PrincessDarkstar

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  1. The problem with putting the proc in a toggle is that although it goes off on average once every 200 seconds there is no guarantee that you are going to actually be close enough to get much benefit from the short lived build up.

    In addition to that I would say you have probably got your Nova form over-slotted at the moment, the +tohit is good enough on its own (It will help against hard to hit enemies on its own, but once you start getting into the really hard to hit enemies even 6 slotting the +tohit wont help you - for example stacked Veng on Nemesis), the 2 EndMod IO's you have are only going to work out as good as a single chance for +end IO, and the flight speed I find unnecessary (Especially when you have more imho important things to spend your slots on).

    So overall I don't think it is worth it, and I would change your slotting to at most 1 fly IO and the chance for +end IO.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    Hey Princess, here's the latest. Tell me what you think of this.
    I think Mr_enigma has everything I was going to say pretty much covered

    Quote:
    Originally Posted by Mr_Enigma View Post
    You have a lot of stuff slotted for the max end bonuses, but do you really think you'll need so much considering you have stygian circle? I don't have much issue with endurance on my WS, and she only has 4.5% max end bonus (though she does have 27% recovery bonus, too). I find I slaughter stuff in a big hurry, then stygian from the carpet of dead bodies I leave in my wake. The only time I ever really find myself having end issues is if I am pounding for a long time on a single hard target while I am in dwarf (i.e. no bodies to stygian off of).
    I know there is someone else on these forums who agrees (Can't remember who off the top of my head) with getting the +end and +recover bonus' so you (Dechs) aren't alone with wanting to get them, but I honestly don't think they make any noticable difference in all but the longest fights. That said you don't seem to have given up much to get them on this build, so I wouldn't let that worry you at this point, just don't be afraid to drop them if/when you decide on making a purple build.

    Quote:
    Originally Posted by Mr_Enigma
    Stygian Circle is particularly helpful for solving end issues if you slot it for end mod and end reduction. It has such high heal numbers out of the box that I am rarely left wanting for health. Consider replacing the Miracles you have in there with Efficacy Adaptor End Mod, End Mod/Rech, End Mod/End Red.
    I have mine pretty evenly slotted for health and endurance, but Mr_enigma is definately right with that slotting. And it will completely get rid of any of the endurance problems you may have thought you were having

    Quote:
    Originally Posted by Mr_Enigma
    I also STRONGLY recommend slotting Dark Extraction with Expedient Reinforcement Acc/Rech, Acc/Dam, Acc/Dam/Rech, End/Dam/Rech and Soulbound Allegiance Dam/Rech, Chance for Build Up once you hit 50. It gives excellent enhancement numbers (74% acc, 95% dam, 95% rech, 21% end red) and great bonuses (5% status res, 3% global damage, 6.25% global recharge, 16% regen). And let me tell you, that proc goes off ALL THE TIME. With all the aoe's fluffy uses there are many, many opportunities for it to fire since it makes a check for each target. Since they added the buff icon for build up procs in i16 I am continually amazed at how often it's up.
    Exactly the same as my build, and I think the perfect slotting

    Quote:
    Originally Posted by Mr_Enigma
    If you decide you are willing to forgo some of your max end bonuses you might consider frankenslotting Eclipse with 4 rech/res. You want Eclipse up as quickly as possible. Overlap is good; it gives you a cushion in case the timing for firing it off doesn't work out well (recharge debuffs, getting mezzed, etc).
    Again I agree with Mr_Enigma, your slotting is good so nothing to complain about, but I think 4 rech/res and 1 acc IO is best overall (I even ran without the +acc for a while).

    Quote:
    Originally Posted by Mr_Enigma
    I'm kinda "meh" on the medicine pool, to be honest. Stygian is really, really, really good, lol. Doing away with Medicine would allow you to get Inky Aspect (great for stacking with Grav Em to keep bosses perma-stunned - especially Dark Ring Mistresses, grrr) and Unchain Essence. Unchain becomes a great power in high recharge builds.
    In this case Mr_Enigma the medicine pool isn't for using on yourself, it is mainly for getting resuscitate which is a power you will use a lot more than any of the other powers.

    Unchain Essence is a great looking power, and so is Inky Aspect, but they really need a particular playstyle (And slots for Unchain Essence) so if you are the type of player who doesn't use them very often I don't think the medicine pool will ever end up as a waste.

    I personally can't count the number of times I have tp'd away and rezzed people who are important to winning an AV fight (Or even the whole team at times!).

    That said I would just use normal IO's in the powers, heal IO in Aid Self and a recharge IO in Resuscitate.

    I don't think I have much else to say, the build looks really good as it is so all the above is really nitpicking
  3. Quote:
    Originally Posted by Blue_Mourning View Post
    My problem with people continuing to say it, is that it's a racist thing to say.
    Words cannot be racist, they can however be used in a racist way and I don't think anyone in this thread has meant anything in a racist way.
  4. Quote:
    Originally Posted by SpittingTrashcan View Post
    *cough*

    No. In nature, cooperation is a fundamental success strategy employed by almost all lifeforms. Not just within a species either - consider bees and flowers, or seed fruit and the animals that eat them and distribute the seeds in their droppings, or the intestinal flora of ruminants. The real law of nature is that genes persist when they create traits that give an advantage, and die with their carriers when they don't. This leads to a delicate balance of cooperation and competition within a species, as each individual (not necessarily consciously) balances the value propagating its own genome with the risk of hyperaggressive competition leaving no individuals capable of breeding. If competition beat out cooperation in every case, I would pick up the nearest weapon and start murdering every male I saw and [forcibly attempting to have connubial relations with] every female in a desperate attempt to pass on my genes. But if everyone did that, humanity would not survive.

    Your brand of "social darwinism" is counterindicated by actual study of nature, and also simple common sense. Neither cooperation nor competition is supreme - total competition is apocalyptic, and total cooperation is only possible among genetically identical clones, which are an evolutionary dead end.

    Sorry for the tangent/rant, but it really jerks my chain when people use a bad understanding of biology to justify a purely selfish (or purely cooperative, for that matter) blueprint for human society.
    Well there are two sides to every point, and since you are perfectly right I am not stupid enough to try and say otherwise.

    But equally the point I was trying to make is also quite right. For example take mating seasons, most animals develop a way of breeding that ensures only the strong (Or sneaky) males get to mate. That is survival of the fittest.

    So I was never trying to have a go or call you wrong, but I think that competition is more important that co-operation overall. Co-operation makes for a great world but only those who win the competitions can take their place within it.
  5. A third point is that with SS/SR will you not be taking Hasten? A third clicky power to complicate things?

    I would be reluctant to bind anything to a movement key, because the one time you need PB against an AV you wont be moving and it won't fire.

    I would set PB on auto (Since that saves your life) and just watch for rage, if you monitor damage in Combat Attributes you will be able to tell fast enough.
  6. Quote:
    Originally Posted by ArcWeld View Post
    Could you please say what ones you have in mind? I don't know of any way to negate knockback using IOs
    Well we (Might be me, might be you, not sure lol) might be confused about which kind of KB.

    You can mitigate the KB being cast at you with IO's like Karma or Blessing of the Zephyr (Which is what I think Zorn was on about), but you can't do anything about the amount of KB you cause with your attacks (Apart from increase it!).
  7. Quote:
    Originally Posted by Jabbrwock View Post
    Humans thrive on both in different situations.
    And in general almost all life thrives mainly on competition, the strongest survive and all that.

    Hippies and communists tried the co-operation thing and look where that got them.
  8. PrincessDarkstar

    tankermind i16

    Quote:
    Originally Posted by Agonus View Post
    I think I'm going to start working on this with a lvl 26 Bots/FF.

    So Medicine, Presence for Provoke, and ideally Fitness. Is Leadership that important? I do like travel powers. >.>
    I would take Hover/Fly instead of leadership, you don't really need maneuvers if you use IO's, assault has its uses but is skippable, tactics will help the T1 pets but again is skippable and vengeance is all but useless.

    Hover on the other hand is 100% melee defence, and gives you a few % to all the others, and lets you slot those lovely Blessing of the Zephyr sets.
  9. Zorn, you can buy IO's that negate knockback in case you didnt know.

    As you are in my SG I might be persuaded to put my hand in my pocked for you if you cannot afford one?

    Edit: Also the illusion of damage in nova form isn't such an illusion, with two fast AoE's you can give a lot of blasters a run for their money and only the really AoE heavy ones will outdamage you enough to matter.
  10. Quote:
    Originally Posted by SpittingTrashcan View Post
    As is often the case, EvilRyu has stated his case in an inflammatory and questionably factual manner. As is often the case, he has provoked a response that is likewise inflammatory and also makes some statements that I would consider questionably factual. Heat will be produced, but no light. Nothing of consequence will be determined, and all parties will walk away sore in the hindquarters.
    Well put and I really should have known better, but something in the back of my mind really made me want to have a bit of a go at him.

    Your points about design though I feel makes no difference to the final outcome, to me it doesn't matter that HEAT's have changed a lot from the original vision, or if VEAT's haven't really changed - what matters to me now is how they are now.

    I can see why some people don't like playing HEATs, I can see why some people love VEATs - but I take serious issue with anyone who tries to say that HEATs are not good and will continue to do so until someone proves me factually wrong.

    I am definately a min/maxer and there is no way I would have put 1000 hours and 6 purple sets into a toon if I felt that it wasn't performing as well as another toon would have.
  11. Quote:
    Originally Posted by EvilRyu View Post
    HEATs feel like fail, well thats because they are fail.
    You feel like fail to me.

    Quote:
    Originally Posted by EvilRyu
    Aside from the travel power at level one that dont do anything unique that the other ATs cant already do alot better.
    Nothing unique? Have you ever played a Kheld? PB's feel semi-rehashed but Warshades feel very unique to me with almost every single power. And being the only AT that shapeshifts I just don't get that complaint.

    Or are you referring to role in the team? I tend to play my Warshade as a blaster, where I run most blasters close but add survivability, or I play in Dwarf as a scrapper, where I run most scrappers close on AoE and survivability (And I add great control). Yes they aren't as good individually but I personally would take 2 good Warshades over one non fire blaster and one scrapper or almost any kind.

    Oh and what exactly is a VEAT's role?

    Quote:
    Originally Posted by EvilRyu
    The next issue is that they have too many powers and no where near enough slots. You practically have to have a build HO'ed out just to get enough slots and even then you would be lacking certain things.
    IO's sort that out quite nicely, not that anyone with half a brain should have ever really had a problem even on SO's. I can't but read people with slotting problems the same way I think people who can't do maths are a bit slow.

    Quote:
    Originally Posted by EvilRyu
    The next issue I have with them is the mez protection thing. Castle's half ***** fix with allowing switching to drawf form as a breakfree thing isnt going to cut it for me.
    Well I know taking advantage of all a toons powers is a bad thing.

    Quote:
    Originally Posted by EvilRyu
    I will admit things got easier with the no toggle dropping thing but that isnt enough for me to play a HEAT to 50. Lastly the biggest reason I hate HEATs is that they dont give back to the team the way the VEATs do.
    They give back actively, in the same way a blaster/scrapper/tank/troller does.

    Quote:
    Originally Posted by EvilRyu
    Also the whole void hunter thing is really old and they need to just get rid of it or make it only apply to HEAT arcs.
    Lol, you are still scared of voids? Do you believe in Santa?

    Quote:
    Originally Posted by EvilRyu
    I cant tell you how many tfs have been ruined because we had cysts to spawn right next to the final AV at the end. I simply cant risk griefing my team with a cyst just because I played a HEAT. True enough cysts can be easily taken down IF YOU SEE THEM ahead of time. Most of the time the team doesnt until its too late. That it in a nutshell on why HEATs are epic PHail.
    So you cannot see that big purple crystal thing? I don't think I have ever missed one in my life, and as soon as I see one I press my bind to target it and warn the team.

    And if a team is going to wipe because of a cyst then they really weren't a very good team or were running on too high a difficulty.

    PS: Sorry for being aggressive, but posts like yours really annoy me. Just because you can't get into Khelds doesn't mean they are bad, so statements like your opening statement isn't a good way to make a friend out of me.
  12. I would much rather see Vanguard as the next Epic classes (Wizards FTW!). They can even cross sides easily.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    First, little nitpick. It's Dechs. Pronounced "dex." Very notably not short for Dexter. I'm certainly not upset or anything; I know it's an unusual name.
    Argh that annoys me, spelling mistakes are bad enough but getting a name wrong is just... bad. My apologies!

    Quote:
    Originally Posted by Dechs Kaison
    I may do that, I'll have to play around with slots to get the extras. In general, I wasn't too concerned about recharge because there's so much in bonuses worked in all over the place. I don't know if the build link shows it, but my alternate slotting for Emanation has the purple set in it. I do plan to fully purple out eventually, it's just a matter of time.
    I never look at 2nd builds because I forget the feature even exists!

    Quote:
    Originally Posted by Dechs Kaison
    I must have thought that +range was +recharge. Reading comprehension FTW. I was after the +max end bonus though. You'll notice I try to grab a lot of that.
    I didn't actually notice to be honest, but that is probably because I don't find +end or +recovery to be particularly useful on a Warshade. In human form and short fights you have Stygian Circle, so just don't run out of endurance, and in long fights either the attacks are slotted well enough (The chance for +end does a good job too) or the bonus' aren't really going to be enough imho. Or indeed you can use Eclipse every 90s for +33 end.

    Quote:
    Originally Posted by Dechs Kaison
    I already have the recharge taken care of with set bonuses and hasten, so the only way to minimize waiting seemed to be interrupt. I hadn't thought about the Shard. I've never actually been there. (Please don't hit me. This is my first hero since i4. It's not my fault! I swear!)
    I don't hold not going to the shard against you, I imagine a fair few people have never been (But take a day trip - it is spectacular - and will take all day ).
    And although I think you know this, interrupt IO's don't do anything to make the power work faster.

    Quote:
    Originally Posted by Dechs Kaison
    Nope, don't use them at all. Maneuvers is a LoTG mule, but yeah, I should probably use invisibility. The others... I don't know why I picked them. Maybe one day I'll want inky aspect because the team could use more control? Maybe? Orbiting death is just a cool visual, and if I'm going to pick a power I won't use, it might as well look good.
    Totally agree, when I first levelled my Warshade up (And went through exactly what you described in the 1st post!) I had a lot of powers that never got used. In the end I figured it was better to have a power that got used once every now and then instead, hence the medicine pool. Being able to drop back, TP and rez the dead <insert important to victory AT here> and get back into the fight is a good thing to have and adds another level of things we can do.

    Quote:
    Originally Posted by Dechs Kaison
    Yeah, I grabbed another movement bonus and enhanced the accuracy/recharge. I don't think the movement is that necessary though, so I'll revise this. I'm not changing Impervium Armor, since I want the +max end.
    Since the new changes to Black Dwarf Mire I have been considering movement bonus' but I think you need a lot to make any real difference. And again I don't know just how much the +end does for you in real terms.

    Quote:
    Originally Posted by Dechs Kaison
    This is eventually getting the full purple set. Until then, I'm getting the set bonus for global recharge while having as many fluffy balls of doom as I can. I know how awesome that proc is, since I have it on my Assbot.
    I would still keep it slotted the way I suggested instead of the purple set - the bonus' are better and the raw %'s are only a tiny bit short.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Pretty sure the heal and recharge were ED capped, I'll have to look at it again.
    My bad if they were/are.

    Quote:
    Originally Posted by Dechs Kaison
    Well, with purples this becomes so very close to perma. I have a bind that drops just to use this power. I don't think I will be able to manage to keep it perma, but with enough practice, maybe. As it is, it's getting me a 5% recharge bonus, but I should probably look at it more as a boost and less as an AoE attack.
    I find that if I pay enough attention I can keep it perma, but I really don't pay that kind of attention often enough and the loss of fun doesn't compensate for the increase in awesome. Speed Boosting every minute is bad enough, nevermind doing something every 30 seconds!

    Overall I know you know which bits of advice to take and which not to from reading your various posts all over the place, but I would say look at just what you are getting for those endurance bonus'. I have counted every last % of end on my scrapper to ensure the attack chain is sustainable, but I can't see that being necessary on a Warshade (On a PB yes) and I have never ran my endurance bar down that far in 1000 hours fighting probably everything in the game bar Hami (Even spending an hour taking down Reichsman on a poorly made up team didn't bottom me out).

    When making mine I went for perma-hasten and as soon as I had enough recharge I stopped caring about set bonus' and just made sure the %'s in each power were as high as they could possibly be.
  14. Deichs, your playstyle and build style seem very close to my own, but I do have a few things to mention (Some minor, some pointless, some just because I have nothing better to do):

    Sprint: A good place to slot a +stealth IO. I know you have SS + Shadow Cloak for invis but there are many times when SS has just been too much for me, and I prefer having other options.

    Dark Nova Emanation/Detonation: I find that Positron's Blast doesn't give enough of a recharge bonus, so if you are going to spend lots of time in Nova consider a 6th slot with a lvl 50 Recharge IO. It makes a massive difference being able to get that extra AoE out each spawn.

    Black Dwarf Antagonise: It is the recharge you really want to slot it for, the times you really need to hold aggro you will find hasten drops and then the faster it is up the better. But I would drop the 2nd slot and just put a recharge IO into the main slot. Even if you don't I can't see the +range helping.

    Shadow Recall: Do you use it in combat that often? I don't so use a range IO for the shadow shard.

    Black Dwarf Mire: Many people disagree with me, but this is a power you want to spam whenever it is up, so that is every 5.7 seconds, but at 13 end a pop you won't be able to use it much before the end starts to bite. I frankenslot this power and forgo any set bonus'. Even then it can still be quite end heavy, or at least was until I got the chance for +end proc.

    Dark Nova/Black Dwarf: You have slotted the Chance for +End, which is fair enough, but the rest of the EndRdx or EndMod only add up to +0.2 eps for Nova and +.26 eps for Dwarf, which I don't think is the best place for the slots, especially since I think you should find 2 more slots for the Nova AoE's

    Maneuvers/Inky Aspect/Orbiting Death/Phase Shift: Do you use these powers? If the answer is no I recommend dropping all 3 and getting Invisibility (LoTG mule instead of Maneuvers) and Stimulant/Aid Self/Resuscitate. You will definately use Resuscitate (Often!), and stimulant works well for Mo runs (Aid Self isn't great but it does give you stun resistance!). Also phase shift is a purchasable temp power in case you ever do PvP, so no great loss.

    Eclipse: Amazing power that it is you shouldn't need to enhance the EndMod. I went 4 x Res/Rech and 1 x Acc IO.

    Dark Extraction: Drop the recharge IO and the Dam/End and get the purple Acc/Dam/Rec and the purple Proc. Not cheap but not too expensive and the pets are worth it and then some.

    Dark Nova Bolt: I don't think the chance for build up proc is worth being picked over the acc/end/rech, but if you do then I would slot Dark Nova Blast the same for twice the chance.

    Black Dwarf Drain: The only other power I frankenslot, Acc/Heal/Rech and as much of it as you can. This power can be a lifesaver.

    Sunless Mire: Blashpemy for some but a playstyle choice for me. I once had it perma in my build, and I think the optimum playstyle involves making full use of it and dropping every 30s, but there is no way I can manage that, and I guess the same if for you. In that case, once you get some purples in your build and can afford to drop the recharge bonus you might want to consider just giving it 3 slots of Acc/Rec IO's and leaving it at that, freeing up slots elsewhere for more used powers.

    Gravity Well: I think slotting for hold is a perfectly valid choice and do the same. Since you don't have Unchain Essence you don't really need to ability to 1 shot kill something.
  15. I know this isn't much help but I would keep the ones I enjoy playing the most.

    To be of slightly more help:

    Bubbles v Cold:
    Bubble give -end protection, which isn't used often but is vital when it is needed and they give higher +Def, so a Bubbler can soft cap the defence for the whole team if they stand close enough, but that is all they can do really. The cold is much more versatile, and in today's world of +Def IO's most toons don't need the level of +Def that bubbles bring, the cold shields are enough.

    So I would keep the Cold.

    Sonic v Thermal:
    I don't know the specifics of each set too well since I have never played either, but when I get a thermal on the team I notice the heals more than the debuffs, and when I team with a Sonic I really notice the debuffs. So either they are just easier to spot, or they are more powerful.

    The healing from thermal is nice, and I think the final decision between these comes down to how important do you find healing on the teams you play, and how much do you enjoy it? I have rarely been in a team where we needed a healer, especially if we had some kind of shielder like a Sonic.

    Personally I would keep the Sonic, even if it is from a selfish point of view because my scrapper loves those rings of saturn
  16. Quote:
    Originally Posted by Eiko-chan View Post
    You have a very strange definition of "entertainment".
    As I have been called on elsewhere I do mean games only, but when a game becomes so easy it becomes a movie I wonder why I didn't just rent a movie.

    Quote:
    Originally Posted by Bill Z Bubba View Post
    I am going to easily state that X is better than Y by the numbers.
    I expect you to answer 'yes' to this, but have you ran the numbers to prove VEAT's are better than HEAT's or vice versa? The only thing I have ever read from the VEAT crowd is chest beating and claiming a few slow recharging crab spider AoE's will somehow outdamage a Warshade in Nova form.

    Quote:
    Originally Posted by Bill Z Bubba
    I worked AROUND that bad design. I ignored the forms. I accepted the lack of mez protection. I play to the strengths of the good powers while ignoring the lousy powers.
    Ignoring the forms isn't working around bad design. HEAT's were designed around the forms.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    How's that Khel of yours do solo at +4/x8 by the way?
    Fine thank you. My Warshade did the RWZ challenge and Arcanavilles sonic MA arc thing (Admittedly I got bored halfway through so never finished it - but I lived and that is enough for me really), not as easily as my DB/WP who really didn't notice he was even in a fight, but better than could be expected considering some teams struggle on +4/x8.

    Actually against anything that doesn't mez it is just as fast as my DB/WP scrapper (If not faster), and against mezzing foes it is slower because I need to Dwarf up occasionally, but considering that I would never play +4/x8 (Damn that is boring losing half your damage; +2/x8 is fun) it doesn't really matter.
  18. Quote:
    Originally Posted by SpittingTrashcan View Post
    I submit that both are playable, and both can be powerful, but one is clearly better designed - unless you feel that "good design" is synonymous with "difficult and inaccessible except to the persistent or well-informed." And if it is, I pray to god that you do not design anything I ever have to use.
    Actually I do feel that way. I would much prefer if every AT in this game required skill and knowledge to play at all and we could weed out all those who just want the easy mode like VEAT's and those who spend all their time looking for the easiest way to become to most powerful toon they can only to use it to steamroller -1/x8.

    My Warshade was my 2nd toon, I was only a 3 month vet at the time and knew nothing about game mechanics, IO's, mids or binds (Hell I had barely teamed with my first lvl 50 scrapper) and used that toon to teach me pretty much everything I know about the game. I didn't find it that much of a challenge personally since I have the intelligence to read and try and understand things, and I do kind of judge anyone who doesn't 'get' them to be a little stupid (But don't feel bad - I judge a lot of people to be a little stupid). Fine you may not like them, but that is a different matter altogether.

    VEAT's are not a challenge, they toggle up and they go - that is poor design for a game. Anything that involves no or little challenge/skill is poor design if it's main purpose is entertainment.

    With a VEAT a great player is only going to be slighlty better than a poor player because there is simply no way to do much wrong, with a HEAT the bad players are exposed for what they are - this is a frightening concept for some.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    I wholeheartedly do not believe this. You have been proven wrong. Not everyone knows that VEATS > HEATS.
    Not only is his 'everyone knows' statement wrong, but VEATS are simply not better than HEATS. They are just easier to get to a good level of power and designed so that any simpleton cannot play them badly no matter how hard they try.

    Giving them everything they can ask for passively makes them EASY, not great.

    I have never ever jumped for joy at the sight of a VEAT of any variety, but have been given very large smiles seeing a well played Warshade.

    I have groaned when seeing a badly played PB knocking things all over the place like most everyone has, but the perception of VEATS as being so great is because the most idiotic person is still doing a reasonable job even if they just follow the team around with their toggles on. Bad memories live a lot longer than good ones for some reason, but I would take a great player on their HEAT over the same great player on their VEAT almost anyday.
  20. I would definately say it is worth taking Maneuvers, fully slotted it is ~5% for a defender and ~4% for a controller so that is 14% defence which works out at your whole team taking 28% less damage - so well worth it!

    Bubbles however can add ~30% to defence, so the two Rad defenders will be very close to the defence softcap, and I would think therefore it will be a better choice.

    However; Sonic has a lot more going for it than just the shields, whereas FF doesn't really. I would seriously consider taking FF instead, but the sets are so different playstyle wise I would make that choice based on what you enjoy most.
  21. Quote:
    Originally Posted by B_L_Angel View Post
    *Any of the wolf maps has critters, 100% of which have KB and stun. Freak spawns are up to 75% mezzing freaks. I am sure there are more but I havent checked further yet
    On solo settings you will be facing at most 3 enemies (And the occasional double mob with up to 6, but that is what insps are for), each with only a 50% chance to hit you at best (And if you are fighting against 3 they will all be minions anyway).

    You can take one out before they even see you, likely one more before they get to you and by then you should be able to mez the third and go back to kill the original mob.

    The wolves have a chance to KB and stun so it isn't 100% as far as I know, and solo you hardly ever see more than 1 juicer freak in a mob because they are LT's, and even the tanks only have a chance to stun - but why are you up close to a freak tank on a squishy?

    Mez protection will make it easier for you to solo bigger groups, but the small group of ANYTHING (Apart from Cabal - who are a problem at that level on anything for me - damn storm!) have never ever been a problem for me on any of my squishies. Hell I had it worse when I levelled up my Warshade back in the day because I would often have an extra mob in the group (Void/Quantum) who could 2 shot me, and somehow I still managed it!
  22. Quote:
    Originally Posted by EricHough View Post
    I have read the entire thread and tend to disagree that all the previously mentioned methods squishies have to deal with mezzes is sufficient, perhaps Lakanna has as well. The simple fact is that most of the time that my blasters, corruptors or controllers die it's because of a mezzer that I missed, either because of the RNG (5% miss chance no matter what) or because I failed to see him before he hit me (those malta titans hide a LOT). So while many sets have pre-emptive ways to deal with mez they are still reliant on A) Recognizing the threat and B) successfully hitting it - god forbid there should be more mezzers than you have controls (yellow tsoo ink men anyone?) There are also many kinds of defender and corruptors who have NO way real way to deal with mezzers short of hoping they miss.
    So you die from A) Not paying attention, or B) a 5% chance to miss and because you dont have a backup plan for either situation?

    Lessons here are:

    1 - Pay attention and actually see the mezzers! Hell you can make binds so you should never miss one.
    2 - Have a plan of 'run away' or 'get round a corner' in case you do miss one or you miss with your hold.
    3 - Pop a break free because that is what they are designed for: when you miss the occasional mezzer.

    You want mez protection so you can play your squishies like a scrapper and not even have to look what is in the spawn ahead - that isn't going to happen. Squishes get diffent tools to defend against mez and you need to adapt to the rare situations when those tools fail.

    In fact if you did your pre-emptive mezzing for range properly if you miss you should have plenty of time to avoid the return mez. I levelled my Warshade up almost entirely in Nova form and hit 50 well before getting even the first mez duration badge (And well before Dwarf = Breakfree) that is like a blaster without defiance!
  23. This thread has been very amusing
    Quote:
    Originally Posted by Futurias View Post
    "Dozen of different methods?"

    I've heard 'shut up and team.' 'Depend on inspirations' and 'Pre-emptive mezzing'.
    Ok so three different methods, all of which are perfectly valid.

    Quote:
    Originally Posted by Futurias
    I've even refuted some of them. Using inspirations heavily to bypass or overcome the issue is, as I've noted, usually an indication of an actual issue. Not a solution.
    So you refuted one of them? I will even help you by refuting teaming because sometimes you may want to solo, but you cannot refute the pre-emptive mezzing advice aside from a few combos.

    Quote:
    Originally Posted by Futurias
    I even turned the question on its head (removing Mezz protection solo) and got very incoherent responses. All the way from 'they have to have it to function' and 'no one needs mezz protection to solo really.'
    You got different replies because there are different AT's. Any AT designed to fight from range doesn't need mez protection, you can either snipe (kill) or mez the target before they can mez you.

    Melee AT's do need it, because they have to get in close to get that first hit in. They also need more than mag 3 because in team situations they get hit with more mez.

    Quote:
    Originally Posted by Futurias
    Never did get a good response if it was 'fair' for squishies to not have mezz protection, why shouldn't it be 'fair' for non-squishies to have the same level of challenge.
    You got some very good responses, for example my last one above.

    Quote:
    Originally Posted by Futurias
    That pretty much boiled down to 'how dare you challenge my scrapper the same way that stupid defenders are challenged!' And that they've always had it, so don't you dare change it.
    There is nothing wrong with that, all AT's should be challenged in different ways or the game would get very boring very quickly.

    There is nothing I have written here that hasn't been written 10 times already by other people, and you have taken words out of context or just ignored the vast majority of certain posts.

    For me a solo spawn is 3 minions, or 1 minion 1 lt, or 1 boss. The minions and lt's can be mezzed in one application, the boss is the only thing that is harder. But those boss spawns can not only be easily avoided with a simple option, but they only ever occur at the end of missions anyway and are meant to be a challenge. You just need to adapt and move on rather than want to press the same 3 buttons for every spawn.

    Also stop using Malta as your examples, most people here would (and have) agreed that Malta are a problem, they are probably the least fought enemy in the game because of all the mez they throw around. Rikti are the next mez heavy group and you rarely get more than 1 mezzer in a solo spawn. Then carnies are next and again you rarely get more than 1 mezzer.

    I remember you from the Kheldian boards complaining about wanting mez protection in human form and disagreed with you there too, it is not the games fault if you don't want to use the tools at your disposal to deal with the challenges in the game.

    PS: How little or how much challenge presented by some AT's is irrelevant, asking them all to be brought down to the lowest common denominator will get you hated, asking for everything else to be brought up to match will make the game boring. Variety is fun, embrace the different challenges from different AT's and know that you are not meant to like them all.
  24. Anything with FF running about using the big repel bubble to smash spawns apart? Ideally a bots/ff because then those that attack you also get KB'd from the bots and feared from the swarm missiles.
  25. I think any softcapped scrapper with a self heal and confront will be enough for GW if there is someone to stack the stims.

    As for recluse the difficulty is that he has massive accuracy/tohit (not sure which) and I would expect an uber specced /SR would be best, someone who has aimed for the crazy heights of 60-70% defence! Supported probably by 2 shield scrappers with aid other and grant cover while the rest beat down the towers.

    Aside from those specialists I can't see why not

    In fact you wont even need that if all the scrappers are packing Maneuvers, any defence capped scrapper would be enough without needing an overspecced /SR.