Kazz

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  1. Quote:
    Originally Posted by Laevateinn View Post
    Just looking at the powers list it seems great, but one annoyance is you'll have to jump in and out of melee to use the 90s aoe mez.
    I don't necessarily view it as a bad thing. Both of my high-level controllers (Grav/Kin and Fire/Cold) stand around in melee with the Scrappers/Brutes/Tankers anyway.
  2. Quote:
    Originally Posted by Ultimus View Post
    Ok this proc is now massively broken, you go from about 30 fury to 100 fury instantly. Slot it into an AOE and it will add 7 fury per foe it hits... kind of cool though

    This is pretty sweet, I can maintain 100 fury easily when its broken like this haha.
    Yeah I bet that's gonna get loved tenderly-I mean adjusted soon.
  3. Kazz

    Elec/EA feedback

    Quote:
    Originally Posted by Kioshi View Post
    The Posis aren't that expensive (you can bid for lower on the recipes and wait some since they usually have a lot of supply), Oblits are way more. If you play the toon a lot you can run the SSAs to get expensive recipes. The ones that really make me cry with the prices are Kin Combats. The Erad quad is more expensive than any Posis iirc.
    I actually have three full sets of Kinetic Combats lined up, funnily enough. I've gotten very lucky on my ticket rolls this past week.

    I already have the Erad quad from A-merits (as well as two LotG uniques) so that shouldn't be too excruciating. I am definitely staying the hell away from Oblits though.

    Quote:
    I understand your position on Hasten... I don't like it on my Db/Elec scrapper and my Stone/Elec brute, especially the DB one since the wields two thin blades and the glowing hands look ugly. Hell I think I dislike the effect on almost all my toons, I was glad I managed to skip it on my energy/ice blaster (she has a good attack chain on SOs and sh'es an all 'pink' theme toon, so Hasten would look horrible - well thinking about it, Hasten always looked horrible on my IO'ed Dark/Dark scrapper, had her before power customization and all the dark powers with the glow... eesh).
    I know, right? I'm having a hard enough time reconciling the Mu powers being red while all his other powers are blue.

    Oh well, Ball Lightning makes me giggle so it'll be worth it.
  4. Quote:
    Originally Posted by Rylas View Post
    So... Using logic to explain why I don't take a tier 9 is... unacceptable...

    I think you'll find that many people who build efficient IO characters often skip the "God Mode" power. Being at the softcap makes any defense from Overload mostly wasted. That leaves the considerable HP boost. Now, while that's a great thing, it's not going to mean much if your defense is being negated. I'd rather just build for more damage output.

    If I have no problem soloing AVs without it, I don't see the point in making it crucial to the build.
    This is basically my thought on it. The ONLY T9 from an armor set I've taken is Power Surge from /Elec, because it gives you tasty Toxic resistance, and I use it just for the lolz sometimes to be stomping all over a spawn as pure lightning.
  5. Quote:
    Originally Posted by Hopeling View Post
    Congratulations, but this wasn't an ego contest.
    But he's going to make it one by $deity.

    Serious answer, I'm still not convinced this wasn't just a kneejerk reaction before testing. My highest /Shield is only 24, and I tried her against some Council earlier. She seems just as squishy as before, so... didn't get anything conclusive.
  6. Kazz

    Elec/EA feedback

    Quote:
    Originally Posted by Kioshi View Post
    Looks nice to me. And Agility is a good choice, especially for incarnate stuff.

    1) I'd pick Hasten mostly because of Energize than any other power. L.Rod benefits a lot too, but 34 secs is a good recharge time for LR, and you'll have more with the +rech from Entropic.
    I have thought about it, but.. ugh, I cannot STAND the glow on Hasten unless the rest of the character has orange-scheme powers and the like. I'd rather have a 14 second downtime on Energize. Plus, with saturated Entropic Aura it's reduced to 9 seconds, and the FF proc in Thunderstrike should shorten that every so often.

    Quote:
    2) Swap the heal/end with a heal from the DW set in Energize.
    I actually hadn't thought about that. Good idea!

    Quote:
    3) For more global rech, you can put 5 oblits + a Kinetic crash rech/end in Lighting Rod.
    Normally I stay the hell away from Oblits because of the end cost, but for a very long-recharging attack like LR I may consider it. It hadn't ocurred to me.

    Quote:
    4) Are you sure you need Air Sup? You have Havok Punch, JL, TS, CI and Mu Bolts already. Looks like too many attacks that can be used as ST to me. My ELM Stalker is good enough with Charged Brawl (I like it better than Havok), Jacobs, Chain Induction and T-Strike even before IOs.
    Well, I have heard (and felt) that Elec Melee can really be painful in the ST department to counterbalance it's awesome AoE. When I get my free respec for unlocking Mu powers, I may give it a go just with Havok, losing both Air Sup and CB.

    Quote:
    5) For even more global recharge, you can slot Ball Lightning with 5 posis + 1 rech IO - it'll recharge only 1.1 second more than your current setup but all the other powers will benefit.
    I did think about that, but last time I looked at Posi's the price made me cringe. All the LotGs in the build are already going to set me back a pretty penny (a very large, very expensive penny). I'll have to think about it.

    Thanks!
  7. Quote:
    Originally Posted by Spiritchaser View Post
    The people calling HOs obsolete in comparason to a def end recipe in the context of a maxed out shield build are probably comparing those HOs to +5 def end IOs.
    I guess I can understand that. But I haven't bought any boosters from the store (I can't afford to) so I didn't view that as the default.

    Edit: Combat, I am sorry this change has killed the joy you had from your character, but I just don't understand how you can say /Fire is more survivable than /Shield without sinking more inf into it than I will ever see. Just wanted to say that.
  8. Kazz

    Elec/EA feedback

    I think I've landed on Agility for him, for the recharge (better attacks and lower downtime on Energize), the End Mod (better sapping with his electric attacks and more oomph for Energy Drain) and the Defense (even easier softcapping, delicious).

    For Interface I was going to go with... damn, I can't remember the name now, the Radial version of the one that has a chance for End Drain , with an energy DoT. Again, for theme and because I think it sounds more fun than reactive.

    Any thoughts on the build and what Destiny would be best? I'm so clueless when it comes to those...
  9. I just don't see how people can say Cytos are now more worthless than an IO Def/End recipe. According to Mids':

    Luck of the Gambler: Defense/Endurance (50)
    Defense Buffs: 15.94%
    Endurance Reduction: 26.5%

    Luck of the Gambler: Defense/Endurance (50 +5)
    Defense Enhancement: 19.92%
    Endurance Reduction: 33.13%

    Cytoskeleton Exposure (50)
    Defense Buffs: 20%
    Endurance Reduction: 33%
    ToHit Buffs: 20%

    Even ignoring the third stat of ToHit (which some people don't need obviously) the Cyto has, at minimum, almost 5% more enhancement bonus in both defense AND endurance than the level 50 Def/End enhancement. You have to sink five enhancement boosters into the IO before it's almost equal, and even then it's still missing .08%. Not a huge difference, but my point stands.

    For those of us who can't/don't wish to buy Enhancement Boosters and don't need set bonuses from a given power, the HO clearly seems superior to the Def/End IO to me.

    Also, let's not forget more exotic combinations of HO's, that I've never seen in IO's. Damage/Mez duration comes to mind. My controllers adore those, and they're a huge help - any extra damage for Containment is always a bonus.

    Sorry, I wasn't going to post again, but I was in three teams last night with three different /Shielders and hearing them refuse to shut up about this left me with a bad taste in my mouth. Hami-O's are not obsolete.
  10. Kazz

    Elec/EA feedback

    So I have an Elec/EA scrapper that's insanely fun so far (and much better than his /SR original form) and I wanted to get a little feedback on my planned build. I'd rather not take hasten if that's at all possible, and I am utterly clueless as to the incarnate stuff (aside from Ion judgement). Any thoughts or comments? Even a "you suck, do it this way!" would make me less clueless.

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  11. Well, I can't say I didn't see it coming. Fortunately for me, I only use Cyto's in my builds anyway and not Enzymes or membranes - never felt comfortable "cheating" the values, even if it wasn't explicitly a bug.
  12. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, let me explain. lol. no seriously. It irks me (not your comment, the "problem")

    Here is "the problem" This is a super powered role playing game. If you want to run a tough melee character who uses their super powers in melee, here take this stick and beat those guys. er, how about this sword. no? a giant sword?

    EM is sub par. Read the entire thread here to see why I state that. Some do not agree, but to me it is the saddest little set in melee combat. I have some min maxer in me, but I will overlook that for a great "anything" This set has nothing that fits in the quotes. KM does only have one attack with KB, true. But its an AoE. So, skip the AoE? right, yeah, no. So, KM is blech. StJ is cool. I have bought it, I have run it. But not every concept I create earned their powers thru 4000 MMA tournaments, kapeesh? Fiery uses a weapon, and it is also limited to certain concepts. Dark is great, if you are running any type of undead. Electric, great for bots. EM, KM, and SS are the only sets that can be 'nuetral" enough to fit any concept. But EM and KM both suffer from really dumb problems. So that leaves SS. sigh, again. 4 1/2 years of SS is starting to get old even for me.

    So, to clarify. The "problem" is that in a Super Powered Role Playing Game you cannot create Superdude Melee Guy and not have his concept be either one of X predetermined things. (Got power from Fire, Electric, 4000 MMA fights) or "uses stick, sword, giant sword" See how limiting that is? That is what kills me here. Why are my concepts tethered to a small handful of things. My imagination is limitless. Do not take my limitless imagination and say, "pick one of these 5 things" Are you undead? Electric? Firey? A Martial Artist? Mr Cleaver? PICK ONE! Nooooooo. The power sets need to be the vehicle. If I do create an Undead thank you very much for Dark. I like undead characters. But, if my concept is Joe Buck Space Ranger that aint working. Or any of the thousand other concepts I have that are not one of those limiting things. So, what sets are neutral enough to fit any concept? Yep, and thats the "problem".
    If you want a 'natural' set, I'd go for Street Justice (no fancy martial artist, just back-alley brawling and face-breaking!) and either Super Reflexes (practice dodging) or Willpower (just being too damn stubborn to quit).
  13. Quote:
    Originally Posted by Hopeling View Post
    KM has knockback in only one power, which is easily skipped anyway. Fiery, Electric, and Dark Melee are good sets. Street Justice is also nice. I don't really understand this complaint, TBH.
    This. StJ is fantastic on every AT I've tried thus far (everything but stalker).
  14. Quote:
    Originally Posted by Granite Agent View Post
    Does he eat +4/+8 carnies or arachnos? Cause they pwn my soft-capped Fire/INV brute.
    I don't mean to sound like a jerk about this, but +4/x8 was never intended gameplay for one person. You're trying something unintended (and in some cases, like this one, unwise) against some of the hardest enemy groups in the game, and it's not working. I can sympathize that it's frustrating, but you can't have expected it to be easy.
  15. Quote:
    Originally Posted by Hopeling View Post
    Energy Transfer does 156.4 self damage at 50. If you use it every 10 seconds, that's 15.6 hp/sec lost. That's like debuffing your own regen by 1-200%. That is not a "tiny, miniscule" loss.
    Weird. I don't notice that much of a health drop (if any) on my Energy/Energy brute, and he doesn't have many regen bonuses...
  16. Quote:
    Originally Posted by Madadh View Post
    Id disagree with the cavalcade of calls for a Cardiac Alpha. If your end management slotting is decent, a t3 Musculature should be more than enough for an Invul, and lets face it, more damage is a good thing...


    *Caveat
    I'll admit, I know nothing about Titan Weapons as a set, so if it's stupid brutal on the end usage, my whole post may be wrong. I'm just assuming it's no worse than any other offense set.
    TW can be "stupid brutal" at first, but I do think Cardiac would be the better choice for an inv, imo. Brutes are never really lacking for damage once they get going, and Cardiac will boost Inv's resists even a little more. Again, this is just subjective and my opinion.
  17. Quote:
    Originally Posted by Jibikao View Post
    (By the way, you can't have Katana/Shield due to the two-handed animation?)
    Correct.
  18. Blue, if you want to look like your character can't fly himself, you could always try using the Rocket Boot costume pieces. The jets ignite when you activate Hover or Fly.
  19. Quote:
    Originally Posted by Blue_Centurion View Post
    I am saying stun is useless. In the world that I inhabit there are around 10 levels of cool

    1) killing mob in a super cool way
    2) killing mob
    3) protecting self
    4) debuffing mob
    5) holding mob
    6) immob mob
    7) KD a mob
    8) Stun a mob
    9) turn a mob a cool color when you hit them
    10) knock a mob back
    I guess this is where we differ. Personally, I giggle whenever I chain-knockdown a mob, so that would be high on my personal list. KD is reliable mitigation, because they can't do anything while flailing around on their tuckus. Yet we agree on knockback, because it makes me want to rip my hair out (and is the main reason I have still yet to get my peacebringer past 21).

    Quote:
    Its not a comprehensive list, but it gives you an idea. Stun is pretty near useless. In fact it is right above useless (turning a mob a color) and slightly above annoying (knocking a mob away) What is more, the Stun effect in EM doesnt work against anybody you need it to. Sure you can stun a Lt and maybe a Boss if you work at it. Excuse me, just kill them. You are prob not going to stun an Elite Boss, and very rarely an AV. whereas Dark has an effect that gets applied to every attack that is useful. Fire just does more damage. Just about every set has a better secondary effect than Stun. Then the people who designed Energy Melee gave it the worst AoE in the game (it practically has no AoE) I have run Dark Melee characters (a lot) and they have better AoE than Energy Melee. If necessary you can use two buff attacks as ghetto AoE on Dark. Then, the Energy Melee set damages you. Seriously.

    Its like the people who designed it were like "We want to create the worst powerset in the game, we think we're on to something with Energy Melee, but it's just not there yet."

    Joe walks by "Make it do damage to the user."

    "Perfect, Joe you are a genius."
    You are aware the damage caused by Energy Transfer is like a drop in the bucket, right? Brutes have GOBS of HP. If you have many regen bonuses (or uniques) at all, I can almost guarantee you won't miss the tiny, miniscule amount of damage you do to yourself.
  20. Kazz

    Melee set

    Quote:
    Originally Posted by KingLove3 View Post
    When can we get Telekinesis Melee
    If you're a psychic with a weak body and strong mind, why the hell would you want to be in melee range?

    And if your body isn't weak, well... why not just punch them?
  21. Quote:
    Originally Posted by Jibikao View Post
    One of my friends made a lvl 50 Mace/Shield and a 50 Katana/Shield.
    Calling horsecrap on this right now.

    Edit: Momentary brain lapse and I angered the filter god.
  22. I'm a big sucker for theme, so for my Dark/Dark/Soul brute I'll be going Spectral interface. I don't care how much the debuff sucks.

    Edit: Also, everyone and their mother (and their mother) runs Reactive, so I don't want to be the millionth person to use it.
  23. Quote:
    Originally Posted by Blue_Centurion View Post
    I'm not even talking against AVs, although -to hit, -res (please) or any buff type effect is great. Stunning a minion or Lt? Pah-leese. If on a high end team you are not killing minions and Lts with a backhand slap you need to get more fury or look at your build. Stunning level 50 Bosses/ 1st) is it worth it? A level 50 Brute has zeroed in on a level 50 Boss... How many seconds does the boss really have in his future? So he is stunned for the last 3 secs of his existence. Whee! The most damage that Boss is gonna do to the Brute is when the Brute self inflicts damage with ET.

    so, the only class of creature stun might be useful against is Elite Boss. anybody good with book learning out there know how much oomf an Energy Melee Brute has to throw at an EB to get some dizzy time? and how long that lasts?

    Yeah, give me -res, or -tohit, or moah dam. If you have to give me Stun for thematic reasons, okay. But do not under any circumstances hand me that crap sandwich and tell me how good it's gonna taste.
    -ToHit is Dark Melee's shtick so I'm pretty certain EM won't get that too.

    If it was given -Res (big if, imo) it would need to be small coefficients on each attack, possibly comparing it to Sonic Blast and going accordingly. Just be aware there's the risk they might nerf the damage even more to keep the -res from making everything OP.
  24. Quote:
    Originally Posted by Test_Rat View Post
    Wait it doesn't make sense that the melee AT has less range than the Ranged/melee Hybrid AT?

    FUHWHAT?
    If you point me to another identical PBAoE attack power between two different ATs that has a radically different radius, I'll concede the point and say I was wrong. It's not that the brutes have a smaller radius that gets me, it's that it's different at all between two ATs for the same exact power.

    I would really rather not beg for a nerf to Dom's Whirling Hands, so instead I'll ask for an increase to the Brute's version.
  25. Honestly, I just want them to take a look at:

    1. Whirling Hands' radius. It doesn't make much sense that the Brute, the melee archetype, has an 8-foot radius on the attack when Dominators have a 15-foot radius.
    2. Total Focus' animation. Currently, I'm utterly unimpressed with its DPA, especially when compared to the other "hard hitters" ala Knockout Blow.
    If they change one or both of those, I can forgive my other nagging complaints (like the animation time of ET - I was never around during its glory days so I understand it needed a fix, but I think it might have been overfixed) and enjoy the set again.