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Posts
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Joined
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Quote:Problem is, those people are very few. At least you could remove the filler powers and replace them with something useful (Sonic Repulsion, plus for a set that has a an anti-mez bubble Clarity could be switched for something more useful, imo at least).And then what about the people who enjoy it because it isn't a grab bag set? (this isn't me btw, I prefer the sets with lots of toys but there are ringers & bubblers out there who like the sets for what they are.)
Liquefy is the only really 'fun' power in the set and it has a 300 sec recharge, almost Nuke (360s) level, while TA'a Oil Slick arrow, which most consider to recharge too slowly and make Ta a subpar set, has a 180s recharge. -
Nice to know, I never tried. So well that's the way to go, 3 52+ or whatever HOs should give the number I got from six 50 HOs and cap DDR
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Quote:Wasn't the taunt removed from the scrapper EA? Saw it somewhere that it was a typo that EA would retain the taunt, I don't play scrappers anymore.Energy Aura has a taunt as well, and boost recharge. Spines/EA works really well for AoE. Crap Single target though. If you want a scrapper farmer that wont scatter foes to the four winds, I'd go Elec/SD, Elec/EA, or Spines/EA until such time as scrapper damage auras get a taunt component.
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Oh yeah I know, just giving examples on how it can go theoretically higher than 95%. Anyway Santorican said how it's done without overslotting, 52+ HOs. I don't even know how to get these, do you combine HOs? I only have HOs on my Mind/Emp (3 tohit/rech/def on Fort) so I never messed much with them.
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Quote:Nah, there's both. I returned after almost 2 years, so I decided to roll a SS/Fire Brute because all the wonderful stuff people were saying. I self-PL'ed him in 2 days, 2 more days doing BAF-Lambdas and he was all T3 incarnated. I had a permahasten build planned for him but... With his chep IO build (about 30% rech and that's it) and all the incarnatey stuff he can already do anything (haven't tried soloing av's, not my cup of tea, but with insps it may be possible, after ageless he has no end issues), including TF'ing well and farming +4/x8 with bosses, even at with the low rech from IOs he always has some AoE up.It made me wonder if maybe COH had become mostly a playground for min-maxed L50s who have been grinding the end game content for the last couple of years, just like WoW had become (and has been for quite some time, IMO). I'm gratified to learn that this is definitely not the case, rampant AE farm PL'ing notwithstanding.
That almost made me leave the game, I thought it was the only thing people were doing from reading the forums and all the shiny new stuff. But then after a month not playing, I rolled some new toons and there are many people playing the regular content.
OTOH, people are helpful here. If you ask about power order for a build (I just asked about my BR/Poison) people will help. If you ask me and others 'what can I improve in this build' and you present a 100 million build, most of us won't throw you a purple+pvp IO build, just add tweaks or suggestions that fit what you apparently are willing to spend, so it's a good place to ask for anything really.
I can see how reading other players' experience here can be a little... Weird. I have some purpled toons and even I rushed to try the Incarnate stuff after my break, but I did it way too fast (and with an outlier powerset combo) and it almost got me out of the game again. But remember, while most are friendly here and will help you with a SO build or anything else, the forums is also where the hardcore players hang out (or the forum addicts like me) so you'll see lots of people soloing TFs, GMs and AVs on 5 billion builds. And that's ok, that's the game they like, just remember that most players don't even come to the forums (I usually ask on tf/mission arc teams and most of them say they never came here). -
Quote:Hmm according to mid's:Indeed so!
Although getting 90 plus without it is pretty impressive, if you're on a power-tight build.
Battle Agility with 3 def IOs: 21.9% DDR
Grant Cover: 13.8%, doesn't go higher with enhancements
Active Defense: 17.3% unenhanced, 28% with three Enzymes.
That gives me 63.8%, so if you double stack AD I can get to 91.8%
Well if I overslot AD with something stupid like 6 Enzymes I can get AD to give me 30.6%, so 66.4% total + 30.6% (double stack AD) = 96% DDR, it can go higher if you overslot Battle Agility too. -
Plus if you see another melee guy actually managing to attack someone, you can use Force Bolt which can achieve 50 mag KB with proper slotting! On top of Repulsion field with can get to 17, Repulsion Bomb and of course pairing it with Energy Blast and you have the ultimate 'no melee allowed' toon!
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Yeah the Mac client is so bad it hurts. I played for 3 hours on it (using Lion) and it closed on me three times. Then I rebooted in Win 7, did two extensive play sessions (about 8 hours each), no freezing, no closing whatsoever - and apparently they think Bootcamp is an entirely new system since it's not 'officially supported', been using it with winXP/win7 since 2006 for CoX mainly.
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Is that a monthly topic or forum meme? Whether a new set is released or not, there's always a 'why play FF' topic here or on the Defender forums.
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Quote:It's always been mag 2 or else it would only stun.. Rikti Monkeys I guess, if it was mag 1, mag 1 doesn't stun even minions.Did they change the blaster Opp Gloom? i always thought it was mag 2, making the Pit/gloom combo a mag 4 and able to stun bosses.
That being said, i have planned to go soul from the start.
So yes you should be able to stun bosses with both. -
Yeah Fault has low base acc so the stupefy set is good. You'll kb someone once in a while with this slotting, my SM/ELA brute has 5 stupefys and a FF +rech but she's not built for defense.
Well about the last slot: you have 3.39 end recovery, if you take it out it goes down to 3.32. In Stamina the extra endmod would do the same, 3.39, and in Physical Perfection it'd go to 3.41, I turned accolades on and PP is still the best.
Another good use for this last slot would be a Kismet, or... a lot of people will tell you to go for -12 points of KB protection on a melee toon. My 50 dm/da scrapper has only 4 but she rarely pseudo tanks, and the other melee toons I have at high levels have built in KB protection (except a 50 em/nin Stalker but well she grabs little aggro so she also has only one -kb IO). People recommend that for melee toons with taunt auras like brutes you'd better go for 3 -kb ios for 12 points, since 4 and 8 don't make a difference in practice, it's either 4 or 12+. It can be done taking out the HO from CJ, you'd lose 0.6% def and that last endmod, but maybe you should play the toon a bit to see if you feel the need - as I said no need on my scrapper but scrapper's death shroud doesn't have a taunt component. -
Quote:I agree with 'low to mid ranked'. I hadn't played Blasters for a long time so I made a DP/Fire. By level 10 I was like 'weird, I remember blaster damage was so good at low levels'. Well when I got FSC I saw that my secondary's damage was awesome while Empty Clips was making me feel like I was tickling mobs. And with a Blaster. I hadn't rolled a Blaster for so long I made an Ice/something later just to check so that at level 6 I confirmed blasters still did OMG damage with no prior setup, it was Dual Pistols that was making me kinda sad damage wise. I know the stupid cone does the same damage as Fistful of Arrows, even more with Fire Ammo, but it takes 2.5 secs to animate so it feels like 'all that for this?'. Also in Archery you get Blazing Arrow at 6 and it outdamages and outranges Executioners, that you get at 18 with no Aim.A low to mid-ranked set. Cons include redraw and really long animations (fatal in trials where you have to move and react quickly), esp. Executioner's Shot, the slowest T3 blast of any blast set. (edit: after some checking, it's actually the second slowest, the slowest one being Sonic's.) The nuke is is very hard to use reliably without high def or one of the secondaries that floor tohit e.g. Rad.
The main selling point is the crashless nuke, which has longer recharge than rain of arrows, is PBAoE rather than ranged, and is weaker because you cannot spike the damage with Aim like archery can.
It has some nice tricks, such as the powers accepting a lot of procs, a unique -Dmg debuff from chemical rounds and KB that can be toggled on and off by switching ammo. Changing the damage type through switch ammo is mostly a gimmick with little real effect in actual gameplay.
It's kinda sad to have to pop a luck or two before using the nuke, but on some corrs like /rad, /dark or others I see it easier with setup. Btw I have no idea why they doubled the recharge of the nuke compared to RoA and Full Auto. -
Oh I see what you mean, I have hit Disintegrate sometimes when it wasn't up, but since I have it slotted with acc+dmg SOs (maybe 1 rech, I'm not playing every day) I'll have to look how much I like the uptime when it has more slots to spare (I hate not having mids for BR!)
Haven't soloed him more than 3 missions so I can't say much, he's 26 but almost always teamed.
I also love the set but I don't see it being a new Willpower, more like a DB (meaning, they were released together and you'd see a db/wp every corner, now you still see a lot of Willpowers and only a few DBs). Which is a bit bad because BRs together stack well, even blasters.
I'd change poison so that:
1) The debuffs' splash radius were 15' like footstomp and not 8'
2) A minor quibble - Animations were less subtle, I don't think the team knows wth I'm doing, even I don't know who is debuffed or not sometimes in the middle of a big team with so many effects, the heal is quite good now that I slotted but it could have an O2 boost effect or a splash. -
Yeah the new EA makes things sweeter.. I tried making a build for my elm/ea, I feel I can improve but even this first attempt came out quite nicely, it's expensive because of kinetic combats but no purples (I could fit two purple sets in Fireball and Blast with no losses to defense):
1) def to s/l/e capped at 30 if I use lvl 33 sets, neg at 42% but capped a bit later
2) 98.8% global rech before Hasten and any Incarnate stuff (Mids will show you 78.8, because it still has the old /EA without the +rech bonus in Entropy Shield)
3) Capped hp after accos
I just need to find room for a Kismet, too few acc bonuses.
I think that even if I were the best builder ever, I'd have to sacrifice at least 2 sets that give + recharge to get more s/l/e/n def for Ice Armor, and I wouldn't get the +20 rech bonus from Entropy.
(btw in the build Flurry is Disrupt and Aid Other is Energy Drain, took these powers because they accept the same sets)
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
01 elm ea: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Blaze Mastery
Villain Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(43)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-%Dam(9)
Level 4: Kinetic Shield -- HO:Enzym(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
Level 6: Assassin's Shock -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), HO:Nucle(46)
Level 8: Power Shield -- HO:Enzym(A), LkGmblr-Def(15), LkGmblr-Rchg+(17)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(17)
Level 14: Build Up -- HO:Membr(A), HO:Membr(43), HO:Membr(43)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 20: Flurry -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(39)
Level 22: Energy Protection -- S'fstPrt-ResDam/Def+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(29), Sciroc-Dmg/EndRdx(29), FrcFbk-Rechg%(33)
Level 28: Energy Drain -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
Level 32: Lightning Rod -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Acc/Dmg/Rchg(34), Sciroc-Dmg/Rchg(34), Sciroc-Dmg/EndRdx(36)
Level 35: Aid Other -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 38: Overload -- LkGmblr-Rchg+(A)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50)
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Set Bonus Totals:- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 14.3% Defense(Smashing)
- 14.3% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 16.4% Defense(Energy)
- 16.4% Defense(Negative)
- 3% Defense(Psionic)
- 8.63% Defense(Melee)
- 12.1% Defense(Ranged)
- 6.13% Defense(AoE)
- 7.65% Max End
- 3% Enhancement(Stun)
- 9% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 78.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 207.8 HP (17.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 2.2%
- 8.5% (0.14 End/sec) Recovery
- 40% (2.01 HP/sec) Regeneration
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 5% RunSpeed
- 2% XPDebtProtection
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Put the data chunk, some people (like me) don't like downloading things.
Looking over what you posted, I'd switch O.Gloom and Fault's slotting - Fault has low base acc and the Stupefy set has great acc (I think 70ish), OG is good with 1 slot (1 acc) btw if you wanna use those elsewhere. If you're willing to give up some def/ recharge (from the zinger set), I'd add a slot to the mallets, like a crushing impact acc/dam/end or acc/dam/rech. I'd also put a FF +rech proc in Fault.
Endurance seems horrible on the build - Stamina severely underslotted and death shroud with basically no endredux, but since you have PP it may be manageable, although you have the most end-hoggy brute combo.
But if your mallets are hitting fine with this low acc and you have no end issues I'd just at least switch OG and Fault, and if you can, find a slot for the FF+ rech proc. -
Lots of Tankers, lack of damage. Even the Fire/Fire one isn't impressing me, and he's not exactly a monster at tanking like others, no mitigation, weakest armor.
ELM/Stone Brute, wanted to see what granite was like and do damage, he's 50 and even half-IOed but... I suffered too much. I have to try him again after Fury changed and add Gloom to see if I can actually kill a boss now before he's drained (elec melee), but the memories are too painful. Problem is, I made him when we had to chase Fury constantly with a low mobility secondary.
Ice/Psi Dom, I LOVED her. Loved her so much it took me three months after 50 to permadom and purple her. Then I took her to pvp, she was great, of course I faceplanted a lot, but nothing beat slowing tanks and brutes to a crawl and holding them and they going 'wth?'. Then i13 came.. slows and holds are useless, I need like 900 points of -kb protection, and she'd still be useless. I can't even look at her now, which is bad because since purples are so expensive after I came back, I could make a lot of money striping her out of her IOs.
Claws/SR, Fire/Shields scrappers - yay I'm a scrapper I do damage, it's always the same damage with some crits, meh - I find scrappers too one-dimensional, the only 50 scrap I have is a dark/dark, because she reminds me of a melee controller. I like the combo so much I rerolled her into a Brute, which I prefer because of the taunt aura and the variable damage, especially now that you don't have to chase Fury like a madman, just enough to keep it interesting imo, that made Brutes the funniest ATs ever for me when I don't want to think a lot, but I like /DA because you're not just mashing 1 2 3 like on the claws/sr or in an ewwwwwillpower, you have to use other powers once in a while. When I get to level her she'll inherit the scrap's IOs - problem is, she's in Prateoria, I can't seem to get anyone out of there (meaning going past level 20), still wasn't able to even though it's newish to me.
Spines/whatever (insert AT) - hey man, you can take 5 minutes to kill a red boss, it's okay.
Some blasters - too one-dimensional for me too. I was actually enjoying my 18 DP/Fire blaster (mentioned her level because she's another one stuck in Prateoria hell) until I got FSC and though 'hey that's what I remember how blaster damage is like, it was always OMG damage, wth are those pistols doing? I can't hurt a thing with this stupid (and pretty) cone'. So I rolled a Dark Blast/MM combo, enjoying it so far, I like that /MM has some tools but I had never tried it due to previous trauma (see ice/psi dom above).
Stalkers, I love them, so I have a ton of them - and they end up disappointing me at some level. I recently rolled a ELM/EA because I was sick of the low hp cap of my 35 ELM/Regen and my 22 KM/EA won't have good synergy if I happen to like Disrupt, since it interferes with Placate and the insta-BU from CS would be wasted - so now I'm leveling the ELM/EA and looking for some secondary for KM. I'm tired of /Nin, have a EM/Nin who's retired, she's 50, IO'ed, etc, but... it looks like since the ITF the new content is more and more AoE heavy, and she started feeling useless sometimes being a ST-only toon. But that's okay I played her for a long time, and got good mileage of killstealing with the old ET (now people steal the kills from her)
Mind/Emp troller - she was my first toon, and I loved the combo enough to take her to 50 only playing her when it was harder to level, i9, took me 3 months. I started decking her with shiny new IOs. Moar recharge! Moar recharge! Purples, yay (I remember paying 30 million for the hold damage proc I have in dominate)! Ok, so I started playing her through all the content, even the Shard TFs (including Dr. Q). Moar IOs, more recharge!
(Goes teaming with the new shiny close to permahasten build) Hmmm wait... Fortitude already up? Ok, damn I have to use Clear Mind on a guy, I have to heal this other one, wait, AB is up, oh mass confusion, ok now I have to hold that boss, Fort is up again dammit, who do I use it?, now the regen/recov auras, oh have to click indom will (psy epic mez protection), now I'll do some damage with terrify and Psy Tornado, but I have to watch the teams' health and buffs all the time, ok someone said 'zzz', time for CM, extra aggo, I'll sleep them, oops Fort is up again and... OMG I'M IN MULTITASKING HELL THIS IS WORSE THAN PLAYING TWO WARSHADES! - Then I decided I played with her enough and it was time for her to rest. I don't think I'll ever delete her or take her IOs out tho (or roll another emp), she was literally the first thing I rolled in trial, she has a stupid name because of that, good thing it's in Portuguese.
There are others of course but I think I already wrote too much. -
Quote:This, 2 kb IOs (8 points) won't really protect you more than one (4 points) in practice. So it's 4 or 12+.With -KB IOs, the usual advice I hear and give is to slot either one or three -KB IOs. One IO protects you from most knockback; three protects you from most of what is left; but there's little or nothing that hits with more KB than one IO can handle but that two IOs can.
I go for -12 on my melee mans but usually only bother with -4 while leveling (but I guess I'd go for 12 asap if I played Tankers, the only Brutes susceptible to knockback I have are lowbies, both /DA). I have a dark/dark scrapper who's fine with only 1 -kb IO (ya know, tight build and all) but she's rarely pseudotanks and has no taunt aura, I'd recommend 12 for melee especially taunters (/shield, /invul scrappers and all tankers and brutes). She gets knocked once in a blue moon but I can live with that. She did fine on Nemesis missions but I never tanked them with her, I guess it wouldn't turn out well
Although it was a pain when I had to tank Mary in the KHTF when people did that back to back, because of Gale (just checked, at least the def/troller version has 10.4 kb, so if the witches' version is the same, you'd be fine with -12).
I'd never go over 12 but maybe 16 is the magic 'I don't want to ever get KB'ed' number. I'm saying that because I don't ever recall my Stone/Elec Armor Brute being knocked back (except when she jumped, which was fixed by adding a steadfast -KB in Grounded) and Grounded provides 15.6 kb protection. -
Thanks, that's what I get for taking such a long break and barely playing Stalkers (and barely playing at all for the last 2 months).
It should be like 50% imo, especially since AS is so damn hard to use in higher levels due to team AoEs. I guess it 'feels' like 50% to me because I notice it so much when it goes off -
Quote:Oh yeah sure... A key power you get at level 4 is not that important, Overload is way more useful.The HP cap hurts EA Stalkers more which renders their tier 9 impotent.
But wait! There's more!
Hoarfrost recharges in 360 seconds, while Overload has a 1000s recharge, so you'd get the benefits of having a ton of hp more often!
Oh, another thing! You can *perma* Hoarfrost with about 100% global rech from sets/Hasten/whatever! And there's no crash! With only accolades and slotted Hoarfrost a high end /IA build could walk around *all the freakin' time* with almost 2200 hp if it weren't for the 1606hp cap, add the set bonuses you'll eventually get to reach this global recharge and you'd probably have 2300-2400 hp perma, plus the softcapped defenses to at least s/l/e/n you'd obviously have on a IO build! Crazy huh? Now go try to perma Overload
Oh yeah you're certainly right. Btw my /regen stalker who has that useless +hp Hoarfrost clone agrees with you. -
Quote:It's the combo, Kat/Will has been called 'born gods' by many because they're easy to level from the start, especially when Stamina wasn't an inherent so you stopped having end issues quite early and defense+regen too.I actually am leveling a Katana / Willpower scrapper, and I find Katana to be pretty painless while leveling up...That could also be because I have the first 4 attacks 5 slotted...
I am treating my leveling build completely differently than any end game builds I may attempt. -
Quote:Oh sure I have no doubt it can be done like you did, and by that I mean having 'food' for mires and etc. What I wanted to address is that there may be an occasion (talking about general play) that a Warshade may find himself with a team/solo facing a single AV and *nothing else*, that's a very pronounced 'low' in my opinion. Not that they are bad or cannot contribute in this scenario, I just wanted to illustrate that a WS's 'low' may be more noticeable than other ATs.Warshades can solo level 52 AV's, possibly higher.
That is true in a broad sense, I suppose, but if we're talking about the 'high end' of performance as you have indicated, the gap almost completely dissipates.
Human Form Warshades have the DPS to solo leevel 52 AV's without any pets whatsoever. Granted, that's with fully saturated mires, but even without them on a team VS. AV situation a Warshade can still contribute a pretty nice amount of damage. Human Form is also capable of very nice survivability via defense and HP bonuses; My build sits at 35% s/l defense, and 28%m/21%r/22%aoe. Its' HP is 1 below Brutes' base, and it caps eclipse for 85% resistance to all damage with just 5 targets. Anyways, just food for thought.
Trying to be clearer: you're gonna think 'oh i'm facing a single target, I could do so much more with more mobs' more than the second most-mob dependent toon I have, a DM/DA scrapper - she will do less damage (less food for Soul Drain, which is like Mire) and have less targets to heal off (although if you slot dark regen for healing/acc it won't be much problem, that's after you go through DA's end issues).
But while she can do a very decent job pseudo tanking and even damaging a single AV with no ADDs, even at her highest 'potential', surrounded by fodder to use soul drain, dark regen and dark consumption, she won't melt whole spawns in seconds like a Warshade or be at the resist cap or those crazy things WSs are capable of when at their best. That's also pretty much why DA and WSs suck for pvp while PBs are very acceptable there, PBs are self contained as you certainly know (I can't stand playing them and haven't bothered with pvp after the changes, just giving examples - their heals, BU and long range from Nova blasts are good for pvp'ers, WS Nova would only make good use of the range). -
Looks right to me, but if it isn't, the fact is that the BU proc is garbage, whether on Rage or a Toggle, I only have it in toons I need the 6 Gaussians for the defense bonus. If it were 10% it would already be bad, the FF +Rech proc is 10% but it's good because you can put it in say, Footstomp when it can make up to 10 checks at once. People (at least most) don't use the FF +rech proc in ST attacks, which usually recharge in less than 10 seconds, because of the low 10% chance already, so... yeah a 5% chance for BU with 1 check every 10 seconds (toggle) or more (Rage, etc) is real bad.
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Quote:This is epic. I did Maria Jenkin's yesterday with my Beam/Poison Corr and I was like 'Err how much did I help kill the AV with these little blurbs I spit/cast? The /time guy is all shiny I bet he helped more', also 'I bet it's the /time fella who slowed all the mobs, I used neurotoxic breath but I can't tell if it hit or not, it's just a lil' puff of smoke'.But no one has a freaking clue what Im doing...and Im being asked what Im doing and Im explaining but then I realized that I don't really know what Im doing.
I just know that I have energy blast! And then people know that Im doing something because everything is flying around the room!
So when I feel bad about my corr I don't use the heal (since it's another barely noticeable blurb) when someone's health is dwindling... BECAUSE MY REZ IS SHINY! AND I HAVE VENGEANCE!
When people aren't dying at least I can show I'm contributing because of my primary, those 'DISINTEGRATE' and 'DISINTEGRATE SPREAD' words are awesome. There should be some for /poison too, 'ENEMY WEAKENED', 'ENVENOMED'.
I feel like my Stalkers... Who people notice only when I AS someone and big letters come up, at least sometimes I fear them too
Quote:I like it!
Poison is interesting. Paired it with energy for that "Liquid" look! Looks nice too!
Solo it's effective (Needs to hit more though) with energy.
Or maybe you're just noticing the misses more, because we are always 'meh my blaze missed that's ok I'll hit them with fire blast+flares' but when, say you're on a dark miasma toon and you go in the middle of a team and say 'Nao Imma save everyone with the biggest group heal in the game', you ARE going to curse if you miss, which is entirely possible even if you're fighting -1s and have tactics and used 5 yellows before. But the poison debuffs hit just fine, I just wish they had at least Footstomp's radius for the splash. -
Combustion is good, Incinerate is great. I'd pick both if I had a melee /fire dom, and forget about slotting flares which does less damage than char.
I have an earth/fire so I skipped combustion and incinerate. Actually I had Incinerate but it was bothersome to use it since earth/ is purely ranged and it was bothersome to get in melee just to use Incin. The cool thing about fire is that you can make it all range or a mix of melee/range depending on your primary. On a melee primary like fire/ or ice/, I'd say Incinerate is a must.
I love the fire epic since it gives you more AoE but on a fire/fire if you pick combustion and fire breath you may not feel the need.