-
Posts
453 -
Joined
-
Quote:At least in my play experience with dark armor, ranged damage has always been an achilles heel.
I notice ranged opponents all the more, but what I really find sticking with me out of playing him now is how badly I want gauntlet and an area-effecting taunt to force opponents into melee range with me.
No fuel for DR to replenish the green n blue bar! -
Do yourself a favor
Roll a ma/da, take cobra strike, wait till lvl 35 to unlock OG and enjoy.
Nothings better than walkin into +2 X8 spawn, having all minions start stumbling around, slappin a boss with cobra strike and watching him reel.
Go to work on any LT's or troublesome minions with MA's awesome attack strings.
Ma/da is an awesome combo. Mines IO'd and sitting at 50. It was a test to get him there but well worth the journey. If "scraptrolling" is something your lookin for theres really no better combo for the job. -
Dark armors immobilize protection is in CoD
Peeps that dont like CoD need immob protection. THATs why they take CJ. And anyone complaining about the endo cost of CJ has to be joking.
Why DA/ and not /DA?
You get OG at 18 instead of 35? -
You could do a search for Arcanaville's immortality line spreadsheet. I forget what it ranked where but if you want number facts to base your judgement, thats what id go on.
-
This really is a loaded question
Rankin secondaries is too subjective.
If you change the primary paired up with it you can get DRASTICALLY different results.
Such as
claws/wp compared to kat/wp
or
dm/sr compared to ma/sr
or
kat/da compared to ma/da
Ive run up really strong combos and really bad ones.
In my experience as a 60 mo vet player, Id say all /sec are pretty much even. When you add an ultra survivable primary like dm or an uber mitagation primary like kat/ to certain /secondaries you can achieve stupidly powerful things. IO's are just icing on the cake.
An IO'd ma/fire is gonna suck compared to an IO'd dm/shield, but both toons will probably be "better" then "most" any other toon in the game. -
You could slot shadow fall w/ 3 def/3 resist.
or drop moonbeam (its way underslotted anyways) and your epic armor (does 3 aegis give any kind of worthwile bonus's) for leadership. Tactics is invaluable to me on my ddd. whether u wanna up team damage or defense is your choice.
Reasoning.
slotted shadowfall for resists gives around 20 % to nrg, neg nrg and cold damage I believe.
Give up s/l resist from your epic armor for better "team" functionality. And defender values for leadership is too good to pass up.
Just my take. -
Fire Minded is a known troll. disregard all comments from him
-
Id take either sting of the wasp OR gamblers cut, not both
Heightend senses gives crap def bonus's, I think it has +perc and slow debuff prot right?
Thats two power picks right there including 44, 47, and 49 picks.
While im not a fan of t9 god modes I hear strength of will isnt too terribly bad when it crashes. Thats another powerpick that id put on the choppin block. -
O2 over slotted,
Id think of that more as a mez protection power like clear mind than as a heal
Steamy mist underslotted
3 resist/1 endred or 3 resist/3 defense.
Freezin rain
at least 3 recharge.
Im not a fan of nukes. Specially on toons that need toggles to stay alive
And your gonna need your toggles on to survive.
But thats a playstyle thing. -
Quote:Yes!!! and it can get even better if your a defender.Now that I think about it, wouldn't Dark Pit + Howling Twilight be an amazing opener, with the combined disorient? I use Howling Twilight on my mastermind to stun mobs, but it only stuns the minions. With another stun it should at least get lieutenants, too.
Dark epic has Oppressive Gloom. A toggle pbaoe stun.
Now, you can lob a dark pit and watch it go splat and chase in with OG running.
If any mobs arent staggering in a drunken stupor you have an auto hit stun to fall back on! -
Id imagine Conserve power and PP would carry you through.
+end accolades to increase your total amount of end, up your percentages of endurance recovery as well. -
No love for dark armor is gettin me down.
Obviously enough of you havent got a theft of essense +end proc and a couple knock protection IO's. Add a performance shifter and /da is set on endurance usage.
Tricked out kat/da's are scary things.
Solid resists to all damage types
the best heal in the game
capped s/l defense
No set takes advantage of IO's like dark armor can. -
Will this 30 ever get IO lovin?
just SO's maybe kat/wp -
Didnt even think of that DC.
Thats why your smarter than I am! -
Quote:Unclear on what your sayin.One: Yes, the -Def stacks so long as the duration of each overlaps. As an example, if "Power1" had -Def that lasted 2 seconds, but "Power2" takes 3 seconds to activate, you wouldn't see them stack. Fortunately, the Devs aren't mean like that. In fact, a lot of powers can even stack with THEMSELVES.
The A.H. proc, as far as I know, would be great in Freezing Rain, because you'd get a chance for the debuff for every tick of damage. I think, i'm not 100% sure on that.
My understanding is if "power 1" adds a 10% -def for 10 secs and "power 2" adds a 20% -def for 15 sec., for the first 10 seconds you'll have 30% -def then 20% -def for the remaining 5 seconds.
If im wrong please enlighten me. -
Quote:On a team last night and the cold cor stacked shields before and after entering mission.
** There used to be a bug where you could stack an effect tagged as not stackable if you passed through mission doors, because as far as the game is concerned when you zone you are "destroyed" and "recreated" in the new zone, so technically speaking you aren't the same "caster" when you zone. This caused people to do things like double-shield people by shielding them outside the mission door, then zoning, then shielding everyone again, and the shields would stack. The new zoning mechanics eliminate that opportunity for the most part, and of course it would generally only work for buffs because you never chase foes across zones.
Buff icons showed 2 shields. Didnt check actual defense to see what the numbers were.
This new zoning mechanic, is that on test or the 1 where pets follow into zones and such now? -
Ya, between quick recovery and stamina, how much endurance do you really need?
If its that much of a concern get the +end accolades. They help tons.
Losing out on kismet and lotg +recharges for PP isnt a fair trade to me on a regen toon. -
-
Removal or increase of aggro caps.
Please for the love of God!
Its silly to think that a scrap/blast/def/troller can hold the same amount of attention that a tank can. -
Arent most AV's weak to confuse? I forget. Maybe its sleeps.
Muon does bring up good points though. Stackin holds to break through PtoD will be the most tricky part. Confusing first then layin on holds would be 1 way to tackle the problem though.
I seem to remember a thread where confuse was used to allow doms the time they needed to stack hold mag to break ptod. I could be mistakin on that.
And havin 1 dom with /psi for drain psyche isnt a bad idea either.
So maybe a 3 man team of
mind/fire
earth/fire
and either fire/psi or plant/psi -
I have to agree on the ice/psi over mind/ice
Powerboost from /ice does so little for mind/ in actual gameplay. Id rather have build up or aim, or even better, fiery embrace
My mind/ice is at 43 right now, its fun but I can see where other secondaries would be better for it.
Ice/ is all about melee. Jumpin in with artic air running and spammin PSW and DP sounds like alot of fun.
As a side note, ive seen tons of mind/ice doms. Ive yet to see an ice/psi though. -
-
Its kinda funny how much of an *** Umbral is. I joined that channel, the first day on he kicked off like 3 peeps for talkin bout stuff he didnt want to talk about.
-
As /fire has the most damage id suggest that as the secondary for all three.
If I was building the team id want location control/debuffs a la earth/
And confuse for harder to hold AV's a la mind/
The third choice would be 1 that can eat an alpha. repeatedly.
That third choice is the most difficult to decide.
Maybe plant/ for seeds.
Id imagine mind/fire, earth/fire and plant/fire would make a pretty f'n kick-*** trio. Able to tackle most content in the game.