Goshnova

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  1. Ever since I heard about this, I've been thinking about how this will change my current and future builds for my characters. Hopefully the inherent will be slottable to the equivalent of Stamina as it is now, or at least in some way gives equivalent +Recovery.

    Even if I spend slots if it does end up being a slottable inherent, that's still another open pool and opens up the possibilities of one-slot-wonders.

    Not to mention I can pick up powers earlier where I'd normally be paying my dues in the teens to getting Stam at 20. It'll be interesting when this rolls around.
  2. Goshnova

    Spines/Regen

    Dude, most toons only get access to Stamina and Quick Recovery has better +recovery than Stamina... so yeah you can go without.

    It's nice to have sometimes, and some toons need it more than others depending on the primary. But it's not necessary to have BOTH Stamina and Quick Recovery. Add to that that /Regeneration is a toggle light set and it can be unnecessary.
  3. Quote:
    Originally Posted by Lonelyshade View Post
    So if you cannot even read that , and you cannot even proper build your own sentences.

    The limited lines you type .
    WTF are you talking about ?

    Its like WTF are you written on about ?
    You even read your own lines , sounds cool but totally meaningless.
    Wh-what are you saying?
  4. Goshnova

    KM/SR conecpt

    Not really. Kinetic Melee looks a lot more like Tai Chi. Lots of swirling hand motions and abstract throwing around of balls of energy. It doesn't really look like a Western martial arts stylistically.
  5. There's Damage, Movement, and Recharge debuffs in exchange for survivability that is one of the highest in the game, even on SOs. Of course, you don't get it on a Brute until lvl 38, you lose it if you exemp to lvl 33, and sometimes Psy damage can be a problem.
  6. Why don't you do just toggle off Rooted when moving between spawns? I've done this to good effect before, and it seems like others have done so as well.

    Like Timeshadow said, using binds to toggle travel powers and Rooted when moving and engaging a spawn works very well. I've made Stone Armorers before without Teleport, actually, I don't think I've ever made a Stone Armor user with that power before. It's nice to move around in Rooted, but you don't HAVE to move around with the power toggled. It's so easy to toggle off and on in my experience that I don't have to worry about using teleport.

    Quote:
    I'll probably skip Granite Armor too. I've never taken a tier 9 defense power and my tanks/brutes have played just fine. Those "buffing then crashing & detoggling" powers just don't fit my playstyle.
    It looks to me like you're talking about Granite Armor like it's a Tier 9 power like Invuln's Unstoppable. I might be reading this wrong but in case you didn't know, Granite isn't a power that crashes. It's a toggle. It does grant mez protection and slows you down a bit, but not nearly as much as Rooted. You can still move around pretty well. That being said, you don't necessarily have to take Granite Armor. I find that I can tank/survive most things without it, but as the difficulty level starts going up I tend to have to use it or sometimes against the more powerful AVs. That's your only other source of mez protection besides Rooted.

    Honestly, I think that going without Rooted will be extremely unpleasant. I can see skipping Granite Armor, but without Rooted enemies will probably rip you a new one. You'll be safe from KB and Immobs, but I really don't think that the Mag 2 Hold protection in Acro will save you. I'd sooner go with toggling and detoggling Rooted than having to retoggle Mud Pots every time a Hold is thrown your way.
  7. I'd put a vote out for Mind Control for a soloist.

    Dominate is a quick activating hold in comparison to other primaries Single Target Holds. Confuse has a long lasting base even without much enhancement and has the added benefit of both preventing damage and dealing damage when the enemies are hitting each other instead of you. Mass Hypnosis can be used when a situation gets hairy and you need to either make a quick escape or it can be used to start off a fight and then pick off targets one by one. Mesmerize can sleep bosses or other dangerous targets and take them out of the fight.

    Now that I think about it Plant Control might be another good choice. It blossoms early and gets the oh-so-sweet Seeds of Confusion. These powersets come to my mind because they give good survivability early on while having methods of contributing a decent amount of damage. I think that Ice or Earth probably have more overall control, but they have lower damage, and I'm getting from your post that you'd prefer a faster, higher damage Dom over a safer, slower Dom.

    I think both sets are pretty safe, versatile soloing sets because it provides a good amount of control without giving too much control up for damage. Because we're talking about Primaries here, I don't think that straight up raw damage is so big a deal. Fire control is the most damaging of the primaries, but in my experience it can be a little rough sometimes because its a set with a low amount of control.

    I wouldn't really say that a Dominator plays like a Controller. They both have Control as a primary, but whereas the Controller has a buff/debuff support set for a secondary, Doms get Assault powers as a secondary. These are a mix of melee and ranged damage powers. A dom has more of an active sort of defense, locking down and mezzing enemies before dealing damage to them.

    That's my thoughts on the topic anyway. There's people on the boards that have much more experience with Doms than I have. Hope you have fun if you end up rolling with a Dom. They're loads of fun.


  8. *Gets out the popcorn and sits down*
  9. Nice guide Dechs! I really like how you outlined everything and approached the idea of a "mindset" of a Tri-former. The strategies section really helps to emphasize the sheer amount of options available during an encounter for the Tri-form Warshade. Haven't looked at the binds in-depth yet, but it's looking like I might have to make use of some of them.

    My Warshade is by far my favorite TFer simply because of the "toolbox" that a WS has across a wide range of levels. Describing this as "Phases" in a Warshade's career is a great way to illustrate this. A Tri-former can approach a problem in a myriad of ways, and you've seemed to hit the nail on the head explaining this in your guide.

    Also, I've noticed I've been having a temptation to shout out "I'm the MFing Warshade!" in-game. Thanks for that as well.
  10. Just looking at the build at a glance... There's several things that just don't make any sense about it.

    Procs, you've got procs slotted in all of your attacks. There won't be much of any real damage coming just from procs. Your attacks need slotting for Acc/Dam/End/Recharge values before you can start thinking about adding procs.

    Resilience and Fast Healing are overslotted, leave Resilience at the base slot and take it later rather than sooner. Fast Healing probably can get 3 slots at most.

    Slot Hack, and the rest of your damage powers as attacks, drop the procs. I'll look at this more in depth later if need be.
  11. Quote:
    All I can think of is a brute on a short bus.
    I'm sorry, all I could think of when I read this quote was this, specifically, 1:15.

    http://video.adultswim.com/robot-chicken/cork.html
  12. Goshnova

    Dark Sux

    Quote:
    Don't know what you're going off about, bro. Fiery Armor is one of the best primary for Tankers if not THE best primary. Fiery Armor can hands down blow anything away.
    Which issue are you playing?

    I'm not saying that Fiery Aura is totally unable to tank, far from it, but there is no way that FA is the best tanking primary. It hands down as the lowest survivability of any of the tanking sets.

    It does its job yes. It is not the pile of poop that some people make it out to be. But it is NOT the best armor set available to any of the ATs that get it.
  13. Goshnova

    Expert Toons

    For going up against Rikti, I've found that Elec Armor trivializes most of the damage that they deal. Elec Armor Brutes can make very good Rikti killers, with high S/L Resistance and capped Nrg Resistance. I've seen some SS/Elec Brutes farm +2/x8 RWZ missions no sweat.
  14. That seems like a lot of -Regen for a Scrapper of all ATs to have. -250% I think is something like what the Envenomed Dagger temp does. But I think -500% is in the realm of what Lingering Radiation does. The only melee AT I can think of that does any -Regen are Widows, and that's something like -25%. Not really sure if -Regen is a good way to go about changing things.

    I'd be fine with just lessening the hang time from EC. It always bugged me. Reducing the animation time sounds like an easier way to allow EC to have DPS in the realm of other set's Tier 9s. Not sure about the rest of the set.
  15. SR will be a lot easier and cheaper to soft-cap then Shields. SR would have more DDR unless you're planning on investing a heck of a lot of inf on the toon. SR also gets a 20% Recharge bonus that Shield lacks. I think it really comes down to how much money you're going to be putting into this toon and his build.
  16. I gotta ask why you'd want the Spines primary with the Thorny Assault secondary. Thorny Assault is based on Spines, and the overlap putting the two together wouldn't really make a complete set. The powers in the primary would do the same thing as the powers in the secondary.
  17. I almost always get the fighting pool on all my Scrappers, Brutes, and Tanks. For some of the Resistance based sets, I find that Tough is very beneficial, sets like Dark and Fire can get a lot out of the extra S/L Resistance. I noticed a large increase in survivability on my /Fire Brute after picking up Tough.

    For other characters, I don't always have Tough toggled. My Shield Tank and some of my Willpower toons I usually tend to toggle Tough when fighting enemies I know have heavy S/L attacks or do defense debuffs (Cimerorans are a good example).
  18. A Brute would have higher HP and would be able to cap out Fire Resistance at 90% on its own. It would be slightly less survivable than a tank but more so than a Scrapper. It might be a good idea.

    However, keep in mind that Brutes rely on the Fury mechanic for most of their damage. Usually its not a big deal, but depending on personal preference, a lot of people prefer the consistent damage abilities of a tank or scrapper over having to constantly push ahead and dive into battles to keep up the damage. If you're fine with that, then I would recommend trying out a Brute and seeing how that works out.
  19. Goshnova

    LoganStorm

    Well it looks to me like you're going the Huntsman route, but IMO you don't really need both Wolf Spider and Bane Spider armor. Just having Bane Spider Armor is enough for pretty much all gameplay. The resists are ignorable, and the Status Protection I find is fine at Mag 4 from Bane Armor.

    Edit: Agree with Timeshadow. Venom Grenade is a fantastic power with a good debuff and a rarely resisted damage type. Plus it's AoE. I'd never skip it.
  20. All offensive toggles drop when mezzed in PvP as of I13 when PvP was revamped.

    In PvE it drops if you're mezzed as well I think. It usually doesn't happen if you run your mez protection toggle, but Malta have those nasty stacking stun grenades. If you're stunned, you have to retoggle RttC.
  21. Quote:
    I don't know. The fact that they're even demanding requests for SB is, as I've said before, asinine. They took the power (no matter what AT they may be), they should and probably need to use it. (especially if you're on a TF in which most of your enemies drain End and reduce recovery, friggin Clockwork) I honestly don't know why people would even need to ask. Do these people have some sort of superiority complex or something?
    Well I know for myself, I tend to just treat SB as just another buff. By that logic, I think if I have the power and don't make the effort to buff others it would be like not using shields or Fortitude or the like. The only reason I really ask is because of the runspeed thing that some people can't handle. At lower levels the +Recovery really helps a lot, but usually the actually need for it is reduced or outright eliminated at higher levels. So for me, the really important part of the buff is the +Recharge. 50% is a lot, and I know very few builds that don't benefit from the extra Recharge. I know probably some of the really high-end builds probably don't need it as much, or their powers aren't on long recharges, but I don't view those as the norm.
  22. A LOTG 7.5% is a global IO that when slotted increases your global recharge by 7.5%.

    It's not a set bonus, just adding that one enhancement in a power increases recharge by a hefty 7.5%. Since Regen loves Recharge, fitting just this one IO in where ever you can is very beneficial.

    So just slotting one LOTG +Recharge 7.5% is giving that recharge bonus without slotting any other part of the set.
  23. Just did a Synapse TF and we lost 3 people over Speed Boost. 3 kins on the team, two Fire/Kins and one Ice/Kin. The Ice/Kin was the only one who SB'd regularly, the others were the type that demanded requests. They dropped when the rest of the team mentioned that we'd all like to not have to ask every time and that it wasn't their job to only use SB. They dropped when we asked them to try to buff us whenever possible and caused another one of our tanks to drop because of other general rudeness. Okay, enough anecdotes and venting.

    When I play my Kins, I try to do whatever that Archetype is expected to do. So on a Defender or Corrupter, I try to blast and buff. I won't deny that Kin is a busy set, but I try to play to the best of my ability. I might not keep SB on everyone ALL the time, but if I see that it's not on someone, I make sure that I'll buff them when not blasting or controlling. I never look at it as being able to do only one thing. It's not a matter of "I need to lock down this spawn and Fulcrum Shift, no time to SB ever". It's more of a "Lock down this spawn, Fulcrum Shift, okay SB is wearing off, I'll start a buff cycle after this." I'll buff at the start of the mission, but after that I sort of "stagger" my buffing. That means that I'll blast, buff, blast buff, Transfusion, buff, Fulcrum Shift, buff. Maybe the buffs will drop once in a while, but I always play so that I know I will re apply the buffs when given the opportunity.

    I'll always announce if anyone doesn't want SB for whatever reason. If they don't, I won't give it to them. Everyone else I let know that I'll try to keep them buffed, they'll get buffed ASAP if they don't constantly spam "SB plz". I find if I do well enough, I don't get asked terribly often. Well I've said my piece, it seems this is always going to be a matter of opinion.
  24. I'd say that Mind Doms lock down and control spawns better than controllers when Domination is up or if they're a Perma-Dom.

    However, Doms don't get access to buffs/debuffs like Controller's do. So solo I find Mind/* Doms easier than Mind/* Trollers because they can do damage, but depending on the team setting sometimes I want control and buffs/debuffs in one package. The secondary makes a big difference as well.