Nalrok_AthZim

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  1. Nalrok_AthZim

    Ice/Ice Brutes?

    Quote:
    Originally Posted by Jabbrwock View Post
    Just out of curiosity, what is it about Ice Armor that makes it deserve to have more than 75% of its Tanker numbers for defense if ported to Brutes?

    75% of 17% defense is 12.75% defense. That's the standard Tanker -> Brute conversion. I'm not aware of any other armor set that has been allowed to violate this ratio - why Ice Armor?

    More to the point, why *ONLY* Ice Armor? Is Ice Armor too weak on Tankers, so 75% of its numbers on Brutes won't work as well as 75% of a more rugged set like Willpower does? Is 75% simply inadequate across the board, and Brutes need to be tougher in the general case? I'm seriously wondering here. I'm not a huge fan of Ice Armor even on Tankers, so I don't really have a horse in this race - I can't see myself playing an Ice Armor Brute no matter what they do to the set.
    I only say it because it wouldn't be worth it for Brutes to take it otherwise. It'd just be another defense set with 1.5% more defense. Getting a reduction like that has always been painful to see, for me at least. When I see Tankers getting 15% defense in Shields and Brutes gettin 11.25%, it makes me want to roll a Tanker instead of a Brute. Brute defense numbers stink.

    Tanker
    Ice Armor: 17% Defense out of the box
    Shield Defense: 15% Defense out of the box
    Difference: 2% Defense

    Brute:
    Suggested Ice Armor: 12.75% Defense out of the box
    Shield Defense: 11.25% Defense out of the box
    Difference: 1.5% Defense

    I know Tankers are meant to have higher defenses, but a tiny boost to Brute defense numbers probably wouldn't be game-breaking, and would be very nice to see. At level 18 my Claws/SR Brute had 17.25% Melee defense, after picking two powers to achieve it. My Ice/Dark Tanker did that with Smashing/Lethal at level 1.

    I know it's been said before but a tiny upswing in defense numbers when porting a set over would be nice.
  2. I will say that Claws/SR is an absolute blast. I love mine. As I mentioned once before, it's like playing a forcefield-coated rotary saw.
  3. Quote:
    Originally Posted by Delusionist View Post
    The only thing to be aware of with DB/Nin is that you can run into situations with a lot of annoying redraw...like when you Mez protection recharges in the middle of a combo. Or if you need to pop off a heal. Not a deal-breaker IMHO, but it can be very annoying and if the timing is wrong it can mess up a combo.
    I had a level 38 DB/Will Brute. (deleted due to him being abso-freaking-lutely boring to play unless I had a friend to team with)

    If I screw up a combo I just start hitting buttons until my crap's recharged. :P Honestly, I've never had redraw be an issue. I'm not a min-maxer, or one of those people who goes around saying "if you don't use this high-DPS attack chain your character is useless". So what if I get redraw? If I didn't want it I wouldn't roll weapon characters.

    Plus it takes what, a split second to take the swords out again? :P

    tl;dr version: Redraw? No worries.
  4. Read the guide in my sig for tips on Dark Armor. I think you'll love it, honestly. Just wait until you get Dark Regeneration.

    With the early-on squishiness of Dark, the mitigation from KM will be a nice addition, especially the stacking -damage. Give it a shot and try to push past 20! If you have questions, PM me or send me an in-game tell. I'm @Insane V
  5. Nalrok_AthZim

    Ice/Ice Brutes?

    Quote:
    Originally Posted by Cmls View Post
    ice melee and ice armour wood need same major changes fore brute...

    but as a now lover of ice melee i wood love to see it on brutes thow with a few changes to make it more "brutish"

    -----------------------------WARNING NOT ALL WELL LIKE THIS------------------
    Ice Melee Changes As I See Them
    -the normal dam boost lol no brainer.
    -lower the -recharge and - slow effect to 50% or lower of what it is on tanks
    - Frost into a PBAoE
    -Ice Patch into the same thing but does a small amount of dam each time it drops someone.. like at lvl 50 no enhancs 35 dam a hit(take in it only does 5 enemys so i think that dam wood be fair)

    Ice Armour
    -lower effectiveness for + def + resist (normal
    -iccicles more dam 11-14 vr the 8.9 it does now

    2 me it wood work well with above and a few more changes i may not c. or have over done,
    The base defense in the Tanker Ice Armor toggles starts at 17%.

    I cannot stress enough that when these numbers are changed, they cannot be allowed to go below 13.5%. Tanker Shield Defense numbers start at 15% defense. Brutes get 11.25%. That is way too big a number and I don't want to see Ice Armor being made into a useless pile of guano because of a number change.
  6. Quote:
    Originally Posted by DarkMaster View Post
    I'm not sure what kind of Stalker you are playing, but if you want a Stalker that can contribute more to a team "early on" than just AS and hiding...then Dual Blades is definitely a set you should look into. I'm seriously loving my DB Stalker more than any Stalker I've made in the past when it comes to teaming in the low levels. As is known, the lowbie levels for a Stalker can be a bit tedious...and if you're using a Primary that has "long" boring animations as well as "long" recharges...well...you're going to be doing alot of standing around between attacks...which is...well...boring.


    Ever since lvl 2 my DB Stalker has been pumping out almost non-stop attacks. Thanks to the bonus criticals when teamed, the non-stop attacking is really helping me and my team clear mobs...FAST. I lead in with an AS, sure, but after that it's scrap scrap scrap until the mob dies, or until another "good" opportunity arrises to setup another AS.


    DB is beautiful, and it's only getting better. It has many many pluses: very fast set, great looking animations, solid single target damage, solid aoe damage, the ability to pump out a continuous attack chain without needing Hasten and about $1 Billion in IO's. Furthermore, DB has a very unique "combo-system" which, when used correctly, can be a real benefit to you AND your team. The combo-system alone helps keep you on your toes and from being bored, as there are certain ones for certain situations which will yield you better reward.


    DB is fantastic. To the OP, try that and maybe */Nin or */SR.
    I have a level 11 DB/Nin Stalker (see my thread a few rows down; I asked about him yesterday and hit 11 in two hours solo). Try the combo, seriously. And take Caltrops.

    If you're like me and have played the game for 4+ years, you'll think Caltrops should be called Craptrops. This is true for every class but /Nin Stalkers. If the enemy is too busy running, you don't need to worry about dying! Awesome, right? Best. Mitigation. Ever.

    I echo DarkMaster's post. Try Dual Blades. Try it paired with /Nin.
  7. The same problem happened to me with my Broadsword/Regen Scrapper. I would demolish the world with him. Stack Parry, fling my Taser Dart into another group, stack more Parry, and then go ape**** on the entire cluster.

    I stopped playing him for about 6 months and dedicated myself to my Fire/Fire (now 50) and my Bots/Pain (now 48). I came back to him and got my buttocks handed to me on a not-so-silver platter.

    You just gotta get back in the swing of playing your Stalker, is all.
  8. Nalrok_AthZim

    Dark Tanks

    Quote:
    Originally Posted by PrincessDarkstar View Post
    Out of curiosity Dechs what secondary is your Dark tank? (Youtube doesn't likeme )

    I am looking into a Dark/Stone at the moment.
    Fire. :P
  9. Quote:
    Originally Posted by Firewasp View Post
    My thinking only takes me into what damage the AV will resist.

    Bots do smashing, energy and the big guy does fire as well. Their shields help with the defense.

    Demons do all sorts of damage. Fire, frost and "hellfire" which I think is a mixture of fire and frost.

    Any ideas?
    Hellfire is Toxic, the least resisted damage type ever.
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    You don't get two cones, since eviscerate for stalkers is not a cone.
    .... really.


    Well, now I'm leaning very heavily towards Dual Blades just from these two posts.
  11. Quote:
    Originally Posted by Gilia View Post
    Every third character or so I play a real casual style. Common IOs, some franken slotting, maybe even a few SOs. I just did that with SS/Elec and your build has me thinking he should have been one of the "seriously" built character... :-/



    I disagree about slotting Lightning Field for EndRedux/EndMods. The value is relatively low at base (-3% end every 2 seconds), and there's no -Recovery. This builds only source of -Recovery is Power Sink, so alone it wont' be flooring anyone's endurance without a second round of Power Sink, and by that time Lightning Field will only serve to help keep it there... we're talking about a fight that's lasted almost a minute for that to come up.

    If he had gone with //Mu, that might be another story. Ball Lightning tossed in the mix, and you can start talking Endurance bottomed out.

    With perma-Energize (a global 59% EndRedux) and PowerSink every 22 seconds, you could get away without any endurance reduction. Stamina, PS proc, and Numina's proc all amplify that fact.
    My Power Sink is frankenslotted for Endmod and Recharge. My Lightning Field is frankenslotted for Acc, Dam, and EndRedux. I frequently floor the endurance of enemies around me.
  12. I'm currently trying to make a /Nin Stalker to fit a concept I have. I won't go into specifics, but I hold a writer's copyright to his name and general description. Now I know the whole copyright thing in-game, but if I hold the copyright (as proved by a company that rhymes with Larval) there's no issue. So here we go.

    I want to know what you would pair with Ninjitsu given the choice. Claws, or Dual Blades? Dual blades is flashy and visually appealing, with two cones and some interesting attacks with Combos.

    Claws is fast, end-light, has a sweet Ranged attack, and two cones and conceptually fits my character idea more than Dual Blades. The only reason DB is available to my interest is way it looks.

    Can I get some expert opinions on both primaries, and which one would feel better with /Nin?

    And no, I will not do Ninja Blade.
  13. Quote:
    Originally Posted by nytflyr View Post
    What I said was if I miss the target, I know that the power is an TAoE, so if
    a team member is outside of the AoE they wont get healed even if I hit the target.

    The Team leader said spam the target with Transfusion because even if it misses he still gets debuffed. The team leader was in toe-to-toe combat, so the thought of her being outside of the AoE didn't even cross my mind
    So your team leader was wrong. Very very wrong.
  14. Nalrok_AthZim

    Fire Armor good?

    Quote:
    Originally Posted by AllYourBase View Post
    Shields and SR have Psi protection? I thought most Psi attacks were positionally untyped.
    They're usually Ranged.
  15. Quote:
    Originally Posted by Call Me Awesome View Post
    But it does add to your defense DEBUFF resistance as Gilia said.
    Right. I guess I'm among the few that don't want another toggle running in /Shield.
  16. Quote:
    Originally Posted by Ebon_Wrath View Post
    I've been reading the threads about electric melee, and I noticed that a lot of people take different attacks. Chain Induction and Thunder Strike were taken by pretty much everyone, but that was about the only agreement.

    For the following attacks, which would you take, and why?

    Havok Punch
    Jacob's Ladder
    Air Superiority (a lot of people seemed to take this one)

    I'm just curious as to why people take such different paths and what their reasoning is.
    Jakobs Ladder and Havoc Punch.

    Air Superiority is nice for it's knockdown, but I hardly ever take it on my fliers.
  17. Quote:
    Originally Posted by ChrisMoses View Post
    I think he probably meant that the -regen will still affect the target.
    If the power misses? Or if the heal misses?

    Let's clear this whole thing up right now:


    If you cast Transfusion and it misses your target nothing will happen.

    If you cast Transfusion and it hits your target but your allies are not in range for the heal, then the -Regen debuff still applies.

    If you cast Transfusion and it hits your target and your allies are in range for the heal, the -Regen debuff is applied and your allies receive a heal.
  18. Quote:
    Originally Posted by Exodus_V View Post
    Maybe he ment "if the heal misses your team" the target is still being debuffed?
    If he did he worded it like crap.

    If Transfusion misses it's target, as with ALL powers in the game, nothing happens. I think your team leader is either terrible at wording his advice or he has no idea what he's talking about.
  19. Quote:
    Originally Posted by Jibikao View Post
    My friend hates his Stalker. He constantly mocks me because we belong to a group of very old and experienced veterans and none of them like Stalker. Stalker is like a laughing matter among them because they are min/maxer and Stalker is too ONE-DIMENSIONAL, which I happen to agree (sometimes).
    Someone really needs to show him the Utility powers in Ninjitsu. I had a Stalker in one of my ITF's who kept using Blinding Powder. It wasn't a bad thing; this guy was a pro at lining that thing up to hit the most targets. It really came in handy when he was tossing it at Rommy while the /Rad was debuffing his accuracy. With Blinding Powder, all of my Dark Melee attacks, Rad Infection, and the /Dark Mastermind we had the fight was a cakewalk. Plus, he made it neon purple, so every so often I'd be tanking and I'd see a giant plume of purple gas fire out of the left side of my screen.
  20. Your problem with /Dark is you're not using it's biggest debuffs. If you use Bodyguard mode, Provoke, Darkest Night, Fearsome Stare, Howling Twilight, Tar Patch, and Twilight Grasp all in succession in ANY order (with the exception of Tar and Darkest being first) you'll win. My Demon/Dark can taunt EB's/AV's and stand there with autoheal going as his pets go to town. Lay down Darkest Night and Fearsome Stare and the AV has debuffed ToHit. Use Shadow Fall and you have boosted defense/resistance. Tar Patch sucks away some resistance and speed, Howling Twilight and Twilight Grasp destroy regeneration, and your Dark Servant is basically another you going to town.

    I agree with Chill_Out: Change the name of this thread to "I am ignorant about Dark Miasma."
  21. Quote:
    Originally Posted by gameboy1234 View Post
    I had to read this three times before it even parsed. I thought he was asking you to switch to a Peacebringer or something.

    Painbringer on a MM is dumb, no arguments. I bubble everyone because I can, easily. Painbringer I can keep only on one teammate, and barely at that. Usually it goes on the brutes and scrappers, and usually I rotate it around so everyone can have fun.

    Occasionally it goes on tanks (like that one Dark/Dark tank. Guy was *good*, and it helped a lot.) But usually tanks at that level don't seem to need it. As long as their health and endurance look fine, I skip them and put it on those who seem to need it more.
    Yeah, his argument was that, as a /Poison MM his powers cost him enough endurance for him to need a significant recovery boost such as Painbringer. Too bad he was just rebuffing his resummoned pets and kept running out of blue bar.

    And yes, we Dark/Dark tanks are beasts. :P
  22. Nalrok_AthZim

    Fire Armor good?

    Quote:
    Originally Posted by Demonic_Spark View Post
    I am finally trying a Fire Armor Character for the first time, and so far I like it, it kind of reminds me of playing my DA or my Elec Characters and yet and the same time not the same, I do have to admit I am a little worried about trying care of a few "holes" in the armor. KB isn't so much a problem, but for the first time i get the feeling that I might have to take CJ. Or can the life of a Fire Armor AT be okay with out CJ?

    <.< I only ask cause I can't really think of to many things off the top of my head that the red side throws at you that Immob yeah to death, and yet if I remember right more so on the hero side??
    I took CJ because it was end-light and nice to have for Immob protection. It also opened up Acrobatics since I wanted Super Jump to begin with. I recommend it for any Fiery Aura user as it perfectly closes your status defense gap.
  23. My recommendations for nigh-unkillable Brute combos (ranked in no order):

    Electric Melee/Stone Armor: This is the elemental baffler, as a roomie of mine called it. It's made of stone and flings copious amounts of voltage at you. While it is slow and has much slower recharge, Fury will negate Granite's -Damage penalty. Lightning Rod also works well with Stone's "must have teleport" playstyle. As that same roomie once said, "Dear lord! I can't kill it and it keeps draining my endurance! WHY?!"

    Super Strength/Electric Armor: A dynamo of resistance, speed, and damage. Putting Hasten and ED-capped Recharge in all attacks, coupled with Lightning Reflexes will make you feel less like Super Strength and more like speedboxing. I'm 2 bars from 50 on my SS/Elec and there's damn near nothing that can stop him. While /Elec is a resistance based set, the resistances it offers are beefy and it has two excellent utility powers in Energize and Power Sink.

    Dark Melee/Dark Armor: This was my first level 50 ever. While both sets are somewhat late bloomers, when you finally get the build you need this beast of blackness is almost unstoppable. The biggest thing to remember is to slot for end reduction on your non-armor toggles and to couple Touch of Fear with Soul Mastery's Darkest Night. While you may find yourself dying often, you have a magnitude 30 stun self-resurrect power at your disposal. It'll rip the living daylights out of anything near you. The biggest plus to Dark/Dark is, the more enemies you surround yourself with, the stronger you become.

    Electric Melee/Invulnerability: I have one of these juggernauts at level 41. With the proper slotting on Invincibility and Tough Hide (along with Combat Jumping) this combo can dive head-first into battle, drop a Built Up Fury-boosted Lightning Rod and sweep everything below Bosses to the ground. With the +ToHit from Invincibility, your massive amounts of AoE are able to land more reliably, and your hefty resistances will lighten the pain of anything that gets through your defense. Dull Pain is available to negate any big damage, and Unstoppable is just a load of fun.

    My two cents.
  24. Quote:
    Originally Posted by ultrawatt View Post
    Seems like you are right, I tried it out (had to get the mutation temp and the SG power). It was only for just a couple of seconds but looks like it does work.
    Yeah, it doesn't happen for very long, but when it does I make sure to drop my heavy hitters. It's never a guaranteed for me though; the requirements for me three-stacking it are: Lightning Reflexes, Hasten active, and Force Feedback +Rech proccing 2 out of 3 times I use Foot Stomp. This also implies that I'm not having any battle downtime (which as /Elec, I almost never do).

    I actually specced out of Arctic Mastery and instead took (my personal favorite) Soul Mastery. You should see the things a Fury'd up three-Raged Dark Obliteration can do, not to mention Gloom.
  25. Quote:
    Originally Posted by ultrawatt View Post
    Rage doesnt triple stack. It will look like it doesnt but you didnt get it to triple stack. But even if you do have enough +rech to make it triple stack (which prolly wouldnt be TOO hard on an SS/SF) im 90% sure you dont end up getting those numbers.
    I have done it, and have seen the result. 240% damage boost. Not for long, but it's there. If you want a screenie I'll try to snag one.