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Posts
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Joined
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Yep, I am eagerly awaiting the new Scrapper primary...and hopefully there will be a new Secondary too.
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While I think Inv is the weakest secondary, it's the only one I've not played to a high level and I think that the heal in DM will help increase survivability (as an over-time regen rather than a heal when health is low) and that combined with the -acc of DM should make it decent. Hopefully.
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Well you're wrong, but I will forgive you this time.
My latest project is a DM/Inv, so my opinions on DM may change... -
Hmm, by great read cool - it is a great power but no way near as cool as GD
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Is DM/SR a good combo?
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The -acc is useful, but I think MA and Kat are more fun. -
I don't find Soaring Dragon that great...Golden Dragonfly is another thing altogether though.
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To be honest I can't really say. I love the MA animations but nothing is better than killing several minions in one shot with Golden Dragonfly (with damage buffs, of course).
I'd say play both to level 10 and get a feel for them and go with the one you like best. Or roll two! -
MA's smashing damage is slightly less resisted than Katana's lethal, but they are both very nice sets. MA has a decent attack chain earlier than Katana, which is pretty mediocre until level 26.
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I can only guess what you are saying, but using Confront at range is all good and well except...you aren't doing damage.
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There shouldn't be one - it's Psi damage, is good enough as it is.
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In PvP maybe, but when Psi is resisted in PvE it is resisted very strongly. Build Up would be good to have then. -
Do I sense a new challenge? Might give it a go on my Kat/SR sometime...
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How about doing it on Test? Would lose out on the reward though.
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Fury effects Patron powers in the same way if effects your normal powers.
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Ignore Nightmarer, SR is fun but not as fun as Regen!
In all seriousness both sets are excellent, but as you've just started to play I'd probably recommend Regen as it is a much easier set to play and is more forgiving. -
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But by triple slotting both for defence you get just about 10% defence. And yes, that makes a difference.
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3-slotting Weave and CJ gives 8.8% defence, which is pretty worthless unless for an /elec brute unless you've got a load of set bonuses to stack it with. -
I had a quick look at the build in Mids before I left for work and there were a few cases were powers weren't slotted optimally (eg. less than the soft ED cap of 95% for recharge and heal), but I can't remember which powers they were now - although they should be pretty obvious.
As for having defence as well as regeneration - having more than one type of damage mitigation is always better than just one. For example, to double your base regen you need a 100% regen buff, but to double it again you'll need a 300% buff and then a 700% buff etc.
Having defence as well means that you already mitigate half of the incoming attacks before you even need to worry about healing them back again. Defence is also proportional mitigation (rather than flat mitigation) which is useful when facing a lot of incoming damage, eg. against strong or a large amount of foes. -
Good luck getting one for 3 million - 4 million was the cheapest I could get one yesterday. You will recieve no benefit from it, so I really don't see the point.
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Really, that KB prot IO is worthless, if you get it you will be throwing several million inf away.
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Sure, Fire/Kins rules for farming, i got one myself, but hey, they are soooooooooooooo boring for everything else.
There aint much for a lvl 50 fire/kin to do when they hit 50 except to farm, since they suck in pvp etc.
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...how about normal missions, on normal teams? -
Go to Import/Export, Short Forum Export, then click Export Now and paste it into a post. Then we can take a look at it.
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Solo, it is a big part of your damage mitigation and should be used as part of your attack chain. In teams it needs to be used wisely eg. against walls or in confined spaces.
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I dont think I see enough of them about. Buffs are superior to debuffs in many ways.
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Hmm, I wouldn't say there were superior - I'd probably say they are at least about the same, with debuffs slightly ahead. In combat there are the big 4 attributes which are taken into account when you attack a foe: accuracy, damage, defence and resistance.
Defence buffs = ToHit debuffs
ToHit buffs = Defence debuffs
Resistance buffs = Damage debuffs
So far everything is equal provided the buffs have the same percentage effect as the debuffs they will both do the exact same thing. However:
Damage buffs < Resistance debuffs
As resistance debuffs work on your total (enhanced) damage rather than your base damage (as damage buffs do), you will do more damage with a resistance debuff on a foe rather than a damage buff on you, provided you have slotted your attacks for damage.
Therefore debuffs are superior (just) in terms of numbers, although they are more 'active' and need more attention than buffs, which as you say are mostly fire and forget powers with long durations. -
I must admit I forgot that Fear doesn't knock off your toggles, so reducing it's duration can be useful, especially if you regularily come up against the few Fear-using foes such as in the STF or LGTF as you said. For the more casual player who is levelling up to 50, it isn't that important though.
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The damage is alright, but the animation is awful.