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Quote:Or at least answer the question in addition to outside suggestions.Dear Miladys Knight.
When someone says, 'Im going X set, help me with X set" DON'T TELL THEM TO GO ANOTHER SET!
Seriously, it's just rude and dooshy. Elec^3 works just fine.
Now to the OP, since you are going Elec APP, I might not build for S/L defense. S/L defense is very easy to softcap, but only if you go Ice or Mace for your Epic. With an Elec Epic, I would consider building for Ranged Defense. Even as a Blapper, ranged damage is the biggest form of incoming damage to you, especially if you kite around and leap in and out of melee.
Ranged defense will also protect you from most forms of Mezzes.
Like Grey said, 30's is a good idea. I would shoot for 32.5% smashing and lethal defense, so if you pop a small purple you'll be softcapped. The reason I wouldn't just go for Ranged is because if you're on a team, even kiting you'll run into a lot of AoE, and once a Chief Soldier pulls out that sword he's going to mack you unless you have lethal or melee defense.
OTOH with Tough and the Epic shield you might not feel a huge need for S/L defense. -
What Maestro said. Fire/Ice is an awesome synergy for Blasters. I'm one of the few who doesn't appreciate Fire/ much -- mostly because of the nearby rooting of Firebreath and scatter on RoF -- but Ice Patch fixes both those and makes you more survivable.
Finish it off with a EPP with a hold to stack with Frozen Touch.
#2 would also be viable. It's a fair amount of AoE, mostly in the form of cones, and the -res with -rech would make you valuable on teams. However, I don't think soloing it would be much fun.
I don't think #3 is a good idea at all. I don't see the synergies between the two sets. -
Quote:Those extracted fluffies also follow different rules. They will keep fighting if you face plant and won't follow you through doors also.As far as I know only Warshades got missed by the "one instance of a pet at a time" nerf back in what, issue 5?
With enough recharge a Warshade can keep out nearly 3 Dark Extraction pets full time. Unfortunately Controllers can't do this anymore... and I didn't get a 'troller to 32 until LONG after that nerf. -
Quote:Yeah... that's exactly why I said I put them later in the build.Superior Enhancement set bonuses exemplar down to L5 so you don't need to worry about losing those set bonuses.
Quote:Influence aside the only other reason not to use the HO is if you were going for set bonuses. Influence is so easy to come by in this game that once you spend an hour reading the how to's in the market section you can have at least 100 million influence in a week playing casually i.e. spending 15 mins a day buying and selling at went worths.
An HO instead of an IO when it isn't an improvement is what I was questioning. Does your marketeering make HOs appear when there are none?
Quote:Whoops I guess I didn't upload the last revision, I had removed one slot from tough and moved it into rain of arrows. I guess you could put the Ragnarock proc in RoA but it seems useless considering just about everything is going to be annihilated by RoA and then moped up with FoA and EA.
Quote:Okay now you should stop while you're a head and go and do some reading about the PS proc. You would know that on average it gives .22 end/s so even if you're at the lower end of that average you'd still be right around the endurance recovery you'd be at just using a common end mod enhancement.
So what is that I would know exactly? That the number you supplied was off? I'm not sure what you mean by "lower end of the average," but yes the PS proc is slightly better than a common IO. My point of putting it off was back to the need vs cost idea. If you don't need it, you don't need to get it. I don't know why that was confusing... but okay.
Quote:Again once you know what you're doing INF is not an issue in this game. Also I did more than just increase the recharge, the build I posted had better everything than the one previously posted.
Oh unless you're really counting the extra 0.13 hp/s. Again, if influence is no option then I guess that's worthwhile.
Perhaps you should refrain from snarky comments like "you should go read..." unless you have something fascinating to follow. -
This is just an idea of how you could rework the slotting with the powers you already picked.
I moved 2 slots into Sprint and Rest. They aren't intended to stay there, I've just been doing that with i19 coming, so those slots would go into Health and Stamina. With that in mind, you may not get much from Physical Perfection, or at least you won't need to put any Endurance Mods in it (probably).
The idea I had here was to get 32.5% of each defense type so it only takes 1 small purple to be soft capped to everything. Plus that's a hefty enough chunk to stack nicely with the -tohit on Rise to the Challenge.
If you put Regentrative Tissue in Health, all this would add to an awesome amount of regen.
It may not be the best idea, but it might give you some food for thought.
Also keep in mind most of these lone IOs are for franken slotting, any given Defense/Endurance piece would work. Mako's is a bit expensive, but it rounds off the (also expensive) Kinetic Combat set quite nicely.
Code:Villain Plan by Mids' Villain Designer 1.803 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Technology Brute Primary Power Set: Claws Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(40) Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7), Heal-I(7), ResDam-I(39) Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42) Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/Rchg(48), Heal-I(50) Level 6: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43), RctvArm-EndRdx(46) Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(37) Level 10: Indomitable Will -- Krma-Def/EndRdx(A), Ksmt-Def/EndRdx(11), LkGmblr-Rchg+(43), DefBuff-I(46) Level 12: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39) Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(15) Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(17), Heal-I(17) Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(25), Thundr-Acc/Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(36) Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21), P'Shift-EndMod(23) Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23) Level 24: Boxing -- Empty(A) Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34) Level 28: Heightened Senses -- DefBuff-I(A), DefBuff-I(29), Krma-Def/EndRdx(29), LkGmblr-Rchg+(50) Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33) Level 35: Weave -- DefBuff-I(A), DefBuff-I(36), Krma-Def/EndRdx(36) Level 38: Strength of Will -- ResDam-I(A) Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42) Level 44: Physical Perfection -- Heal-I(A), Heal-I(45), EndMod-I(45), EndMod-I(45) Level 47: Maneuvers -- Krma-Def/EndRdx(A), Ksmt-Def/EndRdx(48), S'dpty-Def/EndRdx(48) Level 49: Resurgence -- RechRdx-I(A), RechRdx-I(50) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A), Empty(5), Empty(5) Level 2: Rest -- Empty(A), Empty(3), Empty(3) Level 1: Fury Level 2: Ninja Run
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Quote:The first part is incredibly over simplified. Scrapper's have a higher damage modifier so they benefit more from AAO (AND the numbers are higher) and Shield Charge will do more damage. For many powersets Brutes can maintain Scrapper level damage, but Shield to Shield, they simply can't... because AAO's effective damage increase over Fury is significantly less than what AAO will give Scrappers.It's a matter of preference which archetype you go with.
One has random chances for a 100% damage buff and one has consistent damage.
I find the brute's Fury better for quicker and possibly lower damage sets, like energy melee or kinetic melee, but the scrapper Criticals better for slower higher damage sets, like broadsword and mace.
This is amplified in scenarios that use Build Up, which is MUCH better on Scrappers than Brutes (it adds almost 2x more damage).
But the point about Rage is spot on (though I would add that I wouldn't use it for SR or Energy Aura either). Fire/, Kinetic/, and Stone/ would all be better. -
Quote:That's why I'm thinking of resistance. I agree with Castle on the mez protection issue, however. This would help alleviate the lack of mez protection while making the resist shields more worthwhile.Castle's statements on the issue have been pretty firm. No permanent mez protection. The changes to Light Form I suggest would give you about 50% uptime with enhancement before considering other recharge enhancement. That's something at least, even if it does come late game.
I'm sure if they reexamine the Khelds, which I understand will at least be after i20 because of the Fitness changes, PBs will get some sort of boost. -
The problem with this build is it has recharge mildly emphasized and +tohit very well done. The +tohit is not at all a bad thing, but you should really consider either shooting for more recharge than this, or going for a defense heavy build. That means shooting for either 45% smashing/lethal defense or 45% ranged defense. If you were willing to give up Munitions Mastery, the S/L defense route would be the easiest.
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Wouldn't making the attacks have higher recharge/damage scale pigeon hole us into Nova form more so? I mean, I get that it'd be a lot better for high level content, because it'd result in higher DPAs for the full attack chain, but it seems like it'd be a pain early on.
I'd like to see Solar Flare as knock down instead of knockback.
The only "balance" I REALLY would like to see is some mez resist added to the shields, so if you picked up all 4 you'd have a worthwhile amount against each (or most) types of mez. I mean resistance, not protection. That'd give human-form PBs something unique over Warshades that wouldn't horrendously change early level content.
I'm probably in the minority though because I still find PBs more fun at 50 than WS, even though I can see why WS will often outperform PBs. -
I would actually do Hurdle with NR.
Hurdle adds ~125% jump speed and ~166% jump height.
Swift only adds 35% run speed.
With Ninja Run adding ~140% to both run and jump speed, and ~700% to jump height, the total jump speed with hurdle+NR is higher than running with swift+NR. In fact, unenhanced they will give you a higher jump speed than Super Jump.
As for the OP, I would actually flip it. Take Hurdle if you Super Speed so you stand a chance of jumping over obstacles out in the world, and because swift's run speed is so small an enhancement you probably won't notice it.
Consider Swift if you do Super Jump so you're not bunny hopping in caves and other door missions. Hurdle's not a bad idea there, though, because you can mix it with Combat Jumping while you're fighting and, again, it's base values are much higher.
The only time I default to swift was with Fly. Now that Fly maxes out with a single enhancement though, the only toons I will keep it on is thematic-run-fast-all-the time types. -
Your best bet is to make 16. It's always been my experience that a bind/macro with team select and a power execution will not work consistently. Most often, speed boost would fire on who was selected next then I would select the next guy. Even that was spotty though.
I don't know if it'd help but if you didn't know you can also do shift+# to select a teammate of that number. -
Quote:Just to expand a little bit: There's also the Devastation proc for single target attacks (or holds). Other than those two procs there is absolutely no way for enhancements to increase magnitude.Just a note: Slotting, in general, doesn't increase the magnitude of status effects; it increases the duration. The exceptions are items like the Lockdown proc, which stacks an extra hold over the first one when it goes off, effectively increasing the mag, and knockback effects, which have no duration, so increased mag also translates to higher distance (or turns knockdown into knockback).
Increasing the duration lets an attack stack with itself better, however. For example, if you increase the duration of your single target hold (mag 3), then you can hit with a second time (mag 6) and a boss will remain held as long as the first one's duration lasts.
The wiki is a big help, but just keep in mind most bosses will take mag 4 to mez. That means you need Domination up as a Dominator, or you need to attack twice with rare exception. Scramble Thoughts for Fortunadas is one example. -
Quote:Yes, in deed!Maybe [Another_Fan should scroll up and look at some of my earlier posts sir..
Please READ the posts before responding. Also, blanket statements without explanation are of no value.
Quote:Then you need to re-evaluate your position as he is also the man that expects his blasters to last no more than 6 seconds in combat, and has no use for rain of fire because outlasts him. And his math is just wrong in the quote you are citing.
And again, please read carefully, ESPECIALLY if you're going to quote without citation.
http://boards.cityofheroes.com/showp...98&postcount=9
Quote:Originally Posted by FulmensBasically, I play my Fire Blasters like I have six seconds to live.
Quote:Originally Posted by Another_Fanhe is also the man that expects his blasters to last no more than 6 seconds in combat
Please refrain from putting words in peoples' mouths.
This is just going in circles. Game numbers and reasonable testimony is all in support of one stance, while the opposition continues to not read posts, respond with overly subjective opinions, and simply ignore the arguments against them. So again, /thread. There's no point in going through the circle again. -
Quote:I would also ask if anyone really does or doesn't want it. Some builds will benefit greatly from the +recharge, perhaps even more than the recovery. It could mean the difference between perma-something (domination, VEAT pets, dull pain, Adrenaline Boost), which just compounds the usefulness of speed boost.You know. I might just try that. I'll speed boost as needed (someone low on endurance) or just not at all and see if anyone complains.
.
My experience as a kin and otherwise has been you're better off taking speed boost and only using it on request than not taking at all. Harassment, team kicks, having a TF look for a "real kin" after they find out, all that noise is just easier to avoid. Plus it's not like it's a bad pick up in any regard.
Also, if you have the dexterity shift+(1-8) will target your teammates. With characters who I'm only concerned about one buff I like to make a bind or macro to make it auto, then just run down the team. As a Defender/Corruptor this can be nice because you're still contributing to a fight, but you're not doing anything to draw aggro for a moment. -
Quote:I can understand those circumstances. I do not have a bad case of altitis, but I do that thing where I run to 50 then start over. So my IO consideration usually centers around how powerful they can become between 27 and 35. Every third character or so, I do simple frankenslotting/cheap sets/common IOs though, so set bonuses are not always a consideration for me.I'm certainly aware of the effects of Boost Range - but its hardly justification to get an entire power set. I've never used /Energy with my AR/ and I've never missed it, especially considering its a level 35 get. If I'm playing an AoE heavy blaster, I'll be on teams big enough that I'm not taking the alpha I assure you. Every other secondary offers those primaries more IMO, with the possible exception of devices.
Just to clarify where I'm coming from though - I'm a 75 month sufferer of altitis with no end in sight. I've leveled literally hundreds of characters into the 30's but only have a handful of 50's and only 2 of those IO'd out. The point being that how a toon might play once it gets its epics or once it gets enough IO sets for the defense cap, etc just doesn't factor into my estimation of it. I judge a toon on how it plays out the box, how effective it is with generic IO's and how much fun it is to play levels 1-40 every bit as much as what it might be capable of 41-50.
I agree 110% about not planning a character around epics because of my tendency to stop shortly after I get them.
My point wasn't to take /Energy just for that one power, it's just that (with the exception of Power Boost on the AoE mez) it suits any cone heavy set the same as it does Sonic/. I find /Energy to be one of the most versatile secondaries, because the tier 1 is KB instead of immo (awesome mitigation if you use it properly), it can be used well for blapper builds, OR it can supplement a purely ranged build very nicely. I very much enjoy AR/Energy, Archery/Energy, and Energy/Energy.
Again, that's a very good point about Power Boost. Since they removed the +KB from it (it's been ages, I know) it hasn't had nearly the use it did for most primaries. It's still awesome in the PB+BU+Aim chain, because it will add another +40% ToHit. Likewise, with Leadership pool (besides Assault), the Medicine pool, etc it can be put to good use.
All of that considered, I think the AoE Sleep might be the coolest way to use it, if not the most effective.
Anyway, we're well off topic. I appreciate the constructive discussion. -
Quote:/threadScrappers are about 6 times tougher (using SO's at level 35 for a reference point).
Blasters do about 50% more damage, when survival is not an issue. [Based on having taken multiple Force Fielders to high levels. I've seen a LOT of blasters do a LOT of damage, and a LOT of scrappers do... exactly the same damage they always do.]
I'm very happy with that tradeoff (I have Fire/Elec, Fire/En, Sonic/Mental, two Fire/Ice, En/Fire*, Elec/Fire**, Ice/Ice at high levels. Possibly some I'm forgetting.)
I will leave you with this thought: There are teams with more mitigation than they need. There are no teams with more damage than they need.
* second character ever. I cannot recommend this combo.
** Enormous fun if, and only if, you have buffers on the team. This is a blaster that really DOES die that much. Pointblank, slow-animating, AOE, damage over time. Ice tanks wish for that many aggro grabbing tools.
There are very few in this community as concise and accurate as Fulmens. I think this wraps up the debate quite well. Thank you.
The people arguing against Blasters are only countering about 10% of the points made against them on this thread... and almost everything they say is being debunked. So it sounds like this thread has exhausted its usefulness. -
Even if some people not being able to handle mezzers were a real reason to cry "broken!" about any one of the ATs w/o mez protection, none of that would change the reality in game.
You're either solo, where you control the difficulty, your pace, and what you go against. In that realm, Blaster's are still in the top 50%. It's not a coincidence that Blasters have been one of the most played ATs since the release.
Or you're teaming. There, whatever is keeping the Controller/Dominator alive (holds) or whoever is hold aggro for the team, are doing the same for you. In that scenario, you become the largest source of damage. Period. Any force multipliers who might be able to match you are multiplying your force. A well played Blaster can allow a team to steam roll content that 7 others would still be crawling through. Better, more damage, more target, larger AoEs, on the tied-for-highest damage modifier! -
Quote:Are you seriously trying to define every event in a scenario as if that's going to prove something?Lets take the case of Malta and that fire/electric that was mentioned up thread, you have a gunslinger, a sapper, assorted other enemies. The gunslinger freezes you, the sapper goes to town. Just for the sake of argument, say the sapper is your prime target and you manage to take him down, this can be done in about 4 seconds using single target attacks that are covered by defiance. At that point you still have 25 seconds of single targeting the gunslinger while he and the rest of the spawn, go to town on you. Good luck with that.
Every character has some sort of kryptonite, defense based armors have +to hit and -def, resistance based armors have -res, controllers have bosses that need a double shot to be held, stalkers have ambushes and anything that can see through their stealth everyone has the Rularu. Blasters have everyone's kyrptonite.
Same spawn, but you're a controller, and the Gunslinger doesn't have LoS. You fire an AoE disorient, hold, confuse, whatever, and you don't visibly see that you missed the Gunslinger. He turns the corner. Holds you. An even level gunslinger kills a controller in what, 3 maybe 4 hits? So you're dead in 10 seconds after having done minor damage to a few in the spawn.
Tada!
Quote:resistance based armors have -res
Quote:Blasters have everyone's kyrptonite.
Perhaps we're speaking a different language, because I don't think I've fought Malta as a Blaster below +2/x4. It's true I've turned my settings down to that because they can be a headache... but that's no more true for a Blaster than anyone else. So I have no idea why you can't handle them. -
Quote:Actually I was debunking your argument. The vast majority of toons of those ATs actually have LESS of an ability to handle mez. Perhaps you should read entire posts before you respond. You know I mentioned Masterminds, right? How about the fact that so few Corruptors are Sonic? But, you just went back to Controllers? Interesting way to argue.You realize you are just amplifying my initial argument. Blasters as a broken AT. Truth, I forget about mez protection on controllers because mine have never needed it and quite frankly the psi epic is meh compared to other things that are available. Who needs mez protection when everything is pre-emptively locked down ?
Blasters having the most hitpoints is such a red herring that I would love the opportunity to sell Florida swampland as retirement property and garbage mutual funds to the people that quote it. Blasters have 20% more hitpoints than the other squishy ATs, this is a little less than the green inspiration they cant pop because they are mezzed.
BTW the current whipping boy on the forums is Stalkers. The primary difference of the survivability of a Stalker and a Scrapper: hit points.
If you don't think hit points are a prime consideration for survivability or viability in combat in this game, then I don't suppose any amount of arguing could help you understand what's actually going on inside the game. Just for a vain attempt to fill you in: hit points determine whether you are up and fighting or faceplanted and idle. -
Quote:This isn't true and even if it were fixed, it has no bearing on the discussion/debate.Actually there are only 2 ATs with no access to Mez protection. Blasters and controllers are the 2, every other AT in the game can get mez protection. Controllers arguably have active defense that actually works.
Controllers can get Indomitable Will. What are you thinking of for Corruptors and Defenders if not Sonic/FF's Dispersion? Because Controllers can get either.
You can't seriously pigeonhole every AT into the powersets that fit your arguement though. Most Controllers, Corruptors, Defenders, Blasters, and Masterminds have the same mez protection. Yet, only one of them can attack while mezzed. Also, Blasters have the most hitpoints of all of them.
Blaster's have the most restricted access to mez protection, true, but perhaps you should consider how many Corruptors actually take /Sonic. It's pretty low. -
Quote:Woah woah woah, what? You know Boost Range does the same thing for AR's 3 cones, and allows you to RoA from such a distance that there's no alpha strike retaliation?When it comes to Sonic/Energy, I find the synergy to be just perfect. Superb solo and duo play, plenty of damage for those occaisional teams (the -Res plays huge then) and never a slow-paced moment. Honestly I'm not that big of a fan of /Energy - I like that its unique, but I tend to favor primaries (Archery, AR, Fire) that /Energy does almost nothing for, especially since those guys spend their lives trying to stay OUT of melee range. Sonic/Energy is a different animal entirely... the sets offer multiple stuns to stack on one another, boosted range for Sirens, Power Boost for all the mezzes and so on. I dont know any pair that mesh better - especially solo.
/Energy probably does the least for Fire/ of the sets mentioned, but I really like /Energy with AR, Archery, and Energy/. As long as there's cones involved, Boost Range is just amazing. BR+Blaze/Fire Breath would probably be good for one with a ranged defense cap though.
Though that is a good point about Power Boost. There's not a lot of Blaster AoE mezzes, so it's a good match up when possible.
I agree that Fire/Ice is a ton of fun. Ice Patch + RoA are an awesome way to increase a small team's survivability if there's no controller/dominator around doing the same sort of thing. -
Quote:It certainly leans more on the secondary than the other options. What I would take from the example, however, is how a tier 9 pbaoe with no delay and no crash can synergize well with other pbaoe powers, like DP and PShockwave (what I would have put next). I think both in the case of DP/ and /MM, if you play a set that does not play well with pbaoes you will find them frustrating, or find yourself hopping in and out a lot.I'm sorry, this made me laugh. It isn't that you're wrong, it's the you're right.
However, the whole DP thing is just sad, imo.
Basically, what you actually just said is: "DP shines when you rely heavily on your secondary."
So DP is awesome when you don't use DP.
I don't think it's a statement about DP or any other set. It's all about power combinations that are conducive and effective together. I *love* toe bombing followed by RoA+Ex. It's enough to kill them, they are knocked around while RoA is prepping then half of what's left (not much) is knocked again at the end, ripe for the picking. That doesn't mean /Dev depends on Archery/, or vice versa. Both those powers work well in other combinations. -
Quote:I think Spider-Man showed us primarily what happens when a director with a good sized cult following does content that has its own good sized cult following. I know people who went to see it only because their beloved Evil Dead director was involved.I will reserve judgment until I watch it in theaters. But not every superhero movie needs a big actor lead part. Spiderman proved that.
SJ
I don't mind comic mythology being reinvented for movies. Admittedly, I've been such a big fan of Marvel comics (particularly X-Men) my whole memorable life, so I'm familiar with enough variations, reinventions, and different authors' styles that there's no shock to me when I see it happen again. There was no variation in the movies that didn't exist else where already. That isn't true of the Wolverine movie though.
The flip side is, oddly enough, I don't have such patience for DC movies, because I never have been such a big fan. I've heard most of the industry regards Superman as the most retconned and reinvented superhero with any following, yet I'm still not keen on a show or movie coming along and changing what I'm familiar with.
In retrospect/introspect, I guess I'm not being fair.
I'm a little suspicious of this movie because of the politics that have been around it. Since it was introduced with two other movies, IIRC, and it's the only one to survive licencing, availability, and willingness of the prospective casts and staff. Also, Singer was a pretty devout X-Men fan and consulted with some of the authors to make sure any changes were at least manageable. That may not be the case this time. -
Quote:Nothing at all!?Thanks for the advice. Seems to reinforce what was wore nagging at me. Quick followup question: how's Energy Aura? I've heard absolutely no good things about it, but it'd be pretty unique at least (I play a lot of tanks too). Would WM/EA be at least viable?
Energy Aura actually looks more appealing to me on Stalkers. So, I've played it through as a Stalker, but not a Brute.
The good? The two toggles offer more defense than any other two toggles. The set as a whole will compete with the defenses of Shield, but not SR. SR of course has to take a lot more powers for that purpose. The resists are closer to Shield as well. You give up the extra damage of Shield (AAO + Shield Charge) for Endurance management tools.
The flip side of that is it's typed and it doesn't defend much against Psi. So IOs could be more complicated or harder to fill out. It is possible to soft cap everything but psi without a ton of trouble though.
Energy Aura on Brutes has an unsuppressed stealth which weighs against the fact that Fury will notify people you stand near despite your stealth. So it's great for "Brute stealthing" (just running through even though you will get spotted), and it offers a bit of defense.
Other than that, I think the biggest advantage is about to be lost. That is, you really didn't need Stamina with Energy Aura. There's two auto powers, Conserve Energy, and Energy Drain to get your endurance back. With Stamina becoming inherent, that advantage doesn't look so great anymore.
This is compounded by the "skippables." That is, you could skip many of the powers in Energy Aura and still be viable. So if you have a primary or a lust for power pools it might be a good way to go.
Honestly though, with all that in mind, it's more a set I would recommend to new comers, not someone who's already played a dozen melee characters through. Not that an experienced player couldn't make it work (I have seen that done), I just think the same cost of build and experience would be better off in another set. IMO, YMMV, etc.
I'm not a big fan of the self heal (Energy Drain), because it's a small amount healed per target over a long recharge. Consider Dark Regeneration has half the recharge and 10x the heal per target. This is because it's primarily to get your endurance back, of course, but I still don't like it.