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Posts
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Quote:The ITF lacks mezzing and is readily and easily achievable for an all blaster team.But however you care to draw comparisons, who'd ever consider doing an All-Blaster ITF or LGTF?
A LGTF would be annoying, but enemies won't last very long. Rikti mez a lot, but they aren't going to mez the whole team, and since it only takes two blasters to wipe the spawn, the Rikti would have to mez better than 6 of 8, which is unlikely. The Hami might be tough, but everything else should be readily doable. -
Quote:With Dull Pain active, Tough and Resilience, I can take more than two AV Sm/Le hits on my Regen without dying. I think I can even take up to four, IIRC, although I would probably pop Recon before I got to that point. If I was facing multiple AVs, I could take the two big hitters and still be alive.For some reason I have my Doubts it was 4 Fully Fledged AVs then. Not even an IO'd Build could take that punishment since any two attacks in a row from them would drop the Regen.
I have seen regens drop like a stone in the face of AVs, but I do not normally have that issue; I figure its due to making sure DP is up and my Sm/Le resists. -
Quote:Actually, IME, the rest of the team has to pay attention as well if a Dark is your primary mitigation. With a buffer, the team can be a bit crazier, because if you split, the buffs are already up, no need to wait for the debuffs to be applied.I think the main issue here is, as stated earlier by mod08, when a dark player is doing their job well you will not be able to tell they are doing anything at all. People just wont be dieing and mobs will go down abit faster then normal. I think this leads to people not really seeing the set for what it is doing.
SG teams I run on are pretty crazy. There are at least four of us who pretty much just run screaming at the enemy no matter the AT we are playing. We like to push beyond our and our teams limits. We don't like waiting on others to start the fight and we are not fond of "gather" or "wait for the debuffs". In this circumstance, buffs are pretty valuable.
My love for buffs not withstanding, I do not understand why someone would not also value debuffs like Freezing Rain and Tar Patch (and Fearsome Stare and Thunderclap and Hurricane and DN to help mitigate some of the three or four spawns we have inevitably aggroed). -
Thank you all for the replies. I thought maybe Eviscerate would be the one to go, even though it makes me sad. I have also noticed that Power Surge seems less than spectacular, especially for a scrapper. I am leaning toward skipping it as well.
I definitely do not think I can skip Shockwave, as its damage and mitigation will be important to my playstyle. I am not married to the Blaze APP, but it does fit my concept a bit, so I lean towards it strongly.
While I will cheaply frankenslot and use commons as I play through the levels, I have made up a build idea for the long-term I think could be workable. Dinged level 22 at the end of a Posi TF, so I now have Energize (I ended up taking Stamina at 20,). I did both Vahz Story arcs from 10-19, I learned I have a toxic hole.
+HPs, +regen, and +recharge are my goals, I ended up with a decent amount of +acc and +damage as well. I guess I'll be able to double stack Follow-Up, which I imagine is a good thing?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Sparktears: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Swipe -- Acc/Dmg(A), Dmg/Rchg(3), Acc/Dmg/Rchg(9), Acc/Dmg/EndRdx(31), Dmg/EndRdx/Rchg(40)
Level 1: Charged Armor -- ResDam/EndRdx(A), ResDam/Rchg(11), ResDam/EndRdx/Rchg(25), ResDam(43)
Level 2: Lightning Field -- Dmg(A), Acc/Rchg(3), Dmg/Rchg(5), Acc/Dmg/Rchg(15), Acc/Dmg/EndRdx/Rchg(17)
Level 4: Slash -- Acc/Dmg(A), Dmg/Rchg(5), Acc/Dmg/Rchg(9), Acc/Dmg/EndRdx(29), Dmg/EndRdx/Rchg(34), ResDeb%(50)
Level 6: Spin -- Dmg(A), Dmg/Rchg(7), Acc/Dmg/Rchg(7), Acc/Dmg/EndRdx/Rchg(11), Acc/Rchg(21)
Level 8: Hurdle -- Jump-I(A)
Level 10: Static Shield -- ResDam/EndRdx(A), ResDam(46), ResDam/Rchg(46)
Level 12: Follow Up -- Acc/Dmg(A), Dmg/Rchg(13), Acc/Dmg/EndRdx/Rchg(13), Acc/EndRdx/Rchg(15), Acc/Dmg(17), Dmg/Rchg(34)
Level 14: Health -- Regen+(A), Heal(40), Regen/Rcvry+(43), Heal/EndRdx(50)
Level 16: Grounded -- ResDam-I(A)
Level 18: Focus -- Acc/Dmg(A), Dmg/Rchg(19), Acc/Dmg/Rchg(19), Acc/Dmg/EndRdx/Rchg(23), Acc/Dmg/Rchg(31)
Level 20: Stamina -- EndMod(A), EndMod/Rchg(21), End%(36)
Level 22: Energize -- EndRdx/Rchg(A), Heal/Rchg(23), Heal/EndRdx/Rchg(29), Heal(31), Rchg(37)
Level 24: Conductive Shield -- ResDam/EndRdx(A), ResDam/Rchg(25), ResDam/EndRdx/Rchg(39), ResDam(43)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Boxing -- Empty(A)
Level 32: Shockwave -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Dmg/Rng(33), Acc/Dmg/EndRdx(34)
Level 35: Power Sink -- EndMod(A), EndMod/Rchg(36), EndMod/Acc/Rchg(36), Acc/Rchg(37), EndMod/Acc(37)
Level 38: Tough -- ResDam/EndRdx(A), ResDam/Rchg(39), ResDam/EndRdx/Rchg(39), ResDam(40)
Level 41: Char -- Acc/Hold(A), Rchg/Hold(42), EndRdx/Rchg/Hold(42), Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Acc/Dmg(A), Dmg/Rchg(45), Acc/Dmg/Rchg(45), Acc/Dmg/EndRdx/Rchg(45), Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Acc/Dmg(A), Dmg/Rchg(48), Dmg/Rng(48), Acc/Dmg/EndRdx(48), Dmg/EndRdx(50)
Level 49: Combat Jumping -- Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:- 17.5% DamageBuff(Smashing)
- 17.5% DamageBuff(Lethal)
- 17.5% DamageBuff(Fire)
- 17.5% DamageBuff(Cold)
- 17.5% DamageBuff(Energy)
- 17.5% DamageBuff(Negative)
- 17.5% DamageBuff(Toxic)
- 17.5% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 4% Enhancement(Heal)
- 50% Enhancement(Accuracy)
- 52.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 266.1 HP (19.9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 8.8%
- MezResist(Stun) 11%
- MezResist(Terrorized) 2.2%
- 9.5% (0.16 End/sec) Recovery
- 44% (2.46 HP/sec) Regeneration
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 10% RunSpeed
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Bots/Traps MM?
Sonic/Rad Corruptor?
Traps/Sonic Defender?
Fire/Rad Controller? -
I like it. Ever since they added the ability to dismiss pets, I have had a bind on all my controllers to dismiss it. Now I just use it a bit more often, as needed.
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The main question I have is, which claw attack should I drop?
Slash, Focus, or Eviscerate? -
I think I would go with the following build.
I have given up a lot of the regen, which I feel is unneeded with Healing Flames, primarily to gain another range attack in Ring of Fire. I have boosted max HPs some, as well as given the build extra unsuppressed movement. Using the Performance Shifters gives this build more end efficiency, although I was shooting for the extra +HPs. As far as KB protection goes, I have found that if 4 is not enough, neither is 8. Therefore I have left you with only 1 Steadfast KB IO. I have also found that 4 is almost always enough.
I think I want to play this build, although I am really not fond of the fact that EXing below 39 would start to get really painful. Eh, not a big deal to have a character that doesn't EX well; I guess one could also use a 2nd build if one wanted to get more scrapper attacks in the lower levels.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Pedobear Hunter Nalu: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15)
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(3), TtmC'tng-ResDam/EndRdx/Rchg(3), Aegis-ResDam/EndRdx(5)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/EndRdx(15), Sciroc-Dam%(29), Sciroc-Acc/Dmg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(19)
Level 10: Temperature Protection -- S'fstPrt-ResKB(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(17), TtmC'tng-ResDam/EndRdx/Rchg(17), Aegis-ResDam/EndRdx(19)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Mrcl-Rcvry+(23), Numna-Heal(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(34)
Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 24: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(25), LkGmblr-Rchg+(29)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 28: Consume -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(34), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(42), P'Shift-EndMod(42)
Level 30: Boxing -- Acc-I(A)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(40), TtmC'tng-ResDam/EndRdx/Rchg(40), Aegis-ResDam/EndRdx(43)
Level 41: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Dmg/EndRdx(43), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(46)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Rise of the Phoenix -- Numna-Heal(A), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-EndRdx(A), ULeap-Jump(27), ULeap-Stlth(36)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 2.25% Max End
- 5% Enhancement(Immobilize)
- 48% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 271.1 HP (20.2%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 9.35%
- MezResist(Sleep) 8.25%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 9% (0.15 End/sec) Recovery
- 46% (2.57 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.13% Resistance(Negative)
- 10% RunSpeed
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You mention in your original post that this is a "final" build. Are you going to PL this guy? Is that respec build? You are never exemplaring?
I would think you might want some more attacks pre-20 (and pre-10) unless you answer yes to the above questions.
With Healing Flames recharging quickly, I wouldn't think you need as much +regen as you seemed to add. You also seem to have slotted the toggles for a lot more end reduction than is necessary. You could cannibalize some of the slots out of the toggles in order to slot up Ring of Fire or switch to and slot up Char.
You have some expensive IOs slotted, how much of an object is money? -
Quote:Powersink is an auto-hit power that recharges in a base 60 seconds which grants you a base 25 end for each target hit but costs 13 end to cast and has a 2.03 second cast time.I almost never have enough endurance no matter how much recovery I'm packing because I'll always find a way to spend it. However, I haven't looked into Power Sink or what a typical Katana/Electric build might look like. I doubt it's an exception, though.
My biggest problem with it has been having enough enemies to fuel it while solo. With the difficulty slider, I believe this may not be an issue anymore. I also have never slotted it as well as I could, because I do not fight single hard targets a lot.
Figure with slotting you can return ~34 end every ~30 seconds off one target, ~80 off two targets.
Edit: Which I see you have edited into your post, so like, nvm. -
Quote:That is not a shame, that is a good thing. Here are these other-worldly crazy folk that your high level super has to go stop.Maniac Slammers?
Yeah they got changed. Castle added a pbaoe confuse aura to them and some sort of buff your buddies aura to them and upped the damage scale they do to 2.0. from what i remember in the beta forum.
Shame this went live too because if you get these mobs in the normal mission they're in they will give you grief.
They are like gangsters. *sigh*
I like the new versions better, especially since I imagine we may see more of them in the future. Now they seem worthy of inter-dimensional travel for high powered capes. -
Quote:As a counter-point, I remember a lot of people wanted power customization and people thought it would never happen. Many wanted to create their own content, and that feature has been revistsed a lot since release, and while some forumites concentrate on the exploit fixes, the devs keep adding ways we can customize our missions and enemies (creating new exploits they have to deal withsure, but after 2.5 years I have quite a lot of confidence it wont change. They dont have a big track record of going back and updating/fixing things they left in the dust.
).
I remember people said they would not revisit merit rewards or only revisit them to lower them, which has proven spectacularly incorrect. (Great job devs, the Ouro arcs are very much worthwhile now, both because I can get XP and the merits are respectable in most cases).
Playing lowbies anymore you just breeze through the low levels because they keep looking back at that old XP and leveling system.
They revamped the Hollows and Faultline and the RCS, added gang fights to Perez, have Fifth Column fighting Council in zones now. They added a flight pack seller to Grandville and FBZ.
They revamped side-kicking and removed the level requirements from hazard zones.
It seems to me they are constantly reconsidering and revamping older stuff, trying to make the game more appealing and fun.
I miss base raids and would like to see the CoP trial. That being said, I think the devs track record on revisiting older stuff has been mixed, at worst (and I would say its actually pretty decent, with a few disappointing exceptions), but understandably focused on where they believe their work will have the most impact. -
Quote:Possibly. I have been content on Unyielding up to this point, but the new settings give me options I never had before. I doubt I'll bump it up higher than +2 level and 6 man spawns, but I am sure I will occasionally run in situations with tougher and more enemies on a few PuGs. I'll pay attention to see if I am inadequately controlling/killing spawns.Then you need to be fighting tougher/higher lvl enemies! More mitigation = surviving greater risks = more rewards and (imho,) more satisfying action!
Quote:Since I pretty much ALWAYS go against +2 and +3, yeah, I would say it is useful.
Quote:I can't wait for FF to recharge for each spawn (unless we have a Kin speed boosting me, and even then not always).
Quote:The Containment for HF makes a huge difference, even if it only works 75% of the time. Plus, I have a Grav Anchor Chance for Hold, and a Trap of the Hunter damage proc. Those added benefits make Cages into a very effective control/damage tool. I have enough global accuracy that it hits quite reliably.
Thank you all for the advice and discussion. It is very helpful for me to hear other peoples opinions and especially useful when they back it up with in-game experiences so that I can relate it to actual use and decide whether or not it would fit with my (and my friends) playstyle. -
I started a Claws / Elec scrapper which I now have at level 17. I will mostly team or solo normal type missions (maybe set for +1 level, and 2 or 3 people). I will either slot common IOs or Frankenslot whatever is cheapest.
I would like to drop one attack for the build below and pick up Hasten. Which attack should I drop? Is there any other advice for a cheapy build? The slots and enhancements that are in the build are accurate up to level 17; after that is conjecture, much of which is not done as well as I'd like, but before I started doing the nitty-gritty of exact slotting I wanted to get an idea of which attack I should drop.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Sparktears: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Swipe -- Acc-I(A), Acc-I(3), Dmg-I(9), Empty(31), Empty(40)
Level 1: Charged Armor -- ResDam-I(A), ResDam-I(11), Empty(25), Empty(43)
Level 2: Lightning Field -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(15), EndRdx-I(17)
Level 4: Slash -- Acc-I(A), Acc-I(5), Dmg-I(9), Dmg-I(23), Empty(34)
Level 6: Spin -- Acc-I(A), Acc-I(7), Dmg-I(7), Dmg-I(11), Empty(31)
Level 8: Hurdle -- Jump-I(A)
Level 10: Static Shield -- ResDam-I(A), Empty(46), Empty(46)
Level 12: Follow Up -- Acc-I(A), Acc-I(13), Dmg-I(13), RechRdx-I(15), RechRdx-I(17), Empty(34)
Level 14: Health -- Heal-I(A), Empty(40), Empty(43)
Level 16: Grounded -- ResDam-I(A)
Level 18: Focus -- Acc-I(A), Dmg-I(19), Dmg-I(19), Empty(31), Empty(37)
Level 20: Energize -- RechRdx-I(A), RechRdx-I(21), Heal-I(21), Empty(36), Empty(37), Empty(40)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
Level 24: Conductive Shield -- Empty(A), Empty(25), Empty(39), Empty(43)
Level 26: Eviscerate -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29)
Level 28: Lightning Reflexes -- Empty(A)
Level 30: Boxing -- Empty(A)
Level 32: Shockwave -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
Level 35: Power Sink -- Empty(A), Empty(36), Empty(36), Empty(37)
Level 38: Power Surge -- Empty(A), Empty(39), Empty(39)
Level 41: Char -- Empty(A), Empty(42), Empty(42), Empty(42)
Level 44: Fire Blast -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46)
Level 47: Fire Ball -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50)
Level 49: Tough -- Empty(A), Empty(50), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:While I have had the rare bad experience with PuGs, normally if I am on a PuG, as long as the enemies are dying and the team is not, no one complains. Of course, it helps that I lead most PuGs I am on.Unless you're on a PuG. Tanking with a sarcasm-quoted "squishy" debuff defender will usually get you yelled at or kicked, on a PuG. On occasion I've had PuG buffers (Kinetics most often!) even start to withhold buffs in an attempt to put debt on me and teach me not to tank.
Of course, I never learn. -
Please note that there is no argumentative tone meant in my posts. I am offering counterpoints and asking questions, the discussion is very helpful to me and I thank all who have replied.
Quote:If almost the whole spawn is stunned and immobilized, what do you need the hold from CC for? By the time my Flashfire wears off, the minions are dead and any surviving Lts are held and/or seconds away from dead.Standard Strategy: From Range, I Flashfire + Fire Cages. The I run in with Hot Feet and Choking Cloud running. Hot Feet chips away at their health, and after a few seconds, Choking Cloud begins to show that it has a hold on most of the foes in range. As I stand there and let the two toggles do their thing, I look for anything moving and hit it with Char. It there is a Boss, I might hit him with Char first, then EF to chip away at his damage faster. Within a short time, the group is all dead, and I didn't have to work very hard . . . not nearly as clicky as a Fire/Kin.
I understand the stacking on a boss, but as I stated originally, I normally only run on small teams, so my boss fights are few, and then Char is plenty. I have run on big teams: with a tanker, I have no need of CC; the few big teams I have been on without a good alpha eater/aggro tanker, I think I could have made good use of CC. I am concerned once I turn my difficulty up, but I was thinking of only making the enemies spawn as if I was 6 players, which still keeps the boss count low. I was thinking about going +2, which would spawn +3s as well, and that might make the duration of Flashfire shorter than comfortable.
If I were to drop CC in, I know it needs slotting. I would drop Tough (and then Weave), which I have found to be very helpful at mitigating those surprise adds and the damage of those first few seconds before I have the lockdown/debuff applied, but CC does appeal to me as well. How would I slot CC, and is CC still useful vs. +2s and +3s?
Quote:If another group shows up and starts shooting at me (with Flashfire recharging), then I can hit them with Fire Cages and Radiation Infection, so they miss most of the time.
Quote:On teams, it is even easier. Let the tank run in to get the aggro -- I can save Flashfire or wait for the group to gather more tightly. Flashfire + Fire Cages or run in next to the tank and Cinders, or just Fire Cages to keep them all in the area (in case one was missed -- that way he'll have to stay around for CC+HF and have a chance to get hit by CC's hold). Stand there, char any straglers or anyone moving. The tank can then move on to the next group, knowing that I can finish up this one just by standing here.
Quote:It is even better with two or more Fire/Rads with the HF+CC combo. Everything in range is held very quickly, even bosses. All we have to do is run around, imps trailing behind, and everything dies. (It's like Amdro and Fire Ants . . . ) You ain't seen nothin' until you have seen a full team of Fire/Rads run though a mission/TF in record time. Just stay together, walk up to a group -- they all die -- walk up to the next group -- It's too easy. -
Quote:If I am already diving into the middle of enemies, already have plenty of mitigation to survive, and am already killing them very fast, why do I need more control?I could see skipping CC if you didn't have anything to pair it with, like Hotfeet or Artic Air. You have to go where Squishies fear to tread to get the most of CC, so it works best to have something to back it up.
The Chance to Hold proc in Cages hits A LOT. Way more than advertised, it seems, and if you pair that with CC (and yet another Chance to Hold proc) you can lock down damn near everything before you even have to thing about using Cinders (and its +Chance to hold proc)- mua ha ha!
The Devastation: Chance to Hold procs are great for my Fire/Fire blaster, who can use help in the mitigation area. My Fire/Rad controller doesn't seem to need more control, even when faced with adds and rooms of doom. I will indeed keep both those powers in mind if that changes and am very glad to hear people feel they work well as it helps influence my future decisions. -
Quote:Well, I feel I received some useful information. I will admit I was a bit startled by so many comments on my lack of a travel, but that is not a big deal, I just felt like explaining that I (and my teams) have zero difficulty with or without a travel power.Yeah, it seems weird to me as well that if you're shooting for a very unconventional build, why would you post it, invite criticism, and then defend those unconventional choices.
My Fire/rad is STARVING for slots. I've been trying to shore her up with Hamis and set bonuses just so I can free up the odd slot or two.
The most unusual thing in my build seems to be the lack of Fire Cages. I have loathed AoE immobs for some time, although in the case of contained Hot Feet I have a much higher tolerance for it. Of course, I always seem to team with those Fire controllers who run Hot Feet, use Fire Cages, and then stay at range anyway. I did want to take Fire Cages, but since I rarely have anything escape my Hot Feet anyway, I do not see the point.
Choking Cloud is often referred to as skippable, I am not sure why I need to hold enemies that are either stunned or debuffed so much they rarely hit. THe imps also help keep some aggro off me (although not a lot). I like Choking Cloud, though, and I am glad to see some recommend it, so I will defintely keep it in mind as a possible addition if I do have troubles.
I like to get information from people, even if they have playstyles that diverge from my own. I can parse the differences in playstyle pretty well normally. -
Quote:I can sort of understand where Celidya is coming from. Buffs allow the whole team to do some crazy things without fear. On teams like that, it can seem hard for a Dark to get their debuffs down.Re: Celidya
I guess all the other power-gamers I play with are doing it wrong when they are happy when I bring one of my Darks on a speed TF, invincible kill all, or even a farm. You know, since it doesn't bring much to the table when you have a tank, mow down mobs really fast, etc.
Seriously, it's obvious that this is "paper" knowledge you're working with here. You have looked at the numbers or the power descriptions and concluded that this is how it works. It's either that or you've played alongside people who did a mediocre job of playing Dark Miasma and judged the powerset based on their performance. You said yourself you never actually played them beyond a certain point. It's obvious to me that you stopped too soon.
When I run on teams like that, it is not unusual for a Dark (or Storm or Rad or TA or Cold or FF) to engage the next spawn in order to get it grouped/debuffed. When you have buffs turning most of the team into tanks, you can enagage multiple spawns easier and therefore we often do, which makes a good debuffer still very useful. -
Quote:DPA (or DPAS, Damage Per Activation Second) is best used in actual attack chains. It is optimal to figure out which of your attacks have the highest DPA (which might need to include procs). Then string together the highest DPA attacks. Then figure out how much recharge you need to get there. If you could cast Blaze-Blaze-Blaze, you would. Since you can't,, you have to fill those seconds between Blaze with lesser powers, but you might choose to shoot for recharge (and most, if not all, optimized builds do) so that you can drop the lowest DPA powers from your chain (and maybe your build).If I'm going to try and figure out how to pump the most damage in a limited time slot, I may as well go by damage and recharge separately, because just DPE doesn't tell me over how long this damage is taking place. I could grab three powers, add up their DPE together (say, Assassin's Strike, Total Focus and Energy Transfer, to make a point) and get some large number, but without any concept of how long that's actually going to take.
Since recharge is something you can slot for, figuring out your DPC (damage per cycle) is irrelevenat in most circumstances, since you can alter the recharge of powers a lot.
Tactical powers, like snipes, fall outside of discussions like this, the question with snipes is whether or not they do their job of elimnating an enemy without retaliation (and whether or not a power like that is a good idea from a game balance perspective). If it has a good tactical use, it is fine if its DPA might be lower than "normal" attacks. -
I think its more that they don't want you to be unchallenged while you farm. Although, adding the ability to go -1 belies that supposition.
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Quote:You fighting Crazed?Same enemy, same ae mishes. Sledge hammers stun me, machine guns riddle me. Didn't get hit like this before. Didn't change play style, same attack chain. Looks like I am going to have to respec and/or spend some influence to be more survivable. Have died twice where I would have plowed through these guys before. Something has changed.
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Quote:I would think the bosses would spawn, but would be downgraded to Lts.So can I make a new faction of say:
minions from council
behemoth luts
and some kind of boss
That will give full xp right?
Then if I proceed to say "no bosses" on my difficulty slider I could fight 8 man spawns of easy luts and easy minions with no xp penalty yes? All with the convenience of the maps I choose and never having to move to find a mission?