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Posts
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x2, pretty sure it's better to have these in an AoE since they will check to trigger on each target hit (IIRC). I'd try to slot KoB to max out it's acc/dmg/rech, not sure what pieces get you there though. Big slow heavy hitter's are usually not the best powers for procs, if I understand it correctly.
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Quote:FWIW:It takes around three successful runs to unlock a slot, and perhaps more if you fail the trial.
I agree that it's going to get pretty grindy unless future trials or TFs offer rewards for these 4 slots, but I think we haven't had them in the general populace long enough to get a baseline of how long it takes to get what.
For example, I unlocked Judgement and am 1 common shy of crafting the T1 Void after 1 failed and 1 successful BAF run. About twice the rate of your estimate. Cashing in the merits and the bonuses for getting achievement badges the 1st time really speeds up the initial process.
However, once you have all those badges, that boost is gone. This means you get that initial boost on each toon (currently) twice. It's probably safe to guess that future trials will offer similar badge boosts as well - all of them received per character probably within the first few runs of each trial. So there is that, but without adding additional ways to earn these rewards, then yeah - probably super grindy for anyone with lots of 50s to run through it. Basically it's my hope that we get more than just the 2 trials to do these slots.
Have we confirmed that the next 4 slots have their own currency, and that Omega does as well? I mean, is there a chance that we'll be using the same Donuts and Cookies for all the 8 parallel slots? That would be the best situation. Keep them paired in terms of unlocking XP, but all the trials give salvage usable for all 8 of those slots, with Alpha and Omega being the outliers.
All that being said; yes, unlocking a VR for each slot (much less multiples of them) using only the existing 2 trials would be ... time consuming. That said, I was pretty pleased with the reward rate in my admittedly brief experience. Way faster than getting the shards for my t4 - still short of those. Just needs more ways to get said rewards dropping! -
So.
Tried my hand at the BAF for the first time last night. FWIW: I'm a fairly casual player if you base that definition on time spent playing. Not so casual if "planning" and "build goals" and such are part of your definition. That said, I have 1 lvl 50 so how dedicated can I really be.
Got myself into a League being formed by folks who clearly knew each other. League Leader was awesome. Flora (can't remember the other half of your name), if you are reading this I just want to say again that I would have been clueless without you breaking down the event in chat before we started our first run.
Started out really strong on our first run; but ultimately we failed on the prisoner escape phase with around 10 seconds left on the clock. Very close. I tried the "DPS chases runners" tactic with my brute - but that floors Fury, and without being attacked I'd get no uff from AAO. Basically felt like my damage was worthless when chasing the runners.
Most folks stuck around for the second try. A few swapped toons and we went back in. Tore through the first 2 phases again, got to the escapee phase and that went way better. Everyone held positions better, and I tried staying right in front of one of the spawn doors. That worked much better. I could tag entire groups with KD (cc, sc, shatter) and at least maintain around 60% or so fury. I'm not on a top end build for recharge or anything, so that seemed good.
A bit dicey during the last round, but we nailed 'em. Sequestration is annoying, but ultimately not that big of a deal. Having the taunt aura means getting far out of range, and for Siege that can be annoying, but doable.
Right at the last moment several folks on the team got sequestered. If it was me, I apologise, but I'm fairly certain that I didn't come back to the AV's until after my rings cleared. Either way right when I got there; held, *smack* *smack* dead. I only say that because I was being hyper-aware of the rings. I would usually get one after attacking one of them once; a couple times just for wading in with AAO on. Let's just say I had those rings, alot, but really really tried to let them clear before coming back. So again, if I am wrong about all this - mea cupla. But it really seemd like I got tagged out of the blue from someone else's rings.
Either way, NS and Siege were down shortly after that point and there was much rejoicing.
Final thoughts:
When I was looking at the amount of "currency" needed to just craft Judgement, Destiny, et al I was very disheartened. As I mentioned, I'm a pretty casual "on again off again" player (have been since launch) so I went into it thinking I'd basically never open the slots, much less craft the shiny.
I.
Was.
Wrong.
The drop rate far outstrips the shard drop rate (or it seems that way because there are more things to get; threads, 2 merits, bonuses with 1st badges, etc). Doing 1 failed run and 1 successful one gave me enough to unlock the Judgement slot and get me 1 common away from crafting the first Void piece. Not too shabby - especially considering I'm still 20 shards short of a T4 alpha.
Ultimately, I think I've decided that the doom and gloom about all the "cheap tricks" in the BAF (can't speak to the LAM yet) can simply be ignored. If my only about 2/3 built WM/SD brute can do it with a relatively crappy player like me behind the keyboard - anyone can.No macros, just knowing where the buttons are, the rythym I need to prevent attack chain gaps, and knowing his limitations.
Is it tough, you bet. Will it be easier with a full League of +3's?
You bet your sweet bippy it will. Escapee phase with a League full of BadA@#'s laying down Judgement's all over should be a breeze.
Final Thoughts; TLDR Version:
You only need 2 things to succeed at these. A League Leader that can give solid, clear, and timely instruction. And a team willing and able to listen and follow the leader.
Everything else is gravy. Adding this bit because I recognize that my initial experience with the new Trials was heavily influenced by the skill of the LL, the two other team leads, and everyone else playing their parts. -
On a related subject, what about dmg procs in auras that normally aren't damaging? Can you slot the, er .. I think it's Glimpse of the Abyss that has a dmg proc, into Cloak of Fear (for example) when going the multi-dmg-proc route?
Or is the slot not worth the payoff, in general? -
Quote:Uh, okay. I'll admit that it took me a minute to figure out what was going on, because I was in brutelock and not reading any of the text.He was hell on my Claws/regen even after using the lava to help cut into his regen. Trust me, when he keeps summoning another of his decoys after three attacks it's not even remotely fun to try and solo him. I've soloed pretty much all of the later game EBs and he was likely the most annoying. Did I do it? Yep. Do I want to do it again any time soon? Oh hell no.
Once I figured it out, I wiped all of his duplicates and then started over. Determine when to break off and kill dupes, (I think as the 3rd one was getting summoned). Kill all those, find him, and repeat. The lava didn't really come into play. The duplicates died so fast that I didn't really lose that much progress to regen on the original. *shrug* Maybe you had a bad day with the RNG?
He's more annoying than most of the standard EBs maybe, but only because he has one of the newer wacky powers. There's another guy who sapps your END and turns it into his HP. Can't remember the wacky red text warning that comes with his power. Generally filling his bar and completely emptying yours. He was annoying. Trapdoor was just tedious.
Totally agree with the first part of this. The second part I dunno. I've only tried it on my wm/sd brute, which deals decent dmg. Need decent damage for Trapdoor, not "Hey look at my Pylon time" DPS numbers, but respectable. I guess these days though you can get that out of just about any AT. Time consuming maybe. Unsoloable? Not even close. -
Quote:Wait, Trapdoor as in the Bifurcating guy you fight to start the Alpha path?Do they even make a Brute that can't solo Trapdoor?
And PraetoriaWoman, don't listen to those numbskulls. Keep on going and you're bound to get better teaming experiences.
Who in the world thinks that can't be solo'd? -
As much as I love Frenzy, 100% fury is still strictly hypothetical. By the time you are out of the Frenzy animation and your first attack starts, it's already lost a tick or two.
Not that it matters, I'm usually popping build-up while that happens, but still is a second or three at max before the decay kicks in too much to ask for in Frenzy? -
Well, I started out with those because they're cheaper than Kinetic Combats, but that seems silly in light of the rest of the build.
I like the idea of the + to hit proc in the fast cyling power. In game I have the Perfect Zinger Psi dmg proc in there. It seems to fire quite a bit. I sacrificed it in the build to use that slot in stealth to push the soft cap.
I could use a KC there and either keep the proc or move the slot someplace else; maybe another Numina's in Healing Flames. Or maybe another slot into DN for another set bonus of some sort?
The other thing though is that I'd rather have the 9% acc bonus from the set, and the acc enhancement that the pieces give - much better than KC. KC buffs damage better, but I'm in the "give DM accuracy" camp, I guess. Sort of like the taunt set in SD and DC. Lots of recharge from the pieces, and 2.5% s/l defense. Can't remember the other bonuses, but they are decent, iirc.
I can never decide if these things are finished. -
Started a dm/fa brute on 2xp weekend just for kicks. Only really got him to 25 at this point, sort of an alt.
Pretty frustrating for a little while; was even told, "Man, you're so squishy!" on an 8 person team. Trying to take the big alpha's just doesn't happen in the teens it would seem. OTOH, soloing 0/x2-x4 depending on the mob is fairly trivial through at least where I am at this point. Much better with a little bit of defense going.
This is the target build I worked up; not entirely happy with the slotting, but got s/l def to the cap and decent recharge in key powers, uh, I guess. Not really certain how to measure that up. I'll have to substitute the purps for anything that adds a similar bonus (acc/dam, etc) as I gradually get those filled in, but whatever. Good to have goals.
Hope this helps.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch -- SipInsght-Acc/Rchg(A), SipInsght-ToHitDeb/EndRdx/Rchg(3), SipInsght-Acc/EndRdx/Rchg(3), SipInsght-Acc/ToHitDeb(5), SipInsght-%ToHit(5)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 4: Healing Flames -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(7), Numna-Heal/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Def(A), Krma-ResKB(11), LkGmblr-Rchg+(27), Ksmt-ToHit+(34)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Nictus-Acc/Heal(15), Nictus-Heal(17)
Level 10: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(45), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Winter-ResSlow(A), Zephyr-ResKB(29)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
Level 18: Dark Consumption -- Mocking-Rchg(A), Mocking-Acc/Rchg(25), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Armgdn-Dmg(40), Armgdn-Acc/Rchg(45)
Level 20: Consume -- Efficacy-EndMod(A), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc(31), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(43)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-EndRdx(50)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(39)
Level 26: Soul Drain -- Mocking-Rchg(A), Mocking-Acc/Rchg(29), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(45), Armgdn-Dmg/Rchg(46), Armgdn-Acc/Dmg/Rchg(46)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), GravAnch-Acc/Rchg(34), Hectmb-Acc/Rchg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Gloom -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(42), SipInsght-%ToHit(43), Apoc-Dmg/Rchg(43)
Level 44: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 47: Darkest Night -- EndRdx-I(A)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 50: Musculature Radial Paragon
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
Level 0: Marshal
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A)
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Quote:That's what I noticed, that it seems to lag behind even Axe in unlockable options.That was the reason for why there's no Talsorian Hammer (now renamed Vanguard). Now, ignoring the fact that that description also makes the Vanguard Bow not work (flexible force field bow arms?), there could still be a Vanguard mace - after all, the Redding Rifle isn't made out of force fields.
More options for Mace would be great though - a few Roman-themed ones added to the badge that unlocks the Swords, Axes and Shields would be great, and I'm sure other things could be added. Mace is probably the set with the leats variation in it.
Quote:Kilts with Monster legs can't be done because of how the categories work. To have them, they'd have to add a "Monstrous Legs with Kilts/Shorts" category. Possible, but probably very low priority, if it's even on the list.
Quote:The Snake lower body won't happen. When shields were introduced, some gloves had horrible clipping issues. When someone asked if they could just remove the offending gloves for Shield users, BAB said that there was no tech to limit costume options based on power picks. What does this have to do with Snake bodies? Martial Arts, Kick (from the fighting pool), and Brawl (when using Claws, Thorns, or a Weapon/Shield combo) all require legs, as do a lot of other animations.
Ah well. There's one concept that won't get fully actualized. -
These have probably already been requested, if so - anyone recall any sort of "maybe," or "absolutely not" type of responses?
-- Snake-ish lower body options for players, ala the Snakes in the Isles? Seriously. I don't know why it never occurred to me until last night.
-- Monstrous feet option with Kilt/shorts/etc options. I was surprised that this wasn't a possibility; I may have missed something.
-- More unlockables for WM; at least a Vanguard hammer or something. -
x3 on the end redux while leveling. Accuracy enhancements also increase your end efficiency in a long view sense. I usually run acc/end/rech common ios in attacks while leveling. Tends to start around the time I can slot lvl 20s. Ymmv.
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Quote:Funny Story.Threadjack - I have a feeling Virtue is getting "Freedomized", I got a rejection from an LGTF the other day too. That's right, LGTF...
Not long ago on Virtue I tried to join an LRSF. A few short tells with the leader since he wants to know about my Brute. I give him the specs, not top-tier, but definitely solid.
Finally he comes back with, "Well, you're probably better than what we have, but we already have a Brute."
Which is fine, I guess, although he could have told me that in the first place. My SG leader happened to be on that team. I understand it didn't go so well.
Next night, same guy recruiting for another LRSF. I end up being the "1 Brute." Then we get a dream mix of 3 rad emitters, a couple /kins, and at least 1 widow, I think another melee in there as well - might have been a second widow.
Honestly, with all of those buffs/debuffs going I could have run the thing with all my toggles off and still tanked the last fight - with a Brute. In honesty, it didn't matter what kind of Brute I was running with all of that going.
Def and Resist numbers were astronomical. I walked away from that thinking the last fight in that SF is WAY easier than it actually is. By a long shot.
Agreed. Besides, I'm in no position to be picky about who is bringing what, even if I wanted to. -
Quote:IMHO there should just be an alternate animation set for BS/ that gives you the 2-hander option. Wanted that since forever. I can't think of a reason not to give Tanks the 1-hander option though.That being said, David N. had something... interesting... here: http://boards.cityofheroes.com/showp...&postcount=878
I suspect that when / if a broadsword is brought to tanks it will be a two-handed claymore or BusterSword type weapon with the appropriate stances and animations.
Also want it on Brutes, alt animations or not. Seriously. Nao. BS/ on Brutes. -
Quote:Technically ...See, what Dechs won't tell you is that Dark Armor has a big KB hole, leaving you vulnerable to being knocked up in RP.
Quote:EDIT: Oh, and as far as knockback protection, get 4 points from an IO as early as you can. That won't be enough for tanking when you get to the later levels, though. There are a few things out there with mag 10 KB attacks that will still bounce you, which means 8 points of protection doesn't help. If you're going for more than 4, you need to get 12. Acrobatics is a solid option if you don't mind another endurance intensive toggle.
But maybe I'm missing the original joke.
The rest of them I get. -
Quote:Gotcha. I'm nowhere near that on DDR, so yeah - I imagine there's a big difference. I think at most I'm nearing the 70% range with AD double stacked very briefly.SR's DDR is a LOT better. In general with average slotting, SR should have 95% (capped) DDR; All debuffs should be at 1/20 effect. Given that the debuffs should usually be hitting you about 1/10-1/20 of the time as well, just having a little more than 45% defense should serve as sufficient buffer. The real killer is to-hit buffs which DDR doesn't help with.
To-hit buffs though, yeah. Not much to do about that outside of a team with someone that can counteract the buff. -
Quote:I like this idea conceptually, would be interesting as an option for a melee set based on attacking pressure points, joints, weak areas of the body. Plenty of martial art styles that include or are centered on such tactics. I don't see it as too unbalancing for the AT, it's just giving them a primary with a choice of mitigation based on conditions. Maybe if it were added to all stalker primarys, that might be overboard - but basing a stalked unique set off it the idea, that sounds pretty sweet. Besides, since all of those debuffs are going to be much weaker than ones from support ATs, how out of balance could it get?I have suggested a similar type of change in the past, except rather than giving the AT specific snipe powers that have varying uses and/or effects (but honestly speaking, a plethora of snipes is rather useless unless they don't alert the foe which wouldn't be balanced nor have much use on a team) I suggested 'Aim:' toggles inherent to the AT itself.
Aim: Leg = toggle this on and your powers have a reduced chance to hit but come add 100% snare effects like Knockdown, Immobilize, Slow movement and -Jump/Fly and -Range. Good if you want to do base damage while keeping foes planted.
Aim: Body = toggle that lowers your damage output by a degree but imparts debuffs to some of your attacks that include -dmg, -rech, -regen and -heal. Good if you're aiming to help take down a strong target via debuffs or to help out a team but you won't be tops for damage.
Aim: Head = toggle this on and your base crit rate goes up by 15% which stacks with Hide (so 65% chance to crit on AoEs and a partial extra chance to double crit on ST attacks) with a chance to impart a -ToHit debuff on the target.
This was a suggestion made before Dual Pistols brought about Swap Ammo so it wasn't a viable suggestion then. Now? It'd be possible but frankly, Stalker has way more 'tricks' in their pocket than their straight DPS cousins Blaster and Scrappers. It probably wouldn't be fair giving them even more.
As far as snipes in CoX, meh. As someone who likes sniping in FPS games, it will never work conceptually in an MMO for me. If a shot to the dome doesn't take down the overwhelming majority of your targets, it's not a sniper rifle. Sorry, personal opinion here and I know that the mechanic can't work that way in an MMO, so I just accept it and leave sniping out of it. -
Quote:Yeah, not having a heal is kind of a pain. I feel that on my wm/sd brute from time to time. I tend to carry the medpack temp power (shameful, I know, lol) even though I don't fall back on it very much. Of course it's a different case since I have +hp and resists from the secondary as well, but he's to the point where just about anything at +0/x8 and weaker ones at +1/x8 are "No Heal and No OWTS needed" territory.I have tough atm, but I only have it slotted with the +3def proc. Fire/SR has been extremely tight with powers and slotting. Yes it has excellent DDR, but that is not the problem. I just can't heal myself. It also seems every group I get in has no healers lol. I think it IS overall a good set, I believe I just prefer resist with a self heal.
I know folks can do crazy things with /SR, although maybe not with fire in front of it?
@signpost, I like to have a purple around even with softcapped def and good DDR - there are some mobs that at big spawn sizes that can still take me into negative def pretty quickly, particularly PPD pb/battle armor mobs in villain tips. Although maybe /SR's ddr is that much better than shield's.
For the record, I've stubbornly never taken the medicine pool as well. Of course I've not reconsidered that position now that the fitness pool has gone inherent, so that might change. -
Sounds like a Def set to me.
I thought, but could be wrong, that /SR had decent DDR. Are you running Tough for some S/L resistance?
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Quote:Doh! Momentary lapse of brain function.I'm pretty sure he's going stone armor, not fire, so fire melee would probably be a better fit/
Can't imagine wm/stone being that much fun, no offense to anyone out there who loves one.Wasn't trying to disparage fire, just my obtuse way of saying I've never played it.
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Quote:Ah, thanks for clearing that up. Explains why I never noticed it in game when briefly had it slotted for def.Phalanx Fighting has 3.75% unenhanceable defense as its base. Then you get enhanceable defense for every teammate in range. So solo, defense enhancement in it does nothing for you. Grant Cover only provides enhanceable defense to your teammates. Solo or teamed it won't improve your defense. It will only improve the defense of your teammates. Enhancements in it will only improve the defense of your teammates.
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Last time I tried to enhance either of these powers for defense it didn't seem to do anything.
I tried doing it with PF in game and saw no benefit, confirmed in Mids.
Tried it in mids with GC and saw no enchancement either. Have not tried it in game. I wish the slow resistance was enhanceable somehow. <_<
This was on a /SD brute, so ymmv.
I could also be wrong, but generally the two powers are used to mule LoTG's or Kismet:+ACC IOs. -
This.
I can't speak for/against fire, but the above is definitely true on WM. Endurance is tough in the early game, but becomes inconsequential later. Since you'll have Consume you can probably forgo the energy mastery pool if you wanted.
That said, when recharge starts getting high it's a blast. Clobber is your friend, CC has an amazing arc and 10 target cap, and even Shatter is starting to win me over. Shatter + mobs stuck in a doorway with fury/AAO (or in your case FE)/BU going is just downright nasty.