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Posts
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Quote:Unintended current joke? Heh.I'm just curious as to why people take such different paths and what their reasoning is.
That aside, some people don't like cones, or don't bother lining things up in them, or would rather be in the middle of a mob, or for whatever other reason, do not find Jacob's Ladder worthwhile. Then they take Havoc Punch. Air Superiority is just an amazing attack; it's fast cycling control that does decent damage and if you're going to fly, it's perfect.
Transformers: Voltage in disguise. -
You definitely need to roll a MFing Warshade.
Quote:At its height, The MFing Warshade will have 300% damage bonus, 85% resist all, well over 50% tohit bonus, three damage dealing pets in tow, a ranged AoE attack chain, and the ability to refill both bars more often than I blink. It can also perma stun ten targets, perma hold one, and even stun bosses in a single shot. It has mez protection with an 80% hitpoints bonus on demand. It can even shrug off defeat twice every five minutes. -
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I'm not going to just give you a build. Anyone who does would be doing you and warshades on the whole a disservice. That will likely result in a ton of failure and some very unkind words said about warshades.
Warshades are great for farming, don't get me wrong. They are quite the unstoppable beast, but it's not as easy as a softcapped scrapper. You have to know how to play a warshade. It's not a button mash.
Give the warshade guide in my sig a read. Then I'll point you to the thread that has a few example builds. -
Quote:All I can say is that the powers I have seen the in game descriptions for, which will be granted by the incarnate system, will give my tanker -regen in his attacks and AoE massive damage procs. So far, that seems to be a very high focus on offensive capabilities. Until I see otherwise, I have to expect a uniform increase in offensive powers, not a uniform increase across the board.As much as I despise JB's constant whining about not being able to play Superman, it appears he has a more realistic expectation of the incarnate system than you do, Dechs.
-regen is the only thing I need to down a GM. -
Quote:It's an obtuse metaphor. Give it up.Air power usually devastates any rail system, what with trains needing tracks and tracks being unable to dodge bombs and Hellfire missiles and such.
Quote:I disagree. What it comes down to (again with a vehicle metaphor) is that the devs handed us a box labled "M1A1 Abrams" and inside was found a M113 because they couldn't tell the difference and didn't care.
If half of what I've heard of the incarnate system is true, I'll be taking those monsters down myself, quickly.
Quote:If there's a team present, why not have a Brute tanking that Monster with the team's support?
Quote:What circimstances will you be fighting DE Monsters anyways? A Hami raid? There's so many buffs and debuffs flying that "tanking" isn't really needed.
I've also jumped head first into the Rikti Bowl during a mothership raid before the rest of the raid was ready to head into the bowl. I kept the attention of one GM and the rest of the aggro cap of level 54 Rikti while everyone else planted two more bombs. I'd love to see any brute accomplish that without support.
Again, can I defeat any of this stuff I'm able to tank? Not yet.
Does it still make me feel super? You bet it does.
Can any other AT do these things? Not that I've seen.
When the incarnate system hits, it's going to grant a ton of offense (at least, that's what it seems like). Considering that, the ones to benefit most will be the ones who can already survive the most. -
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Quote:Here's your problem. Longbow, Carnies and the SWAT guys are ugly as hell to fight.especially versus carnival of shadows, CoT, and now Longbow...even PPD Swat are getting near impossible w/o eating inspirations like candy before a fight.
I mean, the game is balanced so that anyone on SOs (or IOs without set bonuses) can solo on base difficulty. Fire is probably the squishiest type of armor, so without some sets to give you defense, you're going to find a lot of mobs harder to fight, especially considering there will be bosses in the mix. Redside is tough. They have debuffs.
One suggestion is to find something you fight well and fight it a lot. Especially with fiery aura, check out some of the AE arcs that include fire based custom enemies.
The other suggestion is to check out the market forums. There's plenty of easy ways to make millions and buy all the sets you could want. You'll see your performance shoot through the roof when you start slotting sets. You don't even need to get sets, though. I've found frankenslotting to be very beneficial. -
Peacebringer. It just makes me think "Beacon of light, shining hope of the world."
But then I go play my warshade because I don't like disco balls. -
You just need bigger things to hold the aggro of. Go with +4s or try DE monsters. I can do six comfortably. Haven't tried more, they seem to start to wander off too easily.
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Quote:Hi, my name is Dechs,* and I am an aggroholic. I enjoy tanking. I enjoy standing amidst a large group of seemingly unbeatable foes, knowing that I will persevere.And that's the point. SOMEone is going to find X fun and continue doing it, regardless of the opinions of others.
*Pronounced "Dex." Notably not short for Dexter. -
My mastermind has been able to customize his mace from mace mastery. Just go back to the tailor, and it should be in the weapons options.
Of course, you can only choose from the four Arachnos style maces. -
Quote:Now you know.Oh i didn't know tankers having higher defence modifiers and get higher heals.
And knowing is half the battle.
EDIT (to actually have a constructive post): On the same budget, with the same powersets and a similarly skilled player, the brute will do more damage than the tanker, but the tanker will be able to survive more. This is the balance, and I find it more than acceptable. -
Quote:For one, tanker defense and resistance modifiers are higher than brutes. The same shields on brutes do more for tankers.wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).
Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game.
Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter.
the only exception I think is pvp because of the psychologoical advtange that comes with a tanker (eg you're harder to take down.)
Tanks also have higher heal modifiers, so healing and +Max HP powers do more for tankers.
HP also affects regeneration, so a higher max (and base) HP contribute significantly to being able to stay on your feet.
In short, tanks have far more than 10% more mitigation than brutes. -
Of course it's still too early to tell for sure.
I mean, the recession here in the US ended last summer, and they just now figured that out. Totally different situation, I know, but the point is: Most changes happen over a long period of time, and won't be seen until after they've changed.
Regardless, my opinion is that the proportions will even out overall. Villain ATs used to be less common simply because people didn't like to be in the Rogue Isles. They have a lot of catching up to do before they can be more common than a hero counterpart, but now the playing field is even.
My rules remain: Any build, any budget, no exclusions. Let's do a TF, and let's have fun. -
Tanks will never die. Ok, at least mine won't. I've got soul transfer.
I just rolled a new stalker, which has been very entertaining and his survivability took a ginormous leap at 18 and a further leap at 20. I no longer feel squishy. (Divine Avalanche and Dark Regeneration FTMFW)
I still can't play scrappers or brutes. I have an SS/WP brute that feels like torture when I play him. So I don't.
Defender? Corruptor? I don't play them, but either one is very welcome on any team I've got running. Slight preference to whichever one has sonic blast.
Short answer: No, I don't see obsolescence hitting any AT in the game. -
Quote:Its accuracy is just so... dismal! The best set to put in it results in a 110% chance to hit (capped to 95%), but against anything over even con, that's not enough. It also ends up costing almost .4 endurance/sec for a less than 8% tohit debuff. It might be great against even cons, but against more, they won't always be hit, and they will resist the debuff anyway.I still stand behind choosing Cloak of Fear over Oppressive Gloom...
Thanks, but I'll let them stagger for 0.05 endurance/sec at an accuracy of 159%.
EDIT:
Just a little update, I hit level 18 early last night, and immediately felt invincible. But then I played against something that wasn't wyvern. I also got Dark Regeneration last night as well. The endurance is starting to hurt, but I feel pretty damn tough for a stalker. I'd highly recommend this combo to anyone. -
Here's the update. Less defense, endurance sustainable. Two slots in brawl are reserved for health and stamina when we get 'em.
Also, a freakin' data chunk so it won't matter if the link breaks.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Soulblade Sands: Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(15), Mako-Dmg/EndRdx(19), Mako-Acc/Dmg(27), Achilles-DefDeb/Rchg(27), Achilles-ResDeb%(29)
Level 1: Hide -- LkGmblr-Rchg+(A), DefBuff-I(3), DefBuff-I(29)
Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(9), Achilles-ResDeb%(11)
Level 4: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(7)
Level 6: Assassin's Blade -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Knock%(33), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 10: Shadow Dweller -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def/EndRdx(50)
Level 12: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(15)
Level 14: Placate -- RechRdx-I(A)
Level 16: Obsidian Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(17), ImpArm-ResDam(17), ImpArm-EndRdx/Rchg(19)
Level 18: Divine Avalanche -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), LkGmblr-Def(39), LkGmblr-Rchg+(40)
Level 20: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(21), Theft-Acc/EndRdx/Heal(21), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Rchg(25)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(50)
Level 24: Boxing -- Empty(A)
Level 26: Soaring Dragon -- Mako-Acc/Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/EndRdx(31)
Level 32: Golden Dragonfly -- Oblit-Acc/Dmg/EndRdx/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Oblit-Acc/Dmg/Rchg(42), M'Strk-Dmg/EndRdx(42), Oblit-Dmg/Rchg(42)
Level 35: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(43), RzDz-Acc/EndRdx(43), RzDz-Acc/Stun/Rchg(45), RzDz-Immob%(45)
Level 38: Soul Transfer -- RechRdx-I(A)
Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(48)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A)
Level 47: Recall Friend -- Zephyr-ResKB(A)
Level 49: Teleport -- Zephyr-ResKB(A)
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Level 1: Brawl -- Empty(A), Empty(48), Empty(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
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I hate 'em, but nah, leave it. Somebody likes it, and it's not worth the dev's time to do a half fast solution. I'd rather they spend time to get pool customization done right.
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Those tanks and brutes who chose those sets do so knowing that they do not get damage auras. Sets with damage auras are generally regarded as "squishier," and it makes sense to trade offensive capability for defensive.
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Quote:I've made some changes with regards to this. I didn't think removing endurance reduction from toggles to get recovery was the right way to go about it, though.The Performance Shifter +end proc in an auto power nets you 0.2 eps on average. Pull the endurance enhancements out of Obsidian Shield and Murky Cloud and use the slots for +end procs in Superior Conditioning and Physical Perfection (or post I-19, in PP and Stam and replace the endmod with a third +end in SC). You'll lose a bit of lethal defense but stay softcapped to melee with one DA, and should make you just about sustainable come I19.
I slotted Impervium Armor sets instead of the Reactives. The net is a huge increase to recovery, thanks to the similar +end. Some other stuff changed too, and I'm down to about 20% defense across the board, still enough for a medium purple to softcap me, or a few teammate buffs. Melee/lethal defense stays softcapped with only one DA.
I also made room for two extra slots to be spread over health and stamina. I'll put the two uniques in health and slot stamina for Performance Shifter endmod/proc.
Quote:-def/rech in GC? Should be a Mako's dam/rech. Or, throw in a damage proc and frankenslot. I suspect this will add more dps than the 3% set bonus.
Quote:No reason for FS in your single target chain; the Achilles' Heel proc never stacks with itself.
Can you or anyone else come up with something better?
Quote:I've never used /dark but if you're planning on fighting hard targets I would think you'd want some +heal slotted into Dark Regen. The fast recharge is nice and all but since katana has redraw it loses a lot of dps to clicks, so a bigger heal that you have to use rarely is preferable. Not an issue if you're generally assuming full saturation, of course.
EDIT: I just noticed the link in the build doesn't work! Ugh. Not sure what I did there, but I'll post an updated build when I get home and fix the gorram link. -
*Points to sig*
It's a tri-form guide, with a link to a human form guide. -
Quote:*Steals Dechs' build for his new BS/Dark stalker.*
Mua hahaha!Quote:HEY! I was gonna do that for my.....(Takes Starflier's idea of taking Dechs Kaison's build for HIS very own BS/DA he has been working on!)....<.< nothing to see here guys moving along!
<.< hmmm is this build made for after I19?
Although, yes, this will be an i19 build. I'm not good with attack chains, but I worked this one up:
SD > DA > GD > GC > SD > GC > DA > FS > GC > Repeat
Works out to a 12 second chain that consumes 3.08 end/sec, way more than my measley 1.63 end/s net gain can sustain. It puts out 110 DPS before factoring in crits and the -res proc, which doesn't seem all that impressive.
The worse news is that even with Stamina (slotted with one level 50 end mod IO) and Health (slotted with Miracle +recovery), I still only end up with 2.55 end/sec recovery, which isn't enough to run that attack chain.
I'll have to figure something out.
What do you guys think of dropping Tough/Weave altogether, grabbing a few more +melee/lethal defense bonuses, and letting that be enough to survive? And I can drop to about 20% in the other defenses before I can no longer rely on medium purples to softcap me. I mean, I'm not building a tank here, right?
Ugh, that'll drop one of my LotG +recharges, which changes everything.
I'm open to suggestions.
I'm already not endurance sustainable without the inherent fitness, I don't want to see what would happen with hasten introduced. -