Synesence

Apprentice
  • Posts

    173
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  1. I think everything in the Leadership pool are the worst offenders.
  2. Quote:
    Originally Posted by Yoru-Hime View Post
    I'm not sure that just controlling or even removing the crash would be enough to get me taking my Tier 9s (though the latter would certainly help). These powers all need some serious rethinking. They are, on paper, some of the most powerful abilities in the game, yet they rarely appear in any builds posted on the forums. This implies that the benefit isn't worth the cost, either in reality or perception.

    Why?

    1) We all seem to prefer reliable defensive powers. If we can survive when the power is down, why spend a slot on it? If we can't, then the power probably isn't going to last long enough for our needs, so we have to back off anyway.

    2) The crash. This ensures that we're locked into that three minute time frame. If I even suspect that my team can't get that AV down in three minutes, I'm not going to risk hitting the Tier 9. If I do and the clock runs out, my toggles drop, I go splat, and my team may go with me.

    3) They don't exist in a vacuum. Once the rest of the set is taken into account, the power may not provide much advantage. It either has the same gaping hole as the rest of the set (Unstoppable) or provides more of something we already have in plenty (Elude, Retsu). For a soft-capped SR free from defense debuffs, Elude does pretty much nothing to enhance survivability.
    I'd definitely repick Retsu if the crash was gone! I wouldn't need Shadow Meld anymore, plus the Endmod would be excellent for StJ!
  3. Oh, hell yes! I've been waiting for this topic to surface!

    With the changes to the nukes coming, I think it's about time this game sees an end to crashing powers forever. People have stopped taking them and don't bother with ever slotting them. It would need rebalancing, and here's what I suggest for it:

    1) Cut the base recharge time by a quarter for long-charging powers like Kuji-In Retsu.

    2) Change the complete endurance crash to a minor endurance loss.

    3) Decrease the duration down to a minute and change the defense bonuses to either regen or resist.
  4. Synesence

    Rumor control?

    Quote:
    Originally Posted by Aett_Thorn View Post
    Really the only thing keeping me from making a KM toon is the stupid CS animation. I'd love an alternative animation that is more like Energy Transfer than the current "I wave my arms back and forth" one.
    True dat, though I do like seeing all that energy gather around my character...But yeah, the animation needs a change, I've stopped playing my KM/Nin Stalker cause the set doesn't do it for me anymore...
  5. Synesence

    Rumor control?

    Oh god, if they'd only reduce the arm rotation animation down to 1 instead of two...So much more fitting for an attack that buffs up another.
  6. Quote:
    Originally Posted by Miladys_Knight View Post
    I think a mez protection power in the APP would be better. Then you wouldn't NEED the self revival power.

    Replacing an APP power with a self-rez = violating the cottage rule. Adding a self-rez without removing a power is ok.
    I would think adding a mez protection would be breaking the rule, that's why I wondered about a self-rez instead. Honestly, I'm much happier carrying Break Frees and have a self-rez available every 5 minutes than having to go all the way to the hospital or hope to survive the onslaught from using an Awaken.

    If it would be fine for Blasters to have mez protection without Clarion, that would be nice, but I feel like that won't happen anytime soon, so maybe a self-rez power would be the next best thing.
  7. I was wondering if there'd be any problems proliferating the revival power for Blasters in APPs. I just want to know if there'd be any problems replacing one power on each of the Ancillary Power Pools with a revival power similar to Rise of the Phoenix. I have learned to live with no mez protection, but when I die, I want to come back immediately and LIVE through for a second round.

    What do you guys think? Would it be a problem if Blasters had a self-rez power available in each of the APPs for their choosing?
  8. Quote:
    Originally Posted by Evil_Legacy View Post
    Resistance base is what I'm going for. WP sounds like good choice, I have a claws WP and it was fun to play.
    You're much better off with a defense set and utilizing Tough for a bit of resistance. I recommend /Ice as a secondary, Icy Bastion is unbelievably amazing for the 30 seconds of capped resistance.
  9. A few things are a bit overslotted. Switch out Smoke Bomb because it is quite terrible at what it does and switch it in for Serpent's Reach for your single target chain. I was a bit surprised I didn't find the Stalker ATO set in Assassin's Strike, as that is your most important attack as a Stalker. Shift the slots in your defensive powers, 3 or 4 slots should be enough. 4-slot stamina with Performance Shifter in case of endurance problems, and replace the proc in Superior Conditioning with an Endmod instead to increase your maximum endruance, 2 procs should be enough.
  10. I do hope they manage to change the detoggling when mezzed to being suppressed instead. Toggling stuff on and off in the middle of battle is freaking frustrating when you have to keep firing.
  11. Thank you guys so much for the tip! My build is finally ready!
  12. Synesence

    bio armor

    Quote:
    Originally Posted by ricohdah View Post
    Off topic... My brother worked on the Prototype games. Unfortunately Activision decided to close Radical's doors and laid off pretty much everyone last month. I hope you enjoyed those games, he worked really hard on them.
    Ohh, damn...Seriously? That sucks, I really enjoyed the series! It, for one, not only had an interesting story and confusing protagonist, but it was very much all about the smashing and--

    I digress here. Just for this, I'm definitely going with the Alex Mercer costume in memory of a good game that should have gone on further.
  13. Synesence

    bio armor

    What, no chance of crit from Fortunata proc? Crap...Eh, either way, with that sleep aura, I probably shouldn't need it if it has a chance to put bosses to sleep. Hell yes!

    Definitely going Elec Melee on this one, simply because any weapon powerset really doesn't look good with it. The large carapace arm with the Electric Melee AS...Closest thing to get an Alex Mercer costume.
  14. Here's my build. This is what I had planned for earlier:

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Psyravant: Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Pistols
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (3) Thunderstrike - Damage/Endurance: Level 50
    • (3) Thunderstrike - Damage/Recharge: Level 50
    • (7) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (7) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (9) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 1: Subdual
    • (A) Enfeebled Operation - Accuracy/Endurance: Level 50
    Level 2: Dual Wield
    • (A) Superior Blaster's Wrath - Accuracy/Damage: Level 50
    • (9) Superior Blaster's Wrath - Damage/Recharge: Level 50
    • (11) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50
    • (11) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50
    • (13) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50
    • (13) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50
    Level 4: Empty Clips
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (15) Positron's Blast - Damage/Endurance: Level 50
    • (15) Positron's Blast - Damage/Range: Level 50
    • (17) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (17) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 6: Swap Ammo
    Level 8: Bullet Rain
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (19) Positron's Blast - Damage/Endurance: Level 50
    • (19) Positron's Blast - Damage/Recharge: Level 50
    • (21) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (21) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 10: Mind Probe
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (23) Kinetic Combat - Damage/Endurance: Level 35
    • (23) Kinetic Combat - Damage/Recharge: Level 35
    • (25) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 12: Telekinetic Thrust
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (25) Kinetic Combat - Damage/Endurance: Level 35
    • (27) Kinetic Combat - Damage/Recharge: Level 35
    • (27) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 14: Suppressive Fire
    • (A) Lockdown - Accuracy/Hold: Level 50
    • (29) Lockdown - Accuracy/Recharge: Level 50
    • (29) Lockdown - Recharge/Hold: Level 50
    • (31) Lockdown - Endurance/Recharge/Hold: Level 50
    • (31) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
    • (31) Lockdown - Chance for +2 Mag Hold: Level 50
    Level 16: Concentration
    • (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (33) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
    Level 18: Executioner's Shot
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (33) Thunderstrike - Damage/Endurance: Level 50
    • (33) Thunderstrike - Damage/Recharge: Level 50
    • (34) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (34) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (34) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 20: Drain Psyche
    • (A) Numina's Convalescence - Heal/Recharge: Level 50
    • (36) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
    • (36) Touch of the Nictus - Accuracy/Healing: Level 50
    • (36) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
    Level 22: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (37) Recharge Reduction IO: Level 50
    Level 24: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (37) Kismet - Accuracy +6%: Level 30
    Level 26: Piercing Rounds
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (37) Positron's Blast - Damage/Endurance: Level 50
    • (39) Positron's Blast - Damage/Recharge: Level 50
    • (39) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (39) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 28: World of Confusion
    • (A) Coercive Persuasion - Confused: Level 50
    • (40) Coercive Persuasion - Confused/Recharge: Level 50
    • (40) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
    • (40) Coercive Persuasion - Accuracy/Recharge: Level 50
    • (42) Coercive Persuasion - Confused/Endurance: Level 50
    • (42) Coercive Persuasion - Contagious Confusion: Level 50
    Level 30: Kick
    • (A) Damage Increase IO: Level 50
    Level 32: Hail of Bullets
    • (A) Obliteration - Damage: Level 50
    • (42) Obliteration - Accuracy/Recharge: Level 50
    • (43) Obliteration - Damage/Recharge: Level 50
    • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (45) Obliteration - Chance for Smashing Damage: Level 50
    Level 35: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    • (45) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (45) Steadfast Protection - Knockback Protection: Level 30
    • (46) Reactive Armor - Resistance/Endurance: Level 40
    • (46) Reactive Armor - Resistance: Level 40
    • (46) Reactive Armor - Endurance: Level 40
    Level 38: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (48) Luck of the Gambler - Defense/Endurance: Level 50
    • (48) Luck of the Gambler - Defense: Level 50
    Level 41: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (48) Luck of the Gambler - Defense/Endurance: Level 50
    • (50) Luck of the Gambler - Defense: Level 50
    Level 44: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (50) Luck of the Gambler - Defense/Endurance: Level 50
    • (50) Luck of the Gambler - Defense: Level 50
    Level 47: Web Envelope
    • (A) Trap of the Hunter - Accuracy/Endurance: Level 50
    Level 49: Psychic Shockwave
    • (A) Stupefy - Accuracy/Endurance: Level 50
    Level 1: Brawl
    • (A) Damage Increase IO: Level 50
    Level 1: Defiance
    Level 1: Prestige Power Dash
    • (A) Run Speed IO: Level 50
    Level 1: Prestige Power Slide
    • (A) Run Speed IO: Level 50
    Level 1: Prestige Power Quick
    • (A) Run Speed IO: Level 50
    Level 1: Prestige Power Rush
    • (A) Celerity - RunSpeed: Level 50
    Level 1: Prestige Power Surge
    • (A) Run Speed IO: Level 50
    Level 1: Sprint
    • (A) Celerity - Endurance: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 4: Ninja Run
    Level 4: Swift
    • (A) Run Speed IO: Level 50
    Level 4: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (5) Miracle - +Recovery: Level 40
    Level 4: Hurdle
    • (A) Jumping IO: Level 50
    Level 4: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (5) Performance Shifter - Chance for +End: Level 50
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 50: Agility Core Paragon
    Level 50: Barrier Core Epiphany
    Level 50: Reactive Radial Flawless Interface
    Level 50: Warworks Radial Superior Ally
    Level 50: Void Core Final Judgement
    ------------
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 15.38% Defense(Smashing)
    • 15.38% Defense(Lethal)
    • 7.25% Defense(Fire)
    • 7.25% Defense(Cold)
    • 21.63% Defense(Energy)
    • 21.63% Defense(Negative)
    • 6% Defense(Psionic)
    • 13.5% Defense(Melee)
    • 27.88% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 2.5% Enhancement(Held)
    • 4% Enhancement(Confused)
    • 10% Enhancement(Range)
    • 73.75% Enhancement(RechargeTime)
    • 74% Enhancement(Accuracy)
    • 13% SpeedFlying
    • 99.39 HP (8.25%) HitPoints
    • 13% JumpHeight
    • 13% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.2%
    • MezResist(Immobilized) 6.6%
    • MezResist(Stunned) 2.2%
    • 17% (0.28 End/sec) Recovery
    • 30% (1.51 HP/sec) Regeneration
    • 4.73% Resistance(Fire)
    • 4.73% Resistance(Cold)
    • 13% SpeedRunning
    ------------
    Set Bonuses:
    Thunderstrike
    (Pistols)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% SpeedRunning, 4% SpeedFlying, 4% SpeedJumping, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Superior Blaster's Wrath
    (Dual Wield)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(Range)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Positron's Blast
    (Empty Clips)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Bullet Rain)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Kinetic Combat
    (Mind Probe)
    • MezResist(Immobilized) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Kinetic Combat
    (Telekinetic Thrust)
    • MezResist(Immobilized) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Lockdown
    (Suppressive Fire)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Adjusted Targeting
    (Concentration)
    • 2% DamageBuff(All)
    Thunderstrike
    (Executioner's Shot)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% SpeedRunning, 4% SpeedFlying, 4% SpeedJumping, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Touch of the Nictus
    (Drain Psyche)
    • 22.59 HP (1.87%) HitPoints
    • 9% Enhancement(Accuracy)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Piercing Rounds)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Coercive Persuasion
    (World of Confusion)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Obliteration
    (Hail of Bullets)
    • MezResist(Stunned) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Gladiator's Armor
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Steadfast Protection
    (Tough)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Reactive Armor
    (Tough)
    • MezResist(Immobilized) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Luck of the Gambler
    (Weave)
    • 10% (0.5 HP/sec) Regeneration
    • 13.55 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.5 HP/sec) Regeneration
    • 13.55 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Scorpion Shield)
    • 10% (0.5 HP/sec) Regeneration
    • 13.55 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% SpeedJumping, 5% JumpHeight, 5% SpeedFlying, 5% SpeedRunning



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    If I go Musculature, I'd remove three slots from Tough & slot them in Kick for another Kinetic Combat set to softcap my S/L defense.

    Should I stick with the original plan or switch it up?
  15. Hello, just wanted to know whether there are any Blasters out there that utilize Tough for a small bit of resistance. I have a DP/MM build and I'm stuck at a decision between toggling Tough off and taking Musculature, or toggling Tough on & taking Agility instead.

    Here's the problem though: If I go with the former, I'll have more damage, and I'll be softcapped to S/L, but if I go with the latter, I'll do less damage, but I'll be softcapped to S/L/E, and with Barrier T4's 5%, softcapped for range defense.

    So my question is...Small bit of Resistance or more damage?
  16. Synesence

    bio armor

    Oh, does anyone know whether Genetic Corruption is going to be an autohit, or will it require a ToHit Check? I'm thinking of adding the Sandman heal proc for some more survivability.
  17. Synesence

    bio armor

    Yes! The MidsHeroDesigner got updated, IO enchancements work!

    I know it isn't accurate numbers yet, but roughly speaking, S/L/E/N seems easy to softcap, offers very good resistance, and damage mitigation is great utilizing Ablative Carapace & DNA Siphon. Perma on both possible, and the Tier 9 Parasitic Aura is simply a longer Icy Bastion. With tough slotted, you're at 60% resistance to S/L, which is pretty damn good!

    My 4th stalker is definitely getting this set. We may have found the Ice/Regen hybrid!
  18. Synesence

    bio armor

    Quote:
    Originally Posted by Garent View Post
    Bio armor is going to be extremely popular on stalkers simply because the set has little competition in the offensive focused armor set category. The fact that genetic corruption is very skippable on a stalker isn't that big of a deal when comparing it to other stalker sets.
    Skipping Genetic Corruption? I have a feeling it's going to be good, really, really, good.
  19. Synesence

    bio armor

    Quote:
    Originally Posted by ricohdah View Post
    To me, it's par for the course. No Stalker secondary match up with with their equivalent AT counterpart. I think a couple might get close, like EA but still falls short. Actually IA is better on Stalkers... Hibernate, haha! Poor Tankers.

    Some players were asking for Shield, FA and Invulnerability to get ported to stalkers and my immediate thought was AAO, Shield Charge, Burn, Blazing Aura and Fiery Embrace would be omitted and Inv would get watered down.
    I hope they never port those things, because there's no way in hell I want to ever see a Scrapper with /Nin, or any other AT with /Nin. EVER.
  20. Synesence

    bio armor

    Now that I think about it, Bio Armor may surprise us. This shall be the first armor with a sleep aura, which means less aggro and, I really hope this becomes true, a chance to unleash more critical hits to counter the proc changes coming.

    Either way, this may be a great set, and now that I think about the large Bio-armor around the arm coupled with the Assassin's Strike from Electric Melee...Okay, now I'm lovin' it.
  21. Synesence

    bio armor

    Oh, wait! Isn't critical guaranteed if the target is sleeping, Held, or Disoriented?
    So with a sleeping Aura, there's a chance to put everyone around you to sleep. It'll probably be like World of Confusion, but hopefully last a lot longer.

    Okay...Electric Melee just looked great all of a sudden with Bio Armor.
  22. Synesence

    Pet binding Help

    Anyway those binds can be modified for a Mac OS?
  23. Synesence

    bio armor

    The huge armor around the arm, and...well, the leg armor...and....the carapace...I'm not really sure on a primary with it...

    Maybe Spines would make sense, but...I'm not really sold on Bio Armor yet.
  24. I wonder if there will ever come a time where Tier 9 powers would never see an endurance crash again.

    Maybe, just maybe, if Kuji-In Retsu didn't crash like Icy Bastion and lasted much more shorter...Hmm...
  25. Quote:
    Originally Posted by Granite Agent View Post
    A while back Microcosm and Reppu and maybe some others figured out that the best single-target DPS chain for Staff stalkers involved building but not releasing/using 3 stacks of Form of Body, to keep the damage bonus.

    AS-SR-PS-MB ... repeat .. with MB sporting the -RES achilles.

    SkySplitter, which has bad DPA/DPS and consumes Form of Body, isn't in the chain.

    Generally I build 3 stacks and hold it for single targets but release it in groups using Eye of the Storm.
    So, generally, Sky Splitter isn't needed in any attack chain...ever?
    Skipping the power advisable then?