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Quote:Ya I turned arcanatime off to see if that gave me fiery's numbers but it still didn't; also checked with reactive turned on. I have no ideaMy wild guess would be one person has Arcana time turned on and the other does not. Seems to be the simplest answer for two posters that both normally have really spot on numbers to have figures that disagree.
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Base dps says Blaze>FB>Incin is a bit better than Blaze>FB>Char (about 4 dps difference). Must be something to do with your slotting? I would say the latter chain does have the advantage of being all ranged and possibly mezzing the opponent.
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Use of 's to denote the plural of an abbreviation is actually correct usage in some styles.
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Quote:Human form has the best chain for single target damage. Being "human-only" can sometimes make building to use that chain somewhat easier (as well as making you more survivable through defense powers), though it is also possible to do so with both bi-form and tri-form builds. The difference between a bi-form and a pure human build using that chain is negligible as far as I can tell.Since when did that happen? Being a huge proponent of "human only" Khelds back in the day before it was popular, I was always careful to say that a human-only Kheld couldn't possibly put out the exact same DPS as a tri-former... Did something change in the past year during my absence?
Also, I remember when I used to post accomplishments in these forums... There will always be people out there that try to put you down. Just keep at it, and know that there is nothing more satisfying than the accomplishment of pulling off a personal goal, no matter if it means nothing to anyone else.
Nice job.
"Alien" -
Gladiator's Armor +3% defense unique, level 10 and crafted, for sale: 3 bil. Please message me here if interested.
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Katana is a little bit better, but if you want broadsword for the concept, you should just go with that.
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As mentioned, there are problems with the AT. My personal reason to play it at the moment is that electric melee is actually stronger on stalkers, and that /nin and /ice are not available to scrappers. I prefer the style of stalkers, but the comparative weakness of the AT drives me to scrappers and brutes for non-elec/nin or /ice.
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They would more likely change it to a clone of ninjutsu's heal, which still gives the toxic resistance from Hoarfrost but is much better at actually healing. I don't see them adding resistances instead, as that actually would not be the same as the +hp for /ice. Ice can cap certain resistances with its tier 9, at which point the extra hp is more worthwhile (even though partially wasted) than some extra resistance which would be entirely wasted. Also not sure why you would say no resistance to psi, as a change from hoarfrost to that would actually weaken /ice to psi damage.
I do agree it should be changed in some way that allows us more healing. -
WHO DARES SUMMON MEEEEEEE
heh, I don't usually mess with fighting monsters etc, but assuming the info I got off paragonwiki is correct, you were doing approximately 584.58 dps. (includes whatever resistance the monster has to your damage types)
I know the name of that thing says "Giant Monster," but it's actually showing "Monster" ranking, so I used Monster rank hp to calculate. -
Quote:No, since that Shadow Meld doesn't exist in game, I don't think he was talking about that. The activation time is 3.168s (arcanatime), but it does not anchor. That gives you 12 seconds of defense, not 8. It is affected by global recharge buffs and hasten. Its base recharge time is a minute thirty seconds, not three, and it costs 5.2 endurance. Oh, and it's available as soon as 41 now.I want to be sure i am following this conversation right.....
you are talking about the level 44 patron power Shadow Meld from Ghost widow..the power with the 3 second anchor to start it....the 15 second animation duration(little black clouds around you) with 8 seconds of actual defense(which starts as you start the power)...the same power that you cant change its recharge using any hasten or global recharges...which normaly has a standard recharge of 3 minutes...and costs like 25 energy to activate it.....you mean that Shadow Meld? -
I would say it performs "ok" (except for Hoarfrost) until 35 simply because its first shield will cover most damage by itself. It relies mostly on that and chilling embrace for a looong time. It starts ramping up from 35 to become somewhere between good and beastly. When they port this set to scrappers it will dethrone /electric as my favorite.
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Quote:I personally solve that by putting Inner Light on auto (most frequently fired) and placing a floating tray close the the head of my character with copies of the powers that need to be refreshed. That way I instantly see with my peripheral vision when hasten etc. are ready to fire without having to check buff bars.Quite frankly I've found that - since the changes to my 2nd (human form) build that brought light form and inner light perma (and essence boost by default) I'm watching my buff bar more than I'm watching the game even with human form only, which I find mildly annoying.
I placed Light Form on Auto, and now - instead of enjoying a well-designed mission and getting into the thrill and visual spectacle of large-scale combat - I'm mashing attack buttons with barely a glance at who or what I'm attacking because I'm glued to the blinking Light Form icon in the buff bar and scanning my power bars to see which required power (Hasten, Light Form, Essence Boost or Inner Light) is recharged.
On the plus side, it really doesn't matter who I'm fighting - if they don't have psionic damage, I'm going to (eventually) win.
Meh. Maybe with enough investment to make LF Perma without hasten it might get better, but right now the whole "Perma LF" playstyle isn't suiting me. -
With electric armor you should be hitting energy cap as well. Resist cap for stalkers is kindof low though, so you d be better off trying to get defense softcap.
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Quote:You can use break free's and binds/macros to make break free's, but there will be times when you might wish you had dwarf, mostly when you run out of insps.It may be worth noting that I asked if there are lurking problems in taking the dwarf form and not slotting it after that for a build intended for range play.
There was then commentary on human-only ranged viability, which was very helpful, and then increasingly weird hostility about issues I don't understand, which isn't.
But nobody actually had a clear answer for me: In a human/nova build, would I find the mez relief and such from basic dwarf form helpful enough to allocate a power to it, or should I figure on getting it other ways?
EDIT: All of the above is assuming a SO or low-cost IO build. -
Quote:The recharge of it is both good and bad. It's bad in that, on high recharge builds, it actually has lower possible uptime than other tier 9's. The recharge is good in that it's available when you need it.Best thing about Icy Bastion is it recharges so fast and has zero penalties. This is the first stalker armor set I've played that allows me to scrapperlock ("stalkerlock" just sounds dumb). The only thing about the set I find annoying is the graphic, I wish they had a zero FX option on all armor sets.
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Quote:Sure.I have been thinking about trying out /ice also.
Can you give a basic comparison vs /ninj (nothing fancy with a lot of #s)?
Nin offers the completely rounded protection of softcap defenses plus a heal. It has some good protection from all damage types in one way or another. It also offers a smidge of extra damage and mitigation from caltrops and blinding powder. I usually consider it the best pairing with electric because it easily allows the free AS talked about in my guide.
Ice does not offer the same generic protections all around, but at the same time the protection it does offer can be much stronger and more varied. It offers capped defense to only s/l/e/n. This at first seems a raw deal, until you realize how much stronger s/l defense is than any other type, as s/l accompany the vast majority of attacks. Ice gets capped cold resistance and a modest amount of fire resistance to make up for its lack of defense there. It still has a hole to psi damage and its HP boost is largely ineffective, but it has some other interesting things. It has a -dam/slow aura that will stack with defenses to further increase your survival. It has a pbaoe sapping power that can push you closer to the isoftcap, as well as effectively drain foes if slotted right (drained foes don't attack and few resist this). Then comes icy bastion, the jewel of the set, delivering significant chunks of resistance to all damage but psy, and increasing your regen and recovery significantly. All the varied forms of mitigation can combine to make one seriously tough character. -
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Quote:Yup, IStrike takes waaaaay long to activate. I still have it, but mostly as a set mule.Serious? I know incandescent strike has a long animation and all but it's still doing 708.4 damage with inner light up on my build, vs. 370.6 from r strike.I still haven't figured out how to check activation times in Mids and I'm not in game right now.
The burst damage argument is invalid here. Looking at the base damages, by the time your burst damage IStrike lands, you will have done 168.3 damage; by doing RStrike followed by Gleaming Blast (from the chain) you will do 165.61 damage in slightly less time. Since the latter will give you two chances for reactive procs to increase your damage, it is superior in every way to the supposed "burst" in this case. It does look cool thoughI also find that frequently when I try to use IStrike in teams my target will be dead before it lands because the activation is so freaking long.
Obviously if you don't have the recharge to run a particular chain, you run what you can to get the best damage. -
Quote:No, I meant Enzymes, because I thought Enforcer's Maneuvers does use endurance and therefore take endredux. If tomax is right, then ya we are limited to Cyto's and Membranes, though it seems weird that Enforcer Maneuvers uses no endurance.You probably meant to say Cytoskeletons, and if so ignore the rest of my post.
Going by what City of Data has, it seems that the Enforcer's Maneuvers power only accepts Defense enhancements, so only Membranes and Cytoskeletons (They only provide 20% defense) in Enforcers since Enzyes is a Defense Debuff, ToHit Debuff, and End Redux enhancer.
Source: Enforcer's Maneuvers -
Quote:Yes. For clarification:Lysos don't work in Protector Bot's shields, but Enzymes do because they accept End Reduction enhancements for that power. I have 2 slotted in my ProBots and it works great.
It seems each of a pet's own powers functions individually in regards to enhancements. So for a given power (in this case Maneuvers), the game will first look at the enhancements you have slotted in the pet, then determine which of those enhancements is allowed in the individual power and enhance accordingly. While you are able to slot Lyso's into Prot Bots, the Prot Bots' own Bubble shield is not allowed to take any aspect of Lyso's and it therefore doesn't work (it used to, which I believe was some sort of error allowing the Prot Bot shield to accept accuracy enhancement). Maneuvers similarly cannot accept anything Lyso's enhance, but it can take the endredux portion of Enzymes which allows Enzymes to "accidentally" boost the defense of Maneuvers (as well as the tohit of Tactics).
Edit: Looks like thug's manuevers and tactics are actually auto powers, and thus only Cytos or Membranes would work in them, as SimonSayz...sayz :P -
Believe it or not, with reactive slotted the most damaging pb chain is 2 ranged attacks and one melee (RStrike>Blast>Bolt). RStrike is easily the best damage attack you can do, so you just have to decide if giving that up is worth it for you. If it's purely for concept, you can handle going ranged; if you're worried about damage, you might want to blap; if you're worried about survival...don't be.