Windenergy21

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  1. [ QUOTE ]
    Ice/Ice. Nothing comes close to how absurdly well it solos.

    [/ QUOTE ]

    Um... Ice/elec and ice/energy come to mind immediately.
  2. [ QUOTE ]
    I'm surprised no one mentioned Archery much at all. Unless I needed to sleep last night when I was reading this, I didnt spot anyone mentioning the Archery primary for blasters. I take its not a good solo set because of the lack of early AoE?

    [/ QUOTE ]

    And then explosive arrow is at level 12 as well. Which is a pretty standard taoe attack compared to most all. Fistful also recharges in 8 seconds, compared to others with 12 and 16second recharges.
  3. Well if thematically he is deviating to have abilities such as screaming really loud, and having psychic mental powers, i think we could thematically do away with personal force field :P.

    Also Cosmic, your friend may be new to storm now, but disregarding PLing by the mid 20s should have a decent grip on how the knockback and repel is going to be working.

    Between the stormy and you with shockwave you should be able to position mobs into, and keep them in corners for their doom rather effectively.
  4. Pick up static discharge as your 3rd cone attack for your chain, you'll find it MUCH better drmike2000.

    Also, while because they are a little slow it feels like your not doing so much sometimes, but i assure you it is. Howls -resistance is boosting your psy scream/static discharge, in addition to everyone else on the team's damage. Turning it into one of the most damaging aoe blasters to make.
  5. i have a decent link thats still pretty up to date in my sig for you to use.
  6. Windenergy21

    Inv/DB or WM

    [ QUOTE ]
    Then again, tanks are used to crap like that (Footstomp at 38, GFS at 38 (at least you get Incinerate before), Frozen Aura at 38...).

    [/ QUOTE ]

    But dual blades isnt . At least in the general aoe attack area.

    God i can't wait for elec melee for tanks though...
  7. Windenergy21

    Inv/DB or WM

    [ QUOTE ]
    What is this AV chain you keep mentioning?

    [/ QUOTE ]

    AV = Attack Vitals. As I mention in my reply above, the BF > AV combo is your highest damaging attack chain, and by far, for the vast majority of DB scrappers and tanks. Any other combo you try to run *will* lower your DPS.

    [/ QUOTE ]

    Yeah i noticed that after reading more. I see AV and think immediately to archvillain, what it was meant for. Even in a discussion with dual blades i think we should stricly keep AV as short for archvillain and actually type out attack vitals XD.


    [ QUOTE ]

    [ QUOTE ]
    DB isn't really for the ST monster, its much better as an aoe set.

    [/ QUOTE ]

    WM is far better for AoE than DB--DB can be quite the ST monster w/enough recharge (again, see my reply above this one). It is better for ST than WM, but there are other sets even better for tanks if you're looking for ST damage. Of course, those sets suck for AoE... Having said that, if you can fully leverage SS's cone, esp as part of the AV combo, then yeah, you can put out some very respectable AoE numbers. And Typhoon's Edge is only behind FSC and Foot Stomp for tanker PBAoEs. Too bad 1000 Cuts is so damn slow...

    [/ QUOTE ]

    [/ QUOTE ]

    but 1000 cuts is awesome! Used for aoe its very nice, nice wide cone. I didn't say its aoe beat WM, though not far behind. I just said i figure DB as MORE of an aoe set, than it is a ST set with ease. The aoe on it is fairly wide and easy to use and recharges quickly. Typhoons edge for example, recharges, animates faster, and does more damage than whirling mace. And more importantly to me is available sooner. That's what really hurts me for WM personally is waiting so long for the aoe, needs mah aoesies!

    both sets are really quite similar in performance. Its a big matter of the feel of the set, lethal versus smashing, and BF vs build up.

    P.S. and oh yeah, if you manage the sweep combo, its an extra 50% damage off of typhoons edge. Just make sure you use your other cones first so you dont hinder dps by using the ST attacks to build up to the combo.
  8. Windenergy21

    Inv/DB or WM

    [ QUOTE ]
    [ QUOTE ]
    Skipping HS isn't integral but SoW is??? Way wrong there. HS is one of the staples of the set for your exotic types. MOB is your smash/lethal resists, HS is your exotic defense. It may be in a different form, but its part of your complete defenses, with a tidbit of s/l too, but not hte main part. Considering most powers have s/l in addition to exotic, it actually means defense against some s/l powers as well in that meaning too.

    Not to mention the LOTG that fit in it.

    [/ QUOTE ]

    Ah the exotic dmg discussion, already had this conversation a long time ago. 90% of the game is lethal and smashing dmg the rest is exotics. But these "exotic" types and their dmg won't be noticed with Rttc and fast healing at work. And since you mentioned IO's, if your full of io sets exotic dmg will mean nothing to you, as your regen would be high. I'm not saying its a useless power, but that you can still survive without it. I have and still do. I understand the stack of HS with weave, but its hardly "pivotal". IN MY OPINION, SoW is more integral than HS due to its provides the same numbers but toward resists oh and the end mod.

    Its a nice "exotic" def power, but when everthing else in the set is taken, it can be ignored. I've survived plenty of TF"s without it.

    [/ QUOTE ]

    Maybe you can, didnt say that, but i would NEVER suggest to skip it. 90% of the game is s/l, is terribly untrue. While heck YEAH, lots of the game is, 90% is way over what the real value is, i'd say 60-65% perhaps. And like i mentioned, Well while small it does have some s/l defense as well, but there are many attacks that are split, between s/l, and exotic damage types.

    This means, that because of this, with HS on, you are defending against those attacks, which also helps your s/l defenses in that nature.

    When i mentioned IOs, i waslnt talking about regen. You dont notice any regen bonuses with a full RTTC i'll guarantee that. THe only time they really come into factor is vs 1-2 enemies for the most part.

    And the end mod of SoW. You won't notice that much either if you have both QR, and stamina, and the slightest end redux and bonuses through IOs.

    And when i mentioned IOs, i was speaking about the 7.5% global into it, and the 1.13% max hp 10% regen and 9% acc bonuses that come with it.

    Also, SoW is up only 25% of the time, and is unenhanceable for recharge. While it has its uses I'd much prefer HS, in addition with its defense debuff resistance and its perception bonuses to boot in addition to all the other things i've mentioned.

    But again, i woudnt suggest skipping EITHER power. With even the cheapest frankenslotting, i'd find it much easier to skip stamina until you can fit it in, and have done so on my tank with little problems. SoW at this point is more like conserve power for me until i pick up stamina, the extra resists are just a bonus in this situation.

    So you may be fine and dandy without HS. But please, don't suggest it for anyone else. I've experienced, and seen too many WP tanks who die, thinking why, i tell them to get HS and even unslotted its JUST that enough more to give them the edge to let the regen from RTTC keep them from dead, to full health almost always. And this isn't even factoring for those who get tough/weave. It becomes exponentially more useful when weave is tossed in the mix, likewise with defense bonuses.
  9. Windenergy21

    Inv/DB or WM

    [ QUOTE ]
    [ QUOTE ]
    I've tried this and it doesn't work very well. It's sort of like not having ED but forcing yourself to follow those rules.

    One of the big perks to WP is its go power. Why would you hamstring yourself by lowering your recovery to Stamina only level and then having to invariably slot for recovery later? Its doable ... but you miss a large part of what being a WP is (and then fun of being free of recovery concerns with regards to set bonuses too).

    [/ QUOTE ]

    I wouldn't say its dramatic as "missing a large part of being a WP", as some might argue SoW is an integral part. But trust me, if you have SoW you dont need HS, but as I posted, you could always get HS later, its not like skipping something integral like say, Mind over body.

    [/ QUOTE ]

    Skipping HS isn't integral but SoW is??? Way wrong there. HS is one of the staples of the set for your exotic types. MOB is your smash/lethal resists, HS is your exotic defense. It may be in a different form, but its part of your complete defenses, with a tidbit of s/l too, but not hte main part. Considering most powers have s/l in addition to exotic, it actually means defense against some s/l powers as well in that meaning too.

    Not to mention the LOTG that fit in it.
  10. Windenergy21

    Inv/DB or WM

    [ QUOTE ]
    You're right dave, I Forgot to mention that the recharge is all based around not running hasten, with hasten up you can pull of the BV > AV chain with little inturuption, when hasten is down is another thing though.

    [/ QUOTE ]

    What is this AV chain you keep mentioning? I have no problem doing the power up combo, vengeful slice, repeat repeat repeat. It keeps it so i have 80% damage boost every time vengeful slice goes off, and 40% during the combo.

    This is without hasten.

    I'm assuming the combo you are talking abuot is BF > VS > BF > VS??

    DB isn't really for the ST monster, its much better as an aoe set.

    IMO, i'd not worry about trying to make it an av battler, and enjoying it as it is. You can slot rech in attacks and get some +rech bonuses and have it be more than fine when playing this game without hasten.
  11. Windenergy21

    Inv/DB or WM

    In general, i'd say go inv/wm. Rather i would more-so suggest inv/axe as the last tiers have higher recharges.

    Why, because invuln in general lacking so much heal, i always suggest hasten wtih the build to get dull pain up as much as possible.

    Having hasten additionally means that you're better off with a secondary that benefits more from it. Dual blades, is one of those attack sets that is perfectly fine without hasten so i wouldn't really suggest that. Dual blades for tankers consideration IMO i like with dark armor or stone armor, willpower as well.
  12. Ah ok, Either way, If you need it for that, you're probably not surviving either way. Throw in a lotg global and be done with it.
  13. I also would still try in general for FA to get back its ORIGINAL 30 degree cone. There is no reason for it to have such a narrow cone in general, and vote for the notion to have it RE-applied with its 30 degree arc, in addition to the 10 to 16 target increase like RoA equivalently gets.
  14. [ QUOTE ]
    For AR, Range Boost extends the shorter cone AoEs -- Shotgun and Full Auto -- out to where they can cover full spawns without your having to stand in the armpit of the nearest mob to be sure you reach the farthest one. And what Boost Range does to Full Auto... standing in the bottom of the bowl during Rikti Mothership raids and spraying Full Auto across seven or eight mobs at the lip of the bowl... It may be a gimmick, but it's an extremely useful gimmick.

    [/ QUOTE ]

    Until you realize that for, some ungodly reason FA is still stuck with a 10 target cap, as is buckshot.

    Generally, on my AR i have no problems with the cones. The only one maybe i would really find much value for it for would be flamethrower since its only at 40ft base 45ft after pos. set.

    Just saying for 97% of the pve game its a QoL feature more than anything. One which i generally have no problem picking an enemy and jumping around till the mobs are lined up right, usually within .5-1 second. Also, the further you are, the more the mobs spread out trying to get to you. Which as an overall strategy can have its problems too.

    Generally with AR i find it best to stay at about the 40ft to 50ft range, boost range or not, and circle/strafe around the mobs.

    And again, in general, with pretty much any blaster is about the sweet spot range to be fighting at. Jump away from melee, jump around to another side of the mob, or a jump back should it be needed.

    Fyi, spraying 7-8 "enemies" alone with FA is just going to make them mad on its own, unless they are all minnions in which case meh who cares about those during raids anyways lol.

    And like i said if it were 7-8 "mobs" true form ie 10 enemies per mob etc, FA caps out at 10 targets anywho.
  15. [ QUOTE ]
    [ QUOTE ]
    LOL. This trying to state the fact that boost range has much of ANY impact in the PVE game outside of some cones for the most part is ridiculous.

    Most blaster powers are already 80ft range, which is more than enough. Once i get pos blasts put in my cone attacks there isn't a fathom of a reason i really need boost range for anything in the PVE game.

    For those shorter range ST blasts, i take it in stride, and have never had a problem using them with their current range.

    Boost range is a gimmick. Its entertaining, but FAR from the reason to take /energy on a blaster outside of PVP.

    [/ QUOTE ]

    80 feet is more than enough if you want to take return fire. Some people might be into that, I guess.

    I'd say it stacks well with the energy primary for keeping stuff outside its own range but inside yours.

    Anyway, the best use I found for Power Boost was doubling the heal on Aid Self, which, six-slotted (three heal, three interrupt reduction) and power boosted will bring about half your hit points back if you can hold still for a very brief time while you hit the power. Also works on Personal Force Field, which is what I keep it around for, as well as an occasional turbo button when I'm hovering through a mission.

    You could get some benefit out of Sonic in that it should boost the sleep and stun powers, but that might not be worth it.

    [/ QUOTE ]

    And IIRC powerboost will not affect PFF since PFF has a resist component to it, much like it doesnt affect frozen armor for the same reason.

    Either way, why would you need it for pff anyways when pff alone caps your defense.

    If you're facing anything that can break through that enough then you're probably screwed to begin with trying to just put it on.
  16. [ QUOTE ]
    [ QUOTE ]


    I was considering doing sonic, but power boost doesn't affect the -res correct?

    I wish we had Rad blasting.. That'd be sweet with power boost.

    [/ QUOTE ]


    [/ QUOTE ]

    Yeah, i'd prefer dark blast with power boost personally. Plus in general that set with only dark blast and gloom would make better use of the ST attacks from energy as well.

    Correct, power boost does not affect the -resist of sonic.
  17. Oh yeah, i was referring to the "level of suck"

    As mentioned i don't even use SOs till 32 if i even do now half the time with IOs. And i never had any problems leveling my fire/dev on just DOs. With SOs at that level of course it would be better. Just saying the combo is just plain AMAZING IMO.

    Targetting drone really is impressive for this. No acc problems, good mitigation with caltrops and good damage from fire. Magnifique!
  18. I just looked at this whole thread and couldn't find where you quoted me for that from! Stupid alcohol! lol!
  19. No, you said you dont get "trip mine" till 35, I was correcting. Trip mine is at 28, time bomb is at 35.
  20. You mean time bomb?

    And i totally disagree with the above statement by Fulmens.

    I loved my fire/dev by level 10/12 when i got flares, fire blast, fireball, fire breath, caltrops and targetting drone.

    Blaze and RoF were the next gravy on the cake. I run with DOs till 32, and i had zero problems till then. You probably need to respec and relocate some slots/powers. See above build and i can't imagine you having very many problems.

    FYI i use a stealth IO to go with cloaking device. Its not really necessary for tirp mines, but if you wanna time bomb the mob you'll want it. Saves the power slot on smoke bomb.
  21. Here is the build i'm currently using, its quite impressive IMO.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Fire Dev Fire: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Devices
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Entrpc-Acc/Dmg(13), Entrpc-Dmg/EndRdx/Rchg(37), Dev'n-Hold%(46)
    Level 1: Web Grenade -- Acc-I(A)
    Level 2: Fire Blast -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(43)
    Level 6: Caltrops -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(15), RechRdx-I(15)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(42)
    Level 10: Targeting Drone -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(42)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(40)
    Level 18: Blaze -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(23), Heal-I(48)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(46)
    Level 26: Aim -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Trip Mine -- Sciroc-Acc/Dmg(A), M'Strk-Dmg/EndRdx/Rchg(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/Rchg(45)
    Level 30: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48)
    Level 32: Inferno -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), C'ngBlow-Dmg/Rchg(33), M'Strk-Dmg/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Time Bomb -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 38: Gun Drone -- Volly-Acc/Dmg(A), Volly-Dmg/EndRdx(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(40), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 41: Bonfire -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Fire Shield -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(48)
    Level 47: Rise of the Phoenix -- RechRdx-I(A)
    Level 49: Smoke Grenade -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(50), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]
      [*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8% Defense(Energy)[*]8% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]5.5% Defense(Ranged)[*]3% Defense(AoE)[*]48.8% Enhancement(RechargeTime)[*]59% Enhancement(Accuracy)[*]81.3 HP (6.75%) HitPoints[*]MezResist(Sleep) 3.3%[*]MezResist(Stun) 2.2%[*]17% (0.28 End/sec) Recovery[*]130% (6.54 HP/sec) Regeneration[*]5.67% Resistance(Fire)[*]5.67% Resistance(Cold)[*]1.26% Resistance(Energy)[*]4.39% Resistance(Negative)[*]2.1% Resistance(Psionic)[/list]


      Code:[/color]
      | Copy & Paste this data into Mids' Hero Designer to view the build |
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  22. [ QUOTE ]
    The mobs are notified when you make the to hit roll which is immediately after you begin the animation.

    If the mobs are a type that hit hard quickly you may be dead before you finish the animation and drain any thing.

    Even on slow acting mobs they queue an attack as soon as they are notified and that attack will still resolve when their animation completes since the almost non-existant end cost is paid at the beginning of the attack. This means you will suffer the results of the alpha even if the mob is subsequently mezzed or drained. The only way to avoid the alpha is to defeat the mob before the animation completes which will prevent the damage from being applied.

    In the case of DoTs like bullets from a hellion gunner if he is undefeated when the first tick is applied all the ticks will be applied even if he drops several seconds before the last tick fires. All mobs and mob DoTs work this way.

    [/ QUOTE ]

    Of course some issues like this on teams can be helped some, but it would help a lot of theyd change the freaking animation for short circuit XD.

    They need to change i to the "rain" animation that freezing rain and rain of fire etc use. Its a 2.03s animation instead of 3 seconds, and the damage/drain is applied at the beginning of that animation, not at the end of it like in its current form.
  23. I would totally suggest leveling up the fire/dev blaster. It was one of the most well rounded and fun blasters i've played to date.
  24. Agreed, go E^3 for sure. You are much more effective at sapping mobs with power sink in conjunction with short circuit.

    Not to mention /elec is more thematic, and gives you shocking grasp to stack holds with tesla cage on bosses, and higher ST DPS than /energy gives in general.

    You'll be much happier as an E^3 trust me. Its just so awesome .

    Also don't forget that enemies resistances to end drain scale up as you are fighting higher level enemies.

    So that 100% end drain to an even level enemy, is only, meh not doing the math right now but not 100% versus the normal +2 to +3s you'll most likely be fighting.

    Whereas:

    Short circuit + power sink base = 70%

    Moderately slotted, well i have like 85% on my SC and 50%ish damage slotted with IOs. Power sink might be full though, so lets say about 130% end drain.

    Can't remember the exact equations but i'm fairly certain thats draining +2s fully (does in practice but trying to speak numbers here lol)

    If it doesnt to +3s, then ball lightning may finish them off, or put them at 1 attack and then that's the end of them.
  25. Yeah i don't understand the AT caps for resistances either. I mean, lets compare tanks to scrappers. For one most scrappers wont get to resistance cap outside of invuln in unstoppable. So whats the point? It just makes buffs not work. And the biggere equation, is that they need MORE help to do that, and they have less base HP to boot, which is really where it should be affecting it. Nothing worse than popping unstoppable on a scrapper and dying cause the cap is set at 75% instead of 95%. So lame.