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Posts
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Quote:Er, cryo rounds do -recharge, not chem rounds. Chem rounds do -damage.I haven't seen it mentioned here, but part of the "meh" is that the much ballyhooed Swap Ammo only changes 30% of the damage done to the specified type. 70% Lethal/30% Fire is still going to be pretty plain jane against mobs with high lethal resist. Ditto for ice, you get a slow.... but it's not really related to the passive slow in Ice Blast. Chem rounds give you -Recharge which is of dubious use at best. Even the KD in the all lethal ammo is unreliable, unlike buckshot in AR.
[quote]The devs seem to overrate the value of optional secondary effects. Dual Blades has the same handicap. 2 of the combos start with the crappy minor damage first attack :/. Coupled with the fact that every DB combo includes an attack that has no secondary effect at all (4 total attacks w/o any secondary effect).... who cares if you can choose? It seems to serve me better to do a little research before I create a character, and have a reliable secondary effect throughout my toons career.Quote:
Dual blades does have a very reliable secondary effect. You can chose if you want to do combos, or not. You chose which combos you use as well. Slot up some accurcy, and you can be sure you'll land said combos.
Quote:All told the set would be good as an AoE blast set. Except we already have a couple of those. Archerys nuke is better (ranged/animation). Fire is superior damage, and better AoE options, and doesn't have to contend with redraw. Radiation is a solid AoE set if your willing to play in melee and deal with KB with no redraw.
Pistols: 1.00 seconds activation time
Dual Wield: 1.67 seconds activation time
Empty Clips: 2.50 seconds activation time
Bullet Rain: 2.40 seconds activation time
Suppressive fire: 1.67 seconds activation time
Executioner's Shot: 2.57 seconds activation time
Piercing Rounds: 2.5 seconds activation time
Hail of Bullets: 0.00 seconds activation time
O.o What the... Let's look at this then. It does the damage over 3.26 seconds, but the activation time is that fast? Interesting, can't wait to try this power out myself.
None of them are as painfully long as forumites would have people believe. Other sets have attacks with far longer animations that aren't complained about. Yes, Archery has really fast animations. Actually, a while back they tweaked archery to the point it has possibly the fastest animations. Fast enough that the snipe can reliably be used in combat while soloing, without having high defense or slotting it for interrupt reduction -
Quote:As I recall, the redraw doesn't affect the attack animation. It shaves the redraw time off the animation.I just got my DP/Pain Corr to 21 last night, and I have to say I enjoy the set overall. The only issue I have is stated above. Whenever I use my PBAoE Heal, I put my guns up. Why? All I do is stick my hands out to the side. There is no need for me to put my weapons away. Especially harsh since I solo so much and I need the heal, but by the time it goes off and I pull out the guns again, I've taken all the damage I just cured right back.
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In other words, they aren't happy with it because it wasn't designed to be better then every other set hands down, but to be balanced.
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No toxic vulnerable mobs true. However there are few I believe that actually resist it. Or it's lightly resisted when it is resisted at all. I was noticing chem rounds doing more damage vs freakshow tanks and other high resist mobs then my other ammo types.
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Cryo rounds are good for hellions. Most times though I'd personally stick with chem rounds or fire rounds. Chem will do slightly less damage, but improve your survivability. When teamed with another pistoleer one using cryo and the other chem is a nice combo.
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RF does offer a nice survivability boost against things like warwolves and rikti that are swinging that freaking sword.
My personal experience with PFF is if I need it in combat to get a breather, it's usually too late. I tend to still get 2 or 3 heavy hitting attacks on me as it's activating, and die anyway. It is handy if I get booted from a team and am in a field of purple con enemies though. -
Not too familiar with dual pistols for defenders. With blasters at least it's fun, and effective. Using fire ammo I can usually take out or nearly take out large groups of minions with just two attacks. Suppressive Fire is rather nice too. Plus you can stack it with either a hold or disorient power to affect bosses. Chem rounds will ignore the DR of many foes, as well as reduce the enemy's damage.
It's not a set to use if your expecting to quickly drop a boss. However it does some rather nice sustained damage. And the animations aren't as painfully long as some make them out to be. It appears that they are, but it's not as bad as the perception. -
Personally, I'd take repulsion field (the melee range force bubble type power) over PFF. It offers a survivability boost against melee mobs, and lets you attack back.
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Well, think of it this way. Say you started out as a villain. You had a change of heart, but already bound the demons into your service. Or as a necromancer, maybe you don't bind spirits into the bodies you summon. Or they could be willing allies.
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Quote:O.o Man, I've spent too long away from the defender forums. Last I heard it was still a low damage ally targeted aoe knockback.And when did you last hear anything?
Repulsion Bomb does the same damage as Bullet Rain with 100% Knock Down and a chance to stun. It is an excellent combination of damage and mitigation.
I do agree Force Bubble is skippable in a tight build and PFF is wholly skippable.
Celestial:
I would lean towards skipping PFF and recall friend to take Empty Clips, Piercing Rounds and Hail of Bullets. -
I suggest looking at claws for sustainable DPS. Pair it with something like Super Reflexes, and the already fast recharges are even faster. Plus the end costs are some of the lowest, with some of the fastest animations for most attacks.
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Quote:From everything I hear, repulsion bomb is meh. And force bubble is also skippable if a build is tight. PFF in my opinion is somewhat meh. Handy for traveling, but otherwise not too useful. If I need it as an escape power, it's probably too late anyway.It's a Force Field / Dual Pistols Defender. From FF, I'm looking at Personal Force Field, the two bubbles, Dispersion Bubble, Force Bolt, Repulsion Bomb, and Force Bubble. Swift, Health, Stamina, Hover, Fly, Maneuvers, Tactics, Assault, and Recall Friend from the power pools. Power Build Up and Temp Invulnerability from Force Mastery. Hrm. Well, I suppose I could skip Tactics, and just slot a Kismet proc in Dispersion Bubble or something.
You might not actually need stamina either. I'd give it a try if I was you. I know at level 35 my TA/A defender never missed it. And my FF/DP is doing pretty good without stamina too. If you can get away with no stamina, that does free up 3 power choices. -
Quote:I'd say lowering the cost of the toggle -res debuff. Just that on it's own almost shuts down my sonic/sonic's endurance recovery. And I slotted multiple end redux into it.1. Defensive set bonuses are common, resistance ones are not.
2. Sonic resonance does more than add buff shields. It has mez protection that is equivalent to clear mind but has a faster animation. It also has two ways of debuffing opposition resistance.
The only thing I'd want as a buff to sonic resonance is a lower recharge for liquefy so it can be used as a reliable alpha strike power. Sonic resonance defenders are highly underrated. -
O.o what primary? Many primaries have one or two powers you can skip. And if it doesn't have toggle powers, you may not actually need stamina. Assuming 2 powers to get a travel power, if you can do without stamina then you can easily take everything from primary and secondary. Similarly your epic pool may have a power or two you don't want.
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First of all, why are you trying to decide between them? They both are handy to have. Piercing Rounds may be a narrow cone, but you can still leverage it. Plus it's some pretty good damage. And you'll probably want Empty Clips since it's a cone attack.
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[QUOTE=McCharraigin;3043006]Quote:I had a rad/rad defender, and a rad/rad corrupter. I personally found the defender was more survivable. Mostly due to getting the debuffs faster.Dom vs Controller? Both fun, but I personally have to give a controller the edge in "I do this better" when it comes to control. I have to give blasters the edge by a large margin when it comes to damage in regards to "I do this better".
Corrupters may do a bit more damage then defenders, but they actually have a little lower survivability. They have weaker debuffs, and get said debuffs later. I have to give this one to defenders in regards to "I do this better". However, it's a close call. They are fairly equal in effectiveness. It's a matter of "do I want more damage, or better support powers". Overall it's a wash.
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Hmmmm... As far as Corrupters vs Defenders go which would be the more survivable soloer? Is the higher damage more desirable than the stronger debuffs? I am wondering because a few days ago I went and made a trio of Defenders. A Dark/Dark, a Dark/Ice, and a Dark/Sonic..I like Tar PatchThey are all level nine now, and are doing as fine as frog's hair, but, now, I am wondering if I should wait and reroll them as Corrs.
What say you guys?
Lisa. Thinking. -
Quote:I have a few controllers with more single target and aoe holds. And a controller doesn't have to split attention between dealing damage and crowd control. Sure it's low damage being dealt, but they deal it in more safety.The AT that gets a 'mezz everything forever' button that can be up permanently and is known for perma-sleeping the entire Freedom Phalanx is the worse one at control? I mean, if you'd said 'team support,' sure, Controllers' secondaries probably edge out most doms there. But I'm curious what makes you say this.
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Dom vs Controller? Both fun, but I personally have to give a controller the edge in "I do this better" when it comes to control. I have to give blasters the edge by a large margin when it comes to damage in regards to "I do this better".
Dominators are more survivable then a blaster, but less survivable then a controller. At least when it comes to PvE. And for a very long time dominators were considered gimped in PvP. Haven't done any lately, but I'd imagine a controller can take advantage of the Issue 13 changes more then a dominator.
Masterminds have nothing they can really be compared to. They are very unique.
Corrupters may do a bit more damage then defenders, but they actually have a little lower survivability. They have weaker debuffs, and get said debuffs later. I have to give this one to defenders in regards to "I do this better". However, it's a close call. They are fairly equal in effectiveness. It's a matter of "do I want more damage, or better support powers". Overall it's a wash.
Brute vs Tanker, brutes do more damage, tankers hold aggro better. Again, it's a wash. In PvP of course the brute will usually be better. They do more damage then tankers.
Scrapper vs Stalker/Brute... I'd say it's a wash. I personally love scrappers. I love their mix of survivability and damage. Brutes, I dislike the reckless playstyle Fury encourages. Stalkers, well they're ok I guess. Not my cup of tea.
I'll mention that outside of teleport ganks by teams of stalkers, I've yet to meet a stalker that really gives my scrappers a challenge. I've seen a few stalkers that *could* have beaten me easily, but a good number of them for a long time were too into the AS then FLEE mindset. -
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You imply with your chart you need an ACC mod of 1.93 to hit at 95% on a plus 2 mob. But you don't really need that much. Nor is 95% accuacy really as vital as people will claim. With the to-hit chance I showed, enemies were still dropping fairly quickly. I wouldn't run on such a high difficulty normally more so cause they hit my pets REALLY hard. And as a /FF mastermind I can't heal them. Not to mention FF right now isn't offering the capped defenses people tout. Don't think I'll get them with dispersion bubble either since my pets aren't bubbling each other.
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UPDATE
Well what do you know, it finally critted after five years. Only took running several missions using ONLY shadow maul. I wonder if the crit chance is getting applied to the next attack after shadow maul usually? -
Most mobs don't resist or barely resist psi damage. It's just that the few who resist it are highly resistant.
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Quote:I doubt shadow maul can crit personally, because in five years it hasn't critted for me. Not once. I could be wrong, and just incredibly unlucky. However I throw it out frequently.You don't think Shadow Maul can crit? It does crit... I have seen it on my Scrapper many times. It's always kind of goofy when it happens, as I'm expecting to need a new attack, and all of a sudden the foe I'm targeting drops. The real numbers in game has it noted as well, so it should be working.
I haven't played him in a couple months, so if it has stopped working, that should be a bug. -
According to your chart a tier 1 pet should need +93% accuracy to hit a +2 (to me) enemy ninety five percent of the time. I'll also have a screen cap so you can see what my current acc slotting is. But check the pet combat attribute section. Especially the section for last tohit chance. Then look at my slotting.
As for my slotting,
So you see, it's possible everyone is leaving something out when calculating how much acc is needed. I was wrong about how often my pets hit, but at the same time it's a lot more often then accepted wisdom would allow for. Even with me under slotting.