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Posts
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My Mids (set up for i19) is showing Enzymes as Schedule A for both the End and Defense, allowing you to get slightly higher capped Def numbers than with other slotting options.
My question is: is this true in game or is it just a quirk of Mids? -
Quote:I agree with all that.Hmmm, I think we're possibly making incorrect assumptions about what the other person is advocating here.
I'm not debating that most/all of the TT powers are good to have. I'm not debating that, in either a team OR solo context, they're some of the best powers for a SOA to take. And I'm certainly not advocating blindly teaming with someone withOUT them on particularly difficult content - AV/GM fights, MO TFs and the like.
The two things I DO have a problem with: kicking someone from a team that does NOT fall into the above categories simply because they don't have them, and telling someone else how to build THEIR characters.
I honestly don't care about the REASONS a person might not take them. It was, after all, their choice to make. Might make ME scratch my head, but if they can take up the slack with solid tactics, I don't have any long term issues with it. An idiot is going to be a detriment to any team, regardless of the power choices they make, but the power choices they make don't automatically make them an idiot.
I have only EVER kicked people from teams for A) being a jerk or B) going afk inside a completed mission. I will never kick someone for having a bad build.
I WILL tell them they ought to improve their build. I'll explain how and why, as politely as I can considering that I'm telling them they did it wrong. -
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Quote:No, it's not arrogance. It's understanding the powersets. I didn't ONCE say that the SoA without TT:M contributes nothing. What I said was that TT:M is THE best thing it can contribute. Giving it up is just dumb.And again, we're back to your assumption that a toon that can provide team buffs, but DOESN'T, has no way to contribute to a team's success. Yes sir, it IS your arrogance we're talking about.
Yes, you CAN do without it, and you CAN probably get through much of the content of the game without it, but why WOULD you? We're talking about one power that contains 75% of the SR set in itself and 2 added slots. What possible reason could anyone have for skipping it that isn't purely fanciful? -
Quote:It's an argument of semantics and, no, my Elec/Regen/Mu Stalker build does *NOT* have access to Shadow Meld even though his build could make great use of it.
It is NOT semantic. You can RESPEC into a different epic pool, you cannot change your primary and secondary. Only Willpower Brutes can get QR, ANY Stalker CAN get Shadow Meld once they are high enough level. This is so obvious I don't see why you're arguing with it. YOU'RE CHOOSING to take BL instead, that doesn't mean SM isn't available to you, you'd just have to respec to take it. -
It's not arrogance. It's YOUR arrogance to think people should happily carry your gimped toon through content.
And yes, I would happily replace an SoA without TT:M with a Brute. No, I don't require the buffs from TT:M. I just require SOME useful contribution. A Brute (provided he has a Taunt Aura and Mez Protection) can provide useful contributions. A Widow with ML and no TT:M CAN, but could do more. A Soldier without TT:M cannot.
I'd rather have a Stalker or Blaster than a Soldier without TT:M.
No one is acting like team buffs are the only valuable contribution a toon can make. However, TT:M (followed by Venom Grenade) IS IN FACT the Greatest contribution a Soldier can make.
I don't support people making petless MMs, I don't support people making Auraless Tanks, and I don't support people making TT:Mless Soldiers. Much like Any intelligently built toon (even a stalker) is more useful than the petless MM and the Auraless Tank, the same is true of the TT:Mless Soldier.
Also, to blueruckus, yea, that's a good amount of damage. But Team that toon with an Actual Blaster and the Blaster will receive All the benefit from your buffs and debuffs and thereby do Way more damage than you. -
Quote:Incarnate system >>>>>>>> Level cap increaseGod I would kill for a level cap increase to 60....omg....that would be so nice for just about every character in the barn....
Why?
Because we will be able to improve our toons WITHOUT throwing out our hard earned lvl 50 IO builds. -
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Quote:I don't agree. MoG is up A LOT. It is useful for Many different applications, more for the Stalker than for the Scrapper. In fact MoG is the one thing about Regen that is better for Stalkers than it is for Scrappers.Sadly, it takes 2.57 seconds to say that hello. 3s for Shadow Meld. Using it *just* to get an Assassin Strike off is a bad idea. Better not using AS in that case and saving those powers for when you need to not die rather than merely not get hit.
Using it to get off an important AS midcombat is one of the several valid uses of the power. -
Quote:1. Really? Do we have to do this every permutation thing and nitpick...really?
2. And the only source of +def on this mythical team that youre kicking people from is the SoA? None of the other buffs this mythical SoA without TT:M brings is worth keeping around? This is the only one worth anything to you? So is the converse true....if this mythical SoA takes TT:M but takes 3 power pools worth of powers and is a dillhole besides is he now worth keeping? What level do this mythical SoA have to take TT:M by to fit your design standards....?
Sometimes I think people need to realize this is just a game and theres a certain amount of fun in just playing it...
It's not a nitpick dude. People like you throw around that 45% number all the time as if it's some magic number that makes everything else irrelevant. Well, it's bogus. Situational understanding of the game applies in Situations. They come up frequently. Your "Really?" is just another way of saying, "Oh, Yea?"
As for your second point: There might be more sources of team defense, but let's look at it sensibly. There aren't that many team defense buffs. Let's assume for a second that there is No Force Field toon on the team. Other team defense options include Steamy Mist and Shadow Fall. There's a few others. None have as wide an area as TT:M. Few if any are as powerful as a Crab or Bane TT:M. And No, except for Mind Link, the SoA has No buff as valuable to the team as TT:M. None.
Of course I would prefer a smart player with a bad build to a ****** with a good build. But I find playing with my coalition mates allows me to not have to make that choice. I don't PuG, pretty much ever. Specifically so I can avoid people who don't know what they're doing.
So you keep on playing your game where no power is more important than any other, where you're happy to be not merely less than optimal but in fact a drain on team resources. Meanwhile I'll be over here playing with people who understand what the term "key power" means.
Yes, there is a certain amount of fun playing it. A large part of that fun, for me and many others, is capitalizing on team synergy, especially stacking of buffs and debuffs. I expect anyone playing a Tank to stay unmezzed and keep aggro. I expect anyone playing a Blaster to do a lot of damage. I expect anyone playing Storm Summoning to drop Freezing Rain on the enemy. I expect any Controller or Dom to Hold enemies. And I expect any SoA to bring significant Defense buffing to my team.
I wouldn't kick them unless they were, as you say, a dillhole. I don't kick people for having bad builds. But I would tell them in no uncertain terms that TT:M is an essential power and I would not team with them again if I found they kept skipping it.
One last time: an SoA without TT:M is dead weight. I don't care what other powers they take as long as they do Some damage and aren't getting themselves killed, and I'm okay with them putting off TT:M as far as about 14 or 16. After that they are not filling their role if they don't have it. -
The only thing I can say regarding this topic is that for Regeneration Stalkers Dull Pain now gives you a smaller Improvement over no Dull Pain than it used to, because the HP cap is so (too imo) low. You still cap out at the same place, but that is now a smaller gain over your baseline performance than it used to be.
You shouldn't be any weaker than you were before, but if you're the kind of player who notices relative levels of improvement from the use of a buff Dull Pain may seem nerfed to you.
My hope is that in i19 Castle will see fit to increase the Stalker HP cap to about 1900 or 2000. -
it's a good combination
Electric may lack slightly in single target damage, but that's not really your main focus as a Tanker anyway. The combination of the two sets pretty much can't be beat for AoE damage.
Shield Defense is an Excellent set for a Tanker. It is fairly straightforward to soft cap all positions using IOs and smart pool power choices. AAO is a great aura and your tier 9 really helps in the situations you'd want it to.
I think you'll enjoy it a lot. -
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Quote:Or they could be softcapped with a couple of set bonuses and perma-mindlink and realized everything after 45% is just extraneous.
And they'd be wrong in two ways:
1. More than 45% is NOT extraneous against anything with some decent +Tohit or -Def. That includes a LARGE number of AVs and even some standard mobs especially at the higher levels.
2. Does EVERYONE on their team have 45% with just Mind Link? If Not then they SHOULD have TT:M as well.
This is seriously exactly akin to a Dom or Troller not taking their single target hold, or a scrapper not taking his highest level attack, or a Tanker not taking his Mez protection. If you don't want those powers you should have rolled a different AT. -
Quote:Truly amazing.I feel a need to create a SoA without any of these "must have or they will be kicked" powers.
Question for anybody who kicks a player for not having that power.
Were you worse off? Did they contribute any less?
I have NEVER joined a team that has kicked a player because somebody hasnt had X powerThis coming from a server which has many "different" builds. Can never understand why people say a character is less effective/not wanted if they dont. Sure they might not provide more stat buff to the team, but they might be contributing more to other aspects just as well.
Oh and for the record, my dom doesnt have a single target hold [grav/earth] and has had NO complaints
Suggest powers are more usefull/should be higher priority for X purpose for sure, but dont go around saying "you must have this power or your a noob and will be kicked", just makes it look like YOU dont know how the game works to be blunt.
Please don't ever team with me with your Dominator.
A GRAVITY Dom with no ST Hold. I think I pulled a muscle.
To answer your early question: YES, SoA without TT:M are contributing less and the team is worse off. -
Quote:This.
DPA is pretty much the only relevant number when looking at sustained DPS chains, but je_saist had it all wrong because, as someone else pointed out, the listed DPA for Assassin's Strike in the information window is for when it's not 'critting'
It is because of exactly this kind of confusion that people on these boards should Stop using DPS the way they do.
In most games DPS=DPA. DPS is Damage Per Second of casting time. -
In my experience it actually doesn't matter, and therefore sonic may be the way to go.
The way I play my stormy Lightning Storm, Tornado, and Voltaic Sentinel actually do a huge portion of her damage.
My guess is that Lightning Storm and Tornado on a Sonic debuffed target would do even more damage.
Also, I Highly recommend putting Achilles Heal procs in both Tornado and Freezing Rain. -
at high levels you could take the electric app and get a second hold or (what I did) drop tesla and use the epic one instead
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Couple things:
Werner, you make some very good points and I will seriously consider it. I could drop Revive, maybe Vengeance, possibly even Repulsion Torrent.
When I said Boxing was useless as a mule, I meant Unslotted, since I was looking to maximize slotting in many other powers. I understand that was a misconception on my part.
What I meant regarding diminishing returns on Recharge is this: Haste bonuses function in this game by dividing the recharge time of a power by 1 plus your Haste bonus. The resulting equation means that each point of Haste is less effective than the point before. This is why even Training Enhancements can have a decent effect in recharge. My point is just that once you have significant recharge slotting on your powers, unless they have Very long recharge times on your powers, you will have to add a TON more haste to improve significantly. Even on powers with recharge as long as Instant Healing, it very quickly gets down to a matter of seconds in the single digits. I don't like investing powers and slotting that won't actually be utilized in combat on a difference of 5 seconds on Recon or MoG. But I'll repeat, I'll give Fighting some real consideration.
The reason I'm not bothering with Epic powersets is that they actually don't offer me much. Kinetics already has sufficient range (both single target and aoe) for my tastes. It also has sufficient stuns that I don't feel the need for a Hold. The damage buffing of Melt Armor is essentially not any better than having Tactics and Assault. Almost identical, actually.
Finally, the reason I was looking at Psionic defense is because of Master Illusionists. I tend to do a lot of soloing of Radio and Alignment missions, and lately I've been getting missions with spawns containing TWO MIs. DRMs are actually a bit less threatening (post 38) because Mask of Vitiation is blocked by Negative Defense, not Psi, so MoG works against it. Also, DRMs don't Phase or Hover, so Knockdowns and Stuns are much more effective against them. -
the thing about recharge is that its returns diminish very fast
so how much recharge would I want (say, other than Hasten, but including LotGs) to really notice a big boost out of it?
How much +Recharge is Speed Boost, for example? -
Quote:I judged you not by post count or join date (although the fact that your date is what it is and you're talking to me like I don't know the sets in question does irk me a little; I have in fact played Willpower AND Regen to 50 before), but by your assessment of MoG.Just consider the numbers. If you want 15 seconds of being invincible every 2-4 minutes, go ahead and take it. I'm sure you can fit it in your build and still get all the other power choices you need. However, using it does not guarantee victory as much as other sets' emergency powers do. Even in the best situations, that boss, EB, or AV will probably still be alive and ready to pound on you some more when MoG wears off. If you want to survive in dire situations, you need something that lasts a bit longer. Inspirations come to mind, and those last 1 minute with no recharge...
Its your build. Take the powers you want, especially if you feel they are worth it.
Why is my credibility in question? Does someone's forum join date have anything to do with how long they have played the game? Does a post count really matter? Or is there something else you are judging me by?
Anyone who thinks the new MoG isn't worth taking doesn't understand the game.
But my other point stands: it doesn't matter how good Tough and Weave are, Boxing is still COMPLETELY WORTHLESS. You can't even use it as a mule. Essentially Tough takes 2 power slots. That's too much investment for the return in question. -
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I'm 36 now, starting to put together the lower level pieces in my eventual planned build. This is with i19 in mind.
I think it's a pretty solid plan, but there could be something I'm not thinking of someone else can point out.
I also designed a version with a couple purple sets, but let's not worry about that for now.
The focus here is Melee and Psionic Defense, with a nice chunk of Recharge as well.
I'm not going to take Fighting because the first power is a total waste.
Any suggestions for altering slotting or enhancements OR any other power choices (other than Fighting)? Think I should throw a Rectified Retical: +Perception in Tactics?
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Super Schoolgirl: Level 50 Mutation Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Quick Strike- (A) Touch of Death - Accuracy/Damage
- (13) Touch of Death - Damage/Endurance
- (13) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (15) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
- (A) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - Heal/Recharge
- (23) Numina's Convalescence - Heal
- (43) Numina's Convalescence - +Regeneration/+Recovery
- (45) Regenerative Tissue - +Regeneration
- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (3) Touch of Death - Damage/Recharge
- (9) Touch of Death - Accuracy/Damage/Endurance
- (11) Touch of Death - Damage/Endurance/Recharge
- (11) Touch of Death - Chance of Damage(Negative)
- (A) Touch of Death - Accuracy/Damage
- (5) Touch of Death - Damage/Endurance
- (5) Touch of Death - Damage/Recharge
- (7) Touch of Death - Accuracy/Damage/Endurance
- (7) Touch of Death - Damage/Endurance/Recharge
- (9) Touch of Death - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Range
- (39) Positron's Blast - Accuracy/Damage/Endurance
- (A) Numina's Convalescence - Heal/Recharge
- (29) Numina's Convalescence - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (31) Miracle - Heal/Recharge
- (A) Numina's Convalescence - Heal/Recharge
- (27) Numina's Convalescence - Heal/Endurance/Recharge
- (27) Doctored Wounds - Heal/Recharge
- (29) Miracle - Heal/Recharge
- (A) Performance Shifter - EndMod
- (40) Performance Shifter - Chance for +End
- (42) Endurance Modification IO
- (A) Miracle - Heal/Endurance
- (25) Miracle - Endurance/Recharge
- (25) Miracle - Heal/Recharge
- (45) Miracle - Heal/Endurance/Recharge
- (50) Miracle - Heal
- (50) Miracle - +Recovery
- (A) Obliteration - Damage
- (19) Obliteration - Accuracy/Recharge
- (19) Obliteration - Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Endurance/Recharge
- (23) Obliteration - Chance for Smashing Damage
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Celerity - +Stealth
- (40) Celerity - RunSpeed
- (A) Devastation - Accuracy/Damage
- (36) Devastation - Damage/Endurance
- (37) Devastation - Damage/Recharge
- (37) Devastation - Accuracy/Damage/Recharge
- (48) Devastation - Accuracy/Damage/Endurance/Recharge
- (50) Devastation - Chance of Hold
- (A) Numina's Convalescence - Heal/Recharge
- (34) Numina's Convalescence - Heal/Endurance/Recharge
- (36) Doctored Wounds - Heal/Recharge
- (36) Miracle - Heal/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Recharge Speed
- (A) Touch of Death - Accuracy/Damage
- (33) Touch of Death - Damage/Endurance
- (33) Touch of Death - Damage/Recharge
- (33) Touch of Death - Accuracy/Damage/Endurance
- (34) Touch of Death - Damage/Endurance/Recharge
- (34) Touch of Death - Chance of Damage(Negative)
- (A) Healing IO
- (A) Impervium Armor - Resistance/Recharge
- (40) Impervium Armor - Endurance/Recharge
- (46) Impervium Armor - Resistance/Endurance/Recharge
- (46) Luck of the Gambler - Defense/Recharge
- (46) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Healing IO
- (43) Healing IO
- (A) Performance Shifter - EndMod
- (42) Performance Shifter - Chance for +End
- (43) Endurance Modification IO
Set Bonus Totals:- 16% DamageBuff
- 12.4% Defense(Smashing)
- 12.4% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 10.5% Defense(Psionic)
- 21.8% Defense(Melee)
- 3% Defense(Ranged)
- 4.88% Defense(AoE)
- 11% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 35% Enhancement(RechargeTime)
- 10% FlySpeed
- 190.8 HP (14.2%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 14.3%
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 90% (5.03 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 10% RunSpeed
I don't think these totals at the bottom include some of the special IOs that are slotted, but the totals in Mids should if you look at it there.