Arbegla

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  1. Quote:
    Originally Posted by Auroxis View Post
    I didn't realize people actually bunny hop mid-combat. It seems like a bad idea to me, might be ok if you have Claws as your primary (for Shockwave) but it seems pretty limiting either way and I've never seen people actually do it.
    Eh, I'm an old PvPer.. Its a hard habit to break sometimes.
  2. Quote:
    Originally Posted by Auroxis View Post
    What I am saying is, that if you refuse to get the +3% Def IO because you don't want to build for defense, that's either stubborn or ignorant. Even if you just take Weave(leaving set bonuses out of the picture), the +3% Def IO is so much better than the KB protection IO which is rarely ever useful on /Elec as I've said before.

    If you bunny hop a lot on an /elec brute or tanker (or even stalker/scrapper) then you'll notice the lack of KB protection while airborne a lot more then if you stayed on the ground.


    But, with the fact the /elec is pure resistance, you could easily slot a steadfast KB protection in a different toggle (plus the 2 piece set bonuses is more recovery, which really isn't that bad) and BoTZ are pretty easy to fit in any build, as well as karmas..

    it really depends on playstyle on if the extra KB protection is useful, but i do notice that if i bunny hop too much, i feel the full force of KBs, and sometimes that can mean death.
  3. Reactive stacks, but its such a low value, that is pretty much not noticeable (except for the DoT)

    its a -2.5% resistance debuff, that stacks 4 times, for a total of -10%.. not a huge DPS increase.

    Now, the DoT stacks 4 times as well, per attack, and ticks up to 8 times (its an 80% chance per Damage affect, so really you'll never see all 8 ticks doing off) but it does provide some pretty hefty damage numbers over time.
  4. Arbegla

    My MFing Build

    well,.. here's my shade build, which i based very roughy on Dechs.. I haven't looked over his in awhile, but i was able to successfully off tank Nightstar with it on the last BAF run i did. Worked really well rocking 85% resistance, and bouncing taunt with a tanker. We basically did the last 15% on her, as we were going for the gotta keep em separated badge.

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  5. Looks like its actually at 2000% regen, with max Drain Psyche. And it looks like you can double stack spirit tree about 3/4 the time, so when Drain Psyche is down, or not quite at 10 targets, you'll still have pretty decent +regen.

    The main issue is that hoarfrost and Drain Psyche aren't perma.. so your really only regenerating about 110-ish HP about half the time (and with hoarfrost, your only looking at 133.9hp/second) Thats assuming accolades. Now, if you add in Spiritual alpha boost, and rebirth +max HP (both t4 mind you) your looking at 133.9hp/second with, or without hoarfrost, as you'll cap your HP either way. And as your at the regen cap, even going the +regen route on rebirth won't do you any good.

    While 134hp/second looks very nice, its not quite enough to tank with, especially when you consider that fact your not quite softcapped, but your close enough that a small purple inspiration could cap your lethal/smash, and 2 small purples will cap everything else.

    It could work, but one or two hard hits (like, say siege smacking you, or a vicky crit) and you'll go down, but in a pinch you'll do pretty good.

    If you go after Nerve alpha, and barrier destiny, you could be very effective, assuming you keep 10-ish mobs around you at all times to feed drain psyche, but i'd still stick with spiritual so you can have perma hasten, and maybe getting a few more +rech set bonuses would allow you to perma drain psyche, and maybe even push hoar frost into perma range (again, not sure it'll matter much though, due to 133.9 being your regen cap, and accolades pushing you pretty close to your HP cap.
  6. Some take leadership (assault, maneuvers, tactics) others pick up Darkest Night and/or Focused Accuracy..

    The base end cost of tough and weave is something like .6EPS.. thats a pretty nefty amount. Cardiac also adds in some resistance and range, and while that range isn't very valuable on a tank, the extra resistance could help push things overboard (especially on willpower, stone, elec, fire, and invuln, which rely on massive resistance to stay alive)
  7. I'd also put my hat in for Cardiac.

    While willpower already has quick recovery, and physical perfection is easy enough to get, the SoW crash, plus the hasten crash can put a hit on your endurance, as well as running upwards of 6 toggles (keep in mind, willpower has 4 toggle base, then tough and weave make it 6, tactics, focused acc make it 8.. all that endurance usage adds up)

    Plus the extra resistance stacks nicely with your already high resistance numbers, and helps you heal more overtime with RttC.
  8. Arbegla

    Debuffing AVs?

    Quote:
    Originally Posted by Shadey_NA View Post
    So that -85% to tohit debuffs is confirmed? I've never seen that number before.

    That means that a Dark/ fender is only getting
    (~45% from chill of night (fluffy) + ~30% from fearsome stare + ~30% from Darkest Night)*15% = 14.25% debuffing on an AV? and that's optimal slotting for tohit debuffing.

    That's kinda disappointing.
    14.25% is about 1/3 the way to effectively softcapping everythings defense that gets targeted by the AV. You throw in the +def from shadow fall, and maybe maneuvers, and you can effectively softcap (or come really close to it) everyone on your team/league with just 1 dark/ defender.

    While AVs do resist 85% or more of debuffs, the value of them can still be pretty staggering, and you can floor AVs pretty easily with stacked debuffs (think of what 2 dark/ defenders can do, or even 3..)
  9. I know we may be looking at scrappers here, so i won't mention brute builds, but would a KM/fire be a good ambush farming? Power Siphon, Fire Embrace, and burst/burn/damage aura seems like a pretty nice combo, and the -dmg (especially in burst) will keep you alive when inspirations aren't dropping like rain..
  10. Also, once you get field crafter (which is what you could put some of that nest egg into) you'll have a lot more recipes/salvage spaces and be able to craft on the go. I was very annoyed that the university and the trading post in Praetoria were about half a mile apart. Even on SS and ninja run character it was almost more time consuming running back and forth, then it was buying up the salvage to craft with.
  11. I'd say it depends on what you build for.

    My grav/elec dom is just painful to play, but i think the bulk of it is that i can't decide how to play her.

    My fire/fire/fire dom on the other hand, is a damaging beast, and while she can't out control a controller right now, its hard to say a controller would out damage her. (something about incinerate to the face being a lot better then most anything a fire/kin can dish out)

    Elec control, while great at 'control' is very lack luster damage, and very limited mitigation (the sleep is awesome, but the confuse and KB rely on chains, which can be broke way too early) so while an elec/cold controller would be amazing on a team, they don't solo very well, but an elec/* dominator with the added damage from their secondary would be welcomed on teams (again, due to static field) and be able to solo pretty well with the added damaging helping out.
  12. what about dark armor? Doesnt that resist psi damage, lethal/smash, and energy pretty easily?

    Also, lol on the fire/kin out farming a brute vs rikti. Rikit, normally use massive amounts of energy damage in the form of energy blasts, lethal damage with swords, and psi damage with the mesmerizing. Good luck handling all that on a fire/kin, as you can really only get lethal/smash/psi resistance via epic power pool. Good luck getting energy resistance. You can build for defense, but then your fire imps will lose out, and there goes over half your DPS... Plus hover blasting rikti is really kinda lols in itself, due to the fact nearly all their ranged attacks have built in mez, and you'll lose out on damage from hot feet, AND your imps will be eaten alive from the extra melee damage.
  13. Quote:
    Originally Posted by Nuclea View Post
    The point of that was to see if there was a reason your /Emp Controller would be running out of End more quickly than an Emp/ Defender. But looking at the numbers the only difference you should see are the heals being a bit weaker on the Controller.
    1 word: Vigilance.

    As much as that inherent sucks, at lower levels, it adds up fast having upwards of 60% endurance discount on all your powers.

    Controllers don't have access to that, and at lower levels its much harder to keep the entire team at 100% hp, so a defender is going to get some kind of endurance discount, where the controller wont.

    Granted, its not really something to count on, but even on a empathy defender its difficult to keep everyone up and running, and when you falter, you get extra endurance to play with in the process.
  14. I remember that KM > EM thread, i was one of the ones who provided numbers on how effective KM is when compared to EM (comparable single target damage, without the self damaging, but KM pulls ahead on AoE)

    But when it comes to scrappers vs stalkers, in sustained damage situations (like AVs/pylons, etc) scrappers will pull ahead, no doubt about it. In burst damage situations, the stalker may have a chance, but only if said enemy dies before the scrappers gets full power siphon, and before the stalkers's BU falls off.. Maybe the containment chambers and weapon caches in Lambda fall under that. but just maybe.
  15. The other things to keep in mind is that Musculature provides End Mod, which can actually help out on some of the endurance issues in some builds (i'm taking it on my claws/elec, for the added damage, and extra drain on the /elec powers)
  16. Arbegla

    Containment

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Some of them, right.

    I doubt if most Dominators these days (or players in general) are villains, and the snipe isn't usually worth the full slot IMO.
    Eh, while the 'snipe' itself isn't really worth using, it makes a very nice set mule. +dam, +rech, and +def all come in the Sting of the Manticore set, and every perma can use more of those things.

    If i couldn't spare the slots, the snipe would be the first thing i'd drop, but if i had room for it, it'd take it just for the set bonuses.

    Being able to perma-dom without an enemy is just a bonus.
  17. Quote:
    Originally Posted by Jagged View Post
    And what do you put on your Ice Tanker?
    My ice tanker is getting nerve, but only to hit the 59% def 'incarnate' cap with a full EA..

    It also allows me to have better taunt from my auras, effectively letting me skip the 'taunt' power, and lets me skip out on some Acc slotting (which doublely helps, due to pushing my defense so high.. some of those sets don't have good acc slotting)
  18. Arbegla

    Containment

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Keep in mind that as great as perma-dom is, the situations you need it most are where you're most likely to lose it. Did you just die on that iTrial? Oh, enjoy building your Dom bar back up surrounded by enemies who can obliterate you and with a secondary that doesn't contribute a lot to your survival. There's definitely a "Jekyll and Hyde" element to Dominators when you start pushing the limits. And if you're unlucky enough to die 3 or 4 times back to back, the limitation starts to become increasingly apparant.
    Eh, its possible to build up domination without having enemies around (clicking, then quickly interrupting your snipe will still build domination, and you don't really need enemies near you, plus the Frenzy temp power (the one for reaffirming your alignment) will automatically fill your dom bar every few minutes.

    Death isn't as bad as it used to be on permadoms.
  19. I think thats the only way, but depending on what they are, and what server you run on, i could buy them off you... I'm looking for some 52+ and 51+ HOs...
  20. Quote:
    Originally Posted by Aggelakis View Post
    No, not all of them, they don't.

    Or are you saying that they SHOULD? Because then yes, I agree, all self-rezzes should include untouchable.
    I meant they should, as in 'i think [that] all of the self rez should [should] provide'
  21. Quote:
    Originally Posted by Microcosm View Post
    Resistance differences between a lvl 50 AV and a 51 AV is less than 1%; hp-wise the 51 should have about 600 more hit points. I think it certainly would be doable.
    While the resistance is slightly higher on a 51, and the HP is pretty much the same, you have to look at the purple patch and see what the difference in tohit and damage would be (you do slightly less damage to +1 enemys, and hit slightly less as often, plus they do slightly more damage to you, and hit you slightly more often)
  22. Quote:
    Originally Posted by Microcosm View Post
    U mean eye of the magus, werner? Cause with that and burnout you could skip hibernate completely. Tempting to try that with electric armor for more mitigation. (With a Brute, I mean)
    No, he means Geas.. For the extra recharge bonus. Granted it'll be mostly wasted with the destiny buff (you'd have to time geas just as the destiny buff dies down)

    But burnout sounds so amazing i really can't wait to try it on some of my builds, especially my MM.. /traps with the ability to instantly refresh all my traps means I can quad stack acid mortar... which is make me giggle.
  23. Quote:
    Originally Posted by SuperBull View Post
    Hello Everyone
    I was out the game for a year and came back in June. I made a EM/ELA brute 2 years ago that is at level 18. I have not played that toon since. I was wondering if anything has changed with EM since. I rarely see any post on the forums about EMs recently. Also is there anything wrong with Whirling Hands? I see a lot of post on the forum recommending skipping it?
    While nothing as really changed with EM since the nerf to Energy Transfer, effectively cutting its DPA in half.

    Problem with EM is the fact the bulk of its damage in the form of 2.5+ second animation time attacks, which gives the feeling of 'hitting corpses' on teams. While you could string together an attack chain of just energy punch, barrage, and bone smasher, it'll be sub par damage.

    Plus whirling hands does about the lowest damage of any of the PBAoEs available to brutes (or tankers, or scrappers, or even stalkers) which makes it a pretty worthless attack. Its also Energy Melees only form of AoE, so if you want to hit more then 1 target, your stuck with an attack that does very little damage, even at full fury.

    High animation times, and low AoE damage make it set pretty much a shadow of what it used to be (when Energy Transfer has the older animation time of about 1.1 seconds it still had crappy AoE, but it was so much faster at single target that it made up for it)
  24. Eh, dual pistols is pretty confusing enough as is, and some of the attacks already provide -resistance (piercing shot does -res with normal ammo) and the normal ammo already gives mitigation in the form of KB, so adding hold/stun to all attacks would just be a little much, plus with the stunning shot (or whatever its called) already doing a stun/hold with different ammo types, would it do an additional mag of hold/stun allowing it to 1 shot hold bosses?

    Dual Pistols is pretty middle of the road, atleast from the last DPS numbers that were given. Its not the highest (fire or sonic) and its not the lowest (AR, sonic if you don't count the -res)
  25. Quote:
    Originally Posted by Auroxis View Post
    Speeding things up can often mean the difference between living and dying(especially if you're relying on insps), so there's no real difference in my book. I've also seen empaths solo AV's without any incarnate powers at all, so that argument doesn't really hold.
    I think the difference is, atleast in twoheaded boys thought process, is the Warshade in question was tanking, and dishing out enough damage to solo an AV, without lore pets, and with minimal usage of inspirations (if he used any at all) meaning if you take incarnate powers away completely, and any form of temp powers (as most of those are disabled in the different forms anyways) he could still solo AVs and down pylons.

    An empathy on the other hand, especially a defender, would have a very hard time tackling both the aggro the AV/pylon in question would do, and dealing enough damage to kill said AV/pylon before said AV/pylon would kill it.

    Thats probably the point thats trying to be made here.