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Posts
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It's a big reason why higher level characters perform better on lower level TFs. They have access to the TF level cap +5 and all of the slots put into those powers up to their current level.
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Claws, or DB/fire brute running low level maps.
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The number of slots shouldn't matter. Since you should get powers up to +5 of your level during the mission, you are more looking in the range of 27-29.
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Now compare Invul to sets that don't get the best end recovery power.
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I've never played Demons, so how much do they melee? I would think Thugs/sonic would be an easy match due to putting DF on the bruiser.
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Quote:Since I got Cardiac on my Kat/sr, I have used 1 blue. It was more for clearing space as much as it was boosting my end bar. I could have simply used Conserve Power and gotten through the situation with ease. This considering I was herding Arachnos at the time and the Mu were doing end drain on me. I was soloing at x4 so after the herds it was more like x8. I would have to look up my regen numbers, but I don't even have all of the accolades that boost it yet. Even if my health bar got low, I have greens and Aid Self. I tend to find regen rather overrated really.There are no IOs or Incarnate abilities that can truly replace the Regeneration and Recovery values that Empathy has.
There are things that power sets do offer that currently aren't available via IOs, or Incarnate abilities, see list of what Storm brings to the table as one mere example.
I just want to point out that I don't "hate" Empathy, think it's a bad set, or think it's not useful on some level. What I'm saying is, if you look at what the support sets offer at end game content levels, Empathy brings a rather low amount compared to other sets. If you think Empathy brings more to the table then say TA, then that's your opinion and I don't think you hate TA because of it unless you do. I think you would be wrong, but that's my opinion. -
Quote:I think slotting for fear before really IOing the build out works. You can eventually get FS to be perma. At that point, slot for -tohit.Slot for fear. If you need -ToHit, you got Darkest Night, which also lowers their damage output for when the fear breaks. Both powers have a base -18,75% to hit, so slot Darkest for -ToHit and you'll floor them just as effectively. Better by far to keep them feared with Stare. I put 4 Dark Watcher's Despair in Darkest Night, 5 Glimpse in Stare. Good hting is, when they are feared, Darkest won't break the effect, so you can debuff them BEFORE you break teh fear with attacks.
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An yet /dark also has the ability to cause stun and I just don't see mobs scattering that far way to not fuel DR. It certainly hasn't been an issue on my Dark/stone tank.
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Brutes have a 90% resist cap. Stalkers have 75%. Brutes get more HP so they get more benefit from resistance even if the percentage is the same. Soft cap for def is 45% across all ATs. You can attempt to show a stalker putting up more damage than a brute, but in terms of who is sturdier, brutes win.
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It might be good to go Claws/elec just to do different sets. Both will be very good.
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Quote:/sr likely offers the lowest investment. Not to say I didn't drop a rather decent amount of influ into my Kat/sr. If I had used merits I could have likely cut the cost in half.Well, I do use IO's -eventually-, but I'm not too big on them.
The ability for a scrapper, or brute to soft cap in regards to the same power set is basically the same. A /sr scrapper can soft cap on SOs. If you want to look at resist based sets, then brutes win out since they have higher HP, regen, and resist cap than a scrapper. -
While their statement is false, you also have to factor in Soul Drain and AAO where the scrapper clearly beats a brute since both are factored off of base damage.
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Depends on what you are looking to get out of it. In terms of being unkillable, it's the easiest to get to.
Another thing to point out is not all missions are created equal. Case in point. If you are set at +1 diff in normal missions this means you get +1/+2 mobs. If a boss is involved, it's ultra rare to get a +2 boss as I think the game defaults to generating bosses at the basic diff setting. Now, if I run tip missions, I think the default becomes +2. If it isn't, I get a lot of them. -
Quote:It's been pointed out that you level up slower by 22 so you aren't getting the level up inspirs as often either. My guess on the lack of bigger inspirs dropping is due to the map being level locked at such a low level. I'm sure I'll be proven wrong though.I also started having trouble with this map around 22. Not sure why, but things just started dying slower so the insps weren't coming in fast enough. I switched to another one that is locked to level one and things have been fine. You may want to consider giving up on Integration and going back to level one on yours. Knockback isn't that big of a deal. Whatever isn't killed outright by the grenade just runs right back to you.
Another thing I noticed on this other map vs yours is that I get way more medium and large insps. I almost never seem to get them in your mish. Not sure what that's about. -
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Purely on SOs, I would look at /elec and /regen. I think both are fairly efficient without IOing them out. /fire and /dark need IOs for KB protection unless you want to use Acro instead. /dark is end heavy enough to where you want at least the +end proc. /sr needs a little bit of IO investment just to make end usage on soft capping easier. I think /sr fits Claws the best, but you said you are trying to avoid IOs. I know /invul gets better with IOs, but it should be decent without them.
In terms of AT, I tend to push towards brutes these days, but I also prefer the feel of the faster recharging Claws powers on a scrapper.
Quote:Defense based sets offer no advantage over other sets in terms of generating Fury. The soft cap for def is 45% for all ATs. Considering how easy it is for a /sr scrapper to hit the soft cap, there's really no advantage there for a brute. In terms of the scaling resist that /sr gets, then yes.Defense can be huge in developing Fury, and SR has it in spades. Fury only requires a hit check, not an actual hit.
Brutes have more HP than Scrappers, and their Defense Caps are as high as a Tanker (though, they can't get their on their own), so they are tougher. -
Quote:Empathy offers, regen, end recovery, def, and mezz protection. All of these are handled via IOs and Incarnate. This does not mean everybody runs around fully IOed and Incarnated. It's just when those things do come into play it knocks against what a Emp adds to a team. Take Storm because it's what I thought of first. It's got -fly in Snow Storm. It's got end drain protection and a heal in O2 Boost. It brings the ability to reposition mobs. It's brings more damage. It's got controls. It's got -res. The fact people can get -res via Reactive doesn't hurt Storm because the -res cap is so high and Reactive is limited. Whatever level Storm performs at before IOs and end game content, it still performs at that level. This can be said for a number of sets, or even if they do lose some effectiveness, they still have enough to stand out. Nothing about Empathy in end game content stands out. It's not like heals are unique to Empathy.I'd like to take a moment to respond to the sentiment that Empathy is less useful in the end game.
Because people can't get past the fact that a team needs a healer. FYI, I've never turned away an Emp. unless I knew beforehand that they were a pure healer. Even if I consider FF worse off then Empathy, I have yet to turn one away. If I need bodies for a team, and you are willing to team, then let's roll. -
Quote:It took me me some time before I saw you were doing this in Shark. Not really sure why you started there. I still think street sweeping to level 3 and then doing this is better due to more inspir slots, but obviously not much of a difference. There is I believe a typo where you say "No" instead of "Now."Hi everyone!
I've uploaded a completely new video that is a FULL tutorial showing everything you need to do from the second you leave the tutorial to crafting grenades, what powers to take, what maps to use, etc. I have my new and improved map on showcase as well. I think it's pretty comprehensive and I put hours of work into it. This is by far the most complete explanation and showcase on how to run one of these lowbie maps. Watch it and let me know what you think!
http://www.youtube.com/watch?v=6thsGc42Tx0 *edit. Just watched it and noticed the second song repeats. Will fix that when I get home. *_* -
Outside of KB protection IOs, the +end proc is the one you want for DR. You'll still need to look for more ways for end recovery, but it's doable. DA really turns into a beast once epic/patrons start to kick in and certainly when more IOs and Incarnate powers get added.
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Fire is a better set for hard control. Mind is a vastly better set for soft control. While my Mind/kin does collect some dust these days due to too many alts, my Fire/kin flat out got rerolled. I'll just point out I was leading a team of SG members and some PuG people while on my Mind/kin. At one point the tank in my SG complained we were going to fast. Fire still does more damage as it should. Mind can still be played to be extremely powerful.
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Quote:I assume this is taken from my quote elsewhere. Here is somebody who LOVES playing Emp and FF. I consider these the two sets that lose out the most in end game content and for me it is difficult to have fun with those sets. Guess what? They don't care what I think and they are having fun. If playing in Emp is fun for you, then play it. I play an Ice tank, which is the red headed stepchild of tank sets in terms of IOs. I still play one because it's fun for me.Hearing that empathy is the 2nd most useless set end game, is kinda discouraging. Why put all this time into a toon that doesn't serve much of a purpose team wise later? Wondering if my time would be better spend working on my Thermal cor instead, or maybe going Pain Dom.
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At some point I guess I have to wonder what powers are you taking instead. I can get all of the powers I want and full use of whatever power set I have besides Emp.
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Debuffs are more important than buffs in the end game since players can personally buff themselves to such high levels. I have yet to play a /pain character, but in my own personal opinion Empathy is 2nd least needed hero side support set for end game stuff although Keys certainly gives some life to it. Yes, people like playing the under performing sets and enjoy doing so. They may very likely rank those sets higher than other ones. They would be wrong, but it's at least their opinion.
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One good spot for regular AE teams is in RWZ since both heroes and villains can join.