big one tho) is Crane Kick KB'ing mobs out of your aura in WP and Invul (or shields which I find a great pairing for MA), but since Cobra Strike now is basically identical to CK minus the KB (plus a Stun) it's no biggie.
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Didn't want to mess with the build too much so I only upped a bit your recharge, regen, +HP, tweaked the FSC slotting and also switched the oblits to burn. Since I left BA with 4 slots I found room for some LoTGs. I'd put another proc in Incinerate instead of full hecatombs (I did take one out to get more regen in health).
You could also leave FE with 2 slots and get another 5% rech from consume if you don't mind having FE recharge 4s later outside Hasten.
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Quote:Well WP is hugely popular, especially for a primary with a gimmick lots of people will want a low maintenance secondary with it.Lack of Diversity. Plain and Simple. I've nothing against Willpower--don't get me wrong there--but when I log between three instances of Atlas Park and 250 out of 300 new toons are Titan Weapons, and only 10 out of that 250 are Fire/Electric/Dark?*
*Not literal numbers, but I ran Sewer Trials till 20 over the course of an hour and of the some 30 other people I teamed with, I was the only Dark Armor, and I only saw one Fire Armor, and a handful of Electric Armors. The mass majority was Willpower with a third sprinkling of Invulnerability. I know a good chunk of those will never make it to 50 on law-of-averages, but still.
I saw quite a bit of Elec Armor too especially on Tankers, guess the thinking is about how end heavy TW seems to be (I can't say because I played it on beta with a TW/Regen at 50 with SOs but with Body Mastery and stuff so I never had end issues) and Tankers get PSink kinda early.
But about WP... Most teams I am in have a WP toon. Outside of the agricultural environment I can say I've seen far more SS/WP Brutes than SS/Fire (I spent more than a year just playing redside before GR, but I still see more SS/WPs).
Anyway blame the devs not the playersI don't like WP very much and don't have one, but they managed to make a very well rounded armor set without significant drawbacks that also goes well with any theme - I'd probably have made a WP toon if I had bought StJ mostly for the theme (*mostly* because I have played my beloved /ELA and /DA to death and have a kat/regen leveling.. slowly).
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Quote:Thanks for the info!I have no experience with FlyTrap, and so can't comment on how effective it will be in that power, I can tell you thought that in Tornado the proc will have a chance to fire three times. Once when the power is summoned, once at the 10 second mark, and once at the 20 second mark and will make a check on all enemies within 7 feet of Tornado. (Of course Tornado has the added advantage that you can have more than one out at once). So my guess is that it's better than flytrap, but if flytrap spams that cone more than once every 10 seconds, it might actually be better.
I don't know how much they improved Fly Trap's AI (all i know is that they did) because I deleted my Dom and at the time she sucked, my troller still didn't make it to 32 (lazy I know).
Anyway Fly Trap has 4 powers:
1) Entangle, the Plant St immob, doesn't matter for the proc because it's the only power that doesn't apply a defdebuff, plus it has a 16 sec recharge;
2) ST ranged thorn (like the tier 1 from thorny assault), applies -def, recharges in 3 secs;
3) The thorns cone, recharges in 12 seconds, -def, 10 target cap;
4) Bite, melee -def attack that also does -def. -
Quote:Well at least we have tentacles...Anime is actually quite poorly supported, because:
[*]Tons of stuff.
(oh and now animal pets which you mentioned even though it's a non combat one).
Quote:Didn't you know the Battalion is really an army of ponies coming to make a new Equestria on Primal Earth?