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Posts
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Quote:Movement is a big tanking penalty. Damage is also a threat tanking penalty. Besides, you only need one tank in a group. Taking a second tank is much easier to palate when it can actually do some decent damage.Where in tanking is damage a penalty? Where in tanking is movement a penalty? (apart from a few nukes that are scary). Why would a WP need more recharge, if their only power that has recharge, is unaffected by it?
Quote:The fact remains, end game =! IO build. If we talk about 2-3billion builds, these cant be achieved by just doing some random end-game content, i dont consider farming for inf as part of end-game.
Granite will remain the lead in survivability, only untill the very last end when you get to the big-bang-for-the-bucks IO's WP is taking over (but in that content, other primairies can do the same). Afaik WP cant hit cap SL resist by plain its own powers, you are basicly forced to get tough/weave, i say penalty, since the IO SL bonusses are that small, you cant get it from there. -
Assault Rifle/Electric Blapper would seem quite difficult to keep alive.
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That's a costume piece for Arachnos Soldiers, so you know!
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Quote:Electric Armor should be a great farming set, actually. Just pick enemies who use energy attacks and you'll be unstoppable.I wasn't using exclusive or, so SS/SD still doesn't count. :P
For some reason I keep leaning towards Elec/Elec. After reading all the posts about electric armor sucking I can't help but think I can be the one that proves them wrong. :P Eh, I'll probably end up hating myself around the 30s and roll a Fire/Fire anyway. :P -
Quote:These two powers aren't really competing, though. For an AoE attack chain, you want both.Even Suppression is only a question of tradeoffs vs Heavy Burst. Better cone + energy vs faster recharge/animation time. I'd say Suppression wins though.
Quote:Unfleshed? Do you mean like not having a valid full attack chain for single target? I guess I haven't looked at it so that may very well be a valid point. Bayonet is very nice but there would probably be no room for it after everything else I want.
That said, Crab is quite powerful without any Wolf Spider attacks. Heavy Burst just seems necessary to make a more seamless AoE attack chain. Aside from that, I like to skip all the rest and enjoy Crabbing. -
Quote:Wolf Spider grenades animate 0.2s slower, if I'm not mistaken. 1.67 vs. 1.87. The reason you wouldn't get the grenades from Wolf Spider anyways is because they don't use the arms, regardless of stats. The submachine gun is a toy in the hands of a Crab.How so? They are listed as having exactly the same animation time. I don't want single target damage I want good ranged AoE. I just don't see why I wouldn't get my ranged AoE from the Wolf Spider Grenades + Heavy Burst with Suppression thrown in now and then?
Quote:Doing so gives me superior single target damage when I actually need it. I don't want to use the gun though so this bothers me. I'm not looking for FOTM or something overpowered but it irritates me to take the thing I'm playing and pick the poorer setup. -
Crab ain't a great single-target attacker. If that's what you want, look someplace else.
I don't think there's many Crabs who take the melee abilities. Heavy Burst is definitely a part of their attack chain, though.
*Also, what he meant by Crabs having better grenades is that they animate a little faster. -
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Stamina is 3 wasted power picks. The few times you need an END reduction, it's more efficient to just use your saved inspirations. Do be sure you slot Web Grenade well, however, as spamming it without END reduction can be quite tiring and there are many situations in which you'll want to spam it.
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Force fields add defense, not resistance. Besides that, this set is a near-duplicate of Energy Aura, except that it has way too many toggles.
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Quote:Any Brute or any Tanker will have good health. Any Scrapper or any Brute will have good damage (though for Brutes, it depends on you to keep up Fury). Any of the three archetypes will have good defense.1. does good damage good health and exeptional defense (could always use enhancements
If defense is the sticking point, play a Willpower or Stone Brute or any tank. If damage is the sticking point, there's too many different kinds of damage to make a suggestion. -
Quote:Super Strength has knockdown and some good attacks. It's defined by Rage, Footstomp and Knockout Blow in my opinion. Good AoE and decent single-target.also does super strength compare well with fire
and whats the diffrence between defeense with tank and brute
Tanks and Brutes tend to have the same defensive caps, but Brutes have about three-quarters the defensive strength of tankers. -
Quote:I think they're all pretty well balanced, all things considered. If you're asking which does the most damage, the answer is probably Fire.Hello everyone.
I am here to ask a question
what is the most balanced melee set (No Stalkers)
Tanker
Brute
Scrapper
Quote:also I would like to know if a brute does more damage than a scrapper -
Quote:All the sets are pretty much balanced for all-around effectiveness.So I've read some very mixed views on comparing the two defensive sets. Some have said Stone is clearly better as you can softcap defense and cap S/L resistance as well as getting your other resistances mighty close. Your only weakness is Psionics. Others have said that Granite is far too crippling to be considered better than WP. Willpower, after all, gives more endurance recovery, an auto-boost to max HP and very well-rounded defenses (including the achilles' heel of Stone, Psionics).
So what I'm asking is which set is better, and why? I don't expect to get a definite answer, as opinions will vary, but I want to know what people think.
To clarify, I'm talking end-game, all-round effectiveness. So don't go saying "WP is better off in the beginning" or something similar. I want Granite's obvious weaknesses accounted for. Also, I'm not seeking "which is better in extreme situations" answers. Because when it comes down to tanking a horde of monsters in Tempest Quay, Granite clearly gets the nod. -
75% if the numbers haven't changed from Mids'.
*That should be the base accuracy, I mean. -
I'd really like to see the difference in experience rewards diminished between -4 and +4 in the later game. Once everyone's about 35 or so, the game starts to get a lot easier for most to take down +3 and higher enemies. I think that the experience rewards ought to reflect that a bit more than they do. I don't mean to reduce overall experience, but to tighten the range. Currently, from -4 to +4 it varies from 20% to 190%.
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Quote:I hated every minute I wasn't melee capped on big teams.Great, thanks guys. Is this a workable build without IOs? Because I don't have any cash readily available Redside so he's going to be using SOs for a good while.
On the flip side, Shield Charge and Footstomp are mighty entertaining. -
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2x 6/6 Touch of Death (Punch and Haymaker)
1x Steadfast Unique (Deflection [prefer OwtS if you take it])
1x 6/6 Mako's Bite (Knockout Blow)
1x 6/6 Obliteration (Shield Charge)
2x 3/3 Blessing of the Zephyr (travel power and Combat Jumping)
1x 3/6 Aegis (Tough)
1x 6/6 Red Fortune (Weave)
1x 6/6 Gaussian's (Rage)
Probably not ideal, but it works for me until I can get a PVP defense unique. -
Be Better off getting 6/6 Obliteration in Icicles. The defense you're getting to Fire and especially Cold isn't worth short-capping S/L.
Also note that your Foot Stomp is going to be fairly expensive compared to most. Haven't played a Cold Tanker, so I don't really know if this is a huge issue.
*I totally spaced Energy Absorption. Apologies. I do think you'd be better served by using Obliteration over Multi-Strike in Icicles, but more for the ancillary bonuses than for defense reasons. On the other hand, frankenslot Foot Stomp for DMG/END/RCHG! It's an expensive power, and one that will be used frequently. -
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Did you notice how dark or rocky looking all the colors available for Stone Armor are? Or how crystalline light the ice power's palate is? Thankfully no Yellow Snowman! People can now make their much desired green lantern clones but I have the feeling that these color palates are the last bastion of the customization control philosophy.
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Considering they aren't out yet, no - no one has noticed these things. -
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Maintaining 6.5 targets is an astoundingly high figure. By your own assessment, Regen delivers superior regeneration.
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Read his post a little more closely. That number is required to be better than /Regen when /Regen uses IH constantly. In reality you're not going to use IH anywhere near constantly.
That's not even getting into the point that if you love the regen stat you don't want it doing massive extreme fluctuation like IH causes.
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All those are considered, and all those point to a regeneration advantage for Regen. -
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The +regen dominance issue is pretty much a non-point: */WP wins; RttC is simple better than Integration and Instant Healing combined.
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Bovine feces. If you want to consider the downtime of IH, then you also got to consider non-saturated stats of RttC, and that can fluctuate any number of times while idle, running from mob to mob, or in the middle of a spawn. Numerically, Regen beats out WP when it comes to having the highest +regen rate. There's really no way to deny that.
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Interestingly enough, I did. I specifically mentioned that, in order to equal the average +regen of a */regen Scrapper, it only takes 6.49 targets. Any number of targets above that, and you've got better average +regen than a */regen Scrapper. RttC saturates at 10 targets, and I never even brought that value up.
The other problem you're bringing up is that you're specifically referencing peak +regen without referencing "normal mode" +regen at all. Without IH, which is not a normally activated power for most */regens, */wp beats out */regen hands down simply because, if there is more than 1 target in RttC, RttC is bigger than Integration. With IH, of course */regen is going to win out simply because it's functionally the "tier 9" equivalent for */regen. You might as well argue that */SR doesn't need IOs in order to softcap because it has Elude available to it. You have to consider IH from an averaged perspective. When it's averaged in, even assuming that it sees optimal use and doesn't get eaten by downtime, */regen manages worse +regen than */wp if the */wp can manage to get 7 or more targets in RttC (which isn't anywhere near a difficult prospect).
Plus, there's no such thing as "+regen rate". There is "regen rate", which can either be read as the speed at which you receive the 5% health ticks or the average rate at which you recover your hit points, and "+regen" which is simply the modifier for your base regeneration.
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Downtime works in favor of Instant Healing as much as it works against it. Moreso, since you can choose when you need the extra healing and when Reconstruction is fine. It's also laughable to call Instant Healing a tier 9 equivalent. It's a unique power, and powerful.