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Posts
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Joined
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Quote:Not manipulation, just showing numbers with common practice. Many don't take CoF, for both the lack of mitigation provided for some AT's as well as the prohibitive endurance cost. You objected when I stated Stone cost more, since most don't run outta Granite, nor run with Brimstone Armor, so my numbers reflected that as well. I only ran the common Defensive Toggles... (so no Brimstone for Stone, no AAO or Grant Cover for Shield, etc.)So, once you intentionally manipulate the numbers to skip CoF and so on, I have to toss this info right out the window due to bias.
Again, I have Multiple DA toons, and don't feel the Endurance use is prohibitive. It can be overcome on SO slotting. CoF is a little broke though, at that cost and being a Soft-Control it should be Mag 3 with chance for 4, or lower the end cost and make it mag 2 chance for 3 across the board... not Mag 2 on some AT's and Mag 3 on others.
But I have a feeling this isn't a discussion, so there's little thought/option of swaying you to an alternate view. C'est la vie... it's a game, not a lifestyle, so enjoy waht you do, and I'll enjoy mine. -
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Quote:This.a) Blizzard is fun.
b) It does a ton of damage. Even you said, "they almost always [die], except maybe Freakshow who revive themselves."
c) Positron's Blast provides you with more recharge at 5 slots.
d) You can refill your endurance while the mobs flop around with a small blue inspiration and Power Sink.
e) See point a. -
Quote:Dark, Ice, or Sonic for Primaries, and Pain, Sonic, Cold, TA, and Kin are all viable sans IO's.I was thinking of starting a new corruptor, perhaps Elec/dark, to try a blast set new to me. But the negative comments on Electric warned me off.
I already have a fire/dark, so considered fire/storm - but they are huge endurance hogs, and wondered how they'd do on SOs alone, just in case.
Pretty no one says take this combo for IOs and Incarnates but this other powerset combo works better with just SOs. So I figured I'd ask.
ice/dark?
ice/kin?
fire/cold?
I have a Rad/traps and don't much like him, but he's only level 22.
The game is still balanced around the SO game, excepting Incarnate content, which you won't be able to run anyhow, so Any/Any should work, but those should be your stronger pairings. -
I'm lazy, and I love my Fire/MM... I just live in Melee. ^_^
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So, this is a concept Blaster build I've got... If you've read or watched anime/manga on Giant Robots (specifically the Gundam Series), that's the inspiration. Thoughts on this Common IO build? (hover-blasting, but moves into melee, often)
Edits for clarity: The goal is create a decently viable giant robot Mecha. The gun is only a gun, and only shoots bullets, hence lack of Fire/Grenade/Beanbag. With the secondary, the Fire Swords are the "Laser" swords, with Blazing Aura and Burn (if I spec back into it, hover-blasting and Burn don't mix.) as being splash from his thrusters. Consume is more for that moment when the Hero is ALMOST done, and then pulls it together from some strength inside, only when surrounded and everything is hopeless.
Questions: Aid Self is obviously necessary for soloing, and while I have the power and slot room for Tough/Weave/Manuevers, would I be better served by looking elsewhere? Tactics, Jump Kick, Spring Attack, Acro (go to ground?), Hasten, Air Sup sooner? All thoughts I was thinking on.
I'm not looking for something that can farm/fight +4x8/Solo AV's. Hell, he doesn't even have to be able to solo bosses... I've got a 50 AR/, no need to rush him through the game. I'm more just looking for something a little different, off-kilter, and fun.
And what would you do for IO'ing? Keeping same pools, but might consider alternate APP's (not Scorp or Ice though) with valid thoughts for the RP/Concept (lolz). Toon is currently 27.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Caudex Gudnam: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Burst -- Acc-I:30(A), Dmg-I:30(7), Dmg-I:30(7), Dmg-I:30(19), EndRdx-I:30(37), RechRdx-I:30(46)
Level 1: Ring of Fire -- Acc-I:30(A)
Level 2: Slug -- Acc-I:30(A), Dmg-I:30(5), Dmg-I:30(9), Dmg-I:30(31), EndRdx-I:30(37), RechRdx-I:30(46)
Level 4: Fire Sword -- Acc-I:30(A), Dmg-I:30(5), Dmg-I:30(9), Dmg-I:30(31), EndRdx-I:30(39), RechRdx-I:30(45)
Level 6: Hover -- DefBuff-I:30(A)
Level 8: Stimulant -- IntRdx-I:30(A)
Level 10: Fire Sword Circle -- Acc-I:30(A), Dmg-I:30(11), Dmg-I:30(11), Dmg-I:30(19), EndRdx-I:30(37), RechRdx-I:30(43)
Level 12: Sniper Rifle -- Dmg-I:30(A), Dmg-I:30(13), Dmg-I:30(13), EndRdx-I:30(46), RechRdx-I:30(50)
Level 14: Aid Self -- IntRdx-I:30(A), EndRdx-I:30(15), RechRdx-I:30(15), Heal-I:30(36), Heal-I:30(36), Heal-I:30(36)
Level 16: Build Up -- RechRdx-I:30(A), RechRdx-I:30(17), RechRdx-I:30(17)
Level 18: Boxing -- Acc-I:30(A)
Level 20: Blazing Aura -- Acc-I:30(A), EndRdx-I:30(21), EndRdx-I:30(21), Dmg-I:30(34), Dmg-I:30(34), Dmg-I:30(34)
Level 22: Tough -- ResDam-I:30(A), ResDam-I:30(23), ResDam-I:30(23), EndRdx-I:30(40)
Level 24: Weave -- DefBuff-I:30(A), DefBuff-I:30(25), DefBuff-I:30(25), EndRdx-I:30(40)
Level 26: Maneuvers -- DefBuff-I:30(A), DefBuff-I:30(27), DefBuff-I:30(27), EndRdx-I:30(40)
Level 28: Consume -- Acc-I:30(A), RechRdx-I:30(29), RechRdx-I:30(29), RechRdx-I:30(31), EndMod-I:30(39), EndMod-I:30(39)
Level 30: Assault -- EndRdx-I:30(A)
Level 32: Full Auto -- Acc-I:30(A), Dmg-I:30(33), Dmg-I:30(33), Dmg-I:30(33), EndRdx-I:30(43), RechRdx-I:30(43)
Level 35: Personal Force Field -- DefBuff-I:30(A)
Level 38: Vengeance -- DefBuff-I:30(A)
Level 41: Temp Invulnerability -- ResDam-I:30(A), ResDam-I:30(42), ResDam-I:30(42), EndRdx-I:30(42)
Level 44: Force of Nature -- RechRdx-I:30(A), RechRdx-I:30(45), RechRdx-I:30(45)
Level 47: Air Superiority -- Acc-I:30(A), Dmg-I:30(48), Dmg-I:30(48), Dmg-I:30(48), EndRdx-I:30(50), RechRdx-I:30(50)
Level 49: Fly -- EndRdx-I:30(A)
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Level 2: Swift -- Flight-I:30(A)
Level 2: Health -- Heal-I:30(A)
Level 2: Hurdle -- Jump-I:30(A)
Level 2: Stamina -- EndMod-I:30(A), EndMod-I:30(3), EndMod-I:30(3)
Level 1: Brawl -- Acc-I:30(A)
Level 1: Defiance
Level 1: Sprint -- EndRdx-I:30(A)
Level 2: Rest -- RechRdx-I:30(A)
Level 4: Ninja Run
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I'm not arguing against potential benefits/tweaks, but I do want to clear up the myth that DA uses the most... These are passive drains for the defensive toggles of Armor sets:
DA sans CoF .96
ElA .73
EA 1.04
FA .52
IA 1.04
Inv .73
Nin .62
Self-Empathy .26
SD .42
Stone .99 Granite .47
SR .78
Will .83
Clicks were not factored in (DR, HF, mez pro etc). DA ain't the worst, however, it is near the bottom of the pile, and DR's giant end cost doesn't help matters in actual play. -
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Quote:Tanks outdamage Corr's? Blech. Fortunately, all Corr's have a permable and unresistable -Resist to overcome that... wait, Bruising belongs to Tanks... Blech.They also have the same base damage that Brutes get, only without the constant buff from Fury. So the bonuses provide a smaller increase in damage than they would with, say, a Tanker, Kheld, Dominator, Stalker, VEAT, Scrapper, or Blaster - all of whom have higher base damage than Corruptors.
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Quote:HO's buff the DDR that AD grants, and if his Recharge is high enough (doesn't click on links for builds), then he's got the EndRed in there to keep it single stacked, and costing less each time it fires.HO's won't do anything special in Active Defense other than the end reduction..
the Kismet won't work unless you have Grant Cover toggled fyi (wasn't sure if you planned to have this toggled with no end reduction in it..not that it has to have end reduction..)
My Shield/Axe Tank runs with either 2 or 3 Membranes in AD, double stacked I get capped DDR. -
Quote:Maybe the query is in regards to two different builds? E.g. someone is debating between a Fire/Time and a Fire/Sonic.No, you didn't understand my post.
There is no character build where you are going to be picking between those two extreme options, so comparing them is pointless. You can make your argument, but it's never going to be a choice that anyone is going to be in the position to make in the game, so it's moot.
Or it's a Dark/Storm/Cold support user, who CAN swing either way in an appreciable fashion via pools and Epics. -
Quote:Minimal AoE and Higher ST damage lends to Sets that prefer Smaller, harder groups of mobs, e.g. SR or Self-Empathy.Okay, I have a concept that requires the dusty ol' Martial Arts set. The concept also limits my secondaries, well, halves them. In no particular order Willpower, Regeneration, Invulnerability, and Super Reflexes would fit the concept well.
Can any of you break down the pitfalls and pluses of any of these pairings? Thanks.
However, once stuck out to 26/27 and Dragon's Tail, the taunt/PBAoE buffs of Will and Inv will work well together. I say this with an MA/Inv at 50, who may be getting exiled and rerolled into a TW/Inv, but is still pretty fun.
Also, MA/SR used to be the Goto exercise in frustration for Scrappers, due to tighness of builds, but IO's tend to alleviate that now. -
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Quote:Lolz, Balance for Stalkers.It would be a top set anyway, I'd guess they'd remove the middle cone if it is/were ported.
That'd leave the set with a footstomp clone which I wouldn't think would be removed because it's one of the moves that are usable only within momentum. That wouldn't be balanced with other Stalker primaries but well they've never been anyway, like KM with the 100% AoE crit, ELM with all the good moves, MA with too many ST attacks and the like. -
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*liberally adds recharge/secondary abilities to create a ST chain* No Snipe needed!
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Quote:Welcome to the herd.mmmmk... so my stalker light (tw/ea scrapper) has *completely* changed my point of view on the whole stalker thing. I was wrong up-thread and once you have enough attacks to actually be able to keep swinging and hide of course (energy cloak being the stand-in) it does have a similar "in control" feel as my stalkers in a fight.
Rend Armour even looks like an AS. Put me firmly in the "proliferate it nao" camp. -
Quote:If it's for DPS, think this might work better, using DM as an example (bracketed means "Hidden"): (AS)>Pl>(MG)>Sm>SL>AS>MG>Sm>SL>AS>Pl>(MG)...I imagine that the stalker combo chain will be different, since AS will still auto-critical after a placate. Depending on how potent Assassin's focus works, placate can still be useful. If the focus takes awhile to build up to good levels, or if it depletes after each AS despite failing, or if it depletes quickly between mobs, then my attack chain will look something like this:
AS -> moves while AS charges -> Placate -> AS -> continue to fight normally using non-interruptable AS and focus.
Additional placates shouldn't be necessary for anything that isn't a cyclops EB or an AV. -
Quote:Whoops, thought Consume.Energy Drain is autohit, no need for acc.
With Ea you may want to get Combat Jumping (1 def), Weave (3 def, 1 end) and Hasten.
Also, Energy Cloak, slot like the shields.
And Seconded on CJ, since it's dirt cheap for buy-in and slotting. Fighting is good if you can stomach the useless buy-in (I've found I'm grabbing it quite often though), since it'll net you both Tough and Weave (3 Resist/Def, 1 EndRed). Hasten, why not, more recharge on top of your recharge (3 Rech).
And sorry, I though Energy Cloak is one of the Shields on /EA... ^_^ -
Quote:PvE tossing in a few damage bonuses is actually useful, think of it more as running Assault for yourself for free. Additionally, Brutes are the LAST AT I'd recommend chasing damage bonuses on, since they have one of the lower Damage Scalars and adding +Damage% into what Fury gives you is akin to peeing in a pool... you may notice it if you look for it, but the level stays about the same. Damage bonuses inflate base damage, so you'll get the greatest benefit when grabbing them on Blasters/Scrappers/Stalkers.Slotting for +damage is not common because usually people find something they want more (like my plant/storm build, I'm trying to squeeze all the s/l/ranged def I can while keeping the 90% recharge). I'm not saying it isn't a valid goal to chase damage bonuses, it just isn't common except for the pvp crowd because in pvp spike/burst damage is more important since everyone keeps moving and all. But if you ask me, the only AT I would really recommend against chasing damage bonuses are Brutes because of how Fury works.
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Using SO's/level 25 (minimum) Common IO's, and in order of priority:
Attacks - 1 Acc, 1 EndRed, 3 Dam, 1 Rech
Shields - 3 Def, 1 EndRed
Energy Drain - 1 Acc, 3 Rech, Def/EndMod to taste
Energize - 2 Rech, 2 Heal, 1 Rech, 1 Heal
Overload - 3 Heal, 3 Rech -
As a point blank blasting, punching, violent ink blob of destruction. Recommend finding buffer Duo buddy to aid in this pursuit, since from what I see, it won't mature to self-sufficiency until the 40's. You will, however excel at both AoE doom and single Hard Targets.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Darkness Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Bolts -- Empty(A)
Level 1: Penumbral Grasp -- Empty(A)
Level 2: Smite -- Empty(A)
Level 4: Death Shroud -- Empty(A)
Level 6: Short Circuit -- Empty(A)
Level 8: Aim -- Empty(A)
Level 10: Ball Lightning -- Empty(A)
Level 12: Lightning Bolt -- Empty(A)
Level 14: Hasten -- Empty(A)
Level 16: Soul Drain -- Empty(A)
Level 18: Tesla Cage -- Empty(A)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Empty(A)
Level 24: Weave -- Empty(A)
Level 26: Voltaic Sentinel -- Empty(A)
Level 28: Dark Consumption -- Empty(A)
Level 30: Assault -- Empty(A)
Level 32: Maneuvers -- Empty(A)
Level 35: Dark Embrace -- Empty(A)
Level 38: Midnight Grasp -- Empty(A)
Level 41: Oppressive Gloom -- Empty(A)
Level 44: Dark Pit -- Empty(A)
Level 47: Combat Jumping -- Empty(A)
Level 49: Vengeance -- Empty(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
My rough take. -
Quote:I just jump... (Fire/Shield Scrap and Shield/Axe Tank)My SS/Shield brute can vouch for it, too.
Spring Attack > Foot Stomp > Shield Charge > Foot Stomp = an entire spawn of dead +2/+3 enemies that never even got a chance to shoot at you because they spent the entire attack sequence on their backs.
It's also great for alternating with Shield Charge so that you always have a way to initiate into the middle of a group for a fully saturated Against All Odds. -
Quote:No, we must tolerate the eccentricities... the Stalker population grows smaller every day.
Or I just can't seem to find them anymore. (looks around for an [Insight])