-
Posts
375 -
Joined
-
Quote:Your stealth is not maintained when you attack, period. I even tested this with energy cloak to make certain.I monitor my PvE Stealth Radius to see if Super Speed's stealth was suppressed by Fury Notification - the 35' stealth radius remains active at all times. I said this back in the EA changes thread and quite frankly I'm tired of repeating it.
If you're tired of repeating it, stop. Because you're wrong. End of my discussion with you. -
Now when you do receive a defense debuff is only your defense affected or is your defense debuff resistance lowered as well?
Look at my /SD build and my /SR build my /SD build has 91.4-94% DDR depending on how I slot and my /SR build has 96.1% DDR.
If DDR doesn't drop when debuffed I feel much much better about the efficacy of these sets for my purposes. -
Quote:Good grief, no. If you're going to present an argument you could at least do it with a modicum of courtesy.Wrong. The Stealth remains at all times - your character becoming visible is simply the devs reacting to people who wanted to see their character.
I'm not even talking about visuals. I'm, specifically, talking about the effect of stealth. When you attack the concealment is suspened via supression. If you were to immediately run into another mob after attacking that other mob would aggro on you, because you are no longer stealthed. The only thing maintained in this power after discovery is the defense bonus. Once combat ends and a sufficent period has passed (Not sure how long it takes) the stealth (concealment) portion of the power takes place again.
The visual has absolutely nothing to do with anything I was speaking about. -
Quote:Yes, that's exactly what I said. Other than SoW being affected by recharge, I knew you could use recharge enhancements and it wasn't affected by haste, didn't realize it wasn't affected by -recharge as well.I would not even count Resurgence as far as being crucial to the set's success, and Strength of Will is unaffected by Recharge buffs or debuffs of any kind, IIRC. Unless you get detoggled and then have to eat a bunch of Recharge debuffs (which would only turn off Rise to the Challenge), I would say Recharge debuffs have a nearly zero effect on Willpower's success (not counting mitigation provided by whatever Primary).
-
I'm still getting the hang of my SS/FA, but I don't see how you handle large groups of cimoreans and their huge amounts of defense debuffs.
I only sit at 32.5% s/l and large groups of cimoreans rip through me pretty quickly when I'm the sole center of attention. Even with healing flames and mitigation from footstomp I find them to be a challenge at +0/8
How do you manage these groups? -
Quote:I agree with you completely.I would agree... and yet, the last character I made was a DM/Regen
/WP and /Regen don't have similar playstyles at all (even though /WP seems to be a remake of /regen). /WP has only the T9 as a clickie, while /Regen is all about the clicks.
/Regen definitely isn't a horrible set, though. /WP can just be IOed out fairly easily to have incredibly all-around performance.
It's the clickable nature of regen that really is it's core weakness though. Without recharge debuff resistance a very crucial part of regen's mitigation is seriously compromised. The unforunate thing is that -recharge is a very common debuff.
All of regen's heals, top tier powers (MoG, Shadow Meld, IH), even mitigation from the primary set such as knockdowns, stuns, etc are significantly hindered by -recharge. WP doesn't suffer any effect on the secondary side from -recharge other than strength of will and resurgance which aren't crucial powers to the secondaries' success. -
I'm not going to bother even discussing slotting other than saying I compare both sets fully slotted to the best of their abilities and without incarnate abilites taken into consideration.
Just comparing two builds I made one KM/Regen and another Claws/WP.
With IH on the build reaches 161 hp/sec which is very nice and out of the reach of WP to attain. Dull pain is included.
The recharge in this build is IH at 198 second with 90 second duration, which means that the level of regen is up less than half of gameplay not including -recharge or +recharge bonus other than from hasten and IOs.
Without IH the passive regen is at 64 hp/second
Now looking at a WP
The build I have has WP at 61.4 regen with just one target in range on RTC. It's not often you're fighting with a solitary target in range and I usually judge my base as 2-3 targets in range. With just 3 targets in range the regen goes up to 70.4 hp/sec
And with RTC fully saturated with 10 targets which happens frequently especially on TF/SFs and trials regen goes to 102.7 hp/sec
Even if you completely maxed out the regen potential (Ignoring dimishing returns as much as possible) for both regen and willpower the numbers would still be relatively within the same distance of each other.
69 hp/per second difference in regen for 90 seconds provides no significant advantage to regen over willpower by any means. I'll take the easy to softcap s/l defense, 50% s/l resist and adequate other resists, and "near" IH regen capability without a duration or recharge time.
Paired with the -to hit from RTC and the -to hit from dark attacks, I think WP is a far more solid choice as a secondary. -
Quote:That's because the effect is suppressed by the stealth in energy cloak. This is a good thing though, since you'd have to contantly toggle off entropic aura to get the benefit of the stealth from energy cloak due to the taunt placed in entropic aura.I have been looking for a discussion of this I am playing a kinetic energy brute
So far going great to 25. The entropic aura change is
Really a nice change makes the set really zing
Like a mini hasten most times.
One odd thing description days buff for enemys near by
But registers 8.5 when alone combat info shows a buff of 5 and 3.5
Then goes up in groups. I imagine it was added to give a bit of increase for running it
But if you turn on emery cloak it goes away only to come back when you attack?
Anyone else seeing this ?
Looking forward to energy drain
The stealth component is broken and supressed when you attack which allows the other components of entropic aura to operate. -
I've got to be honest, that while DM is a great choice for single target damage, a nice self-heal in your attack chain, and a to-hit wrapped in all your attacks, I would not pair it up with regen unless you're absolutely certain you just want regen as your secondary.
willpower can provide you all the things that regen can without all the downside and is still greatly supported by DM with siphon life as an active heal. The passive levels of regen are much much better with willpower and a full saturated rise to the challenge provides instant healing levels of regen without having to worry about it wearing off or waiting on a recharge time.
It's something to consider before you go through the effort of leveling the character, if you have not done so already. -
The thing that really deters me about regen as a strictly pve player is tha massive presence of -recharge abilities in the game.
I have to say that regen's passive regen with its minor resists and lack of defense is behind the curve enough after you IO it out and gather some defenses. The defenses that you do have are easily mitigated due to the lack of defense debuff resistance and then the resistance that you do get is a pitance at 30% s/l and much less in everything else.
Add to the fact that your main form of damage mitigation is healing through reconstruction and dull pain (if you aren't already using it as a +max hp buff/regen boost) and how much -recharge effects that mitigation.
Then other tools that help make regen more survivable such as MoG and Shadow meld are on such short durations with their recharge rates amply affected by -recharge as well.
That leaves you with hoping you have some form of mitigation in your primary set such as knockdowns, stuns, etc. which are greatly affected by -recharge as well.
Just choosing willpower over regen already puts you ahead of the curve when comparing it to regen. After you IO and gather incarnate powers your capability for survival is factors higher than regen.
As much as I like regen and the concept of it, I just don't believe it perfroms as well as other sets. It can do a lot of things, but the other sets just seem to do so better, especially if you compare it to willpower. -
Alright, thanks for clearing that up.
I can get my scrapper to around 56-57% reliably on her own, but I suppose I'll typically be over the softcap with buffs at that point. -
I was curious to what the softcap is for incarnate trials for defense?
I've seen many different threads on it says 55%, 58%, and 59% ,but I haven't seen a consensus on it, so I'm confused on what the actual softcap is.
I'm trying to build my DM/SR scrapper so they are at or near the softcap for incarnate trials all the time, but I'm not 100% certain which value is the correct one. -
I guess the build is either really good or really really bad.
-
-
Quote:Yup, you can combine them up to 50++Oh yeah I know, just giving examples on how it can go theoretically higher than 95%. Anyway Santorican said how it's done without overslotting, 52+ HOs. I don't even know how to get these, do you combine HOs? I only have HOs on my Mind/Emp (3 tohit/rech/def on Fort) so I never messed much with them.
-
-
-
Quote:Know any of these level 1 boss maps ID numbers?Low level bosses are best for low damage no AoE characters. A boss is worth about 10 minions worth of exp and a level 1 boss has about 5 minions worth of HP. So the breakpoint is 6 minions. If you can kill 6 minions as fast or faster than 1 boss then fight the minions.
In my experience level 1 boss maps work for low level defenders, corrupters, controllers and tanks. All others should focus on AoE. As postagulous said, same old same old without the rez. -
Quote:Indeed, KM is a good option when comparing it to claws and still wanting the SD secondary.To me it's been relegated to the "too ugly to play" pile along with Dual Blades, difference between the two is FM might actually be more to my playstyle in general.
The only thing that might make me play it in the end is that they wont let me have claws/shield so if I want another shield alt (already having fire, axe and DM) I might end up choosing KM
Whoever said that KM is a blend of energy melee and claws was extremely accurate in that observation. -
Quote:I can manage to get to around 94%, but that seems to be with over slotting. Maxing out defense on battle agility and then using 4 HO's in active defense double stacked. I can't quite seem to find 95% and I don't think it's possible to have more than a double stack of active defense.How did you manage to get 95% DDR? With 3x Membranes in active defense and all the toggles ED-capped, I could only get 90% DDR.
But it's close enough.
I know, however that once you get to that high end each percentage point is more valuable than the next at that point. I'm just wondering how significant the difference is between 90% and 93-95%. -
Quote:Wow, ok that's certainly more reassuring.Shield Defense can reach the same 95% cap that Super Reflexes can, though it does require the use of HOs and stacking Active Defense.
I had not thought of using HO's, I figured that the DDR portion was not enhancable due to the lack of being able to slot defense enhancements.
Ok, I can see how to get there now. Thank you. -
I was wondering what is the max possible defense debuff resistance that you can get with shield defense.
As far as I know the only powers that add defense debuff resistance are active defense, which in non-enhanceable, and then battle agility which is enhancable.
Are there any other powers that I'm overlooking that add DDR and if you double stack active defense does that also stack DDR from it as well?
Going by the current Mids, it seems that fully enhanced for defense, battle agility adds 35.8% DDR.
When active defense is on that adds another 17.3% for a total of 53.1% or if you can double stack active defense for 70.4% DDR.
I'm not 100% certain how DDR works, but it would seem to me that at 70% or less DDR the set would be extremely vunerable to having it's defense negated due to stacking defense debuffs. As one hits, it becomes easier to put more of those debuffs on.
Are the added resists enough to keep this build from suffering greatly when it's defense is negated? I know SR can reach around 90-95% DDR, but doesn't have near the same resists other than it's scalable resist (which I can't recall what power that is in). -
Quote:Good to know. That means that when you crit the base damage doubles and then the damage bonus percentage is calculated on top of that.Standard crits are bonus base damage, and are fully affected by both enhancements and damage buffs. (This applies to most other crit-like mechanics, including Scourge and Containment.)
Heh, I might be going the wrong route with KM/Regen and should be doing KM/Shield instead.....sounds like an endurance nightmare to me. -
You would think it should since it provides a invincible duration and includes knockback and has a mag 4 stun. I'm not sure if multiple RoTP can stack, but if they do a few of those could break through quite a bit of status protection. Could be pretty annoying at a 15 second duration minus resistances as well.
Carrying breakfrees would kind of stink. However, I'm certain that if it did, the problem would most likely be the same as it was with other rezzes anyhow. -
Quote:Yes, when I said "Do it all" in the original post I really did mean everything possible. I know it is unlikely that there are any character that can do absolutely everything, but I'm sure there are some that come close.You are the one trumpeting that "do it all" means everything.
To be able to do +4/x8 also means that +0/x8 is likewise within capacity. Therefore, when judging whether a character can "do it all," you look to the extreme cases first. Unless, of course, you can demonstrate how fighting +0s is more difficult than fighting +4s.
I imagine if you can take down mobs that are +4/x8 you can easily do +0/1 or anything inbetween.
I'm still trying to find that one character that I feel can solo AVs, have the greatest capacity to survive any TF/SF or trial, solo the ITF (<--- I really want to do that at some point), and be able to farm faster than a snail's pace.
I like to play the game and I do have very bad altitis, but one thing I've never done is develop a character to it's absolute maximum potential and achieve everything that can possibily be done with that character. I'm simply looking to find the right one that can achieve a much higher scale in potential.
SS/FA seems good, but where I'm at right now I still seem to have many survivability issues. I'm currently working on outfitting my warshade with complete IO sets, and I'm also working on a KM/Regen build that seems promising.