New Dawn

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  1. New Dawn

    States TF Done!

    With that team make up i hope it was on invincible
  2. New Dawn

    MM vs AV/Hero

    Thugs/Poison

    You do get a brute!
  3. Id advise on posting any build change ideas once again before you respec. Just incase of any misinterpretations.
  4. You actually only need to slot Temp invuln prior to DOs cos TOs dont do much. Unyielding prior to SOs cos DOs dont do much. Dullpain id of 6 slotted asap and haste would of been a boon. Your end is down to your attack chain mainly end enh in attacks are almost always better than end rec in stamina. In teams sadly you dont get invincible till 18 which could of had ya hoarding all the aggro so even without a defender ppls insps couldof gone to you as the team dont need them. Acc on taunt? not yet id go recharge and spam it about better acc is only good for pvp. Look at defense set in the team and see in what way theyd work best and offer them that.

    I aim yo tank of the bat btw and only with teams that arent supportive ie pretty much with solo artists can ya suffer and dont tank for scrappers just controllers defenders and blasters are the main priority. Scrappers are designed to solo so you can share some aggro with then and almost all of the time will they be reasonably safe. (You must see many actually do some scranking surely?)
  5. [ QUOTE ]
    [ QUOTE ]
    Insights, it has been confirmed, work like tohit buffs: they are exactly the opposite of lucks in effect.

    [/ QUOTE ]

    That would be "ToHit side".

    [/ QUOTE ]

    If they worked on the actual accuracy the results wouldnt be as good.
  6. Sometimes my Blazing arrow happens to miss that 50ft in diameter Oilslick and i wish i had Aim!
  7. New Dawn

    Flash Arrow?

    [ QUOTE ]
    Just tested it again on my TA troller and the pulling mechanism as you describe 'ohgodtherats', surely doesn't work. If a group is smoked, all are agroed if you attack one.
    Maybe it works differently on CoV or MM's, but i strongly doubt it.

    Still it's a great power though

    [/ QUOTE ]

    Try using the lightest ranged attack as a pulling tool. Without flash arrow you can pull the end one or the walking stray (as long as he dont have to run through mobs). Certain sets such as defenders seem to have a better ability to make pulls but thats probably just in my experiences. Oh and lowest ranks first!

    Flash arrow is some -tohit which is always good for defence sets plus -per which is always good for those teams that fight mobs next to other mobs and when planted say "where did they come from?" *sighs*.
  8. Sonic Barrier - Smash Lethal Toxic resistance Shield
    Sonic Haven - Fire Cold Energy Neg energy

    Shields have an awesome effect on tanks both combined makes Firetanks near unstoppable without the crashing and with a very fast healing flames, it gives the def sets or regen sets an extra leg to stand on versus alphas or streakbreakers and res sets have a longer fight duration and some shields even if end drained then add sonic dispersion for more resistance.

    Sonic Siphon and Disruption field make the enemy guaranteed to feel more damage lowering fight duration.

    So thats more fight duration capability to team and less fight duration capability to enemy for a meet in the middle.

    Clarity whatever shield you have on stacking or combining with what sonics give you can stay on.

    Liquefy for when the paper plane is likely to hit the fan you can use this to interrupt enemy damage output with knockdowns and holds also lowering the enemies defence but most enjoyably the enemies tohit so you make the enemy miss more buying time for players to get themselves together. I add Tohit debuffs to this power Paltry recharge on it but too much recharge would definately over power earth controllers.

    Sonic Cage take the one real danger in the mob out of action and get to gank him or her after ya dealt with everyone else.

    Sonic Repulsion cast it on a player who then has to be told they have it (mainly cos the symbol is next to only your name) and then watch that player be clueless of what to do with it. If they werent former kin defenders outstanding with repel or perhaps stormies they will usually create problems or do nothing great with it but with this power your actually meant to use knockback to lower the enemies damage output although many sets will hate you for it as you can lower their survivability, efficiency or due to the selected player being not good with it..cause foes to find their way to more foes and make someone with poor perception get extra aggro by following - most skip it, i dont blame them and it can sure haul the endurance out of you which isnt good neither. If someone is in over their head then its my absorb pain type power where i cast it on the player and all mobs around them get knocked about and so have less chance to do more damage and time is bought. If it was knock up people would learn to love it probably.

    It is a cracking set and there isnt enough of them around imo.
  9. Radiohead!

    From the second line i was humming Radioheads "Creep"

    When you were here before,
    Couldn't look you in the eye
    You're just like an angel,
    Your skin makes me cry

    You float like a feather
    In a beautiful world
    I wish I was special
    You're so extra special

    But I'm a creep,
    I'm a weirdo
    What the hell am I doin' here?
    I don't belong here

    I don't care if it hurts,
    I wanna have control
    I want a perfect body
    I want a perfect soul

    I want you to notice
    when I'm not around
    You're so extra special
    I wish I was special

    But I'm a creep
    I'm a weirdo
    What the hell am I doin' here?
    I don't belong here, ohhhh, ohhhh

    She's running out again
    She's running out
    She runs runs runs runs...
    runs...

    Whatever makes you happy
    Whatever you want
    You're so extra special
    I wish I was special

    But I'm a creep,
    I'm a weirdo
    What the hell am I doin' here?
    I don't belong here

    I don't belong here...
  10. For team play id sooner skip stimulant and aid self. Mass hypnosis can be good for teaming or soloing (alpha and ambush removal). You could say well someone in the team will wake them up again anyway and yes i agree, when mass hypnosis is preventing a potential teamwipe with a benefit of no aggro effect to caster it is often the idiot that will wake them all up anyway and Id rather use them as good vengeance fodder.
  11. New Dawn

    Flash Arrow?

    [ QUOTE ]
    By the way, my experience with flash arrow is with it slotted 4x with Debuff ToHit

    [/ QUOTE ]

    Dude dont go more than 3 slots, next to nothing percent of next to nothing is of next to nothing of benefit.
  12. I dont see a problem with photons, i respeced them in the other week and since i have them i have gotten "what was that?" remarks as they just have a lifespan of a millisecond. I like to use them in the thick of a nice tight group.
  13. Id miss the extra AoE from the nova form too much. They are of decent damage and the cone hits 10 and the aoe hits 16 so it all adds up! Plus a nice travel power!

    Then there is the need to dwarf form for protection purposes plus the damage buff you can get out of it before going back to human.
  14. New Dawn

    Human/Dwarf WS

    When teamed Tri forming is best or having said that if ya dont like Nova despite extra great AoEs and have gone Human/Dwarf then remaining in Human form unless forced into tank form is best but if ya gonna tank for a team then 1 acc alone in antagonise and a 10 second recharge just aint cutting it and on average no way can i see a Dwarf competing against a Tanker for dealing damage.

    I see little point in putting human form armours on, alot of the time in teams cos I usually have no need for them. I do the range/support just like a blaster would unless i have to tank and then its dwarf form for resist and mezz protection.

    Human Form for teams and Dwarf more for soloability (unless buffed) then it aint too bad a build. A dwarf form to play alongside a tank would be

    [ QUOTE ]
    woohoo, i've come to a decition about my dear WS, i'm not gonna plan it out at all!! at least not for now, i'm gonna go at it with the never failing trial and error way of life and just whing it! ^^

    [/ QUOTE ]

    thats what i did.
  15. New Dawn

    ToF

    [ QUOTE ]
    But adding extra acc-debuff uses up a ton of end.

    [/ QUOTE ]

    The end cost of the power wont change unless you reduce it with endurance enhancements but having said that its a small cost. Your whole attack chain should acc debuff. Bosses should cry anyway. The recharge is already good but more recharge will help you fear another sooner. One tohit debuff is more than what id want. Id want fear duration cos once feared id like to get either a big enough attack chain in or even more AS.
  16. New Dawn

    Human/Dwarf WS

    I find i prefer the equivalent to 2accs on my bread and butter boss dropping attacks (STs) but one acc on the AoEs for the minions.
  17. New Dawn

    Human/Dwarf WS

    [ QUOTE ]
    [ QUOTE ]
    The dwarf is rubbish for damage and its only worth being in the form to get aggro off people and take alphas.

    [/ QUOTE ]

    in my opinion you're wrong here Shannon, as my WS is now (around lvl27 still 3form) i use Dwarf form alot both when teaming and soloing and i find the damage quite good and slotting it isnt gonna make it worse Wether or not you think dwarf has good damage comes down to personal opinion, so saying its rubbish is kinda politically incorrect

    [/ QUOTE ]

    Look at the numbers on nofuture, the damage is rubbish. Human form damage is better, nova is better, the only time for you to be in dwarf therefore is to take hits off people so that their dps isnt dropped by being dead. Antagonise took 2 accs to hit +4 AVs, GMs or Elite bosses, 2 rechgs to spam it in a recovery situation and 2 taunt slots to keep things on me despite occasional misses. Any less just aint good enough without outside buffs. I like to get as much damage out of the other forms for when there is a tank in team already and just use Dwarf to get hit with. On the Peacebringer antagonise is much more effective at saving people than that heal as its better to be getting hit by as many possible in a fight than to stand there and spam that heal.
  18. New Dawn

    Human/Dwarf WS

    Some people take exception to attacks missing more than others and so it feels like it or your maybe going against high def or your not telling us your still on TOs but with the amount of time you have been in game i think that your possibly taking exception to the misses and they seem to happen alot. If you try herostats you may find a different story to what you feel your getting.
  19. New Dawn

    Human/Dwarf WS

    [ QUOTE ]

    ---------------------------------------------
    20) --> Black Dwarf Strike==> Acc(20) Dmg(42) Dmg(43) Dmg(48)
    20) --> Black Dwarf Smite==> Acc(20) Dmg(42) Dmg(42) Dmg(43)
    20) --> Black Dwarf Mire==> Acc(20) Rechg(37) Rechg(37) Rechg(40)
    20) --> Black Dwarf Drain==> Acc(20) Heal(45) Heal(46) Heal(46) EndRdx(46) EndRdx(48)
    20) --> Black Dwarf Step==> EndRdx(20)
    20) --> Black Dwarf Antagonize==> Acc(20)
    ---------------------------------------------

    [/ QUOTE ]

    The dwarf is rubbish for damage and its only worth being in the form to get aggro off people and take alphas. I would make the rest of the build about AoE damage (cos thats where WS rules imo) and try to never have to go into dwarf unless its to save people and when ya do go into Dwarf have an antagonise thats worth something. Its a bit debt dodging imo. Pre 38 id Dwarf mire which is 3 rechg 2 acc and 1 slow then human mire which is acc buffed by dwarf mire so human mire can be straight forward 3 rechg and 3 dam and then while in human form AOE like mad maybe switch to nova form to get more AoEs out then go back to human form and AoE of a dead one with the unchained essence then stygian circle "ideally" but usually in teams you have to adapt to what other people do...
  20. New Dawn

    Human/Dwarf WS

    [ QUOTE ]
    then explain why i miss ALOT when i have 3acc, with no debuffs on any given toon

    [/ QUOTE ]

    You wouldnt happen to be -5 levels to the rest of the team in an attempt to get l33t xp? 2 acc is comfortable for +4 imo.
  21. [ QUOTE ]
    Running 2 leadership toggles start to put a big dent in end.
    So will the AoE attacks in archery.

    if you focus on the single target attacks you should be able to get away with it, although dropping a single end reducer on a end heavy click can go a long way to reduceing problems

    [/ QUOTE ]

    If you think in terms of damage per endurance to groups it doesnt work like that. AoEs do damage to a number of mobs and the level of damage done to each foe adds up meaning you have done high damage to a group within an action time whereas a single target attack only hits one foe and so does low damage to a group within an action time.

    You should apply the right attack versus the numbers you can hit. Sticking to single target attacks is a way of trying to conserve energy without actually doing so. If the fights are drawn out then questions should be raised as to why. Are mobs spread? Do you debuff them all? Your debuffs should be making people do more of whatever per endpoint within action times. Is everyone single targetting doing less damage to a group per second but high damage to the one target per second?

    My trick archer has few times when yes stamina would help but overall nope. An occasional blue is alright and a quick rest dont hurt and hastened conserve energy when she gets it would make up for any of them times.

    Most debuffs are between 2.7 and 3.3 in action time now if like me you lay almost all of them plus blazing arrow for oil slick then you easily cover more than 20 seconds and in large teams alot of fights are well over in that time due to stacked AoEs on tight groups in a safe manner.

    So for me its the smaller the team your in or if you solo, or have inefficient team dynamics going about you that you cant help cos you cant play other peoples toons for them then you will probably need stamina more. If your teamed with end buffing defenders half the time then endurance is even more less of a worry.

    The action times of Trick archery are long and it means that the end cost is spread over it lowering actual cost in eps terms and so giving base end recovery a fighting chance. With movement involved and a couple of attacks i might be at the 30 secondth of a fight by which time a debuff i may of used is just finishing in duration but its recharged again for me to reapply it making it so i still dont really get to attack. I have rain of arrows which is great damage to group over time per end and i still cant always squeeze that in as its support comes first arrests come second.

    Not all trick archers will need stamina.
  22. No build up? You can get defeated for lacking damage output. As for accuracy i see foc acc + acc per attack which is ok for PVE.

    Med pool or tough...Med pool (replenish health versus any dam type and provide stimulant on the defender in team )
    Haste or Tough...Haste (better dps less fight duration)
    Fitness Pool or Tough...Fitness pool (lack of attack chains and end can hurt).

    Half the damage you maybe subjected to can be avoided by positioning and assault. To be in the vicinity of AoEs aimed at someone else or not to be? To be in perception range of other extra mobs or not to be? To have build up and waste that guy faster before his next survivability peak and so be attacked less cos he is dead or not to have? Id get build up it also saves on end as you do more damage per end. My build up before stamina became a psuedo stamina .

    I couldnt do a BS/SR as the combo wouldnt gel to my liking in a way that i couldnt get enough powers that Id want to complete a scrapper with but a BS/Inv might.
  23. Alot of people have skipped it. If you get haste and 3 rechg debuffs then you have more debuffs to stack over time, in every fight or every 2 fights your practically laying them all down (which is good) and by the time you get to use a blast its over. Quite frankly if i wanted to blast id of made a blaster.

    The blasts use the end up really and the only real time i get to use them is on scattered mobs where if i debuffed id either would of got aggro, would not of effected every foe anyways and so the fight takes that little bit longer. Ideally the mobs would be remained grouped so that they all get debuffed by many debuffs and the best blasts would then be AoEs.

    Power mastery if ya fancied it will give you conserve energy later for those rare times when stamina would of helped and power build up will boost effects which should be helpful versus AVs.

    Other useful pools for me are:

    Medicine Pool can give ya stimulant which is nice to prep ppl with against certain enemy or free ppl, aid other is a top up to help remove downtime between fights. Aid self cos ya may get aggro and a resuscitate cos bleep can happen.

    All leaderships stack in a way with ya debuffs and vengeance is a good get out of a jail power.

    Hasten to have more of what ya got more often.

    Med pool and Leaderships are actually the ones that are more useful on teams that aren't playing as intended/used to a TA or aren't relying on another defense set as well but helpful to you.

    People have to help you to help them and its rather new atm for people to know exactly how best to do that. Its also a late bloomer really. Once oil slick turns up is when things look brightest.
  24. You could 6 slot temp invuln with resistant DOs and then respec into 3 slots for resistance but meh it dont take long and it aint so bad to get to 22 and have the right amount of slots for them.
  25. Most endurance losses will happen when attacking and be down to attacks mainly. However just a end slot on Temp invuln is alright as TOs dont make much difference anyway being as they are schedule B. Slotting 3 slots for res is ideally done by 11.

    Schedule A slots at TO stage most likely will do more for you these include heals and recharges. Dull pain gives you extra hitpoints to take more damage with and the resistance you have is spread amongst the hitpoints. At such a low level i find slotting dull pain up first the best way to go and go 3 rechg and 3 heals in it. I also pick up Haste to have it recharging faster.

    Passives are great cos they cost no end but its the Resist Physical Damage one that will be most valueable as Smash and Lethal is the most common dsamage type. These have so little Resistance in them that they can go without extra slots until you reach the SO stage as DOs wont even do much.

    Unyielding is a must pick power or you wont have Temp Invuln on for long as its like the belt to your trousers and even with this power stacking slots isnt going to do much.

    At TO stage alot of people fall into the slotting of one of everything in each power as you go and at that stage it isnt a bad move but having the slot space for when you go from TO to DO and then from DO to SO is preferable.


    Lets look at your build so far

    01) --> Temp Invulnerability==> EndRdx(1) EndRdx(3) DmgRes(3)
    you save .04 end per sec with the end slots but its 3 slots for DO stage

    01) --> Stone Fist==> Dmg(1) Dmg(5) Dmg(11) Acc(11)

    You would save roughly 5 times the end per sec your saving on temp invulnerability with an end slot here but always go 3 dam first.

    02) --> Stone Mallet==> Dmg(2) Dmg(5) Rechg(7) Acc(7) KB_Dist(9)

    This uses up 1 endurance point per second when used in a fight (recharge time plus action time divided by the end cost) so its way worse than stone fist and therefore worse than temp invuln on end. I would change the Kb dist to an end slot.

    04) --> Dull Pain==> Heal(4)

    This is a shame its not atleast 3 rechg cos it doesnt just mean more heals to you over time but for 120 seconds you have 40% more hp for alphas. Then i get haste to recharge it even faster. Rechgs are schedule A and at TO stage schedule A works best as they offer the more noticeable improvements.

    06) --> Combat Jumping==> Jump(6)

    I always go haste cos i dont need more immob protection or to jump high when i could do with a faster recharging dull pain to give me more hitpoints over time.

    08) --> Unyielding==> DmgRes(8) DmgRes(9)

    No real need to stack the slots in this till just before SO stage as Unthing has said before, the DOs improve your build through this power by roughly 1% more resistance each. Not much!

    10) --> Hurdle==> Jump(10)

    This is ok for jump but you lack control. Combat jump gives control but haste gives you faster attack chains, better heal over time, more hp over time, faster recharge unstoppable later and even if you took fight pool haste works out better than combat jump in terms of survivability especially considering the types of buffs or debuffs that will be about you coming from team.

    With no respecs my next slots would all be powered into dull pain 3 rechg and then heals. I would fit an end slot where you have a knockback. If you can afford 3 resist DOs to go into Temp Invuln then do so for your first set of DOs. Remember you have to take the hits before you attack.

    From your build (cos you may not be able to respec) id go to this build till 22 where its SO time, having the slots for SO is preferable and most new players are still broke:

    01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3)
    01) --> Stone Fist==> Dmg(1) Dmg(5) EndRdx(11) Acc(11)
    02) --> Stone Mallet==> Dmg(2) Dmg(5) Dmg(7) Acc(7) EndRdx(9)
    04) --> Dull Pain==> Rechg(4) Rechg(13) Rechg(13) Heal(15) Heal(15) Heal(17)
    06) --> Combat Jumping==> Jump(6)
    08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(17)
    10) --> Hurdle==> Jump(10)
    12) --> Taunt==> Rechg(12)
    14) --> Super Jump==> Jump(14)
    16) --> Health==> Heal(16)
    18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Fault==> Acc(22) or Resist Physical Dam