Umbral

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  1. Quote:
    And not sure if you have, or know of someone who's tried it, but have you considered/tried the gaussians proc in follow up? I know its in FA but as in 6 slotting guassians in Follow Up, and Adjusted Targetting in FA? Changes the recharge in FU from 3.22 to 3.42 so i doubt that messes anything up, with slash, and FA + bonuses running once it hits once i'm sure its acc wouldn't be much of an issue, the big thing i'd notice though is the damage woudln't be slotted. Would the frequency of the build up proc going off with a chance every 3.5ish seconds be better than having it every 10 seconds in FA and having FU slotted for damage?
    Short answer, no, it wouldn't be better.

    Long answer, no, it wouldn't be better because the chance for BU is only a 5% chance. That amounts to a 5% increase in damage for the next 3-5 attacks after you use it which definitely does not offset the fact that you're not giving Follow Up, which is actually one of your better attacks, any damage slotting. If you really wanted to go with the Gauss proc in FU, I'd probably go without the Gaussian's 6 piece (whoop-de-do, 2.5% +def to all positions... now you just gotta grab another ToD/Oblit and 3 slot a trans power) and just give FU a nice 5 piece IO set (Crushing Impact or Hecatomb) and the Gauss proc.
  2. Quote:
    Originally Posted by XFUNK View Post
    Sure are a lot of MM's in the AE buildings, are they the new FOTM?
    No. They're capitalizing on an exploit that the devs will, hopefully, nix quite soon.
  3. Quote:
    Originally Posted by Werner View Post
    Nothing flashy about it. It makes due without purples or PvP IOs. There are probably better builds out there for any specific purpose. But this one, it looks like a classic. It hits all the bases. It does everything. Saved for reference.
    I think that's probably one of the biggest votes of confidence I've gotten concerning one of my builds in a good, long while.
  4. Quote:
    Originally Posted by Gobbledygook View Post
    Hm, it would appear Umbral soloed the thread. Haven't been out of touch for awhile, I'm curious, what kind of antics did you get up to with your fire/reg Umbral? Or anyone else for that matter.
    I don't have a Fire/Regen toon, but I've got a Fire/Regen build that people have done quite well with. It's not perma-DP because I wasn't going gangbusters for +rech since it's substantially harder to get without purple IOs unless you're willing to set mule (which I am loathe to). It does, however, manage 35.8% +def(melee) and the Incin>Scorch>Cremate>Scorch attack string for potent ST damage.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(13)
    Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), Winter-ResSlow(50)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
    Level 16: Integration -- RgnTis-Regen+(A), Numna-Heal(25), Numna-Heal/EndRdx(25), Heal-I(27)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 20: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(33)
    Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(37)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39)
    Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(42)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(43)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46), P'Shift-End%(46), P'Shift-EndMod(48), EndMod-I(50)
    Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  5. Quote:
    Originally Posted by TrueDarkLord View Post
    can't find what to take out for energy torrent and FA? any suggestions?
    Fitness.
  6. Quote:
    Originally Posted by beyeajus View Post
    like thumbtack tp? I'd be down for that.
    I wouldn't make it based on the thumbtack since the thumbtack doesn't give you a nice, reliable z-axis (or is it y-axis for vert). I've had thumbtacks that were suspended in mid-air or disappeared into the ground.

    I'm not entirely sure it's possible, but, then again, I'm not entirely sure it isn't possible. As a power, it probably wouldn't work because you'd need to have a target or targeted location that you pick at the time of the teleport. As a function that can be ingrained in a power, it would probably work because you just store a location variable in the same way that the mission teleporter grabs your mission's door location and teleport to that zone and location upon use. It might require a pair of powers (one to store the location and another to teleport there), or, conversely, it might just require one (first activation stores current location, second teleports to location and deletes stored location, repeat).
  7. Quote:
    Originally Posted by TrueDarkLord View Post
    will that increase my maximum regen?
    Maximum regen is not an issue for you. You cannot reach the maximum regen on your own. Maximum regen is 3000%. What changing that slotting will do is give you a roughly 40% more +regen than your previous build was.

    Quote:
    and what levels of def shoul I be aimin for like 30% ranged and melée?
    I generally aim for 30% melee and 20-25% ranged and AoE. Recharge is still very important (you has clickies! +rech makes your clickies happy! happy clickies are good */Regen!), however, so don't dump your +rech too much.

    Keep in mind that, if you only ever plan on farming groups that deal with a single damage type, going for that damage type will be substantially better for you. Smash/lethal is quite easy to get a hold and will do much more for you because you're only having to focus on a single damage type that will do the work of all three positionals (in those situations). If you want more universal survivability, positional is the way to go, but, if you know what you'll be fighting, typed is probably more cost and slot effective.
  8. Quote:
    Originally Posted by UberGuy View Post
    I cannot possibly imagine why you would need all of Stamina, Dark Consumption, Power Sink and Physical Perfection.
    I can't imagine why you would need anything other than Power Sink, honestly. When you're getting back all of your endurance every 30 seconds, is there really anything else you need?
  9. Quote:
    Originally Posted by Sarrate View Post
    You consider 1.17 / 1.32 seconds is a long time to animate, or are you saying it's a long time to animate considering the benefits?
    I consider 1.32 seconds long considering (1) it doesn't deal any damage and (2) if I want to get any decent benefit from it against a hard target that would actually necessitate the use of it against (i.e. an AV), I have to spam the crap out of it, which means using up more animation time. It's for the same reason that I think any mez/debuff that needs substantial reapplication but takes longer than half a second to animate takes too long to animate.
  10. Here's a Claws/SR build I made for someone else with similar goals. It runs FU>Focus>Slash>Wait(.396 secs) for, iirc, more than 200 DPS (roughly 220, but don't hold me to that since I'm trying to remember math from months ago). It should be quite respectable for teaming as well since it's packing both Spin and Shockwave. The only problem you might have with it is the fact that it doesn't have the medicine pool (I follow the Billz school of build design wherein time I'm not killing someone is time poorly spent). I attempted to mitigate this by packing a good deal of +hp and +regen into it, so that you're recovering 25.8 hp/sec. I haven't played it (busy working on other projects), but those I've given it to have given it excellent marks.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), GftotA-Run+(7), GftotA-Def/EndRdx(11)
    Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), GftotA-Run+(9), GftotA-Def/EndRdx(11)
    Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/Rchg(13)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(17)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(43), RgnTis-Regen+(46)
    Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
    Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(27), Apoc-Dmg/EndRdx(29), Apoc-Dam%(29)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31)
    Level 22: Quickness -- Run-I(A)
    Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
    Level 26: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(36)
    Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg(39), Ragnrk-Dmg/EndRdx(39)
    Level 35: Evasion -- GftotA-Run+(A), GftotA-Def(40), GftotA-Def/EndRdx(40), GftotA-Def/EndRdx/Rchg(40)
    Level 38: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(46), Amaze-Acc/Stun/Rchg(48), Amaze-EndRdx/Stun(48), Amaze-Acc/Rchg(48)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod(45), EndMod-I(46)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 49: Weave -- GftotA-Run+(A), GftotA-Def(50), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  11. I can't really comment on the Spines/* portion of your build much, seeing as I don't really have any experience with the set, but I can comment on the */Regen and IO sets.

    First off, you're not getting much out of slotting for both positional and typed. Go for just one and you'll find yourself doing much better. Personally, I would go for positional on a */Regen, but, if you're going for a BM farm where you can fully expect to find only smash/lethal damage coming your way, that's a perfectly acceptable option. Going to both is less than efficient.

    Second, if you ever plan on exemping, you're going to want to tweak that order a bit. MoG should definitely come at 38, rather than 49, because it's quite easily one of the most powerful powers you've got. If you actually get the other 2 accolades there isn't any reason to commit to +hp set bonuses (much less bonuses that are goals in and of themselves, rather than bonuses on the way to more important set bonuses) because you've got the +rech for perma-DP. You're 80 hp over the cap already, so, even if you don't plan on getting TFC and Portal Jockey, you could still get rid of 4 of those +hp set bonuses in order to get things that will actually contribute.

    Third, and this is a big one, Fast Healing is not awesome. Integration provides more +regen than FH does. Don't waste all of those slots enhancing it up like crazy when you could be getting more by putting that exact same slotting into Integration (once again, I would probably aim for something besides +hp, but I make it a habit to get all 4 of the passive accolades on all of my characters).

    Other than that, it's not really a particularly bad build. It's pretty middle of the road, the set bonuses aren't really all that optimized, and the power selection order leaves a bit to be desired, but, if you're just going to be farming Warriors, it's not going to be that bad. It's not going to be particularly endurance efficient but, similarly, if you're farming Warriors, you don't really need to be infinitely sustainable because you're going to have downtime running to the next group.

    Something you may want to consider, however, is going into an ancillary pool. If you went with Body Mastery, you could get Conserve Power or Focused Acc, Physical Perfection, and Energy Torrent: CP would make you more end sustainable, FA would give you a great place to fit Gaussian's for some more +def and the chance for BU, Physical Perfection can provide more +recov than Stamina with proper slotting (allowing you to spec out of the Fitness pool), and Energy Torrent provides a good deal of survivability combined with some decent mitigation. Blaze Mastery would pretty much only be taken for Melt Armor to let you melt a group down slightly faster every couple of minutes and Fireball, which is an awesome power to drop right before or after a Spine Burst.
  12. I used to find Touch of Fear reasonably useful on builds back when the debuff was insanely huge but ever since it's been reigned in, it's kinda been on the back shelf. I used to have it in a build back before the Siphon Life change was made but after the quick punch animation change was put in, mainly because it was a nice power to fill in the attack string if I was fighting something that would have eaten my face rather quickly (i.e. some AVs). I actually tanked AVs on a few TFs with it.

    As a mez effect, I've never found it to be particularly useful. Fear just isn't a particularly powerful status effect as far as I'm concerned. The tohit debuff, on the other hand, is a beast when you slot it up. Drop it into your attack string in the place of Siphon Life and, though you'll be dealing a good deal less damage, you can still stack up some nice -tohit even against AVs.

    For most IO builds, however, because it's single target and takes so much time to animate, it doesn't really have much use except as an IO set mule. I used to take it for PvP reasons, but I'm not in the least bit sure about how it would perform nowadays, especially with melee range and standard tohit debuff resistance. It might be able to take a single enemy out of the picture but that's not really useful when the only targets that are actually worth it, in a vast number of my experiences, are targets that Touch of Fear isn't going to have much effect on. You'd be much better served just hitting your target to get half of the debuff while still dealing damage.
  13. Quote:
    Originally Posted by Starsman View Post
    Even Arcanaville has noted on this: Voltaic Sentinel is often ignored when talking about Electric, I did not ignore it. It adds a lot of damage even if it's hard to keep it in the same target as you. When fighting one foe, though, that's the only thing it has to attack. I also think many players also ignore the snipe, I don't, even if it's very hard to use in combat it still is not impossible to do so.
    In my calculations, I fully factored in Voltaic Sentinel into my calculations and I go nowhere near the same level as you did. In fact, I found Elec Blast to be pretty much where player experience has found it to perform in single target blasting. As to using the Snipe in mid-combat, there is no decent reason to use the Snipe in mid-combat: the animation takes so long that you'd actually do more damage just waiting for your other powers to recharge or using an AoE to get a little bit of damage on that target, even if you have to waste a little bit of endurance. The fact that it's interruptible so that you can actually lose out on the animation time "investment" makes it even less valuable. Snipes are largely useless powers where actual ST damage is concerned because they simply take too long to deal too little damage with too much risk of not getting anything out of it. They're a nice way to get some single target alpha, but, once the fur starts flying, snipes should, almost universally, be left untouched.

    I'm still curious about how exactly you got those numbers. I know that both you and Arcanaville both use PeakDR systems (a system that I don't have even the remotest trust in thanks to assumptions that ignore fundamental elements of attack string design), but I've never actually seen any math or calculations along the way that allow anyone to check your calculations. While I can respect wanting to keep your work to yourself, I'm not entirely sure I can trust what is touted as accurate and valuable information when it's actually in rather stark contrast to other calculations as well as widely gained player experience.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    In this case, I kept seeing Piercing Rounds touted as a big help, and assumed it helped in general (my fault), whereas practically all I fight is spawns of upwards of six enemies at a time.
    Yeah, I've always touted PR as a powerful tool for single target damage, but I've never considered it of much use for AoE. I've talked to a number of DP players in game that think that DP is supposed to be better at AoE damage than almost any other set because it has "4 AoEs". PR isn't an AoE. Its thin arc and limited number of targets, coupled with the long recharge time, prevent it from being treated like Fireball or Empty Clips. As far as I'm concerned, it's a single target attack that can get some "free" secondary targets, just like Headsplitter and Golden Dragonfly.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    The -resistance gets more credit than it deserves. Yes, it's very strong, but the power is slow to recharge, and if you fight large spawns like I do (-1x3) then you can never really hit more than around a quarter of the enemies with it. Beyond using Piercing Rounds as an opener, it's all but guaranteed to only ever hit one person, so the -resistance is worth even less. And even further less to me, since I have bosses turned off and the things I'll want to use it on are resistant to Lethal anyway.
    There's a reason I don't count Piercing Rounds or it's -res in an AoE context. It's a good deal easier than it was early in beta, but it's still not particularly reliable.
  16. Quote:
    Originally Posted by Miyabi View Post
    I'm going to say something along these lines. I'm very against giving Blasters Dark Regen, even though it'd promote getting them into melee range more. Even with increased recharge on it, it's still a massive self-heal in an archetype that doesn't get in-set self heals.
    The big thing is that Drain Psyche has already shown that the devs don't really care about Blasters getting incredible levels of damage recovery. It probably helps that, thanks to lower blaster hp and hp caps, it's not like Blasters are especially capable of capitalizing on self heals and other forms of damage recovery because they've got no native damage mitigation to make it useful.

    Quote:
    - Dark Blast -

    1) Dark Blast
    1) Gloom
    2) Dark Obliteration
    6) Aim
    8) Tenebrous Tentacles
    12) Nightfall
    18) Moonbeam
    26) Life Drain (Siphon's Damage)
    32) Blackstar
    That's really some questionable design. It's pretty much top competitive with Fire on the sheer damage capability when you think about it. You're giving it 3 ST attacks, 3 AoE attacks, Aim, a Snipe, and a nuke. That's the exact layout of Fire Blast, except that it's better because one of the AoE you gave is also an incredibly powerful mez power (Tenebrous Tents). That design makes almost no sense when you consider that Dark is supposed to be a utility "element", not a pure damage AoE element (which makes even less sense when you consider how no Dark Damage set is actually an AoE damage powerhouse).

    In order to make it "fit", it would probably need to have an AoE power removed (most likely Tenebrous Tents) and replaced with either an ST attack or an ST mez effect (or have Torrent put back in as the mez power).

    Quote:
    - Dark Manipulation -

    1) ST Tenebrous Tentacles
    2) Shadow Punch
    4) Death Shroud
    10) Smite
    16) Build Up
    20) Soul Storm
    28) Dark Consumption
    35) Oppresssive Gloom
    38) Midnight Grasp

    With Blaster numbers, the normal Dark attacks do fairly good damage. Dark/Dark would be an interesting damage/control combination without going overboard on either. Dark/Dark's synergy would be that your third-tier attack is in your secondary, Soul Storm, which also gives other powersets lacking a 3rd (Elec, AR) a new option.
    Manipulation sets are not intended to be ranged damage sets. There is no precedent for putting in a decent damage, full strength, ranged mez attack power into a manipulation set, much less one that is supposed to be an in-game character's Special Attack (which is why only Soul Mastery gets it and why the only enemy in game that uses it is GW). Arguing that the set would be better because you're providing a "ranged tier 3" in the manipulation set is even worse because you shouldn't have to pair a thematic set together just to get it to work. The closest precedent you get for ranged hard control effects is Scare, which is a rather weak mez effect (fear) and deals no damage.

    Oppressive Gloom is also pretty unlikely because it pretty much lets you waltz into melee and knock out every minion in existence. There is a reason I provided a modified melee AoE stun rather than a toggle AoE stun in my version: Oppressive Gloom is friggin' powerful and there isn't really a given precedent for adding something like that to a manipulation set. If that power was in there, SO grade blasters would have no problem soloing +1-2/x8 with no bosses because you'd just knock out everything in existence just by closing with it. The fact that you'd be able to bring this to bear with a set like Fire or Archery would simply make it worse. OG has about the same likelihood of showing up in a Blaster Manipulation set as a god mode or a self-rez.

    I really don't think that Midnight Grasp would show up. The only Manipulation set that has an ST attack as the culminating power is Energy Manipulation, which isn't much of a precedent. It's much more likely to see some AoE style attack or control power of some kind, especially when dealing with what is supposed to be a "utility" element rather than a damage focused element.
  17. Quote:
    Originally Posted by Leo_G View Post
    Umbral;
    You're really getting bent out of shape with these suggestions>_>
    Either that or you're just always like that lol
    I'm always like this. It's part of my indelible charm.
  18. Quote:
    Originally Posted by Starsman View Post
    all blasters get Build Up in their secondary
    Devices doesn't.
  19. Quote:
    Originally Posted by Necrotech_Master View Post
    i know they arent 100% identical, but if you look at power lists they are identical
    Except that they're not. Look at Psi Blast for Defenders and Blasters. Please learn what you're talking about first.

    Quote:
    super reflexes has the same power list on scrappers and brutes, but on brutes they changed the AOE defense toggle to have a taunt component on it, look it up in the game if you dont believe me
    Except that they also changed the order around.
  20. Quote:
    Originally Posted by Necrotech_Master View Post
    psi blast was directly ported from defenders to blasters

    super reflexes ported directly from scrapper to brute, but they added a tiny taunt component to one of the toggles (again, a number thing, not having to do with making new power completely)
    Those are hilarious because they're completely and totally untrue! Hilarious!
  21. Quote:
    Originally Posted by Necrotech_Master View Post
    if they did proliferate dark blast to blasters, they prolly wouldnt change it at all, cause if they did change it, it would be easier for them to change both the defender and corruptor versions so they were all using the same set
    That's pretty much blatantly false. Good job looking at what has happened with actual proliferations.
  22. Search Fu is your friend.

    All of the balance issues concerning all that you're attempting to blindly address are actually quite well brought up in that thread.
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Or they could simply give them a TF and make someone else the new trainer in Galaxy City/Croatoa.

    BaBs is the only member of the Freedom Phalanx who doesn't have a sidekick so they could give him a sidekick who becomes the GC trainer and give BaBs a TF (possibly one of the Regulators survived but has been MIA and turns up to help BaBs out?).

    Similarly one fo the Cabal could take over from War Witch as the Croatoa trainer (whomever takes over would need to be of magic origin to prevent needless travel when doing Origin of Powers).
    One of the other possibilities would be to simply create a second BABs or a third War Witch that act as regular contacts rather than trainers. Each individual contact node is different and what skin the model is wearing doesn't really matter, much less the name that the contact node has. I haven't ever seen a problem with allowing contacts to have multiple nodes at once. Hell, Statesman is supposed to be kidnapped for the entirety of the Hero's Hero arc and he's still just standing there in IP. If multiple incarnations in multiple places mattered, you wouldn't be able to take part in an STF until you had finished the arc and rescued him.
  24. Quote:
    Originally Posted by Starsman View Post
    Depends on the foe, their resistances and weaknesses. You will eventually face foes that are both, resistant to fire and weaker to cold, for example.
    I specifically brought up that issue in the post Sam quoted. Even in foes that are resistant to fire and weak to cold, the comparative damage advantage of the weakness compared to the resistance is completely mitigated by the bonus DoT offered by Incendiary Ammunition.

    The problem with counting on the secondary effects to accomplish much is that you need to stack them very heavily to see much benefit from either. Unless you're talking about beating down on single hard targets like bosses, EBs, AVs, and GMs, the secondary effects of Dual Pistols aren't going to generate much of an effect: Chem Rounds' -dam needs to be stacked heavily in order to generate a substantive survival benefit and Cryo Rounds' -rech doesn't really accomplish much for pretty much the same reason (and the fact that it doesn't do much to decrease the damage capability of NPCs thanks to purple patch and enemies attacking often even with substantial slow effects). The only secondary effects that are going to have a meaningful effect over a vast majority of solo and group play with Dual Pistols are the chance for KB/KD in Standard Ammo and the always useful bonus DoT with Incendiary Ammo. The -dam is only effective when you're stacking it with other -dam effects and, even then, only against hard targets wherein you actually have the time to stack the debuff up.
  25. Quote:
    Originally Posted by doyler_ View Post
    I'm a little confused as to where he is getting his dps number from, because ignoring endurance I have a more damaging attack chain, and still enough end to run it...unless he is adding in the dps from imps which I wasn't because they do die...
    Post your build (or your math), and we'll check your numbers out. The only possible reason I can see that you're even close to competing with his DPS is that you're operating under the assumption of max +dam while he wasn't.

    By the way, what attack string are you using in order to generate your numbers?