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interesting reading.
All i was really looking for was a listing of the defense and resist % that the various powers give. not for alt creation, just out of curiosity.
thanks for the info though.
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Generally the only powers usually considered (by Scrapper/Tanks) for additional resistance and defense outside of their Primary/Secondary are those in the Fighting Pool.
Tough gives:
Scrapper base resist to S/L 10.3
Tanker base resist to S/L 15%
Weave
Scrapper base 3.75% defense to all
Tanker base 5% defense to all.
Maneuvers might be taken also to cap defense but generally its considered quite expensive End wise for what it gives.
Hope this helps. -
From the build that you posted you can move Crushing Field from 28 to 18 and then take IR at 28. isn't that what you wanted to do?
And personally I wouldn't take Repel. -
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Satistically, 2% def is equivelent to 1% res. However, it isn't as simple as the statistics suggest.
Also, when you combine different forms of damage mitigation, you can't simply add them together.
Simplistically, if an attack doesn't hit you because of your def, then you can't resist it. Say you have 20% def and 30% res. The total damage mitigation is 2*20% + (100-20)*30%, for a total of 64%.
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Shouldn't that be 2% res is equivalent to 1% def? -
Move Crushing Field down and put IR in at 28.
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Some people are simply lazy, they'd bid 5 mill on a enhancement without checking to see the price of a recipe and its salvage. You could see enh going for 5 mill, buy the recipe for 300k and then buy the salvage for 100k and then make the enhancement and sell it for 5 mill. 5 mins work. Makes me fall asleep though not to mention the fact that WW is a gambling economy in a sense. Profit is often gained at the expense of someones naive-ness. I play the naive part when I go to WW very well cos I am lazy and just want to play. Some people sell recipes at WW for less than what they will get it at a contact for. People could buy for less then sell it at a contact.
Most of the time, my stuff gets made and put in SG base for other toons. Its slow per toon but at least I am not always getting cornered and some people with their sg mates do buy up all of a stock, at a low price and then sell high cornering the market.
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Thanks Shannon. -
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It's not time consuming at all I find. 5-10 mins of ebil marketeering a day + regular playing can easily get me 50-100mil a week. And that's with 1-2 hours a day played total.
If I only do marketeering I might get somewhere between 30 to 70 mil.
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By Marketering I assume you mean making recipes into Enhancements and selling them for a profit. If there's more to it than that maybe you should write a guide - I'd be keen to read it. -
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May I ask... What is so hard about getting inf?
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It's not hard it's just time consuming.
Personally I find getting inf more of a grind than leveling. The only alt that I'm really chucking inf at is my ill/Kin and I've revised his build down twice.
Originally it was all purps, since then I've changed it twice simply because I wasn't prepared to spend the time and effort required, the build is still expensive (4 LOTG +recharge) but it's not astronomical anymore. -
Ice Patch gives you knockdown, Freezing Touch gives you a hold, Frozen Aura is a PBA0E Sleep and most powers are -recharge.
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Most durable tank is probably Stone/Ice although there good arguments for other secondaries.
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A Stone Tank in Granite offers the most survivability, put that with /Fire for probably the most damage.
So Stone/Fire; you wont be doing much running though. -
I've not noticed this before but as it's specified in the pets resistance I would expect it to be an inherent -to hit effectively meaning a defense bonus.
That's how I read it anyway. -
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Your burst damage is insanely high and with the resis/healing flames/damage aura youv got . . . . . you should tear through mobs with ease at the higher up levels.
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I would agree with this!
Fire/Fire is probably the most powerful scrapper out there from a damage point of view and will be able to solo well through all levels.
It's also probably the weakest from a survivability standpoint as the Fire/ primary offers nothing (besides killiing everything around it) to mitigate damage which the /Fire secondary needs if pushed hard.
Personally if I was going to run a /Fire I'd go BS/Fire or Katana/Fire for additional defence or Dark/Fire for the extra Heal/-to hit/ and Soft Hold (Touch of Fear)
If going Fire/ I'd make a Fire/SR - great damage and great survivability especially late game - IMO the best scrapper around.
So basically yes Fire/Fire will be able to solo and will be an engine of destruction.....but for me a little too squishy.
That's just my two penneth worth. -
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Damage is OK but not great
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Didnt really expect great damage. I got 2 lvl 50 defenders and neither of them does "great" damage.
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From a positional standpoint it can be a bit annoying.
Fearsome stear is a cone so you need to be in front of the mob and Irradiate is centered around you so you have to be in the middle of the mob. They're 2 of the best powers and have quite a short recharge so you find yourself continually moving in and out of melee - not the end of the world but as I said a bit annoying
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I dont mind this really. On most of my alts with ranged and melee attacks I do this anyway, standing still isnt the way I fight unless I'm playing a scrapper or a tank.
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In regards to your build I'd try to squeeze in Recall Friend. You've got a team rez (Howling Twilight)so the ability to gather fallen allies to you can save a team wipe.
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Would have to drop a power pool for that which I dont think will happen. Besides, I'm most probably using HT as a stun to start a fight with. So nah, they'll have to learn to stick close to me for heals if they want to stay alive. I'm not a healer anyway.
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on my sonic/rad i´m going for 5 analyze weakness and a achilles
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Mmmm... But I can reliably get all the enemies into -60% def (Irradiate, Haze, Bomb) so I think I'll stick to damage and achilles proc.
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Sounds like you're good to go then; have fun. -
I've got a Dark/Rad sitting at about L30; it's a decent alt.
the only bad things to say about it are:
Damage is OK but not great
From a positional standpoint it can be a bit annoying.
Fearsome stear is a cone so you need to be in front of the mob and Irradiate is centered around you so you have to be in the middle of the mob. They're 2 of the best powers and have quite a short recharge so you find yourself continually moving in and out of melee - not the end of the world but as I said a bit annoying.
In regards to your build I'd try to squeeze in Recall Friend. You've got a team rez (Howling Twilight)so the ability to gather fallen allies to you can save a team wipe. -
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I agree that ranged def isn't very useful. This:
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Ranged Def - OP and stacked stuns will cover melee so most damage should be coming from range.
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Is simply not true. Most damage will come from AVs, who are virtually immune to stuns. And don't underestimate AoEs.
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I think that in normal play ranged defence would be useful.
I've started to take a similar approach with my Fire/Ice Tanker which in many ways plays like a Dark Tank.
Both have reasonable resistance to and a decent heal; using Ice Patch in the secondary I'm able to negate much of the melee damage and find that ranged damage is the one area over which I have no control.
Having the melee damage countered to a large degree allows me to slot of range typed damage - from memory I'm able to get around 40% without gimping the build.
I'm no where near that at the moment but my survivability has still increased dramatically.
I understand what you mean about AV's but I'd never go up against an AV without support and with support IO slotting is a non issue as even an SO'd Tank with support should have no issues.
I would however use a Tank to solo large spawns. A Dark Tank using OP and stuns from the secondary will negate most melee damage while the ranged def ( A dark should be able to softcap, although I've not tried a build in Mids) will handle anything outside of his control range.
Another point to bear in mind is that with the recent changes to defence ranged def also gives Energy def which is Darks resistance hole.
There are many ways to skin a cat but I'd say that going for ranged def is a viable option - IMO of course -
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Do you really need immob protection on a 'troller?
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Yes as a KIn you do.
I've been playing /Kin since i4 and during that time the majority of hospital visits have been caused by immob - being unable to get in range of a mob to fire of Transfusion.
I play my controller very aggressively, he's in melee 99% of the time and free movement is a big part of his damage and survivability.
He plays very differently to say a /TA or /Storm where you play at range and movement is less of an issue. -
Thanks for the replies guys; you're right I was after immob protection.
Damn - looks like CJ stays, I'll have to look elsewhere for something to drop. -
Hi,
I'm about to respec my Ill/Kin and was wondering if there was a way to get some immob resist so that I can drop Combat Jumping.
Anyone know?
Thanks in advance. -
Nothing wrong with a chocolate hammer - sounds very tasty
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Hi,
If it was my build I'd swap out Hover for Combat Jumping - the immob resist is very important for a Kinetic. Then take SJ or IR for travel power.
Slot Siphon Speed 2 acc 3 recharge reduction - allows you to stack SS, greatly increase recharge of all powers.
Drop two slots from Speed Boost - 1 End Mod will keep a players End bar full.
The rest looks fine and is more down to play style. -
Congratulations
What was the scrapper - Super Reflexes per chance? -
Hi Larac,
I've not put a build into Mids but personally I'd be going for :
+ Recharge
+ End
and then Ranged Defence in that order.
+ Recharge to keep the window between Dark Regen as small as possible - if the mobs can't kill you before the next DR then they cant kill you - End permitting.
+ End to cover the DR
Ranged Def - OP and stacked stuns will cover melee so most damage should be coming from range.
In your post you're stressing the importance of +regen - this would have been the last thing I'd look for in a set with DR.
Just wondering -
Darks survivability is based around Dark Regeneration.
As a Dark you have a massive heal that can refill your health bar (with mobs present) every 30 seconds un-slotted, with slots this is down to 15 seconds or less; Dark regen however is very End heavy - this is where a lot of your End will go.
In order to reduce the use of Dark Regen you'll need to mitigate as much damage as possible using either Cloak of Fear or Oppressive Gloom.
I agree with Paralux that OP with a Secondary that does stun is probably the best way to go. Stacking Stuns will reduce the need for Dark Regen - I'd go Mace personally - lots of Stuns and with the recent buffs good damage.
On another point - i think that you might need more than -4 KB protection. I've got a Steadfast -4 KB on my scrapper and for the most part it's fine but in Croatoa against the the Cabal I found myself bouncing around a bit.
As a tank pulling more aggro - hhmmm not sure. -
Hi Paralux,
Thanks for the reply, it all sounds very interesting and full of potential.
In regards to the Creepers how exactly do they work?
Do they function in a similar way to PA - target-able and pulling aggro off of you or do they pull aggro onto you?
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Hi all,
I'm planning to make a new alt - Plant/Kin.
I'm looking for a high damage alt that can be played in melee to maximize the benefits of /Kin.
So the questions are:
1. Will it offer the damage?
2. Will Plant offer the control to allow me to play in melee?
3. Does the set have good synergy? I know /Kin very well but have minimal experience with Plant/, will the combo work and produce a high damage melee controller or a face planting lemon?