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Stalker Willpower does not have Rise to the Challenge. It was replaced with a click heal like Regen's Reconstruction. So no, being in a group of enemies has no effect on your resistance, defense or regeneration rates.
Ninjutsu will still cause you redraw because it has a click heal, click mez protection and caltrops/blinding powder. Super Reflexes only has the click mez protection that will cause redraw. Willpower only has the click heal that causes redraw. -
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Flight with the base slotted for fly speed goes around 53mph.
Hover + Swift both 3 slotted for flight speed goes around 25mpg.
If you use Power Boost on top of that, you'll go 32mph.
Instead of Power Boost, if you use Siphon Speed, you'll be moving at 42mph.
(Numbers pulled from Mids') -
Quote:Actually, it has more to do with the effectiveness of a power relative to its position in the set. Well, let me just give an example:Tier is just the order the powers are available in the set. Each set is a list of nine. The one you have access to first is your tier 1, the one you have access to fifth is your tier five.
Archery's tier 1 is Snap shot. It's the 1st power in the set, recharges the quickest and does the least damage. It's tier 2 is Aimed shot which is the 2nd power in the list, recharges a bit slower and does more damage than the 1st power. Archery's tier 3 blast is Blazing Arrow. Although it is the 4th power in the archery set, it's the 3rd single target attack of the set which does the most damage of any other single target attack in the set (well, except Ranged Shot but that's considered to be a Snipe, not a tiered blast).
So tier 1= Snap
tier 2 = Aimed
tier 3 = Blazing
For electric blast, it is missing its 'tier 3' so to speak. It has Charged bolts (the 1st power, recharges quick and does the least damage), Lightning bolt (the 2nd power, recharges a bit slower and does more damage) and that's it. The only other single target attack it gets is Tesla Cage which does less damage than the tier 1 attack (Charged bolts).
So tier 1 = charged bolts
tier 2 = lightning bolt
tier 3 = ??? -
Quote:What you're asking for is either a reordering of the set or the reverse Psionic Assault treatment. Neither would go over well with current Brutes.Like I said, it should be a progression, not late or early blooming. There are a lot of throwaway powers in this game. Yeah, every power has some utility, but a lot of powers leave a lot to be desired.
You can want it all you like but that doesn't mean it's a good idea. It'd essentially piss people off just to appease your mentality that tier 9 = m0Ar dmg. It's not even an issue of something being sacrificed for the state the set is in, yet you have an opinion you're entitled to ask for more? Talk about looking a gift horse in the mouth... -
Quote:That was a very interesting post. Is there any kind of journal or something that talks about this in more detail? Or you can just keep talking. I promise no one will fall asleep.Originally Posted by BackAlleyBrawler*snip*
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Careful you don't make yourself sound like a dick...
Woops too late.
As for primaries, I'd rather controllers stop holding Illusion hostage. -
Quote:Shut yo mouth, woman!Yes. The fact that a *melee only* set is being suggested for a *ranged or control* based AT. And, shuriken =/= assault...
Seriously, I would have loved a martial arts set with some ranged bow/shuriken attacks thrown in. I see not how such a set cannot be considered as an assault set when Thorns is just spines with an extra ranged attack. Earth Assault is pretty much melee only with 2 ranged attacks + 1 targeted AoE. Martial Arts could simply be a mix of the melee set and the Archery set. Same with Ninja Assault having a few katana attacks + the shuriken attacks + caltrops (and if you want to get fancy, a power from traps to emulate a crafty ninja trap).
If I were as big into Naruto as I used to be, *All* my doms would be ninjas using elemental ninjutsu and kicking *** with weapons....ah heck, I'd probably still do it... -
I got a lvl 14 Rad/Elec blaster. She's cool but I haven't gotten the hang of her yet. She draws alot of aggro with her AoE attacks, she's pretty weak on ST as her only attacks include Neutrino Bolt and Havok Punch (and the immobilize), she runs out of endurance fast (she usually has Electric Field on), and dies often because she has no mitigation.
It's pretty rough but I like her look and theme and I'm sure she'll improve a lot with more powers and slotting. -
Quote:Oh, forgot about the Lost. I did fight them too but the only issues I had with them were those Choppers and their axe -def attack. The psi bosses tended to go down quickly (usually while casting that AoE immobilize that does no damage).Snake's also have single target spit. Covered by SR FS, not by EA at all.
Correct about Hellions.
Skull bosses also get dark blasts.
Lost have energy blasting LTs and psi bosses.
Vahz have dark using bosses and zombies have both projectile vomit range/toxic and what appears to be a non-positional puke as well.
On Council, Galaxies use negative energy and one type of elite marksman uses ranged/fire while another does cone/fire.
Goldbrickers are ranged/energy but those dam-res debuffs are murder when they do connect.
I haven't faced Vahz at all yet...but they're a pain for nearly everyone.
Haven't faced any council yet either, if I recall...and while the negative may be a pain, it's not like you don't have fire defense available for the other stuff. Same with Goldbrickers and their sonic attacks. Aren't their sonic attacks both smashing and energy?
What was this discussion about anyway? I forgotAnyway, I've had my difficulty set on -1lvl/+3team and it's been smooth sailing. After I finish my missions from radio I'll turn my xp back on, get some DOs and push it to +0lvl/+3team and see how I do.
...I'm gonna go play now -
Quote:Well, I'm only lvl 13 right now but I have cut off xp a few times so I can get through contacts without out lvling them and so far I haven't run into much besides smash/lethal. I can count the times I've run into otherwise:I don't know about that, Leo. Council fire off a lot of energy. Hellions use fire. Freaking snakes pile on the toxic. Sure, the majority is S/L, but there's plenty other types being tossed at you villain side early on.
-There were hellions doing fire dmg but only the bosses
-I dealt with Skulls, none of which actually got much chance to do anything outside the long Soul Drain animation
-Some Longbow bosses using Energy Melee and Fire Melee, but both those are also smash/lethal
-Those snake bosses with their toxic breath but I think that's AoE. Not even SR will protect you from that early on
-The last mission I did had Legacy Chain throwing energy blast/melee but both are smashing
Haven't run into any council yet but they're mostly lethal anyway. The majority of that stuff is bosses too, and guess what goes down first?
Quote:Originally Posted by FokisThe problem I'll have I think with EA is not being soft-capped or even really close until 40+.
That's a long time. I think /INV will be more sturdy from the get go and maybe that will translate into me liking the toon more. Who knows. I have gotten 2 /SR's to 50 and they are late bloomers so maybe I'll just give /EA a shot. -
Did he say something /picardpalm worthy?
Personally, I'd give the Martial Arts Assault set archery ranged powers so it'd have a weapon to customize. That also frees up shuriken attacks for a 'Ninja Assault' set that uses a Katana. -
Quote:Yeah, but in the early game every foe is pretty much *only* using smashing/lethal damage. From the point we were talking about (lvl 1-12), it's overstated to say EA is just completely overshadowed by SR when both are lackluster early on (lvl 1-22).My claws/ea is now 16. I promised myself I'd get it to 22 and SOs before deleting it if it still sucks then.
By 22 I'll have CJ and a steadfast on top of SO slotted EA, so I'll bet I find it usable at that point.
Someone somewhere said it was just like SR leveling up. This is flatly untrue.
With FF and FS, you're covered against ALL incoming attacks that have a melee or ranged positional component. In the low levels, that's practically everything.
With Kinetic and Power Shields, you're getting less value and are covered against less attacks. Taking the first 3 powers in each we get:
EA Values:
S/L 12.75
E: 16.875
F/C: 15
N: 10.5
S/L DamRes: 7.5
SR Values:
Melee: 13.875
Range: 19.5
S/L/F/C/E/N .33 points of DR for each HP below 60% health
IMO, from the start, you get *more* value for your endurance running just kinetic shield than you do with SR running Focused Fighting and Focused Senses. At least until foes start throwing psi and negative attacks in the late teens. -
My mice girl needs more to work with. The rat tail is so skinny and weak I opted for the cat tail instead. The rat ears are a bit too big and pointy so use the cat ears. The wiskers are just horrible...but that's the only thing that makes her even look like a mouse. It's very sad, but I still play her every now and then.
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Just curious, but do you think buffing snipes in such a way would upset intra-AT balance with sets that don't have snipes? -
This sux.
I want mah video film trailer, damn it!
PS: I'm patient, I just really wanna see her movie. They always inspire me to keep working hard at my stuff too. -
Quote:Well, you still have to pay attention on an EA character. Knowing your HP is going down and *WHY* it's going down (there's a psi mob shooting at you that you didn't see or it's ghosts hitting you with neg energy) requires you to actively keep an eye out and strike out at those first.
I rerolled as an elec/regen because it fits my concept a little better, doesn't seem to have as many useless powers, and because I'm tired of playing defensive characters that always get shafted by the RNG. Also, I'd like to feel like I have to pay attention to my character.
Quote:Is /regen without hasten gimped? I'd like to avoid the power if I can. How about stamina? Do I need to fit this in my build?
It's personal preference. An Elec/Regen will be much more powerful with hasten than without primarily because alot of Elec attacks recharge slow (coughLightningRodcough) and Regen buffs are clicks that need recharge redux. I'm actually going to get it on my stalker but I had a choice between Hasten and Mu Bolts. I choose Mu Bolts because I have slots to burn and if I picked Hasten, I'd have no powers to put the slots in.
As for Stamina, you can get by without it but if you're going to run toggles (like Tough, Weave) it might be a good idea to get. The End drain on your attacks only make your powers cheaper to use, not a substitute for proper END management. I took Stamina on mine so he is only concerned with his green bar (and so he can run sprint all the time) but he mainly took it for Swift and Hurdle.
Quote:Is elec/ the anti-stalker in the sense that everything seems to be an AoE attack? I notice that Jacob's Ladder doesn't auto-crit from hide, is thunderstrike, chain induction, and lightning rod like this?
The 4 attacks you listed have quirks for stalkers:
-Jacob's Ladder will have a 50% chance to crit from hide because it's a cone. It isn't a bad opener for closely packed minions.
-Thunderstrike is a Single Target attack with a PBAoE attack attached. It will crit 100% from hide for the ST smashing portion of the attack and 50% for the energy AoE portion. It's the preferred opener because you can toss it on the Lt which will crit and weaken the minions. For most ATs this attack isn't that spectacular but for Stalkers, it's very very nice.
-Chain Induction is a Single target attack that will spawn pets and hit foes around it. It will always crit the target you use it on but never the foes it jumps to. Because of the speed of this animation, it's a good choice for mid-fight placate > crit strategies, especially for a secondary without defense.
-Lightning Rod is actually a pet. It spawns after you teleport in and does damage and knocks down foes. Because it's a pet (and not you) it cannot critical hit. But because the 'pet' is doing the damage and not you, it will not drop you from hidden status. You will still alert foes to your presence but you will still be hidden for a crit hit. It's a decent strategy to use this to knock foes off their feet and then AS your target but I find it's better to use for mid-fight placates > AS as it will either kill anything you haven't already or knock it down.
Quote:What kind of set bonuses should I be going for with this combo? I imagine +max health helps the /regen a lot, but aside from that, what's best to go for?
Anything else is up to you. You can probably get some good melee/ranged defense with slotting and power choices too, easily up to the 25% range which is pretty nice when you can heal so much. Damage bonuses stacked with procs if you're going for offense. It's really whatever you're aiming for. -
Quote:Seriously?I planned on /EA for my claws brute. She's level 11.5 right now. Her mitigation sucks.
Really sucks.
A lot.
No, really, I can't stress this enough: EA Really Freaking Sucks Large Battleships Through Straws Kind Of Suck.
It's like blaster a without any range using combat jumping as its only mitigation.
At 12 I'll be getting DOs and Combat Jumping. At 14 I'll get Power Shield instead of SJ. I'll be riding out my temp movement power for as long as I can. I currently have Kinetic Shield and Dampening Field with 3 TOs in each plus an end-red in KS.
If she continues to be as grossly pathetic as she is now after level 12, I'll be deleting her and going with something else. Maybe SR. I don't want another WP brute. I've already got 2 at 50.
EDIT: Yes, it will be better after I add SOs, energy cloak, tough and weave. Quite a bit better. I'll probably get a steadfast +def unique and slam it into Dampening Field when I log on tonight. That'll help as well.
Mine is lvl 10 and he doesn't seem any less survivable than my Stone/Shield brute and he only has Kinetic Shield. It does exactly what SR would do at that lvl (dodge/deflect certain attacks at that lvl) except SR would be for melee/ranged and EA is for smashing/lethal. -
Other things to consider:
-EBs or AVs with psi damage may eat you alive with EA
-Invul peaks with a few foes in range, something that probably won't happen in EB/AV fights
-For normal play, EA has freedom to move about while Invul is better to simply surround yourself
-Invul might be better to tank with
-EA can skip stamina
-Invul has no FX option to see your costume better
-EA has a stealth armor that makes it hard to see your costume
I choose to make a Claws/EA because I wanted freedom of movement to run about, lining up cones and knocking foes around. It's also concept that he's a hunter, not a tank. He'll be sturdy but he's meant to move around fast and by the time you realize he's attacking you it's too late. -
Quote:That's some pretty sound advice. I like that.When I was leveling my SS/SD, I got my defense to about 33% to melee and ranged. Then I just carried lucks around. One luck got popped every minute or so to keep myself at the cap, with new inspirations coming in constantly to turn into lucks or whatever I needed. I lead the group and absorbed the alpha strikes (or I tanked, stupid recent "brutes aren't tanks" thread) during my entire run from 1-50.
Before I got the gaussians set and steadfast IO, I popped two lucks a lot. This worked, too, but it was kind of annoying. Once you get to 33%, just having to pop one luck really makes the process easy.
I'd suggest carrying around an equal number of blue insp too (if not more) cause the last thing you want is to lose those toggles.
Besides that, you might want to shore up a bit more mitigation like combat jumping, tough/weave or aid self. You could also figger out how to use Hand Clap and keep foes on their bums with the Shield Charge/Foot Stomp/Hand Clap combo.