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Posts
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I know Tanks are out of fashion for many, but I can see TW becoming a go to set over SS for Tankers with ease. Between the many cones, decent damage output, and the fact that the AoE is Tier 8 instead of Tier 9 will make the set a very attractive secondary.
As others have stated above, I don't see it being superior to SS on a Brute. I've so far only tested it on Tanks and it is an awesome set for that AT.
Being a two handed weapon TW cannot be used with SD. -
I've got 2 TW tanks on test and it really does depend on the Primary.
SR/TW is good fun with being able to come close to the soft cap for melee in the mid 20s. However, I'm sure it works almost as well on a TW/SR scrapper.
ElA/TW is a beast. I can't wait to roll one on the live servers. -
Quote:Sorry about the confusion. I'm so used to S&L going together that I almost automatically group them now. I don't have access to the game at work but I'm pretty sure it's Melee and Smashing.I heard it was only Smashing and Melee. Can anyone confirm this ingame with [Defensive Strike]? Also, I had no idea Martial Arts gave a 10% Defense to all? It doesn't stack though. But still, wow that's cool. I'm pretty torn now. I really wanted my Titan Weapons/Elec Tanker. Think maybe I'll go MA/Invuln and roll my TW/Elec as a Scrapper..
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The numbers I've seen are 15% S&L Def for Tanks and 11.25% for Brutes and Scrappers.
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Taunt is the T4 as with all tank sets. I'm not sure what they moved, but if Taunt is the T5 for Scrappers and Brutes then it's a little different.
The T1 cone has better numbers on a tank (15% S&L def v 11.25) and is super sweet. TW is one set where being "forced" to take the T1 at 1st level is no big deal because I'd take it as my first power on a TW primary as well. -
Quote:I've rolled 2 /TW tanks on beta and I think it is a VERY solid set for tanks. The higher DPA makes up for the lack of a critical/fury mechanic and the AoE seriously magnifies the effect of Gauntlet, helping aggro control. I will buy TW as soon as it goes live and reroll two different tanks with it.Here's a thought for everyone... which AT do you believe benefits most from TW? I am sort of thinking Scrappers because I think of critical hits as Proc damage. And with so much AoE, it just increases the odds of atleast one enemy takes double damage and likely dies... leading to more steam rolling. But then again, tanks get higher a benefit with the T1 attack as they have a higher defense benefit (15% as opposed to 11.25% for melee and smashing defense, plus you can add bruising to that) and their -res debuff has a higher base (-10% vs. -7.5% I believe). Then again, brutes are brutes. So how bout it, what do you think?
I can only imagine it is devastating on both Scrappers and Brutes. -
Quote:I can completely understand the point being made here. I'm not saying I completely agree, but I understand. Some but not all of the animations in the video above (can't get into the VIP beta server for some reason) look like a person who has made the poor tactical decision of attempting to use a weapon that was designed for someone much bigger or stronger than they. They look clumsy and uncoordinated like a small child who picked up daddy's axe. That style is all well and good when you pair the power set with a character who is less than six and a half feed tall and or is on the more lithe side of the "physique" slider. I have a feeling that they will end up looking kind of silly on a Max Height Huge body, which is what I had in mind for my TW character.-snip-
My problem with the set is that it DOESN'T LOOK AWESOME AT ALL.
I had to use caps, in case you miss my point again.
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To use a different example: the characters using Broadsword, War Mace or Battle Axe, aren't making beautiful swings. However, their swings look relatively smooth. Even the most awkward looking swings, the cone attacks like Slice and Crowd Control, look natural.
These things are lacking, for the most part, in the animations shown in that earlier video.
The character looks like they're a righty trying to be a lefty. It would be like me trying to throw a baseball with my left hand. I may get the ball where I want it to go, but it will look a little funny.
It simply is not up to the standard we've had thus far in this game. -
According to the description it's "you and nearby allies". I haven't played a Time Manipulator to 32/38 yet so I can't say from experience, but I doubt they'd put that in the description if it didn't also effect the caster.
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Wait... isn't Dark Regen the best self heal in the game?
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Well everyone seems to agree. I was thinking of going defender and am glad to hear that is the right choice.
EDIT: Also, my search fu is weak. I never know what keywords to use. -
I've been reading around the forums and come to the conclusion that I am doing myself a disservice by not having a Sonic toon. I am considering Time Manipulation as the other set because I want to try that out and it seems like it would be a good combo with Sonic because it also has -res in addition to other good debuffs.
The question is should I roll a Defender or a Corruptor? Is the Cor's increased damage really that important with the -res or will I want to have more of the TM powers available earlier? Or does it even matter? -
I really love DP paired with Kinetics on a Corruptor, but that's not really the most simple combination for a new player.
I honestly think that a blaster is going to be a better AT choice for someone with no experience at all. The Blaster's secondaries have a much smoother learning curve than the Corruptor's. I have a DP/Dev blaster and don't have a huge issue with the combination, but I like DP more than a lot of folks here seem to. /Dev also fits the concept better than much else except for maybe traps which could annoy her because of all the stationary pseudopets that can take a while to master. Mental Manipulation seems to be a popular combination with DP because it adds good AoE and damage that is often unresisted. I'm also fairly intrigued by DM as it includes many of the best powers from Dark Melee with a little Dark Miasma thrown in for good measure. -
I have played 2 blasters (fire/elec & Psy/MM) to 50 and I have to agree with everyone who has said you're doing it wrong. I don't need to go into how awesome /elec is because others have done so quite well. I can't say enough good things about MM either. I have used every power in the set on my trip to 50 and use the Tier 9 PBAoE more than the Nuke from my primary because there's no crash. Telekinetic Thrust is great for mobs who get too close and Drain Psyche almost makes the set worth taking by itself. Personally I can't wait to make a /dark blaster because that secondary is practically DM which will make one hell of a blapper.
As far as Defender secondaries go, I think you should try a kin/elec. Mobs will have no end after the first few powers go off. Mobs who have no end can't attack. If the mobs don't attack because they have no end there is no need to heal. If you don't need to heal then you can spend the majority of the time buff/debuffing and blasting. Once you've got FS the fun really begins.
Another combination that I have seen played to devastating effect is my wife's storm/ice. Mobs don't last long when they're trapped under 3 rains and are 3x slowed, and that's just one of her many and varied attack chains. -
Dark Armor had the same problem. Hopefully they'll include a "minimal FX" option in the next patch.
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I intend to get it as soon as I get my next monthly allotment of PP.
After 7 years I've learned that a smart player can make any combo work and I have a concept that would be perfect for StJ.
I've got at least 5 toons that are exceptional farmers and don't need another. -
Has anyone actually tried to slot an IO set in Spinning Strike? What about checking the Enhancements screen to see what sets are listed as options for the power?
I would guess that it's an error in MIDs rather than that the power actually takes TAoE sets. -
I absolutely love my DP/Kinetics Corruptor. Pretty much any Corruptor secondary is going to improve on DP thanks to the debuff making your attacks more effective. Even then from a pure numbers perspective you're not necessarily going to exceed the DPS a Blaster can do with DP.
As above, I'd recommend either DP/DM or DP/MM for a Blaster. Fire Manipulation is a great set, but IMO not as good as DM or MM when combined with DP.
DP is definitely not on par with Fire Blast or Psychic Blast for damage, but I'm more interested in theme/concept than sheer numbers in most cases. My DP Blaster is /Dev, but it works great for the concept and I never play him solo so I've not personally been disappointed with the set. I also really like the animations, so there's that. -
I too am now thinking of suggesting Halloween themed toons to the wife.
It's a shame that the HEATs have that shape-shifting mechanic. I tri-form warshade would be a great way to get melee for the werewolf & Frankenstein monster aspects.
This concept keeps suggesting Blaster to me.
Anything/Dark will give you some really good "evil" or "monstrous" melee attacks as well as some Fear if you want to go that way. Fire/Dark will give you excellent DPS, but you will have trouble not using the Fire blast powers in your "melee" forms because the damage is just too good.
Dark/MM sounds really effective, but will have minimal melee. It really depends how much that matters to you because this combo could be quite lethal.
Another good thing about a Blaster is that the Secondarys are very mix and match to your liking so you'll have an easier time layering in Pool Powers like Fighting and AS.
Dark/Dark or Fire/Dark Corruptor could work but you'll need to get Melee from pools and you're going to be more limited in your pool power selection because you're going to want more of your Secondary set for survivability/thematic reasons. Poison is also a decent suggestion from above.
If you go melee, I'd recommend Scrapper, Brute, or even Tanker over Stalker. What's the point of having all these cool Halloween themed costumes if you're character is invisible most of the time?
Dark/Dark is thematic, but you'll have end problems early on and need KB protection from IOs or Acrobatics.
Fire/Dark or Dark/Fire (depending on AT and what you want to be primary) is also thematic and very strong for DPS. Obviously the KB issues will persist with any version of this combination.
Any of the above would likely be fun and thematic. It really just depends what you want to do. -
I'm torn between a SR/StJ Tank and a StJ/WP Brute.
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Hmm, now the question is do I buy some paragon points or wait for the free VIP points to refresh.
And which non-stalker melee AT do I want to choose. -
This video does the set... justice
http://www.youtube.com/watch?v=BYYl4ZJvl_I&NR=1
EDIT: Looks like Zombie Man beat me to posting a better video. At least they're different. -
Recall friend does or rather can do damage. They implemented the "accept team teleport" option when joining a team because people were griefing by teleporting teammates to just off the edge of a skyscraper and watching them fall.
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I've been respecing my melee toons to put this power in and trying to 5 slot Force Feedback if I can spare the slots. The damage is pretty good and it's great for additional AoE on my SS tank and MA scrapper.
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I agree with many of the above posts. However, I feel that there are really 3 tiers of "everything coming together".
Between vet reward/PR inherent powers and inherent fitness I can really enjoy a toon from level 1.
I IO up at 22 to start working on my +salvage cap memorization badges and things really get going from there.
Of course pretty much every toon I roll is slot poor until the mid 30s. If they can get the bugs fixed and implement the 3 slots from 25 this will be greatly improved. IMO they've needed to drop in a few more slots since i19 and inherent fitness.