HelinCarnate

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  1. Keep in mind that Mids has not been updated since the release of I14 but PvP damage has. For example Mids says the damage for Flury is 301.1 unslotted for brutes but it is really 150.56. Still decent damage but it does have that crazy long animation to deal with.
  2. HelinCarnate

    Claws/WP

    Chance for KD in shockwave.... really? Drop the proc, put in the damage.

    Also as others have said, KB proteciton is not needed. With the exception of rare few AVs who have unresisted KB you will always be on your feet anyway. You will also have no need for extra status protection or psi resits. Those slots in HPT would be better used with 3 numinas.

    You also have 6 sets that give 5% recharge so one of them is pretty useless.
  3. From a numbers standpoint is seems like less. Playability however shield scrappers and brutes are about the same.
  4. Find another zone where low level toons are not in danger and has a WW and a trainer and vendors close to the AE building and it is possible farmers would move. Keyword possible.
  5. Totally exploitable for reasons listed above. /unsigned
  6. You are going to run of endurance very fast. Granted, this would be difficult to take down but having less than 1 end per second to use when you have quills on (and you want to have quills on) will drain your end bar in a hurry.

    With S/L defense around 30 you are still quite difficult to take down and you can put in more slots into recovery and end redux. Granted you still will have issues every once in a while with -def debuffs.
  7. Hehe. sounds like we have a similar build. 4.69 and 1.11 on toggles so you are a little ahead there. And Im only at 146% and 246% when the +recharge proc hits.
  8. [ QUOTE ]
    [ QUOTE ]
    With QR, Stamina, both the Miracle and Numina's uniques, two Performance Shifter procs and ~50% endred in all my attacks, my SS/WP can still get dangerously low on end on occasion.

    Fortunately, that's low on end, not completely out of end.

    [/ QUOTE ]

    Wow...What is your attack chain?

    [/ QUOTE ]

    Footstomp, Elec Fences, Ball Lightning. When this is your attack chain you need all the +recovery you can get.
  9. Exactly my point. In other words, take stamina.
  10. Simmilar role as a scrapper. Flip out and kill sutff.
  11. Can throw me in the sub pool, @Helin Carnate and @The Other White Meat.
  12. If you don't take rage or hasten then yes.
  13. HelinCarnate

    Question on /Wp

    First off, wow. WP has 0 positional def and you managed to get it soft capped. Now while that build would be quite difficult to take down it does have its drawbakcs.

    High defense is great until you get hit with -def. With WP there is no -def resistance so if you def starts failing you normally back it up with great regen and HP. With having to dedicate so many slots to getting your def up, you are left with much lower regen and HP bonus compared to a more balanced build.

    Sill, wow.
  14. Have not played a stoner so will not pretend I know what to say there. As far as fire goes you can drop Scorch once you get a decent attack chain going and breath of fire is skipable. Narrow cone that only hits more than 1 target if they are all in a line. Thats about it with fire. All the other powers are great.
  15. [ QUOTE ]
    [ QUOTE ]
    Some people don't like the decrease in DPA that came with the rebalancing. Personally, I like the look of the new animation, and I think it's rather silly how worked up people got over the whole change. Balancing happens.

    [/ QUOTE ]

    Worked up? My brute got turned useless because of the change.

    [/ QUOTE ]

    Wow really. So now with a longer animation on one power your EM brute cannot kill anything? Useless, no. Less fun, probably.
  16. Any. There is no primary that is bad with /WP. QR helps with the end heavy weapon sets, SM and SS. Dark has -to hit that compliments RttC. /WP has enough mitigation in itself to not need extra in the primary so Fire works just fine.
  17. [ QUOTE ]
    If I was team leader and you were running unnecessarily quickly into battle and putting the rest of the team to any kind of risk, I would give you three warnings before kicking you from the team.

    I can almost guarantee that one or more other members of the party would then congratulation me on my patience in allowing you the opportunity to curb your impulsive behavior.

    I know, because I have had to do this on more than one occasion.

    If I wasn't leader, and I saw you repeatedly putting the team at risk. I would say something. If there wasn't a change, then I would simply quit the team and find/start another one.

    Once you are on a team, it isn't just about you. You aren't solo. You are part of a team. Act like it.

    [/ QUOTE ]

    Hehe I would quit the team on the 2nd warning and finish yoru mish for you.
  18. Tanker forum ---->

    If you feel you must brag about how good your tank is there is a place for it and it is not the brute forums.
  19. I feel your pain. Was in a group where the "tank" wanted to heard every spawn even though they were pretty tight groups to begin with. He would plan out what group to heard and where he was going to heard them.

    So I jump in the middle of a group and say "hearding to here" and start killin.
  20. HelinCarnate

    DB/DA vs DB/WP

    WP is more sturdy and all toggles and no click powers. DA is a bit less sturdy and a bit of an endurance hog with its several toggles and click heal.

    /WP is the easy way to go. /DA is the difficult way but either would be fun.
  21. HelinCarnate

    Regeneration

    Would like that. The few times you are hit with -regen it normally brings your only damage mitgation from its peak to 0. If it were in fast healing then it would probably also cross to WP (not an issue IMO since that set could use more -regen resist as well)

    I would expect if it were to be added there would be some in Fast healing, a little more in integration and more in resilience
  22. HelinCarnate

    Tanker Offense?

    Chilblain, Block of Ice, Ice Blast, Ice Storm, Hurl.

    5 Ranged attacks possible on 1 tank.

    Ice has 4, earth 3, energy 2 and fire 3 (4 if you count char but thats more control than damage)

    If you want more and insist on playing a tank, change your concept.