Faultline_EU

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  1. Faultline_EU

    inherant powers

    Kheld damage resist is at 85% so five team members and your shield will get you about there. The damage cap is 400% I think so even with SOs in the powers and build up you'll need five team mates and a red to get there.

    I'm guessing you'd need about 3 controllers to give a significant mez resist (help me out someone)?
  2. Faultline_EU

    inherant powers

    You should get a 10% resist for every appropriate teammate, a 20% damage bonus for every appropriate teammate and a mag 1 mez resist (I think) for each controller.

    Never really tested it to see if that is correct but I have noticed I can take a lot more damage when there are a lot of scrappers/blasters on my team .
  3. Accuracy and To Hit buffs are not my strong point but I seem to remember reading that slotting for To Hit helps against higher level foes but against lower levels you'll notice having no acc slotted in the attacks and miss more.

    Someone with more knowledge than I would have to confirm that tho.

    EDIT - Talked about on this thread. I was slightly off with what I said. The -def from the attacks can level it out for low level mobs so you don't need acc enh in the atacks.
  4. [ QUOTE ]
    oh and just remembered as u are going human/nova i remember reading somewhere that slotting nova form 2 end mods and 1 end red is optimal although i could be wrong....

    [/ QUOTE ]

    Technically it would be 3 endmod and 3 endred for optimal Nova slotting.

    To give it a little perspective, 3 endmod in Nova (assuming the figures I have are correct) would save enough End for one extra nova scatter attack roughly every 50 seconds. Slotting one endred in nova scatter would have the same effect and you save two slots....
  5. Faultline_EU

    Pure solo build

    [ QUOTE ]
    An unslotted Nova is still higher dps than a pre-SO Human form, and you have an inherent endurance recovery bonus so you can blast more.

    Taking Nova at level 6 will help your leveling speed more than anything else you can do at that level.

    [/ QUOTE ]

    The endurance recovery bonus in Nova is so small as to almost make no difference. It's the lower end cost of the powers in Nova that make it appear better.

    I'm guessing he's taken Nova already anyway at level 10 so may as well use it. Can respec it out later.
  6. Faultline_EU

    Pure solo build

    I'd agree with those points and I'd also add...

    Nova - I'm in two minds about this. I used to use it a lot to solo by finding a large street spawn of -1s and then nuke them from above (using insps to speed things up). Easy and quick xp but a bit dull. If you plan on doing mostly missions tho, I don't think it will be worth taking.

    Get hasten. Combined with Conserve Energy you can dish out some serious burst damage which would be great against bosses and voids. Both carry over to dwarf too so you can get a couple of minutes of fairly safe pounding going on if you slots the dwarf attacks up early.

    Get Essence Boost.
  7. Faultline_EU

    Pure solo build

    From a PBs point of view I would say a human/dwarf build would be fine. Can't see much use for Nova when soloing.

    I did a lot of my content solo up until the mid 30s and I wasn't set up as a solo build at all.
  8. Faultline_EU

    Vigilance is fab

    Don't have stamina on my dark defender and don't usually have end problems even when running two leadership toggles, shadowfall, darkest night and spaming off other stuff from my primary. If I leave SS on and start firing off a few attacks too, then my end starts to go down a bit. I like Vigilance.
  9. You can have my ice/en blaster if you like Flush. Not used him much for a while but I'm sure I'll soon get back in the swing with him. Shall see if I can catch you online tonight mate.
  10. I WAS talking about PBs. Only need dwarf or LF for bosses and then only really if they stun or hold and I don't have a breakfree.
  11. [ QUOTE ]
    but i only solo on invince because otherwhys its low xp n like not much point

    [/ QUOTE ]

    Well aside from the fact that your 50 and don't get XP, maybe you need to lower the difficulty a notch or two. The added bonus xp from higher level mishes isn't worth it if it takes you twice as long and you die a couple of times. Apart from having to be carefull with bosses and anything that stuns, I don't have any real problems with solo missions on invincible.
  12. Faultline_EU

    -Reg numbers

    Ok, I did some limited testing. Picked a +1 Lt for my testing. This was pretty rough.

    Normal regen = ticked at ~25 seconds
    Spammed TG (should 3 stack it) = 7 mins and no regen before I got bored
    Attempting to hit TG once every 20 seconds (its duration) = ~46 seconds for a tick

    Like I said this was very rough but it would suggest that -regen is a straight subtraction from the base regen rate? Triple stacked would be about 100%-135% regen which equals zero (capped) assuming most mobs have 100% base value. One application of TG would be about 100%-45%=55% which would be just under double the time of normal regen ticks, which is what it seems to be.

    Doesn't help with finding which power is better but I only have dark to play with.
  13. I'm confused. If you can't get big teams you are only facing small spawns and PBs have no problems against small groups.
  14. Awww, chin up Flush. Think it's just a very quiet period at the moment. If I come up with an alt I don't want to drop after level 10 I'll give you a shout.
  15. Nope, doesn't affect them. Which was partly the reason for my original post.
  16. Faultline_EU

    -Reg numbers

    There was a post on the US boards about testing regen but they were struggling to even come up with a solid formula for how it works let alone test the powers.
  17. Faultline_EU

    -Reg numbers

    Not doing bad thanks mate.

    I've had most of the powers from Rad so far and changed them around a few times. Originally I was intending to do a lot of defence debuffing and Irradiate is good for that. Found it wasn't so useful once people start slotting acc SO though and Dark isn't quite so safe for jumping into the middle of a group.

    As I don't solo and this is a staminaless build I don't attack much nowadays. Have Proton Volley for picking off the odd straggler (and it has a great sound Star Trek sound). Have Neutron bomb for the occasional AoE debuff (and it looks good). Also have Atomic Blast as it has a great BI and I'm trying to perfect a risk free nuke involving double stacked tar patch, power buildup, fluffy and a few other things.
  18. Faultline_EU

    -Reg numbers

    I heard you'd copied me and gone for a dark/rad defender False.

    Rad does seem best at -regen although it shouldn't be. Dark isn't so bad though. Just make sure Fluffy is out all the time, put TG on auto, use tar patch everytime it's up (double stacks nicely for a 60% -res for 6 or so seconds if using hasten) and definitely use Howling Twilight as soon as it's recharged (it seems to have a big -regen). The only time I ever seem to see myself affecting regen is just after I've used HT.
  19. Faultline_EU

    KheldiNoob

    Luminous detonation has its place but most people are put off by it's downsides - namely very low damage, high'ish end cost and the fact that knockback is not always appreciated in a team environment. If you have a playstyle that makes use of it tho, fair play to you.

    Homer_J, you do have three low damage attacks listed - glinting eye, gleaming bolt and luminous detonation. You will probably find you can only actually slot one of those unless you skimp slots on another form or power, leaving you two attacks that won't really do any damage. Consider getting essence boost too.
  20. Faultline_EU

    KheldiNoob

    Luminous Detonation isn't great. Consider putting Hasten there instead. Slotting will depend on your End issues. Two endred if you have them, two recharge if not or something in between otherwise. Endred are best used in Incandescent Strike, Solar Flare and Radiant strike as they are the heaviest users (same for dwarf flare).

    Actually for a PB at least I don't think there are really that many build variations in terms of powers and you have them most. The variation comes in how people use them.

    Some people use the fitness pool, others go conserve energy. Some take the leaping pool, others don't. Some human form PBs swear by Pulsar for keeping mobs stunned, others never use it. Some try and stay perma-light form, others only use it when in big trouble. Some use Dawn Strike everytime it's up. Some stay in Dwarf constantly. You get the idea.

    Play around and see what you like and then focus on that.
  21. [ QUOTE ]
    My pet theory is that the reason that Dark and Kin don't seem to be as effective as Rad against AVs is something to do with stacking. The Kin and Dark powers easily overlap with default slotting but the Rad one needs heavy slotting for recharge. So maybe the Kin/Dark powers don't actually stack from the same source but the Rad one does.

    [/ QUOTE ]

    They are all listed as having a 50% debuff. TG and Transfusion are effectively perma even if they don't stack (although all other debuffs on TG do). LR on the other hand isn't quite perma. That should mean that Rad is slightly less effective than the other two but it actually seems to be several times better.
  22. The affect is still there. The numbers in the Prima guide may be wrong however.

    I've fought a few GMs since the changes and don't seem to be able to provide enough -regen on my own to make a difference. It is odd as on paper Dark should come out on top with TG (from you and dark servant and possibly stackable) being perma and howling twilight too. Kin should be next and then Rad. Doesn't work like that in practice tho.

    The best test I had was the other day helping a team fight Jurassik. They already had a Kin there spamming transfusion but his HP wasn't moving. Not much difference when I joined the fight either. They finally recruited a Rad and his HP started to drop straight away. I even stopped using my own -regen powers (to see if it was just the fact that we had three people stacking -regen that was tipping it over the edge) but his health still kept falling.

    On a side note, the -regen from howling twilight would seem to be greater than the Prima guide says. I've noticed on a few occasions (and definitely when fighting Jurassik) that as soon as it is used the GMs health drops much more in the 20-30 seconds that it is active.
  23. I would say probably not although it depends on if you plan on staying in granite all the time post 32 or using your other armours? Not much can take down a granite tank except groups with lots of psi mixed in. If you do start to get overwhelmed then a respite or two and a luck usually helps ease the pressure.

    If you find you have a free power slot and spare slots to use, then no reason not to get it either.
  24. PB's probably get more ways of dealing with sappers than most AT, it's just we don't have one 'sure fire' way like a ranged hold or debuff or snipe. We have two attacks in RS and Solar Flare that can keep them off their feet before using IS. We have QF and Lightform. You can use the knockback in Nova attacks to take them out from range. Dwarf has three attacks that cause knockdown and once down you can very quickly switch back to human to use IS before they get up. I actually hate the stun grenades Malta use far more.
  25. As far as I understand it (and I'm no expert), it is only mag 1 protection from holds which means you will still be held by any mob with a mag 2 or above hold who is +1 to your level. That's a lot of mobs still.

    It all helps I guess but I never found it really stopped me being held. Plus it doesn't protect from stun or sleep so malta and the like are still a pain. I took leaping for the immob and knockback protection. Constantly being put on your bum is almost as much of a pain as being held sometimes.

    It was always slots that were scare, not powers for me so I had no problem taking three powers that didn't need slotting.