Microcosm

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  1. Quote:
    Originally Posted by Bean_Poll View Post
    would there be a way to combine those 3 combining macros into a single bind?
    Thank you and have a nice day!
    B_P
    Unfortunately it is not possible because there is a limit on the length of a bind in game. However, Popmenus don't seem to have a limit on their length, so you can put all of the commands into a single Popmenu (listed under "Consolidated Popmenu" in the OP). Consolidated Popmenus require two clicks/button presses as opposed to the three required for regular macros and binds to do all of the combining. The most efficient method is to use the movement binds, which will do all of the combining through your normal movement if you use the WASD keys. (If you use other keys for movement, you can easily put those in the commands instead).
  2. This is true; before you have the slots to fill in dwarf's powers though, I would still rather use break free's and remain in the higher-damaging human form.
  3. Actually Nova helps out a lot in the low levels. The blasts do good damage at great range so you can hover high above and pelt enemies. Nova also gets +tohit and +damage buffs. Before you can slot dwarf and its powers, all I see it being useful for on a pb is the heal, really.
  4. Quote:
    Originally Posted by Party_Clown View Post
    What the hell does MF mean? I didn't find it anywhere. Can't be "magic-fincing" o_0
    If you're serious, don worry about it; let's say it means mutli-fish, as the nova form is called a squid and the dwarf form is called a lobster (though those are a mollusk and a crustacean I think )
  5. Quote:
    Originally Posted by Werner View Post
    Oh, good grief. I didn't need a buff, and I LIKED having to make serious trade offs in an uber build. And yeah, it's going to suck if they're unslottable.

    But I suppose it panders to the unwashed masses.

    (OK, I WILL appreciate it leveling up to 20. But that's such a small portion of the game.)
    I agree. Having those tradeoffs made everything a bit more interesting and was a major selling point to me for sets like Electric Armor which have alternate ways of dealing with endurance. Ah well, at least it will give my /elec scrapper some more passive regen. Either that or I'll just reroll all of my /elec characters as /fa.
  6. Microcosm

    Ultimate Forms?

    Everything and the kitchen sink. A couple of the sets with good defense bonuses also have some recharge mixed in, which, combined with 5 LotG mules, helps me keep the recharge up. Obviously the Steadfast and Gladiator uniques are helpful, as well as a set of Gaussian's.
  7. Quote:
    DO Brutes even get Acess to Gloom form Ghost Widow Patron Pool, I No Stalkers get it but Brutes not so Sure?
    Brutes get it, Stalkers don't. Stalkers get dark blast which is pretty weaksauce compared to Gloom.
  8. kat/any resistance set

    Thugs or Bots/traps stack defenses to the softcap easily

    Ice/rad troller; can't remember why, just remember that it's sick

    elec/nin stalker; caltrops's tag as summoned pet as well as lightning rod's make AS actually usable in a chain, and makes this combo more powerful than any other electric melee in the game.

    warshade/warshade warshade

    There are really a lot of good powersets that work well together; it's probably more worthwhile to pinpoint which combos are bad so you can avoid them.
  9. Claws generally will always do more AoE damage, but with single target dps it is really not clear which is the winner. For the highest end builds, I'm of the opinion at the moment that kat is one of the very best single target sets.
    So I wouldn't classify it as kat is defensive and claws is offensive, but more like kat has Divine Avalanche and claws has better AoE.

    As for a leveling build, how about I just tell you how I would go about it progressively. First, I'd start with Gambler's cut. My next power pick would be lightning field, which others may disagree with, but in the early game you can basically stand next to a group of minions and defeat them all with just this and brawl. Putting endurance reducers in your toggles is a good idea as soon as you can. Then probably flashing steel for further AoE, just because I want to kill more enemies and leave the pre-Stamina period as quickly as possible. Then Build up probably, followed by Divine Avalanche, followed by Static Shield for mez protection. Divine Avalanche I slot with two Accuracy DO's and four, yes four, Defense DO's.

    At some point you need to add in fitness pool powers, as health really helps you to keep moving.

    Conductive Shield is low on my priority list early on because I rely on Divine Avalanche more for survival, and the extra end cost is not worth the resistance at low levels.

    At 20 I usually respec since I now have stamina, and I might drop Flashing Steel in favor of Conductive Shield and The Lotus Drops. You may want sting of the wasp before you get your last two kat powers to fill in. Until level 50 I would take all the electric powers as they come and the last two kat powers in the list, maybe grabbing hasten and whatever travel power if not using Ninja Run. When I get to slotting IO's, the first thing to go is Grounded, replaced by Combat Jumping and a -knockback IO. Eventually I want to respec into the fighting pool for Tough and Weave, but only if my endurance is fully handled. Other fine tuning is dependent on the build and how much one is willing to invest in it.
  10. Not hard at all. In fact, once you get Divine Avalanche, you can be softcapped to melee and lethal just with DO's.

    I've started re-leveling my kat/elec as a srapper now that scraps have access to the same ppp's as stalkers. Early levels are just as squishy as anything else, then you get DA fully slotted and your survivability skyrockets. Then your only problem is endurance until you get Stamina.

    A high level kat/elec is a truly beautiful thing because it has the ability to pump out excellent DPS but can also have pretty extreme survivability. The trick when slotting with IO's is to try to be able to softcap melee/lethal with only one application of DA. If you push for more than about 20% passive defense to all three positions you are going to be hurting the build elsewhere. That 20% is achievable, though, as /electric can skip on about 20% global recharge compared to other builds (lightning reflexes), does not need aid self (energize), and does not have the endurance concerns of other builds (energize and powersink). In fact, if you are very tight in your building, it is possible to skip the fitness pool entirely, although you will have to use powersink much more frequently.

    If you aren't as concerned with dps, you can just count on using a couple of DA's to get you softcapped as well.
  11. Microcosm

    Which to choose?

    Quote:
    Originally Posted by Necrotron_RO View Post
    Stalkers sacrifice any inherent means of aggro control for the ability to burst damage a target via Assassin's Strike. Given the other ATs get equivalent sustained single target DPS, greater AoE DPS, higher HP, and the ability to pull aggro from your teammates, they're usually my choice.
    That is not accurate in the case of Electric melee paired with /nin; these Stalkers can actually make use of AS in their single target chain and come out substantially better off than the others, and they get the same AoE attacks as the other AT's (all other Stalker sets lose at least one AoE), which also surpass the other AT's in damage when near a few teammates (stalker scaling crit rate). Nin also has tons of aggro control with caltrops and blinding powder, not that a softcapped character needs it, nor a character whose primary can deal so much knockdown.

    Edit to clarify for those who don't know: Using AS in an attack chain normally reduces your single target damage, mostly because you have to take the time to placate beforehand in order to get the special damage. An electric/nin is able to fit AS in its chain at key points without having to use placate, and thus gains the special extra damage without losing as much in opportunity cost of its other attacks. Combine this with the fact that electric's single target attacks are not the strongest on the block, and the fact that the Stalker can pull off a massive dps attack every now and then becomes an enormous advantage.

    Why/how does this work? The key to pulling off an AS is being in hidden status. One must not directly deal damage or take it for 8 seconds after attacking to re-enter hidden status. Summoned pets are not direct damage, and therefore do not break hide nor keep one from re-entering hidden status. Lightning Rod and Caltrops are both 'summoned pets.' Every time Lightning Rod is recharged, a stalker can execute Caltrops, then Build Up, then Lightning Rod, and then Assassin's Shock, and by the time the Assassin's Shock (the only direct damage there) lands, 8 seconds will have passed and a full AS will be had. This works best with soft-capped stalkers for obvious reasons, but the very consistent knockdown from Lightning Rod helps to keep enemies from landing attacks for this period. Speaking from experience, when softcapped, not being able to pull off the AS is quite rare.

    The entire damage from that break in your normal single target chain is much better over time than your normal chain is.
  12. Microcosm

    Which to choose?

    Generally, at the moment it is better to pick a scrapper over a stalker for performance reasons, except in the case of Electric melee. The extra damage from AS in an attack chain (there's a trick about elec/nin that means you don't have to waste time with placate) make Stalker Electric melee significantly superior in single target damage, while having slightly lower or equal or higher AoE damage than the scrapper based on team size.

    Between /sd and /nin, it's kind of a wash for me as I love both sets. I don't generally see shield charge as all that helpful to electric's AoE emphasis unless you're farming. AAo is nice, so are caltrops and blinding powder; an uninterruptible self heal is great, but so is increased hit points and resistance. Either could solo at x8 when softcapped, and pretty easily as long as it's not something like Nemesis that eats through defense sets. I will say that the tier 9 on my shield scrapper is a bit more useful than that of the nin stalker, but the shielder is quite a bit more painful on endurance.

    Tl;dr
    General effectiveness/taking hard targets: Stalker
    Farming/likemesumshieldcharj: Scrapper
  13. Gaussian's works, though it has a low firing rate. The overall best 'proc,' would probably be the Chance for plus endurance in Dwarf, though the Soulbound Buildup proc in the pets is really great too (sorry, purple).
  14. Microcosm

    Ultimate Forms?

    I did this with my Warshade, by using both builds.

    My first build is more generally an all-rounder, which happens to be the way to get the most damage out of your Nova, as the global recharge in a max triform build helps immensely with the mires and the Nova damage chains.

    My second build focused on Dwarf form entirely (other key powers like dark extraction are still reasonably slotted). The particular slotting I have allows me the following stats while in Dwarf.

    61.7% Resistance to Smash/Leth/Energ/Fire/Cold/Tox
    63.6% Resistance to Neg
    12% Resistance to Psi

    32.3% Defense to Melee
    19.8% Defense to Range
    20.7% Defense to AoE
    (one small purple insp from softcap to melee, two small purps for softcap to range and AoE; before BotZ nerf, I was one small insp away for all three )

    +132.5% Global Recharge [I should qualify this is with hasten up]
    2140.6 HP (not a ton but better than any of my scrappers)
    'enough' recovery
    +22.5% Global Damage Buff

    Nigh perma Eclipse, which with one foe hit combined with dwarf's resistances puts me at about 78% resistance to all but psi (28.2%).

    Survivability in practice is ridiculous. Slows can annoy me (have the Winter's Gift unique, but that's not always enough) and end drain annoys me. The one bad thing about the whole setup, though, is I still can't "tank" perfectly because Dwarf Antagonize is just insufficient. I was able to (actually needed to for Gaussian's) put Nova in the build, but unable to put any slots in the powers so it's pretty useless. A really good thing about all that defense is that it's pretty safe for me to pop down quickly to stygian, eclipse, mire, or extract an essence.

    So anyway, you can definitely accomplish what you want, but I don't think you can max out both forms on the same build; the slotting directions you need to go are too different. By the way, getting melee defense is a tad easier on a Shade because we can slot Enfeebled Operation. If you do attempt this, let us know how it goes; I would love to see what you can do with a pb.

    *Still waiting for my Gladiator +def uniques for both builds.
  15. Also, I believe the km -dam effect is tagged as unresistable, which makes it actually useful in all situations, even against AV's, unlike, say, DM's -tohit. Other than that, power siphon is kind of the central theme of the set...

    To the OP's question, in regards to /electric, I never take Grounded, but always take everything else. Grounded's energy resistance is usually superfluous, and it's negative resistance is really small (and yes I know the set generally has little negative resistance). I always replace it with Combat Jumping, which: covers the immobilization protection of Grounded; can be slotted with a kb protection IO, all I find necessary for general pve; can be slotted with an LotG +rech IO; and gives a small amount of defense to everything, which helps more, IMO, than the energy and neg resistance of Grounded.
  16. Quote:
    Originally Posted by Kidou View Post
    Why excatly is it better? Higher DPS or something?
    Higher damage per activation time; also on extreme recharge builds it fits nicely between Golden Dragonfly and Soaring Dragon, whereas if you filled that space with Sting your chain would be quite a bit longer, so you'd be using your heavy hitters less frequently, have fewer chances for procs to fire, etc.
  17. Ya, at the moment I'm trying to figure out how to make a survivable kat/fire with only one application of divine avalanche (general play), but I'm thinking I'll just have to stick with /electric. Don't think I'd ever attempt a pylon with the former.
  18. You could look at the Rikti Pylon thread for a list of some individuals' single target damage, which, although variable because of the RNG, can give you a good idea of what's what. I think it's also worth noting that the three highest listed non-shield secondaries in that thread are dual blades, claws, and katana. Pair those with the new /fa, and we'll have to see what people come up with (though trying to survive with /fa and any of those other than kat can be a challenge).
  19. Quote:
    Originally Posted by Talos_Maltalomar View Post
    what i think kelds should get in place of the pools is more slots , im shur everyone agrees Kelds are slot starved, so give us more slots instead of more powers , nuff said.
    I don't actually need more slots with an IO build, unless they increase the number of slots any one power can take from 6 to something higher. Plus the Alpha slot in issue 19 should reduce the number of certain types of enhancements you need to slot, thus reducing the number of necessary slots.
  20. I don't know about faster, but you can complete more arcs and thus get more merits along the way by stealthing. Didn't answer your question though...
  21. Yeah, you'd be losing the self heal, blinding powder, and caltrops, while gaining +damage hit points and shield charge, but the big deal is losing AS. Electric is almost completely AoE's, and Stalkers getting AS instead of an AoE stun with kb (lol) is what makes them so good. Basically it comes down to you can have a character with high AoE capabilities and high Single Target capabilities, or you can have a character with higher AoE capabilities (you can alternate LR with Shield Charge) and pretty measly Single target ability. If you just want to farm, then the latter is better for you. Otherwise, the former comes out on top. If you prefer extra hit points to single target damage, then, again, go Scrapper.

    As far as perceptions go, I think the people that care generally know that electric and spines stalkers are exceptions to the "just plain weaker than a scrapper" problem. If they don't, well, you could educate them. Maybe advertise when looking for a team that you are elec/nin?

    Edit: personally, I've run into Stalker hate about two times shortly after the i12 changes. Otherwise I've never had a problem.
  22. Le guide.

    Chad got it. The defense debuff stuff is a problem with particular enemies, and just means you have to use your other tools from the /nin set (self heal, blinding powder, caltrops) or from your patron pool. If you plan to fully spec out an elec/nin, then none of what you asked should be a problem.

    If you're softcapped, you can easily take out an EB or AV (but not all). Best single target chain would be Chain Induction->Charged Brawl->Jacob's Ladder->Charged Brawl. When Build Up and Lightning Rod are recharged, throw down some caltrops, hit Build Up->Lightning Rod-> AS (no placate) and profit. It's a special oddity of the sets that you can pull off an AS like that without using placate. Have the patron pet out for extra damage and the supposed increase to your crit rate.

    +2/8 shouldn't be a problem when IO'd, barring a few enemy types (don't solo the Liberate farm, as their vengeance will eat you alive unless you really capitalize on the knockup/downs). The Leviathan patron pool is invaluable to all of this, with Water spout, Hibernoob, and the pet.
  23. Quote:
    Emphasis mine. That word was unnecessary and is subject to opinion.
    I dunno, Dechs; group energy flight, human dark detonation, and essence drain are all pretty lackluster powers. You may still want to take them in your build for various reasons or even like them, but they are still lackluster.

    The cottage rule thing really is a big deal to the devs. They don't seem to be willing to completely change a power, but they may alter its effects. So that limits fixes to the current pools (although they could do some things like turn group energy flight into basically group energy hover, giving a team defense buff and making everyone hover; with the base flight speed increases I don't think many would mind that).

    Oh, and if you added -res to pb's, shades should get -tohit
    Thematic and useful.
  24. Microcosm

    Dropping a GM

    Tonight, I and a DM/Shield Brute very nearly disassembled Paladin.

    I had just finished my 5th tip mission and was squidding over kr, when I looked down and saw Paladin with a lone brute smacking away at him. I figured the brute didn't intend to solo him, as he had no chance at overcoming the GM's regen, so I decided to jump in.

    At first, my measly unmired damage didn't get over that regen hump either. But after a few minutes of dropping back down and smacking the nearest mob for a Dark Extraction, I had 3 fluffy little pets blasting away. Apparently, a squid with three fluffs and a dm/shield brute can do enough damage. After about ten minutes we had Paladin down to a fifth of his health, but sadly I could no longer find mobs for dark extractions. My fluffies began to evaporate and I sat there watching Paladin's health slowly tick higher. Oh well. Anyway, for me having no sunless mire fuel other than Paly himself, I was quite impressed with that, and I thought I'd share.

    To whoever is Forgotten Scorn, Dm/shield brute, I salute you sir
  25. Quote:
    Originally Posted by Warkupo View Post
    The last thing Kheldians need is MORE power options. What would you even give to them? They already have nearly everything.
    The same PPP's as SoA get. Those can slightly boost the single target capabilities of human form (warshades say please); give khelds access to AoE immobilize powers, which is something they lack (and one of which has -kb); give some useful debuffs from human form that are different from what we already have, and arguably better (Arctic Breath, Shatter Armor, Darkest Night).

    Of those things, I have frequently wished for an AoE immob, especially one to negate my knockback, something to use with Grav Well for human single target damage, and those debuffs would be really nice.

    Quote:
    i think its because khelds have so much to choose from as it is.
    Nah, my bane has 30 power choices just from primary and secondary, then I can switch builds and have another 14 from crab pools. My warshade has 26 powers in primary and secondary, two inherent travel powers, and ten powers from the forms if I have chosen to take them. I'll call it equal since the warshade doesn't have to switch builds for its form powers. I usually end up wasting several power picks though, as I get to the point where nothing else from the human form pools would be useful at all.

    While I don't usually do the "devs hate khelds" thing, this is clearly a case where the aliens were just low on the priority list. And as we have a pretty low population, that's actually ok with me as long as they don't pretend it's because khelds are epic pools. Hopefully they'll get to it soon.

    It also makes very little sense that khelds can "learn the secrets of their patrons" like everyone else but not be able to use the powers. Oh well, not gonna keep my fingers crossed until after I see a change to secondary mutation.