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That same player base that wouldn't want a taunt aura is also the same ones that usually run around with fly thinking its awesomesauce and are constantly dieing trying to get past enemies because they don't understand how valuable the -threat and stealth is in super speed. =/
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Quote:Oppressive GloomI used to think the -damage self part is very annoying and I find the radius is quite small on Stalker/Brute but my Necro/Pain MM picked up OP and man, it is amazing! I didn't know OP on MM, Defender and Blaster has 12' radius. It is quite large.
I like having some kind of healing to back up OP's damage-self. Not sure how well it works on Blaster but you don't have to run in to stun. You can just stay at range and stun those that get closer to you.
I've been wanting to run duo Necro/Pain build with a friend. I think it's going to be amazing. The beauty of OP is when you have more than one person running it.
OG? >_> -
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Quote:The thing is Blaze takes 1 second to activate, and Shout takes 2.67 seconds to activate (not using arcanatime). The activation time on Shout makes it terrible for dps.Sonic Blast gives you more damage when you have more damage buff on you. I wonder at what point, does Sonic Blast's total damage surpass Fire Blast after 3 resistance debuffs? Or Sonic can never surpass Fire because Fire has dot damage that scales with damage buffs?
For example, if your Shout does 200 damage. After 3 resistance debuffs (stun, shriek and scream), your Shout should do about 278 damage on even level mob? (13% debuff x 3 = 39%). Is my math wrong? -
Highest damage ST Blaster is Fire/Elec followed closely by Fire/EM.
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Quote:The thing is you don't need provoke to keep your team safe or keep the enemies off the other "squishies"The one who sighes at Provoke needs to understand I OFTEN am lead TANK on my Corr. and I need the ability to pull those mobs off the squishies. Very rarely I get the cascade failure where my shields get dropped all at once.
Depending on situation drop tar patch, darkest night, fearsome stare, or HT, use that to take the alpha. Follow up with another debuff (1 of the 2 being tar patch). Then drop your aoes on them, or possibly another debuff if necessary.
At the point the mob is ready to attack again after the alpha that you've taken, it should be debuffed enough and on its way to dieing. Fire in and of itself generates alot of aggro, even past taking the alpha you should still be able to hold alot of the hate if you are playing aggressively enough, and the hate that you lose doesn't matter alot because the enemies should be feared, stunned, or tohit debuffed to where it doesnt matter if they attack or not. On hard targets (AVs) you should be pumping out tons of -dmg and -tohit with darkest night, twilight grasp, fearsome stare, and your dark servant.
On a corr, the only reason you should need a taunt to hold aggro (if that is really what you want to do >_>) is if A) the fight is prolonged (and a normal mob to mob fight shouldn't take that long being a fire/ corr) or B) The mobs are a threat other teammates (and they shouldn't be a threat because they should be neutered or dead being that you are a fire/dark). Which makes me think something else is going wrong if fights are taking that long or your team is that fragile with a fire/dark. -
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Quote:Yes, it gets quite a bit better if you know how to build it. My /fire scrapper runs on 45% S/L defense and 65% rchg, which makes it /very/ survivable. I don't feel the squishyness of fire that most other people complain about.My KM/Fire brute is level 22. She feels so squishy. Does it get better? The same? How do you deal with the holes in /fire? I really don't want to reroll her.
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I disagree, i find that FA is BETTER on a brute or scrapper(and best on a brute because of just how awesome FE is) because FA gets its awesome from killing stuff, which brutes and scrappers are better at.
There isn't alot of point in getting mag 8 -KB, the amount of powers that will KB you that have between mag 4 and mag 8 are far and few between. Getting to mag 12 will protect you from /alot/ more powers. -
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Quote:3 Fire/Cold corrs, a fire/kin corr, a scrapper/brute, and 3 other ranged dps would easily out perform 8 fire/rad trollers, especially on Apex.It can easily be noted that the teams shown featured, respectively, 2 non buff/debuff classes for the Tin Mage, and 1 non buff/debuff class for the Apex.
I am curious what a FRAD team would do in this case. I suspect they might not be optimal for Apex since they are a bit positionally dependent. I can't really say though since I've never run on such a team.
But I know I have done an Apex in 39 minutes on a motley team, and even the all melee Apex team we ran during Beta didn't take all too long. -
Yeah heh I got most of my toons, having to turn those things off on every single toon is really annoying, at least they arent all up in your face.
Quote:So was it made as a group of friends with some pugs or was this meant as a dream team?
Impressive either way of course.
The run was in no way a pre-planned dream team (although everyone on the team is really great), I sent tells out about 10 mins before we actually started saying that we were finally going to go for a sub20 after figuring out what the key to doing it was a few days earlier. (ie why I am on my controller instead of my fire/cold)
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Yes, this is why resist based toons go for defense.
Soft capped defense + resistances = epic, Add in a heal or good regen and you're not gonna be dieing any time soon. -
I'll just leave these here
http://i161.photobucket.com/albums/t...MAGERECORD.jpg -- (16:47)
http://i161.photobucket.com/albums/t...APEXRECORD.jpg -- (19:26)
No temps used.
Apex time is longer because 1 member was completely lagged out and another was unable to enter last mission. -
Tin Mage completed in 16 minutes, 47 seconds.
Apex completed in 19:26
http://i161.photobucket.com/albums/t...APEXRECORD.jpg
http://i161.photobucket.com/albums/t...MAGERECORD.jpg
Team Composition was:
Shin: fire/kin troller
Locks: Snc/cold corr
Purple: rad/arch def
Cinder: fire/cold corr
Ashes: fire/kin corr
Arli: ss/fire brute
Phoenix: ice/cold corr
Horus: Dm/Sd Scrap (tin mage) Snc/Cold corr (apex)
No temps used.
Apex time could have been better but Ashes was unable to enter the last mission and Horus was completely lagged out, so we were sorta doing that last mission with 6.5 people.
Still fantastic runs, knew we would finally break the 20 min barrier when we actually tried to break it -
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Quote:If using a single power is worth a team slot now, pug teams must be even more pathetic than ever before.Yeah, I pretty much mean that I'd rather SB others when I get around to it and actually play my character the way I enjoy for the rest of the time. If someone wants a SB bot that sacrifices all else to keep every character on the team permanently SBed, then they can pay for a second account and run their kin on it, if they think the 8th team slot is worth that.
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Quote:You will really only notice the -dmg when fighting AVs. For regular mob to mob pve content the -dmg isn't going to make much of a difference. Slotting the Fortunatas in it will keep your debuffs recharging faster for the mob to mob pve content when the power itself isnt very beneficial.1st 3 points, fair enough.
Isn't PGA a useful tool to lower incoming damage (when considering ST)?
OSA, fair enough.
Why should acc/Dam be skipped in favor of Chance for +NRG dmg? Is it that useful?
DA and AA, fair enough.
Why should I get hasten (and SS) when the goal is S/L/E def? Is high recharge needed for TA?
Should CJ only be 1-slotted?
Won't it be a waste to put more slots into Boxing (and especially Brawl) when I don't use them, instead of using sets, albeit being weak, in the powers I' more likely to use?
Overall, am I really that sucky? :P Seriously though, thanks for the critique.
Slotting the proc over the acc/dmg in fire breath will net higher average damage. Same with slotting the proc over the dmg/range in your other aoes. The proc damage is also boosted by your -res powers.
Recharge helps TA alot. Getting Disruption Arrow/Acid Arrow/OSA/Emp Arrow out faster and all your attacks from fire recharging faster too. Just because the goal is S/L defense doesn't mean you have to sacrifice all your recharge to get it. For example, my fire/kin corr has 90% global recharge AND soft capped S/L defense. Super speed for travel, stealth, and -threat (which alot of people forget about). As with 99% of builds, Hasten is definitely worth it.
CJ really only needs 1 slot, (lotg rchg+) unless you are slotting a kismet proc or -kb proc in it also.
The thing is the Kinetic Combats give you +3.75 S/L defense for 4 slots, not much can compete with that. Now when you start using those you can slot your other powers better. For example now that you have the extra defense coming from Kinetic Combats you can ditch both sets off Curtail Swiftness and get those Posis in OSA and trim off slots from Glue Arrow, you can also ditch the +def set in PGA and go for the cheap purple set. -
Drop Flares.
Drop Flash Arrow.
Drop Blazing Bolt
Drop PGA unless slotting it 5x purple sleep set.
Slot Oil Slick for damage.
If you're going to use Positrons slot 5 in each power. Skip the dmg/range in all except for Fire Breath in which you would skip the acc/dmg.
More recharge in Disruption Arrow.
Achilles Heel proc in Acid Arrow.
Get hasten/SS
CJ is overslotted.
Use Kinetic Combats in brawl/Boxing so you can use better sets in your good powers instead of using bad sets to get your S/L defense up.
There is still /alot/ more, that should get you started, work on your build some more. -
RWZ.
Pocket D if you don't have the Pocket D VIP Teleporter.
Then hazard zones
--perez for numina/manti tfs.
--eden for hami raids.
--Creys Folly gets used frequently.
Ouroboros will take you to peregrine faster. -
For anyone who thinks Granite Armor on a dom would be good.... AHAHAHAHAHA.
That said, Strato's suggestion actually looks half way decent with the Kaolin ranged attack.