BunnyAnomaly

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  1. Go dark if you want to debuff and have good control.

    Go kin if you want to deal stupid amounts of damage and have the team do the same.

    Neither is "better" than the other. I have a 33 /Dark Corrupter and a 50 /Kin Corrupter. I have another 33 Dark/ Defender so I know the sets pretty well Dark is considerably more survivable and will protect your team well. Kin will amplify your damage to phenomenal levels.

    With weave/combat jumping or hover/scorpion shield/manouvers and a small amount of IOs, you can get your Kin Corruptor up to the soft cap for smashing/melee so the survivability issue really is less an issue.

    Do you want to keep everyone on your team safe or do you want your team to kill every spawn in a heartbeat? Both sets are simply amazing and fun... I would say Dark gets fun earlier than Kinetics, however.
  2. Outside of really a single outlier (kinetics), the Blaster is leagues ahead in damage (well, at least, their own contribution anyway). The beauty of the Blaster is you pretty much know what it brings no matter what type of Blaster you invite. It will always be damage and lots of it

    As for the rest of the arguments, they are pretty much spot on. Corrupters are going to be more wanted in a team because they benefit a team more by multiplying the value of everyone present.
  3. I was in before but I logged out, and now I have the same problem.
  4. BunnyAnomaly

    Fire/Kin

    Quote:
    Originally Posted by Silas View Post
    Yeah, the 3% is awesomely cheap. Stick that and a -KB Steadfast in Tough and you're good to go
    Put it in Improved Density and it doesn't even cost a slot!
  5. BunnyAnomaly

    Fire/Kin

    Quote:
    Originally Posted by Silas View Post
    BunnyAnomaly, While I agree that the defense is of much more benefit than +rech/+hp it's not realistic to softcap a Kin Corr for 300m. Kinetic Combats are the easiest and most effective way to do so and it's not possible to reach the 3.75% def bonus from the set without having to buy at least 1 of the expensive pieces.
    You only need 12% defence from set bonuses to soft cap, I did that in substantially less than 100 million. 12% is next to nothing...

    Here's what I have to cap smashing/lethal:

    1 set of 4 Kinetic Combat (the cheapest ones I could find on the trader, they go pretty cheap at low levels)

    1 set of 4 Reactive Armour

    1 Gaussian Set in Tactics (that will be expensive)

    1 set of 2 Rectified Reticle

    As for the rest, I just 4 slotted Weave/Manouvers/Scorpion Shield for maximum Defence. It goes past the point of diminishing returns but is spectacularly cheap.

    If you can't afford those 4 sets you can't afford the 3% Def (all). Those 4 are super cheap.
  6. BunnyAnomaly

    Fire/Kin

    Quote:
    Originally Posted by Rad_Avenger View Post
    Silas, what are you thoughts on the value of soft-capping vs. a 33% target?

    Getting Scorpion Shield, Weave, Combat Jumping and a +3% Def IO gets me to the 32%-33% level. Add a small purple inspiration and bam! Soft cap. Given a scan of how much the kinetic combat IOs are running for (OMGWTFPWN), its been on my mind lately. Crikey, some of those buggers run for more than a purple apocalypse triple (and that's not cheap).
    You should definitely soft cap. Here's why:

    Let's assume 50% chance to hit which is typical of minions.

    45% defence = 5% chance to hit

    33% defence = 17% chance to hit

    By soft capping you take a mere 1/3 the damage that you would from a 33% cap (actually it's less than a 1/3!). Put in perspective that's like having someone with 0% resistance compared to a tank with 66% resistance. Is it worth it? Yes!

    There are plenty of cheap ways to soft cap your defences. I did my corrupter for very very cheap:

    6 slotting Thunderstrike gives 3.75% Energy/NE.

    I slotted Kick for Kinetic Combat for 3.75% Smashing/Lethal

    Tough with Reactive Armour gives 1.25% Energy/NE and 1.25% Smashing/Lethal

    Rectified Reticle with just two gives another 1.88% Smashing/Lethal

    With basically just that bare minimum I capped Smashing/Lethal and am about 2% off capping Energy/NE, but I stopped playing the character for a bit. It would be pretty easy to respec and fix that up - most of my slots actually are just level 40 IOs.
  7. BunnyAnomaly

    Fire/Kin

    I have a 50 Ar/Kin and to me it's more important to have the defence. Look at soft capping smashing/lethal with Scorpion Shield and set bonuses before anything else.

    Recharge sure is nice but you will want to be in combat frequently with Fulcrum Shift and you're probably going to get a lot of people angry with you when you hit your AOEs immediately afterwards. All the recharge in the world will do you no good if you die 0.25 seconds after your first AOE.

    Recharge is also handled by Siphon Speed If you can afford both then go for it but I would make #1 priority survival. Kinetics really gives you everything else you need.
  8. Quote:
    Originally Posted by Nny_the_mad View Post
    i stick on this thread to see if i could get an answer without creating another one.

    i don't understand how scourge can be taken in the picture while comparing both at's.

    for exemple:
    for a arch/rad emision defender, even if there is no scourge, with the better buff %, the damage are way betters on RoA than for a corruptor (and that without putting PBU in the equation)
    i assume then that defenders debuff being more strong than the corr version, the impact on the damage are the same when we compare the Two ATs
    scourge is nice ok, but, it only kicks in when mobs are about to dies.
    it means not all the time.
    i fail to understand how we can say that scourge means "better overhall damage"

    i'm very confused
    Assuming you put down your buffs, yes, you will have higher damage. However the increase is not so great.

    Enervating field reduces resistance by 30% on a Defender and 22.5% on a Corrupter. Damage resistance debuffs aren't improved by any kind of enhancements so it remains pretty much a 7% increase in damage.

    The 30% damage bonus that Corrupters get does not apply in any reasonably sized teams. Further the 30% is not an actual, literal 30% when soloing anyway. It will be a 15% increase because you will already have ~100% increase from enhancements.

    Scourge begins to tick at 50%. It is rather unreliable at that stage.

    Scourge becomes near guaranteed at low amounts. My experience is that at 25% you can consistently rely up onit.

    Scourge is exceptionally effective with 'Rain' type effects, and Ignite is one of those. It checks for Scourge on every tick and applies a x3 multiplier instead of x2 like you would normally expect.

    Scourge is naturally most noticeable against tough bosses, EB and Heroes, because they have a huge amount of health and you will quite literally melt them away with Scourge.

    Scourge can also be leveraged in teams by just attacking weak targets first. With a bit of attention you can pretty much be double damage all the time. Admittedly as a solo player you do not have this luxury.

    Vigilance is to me considerably less useful. The 30% damage buff is almost nothing when solo with their base damage being so low and the debuff benefit is not much over what a corrupter does anyway. A good team won't feel any difference in the buff/debuff. Some of the boosts (defence debuffs especially, I am looking at you) are really unnecessary to be improved because you don't really need them (proper slotting gets you by, and a fractional increase to the debuff won't make any difference). Vigilance is also unnecessary when you just properly slot for endurance reduction (cheap frankenslotting gets you through it).

    You seem to be pointing out all the benefits of a defender and then just disregarding Scourge. Scourge really is very, very good. Double damage... and "real" double damage too (not just 100% increase in base damage) is really hard to go past.
  9. Triage really does very little for a solo player. You should look at the combat statistics when it is up to see how much value you actually get for it.

    As for the rest, a defender is pretty slow at soloing due to lack of damage, and Traps is a set that's infamous for being safe but slow.

    As an AR you should probably be trying to fight the largest amount of enemies you can but at a level close-ish to yours. You have big AOE effects and you need to maximise that to get the most out of the build.

    For your trip mines you do not need a sleep effect. You should be planting them before the fight and pulling your enemies over the top of them.

    More than anything though, control/debuff doesn't actually win the fight, at some stage you have to do damage, and Traps/AR is fairly so-so on that. Immobilise + Ignite might go a long way if you haven't considered that just yet.
  10. I would suggest corrupter. Attacks earlier are more important than debuffs for soloing, and scourge is just leagues ahead of vigilance. I just got to 30 on my new defender and even now soloing is still painfully slow.

    Corrupters will solo very easily I also think Scourge just stays better than Vigilance for teams, because just adequate slotting gives you enough endurance anyway...
  11. BunnyAnomaly

    Heroic Brute

    http://planner.cohtitan.com/planner

    Use this for quick builds.. there are downloadable planners which you can copy and paste some code and will display for others too There's no need to try and work it out in your head.
  12. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The value of swap ammo is twofold. First it allows you to tailor your damage a bit to avoid enemy resistances (for example most robots are resistant to lethal damage but not fire or cold). Secondly it allows you to change the debuff type of your blasts. The debuffs from any blast set are weak, after all it's a blast set not a debuff set, and the ones from Dual pistols are slightly weaker than most. However the advantage for Dual Pistols is the ability to switch debuffs on the fly according to your needs. Knockback, Slow and -Dam all have different uses depending on team, enemy group and the situation and no other blast set has the ability to switch between the three at will.

    On my DP/Storm Corr I tend to use Toxic ammo as my default since it complements Storm but I use the other types when doing so makes sense.
    Only a small fraction of the damage is actually converted on the element of your choice. So for Executioners Shot, your hardest hitting single target attack, only 1/3 of the damage will change to fire/cold etc. Often the resistances are merely a matter of 10% either way, so really you only manage to get 3% more damage in this instance. 3% damage on a Blaster might be something you'd think about but 3% for a Defender is well... garbage. That proportion is worse on some other attacks; the T1 and T2 blast have damage of only 1/4 of the total that will shift to what is applied.

    When playing as a Dark Defender, my debuffs are basically 40 or 50 times the power of the minimal effect my weapons have. I just generally stick to fire for the miniscule extra ticks of damage and leave it at that.

    When you break it down by the numbers, 3% damage on a defender (if the enemy even has resistances you can toy with, so frequently 0% damage) is no justification for a power choice.
  13. I'd say Controllers are generally 'better' for a team than Defenders. I'm levelling up my Defender now and I can safely say that the extra damage I bring from having a Blast secondary is mediocre compared to what the real DPS classes bring. A Blaster so far embarasses me in damage that it feels almost meaningless with my contribution in that element.

    A Controller however does not feel 'meaningless' in their debuffs when stacked against a Defender. It is however the same case as Defender/Blaster comparisons - the same set, but one as primary and another as secondary. Instead the Defender is slightly better but rather underwhelmingly so. Even if the Defender was significantly better (I know that's not a quantitative term!), multiple Controllers would still nullify this advantage because of how close both can bring situations to their cap in defence/debuff/etc.

    I do like the idea of having Vigilance as being a toggle between damage and endurance modification. Toggle for damage when things are good and endurance when things are grim. Unfortunately a flat % is going to need to be pretty significant because of how low the base damage is on a Defender.

    This isn't at all to say Defenders are bad. They are a great addition to a team. They certainly add a LOT more than scrappers or additional tanks. But their realm in which they are purported to be best at is nearly eclipsed by others.
  14. Thanks for the help I'm now level 30 and I just had to work hard on getting teams. Without them it would have been agony, the damage just is rather poor.

    I'm a little disappointed with swap ammo, the debuff is absolutely minimal and it seems almost pointless right now. Hopefully I'll see something more soon that justifies its expenditure.

    I am intending to take pretty much every DP power just to mess with them I might respec out later and get something a bit leaner.
  15. BunnyAnomaly

    Heroic Brute

    Quote:
    Originally Posted by SPiNE View Post
    Yes, but it's still not a good enough reason to take it on a Brute.
    I'd agree with that. If you have a build loose enough then sure, but honestly I've always found many better choices than this. I have a Willpower/War Mace Tanker and honestly the build is pretty tight for power choices.. you will definitely making poor sacrifices to get such a marginal boost to your team, which is going to be outweighed exponentially by any corrupter worth their salt.

    And no, I'm not talking about a corrupter using leadership, but just using their buff/debuff adds 30x what a manouvers toggle will do.
  16. BunnyAnomaly

    Heroic Brute

    Quote:
    Originally Posted by Logan Storm View Post
    But as I said I have to select either Boxing or Kick just to geth Weave and
    Tough, and I do not want Boxing or Kick, I do not see why I should have
    to get a skill I do not want just for two Good Skills.

    I'm sorry but to me it makes no sense taking a power you don't want.
    If the value of those three powers > the value of 3 other power combinations, then sacrificing 1 is worth it.

    Other than that, it's hard to explain fundamental realities to someone. Good luck!
  17. I am just levelling a Dark/DP and I have a 50 AR/Kin that I have played since forever. Since well before AR was given the respect it deserves

    DP looks very very similar to AR as far as how tough it will be to level up with on its own, and honestly /Kin just adds to the woes. You have very very little damage mitigation and you don't actually have an awful lot of damage either to compensate. A lot of your attacks root you to the ground for a good amount of time so even trying to joust/shoot/siphon can be pretty difficult.

    Perhaps it isn't much benefit to you but honestly 'find a team' is by far and away the best advice you can get to making your life easier. /Kin is a build that only comes into its true power for corrupters at 38 (or 39 with a few slots). It is also a build that carries basically no control, no real self-buff worthy of special not or debuff either... it functions almost purely as a team buffing build. What it does is just spectacular, and when you finally reach those final few abilities your gameplay will change from struggle-street to 'omg I do the most damage in the whole game out of... everything. Oh and so does my team!'.

    The two together simply are going to be difficult to start with. If you can get through that to the higher levels the rewards are going to be incredible
  18. Hi all Long time player, but mostly I've stuck to villains and not a whole lot into heroes. I was hoping to get a bit of advice about how to best level a defender. I expect I'll probably be soling quite a bit so keep that in mind please! I know the best way would be to get into groups but I play at the oceanic night time so it's not always possible.

    If anyone has tips about what in general I should take first please let me know. I have a 39 energy/dark corrupter so I know the ins and outs of the dark tree but would liketo hear what people think about the 'needed' skills for solo, especially Dual Pistols

    Thanks!
  19. BunnyAnomaly

    All Tanker Teams

    There's always going to be a trade off for having all tanks, and that trade off is having absolute invincibility for a slightly reduced killing speed. And I will say it is only slightly reduced, so long as your team did take a little time to pick some tanks with good DPS (just like you would pick some DPS on your balanced teams). I know a long time ago before I got tired of JButane I made a Fire/Fire tank that could consistently do ~230 DPS with spikes of over 300DPS (of around 12-13 seconds long).

    A good team with a nice mix of shields, super strength, fiery aura/fiery melee, electricity, etc. would absolutely run amok in any TF. The PBAOE damage would leave you just running between spawns with barely even a pause.
  20. [ QUOTE ]
    well, i hit 50 and i'm really diggin it. definitely my favorite character of the lot i have.

    my #1 complaint with the set over all isn't the back n fourth, that came actually very easy to me coming from a ar/dev line toe bombing all the time with trips. it's the weapon draw time... that one minor hitch can really murder your ability to murder on fast teams [and what team isn't fast with kinetics? ]. any time you use your kinetics line you put your weapon away, and to use your attack line you pause for a moment to draw your weapon again. since your core attack is DoT based, every moment counts to put the pain out. it's a fraction of a second, but surprisingly annoying.

    i'm using the set build i listed above and have built everything up save my positron and red fortune sets. what IO sets do you use bunny? do you think what i built [in terms of pure offense] is ideal?

    ps: siphon speed has been on auto cast since level 10.

    [/ QUOTE ]

    In terms of pure offence I think you should probably take a bit of a blaster mentality: you can do *that much damage* that adding on a few bits more probably doesn't matter. It's much more important to me to survive using Fulcrum Shift (and being able to use it early to maximise it).

    So I don't focus on recharge (that's covered by stacked siphon speed or even haste if you want) nor on +damage (as I cap myself with fulcrum shift). I focus on positional defence. Using Scorpion Shield, lots of various power pools and a heap of IOs for defence, I've got soft capped defences to smashing/lethal and nearly energy (about 43%)... the rest of my defences are 25-30%.

    I'm afraid I don't have the build for you but my important attacks are also loaded with HOs with Range to maximise everything I can and the rest is filled with Set IOs.
  21. [ QUOTE ]
    [ QUOTE ]
    I can tell you that the idea that Kinetics is melee and messes with your cones is a myth.

    [/ QUOTE ]

    Um, no, it isn't. You even say so in the rest of your post. Kinetics is melee. If you stay in melee, it will mess up your cones.

    You post a very nice explanation of how you can work around the problem, but if it was a myth, if there was no problem, then there would be no reason for an explanation.

    Honestly, I freely admit that it isn't hard to do. I will also admit that most blast sets have at least one cone attack that is worth using, meaning most sets to pair with /Kin will need to move around to use their cone(s).

    All I'm saying is, AR has 3 cones, and if you're intent on using them, you'll be outside of melee range a lot. That means you'll be outside of ideal Kin range a lot. Is that some impossible wall of frustration that will destroy your character's effectiveness? Absolutely not. I personally am not one that wants to move around that much, however. That's my choice.

    [/ QUOTE ]

    Kinetics is melee and messes with your cones is a myth.

    You somehow have decided that dissecting this statement would do... what? I didn't say that it is not for melee range, I said that it doesn't hurt your cones. And I wrote why.

    I've never been outside of range when I wanted to be in range, because with stacked siphon speed it's unsuppressed super speed.

    I'd say that you haven't actually played the sets together to 50 and trying to tell someone whose main if 50 with hundreds and hundreds of hours of play what you think... hmm okay!

    Short answer: There is no problem.

    Edit: For clarity you were arguing that Kinetics is melee. You missed that the sentence continued beyond that point.
  22. Level 50 Ar/Kin here. I can tell you that the idea that Kinetics is melee and messes with your cones is a myth. There's a power called siphon speed which synergises pretty well with all those cones.

    1. Keep siphon speed up all the time. It can be up to triple stacked.
    2. Use Combat Jumping, jump in, hit Fulcrum Shift.
    3. Jump out, use Flamethrower in the air as you are jumping.
    4. Land, use Full Auto.
    5. Next mob.

    It takes some practice but it's not terribly difficult. Having all that recharge means all of your big attacks are always ready. My build also has soft capped against lethal/smashing and good defences against most other types so moving in and out of combat is no issue.
  23. Hi everyone! Let me just say I'm a huge fan of some of the fantastic work that comes through this forum, and I am wondering what kind of payment is made for commissioned work? Some of the work is really at a professional level, although I'm not wanting to actually hand over real money for it

    Do people accept in game infamy or influence? Or what exactly is needed to get some artwork done?

    Many thanks

    B