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Posts
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Joined
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Ok cool, thanks for the info. Heal procs in the two l1 powers is an interesting survivability boost...
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Hey, just wondering what the effects of slotting procs in CI are. This is on my brute, I'm just considernig the damage procs from the single target sets and the taunt set. Will they have a chance on each foe, or just the first?
Also want to know, Havoc Punch and charged brawl, with the chance to heal does it proc each time you attack or each time the attack sucessfully sleeps? Thanks! -
I'd say teams shouldn't expect a brute to tank. Now, if the brute is an AoEer with a taunt aura, and with some decent buffs, then any brute can be half expected to at least tank a decent amount as a byproduct of SMASHing. I build my brutes to take quite a bit of aggro, mostly for the sake of fury though, and to be able to take damage, with awesome attack power being the main focus. Of course, to sustain awesome attack power you need survivability, whether through less aggro (Energy Cloak) or heavy armour. I prefer the latter, and it helps me tank to a certain extent.
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Am I the only one who really wants traps on defenders and controllers?
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I recently stopped playing my invul. I was going to reroll a willpower but this may make me stick with it. But I have nvr cared bout the -5 def if I'm invul I should't be trying to dodge hits. It's all bout the res
[/ QUOTE ]Def doesn't have to be dodging. I could be a bullet that hits you and just bounces off doing nothing because you're so tough. -
No, I don't have it backwards. The damage is split, and then the resistances of the individual entities apply.
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Their resistance will, and damage sent to henchmen is before your resistance. This is why defence based builds for solid MMs are better than resistance ones, with resistance being just as useful as defence on the henchmen (of course still at 1def=2res) because if the MM doesn't get hit at all, then neither will the henchmen, but they are still there for when a hit happens.
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Aye good plan- Faultline would be great experience.
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Vahiki can't attend this evening, he has guests round.
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I did forget to mention the exception of tanks
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And Brutes. Oh, and stalkers as well. Did I forget anything? Right, Widows and Soldiers.
This would leave Scrappers. I didn't take statistics as an A-Level, so do correct me on this if I'm wrong, but exactly one melee archetype out of a potential six melee archetypes being largely team obsolete does not, in fact, make melee as a whole obsolete.
This would in fact make the obsolete class itself the exception.
[/ QUOTE ]Wait, blasters and doms aren't melee ATs? -
They've always been obselete while we've had controllers and defenders.
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I'll be able to do it this sat.
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Reason widows cant have unlockable claws is same as why spines doesn't. There are, IIRC, extra claws on the hands/arms while using some powers, and there are also projectile claw throwing attacks, which are uncostomisable. I think the devs think if you can't customise that, then customising the rest is silly, and it wouldn't fit.
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What's wrong with taking the blaps on an arch/em?
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Well we normally meet around the Atlas Statue, and then street sweep until around level 3 or 4 which is when we go into the sewers.
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Well if we get enough buffing characters from our Defs and Controllers we might not need a tank? As a /wp scrapper the extent of pseudo-tanking for me would be getting the alpha, due to crappy taunt aura. But who needs tanking if we can mostly all be buffed to oblivion? I think Jay being his FF/ would help the team a lot, if that's something he'd like to play.
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Yeah I think so bob, if everyone who's posted on the thread so far is in then you'd be number 7.
And I wish you people would be more specific about what you want to play!
Knightly, a Kin/ would be a Godsend, and will make all our lives easier, especially with /dark.
Also, I'd like to reserve the last place for Lucas/Vahiki. He's going to be back by then and has expressed interest in a team like this. -
If I were you Jay I'd go with the cheap option of not transfering
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No, this isn't copying the other threat that just cropped up here
Me and a few of the other guys from the Psi Patrol team on Defiant thought that we'd start an union team, but one with no particular concept. So just a regular team, probably once a week, leveling together, just because doing a team together is often fun, and concepts can often limit what people want to do.
So, just making this thread for us to discuss what characters we want to make for it, and when we're free to do it, and whether we want to wait till after the psi team is done.
I'm personally taking Blitz Mayhem along for this, Claws/WP scrapper. -
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The whole Jumping Power pool is called Leaping.
Jumping=Leaping
Hurdle=/=Leaping but it takes Jump IOs
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I am guessing (please correct me if I'm wrong), but Hurdle doesnt accept leaping Set IOs, as the +stealth IO would make it perma. A touch broken (considering the other slotting options all have an end cost)
[/ QUOTE ]The minute cost of toggling sprint or CJ on once every 2 mins, or just before you need stealth? Oh woe is me, my end bar will suffer! It's more that people would slot the IO in the passives and then not like being ghostly all the time. Or something like that. -
Just a thought - in theory descending to villainly should be easier than rising to heroics. Longbow won't welcome in a guy who saved a few hostages if he destroyed atlas park, but as a villain no one will care if you freed a few people, so long as you show you can do bad stuff. Villains only care if you wrong them, or their close friends.
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Get it and get the procs - recharge bonus and aggro be damned!
[/ QUOTE ]I know it's in my nature as a pyrate to get aggro, but that rech bonus looks too nice from 5 slotted, and one damage proc wouldn't be worth it