GI Justice

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  1. I was planning on RPing out the heart aspect. In the show, Captain Planet never really did anything outstanding with that power, other than talk to animals and convince people to stop pollution.
  2. Thank you all for the suggestions. Yeah, power customization is pretty awesome; maybe one day we'll be able to modify our pool powers. Considering how you can modify Incarnate Abilities, I don't think modifying pools would be that big of a deal. I think I'm going to go with Rylas' suggestion, however. Electric Armor is just nasty; not to mention it fits the RP of having that weakness to toxic(pollution). I can also color code a few of the lightning shields to look like the "heart" aspect.

    I totally forgot about Tankers being able to spec into an Ice pool. I think Reactive DoT + Pyro Judgment, Stone Melee, Ice ancillary, Elec. Armor, and Whirlwind/Fly will produce desirable results. Considering that Elec. Armor is completely resistance based, am I wrong in thinking that Whirlwind's mitigation, combined with Stone Melee will do me a heap of good? Or is Whirlwind horrendously bad? I've never taken Whirlwind, nor have I ever dabbled in Stone Melee.
  3. I don't think so. I'm pretty sure the debuffs in Granite Armor are unresistable; so the anti-debuff from Ageless wouldn't help. That doesn't mean you can't overcome them with additional +recharge, etc. I wouldn't necessarily factor run speed into my build, but yeah, you can easily make up for the recharge penalty. If it becomes too much of an issue, always remember, you can untoggle Granite.
  4. So, if I decided to roll along with this theme, what would be some suggestions? I've been considering Electric Armor with Stone Melee, using Whirlwind from Super Speed, the Fire ancillary, and maybe Cryo Judgement. Any thoughts, or suggestions? Not completely locked into this decision, so if I should go with other primaries/secondaries, what exactly, and why do you suggest those?

    Alternatively...been considering Earth/Storm Controller, with Fire Mastery as the ancillary. When I envision Captain Planet though, I imagine a Tanker--who also is enormously weak to poisons, etc. IE, Elec. Armor. What do you think?
  5. GI Justice

    Shield/?

    War Mace slightly outdamages Fiery Melee, on a Tanker; and also has better DPA with the high damage attack chain. Not certain on other Archetypes with Fiery Melee, however; and this is also if recharge isin't a factor. None of what I said factors in resistance, either; so against a majority of mobs, FM will outdamage WM. Numerically speaking, extracting resistance, WM outdamages FM.
  6. Achievement:
    Successfully alpha-tank for nearly every BAF/Lambda Trial I run.

    Am effectively softcapped in the Incarnate trials with two allies in range.

    Have manhandled Tyrant on A Hero's Hero with T1 Alpha Musculature, SO's, and some common IO's.

    PHAIL:
    Have actually been hit by Nova Punch.

    Have been sequestered twice, during the same BAF.

    Often accidentally aggro Hamidon during the LGTF, typically causing full team wipes.

    Died nearly ten times in one Apex TF, using T1 wakies. Yeah, don't do it.
  7. Quote:
    Originally Posted by Arbegla View Post
    You really have no idea what a bot/traps can do do you? Or heck, any MM combination for that matter. Ill/rad is good for single targets. 3 targets max. Anything more, then the decoys can't hold aggro on it, and the player dies. A bot/traps, really has no limits.

    Here, let me know you. The first video was done on SOs. No IOs at all.

    http://video.google.com/videoplay?do...7923834396178#

    Quality isn't the best, but hey, there you have it.

    Lets see, there is this -> http://video.google.com/videoplay?do...7941000579334# a bot/traps MM, and a grav/nrg dominator duo-ing the ITF back in i12 (or was it 13).. (shortly after it hit live)

    Mind/fire has all its power in confuse, without form of 'control' it really can't solo a single thing. And it doesn't get any experience for its 'solo-ing' as it uses confused mobs to do all the heavy lifting.

    DM/Shield is just laughable at best. While it packs a decent amount of SINGLE TARGET damage, it can't keep up on pure AoE damage that a bot/traps (or again, any MM combo) can deal. Look over those scrapper threads again, my bot/traps can out damage any DM/shield (at least in i19)

    Now, ill/cold is in the same boat ill/rad is, awesome single target DPS, but as this game is based on AoE carnage, single target doesn't do you a whole lot of good.
    I couldn't load up the second video, but I'll say what I saw in the first was pretty impressive. To be completely honest though, and if we're using Shivans, I could do it with a Tanker, Scrapper, or /Traps Defender. Does that mean Masterminds, themselves, are overpowered? I mean, Traps does perform very well, but do you think you could've had this same degree of success if you were using a different secondary?

    My main argument against Masterminds being overpowered is this--could you still manage if the AV, etc. was smart enough to attack its real threat(I.E, the force field generator, mortar, or poison trap?) Maybe you could, but as you noted, I have little experience with a MM using /Traps. This is a legitimate question. I've played with other sets(Bots/FF, Ninjas/TA) and none of this seems possible. Maybe I'm just bad though.
  8. Masterminds..overpowered? Seriously? I'd like some proof of this statement, and proof that any Mastermind doing anything exceptional can't be done(and better) by a Ill/Rad Controller, a Mind/Fire Dom, or a DM/Shield Scrapper. There are far more combinations than that. On these Incarnate trials, in particular, what you have is a bunch of mindless followers who get swarmed/annihilated by just basic spawns; and that's not even taking into consideration what the AVs, or unresistable damage does to them.

    I'm still..in shock of the claim that they're overpowered. Bots/Traps, or whatever you can think up. Does that take into consideration that a Bots/Traps will never, ever, be as effective with SO's, as some of the other combinations that have been suggested? Does that also take into consideration that the "overpowered-ness" argument bears absolutely no weight in PvP, either? The only way that statement can even be perceived as true is if you're talking about enemy AI or scripting, which lets you launch horde after horde of follower at the AV, without the AV relentlessly pursuing the Mastermind. And that doesn't make the Mastermind overpowered--nor does it make a person using the tether for Lord Recluse on the STF overpowered, in that he can avoid LR with that method.
  9. Quote:
    Originally Posted by Arcanaville View Post


    You went full Incarnate, man. Never go full Incarnate.
    ROFL. For four hundred years...
  10. Quote:
    Originally Posted by Sardan View Post
    I sympathize with your friend. Many people have posted here on the forums who like to either solo or run small teams.

    Instead of talking about strategies to let your friend unlock his Incarnate slots, I'm going to take it a different direction and suggest he completely ignore the Incarnate part of the game. If he likes running teams of 5 or so people, Incarnate powers will just trivialize the regular mission content and eventually make it un-fun.

    I only have 1 character that I've done i20 content on, a Dom. I unlocked all four new I-slots and I have tier 3 powers in all of them. I decided to help out a scanner mission team running in PI last night. I had fun showing off for about 3 minutes. Honestly I could've easily solo'd the entire mission. After a couple of missions I quit the team because there wasn't any challenge at all.

    Not every new shiny in the game is going to appeal to everyone. I know it's probably going to be bitter medicine for your friend, but in my opinion the only reason to invest the time to unlock & equip Incarnate slots is to participate in the new endgame. But if he can't stand teaming with large numbers of people who aren't close friends, I'd urge him to realize that the endgame is just not going to be his cup of tea. Sure, I can think of contrived circumstances where having Incarnate powers would be cool outside of the endgame content. It'd be a fun challenge having a team of 4 heavily Incarnate-slotted characters solo the ITF or LGTF, for example. But normal mission content will be trivialized to the point of rapid boredom.
    Dude, if you couldn't solo scanner missions before the Incarnate powers, you were doing it wrong. ;D Also, if you're using four people, I don't really think that could be considered soloing. I dunno, I'm just bored and trolling. What I don't understand is the mindset of "getting incarnate powers trivializes normal content."

    Really? The very same could be said for the invention system, or just levelling, in general. If you level to 10, that pretty much trivializes street sweeping in Atlas Park. Then, there is the option to not even participate in the Incarnate system. Doing a BAF or Lambda, or completing Ramiel's arc is pretty much the eqivalent of an account holder saying, "I want to participate in the Incarnate system. I want to get the new powers, or abilities associated with this new content."..and then to have them gripe that it trivializes older content..? It doesn't make sense.

    What a majority of people who don't like this new content fail to understand is, a lot of people playing higher level characters already feel that other content is trivialized. If you're level 50, in the company of other level 50's, you'll find few of them are looking to start up a sewer team. I mean, when you made the jump from 45-50, did that not somehow diminish the enjoyment of killing Nemesis or Crey on the street at Peregrine? You didn't have to level past 45, you didn't have to insert 5 Luck of the Gambler +recharge, and you certainly didn't have to unlock the Alpha, gain a bunch of shards, and slot it up.

    The Incarnate system is basically still in its infancy. It will undoubtedly get better, but as it stands, it gives people who gave up playing their 50's(due to trivialized content, lulz) a reason to load them up, and advance.
  11. AoE, yes. Single target, if we are considering IO set bonuses, no. If you're factoring in that smashing is commonly resisted, yes. Fiery Melee also has longer activation times on its most damaging attacks, in comparison to War Mace. Factoring in Scorch and Bash because of bruising, and that it'll undoubtedly be a part of your attack chain.

    Fiery Melee
    Scorch-50.72 Damage(on average) 1 second activation.
    Incinerate-111.20 Damage(on average) 1.67 second activation.
    Greater Fire Sword-108.55 Damage(on average) 2.33 second activation.

    War Mace
    Bash-44.49 Damage, 1.33 second activation.
    Clobber-129.91 Damage, 1.23 second activation.
    Shatter-101.43 Damage, 2.33 second activation.

    If recharge isin't an issue, as most normally do build for some level of recharge, you can crank out (slightly) more damage with WM, and at a little faster of a rate, as well. Maybe I'm wrong, though. Didn't comb through every variable.
  12. War Mace is sick for a Tank, plain and simple. Good DPA, diverse slotting for enhancements.. In terms of sheer damage, it falls second to only Super Strength, and that's due to Rage. Granted, you'll find a lot more mobs with more resistance to Smashing than Negative or Fire, but I personally feel like it's one of the best secondaries for Tanks.
  13. GI Justice

    WM/SD critique

    A word on Shield Defense: Hamidon Membrane Exposure enhancements slotted in Active Defense can boost the Defense Debuff resistance it provides. Also, you may want to consider throwing a Luck of the Gambler + Recharge, or another Defense IO in Grant Cover, as that boosts DDR as well. You can also boost DDR by adding more defense IO's in Battle Agility.

    Looking at Deflection, you have no resistance slotted in it. I think if you shuffled some things around, you'd notice a big difference in your survivability.

    To the other poster: I wouldn't necessarily worry about going too high over the defensive softcap, because Shield Defense has one of the highest levels of DDR available. I'd focus more on getting your Defense Debuff Resistance higher.
  14. As an avid Shield player, I definitely understand that most Psi attacks are positional. But when I say Psi hole, I mean, no inherent resistance to speak of, and resistance that can't easily be acquired. If I meant it in that regard, (no defense, per se)Fire and Electric would also have a Psi hole.

    With Shield, you don't really have access to the enhancement sets that would provide comfortable protection to Psionic; because when you're playing the harder content(AVs, new Trials/TFs), your positional defenses are seriously put through the meat grinder. I could get a ton of psionic resistance on an Invuln; but that's pretty much all I'm saying.

    So basically, when you're playing the harder content against psionic spawns/bosses/AV's/whatever, and your positional defenses are getting shredded, you're -definitely- going to notice your lack of Psionic protection.
  15. Ice and Fire Armor are drastically different power sets. Ice combines strong defense with mitigation, whereas Fire combines resistance with increased damage. I'd say that the reason you like Shield is because it gives you a bit of both, and shares the psionic hole of Ice. My main is a Shield, so my opinion is a bit biased; but if you're looking to simply avoid attacks, go with it. You won't have incredible resistances, but you'll avoid most attacks.

    If you're looking to go further down the resistance rabbit hole, I suggest Electric Armor. It's a lot more durable than Fire Armor; but it lacks the boost to offense. The tradeoff, however, is more than worth it in my opinion. You get a heal, and Power Sink is MUCH better than Consume. You're also looking at higher overall resistance, with toxic being the exception. Elec. Armor also comes with a +20% strength to recharge in Lightning Reflexes, and provides immunity to Endurance drain. All in all, I feel that Elec. Armor is the best for high end tanking.
  16. You're welcome. Glad we could be of assistance.
  17. GI Justice

    Let's See Them!

    Quote:
    Originally Posted by Tubby View Post
    All argument aside, that is hilarious.
  18. Quote:
    Originally Posted by windail View Post
    Hey guys, my friend has set his eyes on a peacebringer and I'm curious as to what to make that'd mesh well with him. I figured I'd start a new character since at first we were trying with him and my dark defender but he kept knocking mobs off my tar patch and that didn't seem too synergistic.

    He's planning on staying mostly in forms and I'm pretty open to archtypes. Any suggestions is appreciated!!
    ...Anything with a tray/email full of Awaken. Seriously though, I'd go Emp/Dark Defender, for thematic and functional purposes. You'd get..a light/dark flavor which might suit your goal for RP, and Empathy is definitely handy. Dark Blast will help you, as well, considering he's not going to have an abundance of defense in forms. Kinetics might be a possibility, as well.
  19. I have an Elec/Dark Tanker, and it is undoubtedly one of the strongest builds I can fathom. It may be even stronger on a Brute, factoring in fury. With this build, you essentially have strong resistance to every attack you'll encounter, with a few very specific exceptions. I wouldn't recommend tanking Hydra tentacles in the Apex TF with this, but consider what all you have to work with.

    -Near(would be very hard to reach on a Brute) capped resistance to Smashing/Lethal. Capped resistance to Energy(which seems to be prevalent in the newer content), and very agreeable resistances to Fire, Cold, and Psionic..

    -Absolutely no fear of endurance drain.

    -No need for physical perfection, or Cardiac Alpha, which opens up even more possibilities.

    -With this combo, not only do you get synergy(lack of defense, compensated by -to hit), but you also have two heals, which both recharge moderately fast. With enough recharge, Energize becomes permanent.

    -You have the added bonus of +recharge/+runspeed. The recharge, itself, is essentially 3 LoTG +7.5 recharge; and if you need defense, you have the option of CJ/Maneuvers/Stealth/Weave. Grounded doesn't work with Hover, from what I've heard, but I've never had hover on an Elec. Armor to test it.

    Basically, your only holes are a lack of defense, and toxic. That's it. In all other areas, Elec. Armor goes above and beyond.
  20. GI Justice

    Let's See Them!

    You see.. Fellas, this is the reason more people don't post on the Forums. I'm not trying to add any more snark than already exists on this thread, but to the people who actually posted builds in response: Your maturity is appreciated. You could've just as easily posted a super-cool one liner, or meme, but your willingness to take the path less travelled is commendable.
  21. Got the PM, thank you all for the quick replies. I'm -fairly- sure I've completed the 40-45 Anti-matter arc, but as it stands, I'm at work, and can't check. I'm actually on Virtue, though; but I hope to check it all out tomorrow, or girlfriend permitting, tonight.
  22. With the first build--Mako's Bite already provides considerable End. Reduction, so if you're going for damage, you might as well install the Mako's Bite chance for Lethal. It's got a 20% chance of firing, but the damage it hits for is actually pretty high.

    Thinking about it though, you have Mako's installed in Quick Strike; and a T1 attack generally uses less endurance than the other attacks, so I don't personally believe QS is the best place for it. Consider switching Mako's in QS for Hecatomb, and consider utilizing the Hecatomb chance for fire, instead of the Damage/End. Again, Quick Strike won't be using a ton of Endurance, so you can skimp on it in that particular attack. Also, with the other Damage enhancements from Hecatomb in Quick Strike, the Damage/Endurance benefit is lessened, further, due to enhancement diversification. Basically, I'd 5 slot the QS with Hecatomb, excluding Damage/Endurance, and put six slots of Makos in Concentrated Strike.

    A word regarding procs: You want them where they're most used, and you'll undoubtedly be using Quick Strike, most often(fastest recharge, bruising). With the Hecatomb Chance for Fire, you have a 33% chance to land the proc; and the damage isin't lessened because you have it in a weaker attack. I didn't really -comb- through your build, but I hope this helps; and I'd recommend replacing the Endurance Mod. in One With the Shield with a standard Res IO. You'll be surprised about how much difference it makes, whereas the End. Mod in it has lessened value, in comparison.
  23. Please.. Would it be possible to list the AV's, individually, that you've beaten for Dimensional Warder? I'm 13/14, and I've beaten them all twice(as far as I know). I've yet to acquire this badge, which is also needed for the much desired Portal Jockey badge. I really, REALLY don't want to procede through another Ouroboros arc, and not recieve this badge for beating them all, again.

    Your friend,
    GI Justice
  24. I tend to not rely on Conserve Power, due to the intense recharge time. I noticed on that other thread, you posted a build; but since I'm at work, I can't load Mids. Did you take Hasten? I also noticed that you have invested in LoTG +7.5 recharge, so with Hasten, you're already looking at 107.5% recharge. Just a few sets can get you higher, but are your goals insanely fast recharge on SC/LR?

    Personally, I started out with a Musculature Alpha, thinking it would help me with my lack of ST damage on my Shield/Elec, but I eventually settled on Cardiac. It makes endurance even less of a concern(and I think that's important, due to the lack of defense from -End with SD). It also boosts resistance, and while it's not much total, it throws me over the 50% resist mark on S/L. That discounted endurance from Cardiac is definitely helpful after Hasten wears off, and I feel also offers more versatility in regards to enhancement slotting.
  25. GI Justice

    elec/shield tank

    Quote:
    Originally Posted by Auroxis View Post
    Havoc Punch is actually inferior to Jacobs Ladder in terms of Damage Per Activation.

    I aimed for the CB-JL-CB-CI attack chain.

    Flying isn't that important either, considering the temp powers availability.
    Yeah, Havoc Punch -is- inferior to Jacob's Ladder, in terms of DPA. It doesn't outdamage it by much, though, and technically speaking; Jacob's Ladder is a PBAoE attack. Definitely more functional as a ST damage dealer, I'll admit. Thing is, a lot of people(myself included), build for more than just sheer necessity; and I'm in the camp that thinks Hasten should be an option, not a cornerstone. I could pick up an additional power that'd be more functional than fly; sure. But my character flies. RP is very important to me in this game; and the need to cover ground in regards to my concept greatly outweighs functionality, for the most part.

    I mean, if it's not -your- creation, and it's not fun, what are you doing? If numbers were my primary concern, I'd go play with a calculator, or load up minesweeper.