Harkness

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  1. I'd go for Super Speed with Combat Jumping with /Dark, but I don't think that picking Flight is undermining a Fire/Dark at all. (Although adding a stealth proc to SF is, as people have said, so easy it's silly not to.)

    However, I strongly advocate that a Fire/Dark go for Mace Mastery: Web Envelope and Scorpion Shield. The former gives you an AoE immob, to hold the mob before pummeling it with fire, and the latter makes the S/L softcap a realistic option.
  2. Quote:
    Originally Posted by BrandX View Post
    Don't give up Piercing Rounds for Petriying Gaze! PR isn't just flashy, it has a nice -resist to stack with all your other debuffs.

    My Dark/Sonic/Dark does just find without PG. I don't see why a DARK/DP would be any different.
    */Sonic doesn't have a hold, */DP does.

    If a Dark/DP Def has both Swap Ammo and Suppressive Fire, PG lets them double-up on that hold and start locking down AVs.

    It's definitely an option worth considering for a Dark/DP.
  3. Powers:
    Your power selection is 90% fab, and 10% odd. IIRC, I think Pistols is your highest ST DPA attack, so skipping it is an odd choice.

    I also wouldn't go to the effort of having both Swap Ammo and Suppressive Fire to get the Hold, and then skip out on Pet Gaze. PG is a nice ST hold, and with SA+SF, you could be holding most AVs.

    I'm not a huge of Power Sink, esp. without any real Melee Def. I suppose you might be using it around HoB, but entering/staying in Melee is an unnecessary risk for this build.

    Personally, I'd opt for Mace Mastery over Mu, claim the Scorp Shield and aim for the SL softcap. You can also grab Web Envelope (AoE immob), or Focused Accuracy (never miss) or Web Cocoon (a third ST hold). WebE and WebC both cause redraw though.

    Slotting:
    You're breaking the Rule of Five on your 9% Accuracy bonuses. It's not that unusual to hit that one, but it's worth noting.

    You've built for... I don't know. Some Ranged Def, some other kinds of Def, but nothing coherent.

    You've ignored Shadow Fall's Def, which is a shame. If you take the Def IO from CJ and put a Def/End in Shadow Fall, you get better Def and save yourself some Endurance.

    In order for the Numina to trigger, you'll have to use TG every 120 seconds. The Numina would be better in Health, where it will auto trigger.

    The bonuses from 6 Lockdowns would be better than 4 LDs and 2 BGs. Alternatively, slot 4 BGs for a great Recharge bonus.

    Howling Twilight should have its Recharge in yellow or red ED. If you want to ignore the full effect of the stun, that's fine, but don't ignore the massive Regen debuff.
  4. I tried DP/NRG, but realised I wasn't using NRG.
    I tried DP/MM, but realised how much my Fire/MM outshines it.

    So I tried a DP/Kin... mmm, just right.
  5. Quote:
    Originally Posted by Silas View Post
    He gets on my nerves on TFs a lot of the time because he either can't keep up or gets cut in two. Enough that I don't bother summoning him if we're speeding the TF.

    I wouldn't ever drop him though, any time where you'll be around for any meaningful time period (more than like 30s) he's awesome.
    As a source of distraction, Fluffy can be fab on speed TFs. For example, dropping him in front of the surging nictus when you're leading the oracle to the altar on a speed ITF, or in front of an cyst ambush, or...

    Okay, so using him as cannon fodder is totally evil, but my Dark/Dark is a Corr
  6. Quote:
    Originally Posted by SentinelSeven View Post
    I have to disagree about the animations. I really hope the devs create an alternate set of animations for DP. It is somewhat cool that they seem to be based on the moves in Wanted, but I found them to become quickly annoying. They also don't fit well into a Punisher type character. Unless of course he is "Metrosexual Punisher". I would prefer something less flamboyant for a DP merc character.
    I think Equilibrium has the most to blame, but yes, there needs to be a better selection of animations and weapons. Unfortunately, I half-expect the answer to "I want a more serious motif" to be "play AR then" .
  7. Quote:
    Originally Posted by Airhammer View Post
    I have a crab and its built right now as an AOE Damage machine, which is a lot of fun, but I am thinking of an alternate build that is more " TANKY "
    It depends on what you mean by "tanky". Do you mean "high survivability" or "can grab the aggro and hold onto it, keeping aggro off the squishes while fights go on" ?

    If you mean the latter, you'll need the Presence pool, and - from what I've read on the forums - you'll still have a hard time holding aggro.

    If you mean the former, aim for the Ranged softcap and get Serum as close to perma as possible. Those two can be aided by your pets and the KB of Frag Grenade to keep you alive as much as possible.

    In general, I'd aim for smooth ST and AoE chains, and skip powers that cause redraw (e.g. switching between your gun and your arms, switching between either of those and the PPP Mace, etc.)

    I use the build below. It doesn't hold aggro, but it can happily run off and solo the shadow cysts in an ITF. Farming Cim walls is laughably easy.

    Serum is perma. Mu powers cause no redraw, and there's something delightfully "dark Jedi" about following up red blasts with red lightning.

    The Miracle Proc might be a bit excessive, but after dealing with some earlier Endurance issues, I wanted to be sure that End would never be a problem again, and it's not!

    I have seen builds that ignore all pets and use Weave instead of Maneuvers, but given my use of pets, Maneuvers makes more sense for me solo as well as on teams. The Weave route does give you access to Tough (and hence more S/L Res), but I find that the mitigation caused by five pets drawing their own aggro, as well as doing their own damage, leads to me getting hurt less and the enemies dying more quickly.

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SoA Build: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun
    • (A) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (7) Decimation - Accuracy/Damage
    • (13) Decimation - Chance of Build Up
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Longfang
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance
    • (11) Thunderstrike - Damage/Recharge
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Suppression
    • (A) Ragnarok - Chance for Knockdown
    • (9) Ragnarok - Accuracy/Recharge
    • (9) Ragnarok - Accuracy/Damage/Recharge
    • (23) Ragnarok - Damage/Endurance
    • (31) Ragnarok - Damage/Recharge
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense/Endurance
    • (17) Red Fortune - Defense/Endurance
    • (17) Gift of the Ancients - Defense/Endurance
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    • (15) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Damage/Recharge
    • (37) Positron's Blast - Chance of Damage(Energy)
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Numina's Convalescence - Heal
    • (19) Miracle - +Recovery
    • (23) Regenerative Tissue - +Regeneration
    • (46) Miracle - Heal
    Level 20: Frag Grenade
    • (A) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Damage/Endurance
    • (21) Positron's Blast - Chance of Damage(Energy)
    • (34) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Accuracy/Damage/Endurance
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Stamina
    • (A) Performance Shifter - Chance for +End
    • (25) Performance Shifter - EndMod
    • (25) Endurance Modification IO
    Level 26: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 28: Fortification
    • (A) Titanium Coating - Resistance
    • (29) Titanium Coating - Resistance/Recharge
    • (29) Titanium Coating - Endurance
    • (39) Titanium Coating - Endurance/Recharge
    • (40) Titanium Coating - Resistance/Endurance/Recharge
    • (40) Titanium Coating - Resistance/Endurance
    Level 30: Serum
    • (A) Numina's Convalescence - Heal/Recharge
    • (31) Numina's Convalescence - Heal/Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (34) Miracle - Heal/Recharge
    Level 32: Omega Maneuver
    • (A) Positron's Blast - Accuracy/Damage
    • (33) Positron's Blast - Chance of Damage(Energy)
    • (33) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Positron's Blast - Damage/Range
    Level 35: Summon Spiderlings
    • (A) Call to Arms - Accuracy/Recharge
    • (36) Call to Arms - Accuracy/Damage
    • (36) Call to Arms - Damage/Endurance
    • (36) Call to Arms - Accuracy/Damage/Recharge
    • (37) Call to Arms - Endurance/Damage/Recharge
    • (42) Call to Arms - Defense Bonus Aura for Pets
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Damage/Endurance
    • (39) Expedient Reinforcement - Accuracy/Recharge
    • (39) Expedient Reinforcement - Accuracy/Damage
    • (43) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (45) Expedient Reinforcement - Endurance/Damage/Recharge
    • (45) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 41: Mu Lightning
    • (A) Devastation - Accuracy/Damage/Recharge
    • (42) Devastation - Accuracy/Damage/Endurance/Recharge
    • (42) Devastation - Damage/Recharge
    • (43) Devastation - Chance of Hold
    • (43) Devastation - Accuracy/Damage
    Level 44: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (46) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Endurance
    Level 47: Static Discharge
    • (A) Detonation - Damage/Endurance/Range
    • (48) Detonation - Damage/Recharge
    • (48) Detonation - Damage/Range
    • (48) Detonation - Accuracy/Damage/Endurance
    • (50) Detonation - Accuracy/Damage
    Level 49: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



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  8. Quote:
    Originally Posted by EvilRyu View Post
    I wanted to get some opinions on Dual Pistols. I only got a chance to test the corrupter version when I was on test. My question for you all is this of the 3 AT who do you think gets the most out of DP just using the DP set, who gets the most out of DP when paired with primary and secondary? Who will have the easiest time solo? Who will contribute the most in a group?
    "Just using the DP set", Blasters get the most of it. The higher debuffs for the others can't compensate for the Blaster's AT damage mod or for Defiance. However, given DP's lackluster DPS, I think Blasters will be the most disappointed with the set.

    Using both Primary and Secondary, and not just DP, I think Corrs are faring the best.

    Blasters and Corrs can easily S/L softcap, so I'd consider both of them to have an easier time of it solo. I find the potent de/buffs on Corrs easier to solo with than the Blaster secondaries, but that's my play-style.

    Who is the best in a team? The one with the best player behind it. I think there's a few good combinations, but their effectiveness will come down to the player and what a team needs more than any special synergy between DP and something else.

    Quote:
    Originally Posted by EvilRyu View Post
    I was thinking of going DP/Kin on a corrupter so that in groups the damage will be high and you get scourge. I was also thinking about DP/NRG for the extra range because I dont think DP will kill fast enough like the other sets do to stay alive at range. Or possibly DP/MM so that I can at least use drain psyche right before the tier 9 so that I have a chance to live thru it as a blaster. If I do the set as a defender I was thinking Cold or Traps/DP for the good resists debuffs for grouping. What do you guys think. At this point there are just too many possible choices for this that make it too difficult to choose.
    I didn't enjoy DP/NRG. I found myself mezzed with two slow-recharging ranged attacks and an impotent melee attack (since I wasn't in melee) too many times. I do see the appeal of a Secondary that you can dip into for a few buffs and then stick to your Primary for the main battles (that's why I tried the pairing), but I don't think the combo should be the FotM that it is.

    I began a DP/MM, but quickly abandoned it. Not because it sucked, but because I already had a 47 Fire/MM that was so obviously always going to outshine the DP/MM, that I didn't see the point.

    The one I'm sticking with is a DP/Kin Corr. Kin helps bring the slow recharge and lower DPS of DP into a place where you forget that it has either of those problems.

    One possible reason to switch that to a Kin/DP Defender would be aggro. Between the AoEs, debuffs, and then FS, my Corr regularly stole aggro off of the Brutes and then face-planted a second later.

    This isn't so much of an issue now I'm looking at S/L softcapping, and it's almost irrelevant in co-op teams with true Tanks, but Defs always do less damage and can level up alongside Tanks from the start, so aggro-theft is much less of an issue. A Kin/DP Def would definitely be weaker at 50 than my DP/Kin Corr, but I might have enjoyed the journey a whole lot more if I hadn't spent as much time on the floor.
  9. Quote:
    Originally Posted by Scene_EU View Post
    Not having played a blaster at all before [...]
    Now, I generally solo quite a lot, mainly to adapt to a new AT style of play, but also because I like to control the speed I play at - teaming doesn't generally give you that option much . With this AT though, I realised it was going to have to be more of a team player to ensure better survival odds.
    I think this is a mostly-great build, although Endurance is going to be a major issue, even with Consume.

    I'm guessing that you're hover-blasting, given your power selections?

    You're over the hard-cap on Resistance, so you can remove some slots there to hit 75% instead of 86-95% (which you're not actually seeing anyway).

    Personally, I don't like investing enough to reach 15-25% Def and not take it further, so I'm not a huge fan of Weave and the Oblits as they stand. I'd either aim for softcap(s) or avoid the end-drain of Weave.

    If you're looking for some more survivability, I'd suggest Bonfire over Burn. I'd also skip Char unless you plan to support it with Suppressive Fire's Hold.

    I think you'll find the powers more effective and easier to use with a SS+SJ approach (and S/L softcap) rather than hover-blasting (and Ranged softcap), but YMMV.

    Alternately, skip the Def approach entirely, get Hasten, and look for Recharge.
  10. Harkness

    Fire/MM

    Take a look at the recent threads on Fire/MMs. There have been a few nice builds in there. Two major problems that I can see with your build:

    1. Build for one kind of Def: Either get S/L to 45%, or Ranged to 45% with AoE to around 30%. Slotting up Frozen Armour and then getting a bunch of Ranged Def set bonuses is inefficient.

    There's examples of S/L and Ranged softcapped builds in the last two threads on Fire/MMs.

    2. Mezzed attacks: When mezzed, you can still unleash your three most-basic attacks. With a strong recharge, you can even turn Flares and Fire Blast into a chain without Subdual. However, you skipped Fire Blast and underslotted both Flares and Subdual, leaving you almost useless when mezzed

    HTH.
  11. My build is somewhat similar. Aoe and ST attack chains are smooth, and Serum is perma (hasten almost is, but there's no need for more recharge in this build).

    I've traded some Accuracy for a little bit more Def on the Melee and AoE Positionals, some more End breathing room, and almost doubled the Regen (28 HP/s vs 14).

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SoA Build: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun
    • (A) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (7) Decimation - Accuracy/Damage
    • (13) Decimation - Chance of Build Up
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Longfang
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance
    • (11) Thunderstrike - Damage/Recharge
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Suppression
    • (A) Ragnarok - Chance for Knockdown
    • (9) Ragnarok - Accuracy/Recharge
    • (9) Ragnarok - Accuracy/Damage/Recharge
    • (23) Ragnarok - Damage/Endurance
    • (31) Ragnarok - Damage/Recharge
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense/Endurance
    • (17) Red Fortune - Defense/Endurance
    • (17) Gift of the Ancients - Defense/Endurance
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    • (15) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Damage/Recharge
    • (37) Positron's Blast - Chance of Damage(Energy)
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Numina's Convalescence - Heal
    • (19) Miracle - +Recovery
    • (23) Regenerative Tissue - +Regeneration
    • (46) Miracle - Heal
    Level 20: Frag Grenade
    • (A) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Damage/Endurance
    • (21) Positron's Blast - Chance of Damage(Energy)
    • (34) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Accuracy/Damage/Endurance
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Stamina
    • (A) Performance Shifter - Chance for +End
    • (25) Performance Shifter - EndMod
    • (25) Endurance Modification IO
    Level 26: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 28: Fortification
    • (A) Titanium Coating - Resistance
    • (29) Titanium Coating - Resistance/Recharge
    • (29) Titanium Coating - Endurance
    • (39) Titanium Coating - Endurance/Recharge
    • (40) Titanium Coating - Resistance/Endurance/Recharge
    • (40) Titanium Coating - Resistance/Endurance
    Level 30: Serum
    • (A) Numina's Convalescence - Heal/Recharge
    • (31) Numina's Convalescence - Heal/Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (34) Miracle - Heal/Recharge
    Level 32: Omega Maneuver
    • (A) Positron's Blast - Accuracy/Damage
    • (33) Positron's Blast - Chance of Damage(Energy)
    • (33) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Positron's Blast - Damage/Range
    Level 35: Summon Spiderlings
    • (A) Call to Arms - Accuracy/Recharge
    • (36) Call to Arms - Accuracy/Damage
    • (36) Call to Arms - Damage/Endurance
    • (36) Call to Arms - Accuracy/Damage/Recharge
    • (37) Call to Arms - Endurance/Damage/Recharge
    • (42) Call to Arms - Defense Bonus Aura for Pets
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Damage/Endurance
    • (39) Expedient Reinforcement - Accuracy/Recharge
    • (39) Expedient Reinforcement - Accuracy/Damage
    • (43) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (45) Expedient Reinforcement - Endurance/Damage/Recharge
    • (45) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 41: Mu Lightning
    • (A) Devastation - Accuracy/Damage/Recharge
    • (42) Devastation - Accuracy/Damage/Endurance/Recharge
    • (42) Devastation - Damage/Recharge
    • (43) Devastation - Chance of Hold
    • (43) Devastation - Accuracy/Damage
    Level 44: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (46) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Endurance
    Level 47: Static Discharge
    • (A) Detonation - Damage/Endurance/Range
    • (48) Detonation - Damage/Recharge
    • (48) Detonation - Damage/Range
    • (48) Detonation - Accuracy/Damage/Endurance
    • (50) Detonation - Accuracy/Damage
    Level 49: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  12. My build is somewhat similar. Aoe and ST attack chains are smooth, and Serum is perma (hasten almost is, but there's no need for more recharge in this build).

    I've traded some Accuracy for a little bit more Def on the Melee and AoE Positionals, some more End breathing room, and almost doubled the Regen (28 HP/s vs 14).

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SoA Build: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun
    • (A) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (7) Decimation - Accuracy/Damage
    • (13) Decimation - Chance of Build Up
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Longfang
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance
    • (11) Thunderstrike - Damage/Recharge
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Suppression
    • (A) Ragnarok - Chance for Knockdown
    • (9) Ragnarok - Accuracy/Recharge
    • (9) Ragnarok - Accuracy/Damage/Recharge
    • (23) Ragnarok - Damage/Endurance
    • (31) Ragnarok - Damage/Recharge
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense/Endurance
    • (17) Red Fortune - Defense/Endurance
    • (17) Gift of the Ancients - Defense/Endurance
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    • (15) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Damage/Recharge
    • (37) Positron's Blast - Chance of Damage(Energy)
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Numina's Convalescence - Heal
    • (19) Miracle - +Recovery
    • (23) Regenerative Tissue - +Regeneration
    • (46) Miracle - Heal
    Level 20: Frag Grenade
    • (A) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Damage/Endurance
    • (21) Positron's Blast - Chance of Damage(Energy)
    • (34) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Accuracy/Damage/Endurance
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Stamina
    • (A) Performance Shifter - Chance for +End
    • (25) Performance Shifter - EndMod
    • (25) Endurance Modification IO
    Level 26: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 28: Fortification
    • (A) Titanium Coating - Resistance
    • (29) Titanium Coating - Resistance/Recharge
    • (29) Titanium Coating - Endurance
    • (39) Titanium Coating - Endurance/Recharge
    • (40) Titanium Coating - Resistance/Endurance/Recharge
    • (40) Titanium Coating - Resistance/Endurance
    Level 30: Serum
    • (A) Numina's Convalescence - Heal/Recharge
    • (31) Numina's Convalescence - Heal/Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (34) Miracle - Heal/Recharge
    Level 32: Omega Maneuver
    • (A) Positron's Blast - Accuracy/Damage
    • (33) Positron's Blast - Chance of Damage(Energy)
    • (33) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Positron's Blast - Damage/Range
    Level 35: Summon Spiderlings
    • (A) Call to Arms - Accuracy/Recharge
    • (36) Call to Arms - Accuracy/Damage
    • (36) Call to Arms - Damage/Endurance
    • (36) Call to Arms - Accuracy/Damage/Recharge
    • (37) Call to Arms - Endurance/Damage/Recharge
    • (42) Call to Arms - Defense Bonus Aura for Pets
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Damage/Endurance
    • (39) Expedient Reinforcement - Accuracy/Recharge
    • (39) Expedient Reinforcement - Accuracy/Damage
    • (43) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (45) Expedient Reinforcement - Endurance/Damage/Recharge
    • (45) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 41: Mu Lightning
    • (A) Devastation - Accuracy/Damage/Recharge
    • (42) Devastation - Accuracy/Damage/Endurance/Recharge
    • (42) Devastation - Damage/Recharge
    • (43) Devastation - Chance of Hold
    • (43) Devastation - Accuracy/Damage
    Level 44: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (46) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Endurance
    Level 47: Static Discharge
    • (A) Detonation - Damage/Endurance/Range
    • (48) Detonation - Damage/Recharge
    • (48) Detonation - Damage/Range
    • (48) Detonation - Accuracy/Damage/Endurance
    • (50) Detonation - Accuracy/Damage
    Level 49: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



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  13. Several recent TFs and this past DXP weekend reminded and underscored to me the difference between a typical Tank and a typical Brute. They're very different animals, for their team-mates as well as themselves.

    As a squishy, I can depend on a typical tank to hold aggro and remain alive far, far, far more than a typical brute.

    Brutes pose a much stronger threat to Scrappers since they're tougher and their inherent can lead to higher DPS than a Scrapper's.
  14. Quote:
    Originally Posted by Leo_G View Post
    Why do so many go with /MM? I mean, I can sort of understand /devices for a natural/tech feel and /EM because EM goes with anything...but I've seen so many /MMs now and during beta...?
    */MM is probably FotY for Blasters. It has AoE, mitigation, Build Up, a crash-less nuke, and one of the best Recovery powers in the game.

    For a ranged Blaster, is there a better Secondary?
  15. My biggest impression of the set is that the DPA is meh. A cursory look at the actual numbers seems to support this, as well as the general consensus on these boards.

    A large part of this seems to be how long the powers take to activate, which has the additional problem of rooting you. I very quickly discovered that it was hard to use the typical CJ tactics of staying out of melee and at ranged because you'll spend 90% of any fight completely rooted to the spot.

    Using Flight (the other way to stay at ranged) with DP looks daft to me.

    DP is also fairly end-hungry. I haven't checked the numbers, but the DPE feels off to me.

    In any case, DP won't be winning any awards for the best ST or AoE damage, and it's not heavy debuff set. It is, however, quite pretty and the animations are great fun to watch. I'd be in support of more sets like this (even with the increased rooting time), if only that long animation and rooting were compensated for with more damage (or some other mitigating effect).

    I'd expect most DP players to want to keep as many DP powers as possible, not only to avoid redraw, but because there's not a lot of point to the set if you're not enjoying the gun-kata / pistol-fu aspect.

    Because of my desire to focus on DP and some of the advice from the Beta, I started with a DP/EM Blaster, but I found EM to be a fairly poor fit.

    Initially, it had its merits: Power Thrust let me shove anything getting too close back towards the melee people, Build Up turned DP into a decent-damage set, but from there the fit started to fall apart on me.

    Pistols and Dual Wield, like most of DP, have a long-ish recharge, and I like a smooth chain on my mezzed Blasters. Pistols and DW alone don't come close to that, and Power Thrust was only relevant if an enemy got into melee. That was a major problem for me.

    The rest of EM had little to offer: a series of impressive ST melee attacks, but nothing to keep you alive during them, or to avoid the inevitable mez halfway through your attack chain.

    DP is end-heavy, but without the sorts of spikes that make Conserve Power useful. Many of my characters run tight on End during AV fights, when all toggles are running and an ST chain is constant, but I wasn't experiencing End problems with my DP's ST chain; it was problems with the AoE chains. So, for my playstyle, CP's help on my Endurance would be erratic, rather than finding a better solution (i.e. End-Red and End-Mod elsewhere).

    Power Boost only applies to Suppressive Fire in DP, so... meh. Boost Range isn't really needed; while it's a nice push for Empty Clips and Executioner's Shot, the mob will still probably be able to run up to you during your rooted animations.

    Ultimately, I could only see the mix working well on a S/L softcapped build, but for my own concept reasons, I didn't want to have Frozen Armour on my DP/anything.

    Since DP could never compare to the raw DPS of my other Blasters (both my Fire/Fire and Fire/MM humiliate it in terms of ST and AoE DPS), I opted for a mix of support and damage, and looked at Corruptors and Defenders.

    The biggest problem with those ATs seemed to be picking a pairing that wouldn't generate too many redraw issues, i.e. where I'd fire off a bunch of de/buffs and then stick to DP for most of the fight. I also wanted to avoid sets that would obscure the DP animations, since that was a large part of why I was playing it (so Storm and Dark were out).

    I eventually went for Kinetics for several reasons: Siphon Speed helps with the slow recharge of DP, Siphon Power and FS improve its mediocre damage to reasonable (even impressive) levels, Speed Boost is a team-multiplier, and Transfusion and Transference are great debuffs and top-up powers.

    I opted for a Corruptor due to the higher damage, the fact I could S/L softcap, and therefore really enjoy the full benefits of both sets.

    As for the DP set itself:

    Given the -Def added to Lethal, I'm underwhelmed with Swap Ammo. Fire ammo might edge out all-lethal in terms of solo DPS, but if you're playing in a team, then the -Def seems to be more effective.

    The only decent argument I've seen for Swap Ammo (beyond fun) seems to be for turning Suppressive Fire into a Hold, but you'd have to also look for a PPP Hold to make that investment worthwhile. 3 powers for an ST Hold is quite a commitment, particularly on a low DPA set. With other combinations, I can see this being a good investment, but not with the Kinetics pairing.

    Suppressive Fire also feels completely skippable to me as a DP/Kin. It can be useful in the lower levels, esp. solo, but a PPP AoE immob is a lot more useful for my playstyle in the upper levels.

    I like the other seven powers just fine, and, with the aid of FS and Siphon Speed, can maintain a respectable ST or AoE DPS.
  16. Harkness

    Reflection

    I really enjoy the respec at 24. I enjoy being a generic SoA until the moment of specialisation.

    Although since they're unlocking VEATs at 20, it does seem a bit daft that you'd have to play one to 24 before "unlocking" the VEAT as a Bane/Crab or Night/Fortuna.

    I don't really pay attention to the storylines because I usually find them pretty weak, so I only knew there was something to dislike because of the complaints of other players. I'd like for there to be a stronger story for VEATs, but that's close to a universal problem in my eyes.
  17. Quote:
    Originally Posted by Ben_Arizona View Post
    I don't know about defenders, but /emp controllers can solo just fine, depending on the primary. The same is true of /thermal controllers, and they're actually a bit more solo-friendly thanks to their debuffs. You'll do better on a team, but it's not mandatory.
    I was really thinking of Emp Defenders (since I've played 2 of them and no emp trollers), but I can only see it working well for a troller if you have a pet (or pets) that you can buff. Otherwise, it's still a set mostly looking to improve someone else and I wouldn't opt for it solo.
  18. Quote:
    Originally Posted by NightshadeLegree View Post
    So, is there any powerset that you just won't play?
    -Anything with a lot of KB

    - Anything so team-focused that it cannot solo (Emps, Pain Corrs, Thermals, etc.)

    - Kinetics Defenders
  19. Quote:
    Originally Posted by Blue_Fenix View Post
    Hey, would love some suggestions for something to roll up and rush up to the 20's during double xp.

    Here's my highest of each AT:
    44 Spines/Fire Scrapper
    35 Grav/Kin Controller
    35 Dark/Dark Stalker
    27 Shield/War Mace Tanker (LOVING shield charge, BTW)
    25 Sonic/Sonic Defender
    22 Dark/Thermal Corr
    19 Necro/Thermal MM
    18 Super Strength/Shield Brute
    14 Earth/Energy Dom
    13 Ice/Ice Blaster

    That should show a vague idea of what I like to play the most. Other sets I've messed around with include BS/Regen, DB/WP, Rad/Energy blaster, Rad/Rad def, etc. (yeah, yeah, altoholic here).

    What do you think I might never have played that I'd fall in love with?

    One consideration is at least minimal soloing capability, please, even if it means having two different builds after level 20 or so, that's okay, so long as I can go do an arc by myself now and then without falling asleep. Another idea is that I'd like to maybe do one of the AT's that I haven't gotten to high levels before.

    Finally, I've been thinking about whether there's any solo-friendly builds that are truly Single-Target, that is to say, you'd rather run them on +4/X1 or X2, rather than the -1/X4 or +0/X3 or whatever I see myself doing in the mid levels most of the time with my aoe-centric characters. Is aoe just that much better to build for or what?

    Thanks for all the help. You guys are great!
    My DM/Regen Scrapper is 95% ST and solo-d all of the Oro badges, if that's any indication of how easy it is to solo. DM/SD Brutes currently have the ST cup, and they can tank for teams, so solo is no issue. But you have two SD characters already, so something different might be nice.

    I regard AoE as mob-killing and ST as AV/boss-killing. AoE is obviously better for farming and impressively blowing the hell out of a mob, but the ST-killers will be the ones really tearing into AVs. So it really depends on whether you want to blow up the minions or take down the big boss.

    Given your current characters, I'd recommend a Fire Blast / Dark Miasma Corr.
    They have soft controls, debuffs and great damage, and should be a nice switch from the melee.
  20. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Also, you're crazy... who would want a Melee/Buff-Debuff character when you could play an Assault/Defense character!?! (That's MY wish right there... )
    Mmmm... Fire Blast / Super Reflexes...

    I'd settle for a Defender APP with some mez Protection first though
  21. Quote:
    Originally Posted by Zamuel View Post
    To my understanding, some defense shields actually aid this and can give speed buffs.
    Do you mean IO sets, specifically:
    http://paragonwiki.com/wiki/Gift_of_...ased_Run_Speed ?
  22. Quote:
    Originally Posted by Miladys_Knight View Post
    Asking only the energy blaster to adapt to a team is the same thing as telling the energy blaster not to play.
    I disagree. I've seen NRG blasters handle the more typical "aggro in the middle of nowhere" method of herding quite well. I don't posses that level of skill with KB, but some people do.

    Ironically, your statement about asking the NRG blaster not to play was something I saw fairly frequently during the everyone's-in-AE period. I saw them relegated to little more than door-sitters pretty much every time I played with one (and it felt fairly common at the time).
  23. In the couple of years I've been playing, I've noticed a distinct change in how tanks and teams operate. Tanks herding, or Blasters pulling, to a corner is almost a rarity these days, esp. blueside. However, in those circumstances KB offers a lot to team, keeping the mob in one place and on its back.

    Moving the mob first doesn't happen much these days. The more typical modern technique is for the tank to jump right into the middle of the mob, grab aggro, and then everyone pounds on the mob until it's dead.

    In many PuGs, the tank is lucky if a Scrapper isn't reaching the mob before they are, just to prove how tough they can take an Alpha. Heck, with softcap builds, half of my so-called squishies can separate from main group and solo mobs with a similar "charge right in" approach.

    The AoE fiends like Fire/MM Blasters are going to be screaming (or planning to switch teams) if their mobs keep being scattered by KB.

    There also seems to be a growing focus upon (or just appreciation of) AoE DPS, but there's less -KB immobs being cast than there used to be (it seems like 90% of the controllers I see now are Fire/*, Ill/* or Mind/*; I can't remember the last time I played with a Earth/* and they used to be all over the place).

    Long story short, I think the game's typical play-style has moved away from a point where KB-heavy sets are more of an asset than a liability.

    That changes totally if you're really good at handling the KB (I've seen a few skilled NRGs use the KB to keep mobs bunched up, aiding the AoE fiends), or if your team is prepared to herd/pull into corners or up against walls. If you're not that skilled and the team is typical, I'd expect your KB to be an unwelcome addition.

    The point of the game is to have fun. If you enjoy the challenge of learning how to use your KB effectively, or you have regular friends/SG-mates to team with who will herd/pull, then I think you'll have fun. I think you'll have fun solo too.

    However, if you're spending 95% of your time teaming with PuGs, you'd probably be better off rolling up a Fire/MM or some other AoE monster because the ******** will disappear, the teams will comment on how destructive you are, and that might be a lot more fun for you.
  24. Quote:
    Originally Posted by Prime_Nighthawk View Post
    it's very similar though. I believe the formula is something like

    NetToHit = (InherentAttackAccuracy) * (1 + AccuracyEnhancement) * [ BaseToHit + ToHitBuffs - ToHitDebuffs - (Defense - DefenseDebuffs) ]

    based on this formula, mathematically a defense buff and to hit debuff have the exact same overall effect.

    What's your take? Regardless, I can't see any argument for taking the power pool stealth and slotting for defense when you can take Smoke and get better benefits for your whole team.
    As Ketch points out, a to-hit debuff scales depending upon your opponent, and Def doesn't. Since I play Radiation Emission and Dark Miasma quite a lot, the difference is noticeable to me

    I'd agree with taking it over Stealth, but then I usually only take the Stealth power pool if I'm looking to slot a lot of LotGs

    I don't dislike smoke, but playing a S/L softcapped Fire/kin/stone, I don't ever have time to cast Smoke. I'm too busy killing.
  25. Quote:
    Originally Posted by Warkupo View Post
    Corrupters outclass them in every way. My sole Kin defender is very likely going to become a Corr just as soon as GR comes out.
    I don't think GR will let you change from a Defender to a Corr, just let you be an evil Defender in the Rogue Isles. Unless you meant that you'll recreate, in which nvm.

    Defenders get higher de/buffs than Corruptors, so I don't think it's true to say that they outclass Defs in every way. While I've found those differences to be slight on a Kinetics, I've found them noticeable on a Rad.