Kurugi

Cohort
  • Posts

    311
  • Joined

  1. Thanks guys.

    I'm actually tempted to remake my brute because I already used both of my builds (I took Lightning Field at 10 but realized it's end cost so decided to put it off till later, and used my other build to pick Static Shield instead), but I didn't take charge brawl and I'm kind of regretting it.

    Right now I have HP, Jacobs Ladder, and Thunderstrike but Jacobs Ladder is starting to get on my nerves a bit. I'm having to use it mainly as a single target attack to fill in my chain, and I don't really like using it that way, but using it as a cone is kind of a pain because the narrowness of the cone means I usually have to almost line up my targets back to back to hit both and sometimes the one in the back is just that one hair too far away, or I clip the guy in front trying to line it up and it stops me and I don't get positioned properly and "waste" it. So I kinda wish I had taken CB instead...


    It's easier to use on big teams though and I can usually hit 3+ with it when the mob is herded together so I like it for that, it's just a bit lackluster solo although I'll probably spend a lot more time on teams than I will solo.

    I'd still probably take Stamina until I could get Power Sink but respec out of it after that if I felt I didn't need it.

    Actually I have a cool vampire concept for my character so I was thinking of maybe switching to Elec/Dark but then I saw that guide called "WHY YOU SHOULD NOT PLAY DA" and the whole CoF/OG reducing fury generation kinda turns me off (although I've heard the same things about Power Sink's -end reducing fury generation). Anyone have any opinions on that combo?

    Sorry if I keep bouncing around all over the place. I really like the concept of this brute so I'm just trying to find what I like best to fit him...
  2. Another question has come to mind.

    My Elec/Elec is now level 11 and while I realize that's very low he just feels really squishy. I know /Elec is a resist set but I've played a Fire Aura tanker up into the 30s and he felt much more durable even at the lower levels.

    Yes, I know tankers are more apt at taking damage than brutes but I always thought the only reason for that was because brute's defensive set was its secondary instead of its primary so they don't get their defensive powers as quickly as tankers, but I figured at the end of the day when both ATs are at 50 and slotted out they'd be very similar.

    Anyway, it may just be the lack of a self heal which I know is being corrected in I16 but I just wanted to know how /Elec fairs survivability wise later on and if things will vastly improve after SOs (well, things always vastly improve after SOs but you know what I mean...). Basically, I don't want to get this guy to 50 only to realize I'm basically a big hulking piece of glass and faceplanting left and right and/or popping more respites than a crack addict because /Elec doesn't cut it in the survival department.

    I mean, I was just soloing a few missions earlier trying to access a mission arc and I'd jump into a spawn of like 1 Lt and 1 or two minions and they'd almost take me out, but even on like a scrapper blue side I'd be able to handle that no problem, and I always figured Scrappers to be less resilient than Brutes. I just don't know what the deal is...
  3. Well best thing to probably do is just play it up and try out the powers for myself and discover what I feel I need or don't need and go from there. It doesn't seem anyone has any glaring problems with the build I posted for leveling so it's not like I'll have an unplayable character or anything.
  4. Quote:
    Originally Posted by UnicyclePeon View Post
    My /Elec Brute is level 39 or 40, and I ( so far) have skipped Power Surge. I didnt even try it because Mid's planner suggests it has a nasty crash. Unless you really want to be able to go the extra mile, you could replace Power Surge with Power Sink. You could get by with just 5 slots total in Power Sink, which would let you throw another slot on Energize/CP.

    But I can understand why you might want Power Surge. I just tend to dislike crash powers.

    Lewis
    Well, I haven't really ever played with a crash power, but I'd bet I would find it a bit annoying. At the same though I do like having a panic button for when the poo hits the fan.

    Also Why 4 slots in CP/Energize? I guess for Energize I could see the need for more slots but what else would I want in CP besides recharge, or are you just stating that in preperation for Energize? Sorry, I think my brain is having a slow day lol.
  5. #2 was a concern to me, but I'm lvl 10 now and really with Havoc Punch, Jacobs Ladder, and Thunderstrike my attack chain doesn't feel too bad really, and I'm surprised my endurance issues aren't really that bad either. Yeah, I have to use Jacob's Ladder as a single target attack at times and it's probably not very end efficient to use it that way, but it's not too bad. Plus if I did take charged brawl that's an extra power choice and my build is pretty tight on power picks as it is, especially with /Elec needing almost all the powers it seems.

    What would you suggest I drop to be able to take Power Sink along with Conserve Power (Energize)? The only thing I could really think of was Hasten which, while always useful, doesn't seem as necessary since I have Lightning Reflexes, but like you I'm no expert so I don't really know...
  6. Well either my build has no glaring problems or nobody cares xD

    Anyway, I guess I'll ask a more specific question then instead of just throwing a build out there.

    The big decision I had to make was Conserve Power or Power Sink. I went with Conserve Power because I read that Power Sink can reduce fury generation due to mobs not hitting you as much.

    However, I just read somewhere else that Elec/Elec is pretty "meh" unless you build it as like a sapper, so that makes me second guess my decision to take Conserve Power over Power Sink...

    I don't really see anything else in my build I could drop in order to take both. Hasten probably isn't as crucial for an Elec/Elec as it is for other builds since Lightning Reflexes pretty much is like giving me an extra recharge enhancement in every power, but it's still useful of course.

    So basically what I'm wondering is which course of action would be best?
  7. Or maybe I should make him /Elec instead? GRR I CAN'T DECIDE -.-

    Edit: Well I made a simple Elec/Elec build as well. :P

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Acc(A), Dmg(3), Dmg(5), Dmg(15), EndRdx(19), RechRdx(43)
    Level 1: Charged Armor -- EndRdx(A), ResDam(7), ResDam(11), ResDam(29)
    Level 2: Jacobs Ladder -- Acc(A), Dmg(3), Dmg(5), Dmg(13), EndRdx(19), RechRdx(46)
    Level 4: Conductive Shield -- EndRdx(A), ResDam(7), ResDam(11), ResDam(29)
    Level 6: Hurdle -- Jump(A)
    Level 8: Thunder Strike -- Acc(A), Dmg(9), Dmg(9), Dmg(13), EndRdx(17), RechRdx(37)
    Level 10: Static Shield -- EndRdx(A), ResDam(15), ResDam(17), ResDam(36)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Grounded -- ResDam(A)
    Level 18: Health -- Heal(A), Heal(48), Heal(48)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Chain Induction -- Acc(A), Dmg(23), Dmg(23), Dmg(25), EndRdx(25), RechRdx(37)
    Level 24: Lightning Reflexes -- Run(A)
    Level 26: Lightning Field -- EndRdx(A), Acc(27), EndRdx(27), Dmg(37), Dmg(40), Dmg(48)
    Level 28: Build Up -- RechRdx(A), RechRdx(31), RechRdx(34)
    Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
    Level 32: Lightning Rod -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(34)
    Level 35: Conserve Power -- RechRdx(A), RechRdx(36), RechRdx(36)
    Level 38: Power Surge -- RechRdx(A), RechRdx(39), RechRdx(39), ResDam(39), ResDam(40), ResDam(40)
    Level 41: Mu Lightning -- Acc(A), Dmg(42), Dmg(42), Dmg(42), EndRdx(43), RechRdx(43)
    Level 44: Ball Lightning -- Acc(A), Dmg(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
    Level 47: Boxing -- Acc(A)
    Level 49: Tough -- EndRdx(A), ResDam(50), ResDam(50), ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  8. Edit: Decided to go with Elec/Elec. See below...
  9. Kurugi

    DM/Regen

    Quote:
    Originally Posted by Smiling_Joe View Post
    Usually, when you use ToF on a mezzer or sapper, you either interrupt their alpha attack, giving you time to two-shot them, or you move on to the boss and let someone else take them out. In either case, you'll never have to cycle through your attack chain more than once on them, and so no loss of dps.

    A boss is a longer battle, though, requiring more than one attack chain cycles. When you insert ToF into your attack chain, it eats up animation time that could be used for attacks that do damage, thus bringing your dps down. Using ToF in boss fights is best done at the beginning and not again unless absolutely necessary.
    No. I wasn't thinking of using it regularly, just at the start to stack with IP to fear the boss to reduce his damage output. It was never my intention to use this pool to somehow increase my own damage, or "rhythm"..whatever you call it. I just thought it would make a good mitigation tool both for solo and on teams.

    I think you guys might be overanalyzing my intentions. I'm not some super-smart scientist looking to carefully mix together the right chemicals to achieve the perfect result. I'm more like a 5 year-old with a lollipop in one hand and a stick of dynamite in the other....if that makes sense (it probably doesn't).
  10. Kurugi

    DM/Regen

    Quote:
    Originally Posted by Smiling_Joe View Post
    Umbral pretty much nailed that one on the head, but I'll expand a bit on when you could use intimidate and/or Touch of Fear.

    One of the best uses I found for intimidate on a DM/ scrapper is as a teammate's panic button. I team mostly with my wife, and when I was on my DM/Regen she was on her Emp/Elec Defender. Needless to say, there were times when she'd shout across the couch that she needed help.

    I found it very handy to select her name in the team window, hit intimidate or provoke, and go back to killing. The mob attacking her would cower in fear just long enough to permit her to make an escape and for its aggro target to switch.

    Touch of Fear is best used on annoying mobs like mezzers and sappers. Especially sappers. You can use it on a boss if you like, but it'll only bring your dps down.

    However, ToF also carries a hefty 12% (unenhanced) ToHit debuff that lasts an obscene amount of time. If you're ever in trouble from a boss, elite boss, or some other single target, it is possible to temporarily insert ToF into your attack chain to almost floor their chances of hitting you, giving your regen enough time to recover from a damage spike.

    Coordinating them with IP so that they stack in the way you described, while fun, isn't the best way to deal with a spawn. Let your friendly neighborhood Mind or Illusion Controller fear the spawn. All you're interested in doing with powers like that is breaking their rhythm.
    This actually confused me more. So, Umbral pretty much hit the nail on the head in that I do want to start a fight with IP+ToF, but at the end you say that isn't the best thing to do?

    Also, how does using ToF on a boss lower my dps any more than using it on a mezzer or sapper? Mezzers and sappers are lts right? (Sorry, not familiar with high lvl mobs since the highest I've gotten in this game was 45..I have alt-itis something fierce in CoH...). I mean, it has the same animation time on a boss as it does another mob so I don't understand why you say using it would only lower my dps on bosses?
  11. Kurugi

    DM/Regen

    Thanks Smiling_Joe. I have to admit I was getting frustrated with some of the responses I was getting. At this point I'm not really concerned with making some "crazy uber powerful" scrapper. Sure, I might be eventually, but like I said that's the power of dual builds

    Anyway, I do have a couple more questions for you...

    Quote:
    Originally Posted by Smiling_Joe View Post
    To a point.There's a fine line between using control to enable you to deal damage more effectively and giving up your position as a damage dealer for the sake of a couple of semi-fancy tricks repeated ad-nauseum in every spawn. Never forget your primary role as a damage dealer. While I'm sure no one creates a scrapper with that in mind - and no one in this thread has said anything resembling that - I feel like it needs to be emphasized because it's easy to slip into that habit without even knowing it.
    So..would throwing out ToF/Intimidate right after IP to fear bosses be seen as crossing that fine line, or would it be better to work them in after a few other initial attacks first?

    Quote:
    Bearing all of that in mind, Neg_Rogue, I'll have a look at your build in depth (if someone hasn't done so already while I"ve been typing this) but off the top of my head please don't frankenslot Invoke Panic. Put five Glimpse of the Abyss in there for the recharge bonus and call it a day. And don't bother slotting the other two at all. I'll look at the rest shortly.
    Didn't you say Glimpse of the Abyss was a pretty expensive set though? If so I probably wouldn't slot it in until 50 because I'm very poor. The build I posted was more about getting the most out of my powers, not really about set bonuses. I'll start thinking more about set bonuses at 50.

    Keep in mind that I'm the type of person that likes to get a decent build put together before I really start leveling my toon, so my DM/Regen is still pre-10 at this point xD
  12. Kurugi

    DM/Regen

    Took the time to put together a build and I'm actually quite pleased with it, so I'm editing this post to include it instead of my previous crappy generic build...

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Presence
    Power Pool: Speed
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/Rchg(3), F'dSmite-Acc/EndRdx/Rchg(15), F'dSmite-Acc/Dmg/Rchg(25), KntkC'bat-Acc/Dmg(34), S'ngH'mkr-Acc/Dmg(46)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(7), Heal-I(7)
    Level 2: Shadow Maul -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(3), M'Strk-Acc/Dmg/EndRdx(15), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/Rchg(34)
    Level 4: Reconstruction -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(5), Tr'ge-Heal/Rchg(5), Heal-I(23), RechRdx-I(42)
    Level 6: Air Superiority -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/Rchg(13), F'dSmite-Acc/EndRdx/Rchg(17), F'dSmite-Acc/Dmg/Rchg(25), KntkC'bat-Acc/Dmg(37), S'ngH'mkr-Acc/Dmg(46)
    Level 8: Siphon Life -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(9), F'dSmite-Acc/Dmg/Rchg(9), Dmg-I(17), H'zdH-Heal/Rchg(34), H'zdH-Heal(40)
    Level 10: Quick Recovery -- EndMod-I(A), EndMod-I(11), EndMod-I(11)
    Level 12: Touch of Fear -- Acc-I(A), EndRdx-I(13)
    Level 14: Fly -- Flight-I(A)
    Level 16: Integration -- EndRdx-I(A)
    Level 18: Dark Consumption -- C'ngBlow-Acc/Rchg(A), Acc-I(19), Dmg-I(29), RechRdx-I(29), RechRdx-I(39)
    Level 20: Dull Pain -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(21), Tr'ge-Heal/Rchg(21), Heal-I(23), RechRdx-I(42)
    Level 22: Provoke -- Acc-I(A)
    Level 24: Intimidate -- Acc-I(A)
    Level 26: Soul Drain -- C'ngBlow-Acc/Rchg(A), Acc-I(27), Dmg-I(27), RechRdx-I(31), RechRdx-I(40)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 30: Invoke Panic -- N'mare-Acc/Rchg(A), N'mare-Acc/Fear/Rchg(31), N'mare-Acc/Fear(31), Hror-Acc/Fear/Rchg(40), RechRdx-I(43)
    Level 32: Midnight Grasp -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/Rchg(33), F'dSmite-Acc/EndRdx/Rchg(33), F'dSmite-Acc/Dmg/Rchg(33), KntkC'bat-Acc/Dmg(36), S'ngH'mkr-Acc/Dmg(43)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Petrifying Gaze -- EoCur-Acc/Rchg(A), EoCur-Acc/Hold/Rchg(42), Hold-I(43), Hold-I(46)
    Level 44: Torrent -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(45), AirB'st-Dmg/Rchg(50)
    Level 47: Tenebrous Tentacles -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(48), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(50), AirB'st-Dmg/Rchg(50)
    Level 49: Resilience -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    Any thoughts or comments are welcome. Yes this is just a cheap frankenslot build for the most part.
  13. Kurugi

    DM/Regen

    Well, one of the guides I read on DM described it as "the utility set of the scrapper primaries", so I figured playing it more for utility than a straight up damage juggernaut might be fun.

    Like I said though most likely I'll have my "fun" build and another build for more intense gameplay.

    I gotta say though...DM/Regen is a headache to slot. I probably shouldn't try to plan out my entire build with little experience with the sets but I've been able to do it for all the other characters I've made. I decided to take it slower and just get my build situated up to like lvl 40-42, but I'm still up in the air on a few powers about just how many slots they need/what to slot them with etc.
  14. Kurugi

    DM/Regen

    Quote:
    Originally Posted by Smiling_Joe View Post
    I've always rather liked the Presence Pool, and took it on my DM/Regen and used it all the way to 50. Something just feels "scrappery" about using Intimidate to bellow your presence to your foe before you take him down, and Invoke Panic's animation just screams badass.

    Having said that, notice I talked about the animations there and not the performance? Yeah - see what Umbral said about the presence pool and scrappers. If you take it for the fun of it then have a blast - it's a very fun pool to use. Don't expect a stellar performance. I wouldn't slot the first two powers in it at all, and I would at least slot two lv 50 Generic Accuracy IO's in Invoke Panic, or you might as well rename it to Throw Tantrum, because it'll miss nearly everyone in the spawn.

    Even slotted for accuracy it'll only get about two-thirds of the spawn cowering, but man is it fun to do! It's very good for getting the li'l suckers to stand in place for multiple soul drains, if for nothing else.

    Eventually, though, you'll look at your lv 50 DM/Regen and think "I wonder what else I can do with this one?" And then you'll respec out of the presence pool for something that will actualy improve your scrapper's performance. I did.

    Until then, have a blast with it.
    Heh, or I could utilize dual builds and have my "fun" build with the Presence pool and a different build for more serious stuff.

    Also, when you mentioned not bothering to slot the first two powers did you mean the literal first two powers (the taunts) or a taunt + Intimidate? Just wondering because my build is pretty tight on slots and I wasn't exactly sure how to slot them. I wasn't going to put any more slots into the taunt but I was thinking of putting some into Intimdate and I have 5 slots currently set to Invoke Panic.

    It's weird. Most builds I plan I have more slots than I know what to do with but this build is actually pretty tight.
  15. Kurugi

    DM/Regen

    Quote:
    Originally Posted by Werner View Post
    Weave, maybe. But I ALWAYS grab other powers and +defense IOs to stack Weave on. Tough doesn't need anything to stack on. It provides a significant increase in survivability right out of the box. If a lot of people see it as meaningless, a lot of people are wrong.


    If the fighting pool doesn't feel right to you, you CAN skip it. It isn't ESSENTIAL by any means. It's just good. This game isn't so hard that you can't play what you find fun instead of what some number crunchers tell you is optimal. Your friends are right about that.
    Well said. As I think someone else said nothing is set in stone, and worse comes to worse I can just try out the Presence pool and if I don't like it or just don't find it very useful I can always respec and take the Fighting pool instead or whatever.

    The best way to find out if something works for you is try it out yourself.
  16. I haven't tried FA/DB but I did get a Fire/SS tanker up into the mid-30s or so.

    I didn't really have much in the ways of endurance problems. Consume helps to circumvent that a bit in the lower levels if you take it early. I think the main hole in FA is the lack of mez protection, mainly the lack of KB protection. I'd plan to either slot a KB protection IO like from the Karma set if you can afford it (recipe seems to go for around 3-5 mil) or plan to take acrobatics if you go the SJ route for your travel power.

    Other than that I found it to be a pretty fun set. The other chief complaint is that since it's a resist set some people see it as a more "squishy" tanker primary but I still felt pretty durable.
  17. Kurugi

    DM/Regen

    Quote:
    Originally Posted by Space_Goat View Post
    My experience with using Consume on a Fire Tanker made me feel really negative about the idea of Dark Consumption as a replacement for Stamina. But I admit my bad experience came between the application of ED and set bonuses.

    Anybody tried it as a replacement for Stamina and found it works for them? Did you have a lot of toggles? How much +Recharge or other set bonuses did you have?
    Well keep in mind DM/Regen only gets one toggle from the primary/secondary sets, and Regen also offers QR which has 5% higher base recovery than stamina, so I think I'd do alright.
  18. Kurugi

    DM/Regen

    Well, as my friends have told me: "You'll have more fun playing a character you build around what you think is cool rather than a character that is built around 'the best' way to do something".
  19. Quote:
    Originally Posted by Mr. DJ View Post
    Negescape is so serious!
    Yeah, chances are he doesn't even play a tank. He's just bored and trying to push people's buttons (and he seems to have succeeded).
  20. Kurugi

    DM/Regen

    I don't know something about jumping into a spawn, hitting Invoke Panic then hitting one boss with ToF and the other with Intimidate just sounded really cool to me, but as someone else pointed out Scrappers aren't Controllers. It probably just had more to do with me never seeing a use for the presence pool and finally seeing a use for it that would make me a unique snowflake :P
  21. Kurugi

    DM/Regen

    Quote:
    Originally Posted by Umbral_NA View Post
    Look at what else you're getting from your power pools. Compare it to what you're getting from Fighting (especially considering that it's damage mitigation that allows your already impressive damage recovery capabilities to act upon a smaller pool of incoming damage, making it much more effective) and you'll see why it's considered "awesomeness". Now, add in what the Fighting pool also allows you to slot (Boxing is a great set mule), and it becomes even better.
    I don't really agree with using an attack or click power you never really plan to use as a "set mule". Auto or toggle powers sure because you'll probably be using them alot, but if I'm not planning to use Boxing 1) taking it in the first place seems like a total waste of a power choice, 2) putting precious enhancement slots into it just for set bonus seems that much more of a waste.

    *shrug*. Taking the Fighting pool just doesn't feel "right" to me for some reason...
  22. Quote:
    Originally Posted by Negescape View Post
    Further, if you take issue to me exerting my elitist view on how I run my AEs, don't be an idiot in what's clearly a farm. I don't abide stupid, lazy and generally worthless people.
    Actually, I take more of an issue with the fact that you run AEs (or more precisely AE farms since AE farms are one of the banes of CoH IMO).

    My friend told me there are some 50s who have never even left Atlas Park. That's probably one of the saddest things I've ever heard, never leaving what is considered the "starting area" and yet hitting the level cap...makes me sick just thinking about it.
  23. Kurugi

    DM/Regen

    Quote:
    Originally Posted by Umbral_NA View Post
    Yeah, I completely missed that he was eschewing the Fighting pool. I just never occurs to me any more that a Scrapper, much less a */regen, would avoid that awesome pool of awesomeness. It's like not taking Leaping or Flight. The idea never occurs to me.
    Eh, I don't see how 17.6% S/L resistance and 5.87% defense (ED capped) is considered "awesomeness", especially since a lot of people consider tough/weave to be pretty meaningless now unless you can stack it with other resistance/defense powers. Plus I have enough single target attacks in my build that boxing will largely be a completely wasted power choice, which I don't like to do...

    Might as well take them though I guess, since my End recovery is about 2 end/sec over my end drain with integration, tough, and weave toggled.

    /shrug
  24. Kurugi

    DM/Regen

    Quote:
    Originally Posted by Umbral_NA View Post
    The Presence pool is rather disgustingly bad, especially with the Scrapper numbers. The only build I would even dream of recommending it for is a Dark/Dark that took Cloak of Fear.

    Honestly, from a pure QoL standpoint, you could do perfectly fine with DC instead of Stamina, especially if you're planning on being surrounded most of the time. If you don't plan on having numerous enemies around you most of the time, you're better off with Stamina, especially considering the QoL improvements from Hurdle/Swift.

    As to what pool to replace Fitness with, I wouldn't bother finding one. There are plenty of choices that you could use from your primary and secondary. Just go with Speed, Leaping/Flight, and Fighting. You could always drop in Leadership for extra support and personal benefits, but those cost a bit and you might want Fitness back (which is problematic since it would be your 4th choice).
    Well the thing is though the reason I'm not really thinking Stamina is necessary for me is because with the powers I picked in my above build the only toggle I really have is Integration. If I were to drop Stamina and replace it with toggles like tough/weave or assault/tactics I'm increasing my end usage while simultaneously decreasing my end recovery which seems a little counter-productive.

    Plus, what aspect about stacking fears on a boss or having an AoE fear is bad? No offense, but just saying "it's bad don't use it" isn't really enough evidence for me to not to want to pick it. So basically I'd like to know WHY it's bad, because to me it sounds interesting.
  25. Quote:
    Originally Posted by Neuberg_Crowley View Post
    Incidently...and this is WAAAAAY beside the point but in response to the "I hate it more when people have a useful power...and don't use it!" posts in this thread, I recently ran that gawdawful "Keep 30 Firbolg from entering door" mission. I was the only controller, and I was a grav/emp at that. Other than me, it was scrappers, a blaster and a defender. As we're prepping for the mish, the team is talking and people are asking: can we do this with this team? I look at the Defender: she's a Dark with Tenebrous Tentacles. I look at the Blaster: devices, with caltrops. I say: "well, it's not like I'm the ONLY one with holds/slows/immobs, the defender has Tentacles and the Blaster has caltrops." The Defender responds with a smiley.....

    ...and then never uses Tenebrous Tentacles during the mission, and the blaster never layed any caltrops. Our team lasted 5 minutes tops before 30 firbolg got through the door.
    Seriously? I used TT on my Emp/DBlast defender as often as I could whether it was crucial to use it or not. It was arguably my favorite power in the Dark Blast set, mainly because it was so satisfying to use.