New Dawn

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  1. On my ice/ice it'll have to be aid self without question, if i had an ice/fire i could go for tough and weave and the fact that i wouldn't need too many fire melee attacks anyway. Things differ with me depending on what secondary i'd have. Id get haste as when luck isn't on your side the hit points maybe.
  2. 13) Duration and AoE for Gauntlet are hard coded but vary from power to power using the "End costs" and/or Levels (Tier) of the powers as a guideline, but not a hard and fast rule because there are exceptions. Example: Total Focus has a radius that is 50% larger than Energy Transfer.

    here

    And I am not convinced of a 13.5 second duration of taunt from jab.

    Buddy targetting a tank whose a gauntlet only kinda guy around about lvl 15 is fine, especially if he has atleast 3 attacks and has been laying them down for a brief period.
  3. Yeah Veskit is right, if i had an invuln then id be less inclined to get shockwave, i say less inclined cos kb to walls is fine, i am poo at lining myself up for pbaoes in the heat of the moment but spin is great amongst a herded group and invulns get +def and +tohit from that. As a regen id be less inclined to have spin cos multiple enemy cone attacks add up to possible instant "me" dismissal but the advice was for claws/SR.

    I don't think claws needs 2 end slots most of all on an SR with conserve energy + stamina. Only with foc acc you may decide to salvage end somewhere to try to enjoy the virtual no end probs ya would get from 1 end per usual + stamina + conserve energy but Foc acc would be an on toggle for pvp zones and an off toggle for pve zones, you get +per from focused senses anyway. So id be more 2 acc 3 dam 1 end and foc acc in pvp. I like recharges in my aoes cos they do so much dam to a group and the more often ya can do it the more dam per end over time you get.

    Single targets I am 2 acc 3 dam 1 end and aoes 1-2 acc 3 dam (1 end and/or 1 rechg) 2 acc 3 dam 1 end would be my spin on a SR or Shockwave on a Invuln, 1 acc 3 dam 1 end 1 rechg would be my shockwave on a SR or spin on an invuln (invulns get +tohit amongst grouped mobs anyway). You dont benefit from rechg if you don't use it often and if you hit many its always good damage per endurance.

    I need to put SJ back in my build, i went speed pool looking to go nuts on dps and now i take longer to get to a mission (-dps) and forget to use the soddin haste as pb is perma'd.
  4. New Dawn

    DM/Regen

    The damage per endurance is bad, the heal per endurance is bad, this is cos it does both. Id want to slot it 3 dam and 3 heal, but no then you'd miss so then 2 acc, 2 dam, 2 heal and then rarely use it, perhaps in times of dire trouble when my health is low but my end is high and there is nothing left to save myself. Used too often is bye bye endurance for poor damage and perhaps unnecessary heals.
    I personally don't rate the power fullstop, enemies hit harder in melee range and you have to be in melee range.
  5. Claws is the highest dps scrapper just dont expect to see the high burst damage that other scrappers have.

    Potentially the best single target dps. If follow up never missed you'd of made more damage than other scrappers. Other scrappers have peaks of uber damage and then a spell of so so. You get a bit more than so so over time. Realistically the time spent going to the next mob takes the potential away and only fighting an AV with a claws in the team id have high hopes of seeing the potential.

    Not taking any of the powers except swipe in the damage dept is a crime! Spin is tank friendly whilst Shockwave is an alpha them instead power or tank friendly if against a wall. I have both and both hit 10 and each one hitting a group is like 10 strikes all at once and thats like 6 * the damage of focus strike or 5 eviscerates done to the group in 1.5 - 2 secs and the 12 sec recharge is great. The recharge and size of damage put it close to spines aoe damage level in practicality. Theoretically it could do better but in reality nope, its too damn awkward to get everything right and always hit with with follow up and to always have everything in range!

    Follow up has to hit, it can miss and if it does then there goes your extra damage and acc (awkward). Best situation is on a tight immobd mob thats -def'd. Then follow up is sure to count and you can go nuts with spin and shockwave perhaps actually getting the most out of them.

    I love SR, but SR with aid self is just so much better and i prefer all powers from the SR pool. Lucky is one that some people would go without or quickness is another but i like to not need recharges in attacks, to run a bit faster from quickness and from all defence powers the def, res to -def, and specifically the passive resists for the extra yard. The resistances can prevent you from being one hit and the more left of my health bar the better.

    Defence means you tend to find secondary effects nearer non existent and practised brawler is the best mezz protection a scrapper can get.
  6. [ QUOTE ]
    You dont have build up which means you lack the burst damage of of other sets but TD gives a perma damage buff as long as the toggle is on.

    [/ QUOTE ]

    I thought it only damage buffed Assault Rifle Snipe (or is due to).
  7. I usually dont get out of bed till 3pm but ill try and make it, i think i only need it on jaqi tho so may do it if by some miracle i wake up.
  8. New Dawn

    invulnerability

    Def don't hold up on PVP as most will hit you so get Res and Aid self.
  9. OK that's nearer an "if I am tag teamed with a forcefield bubbler who took maneuvers..."

    That's nearer a no benefit from weave. My first post was my way of saying "generally don't take it..unless "rare likelihood" to someone who likes to squeeze all the defence out they can get.
  10. The lower the level they are the worse the aura is, it does get better cos you slot it and it modifies with your level. But later the higher the level you face and enemy dependent the weaker your taunt effect maybe. But CE is damn good.

    [ QUOTE ]
    Also I believe gauntlet doesn't actually have any effect until level 5 either.

    [/ QUOTE ]

    The attacks at those levels tend to be low end cost therefore low gauntlet duration and rubbish at any level.
    With the waiting for attacks to recharge, the fact they can miss and cost in end, gauntlet subject to chance i don't rely on gauntlet. -Rechg, -end and -tohit remove gauntlet from even being considered good to me.
  11. [ QUOTE ]
    Interesting. I wonder if it's intentionally not a strong taunt effect at low levels in order to stop Ice Tanks getting murderated before they can handle the damage

    [/ QUOTE ]

    In the low levels all ATs have roughly similar hit points, I as a blaster often have gone in ahead of tanks (especially due to faith in the defender or controller). There those tanks were thinking twice about it with armours and there I am thinking "I don't want to waste my aoe's cos someone just doesn't have any balls". Sometimes the tank has even that bit more hit points than me but id rather hit a group with an aoe whilst they are still herded than after when he is about to do the stupid *walk into taunt range and taunt 5 and cause them to spread and leave a debuffers debuffs effecting only a couple in the group instead of all of the group who may be untaunted*....PuGs! You'd think that seeing my blaster get in there you'd think he'd think it was safe to do so but no. The seemably not so great taunt effect could be just because everyone is relatively close to each other on hit points when everyone is new to their toons and more likely to join a PuG.

    I have tanked at all levels but only with my invuln nearly 2 years ago did I get taunt after my mezz protection which was at 8 so taunt at 10. My others got taunt at 4 and auras asap to see what its like and were fine. On a team with no defence set, if you can totally keep all aggro, everyones insps go further on you. If they wont need them, you may as well take them, they have more room for yellows and reds and blues to pop in and even get yours. I went through a whole Atta this way - no defeats!. The team were very good playing sensibly as no one wanted the hospital trip.

    Tanks are there to protect defenders, controllers and blasters. Only on a team full of scrappers have I took the bullet too often. Tanks aren't there to protect scrappers but making the save is heroic. On a team full of scrappers take the alpha but then just scrap with them, you can play without an aura on and just taunt when needed watching scrappers health bars. My very first game instructions just say blasters, defenders and controllers as those people are much more generally safer attacking after taunt control is assumed. Scrappers simply may not be good with alphas.
  12. not to psionic

    I thought the shields were def to damage type and def to position of about 23.6% each and how they combine/stack is a grey area to me. Def to all stacks to either for me. So atleast i was at 30% before dispersion bubble to which id have to be near team but i am not always.

    A team of perma-eluded people strikes me as OMGness. I would of thought 2 calculations were involved and the higher of the two wins for less of the OMGness.
  13. I see that as normal. I have never not known Chilling embrace to not apply taunt ticks. I believe them to be fast and the base duration at low levels weaker than the time between ticks. You can have a situation of constant aggro kept even though it actual isn't. Its just that between duration and tick the enemy has no time to do anything.
    The higher the level you face the weaker the taunt duration is also. I wouldnt know if any bugs have happened i have been concentrating on my firetank, trying to play 4 at a time may make me overconfident to an enemy with the wrong tank.
  14. In PVE you only need so much duration, there is no point having 40 seconds of duration if the fight lasts 20 seconds or whatever still lives was resistant to it anyway. I base my duration around 20 seconds and go for recharge so i am soon ready for next groups. I also like to not miss (cos its me that may get it) and the last 3 powers have a base acc below normal so i have 3 acc'd them. My primaries are about controls over foes over time and my secondaries are what do the damage.
  15. We all get base end recovery. Stamina adds .8% to that.

    If I had a 1 second attack without an end slot that costs 10 end points i will get 2.5 end points back in that second with stamina stacking to base end recovery.

    If i slot end in the attack and don't take stamina then it costs 7.5 end (-25%) and i get 1.6 base end recovery back in that second.

    In the first scenario of just stamina and base end recovery:

    100 end points - 10 endcost points + 2.5 endrec points = 92.5 end points left.

    2nd scenario of an end slot and base end recovery:

    100 end points - 7.5 endcost points + 1.6 endrec points = 94.1 end points left.

    If i take stamina and slot end in attacks then itll be:

    100 end points - 7.5 endcost points + 2.5 endrec points = 95 end points remaining.

    By the time you have gone through so many attack chains you may want to have saved enough end for more attack chains and cant afford to wait for end to recover to squeeze an attack out every few seconds.

    An attack would have to be as relative to power bolt from energy blast in end and action time to get this situation with stamina only:

    100 end - 5.2 endcost per 2 seconds (action time) + 5 endrec per 2 second (that is 2.5 end per second) = 100 end remaining.

    In the energy set only power bolt, aim and snipe arent really worth putting end reds in if you have stamina and are close to 100 end (but anyway who could spare the slots?). All other attacks with end slots leave you with much more endurance that can add extra attack chains with all the end saved up.

    End slots do more than stamina because you can save approximately 25% of the cost of a power. It may be 15 end in total and is gone in a second. Stamina replenishes end at a steady rate regardless of how much your attacks cost where as end slots discount a portion of the total end cost of what your attacks use making your trip to the 0 end of the end bar take longer. If an attack cost 100 end points id rather 25 end points left from an end slot than waiting 10 seconds for stamina + base end to give me that.

    An attack can be too heavy for your first stamina tick from 0 or be fine for it. The only thing that can make it fine is by being low enough in cost by end reduction. I myself would rather get any attacks out on what remaining end I have.

    Recharging of an attack can mean the win, you only need so many attack chains for what you plan to do and maybe that many fit in your end bar without all powers needing a rechg.

    Sappers may drain most of your end to 10 end points, the one attack that'll hold him is 15 end points, can you afford to wait another 2 seconds or would you of wished you could do him there and then. I like to be able to get as many attack chains on low end as possible or id like to finish someone -recharging me asap.

    You could end up in this type of situation, you stop to use aid self in a fight, had you not, and carried on fighting you might of won, but when you stopped you gave that opponent 3 seconds to go "thanks" because a key power like domination kicks in and then he plants you despite your heal.

    I don't slot attacks the same way every time. Sometimes a recharge does more for you than an end will in terms of survivability. What cant really be beat is damage slots, you double your damage and you save using the attack twice. Saving on the end cost of a 2nd attack and waiting perhaps on the recharge. But then if you miss you will need to use the attack again anyway. You for your purposes may only need a certain amount of acc, there is no real point having 3 acc and wheezing or not attacking often enough when 1 was almost always enough.

    Missing often, having too much choice between attacks, running out of end, or not having the best powers recharging as fast as they could is what we don't really need but by the same token too much endurance and not enough recharge and/or accuracy can be an outcome from being too endurance saving.

    My invuln tank under -end effects needs to be energy saving. If I cant put something down with whatever I have got left then maybe it'll put me down.
  16. If i was permanently tag teamed to a force field bubbler i would get fight pool complete with weave especially if a fire tank of non fiery melee secondary. Not likely though.
  17. Keep going with the 22 as i think you will level to 50 sooner with it.
  18. New Dawn

    Pvp tank

    [ QUOTE ]
    /Stone is another option quick activation times mean its got high DPS but not as good as SS or EM but I thought it was worth mentioning.

    But you cant go wrong with Invul/, Ice/ or Fire/ down to personal preference.

    [/ QUOTE ]

    Stone is very good "during the build up duration" outdamaging /SS with the right attack chain for 10 seconds but not /NRG.
    /SS is made alot better overtime than it actually is with air sup in the mix.
    Stone can be good through out ALL zones. /SS is more sirens onwards. Energy is more Warburg onwards.

    The variety of secondary effects and the range of Stone would make it the PVP melee of my choice. The attack chain during build up can be made awesome due to the level of recharge you can get using seismic smash under hastened conditions. 2 seismic smashes within a build up duration gives it a lovely high burst chain.
  19. Most people in teams are made more effective than they are in some way or another, the endurance buff is just one of them.

    In trying to plan a build for my energy energy Ursula i could find no optimal build to suit the many different situations. I guess its a case of suck it and see with whom i team with, what i value most and what id term to be fun.
  20. New Dawn

    Super reflexes

    Waiting all those levels for evasion is a bit of a pain. Latest could be 28. They could leave quickness late or the passive AoE late but id prefer quickness later. The controller i was usually with prior to getting aoe def was superfast at absorb pain and number one on the healer board, so it was not all bad.

    How much trouble you get into depends on what you do. If you single target then you usually wont get into much but if you multitarget then on untaunted or uncontrolled mobs your chances have risen. Its more down to who does the most damage then. You can try to imagine where the cones, aoes and pbaoes are going to be and in the case of self destruction when they are going to be and simply not be in the way.
  21. New Dawn

    Moment of Glory

    Maybe its a fair balance to other sets that ya just cant turn MoG off..
  22. New Dawn

    DM/SR build

    I would rather see your build first and ask you whats wrong with it.
  23. Once i played one toon up to 50 thatll be it if all toons were capable of overcoming the same things. The type of balance id want is simply A beats B, B beats C and C beats A. Except lets not just have A,B and C.
  24. New Dawn

    Moment of Glory

    Thats exactly my opinion too plus i dont just think in terms of sustainable damage.
  25. New Dawn

    Moment of Glory

    If you were to dullpain so that most of the time you do have +hp and MoG. Then on average you have more survivability with just those 2 powers than the the whole SR set put together "in terms of sustainable damage" according to Dr Rocks planner and for much less slots.

    MoG needs a nerf ;p