Zul_Vakirol

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  1. Quote:
    Originally Posted by Balthazael View Post
    TBH, I'd rather the made the current sets customisable rather than introduce new ones.

    I want to have my Thugs as boiler-suited Bond villain henchmen instead of generic gang members.
    I'd rather they focus on Pet AI first and foremost. Plus from what I've seen of Beast Mastery not measuring up to the other primaries, it needs tweaking first.
  2. Quote:
    Originally Posted by PrincessDarkstar View Post
    1 - Energy Melee, which would see a pass as it gets ported to scrappers
    2 - Super Strength, which again would see a pass as it gets ported to scrappers (And stalkers)

    I agree with Arcana about changing all the T1 and T2 powers as well, I hate having to pick the fast recharging but weaker attack just so I have something to do at low levels.

    And then blasters, and blast sets need a total revamp.
    I do not want to see Footstomp or Rage nerfed, so no.
  3. Zul_Vakirol

    Blaster help?

    Quote:
    Originally Posted by Fulmens View Post
    Zul: I respectfully disagree. I'm not Werner or anything, but there are two requirements to solo an AV:

    1) Outdamage their regen rate and 2) survive the experience.

    I've only soloed one AV, that was a nin/nin stalker on countess crey; I think it took me ten minutes. The math works out to "small amounts of -regen make a ten minute fight into a three minute fight."

    Mr_Nugglez: Almost every blaster is "extremely squishy" by the standards of any other AT. Fire/En is one of the squishiest, it is true, but it doesn't get all that much better. /Ice has a couple of solid survival tools, /Mental has a couple of solid survival tools, /Dev gives you the "trade a lot of damage for some survivability" option. On primaries, Sonic and Ice (I find ice/ice gives you more tools than you have time to use them) have a lot of survivability and, maybe, less damage to go with it. I'm not all that familiar with Dark/ and Beam Rifle/ yet.
    -Regen does help, but it's very minor. It's why Rad/Sonic Defender has a much easier time with all the -res. Only certain AVs possess the resistance to the damage type in large numbers.
  4. Quote:
    Originally Posted by Shadey_NA View Post
    Um... the important thing to say about plant/psi is capped regen. Yes, 2000% is a fairly easy thing for this combo to attain. That said, i would build with ice mastery in mind. you get good aoe's to go with your combo, some Def, some resist and most importantly an HP clickie to go with all that regen (think regen scrapper). From there build rech and defense.

    It's one of the sturdiest Dom combos out there and very easy/fun to play.
    My Ice/Psi dom can reach those numbers too, it's called Drain Psyche, Plant Domination has nothing to do with getting the regen numbers except for maybe bonuses. Even then, a vast chunk of them come from Drain Psyche.
  5. Quote:
    Originally Posted by Vitality View Post
    A change like that doesn't make any sense.

    A Tanker should want to protect his team...and be the "best at doing so"...but an increase in threat is not the way to go about improving this.

    An increase in a threat modifier just makes them the center of attention if they are teaming with Brutes who can tank...while that Brute could still perform the same exact task when a Tanker is not on the team. This would also "make" Brutes who can tank, not want to team with Tankers...because then they would easily lose all agro to Tanker...therefore reducing their damage output...in situations where a Brute could just as easily tank those 17 enemies.

    I made a suggestion in the Tanker forums about increasing Tanker's survivability and their agro cap. This would make them the "best at protecting the team".

    Therefore...while Tankers could still "lose agro" to "tanking Brutes"...they would be able to hold more agro than them and have better top end survivability. So in situations where two groups are pulled...the Tanker can still maintain control over all the agro...while the Brute could not.
    That would require altering the caps entirely, and increasing base resists and such for Tankers, since they'll be more able to survive the extra damage.

    More survivability and higher aggro caps could work, but I don't see that happening any time soon.
  6. Quote:
    Originally Posted by electric_emu View Post
    Ahh, please don't skip Burn. Some might argue, but I'd say you're better off going with almost any other set if you're not going to be using Burn. Consume is also very good as well, though you could skip it.

    If you must skip 3 from FA, I'd suggest Temp. Protection, Fiery Embrace and Rise of the Phoenix.
    Doesn't Temperature protection have the resistance to slows and recharge debuffs?
  7. Zul_Vakirol

    Blaster help?

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'll admit I haven't done the math but for AVs I think Beam Rifle is one of the better options for two reasons. Disintegrate give you an extra attack along with higher damage on two of your other single target attacks. Additionally using Disintegrate + Single Shot gives a 225% regen debuff. This isn't enough to stop an AVs regen on it's own but it's still quite a bit, especially for a Blaster (for comparison most of the good regen debuffs from Defenders and such do -500% with a few doing -1000%).
    Regen debuff is useless against AVs. Not only do they regenerate very slowly (it's just a very high hp pool), but they resist the crap out of debuffs like -Regen, effectively neutering it. A quick way to check an AVs debuff resistance is to either drag a Bane spider along for him/her to use their Surveillance power, or use the power analyzer Mk whatever temporary power, go to combat attributes and check what the AVs stats are.

    Nothing will ever stop anyone's regen ever, not even the old MoG did that, it just created so much -Regen that the next tick would happen well after the power's 3 minute duration. With enough +Regen, a regen scrapper using MoG could experience some HP regen, but that took a huge amount of Empaths all firing off their +regen aura power.
  8. Quote:
    Originally Posted by Madadh View Post
    Ninjitsu.

    So, in other words, all the defense-positional armours.


    And yes, that clicky sorta annoys me, too. But I do love being able to double stack when/if the situation warrants it.
    I think Arachnos Soldier/Crab/Bane qualifies as well. Just running Fortification and TT:L are toggles and not passives, but given that with those on top of Crab Spider Armor, I have protection from all mez (excluding KB), I do think some of the defense sets need a little loving. SR could use a self-heal like Ninjitsu, or port Ninjitsu over to Scrappers and change it up a little to fit them.
  9. Quote:
    Originally Posted by Madadh View Post
    Parry and Katana's variant do stack with themselves. Storm Kick on a tanker doesn't (but it does add +Def to all positions).

    Not sure about defensive sweep and guarded spin. Kinda curious on that front now.

    While it's not the final authority, Mid's shows Defensive Sweep as being stackable, but not Guarded Spin.
    I thought Storm Kink on a Tanker was +DEf to all.
  10. Quote:
    Originally Posted by Dr Harmony View Post
    Yes, Force Fields is definitely a contributing factor to Fulmen's experiment. I was just pointing out that it wasnt the only factor.

    As for Resistance debuffs, they get resisted by damage resistance. The net effect is the same, a 20% resistance debuff means you will do 20% more damage, whatever the target's resistance.

    In the case of Honoree hitting Unstoppable, if that gives him 100% resistance to energy and smashing, then the debuffs from Sonic Blast will have no effect, and subsequent attacks will still do no damage. They will however increase the damage he takes from Psi attacks.

    I always feel Sonic Blast does OK for area damage.
    Howl does around 80% normal AoE damage, more like 100% normal the second time you use it. Shockwave does 65%-ish, which boosts to about 80% again after Howl's debuff. And both have a very fast recharge compared to many other sets.
    IF you have a corner (to keep them Shockwaved in) its not bad for chained AoE damage, but lacks the burst AoE of some other sets.
    Doesn't he have resistance to psi because of the whole part-Rikti thing going on?
  11. Quote:
    Originally Posted by ricohdah View Post
    FF, Time and maybe Traps would work out well because of their defense buffs; Dark and Storm would work out well for their -tohit debuffs.

    You would be hard pressed to keep up with the damage ninja's take with a healing set and damage resist sets, instead of dying in 2 seconds, your ninjas will die in 4.

    I would go Storm Summoning, Freezing Rain and Hurricane is a winning combo. There's a new IO coming out that changes knockback to knockup, toss that in Tornado along with the other recharge intensive pet IO buffs. Only drawback is Ninja/Storm will be the most endurance heavy MM ever.
    The same could easily be said of thugs/poison, and for good reason, both secondaries are extremely active in their proper playstyle (put Gale on auto and I will pimpsmack you) that gets the most out of what both do best: debuffing for poison, and controlled chaos for Storm/
  12. Quote:
    Originally Posted by Dr Harmony View Post
    Isn't that partly down to Radiation Blast? Its pure energy damage, which Rikti resist.
    It has lower damage, higher recharge attacks, so you're doing less damage per attack, and probably less damage overall since the animation times aren't reduced for the tier 1 and 2 attacks.

    I don't disagree that Force Fields is a slow defensive set, butI think youve picked a misleading metric there.
    Even with the Rikti resists to energy, FF not bringing anything useful is a contributing factor. A Rad/Rad would have less trouble when dealing with the resistance by virtue of EF and even RI would make the fight easier. Neutrino Bolt can at least be slotted with Touch of Lady Grey's Negative Energy damage chance proc and Apocalypse's same proc.

    Of course, for debuffing and solo, a rad/sonic would be ideal, but I've noticed that people say Sonic lacks aoe attacks, and for soloing that's just fine. Wouldn't the debuffs from Radiation Blast also be worthwhile? I mean, against AVs, yeah the defense debuff will be pointless, but if it's a resistance heavy AV, doesn't their damage resistance also determine how much they resist the debuff? Honoree hitting unstoppable would suffer almost no damage resistance debuff, wouldn't he?
  13. Quote:
    Originally Posted by graystar_blaster View Post
    I may have posted in the wrong place so if this shows up twice im sorry


    My idea to fix this at.


    Make BU and/or Aim a toggle.

    that is all
    It's called Targeting Drone.
  14. Quote:
    Originally Posted by JayboH View Post
    They put out more damage than any class on some hits, please stop with the tanker silliness.
    Johnny is right in that Tankers do need at least some more damage now that Brutes can come over blueside with their same Threat Level modifier of 4. I would state the biggest thing to improve tanking would be to always have the highest Threat Level modifier of any AT, as I keep hearing about tankers losing aggro to brutes who can survive just as well while pushing out even more damage, the Tanker AT does seem more and more redundant like the Blaster AT.

    Of course, it's an overall problem with most of the Blueside ATs in general, as Redside showed they could learn from their mistakes (took long enough for Doms though). If I ever see a Tanker putting out numbers that get dangerously close to Brutes however, I will scream like a monkey and start flinging crap everywhere, but focus it on Johnny above all others.
  15. Quote:
    Originally Posted by firespray View Post
    Agreed. I tried soloing nemesis. I quit after about 45 minutes when it was clear I wasn't making any significant progress once he started phasing regularly.
    Pfft, the only thing that would stop me once I get my dark/dark/soul Brute up and running is a forced bathroom break.
  16. Wow man, even I never got that nasty with planet_J over his regen guide linked in his signature.
  17. Quote:
    Originally Posted by Aura_Familia View Post
    As long as you don't lose the click once and they fire off by themselves.

    The one thing about that other game is that you STAND IN ONE place while that maintain occurs. Blasters, as currently built could not afford to be stuck standing in one place for very long.
    The uh, set with guns and all, the one that uses an assault rifle actually allows you to move. It's one of the few maintains that allows it, and it makes sense. The minigun is the whole 'rooted while in use' thing.
  18. Thanks. I eventually plan on doing the i-Trials, but not anytime soon, as I am fully aware of how much more tweaking my build will need. I have no problem doing the Dark Astoria stuff to help prepare myself with some of the proper materials.

    My current build utilizes the same number of slots, but with common IOs and SOs mixed in as I haven't played the character in a long time. Only with Maneuvers, Combat Jumping, and Weave running am I close to the softcap, roughly 42.5% on all positions. Rather endurance intensive however, but I'll look into both builds.

    Pre-reqs for Weave aside, I have Tough in my current build for S/L resists. The Echo of Minos hit me twice last night, but far enough apart that Aid Self was enough.
  19. Quote:
    Originally Posted by Hyperstrike View Post
    Okay, just for stupidity's sake.

    A build that can achieve 90% resists TO EVERYTHING.

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    That's with power surge up, but the resists outside of Power Surge are very nice, capped S/L/E, very nice. Is this possible with other primaries?
  20. So after dusting off my very old Katana/SR, I've decided it's time for a respec and an endgame build in mind. Now, I know in advance this build is going to be very expensive, but I have no problems running trials, TFs, etc to get the inf and such needed for it. For typical endgame stuff (non-Incarnate) it should suffice well enough, but I'd greatly appreciate advice from more experienced players.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kiyujin: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Sting of the Wasp
    • (A) Touch of Death - Chance of Damage(Negative)
    • (13) Touch of Death - Damage/Endurance/Recharge
    • (13) Touch of Death - Accuracy/Damage/Endurance
    • (40) Touch of Death - Damage/Recharge
    • (40) Touch of Death - Damage/Endurance
    • (40) Touch of Death - Accuracy/Damage
    Level 1: Focused Fighting
    • (A) Defense Buff IO
    • (3) Defense Buff IO
    • (3) Endurance Reduction IO
    Level 2: Focused Senses
    • (A) Defense Buff IO
    • (5) Defense Buff IO
    • (5) Endurance Reduction IO
    Level 4: Agile
    • (A) Defense Buff IO
    • (9) Defense Buff IO
    • (21) Defense Buff IO
    Level 6: Build Up
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Divine Avalanche
    • (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
    • (9) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
    • (21) Superior Scrapper's Strike - Damage/Endurance/Recharge
    • (45) Superior Scrapper's Strike - Accuracy/Damage/Recharge
    • (46) Superior Scrapper's Strike - Damage/Recharge
    • (46) Superior Scrapper's Strike - Accuracy/Damage
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (15) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 14: Aid Other
    • (A) Empty
    Level 16: Dodge
    • (A) Defense Buff IO
    • (17) Defense Buff IO
    • (17) Defense Buff IO
    Level 18: The Lotus Drops
    • (A) Obliteration - Chance for Smashing Damage
    • (19) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (19) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Recharge
    Level 20: Quickness
    • (A) Run Speed IO
    Level 22: Aid Self
    • (A) Doctored Wounds - Recharge
    • (23) Doctored Wounds - Heal
    • (23) Doctored Wounds - Heal/Recharge
    • (25) Doctored Wounds - Heal/Endurance
    • (25) Doctored Wounds - Heal/Endurance/Recharge
    • (31) Interrupt Reduction IO
    Level 24: Boxing
    • (A) Empty
    Level 26: Soaring Dragon
    • (A) Mako's Bite - Accuracy/Damage
    • (27) Mako's Bite - Damage/Endurance
    • (27) Mako's Bite - Damage/Recharge
    • (34) Mako's Bite - Accuracy/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (37) Mako's Bite - Chance of Damage(Lethal)
    Level 28: Lucky
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    • (29) Defense Buff IO
    Level 30: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (31) Steadfast Protection - Resistance/+Def 3%
    • (31) Endurance Reduction IO
    Level 32: Golden Dragonfly
    • (A) Obliteration - Chance for Smashing Damage
    • (33) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 35: Evasion
    • (A) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Defense Buff IO
    Level 38: Weave
    • (A) Defense Buff IO
    • (39) Defense Buff IO
    • (39) Endurance Reduction IO
    • (43) Endurance Reduction IO
    Level 41: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (42) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 44: Maneuvers
    • (A) Defense Buff IO
    • (45) Defense Buff IO
    • (45) Endurance Reduction IO
    Level 47: Elude
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (48) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Performance Shifter - Chance for +End
    Level 49: Calling the Wolf
    • (A) Perfect Zinger - Chance for Psi Damage
    • (50) Perfect Zinger - Taunt/Recharge
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Miracle - +Recovery
    • (46) Panacea - +Hit Points/Endurance
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (42) Performance Shifter - EndMod
    • (43) Endurance Modification IO
    ------------



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  21. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Y'know, I considered that, but I can never tell with PleaseRecycle.
    At least with Jonny Butane, I know it's gonna be overall anger at Tanker damage no matter what. With people who joke and are serious, I'm thrown for a loop.
  22. Quote:
    Originally Posted by planet_J View Post
    Really?? EVERYONE knows that? From my Guide, I get about 4-5 emails a week asking questions about how to slot certain powers, what kinds of things to try to build for...etc. I also get several compliments a month on it from people who read it and used it.

    You must have your head buried in the sand...I am answering questions about /regen on here several times a week if not daily...

    I had a question the other day in my email, guy wanted to know exactly how I would build a claws/regen scrapper he wanted to trick his out...so I sent him the build that I am about to respec into on live...told him it was pricey...he sent me back an email thanking me...and told me he was about to turn his scrapper into a monster using my build...and I know that build will cost a lot to run...it just will.

    Oh, and btw, if you have set bonuses on your richest build and claim it was less than 50 Mil Inf, I would like to see this build with IO sets...for 50 mil inf...you can't buy pieces of any of the sets I consider worth buying for that.
    I guess min-maxing on EVE Online has spoiled me in that regard, so what's simple to me is complex to someone else. I guess if it helps people then it should suffice more or less, but there's no real numbers being shown. I mean there's some, but not enough.
  23. Quote:
    Originally Posted by Vauluur View Post
    The problem I have with Timebomb is it does the same thing as Tripmine in a harder to control fashion. It needs to do something else. Less damage and some kind of controlling effect perhaps. Or a controlling effect prior to the explosion. It could be a slow patch with a chance to immob until it detonates for example. Just something.
    Omega Maneuver on Crab Spider is what Time Bomb should be. Goes off nice and fast, and has this wonderful taunting effect to it as well, ensuring enemies get caught in the explosion.
  24. Quote:
    Originally Posted by Oliin View Post
    I don't play a ton of controllers, but wouldn't their general ability to lock down groups of enemies make things easier? Possibly slower, but less dangerous.

    Also dominators have both decent damage output (1.050 melee damage mod and 0.95 ranged damage mod) and mez protection through domination(as well as though one of their APPs for what that's worth). My dominators play on higher difficulties than my blasters do with less difficulties/accidental deaths.
    This is very true. Being able to remove one more enemies from a spawn with the primary and then slowly whittle them down makes for safe leveling. The crits from enemies in a mezzed state simply improves the speed. Heck, if the primary is chock full of -DEF like Earth, then the veteran attack powers speed it up that much further. Plus at 32, most controller primaries get a pet who possesses some form of controls and multiple attacks. Stoney in particular has like, 100 mag protection to most form of mezzes when I checked his auto-powers numbers. 100% psi protection too, 80% toxic res, 60% for exotic damages, put a couple sonic bubbles on him and he'll pretty much last forever aside from hard hitting AVs and some EBs.

    Blasters... don't get that kind of option.
  25. Quote:
    Originally Posted by Alekhine View Post
    No, making blasters more like inverted doms is about breaking the AT of a blaster. That is not what is needed. Having another AT mirror another AT is taking an option away. Taking options away is not a good thing.
    My Tankers and Brutes would like to have a few choice words with you about that. Blasters need more damage because simply put, they die way too fast without any real form of mitigation. Damage goes up in a linear fashion, but enemy HP goes up in quadratic fashion later on.

    Corruptors bring more because as the fight drags on against high HP bosses, scourge kicks in more and more, and they can also leverage their secondary to further help the team/them soloing.