A_duck

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  1. It should be close. TK and SP have the same activation, recharge and damage, and Storm Kick is actually ahead of Smite because it activates a bit faster. A seamless chain for Martial Arts is 4.488 seconds as compared to 4.62 for Dark Melee.
  2. With the interface procs it's not as much of a no-brainer as it used to be. SP will get 47 DPA from Interface, while MG will get 22. It's not enough to catch up, but for me it's easier to work a Gloom, Shadow Punch and Smite chain, and it requires less total powers.
  3. My Mind/Psi Dom. It's not even my most heavily-invested character, but I feel more confident running new content because of the large amount of control I can put out and the ability to play cautiously without really losing any productivity. My second choice is probably my Dark/Kin Corr.
  4. A_duck

    Seriously

    I am absolutely stunned this complaint lingers on. It was born out of some stupid thread where somebody didn't even track their numbers back around like I1, and some people still latch on to it. You can track your % chance to hit now with combat attributes, and I don't think I've ever seen anything from it with two DMs that was out of place. 10 to 1 you missed a few times with Shadow Maul and it got your goat because of the animation time.
  5. How much recharge do you guys have to double stack on the Phalanx? I've got permahasten, so I'm running a constant 178.5% recharge and have the purple set in Mass Hypnosis (no proc, so over 100% sleep duration) and I still cannot for the life of me double stack sleep on those jerks. Right now I'm about 1.5-2 seconds short. I usually don't have the luxury of running the LRSF with /Kins, though.
  6. Quote:
    Originally Posted by Fulmens View Post
    ... so you're saying that when Fire/Fire tanks were overpowered they DIDN'T make up half the total players? Huh, not how I remember it.
    Yeah, exactly. Not to mention the sheer amount of AR/Dev back in the day.
  7. For Corruptors I think you can easily justify any of them, except for maybe Black Scorpion. Scirocco's shield deals with the three most common damage types and the pool also gives Power Sink (which is really useful if you go for +recharge builds). Ghost Widow's shield has toxic resist, which is pretty nice, and Power Boost and Soul Drain are definitely solid utility powers. The only problem I have with Soul Drain for Dark (from experience) is that your cones are going to keep you a ways out of combat. If you want to do a boosted AoE chain you'll have to jump in, SD, jump back, TT, jump back, NF. It's a lot of moving around to land your attacks properly.

    Personally, my favorite patron for Corrs is Mako. His shield is actually the least useful out of all of em, but Hibernate has saved my bacon so many times that it's more than earned its power selection back. Black Scorpion is probably nice for PvP, and there is some good synergy between Web Envelope and the rain powers, but I just don't think that set offers tools for PvE like the others do.
  8. Maybe he just doesn't use DP, because I'm always one spawn ahead of the team and I don't think I've ever run out of endurance. Any time you want to use it you can just throw out one of your three spawn-neutralizing powers and easily drain 5+ enemies in total safety.

    The only thing I can do at that point to drain my end is to continually spam and interrupt my snipe. Otherwise it is literally impossible to use that much endurance.
  9. ST Confuse is fantastic. When I see a Spines Warden my heart skips a beat with glee.
  10. You actually have too many 6.25% recharges in there, so you're losing recharge/spending more than you need to. You're way over permahasten already with that build, so you can either frankenslot something to free up slots for something else or find a slot somewhere to put Kinetic Crash in Levitate. The only other suggestions I'd have is to switch the purple confuse set to Confuse, because that proc is pretty nice, and I'd suggest not using the damage proc in Malaise. Part of the power's greatness is that it gives no aggro, which the proc will undo.
  11. One enemy will give you more off an unslotted Drain Psyche than you would get off 3-slotted Stamina. You might think it's risky, but over dozens (probably hundreds...) of hours of playing my Mind/Psi I can attest to you that I haven't missed Stamina.

    On your build, you're going to want Mass Hypnosis. I know you're probably thinking, "What the hell, who needs a sleep?" but there's an entire strategy to beating the LRSF that's built around that power. Your contribution on the LRSF could be that one power and Confuse and you'd still be the MVP.

    One other note; defenses on a permadom are nice, but they're not strictly necessary outside of the patron shield and possibly an "oh crap" power (Hibernate, Surge of Power, Demonic Aura). As long as you know what's going on you should be able to keep yourself alive just fine with two (or three or four) spawn-negating powers, your hold, and strategic use of Confuse. If you want to keep them that's fine, but 9-12% defense isn't going to set the world on fire.
  12. I cannot stress enough that you are going to miss not having any ranged ST attacks. Subdue is pretty much a must-have power for /Psi, in my experience. I'll also say that you should just drop Fitness, because with Drain Psyche you should have no problem staying topped off at all times. And on the subject of Drain Psyche, you won't need to slot it for End Mod. Unslotted, hitting two targets you'll get more Endurance than you can functionally burn through. It's much, much harder to cap regen than it is endurance for that power, so I'd suggest going that route.

    This is the build I'm using right now (built for the LRSF):

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  13. Elec/ is not even close to the best farming setup. I have an Elec/Elec with 85% global recharge, and my SS with minimal bonuses outpaces it. LR is not up enough, overkills minions by too much, still has broken procs and caps too low to match. Footstomp is the second best AoE in the game behind PSW, which is a standard LR is way off of.
  14. I take Tough on every Brute I play, it just seems that important. I'll take Weave if the build relies on defense, or if I need the 5% recharge from Red Fortune, but it's not an auto-take power like Tough is.
  15. I generally want to punch teammates that use group fly. And by generally I mean every single time they get near me with it.
  16. [ QUOTE ]
    [ QUOTE ]
    55-60% is acceptable, ergo Electric Armor (60% with Tough) is acceptable. Okay. If you're not including Tough, then none of the armor sets can reach that value.

    Stop using words you don't mean, then.

    [/ QUOTE ]

    i would only consider 50-60% acceptable if yo have some other form of mitigation to add on top of that.

    from defense to lessen the frequency of the hits, or a high innate regen to deal with the dmg that does get through.

    i have a 50 /elec brute that no matter how i build it - i'm just never impressed.

    [/ QUOTE ]

    I mostly agree with /Elec not being impressive, but it functions well in the 40-50 range villain-side, which is where it counts. If it was a hero set I'd /yawn.

    As for the argument a bit back that it doesn't have enough S/L protection, it's unarguably correct. Even with Tough it's bad. Why? It has no defense and no self heal. I don't even buy that other sets are worse off. The only sets that are possibly worse are: /Dark; which has less resist, but has some defense, a heal, a stun and a fear, /Fire; which has less resist, but has a great self heal and /Shield; which is definitely worse. The S/L resist in /Elec are bad no matter how you slice it.
  17. Actually, probably the best secondary (that's not Stone) for Rikti is /Elec, as long as you take Tough. Without Tough the bosses can be a bit of an issue, but it does well against Psi and pretty much negates Energy, which is a great boon.
  18. [ QUOTE ]
    [ QUOTE ]
    Tanks will replace brutes and MM's. Scrappers will replace brutes.
    You'll see a lack of brutes, & silly brutes who think they can tank when the hero side has the real tanks.

    All I have to say is QQ & GL brutes. LOL

    I giggle when I see a brute jump into a group of bosses on AE and get instantly crushed. lol
    They need to pop purples to handle what a Tanker can.

    [/ QUOTE ]

    Case in point. Spent billions on my SS/WP brute. A WP/SS tank with SOs will have better resists, similar defense, similar HP and similar regen.

    [/ QUOTE ]
    And the Tanker does about as much damage as the Brute does when he's Rage-crashed! Which is something he will never, ever make up, no matter how he IOs out.
  19. Man, I just want Archery on Villains. I'll trade TA for it.
  20. [ QUOTE ]
    There were some posts on this subject a year or two ago. It was an "Iron Man" competition to see who could make it to 50 without pets. That means that you never take a pet. Just rely on your weak attack powers, secondary power and pool power for more damage etc. It was more of a challenge for those that needed something tougher to try.

    [/ QUOTE ]

    Ugh, I remember that. I still think that's not tough, it's asinine. I could take a Brute to 50 without ever leveling, but that doesn't make it a challenge.
  21. A_duck

    I15 Dom Buffs?

    [ QUOTE ]
    [ QUOTE ]
    BABs just posted this. Not necessarily related to i15 and only in reference to Mind Doms, but a buff is a buff.

    [/ QUOTE ]

    ... hes just editing the animation time.....

    [/ QUOTE ]

    Trust me, for a Mind Dom this is a pretty huge buff. I have Confuse and Dominate next to each other, and despite the fact that they have the same mag of mez, hitting the right one can be the difference between life and debt. That three and a third second animation time really prevents it from being useful in battle.
  22. A_duck

    Pro's and Con's

    [ QUOTE ]
    I also thought the Huntsman WAWG was inferior to Web Envelope, but upon closer inspection, WAWG has superior -speed and -rech: 50% vs 20% in WE.

    I'm also curious what a Crab could achieve if he drops Serum, Fortification and what not for more Leadership toggles.

    [/ QUOTE ]

    Debt badges, mostly.
  23. I play EA, actually. But thanks.
  24. [ QUOTE ]
    [ QUOTE ]
    Trading that recharge auto for a resist auto is still a losing proposition, no matter how you try to say it. With resists you shouldn't fail to mention SR's scaling resists as well.

    [/ QUOTE ]

    SR's scaling resists give it a smidgeon of extra survivability, but...

    and that's a big but....

    While it is highly useful against people who peck away at your hit points, it is virtually useless against mobs thgat take big chunks of hit points at one time. and frankly, that's where you are likely to have your only problems as an SR... Minions are easily deflected (for the most part) It's the tougher mobs like bosses and AV's that have a chance of killing SR in the first place.

    Don't get me wrong, scaling resistance is useful, but it is not nearly as useful as even much smaller amounts of 'full time' resistance. That's one of the reasons Most sr's will take the fighting pool (That and a place to slot steadfast)

    [/ QUOTE ]

    I'd say scaling resists are a lot more useful as they most damage types (or does it do all?), while EA now covers only 3. And I think most EAs take Tough on their way to Weave as well.
  25. Trading that recharge auto for a resist auto is still a losing proposition, no matter how you try to say it. With resists you shouldn't fail to mention SR's scaling resists as well.