Nalrok_AthZim

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    Bah, let it help BU, AS, and Placate. You're still going to spend the time activating them.

    I don't know if it really helps unless you can actually decrease the casting time, though. I say this because you might quickly get to a soft recharge cap where you're rotating the two most damaging attacks you have, and further recharge would be wasted. I could be way off, of course.

    I dunno, though, the idea has some serious merit. Maybe a combination of the two? More common crits on the target and +recharge. Swing heavy attacks faster, crit more often. Rolling snowball.
    ... wait. Make the effect with critical chance.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    I would just like to state that I would be willing to give up every last ounce of AoE on my stalkers (even take a single target version of Lightning Rod) if it meant that I could be pushing out the highest single target effective DPS sustainable.

    I say "effective DPS" because raw single target damage can equate to AoE damage by switching targets. Stalkers are the single target specialists; they are assassins. They should be able to whittle down the hardest targets quickly. With that in mind, what I want is some kind of snowballing bonus that becomes immense, but fades the instant you switch targets.

    The longer my stalker fights a single target, the more damage he should do. Be it through a constantly increasing crit rate or some other mechanic. If my stalker locks on to it, it should die quickly. That would make them immensely desirable to teams, as AVs are what slow even great teams down.

    Oh, and please preface just about ever sentence in this post with "In my opinion."
    I'd love to see that effect but with Recharge Speed. Granted, the speed would exclude, AS, BU and Placate. Imagine it; you nail an EB and then just start wailing on him. Faster and faster and quicker and boom boom boom boom BOOM. Done.
  3. Quote:
    Originally Posted by Northman View Post
    How is your ILL/Kin for solo'ing? My ILL/Rad was a beast right from
    Level 1 through 50.
    +1/x8 on good days, +2/x7 on great days.
  4. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Actually unless they broke something in I18 it does take Ranged Damage. I've got the proc in my Acid Mortar and both Mids' and the Wiki agree it can take ranged damage sets.
    My power description says it only takes Defense Debuff and Accurate Defense Debuff sets. Huh. I'll give it a try.
  5. Quote:
    Originally Posted by Angelxman81 View Post
    Im not rich, so I cant affort much, but I got some questions for my lvl 50 SS/SD and some bonuses I have.
    I dont have Rage or One with the shield, I hate the crash.
    I have Energy mastery with: Focused accuracy, Superior conditioning and Physical perfection.
    I plan to take the fighting pool with I19: boxing, tough and weave.
    Should I take leaping: combat jumping, super jump and acrobatics better?

    So:
    5 Performance shifters: Where to place them? Stamina, right?
    4 Luck of the gambler: Where to place them? Weave for more complete def?
    5 Obliteration: Shield charge?

    Thanks in advance!
    I'll be the first to say it: You want Rage. The crash may seem costly but it greatly improves your Damage and ToHit. It can even be double-stacked without a ton of global recharge. It's the cornerstone of SS. I'd strongly recommend reconsidering it.

    Stamina: Unless you have a 4th slot to spare just slot Stamina with 3 Endurance Modification IOs.

    Combat Jumping will be a nice addition as it costs next to no endurance to run. You don't need Acrobatics as you have Active Defense. If you already have a travel power, skip Super Jump.

    Tough and Weave are very beneficial to Shield Defense characters.

    Focused Accuracy isn't worth the endurance cost to run it; I'd consider another power unless you find yourself missing a lot without it. Rage would be a good replacement.
  6. Quote:
    Originally Posted by Dissolution View Post
    Hello Tankers,

    So I have been away from the game for a couple issues and it seems as though my Ice tank is a bit more vulnerable than she was. I am getting smashed by +1 Malta now.

    Any guidance would be appreciated

    Thanks
    You should monitor your defenses when fighting these groups. I know that Malta's AR attacks will chew up Defense unless you have a ton of DDR.
  7. Quote:
    Originally Posted by SuperFerret View Post
    Really helpful for those of us who aren't taking this exact build too. I'm running an Elec/Kin, and the Kin part helped with my slotting plans, and you may have convinced me to take Primal as my APP.
    I can only imagine that Power Boost would greatly benefit your endurance drains as an Electric Control user. Not only would it amp up (get it?) your holds, confuse and immobilizations, your Conductive Aura/Jolting Chain would sap the absolute crap out of anything near you while Power Boost is active. You may be able to forgo Conserve Power since Elec/Kin will be really light on the blue bar.
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post

    Comments on specific powers:
    1. 5-slotting Analyze Weakness in Acid Mortar isn't a great choice, the set bonuses are kinda weak (accuracy in particular you'll tend to pick up incidentally in any IO build, you don't need to go for it specially). You can get a similar level of recharge (and a bit of defense debuff and accuracy) with a franken slot and still fit in a proc or two (I recommend the Devastation hold proc first and the Achilles heel proc second). Make sure you're at 93+% recharge though.
    Unfortunately, Acid Mortar doesn't take Ranged Damage sets so I can't slot Devastation.

    I'll keep this all in mind. I know I have some over-softcap issues but that doesn't bug me too much. I like the extra defense just in case I come across a Gunslinger or a CoT Earth Thorn.

    I'll check out the slotting in Triage, Empty Clips, and Bullet Rain. I think I'll put a -KB IO in FFG and replace Acrobatics with Maneuvers. Question: Will the -KB protection only be active while the FFG is up?
  9. Right click your pet and hit View Combat Attributes. Then click Damage Resistance. The number there will answer your question.
  10. Quote:
    Originally Posted by Steampunkette View Post
    Personally, I find Scourge useless.

    Meanwhile you can Crit as a scrapper on a target at 100%, so it's quite a bit more reliable and useful.
    It severely hurt me to read that.
  11. I find it odd you couldn't move; there's currently a script in the game engine that'll push MM henchmen out of the way if you move against them.
  12. Nalrok_AthZim

    Kinetic/DP

    Quote:
    Originally Posted by Shimmer_Sniper View Post
    The problem seems to be there are very few people looking for members/teams in the going rogue content.
    It's weird, isn't it?

    Quote:
    Originally Posted by Shimmer_Sniper View Post
    Some powers are currently chosen as place holders. Everything fitness is suppose to go inherent And frankly I've got no idea what I should take. Since I have a healing power, I'll probably drop that extra slot on health, and pick up that density thing instead of the jump thing.
    Increase Density is basically a hefty status effect protection buff. It provides protection from knockback, holds, stuns and sleeps. It also provides some beefy Smash/Lethal/Energy resistance. Tank types will love it for the extra resist, and squishy types love it for the status protection. I recommend 3 slots; two Resistance IO's and one Recharge IO.

    Quote:
    Originally Posted by Shimmer_Sniper View Post
    Combat Jumping I'm using more for the defense bonuses than jumping. So I'm slotting with something like 2-3 defense bonuses and 1-2 end reductions. Reason being is that I'm probably going to be in melee more than optimal ranged distance.
    You still don't need that many slots. At most I'd give it three. Combat Jumping uses .06 endurance per second. Yeah, it's unnoticeable to run it. Sprint costs more endurance. I'd put two Defense IO's and save the third slot for a unique like a Karma -KB or a LotG +7.5% Recharge. If you're not gonna slot uniques, just put 2 slots in it, slap two Defenses in and call it done.

    Quote:
    Originally Posted by Shimmer_Sniper View Post
    One of my goals is to never have to take a break from shooting my guns, and figure out the smooth combos. Of course I that won't prevent me from using kinetic powers as needed. So I figure I'm going to be running very quickly out of end, and want to make sure I do everything I can to prevent that.
    Here's the beauty of Kinetics: Once you get Transference your endurance problems are over. Make sure it has at least 5 slots and put in an Efficacy Adaptor set. Get as much Accuracy and Recharge as you can out of that set, as the more it's up the more endurance you have.

    I get home at 4:30PM PST, and if you want I'll spin you up a build.
  13. Quote:
    Originally Posted by New Dawn View Post
    I ain't really read a DA guide since 2006 myself and it was prolly a scrappers.
    *glances casually at his signature and clears his throat*

    >_>
  14. Nalrok_AthZim

    Kinetic/DP

    Quote:
    Originally Posted by Shimmer_Sniper View Post
    Well mostly I'm currently a little more focused on being an Offender rather than a Defender. For some reason I tend to have a hard time finding parties regardless of what I am.

    Fulcrum shift will probably move down to 32, especially since 3 powers I chose before it will become inherent. I'll make some adjustments.


    EDIT: Adjustments made.
    You're on the right track.

    Unless you're slotting for slows, Here's all you need for Siphon Speed/Damage:

    3 slots. 1 Acc, 2 Rech.

    You can take those extra slots in both and move them into Piercing Rounds, and a third slot in Stamina. Personally, if you have SJ you don't need Hurdle or Inertial Reduction. Two generic Jump IO's in SJ will put you at the speed/height cap, IIRC. Swap out Inertial Reduction for Increase Density; teams will thank you, especially tank types and squishies.

    You can keep Hurdle, but I recommend Assault with one EndRdx. Also you've way overslotted Combat Jumping. Most you need is 3, and that's if you're slotting uniques.

    Also, same thing with Health: Doesn't need more than one slot unless you decide to use it for more Unique IO's. More slots in Transference will be good.
  15. Quote:
    Originally Posted by _Deth_ View Post
    It's not bad, it's just different from yours. And if you look a few posts down after it, you would also see that I disagree with him on that as well.



    He actually states that KB resist is not included in OS and needs to be put into the build somewhere, not that OS be slotted with them. The description itself states that it has Psi resist. Also, look at how he has it slotted in the sample builds, 4 reactive armors.

    Don't skim, read.

    The description mentions the end drain resist. He also mentions the end drain resist as one of the benefits DA gets over Invuln when he talks about IO slotting strategies.
    I won't BS you and say I read the whole thing, because admittedly I skimmed it. But I did read fully the powers I believe are key in DA (sentence structure fail I know). I feel that if you're gonna make a guide, you need to talk up the strengths of a power even if those powers mention it in their description.

    He also says that OS can only accept the Steadfast sets, which is true. I think it would benefit all DA players to hear "You can slot Steadfasts, but don't skip on resistance either."

    Quote:
    Originally Posted by _Deth_ View Post
    You have to be kidding me. I love ST, don't get me wrong, but I have never, and I repeat NEVER, used it to soak an alpha. What I have used it for has been to get control over situations where I was grouped with idiots that managed to completely cluster f@ck a situation. It works great for instant crowd control. I have also used it in extremely long encounters(before I finished my build), to reload my blue and green bars. But for an alpha, nope, never. Also, when fully IO'd, it really is more of a "hey guys, i'm bored and wanna mix it up a bit" kind of power. Seriously. Fully IO'd it takes a LOT to kill me. Usually a lot of Romans.
    And like you said with my belief on ST, it's all subjective. I agree that ST is one of the most amazing CC powers available (mag 30!), and that's why I use it ON OCCASION to take an alpha. I run in, soak the alpha, LET myself die, and then use ST to turn the whole spawn into useless stunned punching bags. The team can then move in as I toggle up and lay down Darkest Night. Usually the whole spawn will die before aggro matters.

    Please keep in mind that I'm a bit biased to Tanker views; I play my 50 DA as a Brute. But the tactic I use with ST isn't a bad idea, it's just the way I do it. No need to condescend. ST works as a great solo alpha-soaker (wow they hit hard, time to get back up) and even better as a crowd-incapacitating power .

    Quote:
    Originally Posted by _Deth_ View Post
    It's a guide for tanks. Soul Mastery has only been available for what? 2 months? That guide was written in issue 14. And seriously, other than maybe for romans, a softcapped DA tank really isn't going to need it. I have yet to wish I had it. Now, for a brute, different story.
    Again, I'm biased to the Brute POV and as such I'm a bit quick to jump the gun on stuff like that. I admit I was being unaware and shot my mouth off early.

    Quote:
    Originally Posted by _Deth_ View Post
    He wasn't unaware or apathetic of anything, it's all stated in there, just not in a big "LOOK AT ME" structure.

    Read the whole thing. Actually read it, don't skim it.
    I want to, but at the same time I don't. It's a good guide, I never said it wasn't. It just doesn't agree with how I play Dark Armor. At all. Anyone who says "ST doesn't need to be in the set, and short of me going to Austin TX they'll never change it to a worthwhile power" doesn't exactly get my good nature on how they choose to play. ST is one of the most useful Tier 9's in the game. While it doesn't provide massive amounts of survivability, it's there for when you get in over your head and provides plenty of time to get back on your feet and gain control of a tough spawn.

    I guess I have to mention this here, too: I'm in the minority of players who has never had survivability issues without Tough/Weave. If I can survive on my characters without them, I don't feel a need to softcap and slot things in ways I'd rather not. It all hinges on opinion and playstyle and that guide doesn't fit mine.
  16. Nalrok_AthZim

    Kinetic/DP

    Power Build Up works well. Then again I have a Pistol/Kin Corr, but the combo is great either way. I don't see a need for any more than one slot in Hurdle or Swift, they could be better placed in your attacks and especially Transference.

    Fulcrum Shift should be WAY earlier, right at 32.
  17. I think I'm going to swap that Recharge IO in A-Mortar with an Achilles -Res Proc.
  18. Quote:
    Originally Posted by Blue_Centurion View Post
    The worst has to be Stone/Dark Armor: It will have end issues that will make you cry for your entire career. Best of luck.
    I'm playing one of those right now. He's 18. Sure, he has a significant amount of downtime but he hits like a train and is extremely hard to kill.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    This is why I'm afraid of trying that Claws/DA brute. I have an SS/WP. He's level 34. He has tough and weave. He dies. All. The. Time.

    I know the problem isn't the sets. The problem is me. I just can't brute!



    But I will learn. Oh will I learn. And my claws/DA will rip faces off of anything he pleases.
    Actually, he will. You'll be pleasantly surprised.
  20. Quote:
    Originally Posted by Jibikao View Post
    Funny I hate losing aggro on my Stalker like that if I team with squishies. I even try not to use Placate that much because I want the aggro to stay on me if I can handle it. :P

    Am I the only one who is not bothered by our less HP? I really don't think I attract that much aggro to being with. I mean we have less AoE and we have Hide and Placate already to lose aggro.
    The low HP cap makes /Regen a very tough set to use.
  21. Quote:
    Originally Posted by The_Ringer View Post
    The worst brute I have personally experienced was DM/Stone. Omgboring.
    Oddly enough the most boring brute for me was SS/WP. No challenge. No dynamic-ness. Just sit in the spawn and put Foot Stomp on Auto. Wheeeeeeee. *fart*
  22. Command+Enter after the game boots up.

    Note: It will only work after the login window appears.
  23. Quote:
    Originally Posted by dechs kaison View Post
    i just leave it on auto. Then again, i don't have hasten in my builds.
    ... Ingenious!

    But in all seriousness that's a good idea.

    And in even more seriousness I can't agree with that guide.
  24. Quote:
    Originally Posted by UnicyclePeon View Post

    Dual Blades / Dark Armor .... mainly because the Oppressive Gloom might make guys wander out of your ideal blade setup. But it might not be too bad.
    If you skip OG and just run DS and CoF then you'd probably be able to keep them in your range and line up just fine.