OneWhoBinds

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  1. You could use a second build to get those, but you can't have both a APP and a PPP on the same build.
  2. Quote:
    Originally Posted by Ehina View Post
    Thanks for the clarification Arcana.

    Also yes Silverado, I'm a bit worried about the Fury lower cap, but I'll have to test it before making up my mind on it. Reading about it was kinda confusing, it looks like a nerf on the paper, but I was surprised that many players seem to see it as a balanced change or some kind of buff.
    The Fury change is, in essence, a Nerf. It's just one that doesn't effect most players.

    In a nutshell, Fury will start falling away sooner, but also at a slower pace. And when you are actually in combat, the rate fury falls away at is decreased... but when you aren't in a battle, Fury fades at the normal pace we are used to. The upshot is that it will be a lot easier to maintain moderate levels of fury, and even a higher level of fury in an extended fight.

    I know I've been good with the change, and haven't noticed any issues with it.

    KM on a Brute, however, just seems to fall flat...
  3. OneWhoBinds

    So

    Quote:
    Originally Posted by BrokenPrey View Post
    That is the first thing I'm going to do with GR. I'm going to take my DB/Regen and see what I can do
    No... the first thing you are going to do is change your Scrapper into a villain so you can unlock the PPP that gives Shadow Meld.
  4. Quote:
    Originally Posted by Alef_infinity View Post
    Gods know that heal is a huge pain on my Necro/Dark. Maybe I'll try taking it, but the animation time looks too slow to save the tier 1 henchies, though it could work for tier 2 and high.

    Then again, since the undead are mostly melee oriented, I can just order them to focus on a single target and then heal them there. Still a pain though.

    I'm still a little cross about what they did to the MM Twilight Grasp. Rather an annoying nerf.
    Yeah. The nerf to TG still makes no sense to me.

    That said, I've found Aid Other sufficient for keeping all tier pets alive and kicking, myself. Then again, I mainly use it for topping them off between battles; I trust in their damage output and/or other defenses to keep them going in a fight. When my pets start dropping like flies, I usually disengage first, to come back with a full force and a new plan.

    Still, if your Necro, you may just want to tough it out until you get the second upgrade - that gives all your pets some form of self heal. If they are still being wiped out after that, then you need to look into alternatives.

    Quote:
    Originally Posted by Alef_infinity View Post
    Yeah, going to play with that when my Demons/Traps gets to a higher level where it would be more worth taking the time to do frankenslotting (since the early levels go so fast I've found early frankenslotting to not be worth it).
    Generally, I wait until I'm 25+ to start Frankenslotting. I know that by the numbers, it's wise to do that starting around level 12... but I find it more trouble than its worth before I can start getting the level 25 IOs. After that, its Frankenslot away until I'm ready to work to my final build, around level 45+.
  5. Quote:
    Originally Posted by Rodion View Post
    KM is sort of an Energy Melee version of Claws. I've played all three now, and I have to say I enjoy KM the least.
    Sorry to hear that. Personally, I find it quite fun to play, just under performing for Brutes.

    I must admit, I do not understand how you could like Energy Melee over KM...

    Quote:
    Originally Posted by Rodion View Post
    The numbers may say that KM has reasonable animation times, but it just feels kind of slow and low-damage on the KM/Shield brute I made. I transferred a BS/Shield scrapper to the beta server and respecced it about four times to scavenge the IOs (using email to transfer them to the brute), and the KM/Shield brute still felt underpowered compared to other brutes I've played on live (level 38 El/ElA brute, level 50 SS/ElA, level 50 Energy/Energy).
    That's the big issue, as I said. Back-Loaded damage buff on an AT that already has a powerful back-loading damage buff just... doesn't stand out. And for the one of the big gimmicks of the set to not stand out is not a good thing.

    Quote:
    Originally Posted by Rodion View Post
    I think the conceit of the incremental build up of the damage bonus with Power Siphon is wrong. You need something like Build Up to spike damage for a specific purpose. With Power Siphon your damage doesn't spike until five attacks later. A lot of things can happen in five attacks, especially if you're teaming.

    Power Siphon should be changed to work like other Build Up powers, or the Kinetics Siphon Power, or be turned into a mini-Fulcrum Shift (five targets max for, say, 10-15 second damage boost for each target hit). I realize that the devs want to have powersets that differ from one another for the sake of variety. But at some point utility should be more important than design niceties.
    I couldn't agree more.

    Quote:
    Originally Posted by Rodion View Post
    The cone KB power is also suboptimal: it doesn't even have a 100% chance to KB the targets it hits, which means the vast majority of players will reject it outright.
    It's a fun power to play around with... and it can be a great opening move (if you don't use an armor that feeds off of nearby enemies) when solo. It has no purpose beyond that, except perhaps, to be a Dud power.
  6. Quote:
    Originally Posted by JD_Gumby View Post
    Oh? I've never been able to get to +100.00% damage with Fury in only 4 hits. What's your secret?
    It's a perception thing.

    I didn't notice my KM/Energy Brute killing things faster with Siphon up.

    I don't hit more often with Siphon up.

    All I noticed (noticed, not what was really there) was the activation animation. It seemed to provide no real benefit that I could see.

    Admittedly, I didn't care for the effect on Scrappers, either. I don't like the back-loaded damage, and I especially don't like the lack of a significant +To Hit. Quite often, it's the to hit boost that I really want from Build up, and such powers.

    The difference is that I could see the effects on the Scrapper. On the Brute, I could never tell if it was Siphon, or just my Fury bar rising.
  7. Quote:
    Originally Posted by StrykerX View Post
    Short answer: it's the Dual Pistols of Brutes. It's pretty, flashy, and under-performing. The long animation times make it a pain to build Fury and the fact that it relies on a Siphon Power style damage buff power to make up for mediocre DPS really hurts on a Brute since they get less out of damage buffs than other ATs due to low base damage. But it is really cool looking...

    I'd recommend a Scrapper or Tank instead... Scrappers can make much better use of the damage buff and Tanks don't care as much about how hard they hit.
    I will dispute the 'Long Animations' line. The numbers show that the set is actually firing off on average to fast for melee sets... excepting the tier 9.

    On the other hand, the rest is accurate. Power Siphon just doesn't do much for a Brute - not enough to hit to make that valuable, and the damage boost gets lost in Fury.

    It is still a fun set to use, but a scrapper is going to get a lot more out of this set than a Brute will.
  8. The set looks good. The set performs... well, seems average to me.

    Despite the long feel to the attacks, the attacks actually fire off rather quickly, or at worse on the average... excepting the Tier 9, which takes as long as Eagle's Claw to fire off.

    Quick Strike, Body Blow, and Smashing Blow all actually animate (and recharge) fast for melee sets. Focused Burst isn't bad in that respect, although I believe it is slower than the only comparable power - Focus from Claws. Burst has the same animation time as the 'whirling' powers, which is workable. It's also an acceptable PBAoE attack.

    Concentrated Strike, as mentioned, takes 2.5 seconds to animate, and hits hard... but it will be up to you if it disrupts your attack chain too much. Repulsion Torrent is a gimmicky power - it's not really good damage, unreliable mitigation, and a knockback instead of a knockdown. It can be immensely FUN... but entirely skippable.

    The real gimmick of the set, though, is Power Siphon. It provides a very minor to-hit boost, and a stacking damage boost for every attack that lands... a mini-defiance for melee toons. However, I think that it's like Rage, in that I suspect the set was balanced around Siphon being active - this is only enhanced by the quirk of CS instantly recharging Siphon on Scrappers.

    This set, I think, will be best on Scrappers. I don't think it will ever be considered as a top performing set, but it isn't at the low end either. It is more designed for Back End damage, rather than Burst... which is going to throw some people off. On the other hand, comparing it to Dual Pistols is wrong - this set manages to look fancy AND be functional.

    Now... whether those animations are good for you or a turn off... that's up to you.
  9. Quote:
    Originally Posted by Alef_infinity View Post
    Huh? What other heal would you be using? Medicine pool? With the extremely slow interruptable heals?
    Yes. I've found that the Mastermind version of Twilight Grasp to be... lacking. The limited radius - necessitating that I be right next to the pet I wish to heal, the inability to use it outside of combat, and the tendency of the Henchmen to bolt out of range after, or for it to miss... just makes it fall short of what I need a MM heal to do. It's great for healing ME, not so much for keeping the pets going. So yeah, I look to Aid Other when I can fit it in, when building for Force Fields, Traps, Trick Arrow... and yes, Dark Miasma.

    That said, the Ember Demon is capable of healing, making it easier to skip Aid Other when Demons are involved.

    Quote:
    Originally Posted by Alef_infinity View Post
    Good idea there to slot the attacks lightly. I'll be using that idea on my DS/Traps MM.
    You're welcome. The Whip attacks are great for the Resistance debuff effect, but their damage is just as anemic as all other Mastermind attacks. So you aren't using them for damage - slot Accuracy, Endurance Reduction, and maybe Recharge. Of course, with only a few slots, Frankenslotting may be your best bet...
  10. Actually, it doesn't look too bad, if your willing to stick with Twilight Grasp as your only heal. And with the Ember Demon... that can work. Strictly number of powers wise, you are using 17 out of 24 (ignoring Black Hole, of course.) 16 if you decide against Petrifying Gaze.

    That leaves room for the fitness pool (3 powers) and a travel pool (2 powers), and 2 or 3 other powers.

    SLOTS may be your issue, but if you only stick to 3 or 4 slots in your attacks (you aren't using them for damage, anyway) you should be golden.
  11. Quote:
    Originally Posted by Neogumbercules View Post
    I don't think so. If a mobile triage beacon is OP then this game is broken in unbelievable ways.
    Not so much that the power itself it too much - Pain Domination turns a player into that, after all.

    It would be the combination of a Mobile AoE Regen Boost (the moving Triage Beacon) with a Mobile AoE Defense/Status Protection Buff (Force Field Generator) in a single set that gets to be too much.

    Throw that on top of the other winner in the set - Acid Mortar, and Poison Gas Trap - And you've just put the set right in line for the next swing from the Nerf Hammer.
  12. Quote:
    Originally Posted by SwellGuy View Post
    I still don't understand how a Ghost Rider sequel got okayed.

    I think it has 2 more good years in it, then due to the time to make films another 5 years of bad movies before it ends.
    The Ghost Rider sequel is due entirely to the Mouse.

    When Disney bought Marvel, they issued a "Use it, or Lose it" order to anyone licensing Marvel characters.

    This is why Spider-Man is getting a reboot.

    Why Daredevil and the Fantastic Four are getting new movies.

    Why Thor, Captain America, and the Avengers are all coming out so close together.

    Why the Dr. Strange movie got the green light.

    And yes, this is why Ghost Rider is getting a sequel.

    So when the genre dies off for a decade or two due to a deluge of mediocre films put out over the next two years - you can blame the Mouse.
  13. Quote:
    Originally Posted by Obscure Blade View Post
    That's how I find it. You drop it before a tough fight; you don't wait until after the fight has started.

    My Bots/Traps has both Aid Other and Triage and finds both useful. Aid Other is better at healing large chunks of damage on one bot; Triage is good at keeping your bots from being whittled away. Aid Other can only heal one Bot, is interruptable and keeps you from using other powers. Triage lacks those weaknesses. It's no showstopper but I find it useful.

    If there's one buff I think that would help, it would be to make it mobile. If it followed you around then it would be much more useful on teams.
    Yeah... very much so. Which is probably why they didn't do it. Mobil Regen Boost and a Mobil AoE Defense Boost? That combo sounds overpowered right away.
  14. Quote:
    Originally Posted by seebs View Post
    Yeah, even a smallish recovery boost would make it dramatically more attractive.

    I have triage beacon AND aid other, and I'm thinking about getting repair some day... My bots take too much damage. (Disclaimer: My bots mastermind is only 22. At 24 I expect it'll get a bit better, and again at 26.)
    Don't bother with Repair. When you get the second Protector Bot, it will provide an additional heal and will double up the Force Fields protecting your bots. (You still only get one layer.) Between those, FFG, and your own Aid Other...

    Well, you end up like me. Wondering if Triage Beacon is worth anything.
  15. They aren't going to give Mission Teleport as part of a pool. Why? Because that would invalidate the one people actually paid money for.

    What's more likely is a 'Beacon Teleport' - where the character can instantly warp to any of the area beacons that they have uncovered in the zone they are in. That would cut down TP's annoyance factor, a lot.

    For the others... I don't know. Most of the things I can think of that would fit in with the sets... are either impossible with the engine, or would be overpowered.
  16. Before IOs, Dark Armor was a set you really had to have both your eyes open when you took it, or you would find yourself quickly overwhelmed.

    When IOs first hit the scene, we were gifted with Knockback protection IOs. With Acrobatics no longer a necessity, Dark became more forgiving, and more people could take it without auto-sucking.

    Then, they introduced the Accurate sets, and the Theft of Essence +Endurance Proc was born.

    A singe -kb IO, and the Theft of Essence proc in Dark Regeneration, is all anyone needs to not suck with Dark Armor. It still takes time and practice to really get GOOD with the set, but it no longer has such a steep learning curve.
  17. Quote:
    Originally Posted by Plug_Nickel View Post
    Ditto.

    Although I'm wondering, if I purchase Going Rogue, won't the disk contain most what I'm downloading in this patch anyway?
    Disk?

    As far as I know, this is for online purchase and application, only.
  18. OneWhoBinds

    energy aura

    Quote:
    Originally Posted by Death_Badger View Post
    What sort of defense debuff resistance does EA have?

    Thinking of trying a brute and undecided about going claws/sr or dm/ea. Obviously SR laughs at defense debuffs, is ea similar in terms of DDR ?
    It's got 51.9% Defense Debuff resistance... the same as Ice Armor, and just a smidgen more than Invulnerability gets. EA doesn't get the neigh immunity to Defense Debuff that Super Reflexes does, which is another issue. While both Ice Armor and Invulnerability have additional layers of protection to fall back on when they hit a cascade defense failure, EA does not. Unfortunately, I don't think they fix that without breaking the Cottage Rule, so I think that may be a SOL issue.
  19. OneWhoBinds

    energy aura

    Quote:
    Originally Posted by Leo_G View Post
    I dunno, I actually like the silhouette deal. Not particularly because it looks good (it's not bad) but because, when I turn it off, I get to enjoy my costume again. Sure, seeing your costume 100% of the time is dandy, but you get bored with it faster if you're looking at it all the time.

    I like turning it off on teams when we're just chatting between missions so people can go "Oh! Nice costume!" That my Claws/EA is a werewolf and now has his wolf tail just makes me all the more giddy every time I play him.

    And no, I only have the 1 werewolf character and most likely won't have another. He's the best werewolf you'll never see coming!
    That's fine. I'm just suggesting doing what they did with Cloak of Darkness... where we have the option to not have it completely obscure the character. We can, at the same time we are choosing colors, remove the transparency that so many people hated about the power (which was, admittedly, worse than Energy Cloak.)

    That's what I'm asking for. Not a complete removal, just to have the option... which is not currently there.
  20. OneWhoBinds

    energy aura

    Quote:
    Originally Posted by AnElfCalledMack View Post
    Sorry to hijack someone's thread, but I'd like to know what people thought of pairing Super Strength with Energy Aura. It seems like EA could mitigate the Rage end crash and the very expensive attacks, while the stealth aspect of EA lets you use the great ST attacks in SS on a manageable number of mobs.

    It wouldn't be a great farmer, but it seems like a decent levelling/soloing combo.
    Super Strength is a good match.

    Actually, anything that has some reliable form of additional mitigation is a good match, as Energy starts off pretty squishy. (only one layer of protection - defense - and until you can access SOs, or SO strength IOs, the values aren't really all that good.)

    Super Strength, Battle Axe, War Mace, Dark Melee, Stone Melee, and I guess Energy Melee all help getting to that point.

    Electric Melee has some benefits, as most of its attacks can drain End. Energy Drain and a few attacks, and anything still alive is probably waiting for its end to return. Of course, that doesn't work until after you get Energy Drain, and get it slotted up some.
  21. OneWhoBinds

    energy aura

    Quote:
    Originally Posted by Ryuuk View Post
    In today's IO environment, pure or nearly pure defense sets will never be overpowered...unless they're shield. Knowing the devs, they will not replace conserve power, though they might add to it like they did with energize, maybe give it +dmg or something for the duration as well as the end discount.
    That's honestly what I'm hoping for. Changing Conserve Power into something that gives a +Dam and/or +Rech boost as well as an Endurance Discount would cover two issues.

    Then add Slow resistance to Dampening Field, and an Endurance Drain resistance to Energy Protection, and I think the set would be good to go.
  22. OneWhoBinds

    energy aura

    Energy Aura works... it just often feels off. Especially on a Brute.

    My issues with the set:

    1) Visible Aesthetics - I'm not talking about the 'pretty glow.' That's fine. But if I wanted to play my character's silhouette, I'd have played a Stalker in the first place. Considering how much Energy Cloak plays into the set, skipping it isn't smart... but I really like to, you know, see my character. I'm hopping the Devs, when they eventually look at this set again, give this the same treatment as Cloak of Darkness, and give us the choice of turning off the transparency effect.

    2) The Department of Redundant Redundancies Department's visit - Conserve power really is useless to the set. Okay, sure, it can be used for a Stamina-less build (but as a Defense-based set, you'd want Health anyway) or for recovering from the Overload crash (but if you're in such a bad situation that you can't take 20-30 seconds to recover, then you'll probably die before you can actually use the full trick.) But overall, this is still a waste of a power. Again, we can hope this gets a reworking like the Electric Armor version did.

    3) Too much Multitasking in one power, not enough elsewhere - They've made Energy Drain into such of a catch-all grab bag power, that slotting the thing is neigh impossible. Furthermore, it's overall effect... isn't so good. Okay, sure, it'll refill your Blue Bar fast and easy... but the heal is pathetic (YES, it can heal up to 50%... with 10 mobs in range. In my experience... if you aren't at the soft cap for whatever those enemies are throwing at you, the heal is simply never enough) and the Taunt will likely wear off long before the power recharges, meaning that on any team, this Brute will fail at aggro management.

    On the other had, we've got two auto powers that provide a pittance of resistance (and I do mean a pittance. The resists given by those alone are worthless), and a toggle completely dedicated to Mez protection... and nothing else. At the very least, the Auto powers should get tweaked like ones from Invulnerability were. Give us a reason to take them, as their resist values certainly won't do that alone. I'd also say give something enhanceable to Entropy Shield, but that would probably break the Cottage Rule.

    Finally, (4) Where's the Punch? - Energy Aura is nearly unique in that it has no way of adding to a Brute's offense while covering its defense. No damage aura, no buff/debuff aura, no +Recharge passive to increase their attack rate... only Willpower is in a similar strait (It does have a way to boost the player's offense, but only in its self rez, making that dubious at best.) And Willpower, with its multiple layers of defenses on top of a regeneration boost, offers more overall protection than EA does.

    Frankly, the worst part of this is... the set only really needs a few more tweaks to be awesome... but we're probably not going to see anything changed until at least the next round of proliferation (if then!)
  23. OneWhoBinds

    Ss/ela

    Quote:
    Originally Posted by Ryuuk View Post
    Uh, people up recharge so they can have the best attack chain, not just any sustainable one, and they want to be able to fire energize more often so that they can up the difficulty...

    In fact, if you get enough recharge, you can make a great attack chain with fewer powers, so hasten can sometimes pay for its own slot. Having a recharge power like lightning reflexes in a set makes me want to take hasten more, not less.
    I guess we just look at things differently.

    For me, I only worry about Recharge if I find myself with pauses in my attack chain. If I don't have an attack available in combat, something is wrong. Once I hit that point? Anything more is gravy and often wasted.

    As for Energize... I don't treat Energize as a buff I want to keep up. It is a panic button. Something to hit when I'm in trouble. If I find I have to hit it every spawn - or more - then again, something is wrong. Either I'm taking on too much at once, or I've screwed up something in my build. If everything is going right, I should almost never have to fire Energize.

    So yeah, maybe I'm not taking on +4/+8 with AVs active. But if that's you're goal, then you probably already know what you need to survive it..
  24. OneWhoBinds

    Ss/ela

    Quote:
    Originally Posted by Candlestick View Post
    I'm gonna go with... "Because Hasten is incredibly useful, and stacking +recharge on top of more +recharge is ALWAYS a good thing."

    Seriously, just because Elec arm has Lightning Reflexes, doesn't mean that Hasten somehow becomes terrible. In fact, with stuff like Energize, you really want Hasten, so you can fire it off as much as possible.
    Meh...

    On a melee toon, once you have a sustainable single target attack chain, (and, on the sets with click mez protection, complete and consistent protection) additional +Recharge is just... nice, but not vital. I can see why Control sets or Buff/Debuff sets need a lot of recharge, but emphasizing that in everything is both redundant, and limiting the power selection that bit more.

    Lightning Reflexes or Quickness doesn't make Hasten BAD. I just feel that it may be unnecessary. I just feel that the original poster should really ask himself: Do I really NEED this power?

    And frankly, if you need to be firing Energize off all that frequently... you need to either tone down the difficulty, or rework you build.
  25. OneWhoBinds

    Ss/ela

    Okay... first: Why Hasten? Electric Armor already gets Lightning Reflexes. Between that and some Recharge enhancements in Rage, you should be able to double stack it no problem. (Quick look in mids... Recharge in 110 seconds, on a power that lasts 120. Looks good to me.) Unless you've got some reason to need an extreme amount of Recharge, I think that Hasten would be redundant.

    As for skipping powers in Electric Armor -

    There are really only three "maybe" skips, here. If you're willing to cover the Mez holes with Combat Jumping and a couple of -Knock Back enhancements, then Grounded can be skipped; If you really prefer Hasten over an auto power, you can drop Lightning Reflexes. And Power Surge can be dropped without great impact.

    I wouldn't drop Stamina, myself. It's quite reliable, and depending on Power Sink to keep in the blue seems like a bad idea to me.

    Actually, popping everything into Mids... Taking Combat Jumping and some -KB IOs instead of Grounded, taking Gloom, Dark Obliteration, and Darkest Night... With the Fighting pool for Tough, but not Weave... hey, look at that, I can even fit in Hasten, after all.

    Play around in Mids. If you want I'll post the quicky build I made, this evening (Have to go to work now.)