_Pine_

Legend
  • Posts

    1300
  • Joined

  1. I do have to say that in I-trial stuff, which it seems the developers are wanting to push, a Tank is actually helpful, not just a brute or scrapper sit-in.
  2. Also Ill/Rad has AM = 30% more recharge.
  3. Quote:
    Originally Posted by Smersh View Post
    Rebirth Destiny has a branch that does +max hp... but I can't be bothered to look it up at the moment.
    I was really shocked that Rebirth's numbers don't scale to AT's. The heal and +HP are the same on a tank or mastermind. I would think they would have it as a %base not a base number. However it breaks down like this:


    856.72 heal on target
    214.18 max hit points for 10.00s on target
    53.54 max hit points for 30.00s on target
    53.54 max hit points for 1m 0s on target
    53.54 max hit points for 2m 0s on target
  4. _Pine_

    Extra slots

    Most of the time I am fine with the number of slots now. It makes building interesting and challenging, the slots are actually worth something. The biggest exception are Khelds. So many powers that need slots. :/'

    Also, there are some powers that I wish could have more than 6 slots. Things like Siphon Life that need Acc, End red, Recharge, Damage and Heal, or Dark Regeneration which I would love to slot for End red, Recharge, Acc, Heal, Proc and Taunt. >.>
  5. Quote:
    Originally Posted by Ultimus View Post
    Yeah I meant Defensive Sweep.

    On another note, since I am Invul should I slot invincibility with to-hit buffs too?
    Not unless you are slotting it with 2 Rectified Reticles for the Smashing/Lethal defense. Invince only gives 2% to hit per mob around you. So enhancing it to the ED cap will only make it 3%. Not worth the slots unles, again you are slotting for bonuses. If you are slotting Rectified Reticle, slot the To Hit one and the proc (Invuln doesn't have any +Percep powers, so it would be a nice thing to have, keeping [Smoke Bomb]s from making you lose all targets for a few seconds.)
  6. I know for my Ill/cold troller. Perma Hasten is a must to make sure that PA always recharges in 59 seconds. (also 125% recharge in PA).

    (also, @PleaseRecycle. You are justifying sparing one slot and spending many more for the same amount of bonus. 15% recharge in hasten (3rd slot of recharge) = 1 slot. If you really need hasten up, then it's worth one slot. But in your example, you would slot 3 slots for 15% (3 LotG) or even more like 7-12 slots for the Taunt set. Yes, it would apply to all your powers, but if the person making the build really just needs hasten up. One slot is so much cheaper.
  7. Hai Miki!

    On a side note. I would just make a PvP IO proc of your choice and stick it in a shiny box. Never know when you might want it.
  8. I wish you luck :/

    I rolled an Elec/TW Tank and my goals were similarish. I wanted soft capped Range defense, capped S/L/E resists, 3k HP, perma Energize and Aid Self.

    I got Soft capped Range, a good 15-20 second downtime on Energize, I did fit Aid Self in, but only 2.5k ish HP :/ (melee soft capped with Def Sweep.)

    *With Cardiac I was able to hit 85% res to Smashing/Lethal, So I assume with Resilience I could cap it.
  9. _Pine_

    Shadow Maul

    Its nice to slot 3-4 Eradications for great E/N defense and a higher +HP bonus.
  10. Quote:
    Originally Posted by PleaseRecycle View Post
    Deus or anyone else, would you please explain the situation where an extra two to five seconds of hasten will make a substantial difference in a build? I have never seen anyone post a build where it mattered a whit since the old days when it was actually a challenge to make domination permanent, and even then obviously only dominators needed apply.

    Take the claim that several extra seconds of hasten could make the difference between permanent dull pain or not. This is laughable on several levels. It takes something like 102% global recharge plus ED capped slotting to make hasten permanent. It takes 55% global recharge plus ED capped slotting to make dull pain permanent if you don't even have hasten. DP is incredibly easy to make permanent, hasten is in an entirely different league. If you have perma hasten or hasten close to perma, you would have to leave DP completely unslotted for recharge to get it close to not being permanent, and you'd fail. If you have low global recharge and slot hasten and dull pain adequately by themselves, you would have to tune your build exquisitely tightly for the express purpose of making DP fall just short of being perma.
    IIRC Dull Pain is perma if Dull Pain is slotted with 5 Doctored Wounds, -the Heal/End one + Hasten 3 slotted and 55% global recharge. Let me look at mids to see if your statement is true.

    Yup 55% Global Recharge + 97.49% Recharge in Dull Pain = 142.6 Seconds Recharge, 22.6 seconds off.
  11. _Pine_

    ENH converters.

    Because you refuse to wear pants :P
  12. Quote:
    Originally Posted by Helluva_Goon View Post
    I would like to take a peep at your build, Pine if you don't mind. It sounds like a very promising build may you have.
    I have personally not IOed out an Illusion/Rad controller. I got mine to 50 and didn't really want to play the toon anymore. I do however have an Illusion/Cold that I simply love and play every day.
  13. Quote:
    Originally Posted by Arcanaville View Post
    One thing about energy blast that I think is a bit under-rated is that not only does it look cool, but it sounds powerful. That vroosh is something I find I miss when playing most other ranged sets.
    I don't play with the sound on... so that part is completely lost on me.
  14. Quote:
    Originally Posted by Kenji_Naginata View Post
    That's kind of where I feel like I am right now too, Moonlighter. My main and first to 50 was a scrapper, and I've always loved the AT. Unfortunately, I've gotten to the point where every time I try to roll another one, I end up comparing them in Mids and convincing myself I'm better off just rolling a brute.

    The 'scrappers can just jump in' argument doesn't hold a lot of weight for me because I find that the pace I play my brutes at pretty much makes fury dropping off a non-issue.
    That's kinda funny, every time I make a brute, I compare it to a scrapper and I convince myself I'm better rolling a scrapper.
  15. Nope. They don't have to do it. There are millions of better and easier ideas to try before this.
  16. I would think we would want to increase the length of the -Regen in EMP Arrow, since the -regen only lasts 15 seconds :/ Not a whole lot can be done with that, imo.
  17. You can trust the Titan Community. They are just average joe's (and janes) that want to help as much as they can. I have not heard one bad thing about anyone there.
  18. Two words were drilled into my head in my programming classes.

    Unit Testing
  19. I don't want to sound mean or obnoxious, but we do understand the term Soft-Capped Defense, correct? You seem to be saying that soft cap defense = specific typed defense at 45% and capped defense = specific positional defense at 45%. If this is indeed what you are thinking, than that is wrong. If you are using the terms interchangeably because you think they are the same, that is also wrong. Capped defense defers depending on AT's but is >175%. The soft cap is an artificial term meaning 45%, or the pseudo cap for defense because adding more defense does not really help in most situations.

    Now, on to your question. If you will indeed always be able to stay out of melee range, than ranged soft cap will be helpful, though difficult to attain since the BotZ nerf First and foremost you need Perma PA. That is the most important thing for an Illusionist. By the time you have Perma PA, your build will be EXTREMELY tight to fit in that extra defense to hit 45%. You can do one of three things. You can work your mind numb trying to hit 45% Ranged Defence, work towards 32.5% so that when you are in trouble you can pop a small purple to get you to the soft cap, or you can assume that you will be debuffing their to hit (which when adequately slotted you should have around -35% To Hit) so only needing 10% defense. These solutions go from hardest to easiest, but also safest to least safe.

    I personally use Super Speed cause I like to go fast. So I go Smashing/Lethal/Energy soft cap (using Mace Mastery). But it seems that's not your style.

    Hope this helps.
  20. Quote:
    Originally Posted by Gearsinger View Post
    I wonder if anyone has video of the old Storm Kick animation. I loved that doofy kick.
    Wish Granted.
  21. Didn't notice that you can (don't know why you would) slot for damage. If only poison had better -Regen
  22. Quote:
    Originally Posted by Tater Todd View Post
    Illusion/Poison is amazing if you have deep enough pockets.

    Keep in mind it's nowhere near as safe as Cold or Rad but it can get up to -110 Resistance on each mob.
    How exactly?
    Envenom -30% *unstackable +15% single Target
    Venomous Gas -18.75% *unstackable
    AH proc for another -20%
    Equals: -83.75% res

    *And to Local Man*
    I think we need to agree to disagree. Neither of us are going to back down and agree
  23. _Pine_

    Enery Aura

    The worst part about Rularuu is not the Psi damage, its the +100% to hit, massive - defense and -res thrown around and the holds that get thrown around.

    Which is why my DM/Invuln is awesome in the shard tfs.
  24. That's fine and all, but looking at the pro's and con's Cold will come out on top.

    Cold's Benefits:
    -60% defense
    -30% resistance with Sleet
    -33% resistance with Heat Loss
    Two Places to put the Achilles Heal Proc for another -20% resistance
    +3.75% defense [Arctic Fog]
    -50% damage Benumb
    -500% regen Benumb
    -93% mez strength AND buff strength
    Team +defense shields
    +15% res for Energy, Negative, Fire, Cold : Arctic Fog
    +60% Slow res with Arctic Fog
    +63.5% * 2 recovery with one target effected by Heat Loss
    And lets not forget the cumulative total of all the -recharge = 490%

    Rad Pro's:
    11.58% heal (117 HP)
    -25% defense (can slot 1 AH proc for a moderate chance of extra -20% res)
    -25% to hit
    -22.5% res
    -20% dam
    -500% Regen + -1000 Regen if we are willing to use EM Pulse
    -75% rech
    +20% dam buff (which doesn't effect PA)
    30% recovery
    +51% mez resistance
    +30% recharge
    A rez and a use on dead body power (Fall Out, which is pretty sweet)
    A crappy AoE hold toggle power (its pretty bad)


    These numbers are base. So most can be enhanced. The argument about AM vs Heat Loss in level range is kinda moot because you are only lower than level 38 for a short period. You are going to be over that for a whole lot longer, and when your not you will have a team to help. Heat Loss is 4 times more powerful than AM for recovery. Sleet should be perma, meaning it recharges in 30 seconds. If sleet isn't up at the start of a mob, it soon will be, so you can start summoning Spectral Terror to cut the Alpha strike that way.

    I agree that AM is a pretty great power. The +res status effect is a great thing that nothing else really gives. However, because you have toggle debuffs (totaling 1.56 endurance per second usage base) you use up almost all of your +recov gained by AM for those two toggles alone :/ (They also have a fairly long recharge of 8 seconds :/ and a cast time together of 5.6 seconds. This means if some one does kill your anchor before the mob is dead, you have to wait 13 seconds before debuffs come again.)

    Endurance might be manageable on a rad, but its forgettable on a cold. No worries what so ever. Also, with cold's Arctic Fog's defense, I am able to soft cap Smashing/Lethal defense with no IO bonuses, and Energy Defense is a small purple from soft cap. (This is with Mace Mastery, which also gives you two more places for AH procs and another pet that deals Toxic damage).
  25. So with that ET change, we would put the old ET animation back, but then add a recoil animation for the self damage?