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Posts
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3. Slotting that proc in tactics is the worst place to put it...seriously. it goes off like once every 2 minutes for 7 seconds....1/100 times it will go off when you actually NEED the damage boost. if you put it in buildup the 1/20 chance it activates...it will actually be USEFUL. You can ask anyone and everyone and they will tell you the same, I am telling you from personal experience with it in tactics and BU...BU is WAY better.
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I don't have the dr numbers for it, but if it goes off with buildup you are take a hit when it goes off. Its going off 1 time in 20 which means you can go an entire arena match or zone outing without even seeing it go off. When I have it slotted in tactics or targeting drone I see it go off about one battle in 3 or 4.
For arena matches the numbers have been better than that for me. As to when I need its whenever I am attacking.
I will admit I am personally heavily biased against procs in general. Unless you are going to buzzsaw a power with them so you have a very heavy chance of one or more going off every activation they just seem too random for me. I try to avoid them in general. But thats just my bias. -
Reply to both above
1. Tk thrust, with the kin crash set has 175% accuracy, if that isnt going to hit the extra won't help much either. If a melee character is in melee range with you, your first priority has to be getting him out of his range otherwise he will be doing more damage to you than you can absorb.
2. Psi darts. Unless you are going to open with it doesnt matter. The target will be closing with you. So shooting Mental blast, tk blast, will dom to open, follow up to mental, tk again, if they are properly built tk had no knockback at all and by that time they are in psi dart range.
Once again decimation in psi. The slot is better used elsewhere.
3. To the gaussians chance of in buildup that is insane. IIRC on your build aim had a 30 sec rech ? which corresponds to an expected value of once every 10 minutes vs once every 2 mintues in tactics. If you are in an arena fight you will be spending better than 50% of your time engaged one way or another edge tactics.
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The enhancement values for what I am suggesting in hoarfrost gives 90+ to everything it can. Plus a 2 tasty end bonuses and more kb protection.
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Uhmm you have three blank slots in hoarfrost. SO I have no idea what your proposal is. As it is those blank slots are needed elsewhere. As it is by just moving one of them to stamina you get a very 2.5% end bonus. As to KB protection Kin Crash in tk thrust gives you 4 points and 7.5% recharge. Between that and the decimation you get an addition 13.75% recharge. -
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Painful
Painful to get to 50
Painful to have at 50
Bout the only thing psi is nice for is PVP and if you want to do that take EM
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I beg to differ. My Psi/EM Blaster is 45, almost 46, and I've come to love taking her on ITFs; it's something wonderful to behold watching a Cyclops or Minotaur pop Unstoppable, and everyone else's attacks drop to doing damage in the 5-30 range while your attacks are still doing 150-500 points of damage, and throwing a Psionic Tornado into a clustered mass of Cimeroran Traitors, completely ignoring their Defense bonus from their shields is fun to watch as the forest of orange numbers float up.
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LOL AIM and Buildup are your friends. If you cant ignore a pve defense bonus with them you are doing something very wrong. Accuracy is your other friend slot for it.
Yes shooting through unstoppable is nice it also works well with reichsman, the bigger question is how much damage are you doing to the robots ? -
Wasnt going to comment on this thread as its a little close to home and that build is strange.
1. Tk Thrust if its going to be six slotted slot the full kin crash set. This gives you 45 points of kb in that power and it will knock people
2. Pop a decimation in psi dart you have enough recharge to handle will dom, tk thrust , mental blast while at range.
3. The gaussians chance is wasted psy focus pop it in tactics
4. Hoarfrost unless you are going to three slot miracle use the slots elsewhere. As it is if you are going to three slot miracle might as well do it in health. -
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It also doesn't really matter that they are on (or near) purple level IN pvp, DR takes care of that to ensure that makes little difference. The only meaningful benefit they bring is the ability to exempt down to lower pvp zones, which while good hardly warrants their current (and soon to be even rarer) status. That just doesn't carry the same meaning it does in pve.
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Oh for some people the ability to do to real players what they do to NPCs because they have about 20% advantage over them does matter. Defense combos love resistance bonuses and everyone still loves recharge, hp, and recovery bonuses. -
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Anyway, I've yet to see any convincing reason from Dev's or players that indicates pvp IO's should be exceedingly difficult to acquire through pvp activity. The market will take care of itself it you take care of the root issue.
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Unfortunately, the particular PvP IOs that were released are "purple" level IOs, in regards to their PvP performance. Since they're "PvP" IOs and only drop in PvP, using their PvE performance as a guage is not accurate. Thus, they will need to have "purple" level drop rate in PvP. Apparently, the devs decided the effort it took to kill 5000 level 50 mobs to get a purple drop is roughly equal to the effort it took to kill 100 players to get a PvP IO drop. PvP has a much smaller population, so the absolute number of drops will be proportional to that. In other words, the percentage of PvErs that have purples should be roughly equal to the percentage of PvPers that have these particular PvP IOs.
The dev's mistake was not introducing crappier PvP IOs, ones that don't exmplar, much smaller set bonuses, and even without any PvP-only set bonuses. These could drop more often at a relative rate comparable to the crappier PvE IO sets.
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LOL the mistake is making PVP about the car and not the driver. The equivalent would be for the average joe to try to be enticed into running the Baja 500 in their day to day vehicle. It just isnt going to happen.
As another upside the PvP IOs obliterate any good spin you could put on the I13 changes. You used to be able to say that they were trying to make PvP about skill and just not doing a very good job of it, now that rationale is destroyed. -
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Ebil may start paying off sooner than I thought.. I just got a LotG +recharge lvl 50 for 66,666,667 million and the last 3 sales after mine are all for 100 Million.... Guess what I did hehe
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ROFL after I listed mine for 66,666,666 million and somebody bought it for 66,666,667 months ago, I never expected to see that again.
Gratz -
If I can't beat the vendor price instantly at wentworths I delete my salvage. As for buying Minimum 1500 common, 5000 uncommon. Might as well keep it worthwile for people to list things and save me the trouble of building storage bins.
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what is one less player in pvp anyway?
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LOL about 25% of the population*.
*For the humor impaired that's called a joke and don't worry you are handicapable. -
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Now if they want the elite few to continue to dominate PvP, then I congratulate them on reinforcing this. I have started being interested in PvP, and PvP IOs began to increase my interest in PvP. Without sidetracking this further, I realized very quickly that for one to shine in PvP takes a lot more time and investment than I am currently willing to spend. If I could outfit my characters with PvP IOs cheaply, I would be more likely to reconsider a second PvP build.
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Not really a market issue, but you can toss in the fact that PVP and PVE are now two very different games. Even if you have one of the superior pvp AT/Powerset combination the builds that perform well on one side aren't going to be that hot on the other.
Good example, ranged defense blasters are a very viable build choice for pve, and an exceptionally poor choice for pvp.
You can also toss in that with Elusivity not showing up properly in the real numbers tool, there is an additional element of trial and error in creating a pvp build. -
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Thanks for all for sharing your experiences and ideas. One that I'm curious about is if I slot powers that I cannot access during Positron, I will still get set bonuses if that power is slotted with level 18 or lower IO's?
My Fire/MM is already level 50 so I have a lot of spare slots to use and the 2nd build is specifically going to be used for running Posi.
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Ahort answer: Yes
Long answer:
Any bonus that acts like a continuous set global you will get as long as you are no more than 3 levels less than the power.
Any bonus that is a proc you get as long as you have access to the power.
Ex. Lotg +7.5 level 25 is good down to level 22 weather you have the power its slotted in or not.
Celerity Stealth level 50 is good down to level 1 as long as you turn on sprint. -
1:31 soloed with second logged in for drops and prestige
Travel powers are a must. In my case I had 3 sets if for nothing else than to hold my blessing of the zypher sets. Hasten is vital and there is nothing you can take that will speed you up more than superspeed. -
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I remember Inert Gas selling for over 200k each about a week ago on Redside.
Yeah, someone broked the market.
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yup. And with ten minutes of waiting you could get it for 20K.
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... put it back on the market at 120K and people would buy it for 200K
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Lol and while you are still buying them for 20k -
QR:
If you are tired at 47, it might be time to start buying all your final IO sets. I set aside a bin in the sg base for that load it up with io sets and then work on filling it. Usually going from an SO build to an IO build is enough to keep me really interested. -
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You're right it is. I can still be polite and ask though.
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How is asking someone to stay out of a thread on a public forum "polite"?
It's like asking someone you don't like to leave the park. It's not your park, you don't make the rules.
It is more a measure of deluded self importance than politeness.
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Now that is funny, Its amazing how even the most reasonable of statements can be hillarious if the right person utters them. -
Thanks
Drain Psyche is pretty much my stamina supplement. I was almost tempted to go without health and stamina and just rely on that. The other tradeoff I was tempted make was to put doctored wounds in DP and take a slot from beanbag to add in accuracy.
I Like the Ice/Mastery set but it has a problem. I really like to have a hold and it doesnt have one. -
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so, theoretically Umby's build could do it in about 4:20?
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Yeah he could but he'd be using inspirations in order to survive.
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What are the rules on this ?
I thought the point on this was to see how much damage a chain could inflict. Survival insps would seem to be legitimate here. -
Any reason all the IOs are set to 35 ??
If this is meant as a PvP build alll the defense will be wasted. -
I love /Dev but its just such a solo powerset.
If you really want to have some fun with a /Dev the respec trials are great as are the crotoa arcs. There are a couple were you have streams of enemies trying to destroy an object. You just set up a minefield and laugh. -
Habit, Reflex, Conditioned response. Just carrying RL behaviors into the game.
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I was shooting for a decent AR/Ment build for under 400 million inf. This one worked out at about 200 million and 400 merits. Did I miss anything ?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Subdual -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg(50)
Level 2: Slug -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(9), KinCrsh-Rchg/KB(11), KinCrsh-Rechg/EndRdx(11), KinCrsh-Dmg/EndRdx/KB(13), KinCrsh-Acc/Dmg/KB(50)
Level 4: Telekinetic Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(13), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(15), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 8: Hurdle -- Empty(A)
Level 10: M30 Grenade -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(21), KinCrsh-Rchg/KB(21), KinCrsh-Rechg/EndRdx(23), KinCrsh-Dmg/EndRdx/KB(23), KinCrsh-Acc/Dmg/KB(25)
Level 12: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29)
Level 14: Super Speed -- Empty(A)
Level 16: Concentration -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(31)
Level 18: Health -- Heal-I(A), Heal-I(33)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33)
Level 22: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), Range-I(36)
Level 24: Drain Psyche -- Acc-I(A), Heal-I(36), Heal-I(36), RechRdx-I(37), RechRdx-I(37)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39)
Level 28: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40)
Level 30: World of Confusion -- CoPers-Conf(A), CoPers-Conf%(40), CoPers-Acc/Conf/Rchg(40), CoPers-Conf/EndRdx(42), CoPers-Acc/Rchg(42)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 41: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 44: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48)
Level 47: Surge of Power -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(50)
Level 49: Hover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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[u]Set Bonus Totals:[u]- [*]9% DamageBuff(Smashing)[*]9% DamageBuff(Lethal)[*]9% DamageBuff(Fire)[*]9% DamageBuff(Cold)[*]9% DamageBuff(Energy)[*]9% DamageBuff(Negative)[*]9% DamageBuff(Toxic)[*]9% DamageBuff(Psionic)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]2.5% Defense(Ranged)[*]2.25% Max End[*]96.3% Enhancement(RechargeTime)[*]4% Enhancement(Confused)[*]52% Enhancement(Accuracy)[*]4% FlySpeed[*]13.6 HP (1.12%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -9)[*]Knockup (Mag -9)[*]MezResist(Confused) 5%[*]MezResist(Held) 5%[*]MezResist(Immobilize) 7.75%[*]MezResist(Sleep) 5%[*]MezResist(Stun) 7.2%[*]MezResist(Terrorized) 5%[*]20.5% (0.34 End/sec) Recovery[*]18% (0.91 HP/sec) Regeneration[*]7.5% Resistance(Smashing)[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]13% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Decimation[u]
(Burst)- [*] MezResist(Immobilize) 2.75%[*] 13.6 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[/list][u]Thunderstrike[u]
(Subdual)- [*] 2% (0.03 End/sec) Recovery[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 7% Enhancement(Accuracy)[*] 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight[/list][u]Kinetic Crash[u]
(Slug)- [*] 3% RunSpeed[*] 2.5% Resistance(Smashing)[*] Knockback Protection (Mag -3)[*] 6% (0.3 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Kinetic Crash[u]
(Telekinetic Thrust)- [*] 3% RunSpeed[*] 2.5% Resistance(Smashing)[*] Knockback Protection (Mag -3)[*] 6% (0.3 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Kinetic Crash[u]
(M30 Grenade)- [*] 3% RunSpeed[*] 2.5% Resistance(Smashing)[*] Knockback Protection (Mag -3)[*] 6% (0.3 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Psychic Scream)- [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Adjusted Targeting[u]
(Concentration)- [*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Flamethrower)- [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Ignite)- [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Stupefy[u]
(Beanbag)- [*] 2.5% (0.04 End/sec) Recovery[/list][u]Coercive Persuasion[u]
(World of Confusion)- [*] 4% (0.07 End/sec) Recovery[*] 4% Enhancement(Confused)[*] 4% DamageBuff(All)[*] 10% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Full Auto)- [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Combat Jumping)- [*] 7.5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
(Psychic Shockwave)- [*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)[*] 5% Enhancement(RechargeTime)[/list][u]Basilisk's Gaze[u]
(Shocking Bolt)- [*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 2% (0.03 End/sec) Recovery[*] 7.5% Enhancement(RechargeTime)[*] Status Resistance 5%[/list][u]Luck of the Gambler[u]
(Hover)- [*] 7.5% Enhancement(RechargeTime)[/list]
Code:[/color]| Copy & Paste this data into Mids' Hero Designer to view the build |
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Big powers
Fire: Key Powers
Fire Blast
Flares
Blaze
Aim
Fireball
FireBreath
Rain Of Fire: very nice for that extra bit of AoE, Great for blocking doors and hallways. Usefullness depends on your playstyle.
Inferno: Is nice but completely skippable there was a thread not long ago on this.
Blazing Bolt : Not only skippable actively undesirable.
Ment: Key Powers
Subdual: You have to take it, but thats a good thing because its great.
TK Thrust:
Psy Scream
Concentration
**** Drain Psyche ****: Must Have if you want you can skip fitness in the late game with this power. Great power early on take it as soon as you can and enjoy.
Psychic Shockwave: Another great power in the set. PBAoE good damage reasonable recharge chance of stun and -rech what more do you want ?
Optional: Mindprobe if you playing at range and not looking to blap you will wonder why you have this.
World of confusion: Its a late game set mule. It really doesnt become useful till you have the inf to proc it out, or slot the purple set.
Scare: Don't bother. -
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+ Perception to see everyone
+ Stealth from Proc, Stealth, and Cloaking.
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Just FYI, stealth and cloaking device don't stack. Turning on one, turns off the other, though both will work with a stealth IO.
I don't PvP at all anymore, but I doubt AR/Dev blasters are destroying anyone. Lack of aim and build up is a problem in PvE and PvP.
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Wasn't going to go there but this. AR has a lack of single target attacks, and Devs big powers for PVP are targeting drone, caltrops and web grenade. If an AR/DEV is destroying people in zones its probably badgers that are looking to accumulate time badges. -
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Not sure that the OP has such a build--if you do, please show us soloing a Pylon in 3:43, cuz that's what a DPS of 300 could do. We might even provide the necessary mitigation if required so that you can just do damage.
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Actually, killing a pylon in 3:43 isn't 300 dps. Pylons have 30675 hp. 300 dps would kill that in under 2 minutes. (Just to be nit-picky)
My ill/rad troller just solo'd a pylon, and I timed it with a stopwatch to 4:58. That's just over 100 dps.
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Goes back to how you are calculating DPS.
Effective DPS = Damage done to target + Any healing prevented on targeted.
You prevented the pylon from repairing itself for the full time adding about 128 DPS to your effective DPS.
A blaster without a -regen power would have had to to do an addition 128 DPS to match your time. -
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1) DPA vs DPS: unless you're running about 300% recharge, or you're a fire/mental/elec or AR/whatever blaster, you do not have a full attack chain of AOE's. Now admittedly 2.67 (3.0?) seconds in melee range is a long time, but it's stupid to basically claim that Short Circuit is three times as bad as Fireball, as if Fireball-fireball-fireball was a gapless attack chain.
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This is badly wrong.
First AR / Just about anything never mind the APP will give a seemless AOE attack chain.
Most of the /Mental combos will give a seemless AOE attack chain combo without electric and only moderate recharge bonuses.
If you are going to lecture you might as well get it right.