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Posts
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Joined
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In before FF vs. Cold
OH SHI TOO LATE
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Money or not, don't worry about IOs until you're in the late 30s, I think.
For now, focus on Slotting up all your powers with SOs.
For Regen, you should at least have:
Reconstruction (at least 2Rechg, 2Healing), Dull Pain (at least 2Rech, 2Healing), Integration, Fast Healing , Quick Recovery (3 Endmod).
I can't tell you about dark/, though. Still, dark /regen should be able to handle at least one step up in difficulty well enough at that level, though. If you're having trouble when you go to contacts/insp sellers, I suggest you invest in purple insps (pop two to three against beefy foes). Don't be afraid to use insps, if you aren't already.
I'd be more specific but the overall problem if "Dying" is kind of vague. Is it that you're not killing in time to survive? Is the alpha too overwhelming? Missing a lot? What missions? What are you usually fighting? -
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Thanks for the reply, but a force field guide really doesn't help my Dark Melee/Regen scrapper. :-)
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That's why you should read his Combat Guide.
As a general rule, for most PvE, the Damage attack slotting template is 1 Acc SO and 3 Damage SOs. Depending on the attack, you might want to slot additional enhancements in for the harshest cost/highest penalty. For attacks like AoEs that have large acc penalties, an extra Acc SO would help. For powers with heavy end costs, or end costs over time, you might want to consider end reduxes. Most toggles don't need more than 1, but it varies with the toggle. Use the real-numbers feature, or check City of data to compare costs (End costs like Hurricane's are typically endreduxed as much as possible). For powers with high recharges that show substantial benefit each time they are activated can use extra recharge redux.
I don't mean to be pedantic; I just don't know what level of experience you have. Learning by example works, but you can also figure it out if you compare numbers between sets and just fiddle around and ask in the forum for your AT. Don't be afraid to post a build, and ignore the people who laugh at it.
Anyway, this should be moved to Player Questions. I'll flag this so the mod can see it. -
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One suggestion. Mention Dark/Dark TANKS in your title. Dark/Dark is shared by three ATs.
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Tanker, Corrupter, Brute, Stalker and Defender...?
Good overall guide but the end red slotting on the toggles is truly excessive. 1 for each of the cheapest toggles and maybe 2 on things like Cloak of Fear.
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Don't forget the Dark/Dark Scrapper
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Gah, I was thinking dark melee/armor, but yes, the terminology for dark blast and miasma overlaps as well. I'd also forgotten that dark was also a stalker set.
The thing is, that this guide might pop up int he general listing of the guide to guides forum. Plus, it can't ever really hurt to actually include the AT of your guide into the title. -
Also, this is in the wrong section. Requesting move to Player Questions.
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eewwww...Thats WAY above my blonde head
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LOL
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Well, at least it explains why this post is here instead of in Player Questions. -
Haven't looked it over, but it seems like you're committed to making this a good guide.
One suggestion. Mention Dark/Dark TANKS in your title. Dark/Dark is shared by three ATs. It'd be super helpful to indicate which AT it is, in addition to being good form to mention that it is a dark/dark guide in the title. -
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It seems like a great guide, but do you really think that you would recommand to slot only three rech on build up? :/
Just my curiousity o.O
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What would you suggest?
3 Recharge puts the recharge at +99.1% with 3 lv 50 IOs. 96% with SOs. Adding 3 more only adds 8-10%, at most I think, which for a 90s recharge power, changes the recharge by 2-3s. Hardly a noticeable or meaningful change, especially for 3 slots. -
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Granted, you're going to feel some way about what you're saying, otherwise you wouldn't take the time to say it, but loading a post with all the venom you can muster isn't going to do you any good, as people will read the venom and not the message.
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This, exactly. If you spit bile on the crowd, all they'll see you for is the bile spitting. -
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The form of Haiku
I never understood it.
Five-seven-five, why?
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Haiku are poems.
They do not have to make sense.
Refrigerator. -
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Is mentioning Posi's Blast twice a typo or are you using humor to say it is the only set really worth slotting? Couldn't tell.
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Humor. (obviously, bad humor)
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Nah. I liked it. It was cute.
I think the problem is that the milieu makes it hard to distinguish between sardonic humor and idiocy. -
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Thanks for putting that together StratoNexus! I'm leveling up a Psychic Blast/MM Blaster and I'm glad to find some info and opinions on how to best use MM.
Nice format too. I was also thinking of linking to CoD for a guide I'm working on. Now that you've done it I think I definitely will.
Question on this...
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Psychic Scream... Useful Sets You could slot Posis Blast or Posis Blast.
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Is mentioning Posi's Blast twice a typo or are you using humor to say it is the only set really worth slotting? Couldn't tell.
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It's really the only set worth slotting outside of the Purple set. It's like how Malaise's Illusions or Glimpse fo the Abyss are the best picks for Confuse and fear.
Compare Detonation with PosiBlast:
Detonation
2- Sleep resist: 1.65%
3- Def (Energy): 1.875%
4- Debt Prot: 1%
5- AoE Def 1.875%
6- Res(Toxic): 1.875%
PosiBlast
2- Recovery2.5%
3- Res(Fire/Cold): 1.575%
4- Acc: 9%
5- RechTime (6.25%)
6- Res (Toxic): 3.125%
Detonation adds a Damage/End/Range instead of a damage proc. All other values are the same between the sets. -
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First of all there is a redundant power choice here for a Kin Hasten. You get the same benefit using Siphon Speed. Although you could argue that the additional boost to your recharge rate is worth it so you can save on slots elsewhere. Personally I felt like it would be a waste.
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Target an enemy, and if you connect, youll be able to run fast! But more importantly, you increase your recharge rate, and slow your enemy.
Recommended enhancements: Start with 1 Acc. If you have room later, you can add slots of Slow (up to 3). Those slots will increase the debuff, but also increase your run speed.
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What.
Three problems with these statements:
1) If you're going to stack Siph speeds to make up for hasten, slot them with recharge reducers. Being able to keep two siph speeds up at once is equal to 1.5x the average +recharge of hasten. I suggest 1 acc, 3 recharge as a base. I'd even add the second as a base, since your secondary is /dark.
2) Hasten is not redundant. Anything that increases the recharge rate of transfusion, transference, and fulcrum shift is a winner. You don't even need a foe or a tohit check, meaning that it's one less thing to be frantic about when playing a kin.
3) A lot of your strategy depends on being near a foe that you can hit. With dark lacking -def and any +tohit powers, this makes this more of a liability should you face off against +3 or +4 foes. I know these powers get inherent acc bonuses, but in a pinch, it's better to have powers that boost runspeed and recharge independent of foe presence.
Additionally, unless you can keep ID on people at all time (which is surprisingly harder than it seems int he thick of it, and really frustrating on a full team), the slots are put to better use in other powers.
Aside from this, it's not a bad writeup. Keep working at it. -
These types of posts should go in Player Questions.
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can you make it so these things can't be summoned in pvp zones?
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Dont see why they should disallow them unless the buffs are strong enough to make a noticable impact.
And if they are then just kill the pet.
From what I've read they can be 1 shotted.
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Yep, at 10HP and -75% resist values, one brawl/AT cantrip will KO them. -
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Great another great thing my money has gone to develop that only less than 1% of the population get to use.
Thanks for nothing.
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Actually, players who have been with the game for 48 months, have placed more money in the system then you have. By your own logic, they SHOULD get rewarded. The longer your put money in the cooler stuff you get. I don't get why people who played the game a short time think they should have access to the same rewards people whove been paying a fee for YEARS should get. Plus anyone who gets this reward has been a loyal COX customer since launch. That may be a small percentage, but its a very important and very loyal percentage. Considering the average MMORPG subscribers sticks around for only a year, four years is phenomenal. And yup I plan on playing for as long as the game is around.
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Um...No. The fact is that w/o the current subscriber base this game wouldn't even be here. Why shouldn't I recieve whatever everyone else gets. You don't really think subscribtions fees from those who played since day 1 and never took a break is enough to keep this game profitable.
So enjoy your 48th month rewad..but just remember it's all of the current subscribers who helped you get it.
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You have an April 4th, 2004 reg date, youre getting the reward and pretty soon it looks like.
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That's not the point. Veteran rewards are totally wrong to institute in any game.
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The slotting mostly makes sense, but a few things
1) Get stamina at 20. 20-24 is a looong road without stamina, and you'll be crying sad tears every minute you didn't take it. Kin/Son is an active set, so you'll be doing something, always. You can't always rely on teammates to give you vigilance's endcost discounts, especially once teammates start getting SOs and damage mitigation on both the buff and self side start to peak.
2)Transfusion gets Acc and Heal early. Run 2 acc, 3 heal, and let siph speed take care of the recharge. Even with the 1 siph, you're 2/3 of the way to an SO, and keeping 1 siph speed perma is cake.
3)Leadership can go later. Tactics is the best thing to happen to a kin, but it can be fixed with early, heavy slotting of accuracy. I'd push ID earlier (early 20s at the latest, when energy damage and mezzes start popping up more often,) and put fitness in the late teens.
4)Siren's song is iffy if you're teaming. If you need the solo support, it's excellent. If you DO use it solo, I strongly suggest nixing one of the sleep SOs for a range SO. It's functionality is dramatically improved with the one SO alone, since any cone's AoE increases exponentially with range.
5)Siph power is a dandy buff, but it's still really good with 1 acc, 3 recharge. That extra slot would do very well in transference (which is a high priority 6-slot), if you can work it in. It also could be put to good use as a 3rd recharge in Siph speed, or as an extra acc, recharge, sleep, or an addition of range in siren's song.
6)CJ and SS have immense utility with a kinetics build. If it won't break your heart, you can drop the leadership powers for both those powers. If you can bear not to have a true travel power as well as immob protection until the 20s, then you're good. I strongly suggest acro or -KB IOs at some point in your build through. Kins are usually int he thick of it, and KB/KD is a real killer, both literally and in terms of letting you do your job. If you're not in love with IR, I'd drop it and leadership for CJ, SJ, and acro.
You've got good sense, for the most part tho. I'm sure you know that a kin is only as good as their accuracy, and it's important to slot harder for it early.
I know I'm sometimes throwing mixed signals above, but I'm not going to dictate your gaming life or your playstyle for you. Lemme know what you go with. -
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Great guide, I have been using this as a reference for my character (which is now 38).
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Which parts exactly?
The poor slotting, or the inaccuracies about sets?
How about the statement that repel is a good power for PvP?
The non-FAQ FAQ?
The complete lack of analysis of Pool powers outside of labeling powers "Useful" or "Not useful"?
The reader-unfriendly wall of text builds that have few descriptors?
The 1-40 build that doesn't have any major vertical movement powers until level 28?
Optimized IO sets that don't take good advantage of IOs like Numina's +recovery/regen, Miracle +recovery, or AegisPsy/Mez resist, favoring poor placements and bad substitutes, while simultaneously recommending purple IOs?
IO slottings that flagrantly ignore the needs of powers like transfusion, with bonuses that are so all over the place that they provide no substantial bonuses as to make a meaningful difference in output?
Let's not forget that the problem compounding the guide is the poster him/herself. The poster admits to committing to no analysis. This is made painfully obvious why later, in that he/she provides a spurious argument when attempting to disprove a valid criticism, throwing in a personal attack on the critic for good measure.
There's a better guide out there, and it's been bumped to the top of the guides forum recently. It shouldn't be hard to find. -
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Someone get EvilGeko in here.
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The OP has made a reasoned and sensible post and I can do nothing more than agree. Well written sir, I applaud you.
I think it's clear that there is only one response that makes sense:
Buff Regen.
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I love you. Can I has your childrens? -
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And nothing in his post said Satire.
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You're just upset because you got fooled. Of course, you could have saved face if you laughed too, but now...
Now it's just too late. I shall cry sad tears for you. -
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That really is quite a Pyramid Grinnz Ho-tep.
Zen
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I see what you did there
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I di'in't. What he do? -
Multipost moar pleez.
You remind me of that kid on the playground that doesn't shut up, ever. He was good at some things, and not so much at others, but no one cared because he wouldn't shut up.
So, what I'm basically saying is: Shut Up. -
You're not very good with tongue-in-cheek statements, are you?
All I said was that picking tactics over assault depends on the number of foes available, and that leadership has solo uses, and doesn't mean you have to team with people, BUT might also be useful for other reasons. You know, 'cause other people might farm for their own reasons.
You also missed Sid's point about IR being a perfectly good substitute, since, ostensibly, IR=SJ when not in constant combat (i.e. PvP). Eschewing the leaping pool means you can use leadership toggles to boost output (theoretically).
However, you missed those points entirely in favor of being an obtuse [censored]. <--- Note: NOT tongue-in-cheek. -
No. The question is how to make maximum use of the powers you pick. I'm saying tactics over assault if only to take advantage of set bonii. Tactics should be preferred on larger team, imo, since you add a few useful set bonuses, and tohit isn't ever a bad thing. I'd go Assault if you keep small teams or don't have the slots.
How many people are in the mission doesn't matter; it's the number of foes. Picking leadership on a farm build isn't automatically assuming you're looking out for other people, it's about having buffs accessible to you.
OTOH, if you're building a farm build for PLing purposes, there are times when you have to pick up lv 50 teammates. Boosting their output isn't a bad thing in this respect.
In the end, it's basic Fulcrum Shift efficiency considerations, tadpole:
More foes, more +damage. If you're capping or nigh-capping at 1 mob of 10, then you don't need assault, or +damage bonuses for that matter.
If we're in the business of min/maxing, a lot of that is about efficiency. Sidney's point is that leadership offers everything that the leaping pool does, and then some. Since this isn't PvP, you can get away with 2 -KB IOs vs Family and Demons (maybe 1, def. 2) and get better personal numbers. -
Ah, no. You're right, I'm confusing it with efficacy adaptor's 6th slot bonus, and remembered it most prominently on Dampened Spirits. The recharge bonus comes at 5 too.
I'd say go Gaussian if it's 4 or less slots. The 5 and 6 bonuses on Adj. Acc are shinyriffic-er.