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Posts
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My bots/traps, no question. The thing is so stupidly powerful that it may as well be its own AT. My current build is posted on my blog, but even on SOs, he was a powerhouse.
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Quote:This is the exact reason you I was so reluctant to post my build in the first place, or to give example builds with my guide.I've come to realise that you can't just 'make' a WS build, but have to play it and find out what works and what doesn't.
So much of building a WS is figuring out how to build your WS. It's going to be trial and error. It's going to take a lot of respecs. But in the end you'll have something you love to play.
As for the latest build you posted, this is what I'd do with it.
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Which brings me to the other 'potential problem.' You haven't built any defense of note, so you're going to have to be active with your mez attacks to be able to avoid receiving them. Without Dwarf as a breakfree, you'll quickly learn to tag the enemy mezzers fast. If you've ever played a blaster, though, this should be second nature.
I put Dark Detonation back in and used some frankenslotting to get the best enhancement out of those slots. THB doesn't like knockback, and I'm not exactly a fan of it myself, but an attack is an attack, and human form is light on the AoE as it is. That might not be such a bad thing, though. Low AoE means you spread out your Stygian Circle food a bit more. Eh, I'm unconvinced, but it was the best thing I could have put in that slot.
Overall I think it's still a solid build. Perma everything.
Oh, here's another idea. Drop the Dark Detonation for lol Shadow Slip, and spread the slots out for a few melee defense bonuses.
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Quote:Just want to say I agree with everything Leo said, and particularly the quoted bit here.However again, if the new changes to Stalkers really make AS into a fast animating ST attack when unhidden, Spines will probably get the most from that change.
My latest stalker is a Spines/DA and I certainly feel like I'm doing a great deal more AoE damage than my old Elec/EA did, even with Lightning Rod.
I am very pleased with the changes coming down the line, mostly because, as Leo says, Spines will see a great benefit to getting another viable ST attack. -
My guess?
The power isn't actually a heal due to its recharge and duration. The power is much more akin to a toggle, and in truth its effects on survivability are best analyzed as another layer of resistance.
I'm still not convinced it should be done. Just saying, I think that's the route Arcana is going with it. -
Quote:You and me? Same page. Totally same page.Don't get me wrong, I have plenty of S/L softcapped toons and I know even with everything a WS has, more mitigation is more mitigation, but it seems like a waste. You have hard capped Res to all damage types, a perma mag 2 stun to handle pretty much all minion damage. A Mag 3 stun on a 12 second recharge to effectively stun even bosses when stacked with the mag 2 aura. If the controls and hard capped damage res wasn't enough, you have a massive heal up every 8 seconds, that with just a few bodies will take you from 1 hp to full.
Softcap is awesome. It's just not a necessity.
Then again, I'm the one running a completely non-recommended Tri-Form Warshade build. I also have an unhealthy obsession with challenging myself to die before Stygian Return recharges. -
Quote:Me.I can't help but wonder about this: if a major hero dies, especially one who was pretty much the only reason (not entirely founded but still his reason) Lord Recluse didn't just declare war on America, and even moreso now that the rogue Isles have Warburg back, what's going to cripple Arachnos from launching an all-out invasion assault?
I already kicked States' butt and Recluse's. Neither one wants to piss me off, so they'll keep sitting pretty offering their task forces if they know what's good for them. -
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Quote:Why?So in summary what I am saying that over the 50 levels, the serious problems for different types of Tankers should appear at roughly the same time when there are powers that Tankers could take to actually overcome the problem for themselves.
I see no reason that different tanks cannot experience different problems at different parts of the leveling process. None of these problems are crippling solo, and all of them can be solved by team support.
You have yet to define a problem, only a dislike. -
Why?
Why!?
KILLING HIM WAS GOING TO BE MY JOB!
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Quote:The dog was a new model, this was not. It kind of justifies the price difference.ok.. the Dog was 500 points but this is only 160?????? Paragon needs to start selling whatever drugs the marketing drones are on- they would make a killing in the recreational pharmacuetical market...
Seriousdly.. this pisses me off even more about that damn dog..
Also, the dog backlash has probably reduced the price of all future vanity pets. -
Update on my scrapper:
Level 31 and I feel like he's really getting solid. All on common IOs for now, with the exception of theft of essence and a KB proc.
Happily soloing on x4, learning to use my inspirations all over again. Ran through the first three parts of the SSA last night and the longbow gave me a little trouble. I only run three toggles for now. Mez, S/L, and Death Shroud. -
Quote:Not sure if you noticed, but I did offer the build on my blog. It's just a Dark/Fire, but it's a template to start with for sure. Let me get you a link. At the time it was built on 300 million.Thank you, good sir!
I found two builds: Not terribly happy with how expensive they are, but ehn, that's a personal problem.I've thrown more than this at my Stone Tanker and I'm still not pleased with it either, so maybe I'll try one of these out.
If these are not the builds you meant, I'll look some more, although they are admittedly hellacious nice builds.I've never seen a toon with 123 end before.
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Quote:50% end slotting brings the cost down to 22.5 Endurance.If you slot Theft of Essence into DA's heal (which is up like every 9 seconds), how many mobs does it need to net you a meaningful amount of endurance?
The Proc is 20% chance for 10% endurance (which can actually be 12 endurance if your end bar has a max of 120, for instance) but for simplicity, let's just say 10.
To get more than 22.5 endurance back, you'd need to proc off of three targets.
Crap, I forget my statistics. Let me edit this later. -
Ok, now that I'm not posting from my phone, I can give this post the attention it deserves.
Depends on the situation. Maybe you'll need two.
Quote:Really when I say kill your tohit I mean enough where it takes more than one yellow in a single group and then you could have all those other groups to get through.
Quote:You might be alright being Dark/Fire with Build Up which I have already said would be okay but go make another type and come do this mission.
Quote:this is a potential midgame issue when most people are on SOs. Atleast I play each set to spot the differences.
What midgame mission is this that you have problems getting through on +0/x1? -
Quote:I freely admit the end cost is high. But that doesn't make it a weakness, and certainly not something that needs adjusted.Exactly. At least admit there is a weakness when it comes to end burn using SOs - but he won't even go that far.
Don't you dare put words in my mouth. -
Ok, so you just don't understand. You cannot buff the resists of an already strong set. Demonstrate why the end use is to high, then suggest changes. Show your work. Polls and feelings don't count.
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The thing is, I'm not trying to argue against buffs. I'm just asking Jay to back up his argument for once. If DA needs the buffs, it has yet to be demonstrated why.
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Quote:Forget IOs. Arcana's analysis puts it above invuln on SOs.IO Armor is a top performer. Dark Armor is about average. Do I think it needs buffs? Nah.
Besides, the set is supposed to be average. They all are; it's balance. What Jay and the others don't understand is that they are asking for buffs to a set that has been demonstrated to be in no need of buffs. Any change to the game requires mathematical proof that the chamge should be considered. -
Quote:Oh, sure. I'm not asking for buffs to a set that is already proven to be a top performer, so I must be trolling. Come on, Jay. I know you're not stupid.Yeah, I agree guys, I wonder if at this point if Dechs and his magical math with 1 to 1 comparisons is borderline trolling or not. I can't tell if he just doesn't get it or is actually incapable of looking at a set as a whole.
The rarity of requiring the use of DR vs other armor's heals are also in question, balanced against the typical mitigation scenario.
If you honestly think DA needs buffs, then do the math to demonstrate that it needs the buffs. -
Dz, it takes three enemies to heal to full with no slotting at all. It's base heal is still better than everything else, especially in terms of heal/second.
And I say ten enemies because my builds fight nothing less than x8. -
My blog has my DA/Fire tank posted that you could use as a template.
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Quote:Again, in order:Not even close. Just that fact that "it can fail" is built into the power makes it not the best.
uh no. stop talking like your 20% to gain end is guarrenteed.
You can argue that about basically any heal like as DP. The fact is most of the time healing 100% of your HP is 50% overkill
I can't argue your opinion, but in every quantifiable way, DR performs better than any other self heal.
My 20% to gain endurance is per target. With 10 enemies, DR gives back more end than it costs on average.
DP will never be a full bar heal, nor can it be ready every 10 seconds. -
Quote:I've seen it too, and when it's a problem, I kite two groups together.I've had /x0 (x1) spawns that had single Lts or 1 minion + 1 Lt. You can't unilaterally say that Dark Regeneration is a better heal per endurance spent than other heals "because there will be 3 things to hit". It may be that way when you're surrounded and you can adjust difficulty to address this, but I can assure you that there are times in the game when you're fighting single targets and need a heal.
The player has the power to create optimal conditions. -
Really? With decent slotting you get a full bar heal every 20 seconds. When you add IOs, it can be as often as every 10 seconds or less, and even give you more endurance than it costs. Simply said, it's the best heal in the game. The end cost for such a power is easily justified.