Gemini_2099

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  1. Gemini_2099

    X/Ice armor

    Ice's little brother, EA is also typed.

    The more I play Ice Armor, the more I am convinced that EA needs major changes, especially that wimpy stun it is slated to receive.
  2. One Thousand Cuts out of Hide....delicious....
  3. Ignite used to be good in the good old days, but now by the time you immobilize a target, and Ignite is done animating a Sonic Siphoned target with the help of Burst/Slug is already into Scourge territory. I honestly don't bother with Ignite anymore, but that is my opinion.
  4. Gemini_2099

    X/Ice armor

    Quote:
    Originally Posted by Negate View Post
    I finally got a chance to test ice armor out on a stalker...all I have to say is...after 3 years this Armor set has made me want to roll another stalker.
    Its yummy isn't it?
  5. Gemini_2099

    X/Ice armor

    I never use placate defensively given I gravitate towards lethal primaries for stalkers anyways (eg Claws, ninja blade, dual blades) so /Ice Armor will not alter my playstyle at all.
  6. Gemini_2099

    X/Ice armor

    Quote:
    Originally Posted by Stryph View Post
    Hate to get all pet peeve over it but I think running SOs and doing the best you can tells a great more deal of what the sets can do than running with purples. I mean, of course builds will be great after you spend billions of influence on it. Just wondering if you'd like to run a SO variant and see how those numbers turn out - that way we know where it stands at the BASIC and where it can reach
    Good post.
  7. Gemini_2099

    X/Ice armor

    The bottom three, or four (Regen) are interchangeable based on preferences. With the changes to Regen, I would definitely rank it ahead of DA and ELA now.

    ELA can work, but it relies a lot more on the primary than other secondaries.
  8. /EA stalkers used to be alright in PVP, but it makes me sad to say this, but I can't recommend it anymore.

    I remember teleport protection EA used to have as a perk was really nice, but now...meh.
  9. There is no guarantee EA brutes will remain stealthy.
  10. Gemini_2099

    X/Ice armor

    Quote:
    Originally Posted by Infini View Post
    Wait, Stalker CE gets an extra 1% -dmg? I figured it would be less that Tank's 14% due to AT mods >.>

    Also, WI should be giving .75% def, not res.

    I ran the numbers of Icy Bastion on the scrapper forum and you can reasonably get its recharge down to ~90s (give or take depending on build). This is good considering it's more difficult to softcap Ice on stalkers compared to EA - you can build it to only needing 9% def from attack sets (6% if you have the pvp +3% def).
    The port of Ice Armor to Stalkers is looking like a major success thus far based on my limited testing. It definitely will be FOTM as another poster suggested, and I am inclined to agree.
  11. Quote:
    Originally Posted by EvilGeko View Post
    What brings you to that conclusion? Serious question.
    Chilling Embrace, Icy Bastion, etc

    /EA receives all its key tools too late, and they are not all that special to begin with.
  12. Gemini_2099

    X/Ice armor

    Quote:
    Originally Posted by Jibikao View Post
    The bottom, IMO, will always be Regeneration for Stalker. There is simply not enough health cap to regen and defense works better for Stalker.

    The current Energy Aura isn't that bad. It just has big "holes" in psionic defense/resistance. I have not tested the new changes yet as I don't plan on using EA again. Not that I think it's terrible. It is ok.

    I will use Ice Armor simply because it's new.

    Electricity Armor, while seems to have low survival on its own, should be very decent if you add +defense set bonuses. I think the set ends up being quite good. It's just not that good on Stalker since Stalker has lower HP.
    Ice Armor isn't new as Energy Armor is a cheap knockoff that is all. Regen definitely isn't at the bottom but rather I put it in the middle of the pack.

    1. Nin
    2. Willpower
    3. SR
    4. Ice Armor
    5. Regen
    6. Dark Armor
    7. Energy armor
    8. Electric Armor

    Yes low HP hurts Regen Stalkers, but it is even worse for Dark Armor, and Electric Armor. Energy Armor's Overload is what keeps Energy Armor afloat or else it would be at the bottom.
  13. Gemini_2099

    X/Ice armor

    Quote:
    Originally Posted by Test_Rat View Post
    Have you tested both these sets with IOs and SOs?

    I have. You might be surprized the answer isn't as clear cut as you think.
    Especially since EA is a clone of Ice Armor.
    EA is an inferior clone of Ice Armor, especially with Icy Bastion. I am laughing now because the improvements people have been waiting for EA turns out to be huge duds.
  14. I am deleting my DB/EA stalker and re-rolling a DB/Ice Armor stalker. Its too much fun, and I think it looks pretty!
  15. Street Justice is pure win.

    Ice Armor blows Energy armor out of the water. Not even a contest.
  16. Gemini_2099

    X/Ice armor

    Ice Armor will blow Energy Armor out of the water.

    Sad, that Energy Armor will be at the bottom with ELA for stalkers, oh well.
  17. I want the Archtypes to stand out more as well.

    Maybe a revamp of the AT uniqueness may do the trick?
  18. I will probably delete my /EA Stalker and re-roll to something else.

    The Energy Drain heal > Energize from ELA.
  19. Howdy! I am Gemini 2099, and some already know me because of how infamous I am. If not, do not despair! I am here to present a brief guide on Assault Rifle (AR) and Sonic Resonance (SON). This guide is broken up into three sections, which pertains to AR/SON synergy, and how each power set individually (SON & AR) holds up. A lot of what I post will be opinion based, but it is grounded on my observations playing the two power sets extensively. I do not believe in posting a guide with detailed numbers, or a certain build as flexibility is the advantage of using these two power sets in unison.

    Assault Rifle

    Brief summary of the Assault Rifle set is that it focuses on ranged cones (Full Auto, Flame Thrower, Buckshot), an area location attack (Ignite), a radial cone (Grenade Launcher), a ranged disorient (Beanbag), two single target attacks (Burst and Slug), and a sniper attack (conveniently named Sniper Rifle).

    Burst and Slug are your single target workhorses. Often people tend to pick one or the other, especially with hasten. But I prefer having both, because Burst also puts a defensive debuff on the target, and it also can be used to interrupt a Sky Raider Engineer from dropping a drone for example. Its range is an added bonus, but Slug hits much harder, and may not suit your play style. With SCOURGE, Burst and Slug are very efficient at attacking a target that is lower than 50% health wise in terms of end use. Sniper Rifle could be used in a single target rotation with enough interrupts, but I found it is not worth it IMVHO. Reason being, because of SCOURGE with Burst and Slug are more than satisfactory (especially with Hasten). But I do use Sniper Rifle to open up against a hard target in the middle of a group just as an example, or tag a runner out of the range of Burst. When Sniper Rifle SCOURGES it is delicious.

    Moving on, the heart of AR are the cones and how it can unload mayhem indeed, especially with SCOURGE. Most opt to pick three of the four cones out of the AR power set. Most common three picked are as follows: Full Auto, Flame Thrower, and Buckshot. Actually with my main I chose to skip Flame Thrower to experiment with Grenade Launcher, and I am satisfied with it to be honest. If you feel cone hungry pick up both Flame thrower and Grenade Launcher (A total of four cones), but the point is that the set works fine if you pick up at least 3 out of the 4 cones from my experience. Anyways, the key with the cones are timing, positioning, and understanding how the cones work. For example, Flame Thrower has a DoT (Damage over Time) component so you want to use this first, or second in the cone rotation. Full Auto, requires that you open up at maximum range to hit as may target as possible given how narrow the cone is if too close, and is also a DoT. Buckshot has a wider cone, but its range is much shorter, so you either have to open with Buckshot, or use it to clean up, with the help of SCOURGE of course. Grenade Launcher has a radial cone, which has a knockback component to it, so you want to always aim for the target that is closest to you in a group compared to the opposite with Full Auto which is you pick the target furthest away from you in a group. Such nuances you can pick up playing the power set given enough time, but that is just the tip of what you can expect.

    Ignite is an area location attack, so it can do damage against more than one target, but it is very tiny AoE, and it requires the targets stay in that area as its damage is a DoT. It can be used as a single target attack. but it again requires a target to stay in one area. Ignite depends on your playstyle to be honest, so this is one power I highly recommend you try it out and see if you like (especially with an immobolize). Which is why I left it out of the first two paragraphs of the AR summary given it can fit either AoE mayhem, or single target play style.

    Bean bag is a ranged disorient, and it can actually be useful, but again hinges on play style. Now, I think it is a worth while pick up given Sappers can really ruin your day, but if you are an experienced player you probably don't need to bother with it. But, I don't use it all that much to be honest given the AoE mayhem I can unleash relentlessly!

    Sonic Resonance

    SON is a power set that allow you to debuff the -res(resistance) of a single target (Sonic Siphon)at range, and multiple targets if cast on a friendly target that is in melee range of enemy targets (Sonic Disruption). There are two shields to put on a friendly target to boost +res (Sonic Barrier and Sonic Haven), and a self shield that also shields friendly units within its radius (Sonic Dispersion). In addition, there is an ability to repulse targets around a friendly unit (Sonic Repulsion), a single target intangible cage power (Sonic Cage), the ability to free a friendly target from a loss of control of their character (Clarity), and a large debuff patch (Liquefy).

    The main reason to pick Sonic Resonance is to protect your teammates, which I hope you do in your career as a Sonic Resonance. There are two shields that you have to apply, Sonic Barrier, and Sonic Haven. I do not believe it is required you keep these shields on your allies all the time, but if there is a brief break between skirmishes it would be a good idea to apply, or re-apply these two shields. Sonic Dispersion along with these two shields, given your allies stay near you, gives your team a layered +res that makes them sturdier, and a good compliment if you team with a Bubbler (+Def) just as an example. Clarity is good to have, but it seems kind of redundant given Sonic Dispersion covers most of the benefits of Clarity in the first place (as long as you have endurance) as well as break frees. That is entirely optional and how often you find it useful to use. Sonic Repulsion I have found not worth it to be honest, but again some play styles may vary, but I will explain why later on in the guide.

    With that said, you do have the ability to debuff enemy targets setting them up for your attacks to reach SCOURGE, as that is also a good way to increase the survivability of your teammates. Sonic Siphon is the very first power of the set, and the staple of Sonic Resonance starting from level 1 to 50 easily. It is useful soloing, teams, etc that you shouldn't neglect using it unless the team is moving at a brisk pace. Unfortunately the -res from Sonic Siphon can't be enhanced, and it is single target, so make sure to use it again a hard target like a Boss or Lt, not a minion. For multiple target debuff of -res, Sonic Disruption is a very good tool, but it requires a lot of experience. It can drain your end quickly, so you have to use it wisely, and when needed. More importantly, you have to pick a target that is usually most of the time in melee range. It doesn't have to be a Tank, or a Brute, as a Scrapper can work fine, or even a Stalker in a smaller team. In addition, you have a an area patch in Liquefy, that can debuff -def of targets, and -tohit, with a minor bonus of a chance of knockup. Given how long it takes to recharge, I tend to use it early on, so I can have it ready again for the last part of a mission for example. You could use it as an anti ambush tool if overwhelmed with two groups hitting your team from both sides, and I have found it works really well in such tight situations.

    Sonic Cage is an odd duck, but I have found it can be useful solo tool. For example, if there are two Sappers you cage one, and Beanbag the other. It is indeed a divide and conquer tool, but again it depends on your play style. Often it is better to use Beanbag, because a target in a Sonic Cage can't take damage, and their health regenerates too.

    AR/SON synergy

    At first glance, it doesn't seem like there is any synergy between the two sets. No immobilize with SON to leverage Ignite, some of the AR cones knock targets away from the Liquefy patch, etc. But there exists synergy between the two power sets, and they are not noticeable enough until you are well into your 30's. Primarily your ability to be sturdier than your other Corruptor counter parts allows you to unleash AoE cone, after AoE cone, despite the long AR animation times, with no sweat of worrying about any ALPHA (in other words initial volley from the enemy). In addition, the knock back that AR has offers very good mitigation in reducing incoming damage, but if damage does come your way Sonic Dispersion covers it easily. The other advantage is the -res debuff of SON really makes up for most of the lethal damage found in AR power set, and you are able to pump out damage. Grenade Launcher is actually very efficient in protecting a teammate swarmed by enemies, especially compared to Sonic Repulsion, but you can have both to ensure that enemies are sent flying to protect squishys. If a lot of enemies are flopping on Liquefy, this is an opportune time to use ingite to really bring the pain.

    I will close this guide with interesting impressions with playing this power set combo. I was surprised to see how efficient it is solo wise, as many people proclaimed it to be very difficult to solo with, but I find it to be a lot more faster paced than a lot of combinations which may take longer to mature. Leveling 1-20 is a breeze if you use Sonic Siphon, but I admit it starts to slow down on your trek to 20, but you have at least two cones by then (Flamethrower/Grenade Launcher and Buckshot) to hold you over till Sonic Dispersion. I think my surprising observations have to to do with Sonic Dispersion which changes the way the combo plays when you pick up this power in the early 20's, which is no surprise you start to see enemies use CC in this level range, and you just shrug it off blasting them into smitherings. On teams, it indeed performs as advertised, but the ability to fill a layer of +res with +Def that other teammates do bring really rounds out a groups ability to survive, and SON has no heal either, which is remarkable. Even when you reach the 30's the set doesn't really slow down as you start to pick up Full Auto, and Liquefy, and the mayhem picks up even more pace. Throw in epic pools in the 40's, and you have the choice of becoming even more sturdier, more damage, more utility, etc. In summary, I have to say it was a blast to play this combo, and I highly recommend anyone to give it a shot, even if it doesn't look as good on paper. In practice it holds up amazingly well, and the only issue I have found with this combo is endurance management. If you can conquer endurance management, the sky is the limit with this combo.
  20. Gemini_2099

    New zone?!

    Co Op zones are lame, the exception being Rikti War Zone.
  21. Playing on an EU server sounds fun, especially during the day time here on the east coast for teaming purpose.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    If the customer were always right, this game would have died years ago.
    What are you babbling about, again?

    The game has survived seven years without an end game based on customer feedback.
  23. It is bad design regardless who designed it, or how much time was spent. That certain person IMVHO should move on for someone else that can bring fresh approaches to the game.