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Quote:I find SGU to be following the same route. The only redeeming characters there have smaller roles. Everett Young is proving to be the worst Colonel ever portrayed in the SG franchise. Even when Dr. Nicholas Rush saves the day, you still can't help but wish he'd die in the process.The characters were a big problem. They just weren't likable. They were all basically bad guys and just kept getting more unsavory. It made me want to cheer for the coming Cylon Apocalypse.
This seems to have been done intentionally in both shows. The term thrown around from the onset was "more character driven" shows. Seems the folks over at SyFy feel "character driven" stories require a collection of ********. -
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Might want to post the current build you're working with. DB/DA can be made very endurance friendly, but you need to acquire very specific IOs. Basically you need to boost you your +Max end and make Dark Regeneration as cheap as possible.
If you can afford it, get a Theft of the Essence: Heal PROC in Dark Regeneration, this makes a MASSIVE impact on endurance management.
Obviously, getting uniques from Numina's and Miracle set will help quite a bit.
Increasing your Max end is easier simply going after +recovery. Look for sets like Impervious Armor, Eradication, and/or Gift of the Ancients.
With out seeing your build, I can't offer further specifics, but you'll find many additional tips in my somewhat dated DM/DA guide, link in my sig. -
http://ausiellofiles.ew.com/2010/10/...ncels-caprica/
Quote:The news comes less than a week after Syfy unveiled plans for another Galactica prequel, this one set 10 years into the first Cylon war.
OH, for any that didn't know, the new BSG series will be called "Blood and Chrome.". Rumors of Caprica's demise sparked up immediately after it was announced. -
Quote:Unlimited pets were removed long before Invention enhancements were introduced. Issue 5 (August 31, 2005)My friend told me stories of how Energy and Assault Rifle blasters used to slot the proc in EVERY single power so the recharge was through the roof! ^_^ Then the 5 rule came in to play and they fixed the bug so everyone just tossed them in the trash. =( Would have been awesome to see the crazy recharge on Controllers when they had no limits to the number of pets they could have out. Not sure if that was during the same time. I'm not really an old player so all i get are stories. I believe i began in i12 or just after i13..
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Your primary focus should be on +HP and +defense. With Parry, you can easily soft cap Lethal (45%). I then focus on Energy/N. Energy defense. This makes Numina's, Eradication, and Kinetic Combat sets very appealing on any Will Power build.
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Quote:Clarification.Interesting. Last time I heard people talking about this proc, they thought it sucked over all, as it was only for 5 seconds. Knowing it goes by target does make it more viable in somewhat frequently used powers. My Blasters probably don't need any more recharge, but this could be quite nice on my Khelds if I could fit it in on some of their AOEs.
It's per target in a click power.
In a toggle power it will attempt to go off every 10 seconds. When it attempts to go off, each target stuck has a 10% chance triggering the bonus. This is how all PROCs work in toggles.
This PROC was extremely popular when initially introduced because a bug allowed the PROC to go off 100% of the time. Then the bug was corrected, many players dumped their PROCs. Statements about the PROC "sucking over all" was more about sour grapes then anything else. -
Per target but not stackable?
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Quote:One of the things you have to consider in attack chains is the length of animation (cast time). Shadow Punch animates in 0.83s. Jump Kick animates in 1.5 seconds. No amount of recharge slotting can overcome this. Before taking other matters into consideration, this makes Shadow Punch superior to Jump Kick. Then factor in SP does mostly negative damage; which is resisted far less frequently than smashing.call me noobish on this matter, but wouldn't jump kick work out better than SP?
I'm only asking as I was thinking of taking that and acrobatics in my i19 build - just 1 of the few build ideas I've been toying with mind you. It has higher damage than SP, but is about .5 secs slower calculating cast and recharge. -
Which only supports the notion that his bondage fetish had absolutely nothing to do with his support (or lack of) of feminism.
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Quote:Shadow Punch, Smite, and Siphon Life are all slotted with:I have to ask, what exactly is slotted into SL and MG? are they both 6 slotted already?
- 1)Kinetic Combat: Acc/Dmg
2) Kinetic Combat: Dmg/End
3) Kinetic Combat: Dmg/Rch
4) Kinetic Combat: Dmg/End/Rch
5) Crushing Impact: Acc/Dmg/Rec
6) Empty
Midnight's Grasp is slotted with:- 1) Hecatomb: Dmg
2) Hecatomb: Dmg/Rch
3) Hecatomb: Acc/Rch
4) Hecatomb: Dmg/End
5) Hecatomb: 33% Chance for Neg Dmg
6) Empty
Quote:because you would likely be better off trying to get more recharge into the both of them and just using MG-Smite-SL-Smite. Your listed Smite recharge is fine for that chain, just need to lower MG to 4.488, or about 4.5 seconds. So you just need to shave 0.35 seconds off your MG recharge and you are good for that attack chain. Heck, depending on Latency, you are likely good as is.
If you are trying to find a way to get less recharge in your build, then SP could work, but really, most of my builds don't have slots to spare, so even with I19, I really can't pick up another attack, generally just going to be adding stuff like LOTG mules or whatnot.
edit: Basically SP does less dps then any of the attacks you said that you had, including Dark Blast. So unless you can't make a solid attack chain out of the attacks you have, adding SP won't help you.
Guess I'll just pitch Shadow Punch a again and try something else. - 1)Kinetic Combat: Acc/Dmg
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I supposed I should specify the build has 30% defense to S/L/E/NE when Shadow Meld is down.
While I've generally skipped Hasten, with the whole Fitness inherent thing, Hasten now seems to good to pass up. Achieving high levels recharge seems quite easy with minimal sacrifice. Again, speaking theoretically, haven't tested it yet. -
Smite is sitting at 1.998s and Dark Blast at 1.798s, guess I should have included that.
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Quote:2 quick things.Quite. But soft capping Dark Armor on a Scrapper is much much more easily said than done, and involves significant compromise. Wouldn't surprise me if there are only a couple dozen Scrappers in the entire game running around with soft-capped Darks. I'm not even one of them at the moment due to the Blessing of the Zephyr nerf.
1) Previously, sacrifice necessary to achieve soft cap to everything were not worthwhile. Since the BotZ nerf, I shifted to typed defense builds and found them to be superior to my builds that relied on BotZ, but none of those were soft capped.
2) With Shadow Meld, achieving soft cap seems relatively easy, granted this is very difficult to achieve permanently. I've managed to achieve a 15 seconds on/15 seconds off for Shadow Meld, which would allow me to walk into each spawn above soft cap. This is all theoretical, I've just returned to CoH and have not tested it yet. Have folks tried this out yet? -
I kind of lost track of Shadow Punch's standing with all the changes to attack chain calculations and the effects of Arcanatime.
I stopped taking Shadow Punch from an opportunity cost perspective.
With Fitness being shifted to Inherent status, I've got 3 new power slots. Using Leandro's temporary Mid's patch, I'm fooling about with my new potential Issue 19 builds.
Is Shadow Punch still considered detrimental on an attack chains damage output?
If it's relevant, the build has 143.8% global recharge with 66.25% recharge in MG(4.839s) and 39.15% recharge in SL(3.535s)
Thanks in advance for any input. -
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Quote:Was planing on taking OG, but who knows. I havent thought about the mob wandering out of my aura range (Quills + Shroud)
I should point out this is a personal pet peeve of mine. Not every Spine/DA would agree. Many do not find the wander affect annoying. I simply have a strong preference for CoF. -
Quote:OK, sorry, comparison struck me as odd. Unless you intend on pursuing defense bonuses, CoF will not add anything to your build that OG doesn't already provide.No i meant the stealth power vs Cloak of fear.
Was planing on taking OG, but who knows. I havent thought about the mob wandering out of my aura range (Quills + Shroud)
I planed on picking 2 out of the 3 powers, just havent decided which 2
CoD is a decent stealth, but not the most sought after thing on a scrapper. I use it as a stealth all the time on my Dark Armor characters, but that't not why I take it. CoD adds a significant chunk of defense ~5% (fully slotted). By it's self, the value is fairly meaningless. Stacked with other sources of defense and it can become quite significant. If you have Combat Jumping and your're going for defense bonuses, CoD is just a stealth.
Thing is, once you start adding defense bonuses, CoD and CoF become superior choices to OG. Bare in mind this assumes you've built in enough recovery to run both. -
Do you mean Oppressive Gloom?
Cloak of Darkness is a stealth power that grants Weave level defense. It's sought after on Dark Armor defense builds since the defense value do not suppress in combat and it's to all types allowing you to stack either positional or typed defenses with it.
Cloak of Fear and Oppressive Gloom are mez auras.
CoF is very end heavy and rather poor accuracy. That pretty much requires you to 6 slot it or it will not be effective. CoF will "fear/terrorize" mobs and apply a small ~5% to hit debuff to them. On non-IO builds, CoF is rarely taken on Spines/DA due to rather high endurance costs associated with the combination.
Oppressive Gloom stuns mobs, sending them into a wandering stupor. Oppressive Gloom cost virtually no endurance and can be very effective with a single accuracy slotting. On non-IO builds, OG is the preferred choice for Spines/DA.
On IO builds, anything can be accomplished. I prefer CoF over OG. I personally find the wandering animation of stunned mobs annoying as the move in and out melee range and the range of my damage auras. While 'fear/terrorized' mobs can attack you, they do so at a substantially reduced frequency and will generally stay in the damage auras. The to hit debuff of CoF stacks nicely on any defense values you may have obtained from IO set bonuses.
EDIT: In my sig you'll find a link to my DM/DA guide. There is a section dedicated to a comparison of OG vs CoF -
Quote:Error on my part. My point was simply that CoF is a higher magnitude on Brutes vs Scrappers. For scrappers, the magnitudes of CoF and OG are the same.I think mids must be off then, I'll check in game.
I'm looking at mids and the scrapper versions of OG and CoF are listed as Mag 2.
The Brute version has CoF at Mag 3 and OG at Mag 2.
Quote:Have you given darkest night a try, with no use of OG or CoF?
Keep in mind, I LOVE Dark Armor. If I have a brute whose concept works best with Dark Armor, that's what I'll play. The issues are not insurmountable. My point is specific to someone whose on the fence. -
In general, I build my Brutes same as I do my scrappers. I do move things around a bit every issue, but if you look at the builds in my guide you'll find how I generally slot DM/DA. Also keep in mind I prefer CoF over OG; of the two, CoF is actually worst on this issue since it's Mag 2 for brutes.
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Quote:We may simply differ in opinion here, but I'll re-emphasize. CoF and OG decrease incoming damage, which is great for survivability but hampers Fury generation. Yes, it is true that only applies to mobs in melee range but those are mobs against which Dark Armor (and Brutes in general) are most effective. You can overcome this with rapid attacks (a good idea anyways), keeping mobs at range, and fighting spawns with more than 10 mobs (target cap for CoF and OG, assuming you're not running both). But again I ask, why bother.I beg to differ. CoF/OG work as 'melee attack resistance' of a sort. (around 10ish foes around you will have a greatly compromised ability to attack you.) You won't have a time when the ranged folks stop shooting, so that's fury. As are punches.
....and since you can mez about 10 enemies, crank your difficulty and go to town! Fury rains down like sweet droplets of smashiness.
But what do I know, I just played a EM/DA brute to 50, specifically trying to go the mez for mitigation route. And you know what? Full fury from level 10 on to the top.
Of all the brute secondaries I've played, Dark Armor is the only one with this issue. I have a Claws/DA Brute that fares considerable better than my DM/DA Brute due to the rapid recharge nature of Claws, but she struggles compared to my Claws/WP. If a players in on the fence about a secondary between Dark Armor and something else, then as a Brute something else is a better choice. If Dark Armor is not essential to your characters concept, why add the extra obsticale?