DreadShinobi

Renowned
  • Posts

    2867
  • Joined

  1. Shield is better on a scrapper by a large margin.

    -Significantly higher damage on Shield Charge
    -No fury that eats up the damage cap on Shield Charge
    -High Damage Modifiers makes Against All Odds have a greater impact on your dps

    Also one of the few scrapper secondaries that actually has a good taunt aura.
  2. My only comment is that Repulsing Torrent in a t9 position would be a terrible decision, it is generally considered a skip power. T9s shouldn't be skip powers.
  3. Quote:
    Originally Posted by MisterD View Post

    Also..does anyone else seriously NOT think KM stalkers being able to perma build up isnt broken? Really? I would ask if the devs considered this..but..
    Well you have to consider what it is giving up for it. 1) CS is giving up it's ability to crit to recharge BU. Compared to a set like StJ, which gets to actually crit and deal more damage with it's t9. 2) Always clicking BU does mean you aren't dealing damage during that duration, and stacked BU does mean part of BU's duration is being eaten up by the next BU.

    It's strong but I would not consider it overpowered, and you would only really be using such an attack chain in a Single target only scenario. As Jibikao mentioned, in an aoe environment you're going to be wanting to use your ATO hidden procs for 100% crit burst, not CS, which means BU will function the same as any other BU sans claws.

    And yes, KM's AS does need to be balanced with other AS animation times.
  4. Quote:
    Originally Posted by Hopeling View Post
    60% S/L resist does not make those damage types trivial. I've been ripped apart by lethal attacks as /Invul, with higher S/L resist, more built-in defense to it, and more HP. And since S/L is dramatically more common than more exotic types, and many exotic attacks also check against S/L defense, it really does give the most bang per buck when you can only get one high defense in a build, as /Elec and other resist sets usually do.

    If it takes twice as long for cascade failure to set in, that's twice as long for you to kill them to death before it becomes a problem. With TW specifically, that can easily be the difference between dying halfway through a slow power, and knocking the whole spawn down with Whirling Smash.
    QFT, in it's entirety.
  5. DreadShinobi

    Trials?

    Quote:
    Originally Posted by RevolverMike View Post
    Are Trials still being run regularly? I take it everyones hanging out in DA now rather than RWZ? I dont really see too much (if anything) being said on Champ trials or broadcast. I've also been on my 2nd account a bit lately and dont have nexus on it. Was able to get on a couple BAFs (2 fails in a row) wednesday by being in the LFG and also the other night was in a league about to start before the servers died. Does Evis still run them daily at 4?
    I form up all my trials via BMT of Champion, so that's another option to look at for finding trials forming. Though I haven't been running many lately as I've been preoccupied with getting catalysts for all my toons. I'll probably pick up again next week.
  6. Quote:
    Originally Posted by Beauregard View Post
    It's actually a bit worse than 1 in 20 since most -defense debuffs are delivered by high accuracy attacks. And I'm not sure where you're getting the "1 in 400" bit from.
    If you have, say, 55% defense, and you're hit with a 10% defense debuff that debuff will not be increasing the enemies chance to hit you, this means within the duration of that 10% defense debuff, the enemies will have to hit you with another defense debuff to alter their chance to hit you. For 2 consecutive attacks to hit you when you are above softcapped defense after the first defense debuff is a 1 in 400 chance (20*20=400)

    Quote:
    The absolute floor for an attack to miss you is 5% * attacker's accuracy bonus. For example, an equal level (or higher) Archvillain will hit you about 1 in 10 times no matter what you do with your defense.
    I am well aware of how accuracy and defense works. This doesn't change how useful defense is.


    Quote:
    Which is precisely my point: if you're going to survive the cascading defense failure anyway, why would you build towards preventing it?
    You're not building to prevent cascading defense failure, you're building to actually have defense. When your defense fails, you have resistance, healing, and regeneration to fall back on to.

    Quote:
    What you're doing is building a character who has unnecessary and unreliable extra defense against attacks you're not worried about in the first place - at the expense of gaping holes against attacks that will actually kill you. That's fine if you plan to make a farming toon that only faces one specific type of attack. But if you're planning to experience a broader range of content, it's a silly way to go about it.
    Defense is much more reliable than you make it out to be, and I am in no way talking about farming situations.

    Quote:
    I have a hard time believing you've actually played much of the high end content with Electric Armor if you haven't frequently experienced your defense going red even when you're soft-capped against the attack. In places like Dark Astoria and many of the high end task forces/missions, it's the rule rather than the exception.
    I have had 3 lvl 50 electric armor brutes over the years, EM/Elec, SS/Elec, and my current being TW/Elec. I've done everything there is to do with an electric brute. I've played them with an without defense, especially considering my EM/Elec existed before IOs. I never once said my defense hasn't cascaded, (as for my defense going negative, that is actually extremely rare, combat doesn't really last that long for you to hit that point)all I've said is that cascading defense failure isn't such a death sentence as you make it out to be. And just because Electric can function when your defense drops does not in anyway mean it doesn't function just as well without it. S/L softcap makes a huge difference for any electric armor toon.
  7. For the elec/dm build:

    Drop Power Surge for Hasten. Put the steadfast proc in Grounded.
    Drop Shadow Maul for Smite.

    Put some damage procs in Shadow Punch and Smite if possible, cloud senses and Makos bite in particular.

    Frankenslot Siphonlife to maximize it's acc, dmg, healing, and recharge. This doesn't necesarily mean you have to take out the KCs, but at least put the last 2 slots to increasing it's healing/acc/rech



    Get /at least/ a kismet proc in there. Your accuracy is dreadfully low in some powers, even with soul drain (which isnt perma). Even after a kismet proc, try and get a few acc set bonuses.

    I generally like to have 1 -kb IO on elec armor, because as soon as you leave the ground, grounded stops giving you kb protection.

    I don't really consider building for energy/neg defense on elec armor to be immensely worth it, especially considering how much you are giving up for it (ie decent recharge and accuracy)


    I'm also not totally sure Fireball takes the ATO sets, most Patron/Epic Powers don't.
  8. Quote:
    Originally Posted by Machariel View Post
    It's a good candidate for doing last...

    I know after playing mine, I have no interest in rolling any other dominator ever again. It's that strong.
    That's where I'm at too, once you get the best of what an AT has to offer, it can be hard to want to play anything else within that AT, which results in faster burn outs from lack of anything to level.

    That said, Plant/Fire, Plant/Psi, and Plant/Dark should all be very strong. Plant is just an extremely strong control set.
  9. Quote:
    Originally Posted by Not_Rhino View Post
    I don't think your idea for Destiny would work. Placating enemies is not something a Tanker generally would want to do, and I am pretty sure adding in crits for classes that don't normally have crits, or even just increasing the chances of those that do, is not something that can easily be done by a buff.
    Yeah, I don't like the idea of a destiny buff granting stealth and placates. However I do like the idea of a Critical hit type mechanic for a Destiny Power, mainly because we don't really have any offensive destiny powers other than the pretty meh recharge buff in Ageless.

    A critical hit type mechanic could (i assume) work like fiery embrace buff.

    The Core side of the crit destiny buff would give all your powers a chance to a large percent of extra damage, let's say, a 10% chance to do 50% of the power's inflicted damage, this would obviously degrade overtime.

    The Radial side could have a higher percent chance to proc but with less benefit, say a 50% chance to do 10% of the power's inflicted damage.


    Obviously I would hope the developers would think of something more interesting than that, I just want to see some sort of offensive destiny option.
  10. Quote:
    Originally Posted by Beauregard View Post
    Cimerorans, Malta and Knives of Artemis all have heightened accuracy -defense debuffs on virtually every attack made by minions. This means that within a 5 sec timeframe, you need to win every single roll on 30+ heightened accuracy attacks when you dive into a spawn to avoid a cascading defense failure. The chance of doing this with 45% S/L and the chance of doing this with 0% S/L are essentially the same.
    30+ attacks? Yeah I don't think so. I'm honestly curious if you even have a softcapped electric brute, because from what you're describing it doesn't sound like you do. Cause I do have one, and that's not how it plays out for me.


    Quote:
    Longbow do ranged/energy defense debuffs, which ignore S/L defense.
    All longbow defense debuffs check for both Lethal AND ranged defense. The only exception is Longbow Warden bosses with radiation powers. Ranged defense is not advantageous.

    Quote:
    Arachnos do ranged/psionic defense debuffs, which ignore S/L defense.
    Ranged defense will protect you against arachnos defense debuffs better than S/L defense would.

    Quote:
    Carnival does ranged/negative defense debuffs, which ignore S/L defense.
    There are only 2 carnie powers that debuff defense. Rapier stabs from minions (which checks S/L defense) and Ring Mistress boss Mask Debuffs, which checks ranged defense. For how rarely carnies are fought, this really isn't concerning.

    Quote:
    Devouring Earth do ranged/toxic defense debuffs, which ignore S/L defense.
    Devouring Earth do not debuff defense at all. They summon quartz which gives nearby DE large tohit buffs. If a quartz is up it doesn't matter what kind of defense you have, they will be hitting through it. Ranged defense is not advantageous.

    Quote:
    Praetorians do ranged/energy defense debuffs, which ignore S/L defense.
    IDF only have 2 units that debuff defense. 1 is Scryer's which bypass defense anyways. The other is Vickys. The Vicky's four blade attacks that do -def all check off S/L Defense. Only their LBEs check ranged defense.



    Now responding to the sum of those above quotes, I think you're missing a huge point. The point being the point of defense isn't just to protect you from defense debuffs, it's to protect you from damage. And the most common damage you're going to facing will be checking for S/L defense, and just ranged defense on a melee toon is going to leave you with many more holes than going S/L would.
    Quote:
    Defense is meaningless in trials due to the sheer volume of defense buffs.

    The IDF's Reveal Weakness doesn't check against any typed defense. It does check against Ranged defense.
    Defense does have it's place in trials. Not only is the softcap 59% there (which means you will need 14% from buffs/insps to get to the incarnate softcap from normal softcap), but not all leagues have heavy defense buffing. It's not meaningless, and relying on something that may not be present is bad. Furthermore, Reveal Weakness does not check against Ranged defense, type [reveal weakness] in game, it doesn't check against anything. Ranged defense will not help you avoid reveal weakness.


    There are two basic types of defense debuff:
    1. Ranged debuffs on lt/bosses.
    2. Melee debuffs on minions.

    Quote:
    Melee debuffs from minions are inescapable. There simply isn't anything you can do but watch your defenses go red without defense debuff resistance. You could soft-cap every defense out there and you're still facing far too many attacks occurring far too frequently for the cascading failure to not occur.
    Melee debuffs aren't unavoidable. They're MINIONS. They're going to be dead before they pose any threat. Ya know that thing called Whirling Smash? It works.

    Quote:
    The ranged debuffs are escapable. They're not on every attack and they're only from a very small number of enemies in any given spawn. So if you've got decent ranged defense, you have a strong chance of not getting debuffed at all.
    I honestly don't think you know how defense debuffs really work in this game, and what causes them. I'm not trying to be mean or anything, but there's just alot of misinformation that you're saying. You realize that if you're softcapped it's a 1 in 20 chance that your defense will get lowered if the attack you are hit by lowers defense? And that if you have any defense buffs on you or you pop a purple insp you have a 1 in 400 chance of having your defense debuffed against attacks that debuff defense.

    Also, even if you do take a defense debuff and you're down to 35% (most defense debuffs are 10%), that doesn't mean the rest of it is going to instantly vaporize either (which you seem to imply). And even if your defense does go into cadcading defense failure, you're still an electric brute, with high resists and energize to keep you alive.

    The point of layered defense, is that it takes that much more time for enemies to penetrate each layer. They're first going to be checking against your defense, after which they'll be checking for your resistance, after which you still have about 2000 hp to kill them before you die. All those checks greatly increase the amount of time and amount of luck the enemies need to penetrate your defense and kill you, all the more time for you to kill them, which for a TW brute, you don't need much of.

    Quote:
    You're overlooking a critical factor unique to Electric Armor: 10 - 15 secs into the fight, your opponents no longer have any endurance.

    At that point, their Smashing/Lethal attacks simply don't matter. They're only using their weakest attacks at a slow rate and trying to pound through your heaviest resistances. You don't care about those attacks.
    You realize this is a thread about titan weapons too right? After 10 seconds the only thing that will be alive will be EBs and AVs, which you won't be draining that quickly. I have /never/ needed to use end drain defensively on my elec armor brute because nothing lives that long, and nothing should be living that long.

    Quote:
    The attacks that will actually kill you are almost exclusively ranged attacks - Negative, Toxic and potentially Psionic.
    Toxic is extremely rare. Negative damage can be dealt with by energize and moderate resistance. Psionic is semirare and you're already better off that most other people will be, because electric armor does have good psi resists.
  11. My feedback to the OP:

    I am someone who has typically hated all normal missions in the past with a passion. However the direction you guys have been taking with Dark Astoria missions has been great. If you keep doing stuff like what you have been doing in Dark Astoria, especially in regards to the enemy groups, then I will consider that a good job.
  12. Yes, Rain of fire+Sleet/Freezing Rain is extremely strong, easy to use, and fun to watch everything melt.

    There aren't really hazard zones on villain side, so you're not going to find mob sizes like you would in hazard zones blue side.

    Just keep in mind that a fire/storm corr will be very endurance heavy.
  13. Heh. I haven't done anything for Pi day since the 7th grade when we had a competition to see who could recite Pi to the furthest digit. I didn't even come close to winning that.
  14. Quote:
    Originally Posted by Darth_Khasei View Post
    TBH, this is where the devs keep shooting themselves in the foot regarding QOL stuff. Considering the code restrictions they had no business making that salvage. That should have been like an SO enhancement drop except marked as attuned like the ATO's.

    I find it somewhat astonishing that all those smart people on the dev team have such little foresight when it comes to this kind of thing. Whatever...
    I agree there are many other avenues they could have taken to have not run into the problem (if making salvage account bound is indeed the problem)

    Such as a voucher in ouroboros to trade your catalyst in and get it back in the form of an email, ala Astrals>threads and Emps>threads or simply making the catalyst itself be something other than salvage so that it could be account bound.
  15. Quote:
    Originally Posted by Hyperstrike View Post
    Getting ticked at someone for bringing a flat 50 to a BAF/Lambda?
    Quote:
    Originally Posted by Major_T View Post
    Did I say I was "ticked"?



    If you're going to react and respond to something you think I said, please make sure I said it.
    Quote:
    Originally Posted by Major_T View Post
    The other night I participated in a discussion in Jello Shooters about the utility of level shifts in iTrials. I stated that I felt some irritation when I see players bring flat 50s (non-level shifted toons) on BAF and Lambda.
    :S
  16. On what AT? This does make a difference.


    edit: just realized what forum section this was posted in.


    I would go electric armor for capped energy resists which are invaluable at endgame.
  17. Without actually seeing your build, probably Spiritual. If not Spiritual, Musculature.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    Yes...... but I thought you wanted the Ultimate Debuffer. That means a defender.
    Not necessarily.

    1) Not all debuffs are strictly better on defenders. A great example of this is cold domination, which puts out just as much -res and -regen (the important debuffs) as a defender.

    2) The OP was mentioning running running 2-3 man TFs. Even with all the debuffs in the world, if you can't effectively leverage those debuffs yourself I would hardly call yourself the ultimate debuffer. If you compare a pure DPS and a sonic defender to the same Pure DPS and a fire corruptor, both using the same support sets, the pure DPS and the fire corr will finish the TF faster any day of the week. Simply put there will be more damage to take advantage of those debuffs by using a corruptor. Debuffs mean nothing if there is no damage to take advantage of them (-res is a damage multiplier, multipliers work best when the number you are multiplying is high).

    On larger teams this gap closes, but that's not what the OP was talking about and even then I would say they'd be about even.

    3) Damage in and of itself is mitigation. The faster things die, the less damage you will take, and the less time you have for the enemy to get lucky or blow through and defenses you have.




    Also, lolDP.
  19. Quote:
    Originally Posted by Beauregard View Post
    At higher levels, most villain groups carry significant defense debuffs. So without defense debuff resistance, what you'll discover is that the soft-capped S/L you're so proud of will vanish in an eyeblink if you jump into battle because S/L doesn't protect against most of those debuffs (they tend to be toxic, psionic or have huge accuracy bonuses against S/L).

    Even excluding defense debuffs, the return on S/L defense is extremely low since Electric Armor already has such outstanding resists vs. S/L. When you're only taking 10% damage from a damage type, spending serious effort to cut it down further isn't all that useful.

    If you want to invest in a defense category, go for Ranged defense. Electric Armor's weak spots are Psionic, Toxic and Negative. Almost all of those attacks are delivered at range.
    S/L defense is actually quite good on /elec armor, like it is on many other things. Actually S/L defense is typically better on Electric Armor than other things because of Elec's fabulous layered mitigation covering S/L defense's holes. IE: weakness to defending against mez attacks (which is a problem any S/L defense squishies will run into not carrying clarion), Psionic attacks (which elec has very respectable defense to), and radiation (which elec is capped to) attacks. For everything that gets through S/L defense, energize is there to heal/regen it off.

    The whole thing about defense being neutered by any defense debuffs if you don't have defense debuff resistance is typically blown out of proportion, and elec armor actually does quite well with them. Any rad blast enemies will fail to be a threat because even if they go through your defense you will still be sitting on 90% energy resist and good regen. Any machine gun -def will fail to threaten due to high s/l res and good regen. The only defense debuffs that actually pose a threat to my /elec brute is the IDF's [reveal weakness] which doesn't check for defense and stacked telepathist debuffs on the TPN if people aren't killing the telepathists. There are no psionic defense debuffs that I'm aware of or ones that specifically have high accuracy vs S/L. Toxic defense debuffs are only found in Arachnos and Arachnoids afaik, which aren't very common.

    S/L defense doesn't just protect against S/L attacks. Here's a list of other things it will also be protecting against:
    -Energy Melee/Energy Blast
    -Any weapon attacks (this encompasses alot)
    -any punching/kicking attacks (this encompasses alot)
    -Ice blast/Ice melee (crey, cot, winter horde, and pretty common in Dark Astoria and DD)
    -Dark Melee sans midnight grasp (one of Elecs lower resistance values)
    -Fireball and Fire Melee sans Incinerate/Scorch
    -kinetic melee (tsoo)

    The only damage type Elec armor is capped to is energy resists, and even then taking less damage from energy blasts and energy melee is actually very nice, becuase they are so common, it does make a difference.

    Electric armor actually has very respectable psionic resistance. It's actually better than everything else sans Dark Armor, stacked Ninjitsu, and Arachnos Widows. That's a farcry from actually being a weakspot. Toxic damage is extremely rare. Your S/L defense blocks most Smites/Shadow Punches/Shadow Mauls, leaving you only vulnerable to Dark Blast/Gloom. Almost all enemies that carry dark blast/gloom are also going to be carrying attacks that you do resist better, typically energize and the ~33% negative resist you have will be plenty to ward off any negative damage.

    Going pure ranged defense on a melee toon is going to leave you taking alot more damage than you would be going S/L defense. Defense debuffs will trip up ranged defense just as much as S/L defense. And even having good resists to common things that S/L defense protects you from doesn't mean you're immune to them. If you're taking all those melee S/L attacks because you went ranged defense, it is going to hurt, and it is going to happen all the time, because of how common those attacks are.

    I won't even get into how much more work it takes to build for Ranged defense compared to S/L defense either.
  20. Quote:
    Originally Posted by Hopeling View Post
    There's actually several recipes in that tab that are pretty useful, but their existence is not immediately obvious to many players (myself included) who don't already know, so don't feel too bad. It's worth just checking through the whole tab some time to see if there are any you don't know about.
    Indeed. At one point I hastily broke down like 8 uncommons into 8-10 threads each so that I could use those threads to make commons. I later realized I could have downgraded those directly into commons and made twice as many, but I didn't cause I skimmed over it. It's definitely worth going through all the options to see what is available.
  21. If the leader is a hero, did she try using their base to teleport there? I don't know if that would work or not, but that's my only guess.
  22. DreadShinobi

    Best team build

    Quote:
    Originally Posted by Caz Man View Post
    I'm not a numbers guy.. But given the higher debuff values of the Defender.. You may or may not be doing equal damage, if not more than a Corruptor.. I would take into account vigilance, but you said a TEAM build. Which would take away the defender damage buff.

    Either way.. Defender or Corruptor, you WILL be helping out the team with all those debuffs. The Defender would just do a better job of it.
    Not necessarily.

    First, not all buffs and debuffs are affected by AT modifiers. Many attributes within powers or entire powers have the same buff/debuff values between corrs and defenders.

    Second, Damage in and of itself is support. Dead enemies cannot fight back. Dead enemies mean you are moving on to the next group sooner, meaning you will be completing your goal faster. Whether you are defender or corruptor and even if you're building to be the best team support, you should not ignore the path to dealing damage as effectively as possible. A corruptor will always deal more damage than a defender outside of extreme fringe exceptions which is mainly just limited to sonic attack typically paired with Sonic/ or Rad/.
  23. Quote:
    Originally Posted by Oedipus_Tex View Post
    You can plagariaze from my old start of a guide if you want: http://pastehtml.com/view/b7pokm6ab.html

    I don't agree with all of my own advice and remember this was beginners, without digging into hard-core ramifications of a tricked out set. But it may provide some baseline philosophy of approach and/or specific slotting options (note: some have typos I never corrected; I tend to type Recharge when I mean Endurance for example).
    Cool write up.


    I wanted to throw my computer out the window around the 20th time I read "Slash/Lethal Defense" though.


    Smashing....


  24. I support such a suggestion nonetheless. We need this.
  25. Quote:
    Originally Posted by Erratic View Post
    EA is supressing the attack rate of opponents. If I am reading City of Data correctly it is applying a 16% recharge penalty to nearby foes--meaning they are making 6 attacks when normally they would be making 7 attacks. That is equivalent to 14% damage resistance so long as the attacks are coming for closer than 8'--mostly melee attacks but if you happen to be standing next to something targetting you with ranged powers they get impacted as well.
    A minor recharge debuff is not comparable to damage resistance. Everything should be dead long before they're looking at a 7th attack. It does nothing until they've exhausted all of their attacks. Many foes will be impacted differently, depending on how many attacks they have to cycle through.