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Posts
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Honestly, it doesn't really matter.
If you like what you're doing that's good enough.
No one is going to pay any attention to your damage in anything involving leagues at 50+.
I'm not sure why you need some sort of affirmation to do what you're doing. Either you like it or you don't. The rest of it, is pretty much "Who cares." -
I just sort of think of the scaling resistances as a HP extension.
If I have 1800 hp, as my hp goes down the longer that hp would typically last. That hit that did 500 hp a moment ago, now only does 250, after the next hit it now only does 150, etc. Rather than three hits for 500 hp a piece.
Definitely nice to have. -
I find that pairing KM with less active secondaries is a good thing. Think SR, EA, things you can set and forget. Willpower incredibly good with KM.
The reason I say this is that KM requires you to cycle attacks as fast as you can possibly do to take full advantage of power siphon. On top of that KM has some seriously long animations (All, but the lowest attacks have 2+ second animations) and the damage from KM is dealt at the end of the animation rather than half way through it, like most sets. So, this can leave you hanging in the middle of animation waiting for the damage to go through to finish off a mob. In the mean time you're watching your health and realizing you need to hit reconstruction or dull pain or an inspiration now, but you're stuck in the 2.83 second animation time of concentrated strike. Oops, you're dead.
Definitely take a strong passive secondary. -
Quote:I sort of feel like you're telling us what we should think about the set. You're telling me that the end issue is because of dark regeneration and that's what I should think.In order to consolidate things a bit, I would like to gather thoughts about this set in the General Discussion thread here, if you would indulge me. I would like our scrapper experts to provide their thoughts regarding the set so I can provide feedback appropriately.
My initial thoughts were regarding the main complaint about the set, which has always been endurance cost, which is truly due to the Heal/End ratio of Dark Regeneration. Please provide your insight to the thread linked instead of here - I realize we are not supposed to cross-post but many people skip the general section and I want to get honest opinion on the set.
Thanks!
I don't agree with you. I've built my Kat/DA up to the point where I rarely use dark regeneration, however, I still require cardiac at 50+ and at lower levels I still require leaving some toggles off.
It sounds more like you're on a crusade to alter dark regeneration more than anything else and I can't subscribe to the thought it needs to be changed. I think dark regeneration is fine the way it is. -
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So, I was told that the shields are now an AoE effect so if the team is relatively close together you don't have to individually buff each team member now and I thought I liked the sound of that. I really like FF, I just hated rebuffing an entire team every few minutes. Now that sounds a little less tedious.
I figured I'd pair it with sonic that way when I'm not buffing, I can blast and actually have a largely useful secondary effect. I figure -20% res from most of my blasts will actually translate into a pretty good damage boost for everyone.
The problem I'm having with working on a build is that all the powers seem relatively good to me in both sets, I'm having more difficult deciding what to keep and what to skip in sonic and could use some feedback on what's hot and what's not in the set as, I've actually never played it.
I'm working on softcapping the build positionally and maybe to all types if it can be done incidentally. I'm wondering how important recharge is going to be as I'm debating between nerve and spirit for my alpha. Nerve is actually looking fairly good, because with it I can pretty much softcap an entire team to most level 50 content with my shield and bubble by myself.
On the other hand I'm looking to be able to solo whenever I want too and nerve is slightly less useful to me with the way I build my characters, since I typically build to have a 90-95% chance to hit most +4s.
Any insight would be helpful. Thanks. -
I been poking around with an Elec/Nin stalker and I like the idea of it, but I'm not certain that this is the sort of character that I can make a big investment in as far as time and influence simply, because it seems like anything a stalker can do another AT can typically do better.
Why play a stalker? What is so great about a stalker that make you want to play it? The low hit points, the less effective secondaries (Compared to scrappers), the relatively low damage out of stealth....
What am I missing? -
Quote:Well, I actually fouled myself up and meant to say cremate -> incinerate -> cremate, but if I have to throw in a scorch to close the gaps I figure I'm fine with that.Well, just a small caveat, there is no possible way you can do Incinerate->cremate. Incinerate would have to recharge in less than 1.716 seconds. It's base recharge is 10 seconds, 100% recharge (slotted would bring it to 5 seconds) another 100% recharge from globals brings it to 3.5 seconds, 200% recharge would would bring it to 2.5 seconds. Add in Spiritual Core alpha brings it to 2.3 seconds. 300% recharge brings incinerate to 2 seconds. So it is possible, maybe if you got to the recharge cap by yourself that you would only have a slight gap in your attack chain.
As far as Greater Fire Sword goes. I prefer without it. It takes too long to animate. The best fire melee attack chain is Incinerate->GFS->Cremate, but for only a little less DPS and a lot less recharge and endurance per second you can go for Incinerate->Cremate->Scorch and proc up Scorch for extra damage. This is also cool because you are using just hand attacks, no silly fire swords.
In my build there is a 3.1 second recharge and 1.67 cast time for incinerate and cremate at a 2.46 recharge time and a 1.5 second cast time without incarnates, but T4 spirit brings that down to 2.24 for recharge for cremate and 2.82 recharge time for incinerate.
If I go cremate -> incinerate, cremate should be recharged by the end of the incinerate cast. Then cremate with another 1.5 second cast time. I would think that between 1.67 cast time on incinerate and the 1.5 second cast time on cremate that both would recharge in the appropriate amount of time for the chain.
Is the cast time for the power subtracted from the recharge time when determining a chain? I mean if it takes 1.67 seconds for incinerate to animate and there's a 3.1 second recharge time (2.82 with incarnate) does that not mean that by the time incinerate is done animating that only 1.43 seconds of that 3.1 second recharge time remains? Am I missing something important? -
I love my energy/energy blaster....absolutely. He's awesome.
However, there's a difference between using knockback effective and using it watonly.
When used correctly it provides a lot of mitigation for a team, when used recklessly or carelessly it at least annoys the team and lengthens anything the team is doing. At worst it kills teammates and wastes important debuffs, heals, and buffs.
I've always found using KB powers towards walls effective, except in caves. In caves you have a high probability of trapping mobs inside the walls and that just frustrates people.
I also avoid knocking mobs toward declines as they'll slide for a long distance. This frustrates tanks and other melee a lot.
The most effective use of KB powers for me has been in conjuction with hover. If I hover over the mobs when using KB powers they tend to simply knock them down, which is much less of an issue for a team.
I always use KB powers to coral mobs toward a tank or into an AOE. It's great for throwing runners back at a team or to throw mobs away from some of the squisher teammates.
If you make an effort to use KB powers in a mindful way then they can be some of the most useful and fun powers in the game. Not caring where or how you throw mobs around makes those powers quite annoying and rather useless on a team. -
Worst thing about KM that I've noticed is that the damage seems to be dealt at the end of the animations rather than during the animation like many other sets.
The issue with this is that during long animations you actually give mobs a pretty good openning to wail on you without neutralizing the target you were after to begin with. (At least until the damage is dealt)
The other thing about this that I haven't been liking is that on teams, since KM damage is dealt at the end of the animation, is that targets tend to be dead before I get my attacks off. Really annoying as a scrapper when my concentrated strike swings at a dead target....means I don't get a chance to crit and refresh my power siphon.
KM is fun and interesting as a set, but it feels slow and cumbersome in teams. -
Thanks for the number crunch.
It saftely esures my decision not purchasing street justice wasn't a great loss. -
Quote:EvilGeko explained how Katana has a proc advantage when comparing DPA of the two sets.How is the proccing ability in KATs favour when both sets can take the SAME amount of procs??
You want to get rid of the feeling of wishing you rolled kat or mace..so GO and roll those sets. There is nothing at all stopping you. Different sets, different performance. I already said that BS could use some tweaking and a unique feel, but so can just about any of the older sets.
Again, I do not see any issue with BS having worse DPA than Kat..its meant to be slow. Is it an issue that the sets are very very similar? Perhaps it is. All I know is..BS hits harder. If you are that torn up over a minor difference in dpa (I think its minor, at the most) you are too busy playing numbers, rather than playing the game.
Also.. no matter what set you pick, there is ALWAYS going to be a time on a pug, with lots of other sets around..when you say to yourself..Man, I wish I had THAT power..
I had never once been on a team with my BS scrapper, seen a katana scrapper at work, and though..gee I wish I picked Kat instead... But, on the other had, I have seen BS scrappers, on my katana..and wished I was doing their damage.
To quote a convo I JUST saw..
[VirtueUnited]Terra Ryzing: I'm BS/WP atm. Will I suck compared to Katana/WP?
[VirtueUnited]Nightphall: No, Terra
[VirtueUnited]Ouul: Katana tends to flow better, but BS has more CRUNCH to it.
There you have it.
However..
[VirtueUnited]Doctor Tornelco: But BS has that fun smash feel to it.
[VirtueUnited]Doctor Tornelco: But I personally say screw'em both and play Warmace.
So there you go..no BS, no KAt..war wace all the way.
As for the rest of your post, it's all subjective and does little to aid the discussion, because the discussion is certainly about the numbers. If you don't care about the numbers than this clearly wasn't the conversation for you to be in.
The real fact of the matter is that no idea is going to find a large consensus in which it can be presented as a solution. Is this even an issue that is on the developer radar yet? -
Fire melee doesn't seem to be nearly as popular as sets like claws, katana, etc and since I never played it I wanted to give it a shot.
I had thought to do DB/SR, but I feel the amount of recharge to get to a good single target damage chain is a little high and probably at a cost more than I wish to invest.
So, working through my build I was trying to do a few things. One, I wanted to try and get to the softcap as quickly as possible and be as close to the softcap as I reasonably can while exemplared at most levels.
Two, I wanted to try and put together a high dps ST attack chain that was as seamless as it could be. The build has enough recharge where incinerate -> cremate -> incincerate could be used which seems to be pretty good to me. I'm just wondering if I'm doing myself a diservice by not including greater fire sword? At lower levels, where I don't have all the recharge, I'd use scorch to fill in any gaps.
Three, I wanted Aid self in the build as early as I could get it without affecting the other two goals.
I think I pretty much have everything where I want it. I just want to be certain I have all my bases covered and the attack chain is good and will work the way I am thinking it will.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Test 2: Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Scorch -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(31), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dam%(46)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(3), LkGmblr-Def/Rchg(43)
Level 2: Cremate -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(34), Mako-Dam%(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(43)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Def/Rchg(5), LkGmblr-Rchg+(5)
Level 6: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(7)
Level 8: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(25), Winter-ResSlow(21)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(19)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Def/Rchg(17), LkGmblr-Rchg+(17)
Level 18: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def/Rchg(31)
Level 20: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(23), Erad-Dmg/Rchg(23), Erad-Acc/Rchg(25), Erad-Dmg(27), Erad-%Dam(27)
Level 22: Aid Other -- Heal-I(A)
Level 24: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(39)
Level 26: Incinerate -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg(40), C'ngImp-Acc/Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(46)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/Rchg(29), LkGmblr-Rchg+(29)
Level 30: Quickness -- Run-I(A)
Level 32: Breath of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(37), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dam%(39)
Level 35: Evasion -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(43)
Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(45), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(50), Det'tn-Dmg/Rchg(50)
Level 49: Build Up -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Partial Core Revamp
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Regen/Rcvry+(11), Mrcl-Heal(13), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(9), P'Shift-End%(9), P'Shift-EndMod/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:I agree with you, since he's paired this up with DM. Other than that I'd say that dark regeneration should be used whenever it's going to make the difference between you staying in the green or making a trip to the hospital. Without siphon life or another source of healing, being able to restore a significant portion of your health on a single target is very helpful.And I was stating that the healing is irrelevant on Dark Regeneration most of the time. The only time you'd want to use Dark Regen is when you're close to dead and in a crowd. Since you only need 3 targets to fill your life bar before slotting, the only thing you really need is accuracy, end reduction, and recharge.
And the bonuses in Eradication are better than the ones in any healing set you care to name. Given that a DM/DA's only damage dealing AoE is Shadow Maul, if you're slotting for defense at all, you're going to have to end up putting a damage set in Soul Drain, Dark Consumption, and Dark Regeneration.
Also, since the first bonus in Eradication is 1.8% to your max endurance, it's helping your end problems already. -
Depends on what your overall accuracy is.
I like to shoot for 90-95% accuracy when attacking +4's. Anything over that is great to handle to-hit debuffs or added defenses.
Focused accuracy helps a lot, but isn't necessary.
At +3s your base to hit chance is 48% before any debuffs or buffs or any enemy defenses are calculated in. http://paragonwiki.com/wiki/Attack_Mechanics <- Link for attack mechancis. Also, I was recently shown if you go into mids and go to Options -> Exempting and Base values -> Base tohit, you can alter the percentage for your base hit so it shows the actual values you want to see in mids. I set mine to 39% for +4s and then work from there. If I can hit a +4 95% of the time, I can hit everything else 95% of the time too (Excluding the previously mentioned buffs/debuff/etc.)
If you have enough accuracy/tohit bonuses to where you feel that you are hitting enough to suit yourself than FA shouldn't be a problem to drop.
As for aid self, it adds a large amount of survivability to super reflexes. It's definitely a smart pick. -
Quote:I was making a general statement rather than specifically to the slotting suggested in the original post. The amount of damage that dark regeneration does should be irrelevant. Healing, end redux, accuracy, and recharge are priority. If you have all those at reasonable levels there is plenty of room for a ToE proc. This is what I was stating.Yes.
Except it's NOT being slotted as an attack. Out of the box it only takes 3 targets to fill your health bar, unslotted for healing.
Eradication is an exceptionally useful set that a DM/DA has a lack of places to slot. My slotting on my BS/DA is 4 Eradication (for the max HP bonus, my scrapper is sitting at over 1900 HP, that's a lot for a Dark Armor), and 2 Theft of Essence, including the proc. I've found that with the proc and the Acc/Heal/End (or whatever it is I have slotted), the proc will offset the end cost of the power most of the time, and I get to have the set bonuses from a good PBAoE set. -
Quote:StJ is an endurance hog just because of the speed of the set. Unless you really moderate yourself you can see severe endurance issues with shield. SR is less endurance intensive, but has another 20% recharge built into the set. It really turns out to be a primary set issue. If you can throttle your output when necessary you shouldn't have any issues. Of course it's always nice when you can let go and throw everything you have as fast as you can. Unless you're specifically looking for the buffs from AAO and the use of shield charge, SR can't be beat.Actually that was a good explanation. I wasn't thinking about it being a pseudo pet. I was thinking that Phlanx gave defense, but it's been a while since I've built one and I wasn't getting any defense showing up in my totals probably my error or I changed something that I shouldn't have the other day while trying to get some powers changed around in the data.
Thanks for the pointers and the info!
I've done started so many StJ toons and deleted them, I'm starting to think of doing it again, wondering if I should got /SR instead of /SD now. Hmmmmmm. . . . .anyone with advice on which /SR or /SD? -
Actually you're probably over thinking it.
SR performs pretty well, especially when you support it with a self heal such as aid self.
As long as you are at the softcap for regular game play (45%) you'll be fine. In itrials you'll have so many buffs you spend most of the time over the softcap for itrails anyhow (59%). You could build to get as close to the softcap for itrails if you wanted, but then most of the time the buffs you have are not as useful during the itrails.
It's not that bad when you begin itrails and of course, becomes much much easier when you begin accumulating your level shifts. The alpha question is always pretty simple. It just boils down to what you need. Do you need more endurance, accuracy, recharge, or damage? I think the typical answer for scrappers tends to be recharge followed by endurance and trailing with damage.
As for lore, there's no particular pet that really makes that much difference in relation to SR. You'll still want to go a high damage pet route like cimoreans or warworks.
Best thing you could do, and you're already doing that, is getting aid self. You survivability increases by a large amount after you get that. -
Quote:It's extremely useful.Is the ToE proc that useful? In general, I don't like chance procs unless they're in toggles or passives. In this case, the proc will "save" me 11.5 end every for every ~5 activations, but slotting another Golgi I will save another 20 end guaranteed in those same 5 activations, plus the stronger healing. Is there something I'm missing?
Look at it this way. When you slot Dark Regeneration as a heal rather than an attack (I'm not sure why you'd want to do the latter since you should be using it only as needed) you have more than enough room to put in the ToE proc. Typically when you are going to need the Dark Regeneration is in those large groups or occassionally against an AV if you take a large hit.
The idea behind the proc is that you can sometimes negate the cost of the heal completely and on many occassion actually increase the amount of endurance you have, especially in a large group. Of course the key to making this effective is ensuring that you still have a fair bit of accuracy in Dark Regeneration (Or at the very least good global accuracy bonuses). If you miss most of the targets around you the proc won't fire very often. You have to remember that dark regen must hit it's target. If you overall accuracy is low you'll find the power less and less useful as you get into higher content where you're almost always facing mobs of a higher level.
Like I said it's a useful tool if you build to make it effective. If you find that you can't or don't want to do that. Do whatever you feel is best for your build. Just keep in mind your ED caps for slotting efficency. -
Quote:This reminds me of when I say the Wolverine: Origins movie. A couple of my friends were bickering about the movie and they were completely in disbelief that it would be possible for someone to intercept a bullet with a sword and neatly cut it in two.Congratulations! You are so well informed that you can't suspend your disbelief and relax when you're talking about a game universe where people can fly unsuspended! You have earned the achievement 'Ruins Your Own Fun!'
The whole time they were bickering I was thinking, "There were people that could regenerate horrendous wounds, teleport, and all kinds of other unbelievable things, but it was the cutting in twain of a bullet that had them in disbelief"
It's funny the things that people choose to fight their battles about when it comes to the suspension of disbelief. -
I was wondering if anyone had any experience with this. I've been considering a DB/SR scrapper just for fun, but I've tried DB characters before and always worked with the combos which I absolutely just did not like.
However, the attacks seemed to be fairly good with a good mixed of ST and AoE attacks (even though two are cones)
I was curious if the damage output is considered good enough on DB to perform well without the regular use of combos? -
Good post, thank you.
I'm certainly looking forward to blaze now.
I'm really liking how fast the combination feels. All my low level attacks animate quickly and recharge quickly as well. I'm actually burning through my end bar pretty quickly. Domination is turning out to be a great tool at low levels, especially as secondary endurance bar. -
Ok, so I haven't played a character outside the scrapper/brute/tank circle in a long time. I've been trying to find a character that I really like that feels and plays differently than those classes, but at the same time after trying a controller and a corrupter I wasn't too happy.
I really ended up like fire on the corrupter, but not the corrupter himself. The controller was just too far away from what I normally like, but on a Dom I can get a nice mix of melee and ranged attacks and still play the fire set I like.
I also solo a lot and time and time and time again I read that Mind/Fire is a particularly good way to go if you solo.
So, I know I'm going to try Mind/Fire and that I'm going to be working out a build in mids.
I just wanted to get some general opinions on the two sets. What are must have powers, what are lack luster, which are ok, but skippable, etc.
I don't know these powers very well so any opinion is one worth reading. I mean for example, I have no real opinion on the usefulness of telekinesis or whether terrify is worth picking up and why or whether my endurance consumption is going to require consume or anything like that.
Thanks for taking the time to read and any posts that you may leave behind.