Maelwys

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  1. [ QUOTE ]
    [ QUOTE ]

    With Temperature Protection:
    142.6% Fire
    31.7% Cold


    [/ QUOTE ]I think we shouldn't take unrealistic scenarios into account

    [/ QUOTE ]
    And you're assuming you can find a Sonic Defender to team with the Fire Tanker?
  2. That assumes you aren't perma-AB'ed and/or SB'ed.... there's also powers that grant end drain +resist...
  3. Maelwys

    Tough Scrapper

    Usual method is 3 resist, 2 endred SOs.
    You can easily cut that down to 4 slots with IOs.

    Example, (+RUNSPEED/+RECOVERY SET BONUS)
    Level 40 IArmr: End/Res (+24.125% to all)
    Level 40 IArmr: End/Rech/Res (+19.3% to all)
    Level 50 Aegis: Res (+42.4%)
    Level 50 Aegis: End/Rech/Res (+21.2% to all)
    = 107.025% Res, 64.625% End, 40.5% Rech
  4. [ QUOTE ]

    So you can see that if I stack up my set bonuses I'm going to start seeing advantages.


    [/ QUOTE ]

    Certainly... but you'd need to make the tradeoff of functionality-at-30 for more overall enhancement when you're not working at 30.

    For toons that know they're going to be doing most or all of their play at a particular level it makes sense to build around what's going to work at that level.

    The perfect example would be a level 50 toon who knows they're only going to do Sirens PvP... They would likely work out their possible set bonuses at 30 (+damage, +recharge, +accuracy or whatever) and measure them up against the possibilities opened up by a mixture of level 50 HOs and IOs.

    For *my* toons I generally know that I'm likely to be doing TFs at many different levels, or a mixture of Zone (25, 30, 38, 50) and Arena (50) PvP. It makes sense to me to focus more on the maximum enhancement values (since they always apply no matter what level I'm working at) and work out my set bonuses for level 50 rather than trade some of those enhancement % for lower level set bonuses which I will only get the extra benefit from when exemping to a particular level range.

    Obviously milages vary, and I see your point on the Sirens PvP example (though I'd likely opt for +damage set bonuses over +accuracy, and stick a low-level 'Global 6% Tohit' Defence IO in somewhere! ). But in that example the power could still be improved by changing the Mako's Bite 4-way IO to level 50, since it won't affect set bonuses with only one Makos Bite IO slotted!
  5. [ QUOTE ]
    Okay so does anyone know vageuly what the Accuracy buff he gets from the yellow tower is? Would I be better going at him with say 3 purples and 2 orange per minute or just accepting my fate and going for 5 orange?

    [/ QUOTE ]

    5 Orange.

    He can hit an INV through Defender-level Power Boosted Vengence with that tower up. I've tested...

    Once the yellow tower is down, you can tank him reasonably normally.
  6. According to Mid's Builder my Sonic Defender grants 54.8% Resistance to other toons from the Ranged Bubble combined with Sonic Dispersion.

    A Typical Fire Tanker (3x level 50 Resistance Common IOs) without Tough has:

    47.5% Smashing
    47.5% Lethal
    47.5% Energy
    47.5% Negative
    95.1% Fire
    15.8% Cold

    With Temperature Protection:
    142.6% Fire
    31.7% Cold

    Healing Flames is 20% Toxic Resistance and can be stacked 2-3 times constantly.

    With a Sonic Defender, we're therefore looking at:

    102.3 % Smashing/Lethal/Energy/Negative
    148.9% (or 197% Fire with Temp. Protection)
    70.6% (or 86.5% Cold with Temp. Protection)
    94.8% Toxic (assuming double-stacked Healing Flames)
    0% Psionic
  7. To be frank, outside buffs or Stocking up on the Orange +res insps (Sturdies) are the only way you'll last long against Recluse until your teammates destroy the Yellow (+Accuracy) tower.

    The damage he outputs can be weathered if you have Hoarfrost up and Healing Support or Very high Defence + AidSelf (a perma-hoarfrost build is now possible with IOs if you wish to go that route) but the ToHit buff from the Accuracy tower will basically let him hit you no matter your defence.

    Your only options are really +HP, Healing or +Resistance. You can get resistance from Kins/Sonics/Stormies, Dark Defenders, Temp Powers such as the Wedding Band, Sturdies and Tough.
  8. Maelwys

    Tank Help

    Stone Skin, Crystals and Minerals?

    Since you don't mention Rock Armor, it sounds like a Stone Armor build that's intended for perma-Granite...
    ...but if that's the case then at level 32 you should be definately be taking "Granite Armor"....

    Stone Skin is only a tiny resistance boost (10%). Crystals and Minerals are decent Energy and Psionic Defence respectively... so I'm afraid without taking Rock Armor or Granite Armor you will get absolutely hammered by smashing/lethal damage, which the vast majority of enemies in the game use.

    Enhancements? Defence and Resistance in Armors. Recharge and Taunt Duration in Taunt. Healing and Recharge in Earth's Embrace (another power you do NOT want to skip) and Healing in Rooted (do NOT skip).

    The other thing that will help is RunSpeed IOs in Swift since if you're using Rooted and Granite Armor you'll move very slowly and won't be able to use Sprint or any travel power other than "teleport".

    If you post your Build (or even your Secondary melee pool and what pool powers you want to take) then I'm sure someone here could help with the power order/slotting!
  9. [ QUOTE ]
    AFAIK the scaling only comes into play below level 32, at level 30 it will be a small effect. If you have level 33 or lower sets then you still keep you set bonuses. So in the case of PvPing at level 30, I still think that having set bonuses available would make a greater difference than the enhancement boost from 33-50 IOs.
    At very low levels of exemping I agree you would be better with the highest level IOs you could get.

    [/ QUOTE ]
    Back from my drive...

    Enhancement scalars are here
    At level 30 (Sirens Call) it's 0.935, so you'd need 106.95% instead of 100% to hit the ED 'cap'.
    At level 24 (Bloody Bay) it's 0.696, so you'd need 143.68% instead of 100% to hit the ED 'cap'.

    Taken to silly levels, on the Positron TF (15 Cap IIRC), it's 0.391, so you'd need 255.75% to hit the cap.

    A good guideline looks to be "Aim for just under 110% ish for Sirens"... which is pretty much what I've been doing when I've been planning out my IO build for my Sonic/Elec Defender...

    [ QUOTE ]
    You get the same set bonuses from level 35 set IOs that you do from level 50 ones. To my knowledge there are no set enhancements at level 50 that are not available at level 30. In addition there are considerably more available at level 30 that are not available at 50 (sets that stop at 30 or 40 for example).

    [/ QUOTE ]
    Ayes... but at 50 you have access to all levels of set enhancements. The level 1-30 ones don't get denied to a level 50, the 50 can still slot them and get just as much use out of them as a level 30 if they so wish.

    That's actually one of the hardest builds I've seen to tweak since all the desired set bonuses are from 6-slotted sets. That means there's no room to diversify between sets which is where high level IOs would shine...

    Right, I'm going to leave you with one example and can judge for yourself if the extra % is worth it.

    [u]The best IO set level 50 attack slotting I've come up with for standard melee attacks is:[u]

    Mako's Bite: Dam/End (+26.5% to all)
    Mako's Bite: Dam/Rech (+26.5% to all)
    Mako's Bite: Acc/End/Rech (+21.2% to all)
    Mako's Bite: Acc/Dam/End/Rech (+18.55% to all)
    Crushing Impact: Acc/Dam/End (+21.2% to all)
    Crushing Impact: Acc/Dam/Rech (+21.2% to all)
    = 82.15% Acc, 113.95% Dam, 87.45% End, 87.45% Rech
    (+HEALTH, +DAMAGE SET BONUS)

    Mako's Bite: Acc/End/Rech (+21.2% to all)
    Mako's Bite: Acc/Dam/End/Rech (+18.55% to all)
    Crushing Impact: Acc/Dam (+26.5% to all)
    Crushing Impact: Acc/Dam/End (+21.2% to all)
    Crushing Impact: Dam/End/Rech (+21.2% to all)
    Crushing Impact: Acc/Dam/Rech (+21.2% to all)
    = 108.65% Acc, 108.65% Dam, 82.15% End, 82.15% Rech
    (+HEALTH, +ACCURACY SET BONUS)

    [u]Taken at level 30, those would give:[u]

    = 67.42% Acc, 93.52% Dam, 71.77% End, 71.77% Rech
    (+HEALTH, +DAMAGE SET BONUS)

    = 89.17% Acc, 89.17% Dam, 67.42% End, 67.42% Rech
    (+HEALTH, +ACCURACY SET BONUS)

    [u]Taken at level 35, those would give:[u]

    = 71.11% Acc, 98.63% Dam, 75.69% End, 75.69% Rech
    (+HEALTH, +DAMAGE SET BONUS)

    = 94.04% Acc, 94.04% Dam, 71.11% End, 71.11% Rech
    (+HEALTH, +ACCURACY SET BONUS)
  10. [ QUOTE ]
    You get the same set bonuses from level 35 set IOs that you do from level 50 ones. To my knowledge there are no set enhancements at level 50 that are not available at level 30. In addition there are considerably more available at level 30 that are not available at 50 (sets that stop at 30 or 40 for example).
    Earlier you argued that spending inf slotting set IOs at lower level as it was a waste of inf, now you are saying that inf is largely irrelevent, this is a bit contradictory.

    [/ QUOTE ]

    Well, it's relevant when you're levelling (unless you transfer inf from other toons) but after 50 you have nothing to use it on so inf becomes nearly worthless.

    Good point about sets though.

    I'll have to check up on the exemplar issue. I DO have a link *SOMEWHERE* that gives a breakdown of level-by-level exemplar scalars, but it's near home-time here and I can't be bothered to dig it out...

    [ QUOTE ]
    Feel free to see the difference between level 35 and level 50 IO's - I think it's pretty tiny compared to the many millions in crafting cost alone.

    [/ QUOTE ]

    At a quick glance, whilst you could get perma-Hasten by dropping some power picks, I can get about the equivilant defence values and considerably higher +recharge (there are also 5x 7.5% +recharge LOTGs in the build not included in the listing below) by using level 50 set IOs.

    +8.5% DamageBuff
    +3% Defense(Smashing)
    +3% Defense(Lethal)
    +4.58% Defense(Fire)
    +4.58% Defense(Cold)
    +3% Defense(Energy)
    +3% Defense(Negative)
    +3% Defense(Psionic)
    +9.88% Defense(Melee)
    +10.5% Defense(Ranged)
    +9.88% Defense(AoE)
    +44% Enhancement(Accuracy)
    +62.5% Enhancement(RechargeTime)
    +105.4 (7.88%) HitPoints
    +MezResist(Held) (Mag 2.75%)
    +MezResist(Immobilize) (Mag 13.8%)
    +MezResist(Sleep) (Mag 3.3%)
    +MezResist(Stun) (Mag 3.3%)
    +44% Regeneration
    +5.67% Resistance(Fire)
    +5.67% Resistance(Cold)
    +5% RunSpeed
    +2.5% Debt Protection

    ...and now I'd better run since it's raining and a long drive home... have fun!

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  11. [ QUOTE ]
    Sorry I haven't got Mids at work ( naughty me ). Please could you summarise the total set benefits?

    [/ QUOTE ]

    Did a quick Import into my Mids planner (sneaked it into work... the other IT guy hasn't noticed yet!)

    [u]Set Bonuses:[u]
    +8.5% DamageBuff
    +3% Defense(Smashing)
    +3% Defense(Lethal)
    +3% Defense(Fire)
    +3% Defense(Cold)
    +3% Defense(Energy)
    +3% Defense(Negative)
    +3% Defense(Psionic)
    +9.88% Defense(Melee)
    +10.5% Defense(Ranged)
    +8% Defense(AoE)
    +44% Enhancement(Accuracy)
    +47.5% Enhancement(RechargeTime)
    +130.6 (9.75%) HitPoints
    +MezResist(Held) (Mag 2.75%)
    +MezResist(Immobilize) (Mag 13.8%)
    +MezResist(Sleep) (Mag 3.3%)
    +MezResist(Stun) (Mag 3.3%)
    +4% Recovery
    +46% Regeneration
    +5.67% Resistance(Fire)
    +5.67% Resistance(Cold)

    [u]Totals:[u]
    45.6% Melee Def, 46.9% Ranged Def, 44.4% AoE Def. 178% Recovery, 243% Regeneration, 137.5% Recharge.

    Elude's recharge time is given as 331.4 secs (with Hasten).
    Hasten recharge time is given as 134.7 secs.
  12. Urrg... quotes upon quotes starting again.

    Apologies in advance if this becomes hard to follow, it's a headache to edit properly!

    [ QUOTE ]
    [ QUOTE ]
    Typically I avoid worrying about set bonuses and focus on maximum effective value from enhancements.

    [/ QUOTE ]
    Then you may not be realising the full potential of your character - set bonuses are not subject to ED and are globally applied as I have shown in the examples, they can increase your effectiveness beyond any enhancement combination in your powers.

    [/ QUOTE ]
    Which are irrelevant if you exemplar. Only the non-set-bonus global IOs apply when exemplared.

    If you intend to stay at level 50 you are certainly free to make all kinds of set bonuses stack up, but generally it'll be better to aim for enhancement values FIRST.

    Example: My Spines/Dark has an obscene amount of +Recovery and +Regen at level 50 from set bonuses, but I focussed much more on making his attacks and toggles contain as much traditional damage and endred as possible (even going slightly ABOVE the level-50 ED cap on many powers) because that is what will affect him the most when he exemplars down for different level TFs.

    [ QUOTE ]
    [ QUOTE ]
    Yes, you can mix and match set IOs with Common IOs and HOs to increase performance... but even then HOs are only available at endgame (50) and Common IOs obtain maximum effectiveness at level 50 (endgame).

    [/ QUOTE ]
    In this specific case you are talking about using level 50 set IO's and not worrying about the set bonuses. I don't see how HOs only being available in the endgame (as the level 50 IOs are) has any relevance on the fact that they can offer an improvement over using level 50 set IOs alone?

    [/ QUOTE ]
    It has relevance in the context of your previous post, you seemed to be implying that instead of waiting to use level 50 set IOs, choosing your set IOs at level 25-30 was better. You then argued that HOs/Common IOs were just as effective. HOs are not available at level 25-30, so there is no valid comparison. If you wish to use HOs you will need to wait until level 50, when you might as well use level 50 set IOs along with those HOs (rather than combine level 50 HOs with the weaker level 25-30 set IOs).

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    The only case where you should use level 50 set IO's exclusively is if your build relies upon set bonuses and you never intend to play the toon below level 47.

    [/ QUOTE ]
    Actually I'd suggest that the only time you should bother slotting set IOs UNDER level 50 is when you want set bonuses when exemping. For all other purposes, slotting the same IO at a higher level would tease out higher enhancement numbers and therefore make the power better.

    [/ QUOTE ]
    Hence why I used the word "exclusively" as in when you're using all level 50 set IOs, and no HOs or common IOs.
    What about when you havent reached level 47 yet? Why should I play through 20 odd levels without set IO's, just because the level 50's are a little better (and negligibly so when you consider that you're probably going to be hitting ED with level 30's anyhow - see my red fortune example)?

    [/ QUOTE ]
    Two points:

    + If you wish to use poorer performing, cheaper enhancements to hit the ED cap, you might as well use only common IOs since they can quite happily accomplish this and are cheaper than set IOs at any level.

    + The lower level set IOs' enhancement bonuses are STILL affected by exemplar rules and STILL give worse bonuses than their high level counterparts. Higher level enhancements will let you boost your overall enhancement % spread for better overall performance, as well as let you creep slightly over the ED cap so that when exemplaring you still get nearly all the bonuses possible from ED. This is the same reason that many level 50 pvp toons slotted their powers with the equivilant of 4 accuracy/4 damage SOs if they intended to participate in PvP at level 30.

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Far from being a waste of inf, they are cheaper, nearly as effective and available more of the time.

    [/ QUOTE ]
    But the enhancement values are still lower. They are therefore still LESS EFFECTIVE.

    [/ QUOTE ]
    Yes they will give a smaller enhancement bonus.
    Given the amount of level 50 content, and the amount of time it takes to reach level 50 they may well give a better bonus over the lifetime of the charcter due to set bonuses.
    Additionally they offer a much better cost/benefit ratio - so I really wouldn't use the word "effective"

    [/ QUOTE ]
    I would. Higher % bonuses. Higher "set bonus" values. More options to choose from in each set. More set combinations available. Cost is largely irrelevant since we're dealing with in-game 'monopoly money' and it's relatively easy to make 10-20 million inf in an evening if you know what you're doing.

    A Character doesn't just end at level 50 either, for most of my toons they simply hit peak effectiveness and IOs boost that even more... Personally I wouldn't equip them with anything less than the absolute best build possible for what I intend that toon to do. That means optimum enhancment levels as a primary concern, and optimum set bonuses as a secondary concern. That means using the highest level enhancements avilable in each set. That means doing this at level 50.

    [ QUOTE ]

    Level 50 set IO's give you better enhancment than lower level ones, I will not argue with that. However I believe that lower level set IO's are not a waste of inf. I guess the difference is I'm arguing the case "when using set bonuses", and you're arguing the case "when not using set bonuses".
    So yeah, when you have a level 50 already, and you want to use set IOs, but you don't want to use the bonuses, then use the level 50 ones, but please if you're going to that much expense, make sure to mix in some HOs and common IOs to actually get the most out of the build!

    [/ QUOTE ]
    To my knowledge, I have never suggested otherwise... It's entirely possible that my wording was unclear though, will have to skim-read back through my previous ramblings...

    [EDIT: Yep, found it I think. Please read "Although TBH I think slotting anything but level 50 set enhancements is a waste of inf, unless you're planning never to get the character to 50..." as "Although I think slotting set enhancements at anything but level 50 is a waste of inf, unless you're planning to never get the character to 50...". I think that's where you got that HO point from... I'm really a big fan of HOs!]

    [ QUOTE ]
    However if you're not level 50 yet, or if you ever want to play the character below 50 and you want to use set bonuses then look at the lower level IOs.

    [/ QUOTE ]
    Won't argue with that. In My Opinion (tm) there is simply not much point in using set IOs (or HOs for that matter) before I can achieve the maximum possible level of slotting effectiveness for each character. I'd be quite content to use Common level 25/30 IOs as a simple direct replacement for SOs, save the inf I save from not replacing them for 25-30 levels and completely redo my character at 50 (making use of HOs, set IOs, Common IOs, anything I can get my grubby little mitts on to get the absolute most out of my character!)

    [ QUOTE ]
    Thanks for the discussion btw - I'm really bored with my work right now and this far more interesting!

    [/ QUOTE ]
    No probs, glad it hasn't become too antagonistic on either side! Usually these "quote-wars" can descend into name calling if you're not careful.

    Oh, and complete thread derailment... yep... nothing to see here...
  13. Aye, there's only really a few decent ones available for a regen... +Recharge, +HP and +Regen are the ones I can think of offhand since +recovery is unnoticable with Quick Recovery, +accuracy or +damage are also nice.

    Sounds like different playstyles. I consider what sort of toon I want, design it, build it for PvE and level it to 50, then respec it for whatever it's final purpose is (PvP, max +defence, damage?), then start a new toon.

    Older level 50s are regularly used for SG/Coalition exp teams, inf/salvage farming, multiple-level TFs etc. a lot, as well as PvP... so I like to have them as effective as possible across the entire level range. This means maximum enhancement effectiveness (since exemping reduces the % values of your slotting) and largely ignoring normal "set bonuses" unless I intend the toon to mainly be used at level 50.

    I've six 50s and only two (well, NEARLY two) with full-IO builds though. It'll take me a while to do them all...

    DA/Spines Scrapper's done (and BOY did it benefit!). Defender's nearly done... PB is next, then Tanker, with Kat/Regen Scrapper and Bot/Dark MM last. I'm probably going to take a long break between toons though, as I'm getting bored farming inf and salvage and have developed a mad urge to make a Blaster...
  14. No problem TA, was just commenting on your OP based on my experiences with the sets!

    My Level 50 Katana/Regen had survivability issues when fighting level 54 Purple Bosses on big teams. With DA and a perma-Knockdown attack chain he has no such problems and at one point with both AirSupp and Energy Torrent he could keep three +4 Bosses Knockdowned at once. He can also survive in the middle of an 8-man Purple Spawn indefinately using nothing more than double-stacked DA/Parry.


    Also (@UnknownWarrior):

    I think I wasn't clear enough there... Double-stacked Parry will be up for 80-90% of the time, but the 10-20% downtime when only one buff is up is quite sufficient for enemies to start hitting you. With 1 Recharge SO you can perma-double-stack it with a VERY brief 3rd buff overlap, thus remain at the Melee/Lethal Defence caps indefinately as long as there is something to hit with Parry.

    With one recharge SO it's possible to perma-double-stack it by using Parry-Headsplitter-Parry-Disembowel-Parry-Hack indefinately. This can be an invaluable tool to let you "turtle up" when fighting mobs that would otherwise be completely out of your league. Back in I6 (pre-AV/GM-buffs) I soloed several GMs/AVs using that combination, and it works just as well when surrounded by hordes of melee-attack mobs.

    Currently I've my Scrapper's DA slotted with the equvilant of 3Acc/3Def/1Rech/2Dam using HOs. It's possible to have this at up to 3Acc/3Dam/3Rech/3Def with the right HO combination, and close to that with IOs.
  15. [ QUOTE ]
    [ QUOTE ]

    Although TBH I think slotting anything but level 50 set enhancements is a waste of inf, unless you're planning never to get the character to 50...

    [/ QUOTE ]

    I completely dissagree with this statement:
    1) Your set bonuses won't work if you ever ex down (like say to help a friend or PvP in warbug sirens).
    2) Level 33 (e.g set bonuses in sirens) are 85% as effective as level 50's. You can easily get to the ED cap on the important attributes with them.
    3) What about all the levels where you're actually playing the toon before level 50?
    4) Level 50's cost up to 400k more to craft.

    Oh and if you're trying to max a build without worrying about set bonuses then you should be using a mix inlcuding HO's and common IO's as well as set IO's.

    [/ QUOTE ]
    Typically I avoid worrying about set bonuses and focus on maximum effective value from enhancements.

    To this end I have completely min-maxxed one of my level 50 toons on IOs so far and am about 90% of the way through min-maxxing another one. I've used HOs, yes. But I've never used a set IO below the highest available level unless it was a global effect IO which acts as a set bonus (would be unavailable when exemplared).

    Yes, you can mix and match set IOs with Common IOs and HOs to increase performance... but even then HOs are only available at endgame (50) and Common IOs obtain maximum effectiveness at level 50 (endgame).

    [ QUOTE ]
    The only case where you should use level 50 set IO's exclusively is if your build relies upon set bonuses and you never intend to play the toon below level 47.

    [/ QUOTE ]
    Actually I'd suggest that the only time you should bother slotting set IOs UNDER level 50 is when you want set bonuses when exemping. For all other purposes, slotting the same IO at a higher level would tease out higher enhancement numbers and therefore make the power better.

    Common level 25 or level 30 IOs are equivilant with SOs and perfectly fine for getting a toon to 50. Once there you'll have the best selection of enhancements available to you in order to completely min-max your build!

    Such common IOs are much cheaper than Set IOs, and last just as long. They're just like SOs, so you're not gimping your "gameplay to 50" by taking them. The only thing you're missing out on are the set bonuses.

    But if someone wants to shell out a load of inf on set IOs that they're just going to replace again when they hit 50, I'm not going to stop them!

    [ QUOTE ]
    Far from being a waste of inf, they are cheaper, nearly as effective and available more of the time.

    [/ QUOTE ]
    But the enhancement values are still lower. They are therefore still LESS EFFECTIVE.

    You CAN make effective combinations at lower levels, but the higher level ones are going to give better enhancement values every time. The set bonuses of lower-level sets are also often not as high as those of higher-level sets. The number of enhancements per-set available to you also increases in higher level sets.
  16. Very solid build, and I can't fault the power breakdown at all!

    Only got two additional comments: one about Parry, one about Energy Torrent.

    (i) Parry's really best used as a situational defence buff, not an attack. You've touched on that already... but in order to hit the Melee/Lethal defence "soft cap" you need to double-stack it, which means you either need Hasten running or 1xRecharge SO in it. It also doesn't have a bonus to accuracy. I'd regard 2x Acc SOs to be a minimum slotting... since when you get into enough trouble to need to use Parry. you want it to HIT!

    I had Divine Avalanche (Katana version of Parry) slotted as Acc/Acc/Rech/Def/Def/Def until IOs/HOs. Never regretted it, and it regularly let me survive in the middle of huge groups of purple mobs like Devouring Earth.

    (ii) Energy Torrent is basically a Cone, longer recharge version of Air Superiority. It's really useful for using the KnockDOWN to break up a big group of enemies so that you avoid their alpha strike. Particularly on a /regen. The weapon redraw can be a pain, but no moreso than using LaserBeamEyes or AirSupp.

    [Edit: BTW taking Health rather than Swift or Hurdle will also stack with your normal regeneration from Fast Healing/Integration. It's about half as powerful as Fast Healing, only needs two slots to be very effective!]
  17. Procs and Globals that act as set bonuses, Yep.

    But even then I'd say it'd usually be better to wait until 50... since the rest of the slotting of that power will suffer without maximum-effectiveness (level 50) IOs. Regen/Recovery IOs are about the only ones I'd consider slotting early... maybe the +stealth ones too. I've got a +defence global IO slotted on my bot/traps MM that I'd be hard pressed to part with, but I'm saving getting a +resist IO for when it hits 50!!
  18. [ QUOTE ]
    I was doing my calculations with level 25-30ish ones. Level 50 makes a large difference in slotting.

    [/ QUOTE ]

    @ Level 30:

    Mako's Bite: Acc/Dmg/End/Echg (+15.23% to all)
    Crushing Impact: Acc/Dam/Rech (+17.4% to all)
    Focussed Smite: Acc/Dam/Rech (+17.4% to all)
    Kinetic Combat: Dmg/End/Rech (+17.4% to all)
    Touch of Death: Dmg/End/Rech (+17.4% to all)
    Smashing Haymaker: Dmg/End/Rech (+17.4% to all)
    = 50.03% Acc, 102.23% Dam, 67.43% End, 102.23% Rech
    Or you can effectively swap out Damage for Accuracy.

    Although TBH I think slotting anything but level 50 set enhancements is a waste of inf, unless you're planning never to get the character to 50... since common IOs are perfectly fine for levelling.
  19. Probably 4 Makos Bite, 2 Crushing Impact with level 50 IOs:

    Mako's Bite: Acc/Dam (+26.5% to all)
    Mako's Bite: Dam/Rech (+26.5% to all)
    Mako's Bite: Acc/End/Rech (+21.2% to all)
    Mako's Bite: Acc/Dam/End/Rech (+18.55% to all)
    Crushing Impact: Acc/Dam/Rech (+21.2% to all)
    Crushing Impact: Dam/End/Rech (+21.2% to all)
    = 87.45% Acc, 113.95% Dam, 60.95% End, 108.65% Rech, plus +HP, +Damage Set Bonuses.

    If you wanted to go all-out and use HOs as well, providing that Endurance isn't an issue (/regen) then the best you'll be able to get out of it is 3 Nucleous (Acc/Dam) and 3 Membrane (Tohit/Rech). But realistically the ToHit is gives when fully slotted is negligable (15.5% instead of 10%) so I'd stick with IOs...
  20. Aye, well.. that and it has Tactics in Sirens to help with all those +Stealth IO'ed villains that are going to crop up anyday now... not that I ever really turn off my autojump macro in sirens these days...

    I like Tesla Cage for PvE, and the -recovery is good in PvP. The Hold bit is just icing. Used to be able to stack it past acrobatics easily, probably not these days in the land of +resist IOs though. Still handy for when their toggles drop due to end drain.

    Disruption Field I'd only ever really use vs Granites or in PvE. Short Circuit could move earlier, but is most useful when combined with PBU anyway.... I miss perma-cage....
  21. Oh, I've got a build done already. Several in fact... I just can't decide on that 49 power and am really unsure of how useful Sonic cage is now in PvP...

    Thanks for the reply though!

    My current thinkings are below, replace @49 with Sonic Cage Acc/Rech/Rech/Rech IO, take a slot from Hurdle and put a range IO into each of the allied bubbles and you have the build with Sonic Cage rather then Liquefy.

    Hero Plan by Mids' Hero Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php

    Red Noise: Level 50 Mutation Defender
    Primary Power Set: Sonic Resonance
    Secondary Power Set: Electrical Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    ------------
    Level 1: Sonic Siphon Acc-I(A), Acc-I(27)
    Level 1: Charged Bolts Acc/Dmg(A), Dmg/EndRdx(7), Acc/Dmg/Rchg(7), Acc/Dmg/EndRdx/Rchg(9), Acc/Dmg/EndRdx(9)
    Level 2: Lightning Bolt Acc/Dmg(A), Dmg/EndRdx(3), Acc/Dmg/Rchg(3), Acc/Dmg/EndRdx/Rchg(5), Acc/Dmg/Rchg(5)
    Level 4: Sonic Barrier ResDam-I(A), ResDam-I(11), ResDam/EndRdx(17)
    Level 6: Sonic Haven ResDam-I(A), ResDam-I(11), ResDam/EndRdx(17)
    Level 8: Hurdle Jump-I(A), Jump-I(43), Jump-I(46)
    Level 10: Combat Jumping ToHit+(A), ResKB(37), Rchg+(40)
    Level 12: Sonic Dispersion ResDam/EndRdx(A), ResDam/EndRdx(13), ResDam/EndRdx(13), ResDam/EndRdx(15), Status(15), ResKB(27)
    Level 14: Super Jump Jump-I(A)
    Level 16: Aid Other Heal(A), Heal/Rchg(23), Heal/EndRdx/Rchg(25), Heal/Rchg(31), Heal/EndRdx/Rchg(37)
    Level 18: Health Heal(A), Heal/Rchg(19), Regen/Rcvry+(19), Heal(34), Rcvry+(36), Regen+(37)
    Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Assault EndRdx-I(A), EndRdx-I(23)
    Level 24: Tactics HO:Cyto(A), HO:Cyto(25), HO:Cyto(42)
    Level 26: Clarity Range-I(A), Range-I(46)
    Level 28: Aim HO:Membr(A), HO:Membr(29), HO:Membr(29)
    Level 30: Aid Self Heal(A), Heal/EndRdx(31), Heal/EndRdx/Rchg(31), IntRdx-I(43), IntRdx-I(43)
    Level 32: Tesla Cage Acc/Hold/Rchg(A), Acc/Hold/Rchg(33), Acc/Hold(33), Acc/Rchg(33), Hold-I(34), RechRdx-I(34)
    Level 35: Disruption Field EndRdx-I(A), EndRdx-I(36), EndRdx-I(36)
    Level 38: Short Circuit Acc/Rchg(A), Acc/Rchg(39), RechRdx-I(39), EndMod-I(39), EndMod-I(40), EndMod-I(40)
    Level 41: Power Build up RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Temp Invulnerability ResDam/EndRdx(A), ResDam/EndRdx/Rchg(45), ResDam-I(45), ResDam/EndRdx/Rchg(45), Psi/Status(46)
    Level 47: Liquefy HO:Enzym(A), HO:Enzym(48), HO:Enzym(48), RechRdx-I(48), RechRdx-I(50)
    Level 49: Vengeance HO:Membr(A), HO:Membr(50), HO:Membr(50)
    ------------
    Level 1: Brawl Acc-I(A)
    Level 1: Sprint Stlth(A)
    Level 1: Vigilance
    Level 2: Rest RechRdx-I(A)

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  22. So... basically I've been considering upgrading my toons now that i9 has hit. After finishing off my IO build for my Spines/Dark, I've started looking seriously at my Sonic/Elec Defender.

    As a bit of background, he started off life as a PvP exercise. With emphasis on Clarity for allied +perception, self-mez protection, self-damage-resistance, Perma-Sonic-Cage and Endurance Drain. Originally this meant taking the Elec Epic pool for the shield (combined with Sonic Dispersion to get over 55% Energy resists and nearly hit the S/L cap) and Power Sink (to combine with /elec's Short Circuit for end drain).

    Whilst I happily played him this way for months, I noticed that Power Sink was nearly worthless in PvP since the "is there a mob to drain nearby" check takes effect midway through the rooting animation (foes will be long gone). Short Circuit drains more end, and its Tohit check occurs at the very start of the animation.

    But since rolling my Defender we've seen a nerf to Sonic cage's PvP duration and also had the Statesman TF introduced to the game. I respecced my defender out of Power Sink and Cage, and into the Leadership pool and Power Epic pool for 'Power Build Up' + Vengence. I found I really liked using 'Power Build Up'- not only for Vengence but also for greatly magnifying the effect of Aid Other's Heal and Short Circuit's Endurance Drain.

    Bottom Line: in respeccing "Red Noise" for i9, I want to keep him a viable toon for PvE TFs and the STF, as well as to round him out again for TEAM PvP. To this end I've more-or-less decided to keep the Power Epic Pool (the only thing holding me back is the drop in energy damage resistance) but I want opinions on power picks...


    [u]Powers I'm definately going to take:[u]

    + Charged Bolts/Charged Blast (the two elec ranged attacks)
    + Sonic Siphon (ranged -30% resistance, unstackable)
    + Sonic Barrier/Sonic Haven (Shields, max resists + a range IO in each)
    + Sonic Dispersion (Self-Toggle PBAoE +resist/mez protection)
    + Short Circuit (Primary Endurance Drain power)
    + Disruption Field (allied-anchor -30% resist PBAoE toggle)
    + Clarity (allied mez protection/+perc, two range IOs in it)
    + Assault/Tactics/Vengence (+resist, +perc, +def/+tohit)
    + Aid Other/Aid Self (Healing)
    + Hurdle/Health/Stamina (Movement, IO Set/Global Bonus Anchors)
    + Combat Jumping/Super Jump (Movement, Kismet 6% Tohit/LOTG +recharge IO anchor)


    [u]Powers I'm probably taking:[u]

    + Aim (+ToHit, combined with PBU it'll be hard to miss an Attack/Short Circuit/Tesla Cage)
    + Telsa Cage (100% -Recovery, stackable hold)
    + Power Build Up (Rocks. 'nuff said)
    + Temp Invunerability (Just short of the S/L resistance cap)


    [u]Powers I'm debating taking (one pick left, probably @49 with a maximum of 5 slots to devote to it):[u]

    + Sonic Cage (Is it worth it anymore with only 50% up-time in PvP? It's been pretty useless in PvE)
    + Acrobatics (Won't need it with 8-12 Mag KB Protection and 50% mez resists from IOs but every little helps?)
    + Total Focus (I have very few attacks, this is good damage/stun but LONG recharge and it's melee)
    + Resuscitate (Allied rez. Occasionally helpful in PvE but otherwise worthless)
    + Liquefy (tarpatch-like power, big -defence and -tohit debuff for 60 seconds with a LONG recharge)


    At the moment I'm veering towards Sonic Cage (combined with Aim/Power Build Up, for PvP). But I'm tempted by Total Focus + PBU. And Liquefy might be good for the AVs in the STF (25 foot radius patch -jump, -fly, with over 90% -Tohit/-Def when combined with PBU). I might also be tempted to give up Tesla Cage to grab a second power from that bottom list if someone has a good enough reason.

    Too many powers! Help me decide dammit!


  23. &lt;--- is happy 'cause his heal can't be debuffed!
  24. [ QUOTE ]
    [ QUOTE ]
    Claws and Spines are the AoE sets

    [/ QUOTE ]

    What?

    [/ QUOTE ]

    OK, "Claws and Spines are the only sets with slightly decent AoEs"

    Happy Now?

    I speak of Shockwave/Eviscerate/Spin and Ripper/SpineBurst/ThrowSpines... I think Shadow Maul (DM), Flashing Steel (NB) and Golden Dragonfly (NB) are the only others available. MA and EM Stalkers get none IIRC.


    [ QUOTE ]
    Hmmm. Probably be best to ask someone with a PvP Claws Stalker that question. I know Hammerfall has one...


    [/ QUOTE ]
    [ QUOTE ]
    Don't listen to Mael. Claws is just fine for pvp inasmuch as any powerset is for stalkers.

    [/ QUOTE ]



    (Now if a set had both Energy Transfer and Impale in it.... )
  25. Yes it was Focus I was thinking of... I know Impale does -fly, and I was under the impression that Focus did it too... mind you, when I check on nofuture it doesn't list fly for Focus, only Knockback... hmmm...

    AFAIK, it's Web Grenades (Mace) or Waterspout (Shark) for PvP Patron pools. Web Grenades for the lovely ranged -recharge, -jump and -fly, and Waterspout for an autohit stun that doesn't break "Hide".