StrykerX

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  1. I'm designing a very high end build for my Bane Spider and I have room for either Call Reinforcements (permanent) or Summon Blaster (10 seconds downtime). I've never used either and I was wondering which will be more effective (slotted with five Soulbound Allegiance including the proc) as supplemental damage... I'm not going to be relying on them as much as a Crab but I figure more damage is more damage and I don't have much else to put in the slot except maybe Spring Attack. Any advice would be appreciated.

    If you're interested in the build, here it is (currently has the Blaster pet slotted):

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    I'll be using the Agility alpha so I'll have the same recharge as the Spiritual Radial Paragon I have in the build but I'll also have a couple more points of defense and a minor boost to recovery. I'll also be using Ageless Destiny to cover my endurance needs.
  2. Quote:
    Originally Posted by Atomic_Toy_Guy View Post
    I find it amazing that to this day I can't convince a friend of mine that Energy is probably the best secondary for ranged blasters if not the best secondary for blasters in general. All he sees are the melee attacks and this makes him assume its a melee set. He still thinks Mental Manipulation is the best, although it is good, I've always felt that mental brings you into melee to take advantage of Drain Psyche and by entering melee you increase your odds of getting clobbered by a great deal. With those increased risks it completely negates any added benefit of drain psyche.
    I like /Mental because it gives you more AoE... much like you can skip the melee attacks on /Energy if you want to be pure ranged, you can also skip Psychic Shockwave and Drain Psyche (or at least not use them unless you have a good tank or lots of buffs) and just use Psychic Scream to add an extra cone. /Energy is probably my favorite overall Blaster secondary though unless I'm playing a pure melee range Blaster, and I'd definitely recommend it. Even on a pure ranged Blaster I'd take Bone Smasher though... occasionally things will reach melee and while it's fun to swat them away with Power Thrust it's even more fun to smack them in the face, quite possibly stun them, and then swat them away.
  3. Solo? Probably the DoT. On a large team the debuff might be better though, it really depends on how many people are running Reactive since if there are several the debuff will probably be capped even at 25% chance to proc.
  4. I have a SoA that has a Bane build and a Huntsman build and even though I mostly play ranged ATs I preferred the Bane for solo leveling. The Huntsman is better for teaming though, at least until you get Crowd Control slotted up and enough defense to handle jumping into large spawns. A Huntsman is also probably better on SOs (I started IOing my Bane out in the 20s) since your defense powers favor Ranged defense... a Bane feels a bit squishy until you start adding some melee defense set bonuses or stack multiple defense powers (which is very hard on the blue bar without recovery bonuses). If you are going to frankenslot or use mostly SOs while leveling then I'd suggest making a Bane build and a Huntsman build and using whichever seems best for the given situation. If you are going to invest more heavily in IOs I'd go Bane because they rock once you get their defense and recharge up.

    Whichever way you go I'd also suggest doing tip missions and using your first two alignment merits to get a Miracle +Recovery IO. All those toggles tend to be hard on your blue bar and it just gets worse once you add in the high endurance attacks like grenades, Shatter, or Crowd Control.
  5. Blaster Rad Blast is actually a bit different than Corruptor or Defender Rad blast. Which one you want will depend on what you want to do with the character:

    The Blaster version is good at AoE damage and works very well with /Fire or /Mental since it has a PBAoE attack and does well while standing in the middle of the enemy group (once you slot enough IOs to survive the aggro or find a good Tank / Brute to distract the enemies). It has defense debuff as a secondary effect but as a Blaster you're much more concerned with hit point debuffing, so you'll probably be trying to maximize the AoE potential and spending a lot of time in cone and PBAoE range. The Blaster version also has much stronger single target damage since Neutrino Bolt and X-Ray Beam were converted into harder hitting standard recharge attacks.

    The Defender / Corruptor version has two extremely fast recharging (but weak) single target attacks and the same AoEs and heavy hitters as the Blaster version (though of course they don't hit as hard). If you are going for damage then you'll want to stay in close and leverage those AoEs so pairing Rad Blast with a close support set like Kinetics or Time Manipulation will be a good idea. If you care more about the defense debuffs (which get very large on Defenders) you can also just focus on spamming Neutrino bolts (preferably with an Achilles' Heel proc) between buffs and debuffs and dropping the occasional AoE... used like that the set goes with anything, though Rad/Rad is of course a classic from a concept point of view.

    I personally prefer Rad Blast on Blasters because defense debuffs are generally less useful than some of the debuffs other Defender / Corruptor blast sets put out and damage-focused Corruptors are generally better off with Fire (Defenders are probably best off with Sonic for damage). But on Blasters Rad ranks right up with Fire if you want a PBAoE death machine and has the added benefit of being able to slot Achilles' procs. I would suggest a Rad/Fire PBAoE Blapper if you don't mind dropping a lot of inf IOs or plan to mostly run in teams, and a Rad/Mental if you want to be slightly less squishy while still packing massive AoE power.
  6. The reason VEATs don't go through the tutorial is because they have a completely different origin from other characters. They are Arachnos minions (by definition Villains) who have decided to try to grab some power and fame by putting themselves on the Destined One list. They can later choose to become Rogues or go all the way to Hero, just like other villains can, but a newly created level 1 VEAT is basically a generic Arachnos henchman who has decided to become a lot less generic and make a name for themselves. They don't have any mechanical need to do the tutorial since you have to have a level 20+ villain to make one (and therefore aren't a new player) and there's no real way for it to make sense story-wise for them to do so, so they skip it and instead run a unique starting mission that sets them up with the standard initial villain contact. Basically they get an alternate intro based on their background, as do Kheldians heroside.
  7. StrykerX

    New Archtype

    Quote:
    Originally Posted by Eldagore View Post
    There are 12 blast powersets(outside of epic AT's) and the only way to play them is to either play a high risk blaster, or a team AT. I am looking for a ranged attack scrapper or brute, to put it simply.
    Try a Huntsman SoA build... take the gun powers and Bane Spider Armor and you have an Assault Rifle / Super Reflexes Scrapper with no goofy spider arms and some team utility that also helps you when solo. Or make a high ranged defense Blaster... you don't need to wait until 50, just start slotting Thunderstrikes and other ranged defense IOs in the late 20s to low 30s and take Hover. Or better yet, go with a /Traps Corruptor and add some ranged defense set bonuses to FFG to reach near-Scrapper levels of protection plus some nice debuffs that are great solo or teamed. You can also get a pretty safe ranged attacker by making a Dominator and picking a secondary with good ranged damage like Fire or Psi... it will play much like a Blaster (good ranged damage backed up by strong melee) but with strong control powers to help keep you alive.
  8. DP/MM is going to flatten spawns fast when HoB is up, but that's not going to be every spawn (or even every other spawn without very high recharge). On non-HoB spawns he's going to probably need about 10 seconds to clear the minions (7 or so if only fighting even cons), which gives time for quite a few sword or gun attacks. 45% S/L defense will do the job most of the time, but there will be cases where he takes a couple of hits, gets debuffed down to 30% or so defense while clearing the minions, and then gets flattened by a lucky boss hit before he can regen the damage or take down the boss(es). Whether it's worth trying to stack an extra 8-10% defense to make that scenario far less likely is going to depend on the OP's playstyle and tolerance for faceplanting... it's a question of whether you want to die less often or kill things a bit quicker.
  9. Quote:
    Originally Posted by Celestial_Lord View Post
    Only if you intend on farming Incarnate trials, and even then, not really, as there should be plenty of defense buffs to spare. 45% defense is the sweet spot. Another percentage point or two would be helpful to pad against defense debuffs, but more than that is overkill.
    Actually, if you like fighting Romans with a character who has no DDR I'd shoot for more than a couple percent over... if you can still be at or very near the softcap after one sword hit it greatly reduces the chance of cascading failure. On the other hand, just reaching 45% on a Blaster often involves build sacrifices so whether another 6-8% or so is worth losing out on more damage or recharge is debatable.
  10. Interesting analysis... one thing I'm curious about is how Sonic and Fire compare when dealing with more typical builds that don't have any purples and don't have the recharge to do a T1 -> T2 -> T3 attack chain. Basically, something more like Flares -> Fire blast -> Flares -> Blaze vs Shriek -> Scream -> Shriek -> Shout, with no procs other than Reactive (since so many Blaster builds use 6 Thunderstrikes in their ranged attacks). I find those sort of comparisons more interesting because that's sthe sort of build I'm likely to be running... even if I do plan to spend two or three billion on a Blaster I'm still running Thunderstrikes because I like to solo, and not being hit is good for soloing.
  11. There are several very heavy AoE builds you can do, depending on what playstyle you want:

    Fire/Fire or Rad/Fire - PBAoE Blapper, designed to jump into the middle of a spawn and hit everything around them until nothing is left (you may well not even use Fire Breath just so you can never leave melee range). Extremely dangerous to play but probably the highest damage single character (raw damage output, not counting debuffs) in the game since you have truly massive AoE and extremely high ST damage too, especially if Fire/Fire.

    Fire/Mental - Also an AoE monster but more focused on cones. You'll do a lot of your damage from near a spawn rather than in the middle of it, with occasional jumping in to use Psychic Shockwave or Drain Psyche. The main reason I consider this a lower damage build than the pure PBAoE type is that you won't get the best use from Hot Feet while you are out lining up cones, but it's a safer build.

    DP/Mental or DP/Fire - DP's basic AoE capabilities are only average but every three spawns or so (every two spawns with very high recharge) you get to cut loose with Hail of Bullets for very good large area PBAoE damage.

    AR/Energy - AR has quire a bit of ranged AoE damage and Energy makes it even longer range. Boost Range plus Full Auto gives a truly massive cone, but like all cones it only can hit 10 targets so that can be a problem.

    Archery/Energy - Three words: Rain of Arrows. Build for recharge and use Boost Range and you can use Build Up + RoA on one spawn to wipe out pretty much all the minions, then Aim + RoA on the next to do it again. You also get massive range on your targeted AoE and all of your single target attacks and even get about 80 feet on your cone (or around 100 feet if you enhance it for range) so you can flatten spawns from long distance and get by solo with far less defense than those PBAoE builds. Still, you aren't going to do the raw damage a close range AoE build can.
  12. Quote:
    Originally Posted by Errant View Post
    So, now, onto the OTHER restrictions I've got...(such a jerk, asking for help, and then all these rules):

    I dislike repeating powersets within an AT, so no Ice/, Fire/ or AR/ as Primary.
    I wind up in melee on MOST of my toons by default... I'm a Scrapper at heart, so combos shouldn't be only viable at Range.
    Gimp doesn't bother me, entertainment is what counts.

    I've sold myself on a Dark/Nrg, after realizing that it'd be every thing my AR/Nrg is, and more. Just need to match up Primaries for the other 4, /Dark, /Dev, /Fire, and /Ice.

    Thoughts?
    (sorry for the double post, didn't see this the first time)

    Fire/Dark would be good, but since you don't want another Fire Blaster how about Rad/Dark? It might make a decent Blapper and the complementary secondary effects (making the enemy easier to hit and yourself harder) are sort of thematic.

    The Devices Blaster is going to be pure ranged, simply because Devices has no real melee attacks. I'd suggest a weapon set like Archery or Beam Rifle to go with it, and be a flier so you can stay out of melee. Plus that way you can grab Air Superiority to have something nice to smack things with that do get too close.

    If you don't go Rad/Dark then Rad/Fire is a PBAoE monster, but it's squishy. Dark/Fire could also be interesting... I like pairing fire and dark thematically and /Fire would help make up for Dark Blast's somewhat limited AoE power.

    I don't usually like Dual Pistols on Blasters but DP/Ice could be interesting. You'd get a lot of mitigation and an excuse to occasionally use Cryo Rounds to stack more slows. Sonic/Ice could be decent too if you want more of a team support Blaster, but really the best primary to go with /Ice is, well.... Ice. The second best is Fire, so by eliminating those you kind of kill the min-max potential... your best bet is to just run with a cool concept.
  13. Not to mention that Assemble the Team has a long cooldown. If Incandescence has the same recharge time as other Destiny buffs it will be useable a heck of a lot more often than AtT even in non-league content. Having a stealther who can summon the whole team to the boss room every mission without having to use up a pool choice to get Recall Friend will be very handy on certain TFs.
  14. Frozen Armor actually has pretty good Cold resistance (21% base) and minor (7%) Fire resist, so it can be slotted for resistance. Unfortunately the fire resist is a bit too low to fool with and cold damage really isn't common enough to bother slotting resist for, but at least you can pop a Steadfast 3% defense IO in it and actually get more cold resistance too since that IO does have some resistance enhancement.

    Unfortunately, Power Boost doesn't affect defense powers that also offer enhanceable resistance so the downside is that if you are /Energy then you can't get extra defense from Power Boost. If you aren't going /Energy then that doesn't matter though.
  15. I like Hot feet on my Fire/Fire, simply because I didn't take the cone and instead use a pure PBAoE chain. Though small-radius auras like Blazing Aura I still skip, and sadly Death Shroud is one of those. I figure anything standing right next to a Blapper is toast anyway unless it's an AV or GM (in which case it's usually the Blapper who is toast ) but a 20 foot aura like Hot Feet can help out against mobs you aren't currently punching.
  16. Quote:
    Originally Posted by UnicyclePeon View Post
    That leaves me with the secondaries of elec, energy, devices and mental. My available primaries are (based on the above paragraph) energy blast, fire blast, psychic blast, and sonic blast.

    Any suggestions on pairings for the remainder?

    I see fire/mm recommended often. I could do that. But sonic/mm tempts me by being different, and sonic/electric feels thematic. I want to avoid fire/dev and fire/energy since I did those long ago (and deleted during ED or GDN). I want to avoid psi/dev since I have a traps/psi defender. Also, I want to avoid matching primary and secondary at this point.

    I like the idea of Energy/Devices just for wackiness. Psy/energy seems like it would look cool as a combo visually. Fire/elec also seems juicy visually. Fire/mm or Sonic/mm seem interesting. I dunno.

    Any advice on (fire, psy, son, energy) / (elec, energy, mental, devices)? I may or may not follow any specific advice, but I want to listen to suggestions in the hopes that they are convincing.
    I'd avoid Sonic/Mental unless you are making a team-based cone spammer. One of /Sonic's strongest features is that it has a huge area cone sleep that lets Blappers shut down a spawn and fight them one at a time. I'd go with Sonic / Electric and go the Blapper route since Electric is great for that... use the sleep when you need to, and turn on the damage aura when you don't for more DPS.

    Psi/Energy should be a decent enough choice if you have to have a Psi Blaster at all (the Defender / Corruptor version of Psi Blast is so much better). At least your melee attacks will be useful on most things that resist psi damage heavily, and you'll have lots of stuns to stack.

    Energy/Devices will be just plain wacky. On the bright side, between Caltrops and all the KB I can't see much ever reaching melee range with you. And you'll probably never have to worry about running into someone else with a similar character since I don't think I've ever seen that combo.

    That leaves Fire/Mental, which just happens to be one of the most powerful Blaster combos around so I'd go for it. Fire/Mental is an AoE monster with good ST damage too and some nice mitigation... just be sure to make that character after the Energy/Devices and Psi/Energy so you don't spend all your time on those thinking about what you're missing.
  17. Quote:
    Originally Posted by Void_Huntress View Post
    I'm a bit confused. You say here:



    (emphasis added)

    How exactly would Resilient Boost help a mastermind when taunting? Bots/Traps doesn't have any +res to self. Any resistance the bots have is irrelevant when taunting, since the MM takes damage directly and pet resistance doesn't apply to bodyguard mode damage distribution.

    Are you assuming Tough, or an epic shield power?
    Presumably that does assume either Tough, a resist based patron / epic shield, or pet-granted resists (presumably Resilient will boost the Ember Demon's resist aura). It'll be nice on Bots/Traps or Bots/FF since they can softcap and still take a resist based shield power but not so great for MMs who softcap by using Scorpion Shield or Frozen Armor.
  18. Quote:
    Originally Posted by Talen Lee View Post
    It's just the hand-over-head look is goofy. I don't wanna be a superhero while being goofy! D:
    Really? This guy doesn't seem to mind...

  19. Quote:
    Originally Posted by Teeto_K View Post
    Tesla Cage currently has the same recharge as, and 0.5% more mez duration than Cosmic Burst, with roughly 5% longer animation.

    If nothing but the damage and endurance costs were changed, it would be changed to a scale 2 attack like Power Burst and Cosmic Burst, but possibly the longest animating one of all, aside from perhaps Shout: It would have less DPA than the other 2 electric blasts, Charged Bolts and Lightning Bolt, making it an inferior addition to an already full attack chain, compared to most of the melee options existing in blaster secondaries.
    Giving Tesla Cage the same damage as Cosmic Burst would essentially make it equally useful to Cosmic Burst. The difference between a 2.24 second animation and a 2.37 second animation is pretty much unnoticeable... you'd have a marginally worse DPA but a longer range and the DPA difference would be slight. If I can get a T3 blast that has a guaranteed hold or stun and DPA 5-10% lower than my T1-2 attacks I'll gladly use it (though I'll also probably grab a high DPA melee attack to sub in when I don't need the mitigation and can survive being in melee).

    Overall, Electric Blast is decent but not really that great beyond sapper builds. It's also kind of boring, at least to me... I find the animations a bit lackluster compared to Rad, Energy or Fire Blast or the various weapon based sets. Being able to color the bolts helps, but I just don't find the lightning effects to be all that great... I think I'd play the set a lot more if the bolts arced and twisted rather than just being straight lines of electricity. Electric Blast is just a set that doesn't particularly call out to me graphically and doesn't really stand out numerically, so I only use it on characters that need it for concept.

    EDIT:

    Quote:
    It's not energy blast levels of terrible, but it has problems.
    Actually, Energy Blast is pretty much dead average. Middle of the road ST and AoE damage, decent but not great mitigation (no hard controls but lots of soft control from KB), a standard old-school nuke... about the only way it really stands out (for good or bad) is in its incredible capacity to annoy melee ATs if played by someone who is careless with their KB.
  20. One thing to keep in mind is that Blasters have a relatively low HP cap. It only takes about +33% HP to cap you and if you get the accolades then you'll have +20% just from those, which means Hoarfrost is only giving you 13% and you usually get a few percent +HP from IOs even if you don't specifically build for it so really you'll lose out on 5-7% or so at worst by not going Cold. I far prefer Mace Mastery... sure you have to go villain temporarily but Scorpion Shield has S/L defense and Energy defense. Since one of the largest sources of non-S/L ranged damage is energy (lightning, plasma blasts, etc...) that's a big help. You do lose out on Hibernate and you can't take any other Mace powers without having to draw the mace (which can be a concept breaker) but the only Blaster epics I actually would take a lot of powers from don't offer defense anyway so that's not so big a deal. Besides, unless I'm actually playing an Ice Blaster I'd far rather have a soft purple glow than look like a walking ice cube.

    As far as your secondary goes, you have several good options. If by "melee combat" you mean actual melee attacks then /Energy and /Electric are both good. /Energy gives you more control (almost everything can stun) while /Electric gives a damage aura and the best (single target) melee DPS (and some mitigation too). /Fire is also good but is more AoE focused and has no mitigation at all... you'll do massive damage but probably faceplant more often. If by "melee combat" you just mean melee range then /Mental is also a good choice since it has a nice PBAoE and Drain Psyche for regen, but its actual melee attacks are a bit lackluster. /Dark also looks good for melee, but I haven't actually tried it much yet.

    For a primary there's always Fire... Fireball works well at any range and Blaze is the best DPA Blaster attack so it's a natural to add to a melee chain. Rad is also nice since it gives you a PBAoE, though it does take a while to do its damage since it's a DoT. For a pure single target Blapper you really can't beat Sonic though... you get a huge cone sleep to disable spawns with so you can fight them one at a time. If you prefer using a damage aura or PBAoEs then Fire or Rad are going to be better though, and if you want some control and decent single target punch then Ice can be handy. Overall I'd go with either Fire, Ice, Rad, or Sonic paired with /Fire, /Energy, /Electric, or /Dark and grab Scorpion Shield. The exact combination would depend on my concept... AoE vs massive single target damage, control vs raw damage, etc...
  21. From a mechanics standpoint, it's hard to beat Sonic/Energy for easy soloing. Put a spawn to sleep for a long time thanks to Power Boost, then pummel them down one at a time with powerful stunning melee attacks. Of course if you keep the difficulty reasonably low then Fire/Fire can be a lot of fun... you wipe out spawns so fast you don't really need a lot of protection, especially if you have Aid Self to pop between fights and carry a few inspirations for EBs. But really any Blaster can solo fine on low difficulty, the problem comes when you try to handle larger spawns or purples.
  22. Quote:
    Originally Posted by Seldom View Post
    I have a 'purely ranged' blaster that I greatly enjoy: Archery/EM/Munitions. Here's a link to the build that I shared:
    I also have an Archery/Energy/Munitions Blaster and it's great fun if you like hover blasting. Since Archery's tier 3 attack is a full 80 foot range (and hits quite hard too) you never have to get anywhere near the enemies... even your cone is longer range than normal and with Boost Range and a bit of range enhancement it becomes essentially a full range blast.

    Another fun option for close range (but still not melee) blasting is Fire/Mental. Focus on cones and Fireball rather than PSW and you can stay hovering a couple dozen feet away while dishing out massive AoE damage, and if you want to use Drain Psyche you can always duck in, fire it off, and then fly up 30 feet or so to start dumping more cones on the mobs.
  23. Quote:
    Originally Posted by Slaunyeh View Post
    I still fully expect that both Statesman and Tyrant turn out to be Desdemona in disguise. She's in everyon... I mean in everything these days!

    There have been hints about this since 2004, people!
    Well, "Desdemona" has "em" in it. "Lord Nemesis" also has "em" in it. So obviously Desdemona is actually a Nemesis plot!
  24. Quote:
    Originally Posted by ArcticFahx View Post
    Actually, any group that's almost all psionic damage is going to floor recharge pretty quickly.
    Yes, but how many groups are all psionic damage? Psychic Clockwork are nasty but those only show up in a handful of missions and all-Seer missions are pretty rare too (usually you have IDF, Warworks, or PPD too). Most enemy groups will have a handful of psi users and a bunch of non-psi types. And a group that is very heavy on psi attacks is going to be nasty against most resist based secondaries (not counting Dark Armor) and quite possibly defense based ones too if they are using non-positional psi attacks.

    I know that at least in my experience I very rarely find myself heavily recharge debuffed for long periods. Of course I don't usually solo on x8 so maybe very large spawns will do it more often, but in general I find I can deal with the occasional heavy slowing with inspirations or simply retreating for a bit and regrouping. Oh wait, we're talking about Scrappers and Brutes here... I think I see the problem.
  25. Quote:
    Originally Posted by ArcticFahx View Post
    You missed one of its weaknesses, you know. -recharge debuffs (a bit more common, but not as common as -def). A recharge-floored Regen is at a pretty low survivability due to reliance on clickies.
    I guess enemy groups with large amounts of -recharge could be a problem, though I'd think if it was just a single enemy (like an EB) that was the real trouble then Instant Healing would handle it pretty well. The good thing about recharge debuffs is that very few enemy groups can spam them... it's usually just a handful of enemies tossing out the -recharge and once those are down the rest of the spawn is less troublesome. As opposed to -defense from everyone with a gun or sword, which often means every enemy in a group.