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Quote:/Sonic is all about teaming. You can increase your allies resistances by a good amount, give mez protection to the other ranged characters, and do a good chunk of -res to the enemies. This is a cool combo, too, because you won't be redrawing your bow that much because of /Sonic.I wanted to make an Archery Corruptor and decided to take Sonic as a secondary. I don't know if it is a good combo or not as I haven't seen anything recently on the boards. And I haven't really played Corruptors much either.
So how do you think this combo would do? I figured it may be ok for teaming, but I'm not sure.
Also, I am finding /Sonic's sounds a little annoying as it seems louder than others, especially compared to Archery which is pretty quiet. So I may reroll for a different secondary, but not sure which. He's only lvl 5 so I'm not losing much.
Though, honestly, my favorite part about running /Sonic on a Corruptor is I hardly ever see Corruptors take that set. -
Quote:So... less than a 10% drop of HP from a Scrapper, and some lower mods on the mez secondaries... that's enough to make "durable" not possible for Stalkers, but possible for Scrappers?Durable and stalker shouldnt be used in the same sentence. Its just not possible by the way the AT is created. You will have less hit points and in some cases inferior defensive powers compared to the other ATs with the same powerset. What you want to do is create a stalker that wont get hit much so you wont have to worry about being durable. Just create anything with ninjutsu and softcap it.
Their resist and defense values are the same. Stalkers get hide (a small defense bonus) in place of powers that, for most sets, don't add to survivability. Sure there's some more variety than that, but there not always in the Scrapper/Brutes' favor, unless you're trying to hold aggro of course (because there's no taunt auras). However, on SOs, you'd have to maintain 7 enemies with RttC all the time to match the HP you'd get back from the same-slotted Reconstruction, if you had /WP.
I would also vote /Ninjitsu. You can softcap defense and it has a self heal, as well as some misc utilities.
For your primary, Ninja Blade (or I suppose BS) for Divine Avalanche (or Parry), OR Dark Melee. The -tohit stacks nicely with Defense, and has some more heal.
/Dark is pretty solid too, though, for the same reason it's solid on Scrappers and Brutes. -
Quote:Sorry I was not clear enough. Patch day moved, and thus the day an event starts moved as well. Since issues released historically on patch day (which was Tuesday), I would assume it will be on Thursdays too.I would hardly be willing to assume "Patch day is now on Thursdays" just because we've had one example of that in recent history. The Halloween event this year is just a slightly updated version of the same code that's been used 5 times now - I would not call it a "patch" in the traditional sense of it being a new permanent code baseline.
If you look back at the history of when Issues were released in this game you'll see almost all of them have been on Tuesdays. Until something like the next 3 or 4 Issues in a row are all on Thursdays I'm not going to worry too much about changing my expectations.
I wasn't assuming "Patch day is now on Thursdays" on ONE example in recent history, I was basing it on this:
Quote:Originally Posted by http://www.cityofheroes.com/news/server_status/server_status.htmlAS OF THURSDAY, OCTOBER 22ND, 2009, the regular bi-weekly server maintenance times will be modified and will take place once a week on THURSDAY FROM 4:00 AM PACIFIC / 7:00 AM EASTERN TO 6:00 AM PACIFIC / 9:00 AM EASTERN.
However since then, the three issues that have released were on Tuesday, Wednesday, and Monday. The other two events started on Tuesdays. I don't think Tuesday's a bad bet or anything. I was just saying the date I would bank on considering the other factors.
Patch day is Thursday though. Not sure why you would dispute that... -
Quote:Well, outside the presence pool, Taunt powers have a -75% range debuff. Isn't there a distance at which most mobs are willing to come into melee? I seem to think it's ~60'... but I can't find any place where a solid number is written down. I'm convinced, at any rate, that it's between 80' and 20', where they are normally and where they will move to once Taunted. It seems anyone with a melee attack is willing to come in to use it once Taunted.You do have a point about the melee range and snipers, though. I've found that almost any mob that does move will try to close in for hand-to-hand attacks.
Longbow Eagles, or whoever is flying around, are one exception I know of. Those suckers will come in to do their basic Brawl then fly off again. It's so annoying.
Quote:Ummmm...I have. Many times. There's no such thing as melee range aggro. It's just aggro. As long as they are attacking, they'll be fine. A 13.5 second taunt effect from their attacks, * 1,000 generates a lot of Threat.
Quote:Originally Posted by http://paragonwiki.com/wiki/ThreatRange Mod
In general, attacks in melee have a higher modifier. However, we know very few specifics about this value. -
Quote:It's a severe case that would require a more radical change than what's been suggested. Flash Arrow isn't going to mitigate anymore than Entangling Arrow. I suppose you could make the case that an AoE -ToHit is slightly more effective than a ST -Recharge Immo.'Some sort' of mitigation is not 'effective' mitigation. Entangling Arrow immobilizing one of three minions does not stop it from shooting at you and does not mitigate the damage from the other two minions. Give me a second attack, please, or a heal, or a shield. Give me a hold to actually stop the attacks of that minion. Even Gale is more helpful than that.
That's a severe case. There should be no severe cases. When you can say, "This character, on it's own can solo very easily, but this one very difficultly", then there needs to be some sort of redress.
I'm a fan of Gale. I'm not keen on having to take Infrigidate on a team build for a /Cold Corruptor. These isolated and purely subjective "problems" are not worth changing the game's mechanics. Especially not when only a few from the peanut gallery are calling for them. -
Quote:I would push your day to 11/4. Patch day is now on Thursdays. Halloween event classically started on Tuesdays, but started on Thursday this year, for example.Total speculation, but my guess is 11/2.
Why?
Reason #1: They usually come out on Tuesday.
Reason #2: The final event of the Meet and Greet season is 11/6 and I think with most of the devs there at the NorCal event, I think having it to blow about would be something they would like to do. They could also release it on 11/6 as a celebration of the end of their 'tour," but that's a Saturday and it's unlikely to have it released on a Saturday.
Reason #3: It's election day and I vote WIN.
But then, it's just a guess, so it could come out on a Wednesday in December, for all I know. -
Quote:There's one in the Hollows, too. Just to clarify here, you can't drop the timed mission. You can only drop the hunting mission.The thing to remember is that Borea offers two types of missions. The top one can be dropped and will also get you a vanguard merit automatically. The bottom one is always a timed mission. I think it works the same way with the Cimerora contact.
So, using the same-level completion bonus according to City of Data, and the XP chart on the wiki, I calculate 31.58 years.
All I did was a spread sheet that calculates how many missions required to level up between each level. I accounted for "roll over" exp (like how much from the mission would contribute towards the next level). Then I just multiplied the number of missions required (3845) by 3, for 11535 days.
Now what I'm wondering is... does increasing your difficulty increase the mission completion bonus when you auto complete? According to the text on City of Data, completion should only account for the level bonus. His table appears to be considering something else, however. It shouldn't even double, but for every level I enter the mission completion is considerably higher than that. That is to say, if the mission level is +4, it's not x1.9 exp, it's between x3 and x10. For most of the levels, it appears to be closer to x3. In that case, we're still talking about almost 10 years of auto completing.
I wouldn't be surprised if the game is set up such that you don't get the bonus exp from auto completing anyway. Anyone know for sure?
I realize this isn't actually going to happen, but on a "real world" side note, something you may have noticed running tips and the like... the game doesn't care what time of day you're playing, the 20 hour wait period (or in this case, 72) is down to the minute. If you do your first auto complete at 6am, three days later you need to be up and on at exactly 6 am. If you delay, to say 9am, then 3 days later you have to wait till 9am. And so it goes. Unless you're on at the exact same time every day, you're time-of-day will get pushed further and further back. I would guess you'd lose an entire day for every month you tried to do this... at least. That doesn't sound like much, it's only an extra 3% time... but from my original numbers that's an entire year. Depending on how tight your work and sleep schedules are, you could easily lose two or three times that much. Then you're talking about adding three years... -
Quote:That isn't what you said the first time. You claimed SS is a better blast set because it has Rage and Claws has Follow-Up. That's silly.I also don't need to have a logbook of number crunching to present an opinion about what set I think the OP would be happier with for a ranged damage melee set. Personally, I feel he'd like KM over Claws, with a mix of ranged Patron/Epic attacks. He can take my opinion, and others opinions and come up with his own decision. That's how this works.
You're argument made no sense, and someone pointed out why. That's not cause for getting personal. -
Quote:Claws wins with two true ranged attacks: Focus and Shockwave. Add on Soul Master and chain Focus, Gloom, Soul Tentacles, Dark Obliteration, Shockwave.
If that's the case, Claws and KM would tie. -
Quote:As stated, that's basically what Energy Aura is now. Even if it's not, the question was about proliferation. Pain Domination isn't a proliferation of Empathy, it's a new set.Pain Domination was intended to be the villain version of Empathy, so that suggests that Brutes could get something which is intended to be their version of Ice Melee/Ice Armor, but lacks the -recharge which supposedly causes trouble for Fury.
Quote:I don't think it's a fair assumption to say that since there was proliferation in issues 12 and 16 that there is going to be more in 20. Two pieces of data is not enough to make a pattern. Issue 12 came out in May 2008 and issue 16 came out in September of 2009. I could use this to say that the next round of proliferation is in January 2011 and it would be just as arbitrary and inaccurate as saying that issue 20 will likely contain proliferation just because 12 and 16 did. -
Quote:Oh my, yes. Not just Robots though. Almost every Carnie has defense AND resistance to Psionic. It's very common in Arachnos, particularly bosses. Fake Nemesis resist psi pretty well. Drones, and then almost all Lts+ from Rikti (besides Headman Gunners I think) have resist or defense against psi. I know people like to cast a vote against Smashing/Letal damage sets because of how commonly its resisted/defended, but late game psi resist/defense may be more common, depending on what you tend to fight of course. "Normal humans" (PPD, KoA, AA) tend to not to have a particular psi defense/resist, but they also don't usually have S/L defense/resist. A notable exception is Malta, who tend to be weak to psi but strong against s/l. Their titans resist everything though.You have outlined good reasons for both. You didn't mention Frost Breath for a faster-recharging AoE attack.
I find that I spend a fair amount of time going up against Robots in the upper-level content. Being limited to only Psi damage will mean that you spend a lot of time taking them down. Plus, I find that I rarely get mezzed, but that may be in part due to my playstyle. If you are spending a lot of time getting mezzed, then going with the Psi APP makes sense. But if you are more solo focused and need that damage against Robots and other Psi-resistant foes, then stick with Ice . . . but consider taking Frost Breath. It recharges much faster than Ice Storm, and is up-front damage. As I discussed in my Ill/Rad guide, the DoT of Ice Storm may not be the best for you.
I would definitely consider a different damage type for your epic, since you lean heavily on Psi damage from your primary.
Psi is a weakness for CoT Spirits, and as a group they don't heavily resist anything (demons resist fire, the ones with ice shields have defense to cold, rock defense to s/l, it varies, etc) -
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Quote:That thread was enough to get any Blaster fan on edge. There's 500 posts, the majority of which just make one particular troll look like a fool... who keeps arguing. Not against the points made against him, just babbling on randomly.Apologies claws, I'm still a bit snippy over that idiotic why a blaster thread. It's got my blaster pride in overdrive when it comes to what the AT can do.
The age old KB debate doesn't just belong to Blasters eitehr.
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Quote:No, you can't have SS and NR on at the same time. If you turn one on, the other will turn off.I'm trying to save as many slots as possible so...
I'm getting hasten and stealth anyway. Do I get super speed or invisibility for traveling? I'm sure the ninja run speed doesn't stack with SS but do I still get the jumping ability from it?
Consider getting a stealth IO in Super Speed. That's 65' of Stealth, about the same (if not exactly the same) as Invisibility. Only Snipers, AVs, GMs, and stuff that ignores stealth anyway will see you for the most part. -
Quote:In Mid's, hit Import/Export at the top. A Short Forum Export will bring up another window. The default options are good. Just paste it into a Forum post to share your build that way. If you'd like it to be in a small box you can use the "code" tag.I studied the boards and MIDS first a bit to see what kind of ATs I might like
That would look like this:
Code:Hero Plan by Mids' Hero Designer 1.803 http://www.cohplanner.com/ Click this DataLink to open the build! Level 48 Magic Blaster Primary Power Set: Sonic Attack Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Speed Ancillary Pool: Flame Mastery Hero Profile: Level 1: Shriek -- Empty(A) Level 1: Power Thrust -- Empty(A) Level 2: Scream -- Empty(A) Level 4: Howl -- Empty(A) Level 6: Hover -- Empty(A) Level 8: Shockwave -- Empty(A) Level 10: Shout -- Empty(A) Level 12: Hasten -- Empty(A) Level 14: Fly -- Empty(A) Level 16: Build Up -- Empty(A) Level 18: Sirens Song -- Empty(A) Level 20: Amplify -- Empty(A) Level 22: [Empty] Level 24: [Empty] Level 26: [Empty] Level 28: Power Boost -- Empty(A) Level 30: [Empty] Level 32: Dreadful Wail -- Empty(A) Level 35: Boost Range -- Empty(A) Level 38: [Empty] Level 41: Char -- Empty(A) Level 44: Bonfire -- Empty(A) Level 47: Rise of the Phoenix -- Empty(A) Level 49: Fire Shield -- Empty(A) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Defiance Level 4: Ninja Run Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Empty(A) Level 1: Stamina -- Empty(A)
Sirens Song isn't really a key power, but with Power Boost you will spend entire missions without getting hit. Sleep them with Sirens, then Screech to disorient one of them. The key is the -res secondary effect. Your attacks will make any teammate's attacks do more damage.
If you are going to take Air Superiority, do it early. The consistent knock up on it, a decent attack, will offer good mitigation when soloing bosses and the like. Later on, you'll have an impressive enough set of ranged powers that you probably won't want to get that close anyway. I could see you respecing out of it.
I usually put Hasten, Build Up, and Aim (Amplify) off a little bit. The recharge on them is atrocious until you get a second or third slot in them and SOs (at level 22).
For your last 4 powers, you might consider taking Boxing, Tough, and Weave (Fighting) and Combat Jumping (Leaping). That would get you on your way with defense. You can put a Steadfast Protection IO in Tough for another +3% defense, putting you at about 13-14%.
I would recommend you go for ranged defense. Thunderstrike in your single target attacks would be nice. All of this will come up once you start making influence, of course. If you played the market in WoW, those tricks will probably work here to help you get going.
Hopefully that helps. Welcome to the game! If you have any questions while playing you can try shooting me a tell. /t @Gilia1,
Good luck! -
Quote:As long as this is a thread about bragging about purple drops...Since I18, I've had the following drops:
Apocalypse: Damage
Coercive Persuasion: Contagious Confusion
Soulbound Allegiance: Dam/End
Soulbound Allegiance: Rech/Acc
Fortunata Hypnosis: Rech/Acc
Ragnarok: Rech/Acc
Now, considering the time I've spent in Praetoria, the time I've spent badging in low-level flashbacks, and the time I've spent stealthing paper missions to get Mayhem badges, it's absolutely clear that the devs must have stealth buffed purple drop rates and fixed the biased drop ratios. If it wasn't for evil flippers controlling the market, then purple prices would have crashed to Trap of the Hunter levels by now.
p.s. This is clearly a buff. I don't want to hear any of your crazy theories about 'selective reporting' and so-called 'randomness', or any feeble yammering about 'statistics'. I SAW IT WITH MY OWN EYES AND IT IS TRUFAX.
Last year, during DXP weekend and the week that followed I got like 8 purples. More than half of the purple I've ever had drop were in that one week.
Since i18, I've gotten one.
I've been running tips and TFs on level 50's for a lot of my game time since then. You just got lucky. That is all. -
Quote:Okay, this isn't true. Buckshot is better than M30, as cones often are better than their targeted AoE counterparts in a set, but there is no such thing as radial KB. All KB is directional, away from the caster. If you fire off M30 in the middle of a group, they will scatter, just like a PbAoE with KB would. However, if you stand at a distance, M30 and Buckshot will KB the exact same direction.I can make suggestions but it's kinda important to know your playstyle. It appears to me that you're a hover blaster in which case I'd take Buckshot over M30 since it's KB is directional vs radial.
Quote:I dont get the 5 slotting with ToDs - I reckon it's just for the Damage buff? Personally I'd six slot those sets (taking the slots from Body Armor) with Makos to get some DEF to Ranged.
As for the build:
Again, damage buffs are a relative waste. With this very devoted build, you still only have a little more than what a small red would offer. at +30% damage, you're relative damage increase after enhancements and assault is more like ~14%.
Compare that to a defense-focused build, which would be 20x more survivable, the effective damage output would be much higher.
Now, if you're in a duo/trio/static team that gives you the survivability that you lack from outside sources, that's another story.
Either way, consider Crushing Impact instead of Touch of Death. 15% recharge > 7.5% damage. Also, Hasten would be better than Assault or the Freeze Ray.
For your goals, I think this is pretty well optimized as it is. I would definitely consider going the defense route though. -
Quote:Actually it was then that Brutes could out perform Scrappers on their own.Many people, myself being among them, didn't think the changes in Brutes for I18 were really necessary. They hadn't been necessary when CoH and CoV were in different worlds. They hadn't been necessary with all of the Co-Op missions. It only became an issue when Brutes were a viable Blue Side choice. It was then that some people kept stating that since Brutes, at a theoretical maximum that they could not in any way meet on their own, were "better" than Scrappers in Melee and that they "had" to be reduced in effectiveness.
If you figure the formula for damage is (damage mod)*(1+enhancements+fury)*(criticals) then for sets that don't constantly buff their own damage (claws, dual blades, shields), a Brute only needed to maintain a 125% damage buff from Fury to match a Scrapper damage. That used to be very easily done. Now that's a more realistic ceiling for Brute performance. Which is an awesome compromise. If you missed that people thought Brute changes were necessary before, you probably just weren't paying attention.
Now the concern is "fringe" cases which are all too common because of peoples lust for Kinetics is creating a regular situation where Brutes would be better than Scrappers. I personally don't think the disparity that exists now is worth the devs' time. If people want to hand pick the power sets for their speed STF or something, then by all means there should be some advantage in doing so. I doubt Scrappers will be as readily left behind as some other ATs. Those other ATs are the ones that are worth the devs' time. (Peacebringers and Stalkers IMO)
My opinion is Brutes might warrant some tweaking in the next few issues to solidify their role between Scrappers and Tankers, as I believe Stalkers need their role solidified between Blasters and Scrappers on the scale of survivability:damage. However, damage cap scenarios are not cause to cry wolf. I'd rather wait and hope that the devs' datamine the damage output of these 5 ATs and then look at their relationships, why there is disparity, and then adjust. -
Just to clear it up, the OP probably doesn't have 140% global recharge. That's probably the issue.
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Quote:Regen Tisse's proc is +25% regen, a common health IO would be +17%. If you're considering the cost (as you imply), I would hesitate to sink the effort/inf in for that +8% on a relatively low - hp AT.This is for I19, but as I haven't yet found an updated Mid's I just put the slots for health and stamina into brawl. I'm expecting to put one slot in health one in stamina. Health will likely have a Numina and Regenerative Tissue procs, Stamina with a Performance shifter proc and Performance shifter endmod for an extra bit of run speed (why not?).
The procs you have in ID will just act as set bonuses. You get them all the time as long as you're at least (the enhancement's level - 3) and have the power.
What power picks are you really devoted to here? If you can do it you should really go for soft capped S/L defense. I'd rather have that with Weave than Acrobatics, for example. Super Speed AND Super Jump?
I probably wouldn't use the Lockdown proc in such a high recharge hold.
Here's one idea. Quite a bit more expensive (as soft capping S/L often is). I replaced the Disruptor with Web Envelope, Stealth with a Stealth IO in Super Speed, and Super Jump/Acrobatics with Boxing Tough and Weave.
I believe the rest of the power picks were left alone. The slotting in Screech and Dreadful Wail could still use another look. This isn't optimal, to be sure. If you're considering spending the time and dough someone here (myself, if no one more apt pipes in) to make these power sets work well together with most of your picks in tact. As many as are possible to keep, anyway.
Seriously though, if you're going to invest in a support build for S/L defense, I would really consider going to the softcap. It will be a world of difference in what sort of things you can handle. S/L capped support toons are often just mind boggling awesome on things like speed ITFs. That's just one example among many.
Code:Villain Plan by Mids' Villain Designer 1.803 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Technology Corruptor Primary Power Set: Sonic Attacks Secondary Power Set: Kinetics Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(45) Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Acc/EndRdx/Rchg(29), Nictus-%Dam(45) Level 2: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(43) Level 4: Siphon Power -- Acc-I(A), RechRdx-I(7), RechRdx-I(19) Level 6: Combat Jumping -- LkGmblr-Rchg+(A) Level 8: Shout -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(9), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(17), Entrpc-Heal%(40) Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(21), RechRdx-I(27) Level 12: Scream -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(13), Entrpc-Dmg/Rchg(13), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(37) Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(27), KntkC'bat-Dmg/EndRdx/Rchg(46), KntkC'bat-Dmg/EndRdx(50) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25) Level 18: Tough -- S'fstPrt-ResDam/Def+(A) Level 20: Speed Boost -- EndMod-I(A) Level 22: Sirens Song -- Acc-I(A) Level 24: Weave -- DefBuff-I(A), DefBuff-I(40), LkGmblr-Rchg+(45) Level 26: Increase Density -- S'fstPrt-ResKB(A), Aegis-Psi/Status(46) Level 28: Super Speed -- Clrty-Stlth(A) Level 30: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(46) Level 32: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34) Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37) Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40) Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43) Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50) Level 47: Summon Disruptor -- BldM'dt-Acc/Dmg(A) Level 49: Amplify -- RechRdx-I(A) ------------ Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Acc/Dmg(43) Level 1: Sprint -- Run-I(A), Empty(23), Empty(23) Level 2: Rest -- RechRdx-I(A) Level 1: Scourge Level 2: Ninja Run
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Quote:Ball Lightning does DPS too. Good catch about the higher damage though. It's the same way with Stalkers. For some reason, according to Mid's at least, Ball Lightning is just awesome for Stalkers and Scrappers.Apparently Ball Lightning does more damage than Fireball via Mids, have same recharge, end cost, range and radius. Ball Lightning is just a hair slower than Fireball in activation, but hardly a deal breaker when it's a .07sec difference. You can pick up Ball Lightning at 44, you can't get Fireball till 47.
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If you believe the game is still balanced around IOs, then think about your list. There's a trade off for force multiplying ATs. Stalkers don't currently fall into that category.
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Quote:The problem with this is Kinetic/s can't afford to stand back. If you're going the whole 9 yards, IOing for a tough build at the high levels, ranged defense won't cut it. Transfusion, Siphon Power, Transference, and most importantly Fulcrum Shift are all going to call you into melee. If you don't, you won't be healing/recovering yourself or getting most of your own damage buffs. Transfussion + FS should be calling the other ranged folk into tight ranks anyway, so if they're interested in damage buffs encourage your teammates to at least stay close enough to get the buffs that emanate from you. You just have to position yourself in between your squishy allies and the mob.On a Kin/psy I would look at getting ranged def up since that's where most mezzes come from and /psy can afford to stand back a little to blast. You won't be using Power Siphon at all. I would put as many slots into Siphon Power as you feel needed.
SP is still useful against AVs for the debuff aspect.
I also wouldn't write siphon power off completely. It doesn't need a lot of slots, but if you're on any team or task force that is "speeding" or allows for splitting up, it can be a big help. FSing a small crowd with one ally nearby isn't much better than SP and its recharge is way higher. -
Quote:My very first high-level toon (after a bevy of abandoned characters) was a Kinetic/Psy defender. Fun stuff!Is it possible cap defense on my guy so I can be in the thick of things debuffing and buffing without being a wet noodle?
The other question is how often would I be using power siphon? is it worth it to slot it up or just depend on Fulcrum shift?
I dont really care about my attacks all that much. Im hoping to get teams on a regular basis although I would like to atleast be able to solo missions out in rwz(I never see people teaming for those).
I figured psychic mastery made the most sense for me and the psychic "theme" going on with this guy.
Thanks in advance!
Definitely consider going red, doing a patron, and picking up Mace Mastery, like Biospark said.
I would just add that most mez effects have a smashing, lethal, or energy component, and most of the ones that don't ... ranged defense won't help you with them. Because Mind and Illusion control attacks don't have a positional type.
It's pretty easy to soft-cap S/L and get ~35% energy defense with these two sets.
Just keep in mind if you go this route, your nuke will cause your defense toggles to drop. If you use it after FS, not much will be fighting back anyway, but it's still something to consider. -
Quote:Many (if not most) of the proliferated Epics were not given the proper adjustments when exchanged. Dominator's APPs "overpower" (like Controllers do) instead of "domination," for example. I believe Scrapper's PPPs don't critical at all. I could be wrong, and if so please correct me. The dataview in Mid's has been accurate with other proliferations I've tested, and it suggests that Scrapper PPPs do not in fact critical.Has anybody tried both of these?
Seems like only the last attack double crits on shadow maul for DM, but thats the only one ive been using a lot lately, don't have MG for concept reasons on my dm/inv
Hopefully all of these pools will be fixed in the near future.
If it does critical (if not, when it's fixed), all the extra damage will be upfront.
Mu's damage is slightly lower, and it's all over time, but most of the other data matches.
Honestly, I would base it on the other powers in the pool, theme, and what damage types you already do. For Brutes and Tankers I'd strongly vote for Mu because there's 2 more AoEs in their version of the pool. For Scrappers, Mu Bolts is a bit better than Fire Blast, and like you said you only need 2 powers for the AoE. If you go with Fire you could pick up a hold (Char) and a decent AoE debuff.
I would say go for Mu if you really just can't decide.
What's your secondary?