Kioshi

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  1. Thanks for the answers! Only one question remains

    Is it more profitable to farm with bosses because they drop rare recipes? Or is it better to chew thru minions and lts as fast as possible (and with the bonus of 'lazy farming' because of the double telenukes).

    That's the only thing to make me decide between fire and elec, since I'm not gonna PL anyone as I don't have dual accounts and I can't stand farming for long periods of time, so PLing isn't a concern.
  2. 'The survey is now closed', the site gave me this message.
  3. Kioshi

    Wow...

    Damn this way even I will end up trying a MM again.
  4. Just commenting on power order, seems fine to me, I'd do the same.

    Cheap sets aren't as worth for the bonuses as frankenslotting, you can achieve great values if you mix and match without caring about bonuses with lvl 30 IOs.

    Btw, I think a Health IO/SO would be better than a resist in True Grit but that's a minor nitpick. Charged Brawl could get 2 more slots next level for damage
  5. Kioshi

    Suppessive Fire

    It's a good power to slot acc/mez HOs when you get to level 47, because you'll be enhancing both the hold and the stun.
  6. Kioshi

    Death Emotes.

    I'd love a Street Fighter 'defeat' emote with Chun Li's screaming on female toons!
  7. Well...

    - Stamina is underslotted, I'd put 4 perf shifters, especially since you're dark armor and have tough and weave;
    - I don't see the need for 6-slotting Crushing Impacts, I'd get Shadow Maul instead of SPunch and 6-slot obliterations for the melee def, in M. Grasp I'd use a recharge/endurance from the Dampened Spirits set in the 6th slot;
    - the FF proc in Kick will do almost nothing for you;
    - D. Regen needs to be slotted for recharge, accuracy and endred, not damage;
    - Build up is WAY underslotted for recharge, 3 rech IOs will be better than what you put there;
    - I'd put 2 recharges on Placate;
    - The status resistance IO in Murky Cloud is useless;
    - Entropic Chaos in Dark Blast is bad, the acc and damage suck in this set - I'd go with 5 decimations if you wanna keep your recharge;
    - As I said those PVP IOs will cost a fortune;
    - Shadow Meld should be slotted for more recharge;

    - And last but not least, I don't see the point of playing a Dark Armor Stalker if you don't get Oppressive Gloom (or Cloak of Fear). OG is good to go with one Accuracy IO, CoF needs 5 or 6 slots to be effective.

    Also, keep in mind the BoTZ IOs will be nerfed, the ranged defense they provide will be lowered to 1.25% amd AoE to 1.88% iirc.
  8. What Rei said. Also, the theft of essence proc in Siphon Life isn't worth it imo, just leave one on Dark Regen and enhance the acc/dmg/rech on Siphon, at least max the damage on it and give it good recharge. You don't need to enhance the heal so much because you have dark regen, which you'll want slotted for acc/end/rech mostly, not damage.

    You can slot Midnight Grasp with 5 Crushing Impacts and add a Rech/End in the 6th slot from one of the tohit debuff sets. I'd also get Shadow Maul instead of Shadow Punch, SM is great if you are good with cones, you can easily hit 3 mobs.

    And before I try to mess with the build (post the datachunk if you can), I gotta ask, is this a 7 billion build? Because you'll probably spend 5 billion on the gladiator armor and shield walls there.
  9. Defensive sets feel very squishy before SOs, no matter if it's a Stalker, Scrapper, Brute, even Tanker (I cursed Chilling Embrace numerous times when I was in my teens because it held aggro so well on my Ice Tanker, more than I could handle at the time on big teams).

    So don't up your diff until you've got your defenses slotted with SOs. On my EM/Nin Stalker, I didn't sneak through a lot of missions, and that was before the Stalker buff. The tools that helped me immensely were BU, Placate and AS for early soloing. You can BU+AS someone from Hide, placate him (or other if he's dead) and land a critical while in BU duration on another critter (or the same if he's a big threat). That's why in my guide I advise getting AS at 6, BU at 8 and placate at 12, even if you have to delay your travel power and/or fitness.

    Since you're MA/ you might as well get Cobra Strike at least until you have Eagle's Claw, some mitigation may help you a lot especially since /SR has no self-heal like /Nin. Then later you can do a respec to take Cobra Strike out, maybe rearranging your build to accommodate Stamina earlier if you delayed it like I always do, etc.

    You can sneak past missions too but I never found it very fun except when I wanted to clear them quickly for a mayhem or something. And IMO, teaming is your best option especially before SO levels... I only play on Freedom and Virtue but even on my 24 DM/EA Stalker I got plenty of invites, although I was just logging her to change the color of her powers. I heard that redside is kinda deserted on other servers, with Infinity being a little better, but teaming is the way to go for fast XP, and in my case, more fun.
  10. Quote:
    Originally Posted by xhris View Post
    Suspecting a ridiculously survivable set, smashing foes from a distance, while they're busy laying on their backs. Worst set for brutes since Ice?? seems like it
    Castle said in some post that most attacks will have normal melee range.
  11. Kioshi

    New melee set.

    Quote:
    Originally Posted by Umbral View Post
    Even if it was decided that a siphon based survivability set were needed, I can assure you that it wouldn't be modeled after the existing Kinetics set. It would probably have a definite mez toggle, 2 def or res toggles to provide baseline survivability, 1 passive survivability power, 1 QoL power (re: Quickness/Temp Prot/Quick Recovery/etc), and then 4 click powers (likely 1 similar to Dark Regen, 1 similar to Eclipse for either def or res, 1 that's a clone of Repel, and 1 that's similar to Dark Consumption). Of course, the problem with all of this is that you quickly get into a situation where you're either bouncing god modes or you're alternating period of useless and badass.
    Emphasis mine. Seems like the description of how a Warshade plays out
  12. Well I planned an elec/shield/blaze build for farming with capped melee and ranged, lots of +HP and recovery, almost permahasten (95% rech), with no purples, PVP or BoTZs. Not very good to play below 50 (I'll surely not level him this way, haven't rolled the toon yet because I'm considering farming with bosses so a FM/SD might be better), you could make the build more team friendly by switching L. Clap with Chain Induction (and put Mako's on CI to keep the same range def) but you'd lose 6.25% recharge from Stupefy (a set with incredible bonuses). A good idea for general teaming might be slotting Tough but then you'd sacrifice another 7.5% rech from the Char slotting.

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    01 elec shield blaze rech: Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(7)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(9), LkGmblr-Rchg+(43)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(13), Numna-Regen/Rcvry+(40)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(25), GSFC-Build%(25)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(46)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Against All Odds -- EndRdx-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(27), Stpfy-KB%(27), Stpfy-EndRdx/Stun(39), Stpfy-Acc/Stun/Rchg(39), Stpfy-Acc/EndRdx(42)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(39), RedFtn-EndRdx(46), LkGmblr-Rchg+(50)
    Level 30: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(37)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: One with the Shield -- ResDam-I(A)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 13,5% DamageBuff(Smashing)
    • 13,5% DamageBuff(Lethal)
    • 13,5% DamageBuff(Fire)
    • 13,5% DamageBuff(Cold)
    • 13,5% DamageBuff(Energy)
    • 13,5% DamageBuff(Negative)
    • 13,5% DamageBuff(Toxic)
    • 13,5% DamageBuff(Psionic)
    • 9,88% Defense(Smashing)
    • 9,88% Defense(Lethal)
    • 4,25% Defense(Fire)
    • 4,25% Defense(Cold)
    • 11,8% Defense(Energy)
    • 11,8% Defense(Negative)
    • 3% Defense(Psionic)
    • 16,8% Defense(Melee)
    • 16,8% Defense(Ranged)
    • 5,5% Defense(AoE)
    • 2,25% Max End
    • 52% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 95% Enhancement(RechargeTime)
    • 6% Enhancement(Stun)
    • 10% FlySpeed
    • 185,7 HP (13,9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 3,3%
    • MezResist(Immobilize) 7,15%
    • MezResist(Stun) 6,6%
    • 14,5% (0,24 End/sec) Recovery
    • 32% (1,79 HP/sec) Regeneration
    • 2,84% Resistance(Fire)
    • 2,84% Resistance(Cold)
    • 10% RunSpeed
  13. I think that depends on your secondary. For example, willpower:

    Pounding Slugfest Dam/Rech, Dam/End, Acc/Dam
    Hecatomb Dam/Rech
    2 Lysosomes (Acc/Def)

    You get 86ish acc, 93ish dmg, capped def, 55% rech and 22% endred. For a /wp it's great because you get global set bonuses from the PSs: 1.25% nrg/neg defense bonuses and 8% regen.
  14. Kioshi

    So Kinetic Melee

    Quote:
    Originally Posted by Daemodand View Post
    Good point. At the very least the Stalker version will most likely get buildup (ala Stalker DM and DB). So Stalkers may have a new PvP set with this, but they stand alone in that regard. But the simple presence of Buildup does not guarantee a good PvP Stalker set (DB).

    It just looks like there's a trend where the devs design sets without any regard whatsoever to PvP. If it fits PvP at all, it's seemingly by accident. Oh well, this is a carebear game after all. New set to farm Behemoths at least.
    Well I think it's more related to the i13 changes than anything. I spent a fair time in Siren's with my EM/Nin Stalker in i11 or so, before EM nerf and Stalker buffs, and I killed lots of people. And there were lots of variety in powersets that seemed to work well.

    In i12, a short time before I left, when I attained permadom on my ice/psi, I started frequenting RV a bit and teaming, and was having fun, killing lots of people (and dying some of course), but I teamed and went against various builds - did some kickballs too although I didn't do enough of them to really get the 'rhythm' of an arena 8 vs 8 match.

    Now my ice/psi for example can't hold a tanker (or anybody else) for long, can't slow anyone decently unless they have gimped builds (like no SS), has no permadom in zones, etc, that old story you frequent pvpers know much better than me.

    What I mean is that i13 made so many powersets obsolete, I didn't understand the changes at all. I remember once in RV on my ice/psi I went against a TA/A defender and he made my life hell, but he couldn't kill my dom, then his BS/SR buddy showed up and I had to dodge him all the time like you do with Stalkers to get some kills on the TA/A, because I couldn't hit the /SR no matter what since I wan't Mind Control. I even asked for help in the pvp forums at the time about me not being able to hit the SR, I was told to use the +tohit accolade which was nerfed later, because adding tactics wouldn't help a lot. A lot of people advised me on the thread and all of them said the only way to hit the /SR would be using the acco at the time, so that was a build that could really 'counter' my permadom Ice/Psi who killed so many tankers, regens and blasters. And hey, even the TA/A defender almost managed to kill me once because I got cocky and he used the -res arrow+PBU+Total Focus+Blazing Arrow, that took a good chunk of my health.

    Nowadays, these three builds (TA/A def, BS/SR and Ice/Psi) are very subpar in my newb opinion (mostly based from what I've read here), so as many others. I won't be surprised if any new powersets won't fit in the current PvP.

    Even my Em/Nin Stalker, if I return to PVP (just got back in the game so playing lowbies and powersets I haven't tried before like lolDB to get some 'freshness' feeling from the game), I'd have to IO out his secondary build to get rid of softcapped defs, chase lots of dmg bonuses, get sharks/hiber or shadowmeld/soul storm, find a way to add 41 pts of -KB, etc. For a build that worked just fine in pve and pre-i13 pvp that's a lot of work, it took me quite long to get the Stalker the way I wanted at the time (the dom, even longer), so it's quite discouraging since I'm not crazy rich and I don't feel like playing every day anymore, also due to RL stuff.

    Or maybe I can just continue leveling my new DB/Elec scrapper and carry on Tiger Paw's legacy
  15. Oh yeah I'd totally recommend Darkest Night if it was available at 41. But a DB/EA Brute build is tight if you want the best combos (skipping nimble slash and taking all the others). I was able to get some PPPs and Aid Self on my planned DB/EA Stalker but I didn't get Fitness nor Fighting, and didn't bother to softcap to fire/cold.
  16. Quote:
    Originally Posted by Kheldarn View Post
    So far, I'm interested in all 4 sets. The thing that I like the most, however, is that all 10 of the basic ATs will have a new powerset with the launch of GR.
    Yeah, that's cool and all but I think they included dual pistols in that already (since you have to preorder GR to get it) so basically 2 new sets we didn't know before, Elec Control and Kinetic Melee.

    Defenders, Blasters, Corrs: Dual Pistols

    Controllers, Doms: Electric Control

    Tankers, Scrappers, Brutes, Stalkers: Kinetic Melee

    MMs: Demon Summoning
  17. Valorin, I agree on the Patron Pools, I plan on skipping the epics on my DB/ELA scrapper because I'll have a lot of fast recharging attacks and the redraw is annoying.

    And don't compare yourself to those SS/Will guys... When th FoTM was EM/ELA (before the Energy Melee changes), and Willpower was kinda new, I was on a mission on my Stalker with two VERY IO'ed 50 EM/ELA Brutes and a 50 SS/Will Brute on regular IOs, without a single bonus, he outclassed the two other brutes and never died, the other two did.

    If you ask around, the forum guys will tell you that SS/Will is the only Brute capable of farming on SOs.
  18. Kioshi

    New Farm Toon

    Thanks for the answers. I have a semi-IO'ed 50 elec/stone Brute and before I left the game I did some invincible (+3/x1) missions in Cimerora to test Elec Melee since I had only teamed with the toon (DXP weekend+ITFs = fast 50). I did the missions out of Granite to test ELM without penalties and took forever to kill bosses (even drained some before killing them because it was taking so long), but they were level 52 or 53.

    Maybe SC+FSC+Fireball+FSC can be almost as fast as elec/sd's SC+LR+Fireball, plus I'd have the boss killing ST attack chain.
  19. Kioshi

    So Kinetic Melee

    I think it will get Siphon Power just like Defenders, and since SP does -dam to the enemy I doubt it will boost the tohit in Kinetic Melee.

    Well with all the moves animating like Energy Transfer and Build Up it might be decent on Stalkers in PvP (not that I have PvP'ed since i12, and never been hardcore, but I like the cheerful mood in these forums so I'm posting here)...
  20. Kioshi

    Kinetic Melee!

    Good thing my favorite melee class is Stalker so I'll get to play with Build Up.
  21. Kioshi

    Rickroll

    Quote:
    Originally Posted by _Klaw_ View Post
    Ok this is awesome
  22. Kioshi

    Rickroll

    Quote:
    this video contains content from vevo, who has blocked it in your country on copyright grounds.
    + 1
  23. Quote:
    Originally Posted by Oedipus_Tex View Post
    The lineup used in the particular example contains 5 support characters on a very low level Task Force. Support is king prior to level 25 or so. If we changed the lineup around to 3 Tankers, 2 Scrappers, 1 Gravity Controller, 1 Trick Arrow Defender, the TF would have been more difficult. Would it be do-able? Possibly, but it would be very annoying.
    I disagree. Nobody would die because of the 3 Tankers and all the others could make meaningful contributions on the TF. Completely doable. The only AT that don't stack well with others of the same is Tanker. So maybe if you replace 1 of the 3 Tankers with a Blaster you can blaze through any TF and still there would be only few deaths on a TF (provided the players are moderately competent) because 2 Tankers would hold aggro well and survive even at low levels, and you have lots of mitigation in Gravity and TA together.

    I've done most TFs on all kinds of setups and we never had to quit because the team was unconventional, like 6 blasters+1 scrapper. Except from the ITF (which I failed some times when it came out like many people here), I only remember an Ernesto Hess TF failing because the leader went psycho, kicked my buddy, another buddy quit because of this and then the leader herself left the team, leaving us with 3 people on a mission set for 6 (it was near the final battle, we couldn't handle the AV).
  24. Kioshi

    Kinetic Melee!

    Quote:
    Originally Posted by Jacks Assortment View Post
    One of the powers looked like a siphon power. Also that seems like it could maybe aid in building fury. Hopefully in the coming weeks getting close to beta of GR we get more info on the set and its main strength.
    Might as well be Siphon Power itself, other melee powersets have powers that have to hit someone to boost dmg (DM, Claws, DB). But if it gives only +dam and enemy -dam and no +tohit like SP, it won't help Brutes as much as the other classes, because it will probably replace Build Up in the set.
  25. As Silver and others said... Longish animations on all attacks shown, if it stays that way Energy Melee will have nothing to complain with 'only' ET and TF being long lol.