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The "Scourge" proc that interface uses is not relative to how much damage you actually dealt like real scourge is. Currently on beta Hybrid scourge deals a static ~28-30 dmg dependant on enemy level. This is the same as it is for hybrid containment.
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I didn't say anything about EATs. It fails to "shore up the weakness" of any AT lacking control completely. It fails to "shore up the weakness" of low damage mod ATs as effectively as it does for high damage mod ATs. It fails to "shore up the weakness" of any ranged AT that plays at range looking for surviviability or for any AV situation. And it fails to "shore up the weakness" of anyone looking for more support unless there is at least 5+ stacks of support from 5+ people.
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Quote:Said new incarnate tree still fails to do the former claimed capability well for many ATs.Originally Posted by Overview PageNew Incarnate Powers: ... You can choose a style that shores up a weakness, or one that further strengthens existing abilities.
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Quote:People don't like it because of the horrid uncustomizable hand glow it forces upon your character.I'm surprised that so many people dislike hasten. I would have figured it would be the new "fitness". Recharge makes builds better. period.
I hate it too, but I'm not going to gimp my character over such a reason as making my character look less "pretty" -
Any Mastermind
Any PB
Any WS
Any Tank
Any FF or Sonic Resonance -
It's not a gapless aoe attack chain, I didn't say anything about that. But during those gaps you can Gloom or KoB a boss.
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Depends on how much recharge you have. My SS/Fire is Soul Mastery because Gloom does fabulous ST dps with Dark Oblit for AoE, I farm 54/8 on him easily. I also farm on a SS/Fire/Mu when I need to pl toons on my main account and I honestly don't miss the extra aoe in Fences, and I don't feel slower without it. At a high level of recharge you will be able to chain aoes without it. On a low recharge/budget build it can be useful, but then again you're also losing the knockdowns from footstomp which can be helpful, especially on a budget build that won't have all the survivability that a fully fleshed out build will have.
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Quote:SR is a pretty simple set:ya i kinda figured /sr or /sd would be one that i use just need to put some builds together.do u know the pro or cons vs the two ive never used either of them.
-Can be built effectively on a budget as it is extremely easy to softcap
-Can be built more offensively than SD, although overall offense will still be lower
-Has scaling damage resistance when hp drops
-better defense debuff resistance
SD has alot of utility such as:
*scaling damage buff - one of the biggest reasons to go SD, the amount of dps this can add is huge.
*-dmg debuff - useful for AVs
*strong taunt aura - not all scrappers get one, and this one works really well.
*decent base resistances which work at full hp unlike SR resistances which only kick in when your hp starts dropping
*hp buff - adds alot of survivability. The difference between a 1700-1800 hp scrapper and a 2100-2200 hp scrapper is pretty big.
*shield charge - while not specific to AV soloing is a huge boon to pretty much every other facet of play.
*A usable and effective t9.
*more expensive to get similar results as SR, but has a much better high end if you have the inf to put into it. -
Katana isn't good for the -def exactly, rather that it has -def that can slot achilles heel procs for -res, as well as an integral attack that can slot glad fury -res procs. -res is incredibly useful for soloing AVs, -def is situationally and rarely useful. Katana can also be good for the defense that DA provides, but that's also depends on your build, as it can be quite easy to just build for the defense that DA would give you anyways and run a higher dps attack chain without it.
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Quote:Slotting it for endmod does help. It can be the difference between people being at 100% endurance when the +recovery phase of the buff ends and people being less than that. If people are at 100% when the +recovery portion of the buff ends then you and they will have an easier time coasting til chrono shift recharges again for another recovery boost. It's quite similar to how Domination works, although not as powerful. It is effectively a large short term recovery buff, you only need enough recovery to not bottom out before it recharges.The +15 endurance is not affected by enhancements or buffs, but the +30% recovery for 30 seconds is. I do not recommend slotting it for endmod, that's a pretty lame buff considering that even when you have chrono shift perma it's only up a third of the time.
Quote:Think of those elements as a bonus and slot it for recharge and heal to taste. On my dark/time I three slotted it with the doctored wounds heal/rech, recharge, and heal/end/rech: boosted to +5 this gives ED capped recharge and a decent amount of healing. I didn't really see any reason to use more slots than that, the main thing is getting it permanent for the recharge bonus. -
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Claws/Fire gets really good really early on. SS/Fire will be better lategame when it's kitted out. Energy Melee would be a good choice if you don't want him to actually play the game.
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Just some things I've noticed:
Stalkers: Staff doesn't really have very good ST dps for brutes/tanks/scrappers. Having AS/BU will really help make up for this weakness.
Tanks: They get higher -res and +res on EotS and SS respectively (10% vs 7.5%). They also have a much more usable Mercurial Blow, while other ATs won't find themselves using it at all due to the poor base damage, tanks get bruising+achilles heel out of it.
Scrappers: Get the most out of the damage buff from Form of the Body. Many secondaries will also really benefit from the +res bonus offered by Sky Splitter.
Brutes: Form of the Body damage bonus nearly unnoticeable due to fury. Can't use Gloom to maximum effectiveness due to redraw. While even though Staff's AoE makes up for it's poor ST dps, Staff AoE is still outclassed by SS(rage, radius) and TW(cones, radius). AoE probably on par or slightly better than fire, but fire beats it in ST. -
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Quote:You can also just edit it into the mids database yourself.It's already on City of Data! I don't know about you guys who wait for mids. If you work out your build now not only will you be ahead of the curve, you'll get to use a pen and a napkin, or perhaps some other form of paper if one can conceive of such a thing, to bring it all together.
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The set itself works best in Blaze, however if you are building for ranged defense it can be better in Fireball as Taoe doesn't have any other way of getting that good ranged defense set bonus.
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This attack chain got me 198 dps on my staff/da brute on beta w/ t4 reactive. While it may be the best of what Staff has to offer, it is still quite low. Obviously will be a bit higher for a scrapper, but it's still not going to be that great as far as ST dps goes.
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It can be, it just takes longer. Still faster than Alkaloid spam.
Quote:The crap is wrong with you? You know how few hit points Masterminds have?
See above. Sappers deal too much damage to Masterminds.
The crap is wrong with your condescension? -
t1) Doesn't Matter.
t2) Doesn't Matter.
t3) Doesn't Matter.
t4) Doesn't Matter.
t5) Drain Psyche.
t6) Doesn't Matter.
t7) Doesn't Matter.
t8) Doesn't Matter.
t9) Doesn't Matter.