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Quote:Well Hover is one of your end hogs. Combat Jumping sucks up a pitiful .06 endurance per second AND provides a boost to all defense. Definitely go Combat Jumping.Actually, I tried OWtS and while I find it nice, it's really situational...
Right now, I'm softcapped to all positions and when I really need to pop it (big packs of +3/+4) the only real benefit is the +recovery as the +RES can be compensated with inspirations.
Therefore, I'm thinking of respecing it out...
Now, I'm currently 41 with my tanker, I love it, but I found out recently that you can't use foot Stomp while hovering... So I need to grab Combat Jumping which changes my build again..
The only problem I have right now is endurance managment. I eat a lot of blues, and I'd like to ask you guys, what is a good recovery rate ?
Right now I have a 247% recovery, my final build will be arround 3,50 end/s while using 1.07 end.sec.
I don't know if it's enough and I'm thinking about taking physical perfection...
Anyway, thanks for all your advices.
cheers,
Ryltaar
And the big part of OWtS is the HP boost. Helps with heals, inspirations, regen buffs, etc. -
Quote:Now that's using protection.Optimizing damage on a Tanker is like building a bungee cord out of condoms: technically feasible, but why bother with it if it's not even what it's designed for?
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Here's one for you, an Electric Armor guide for I18.
The Voltic Beast- A guide to Electric Armor for Brutes -
Vince The Insane's Guide to Electric Armor for Brutes
Introduction
I wish I could recall the name of the thread this phrase was posted in, so I could give proper credit to the person who said it, as it's the most accurate description of Electric Armor I've ever heard.
"Electric Armor is like a wild but majestic mustang. It will seem unruly and unreliable at first, but with time and training it will be a beast of magnificent power and grace."
Welcome to my guide for Electric Armor. Since there's a distinct lack of post-I12 information on this bad boy, I've decided to throw yet another guide together for your reading pleasure. Electric Armor is indeed a wild beast in that it has a multitude of great powers that are all honestly worth taking. Great resists, excellent status protection, fantastic utility powers, and a Tier 9 that will do more than just provide unstoppability.
In order to understand Electric Armor, I'll first need to describe each power in detail, and then tie them all together. So before I get ahead of myself, let's check out what this set has in store for us.
Charged Armor
Toggle: Self +Res(Smash, Lethal, Energy)
Charged Armor is your everyday Smashing/Lethal Resistance shield. But wait, it has Energy Resistance! Thus is the benefit of an elementally-themed armor. At a base of 26.25% resist, it's a pretty hefty shield out of the box! Enhanced to the ED cap, this shield gives a beefy 41.82% resistance (at least for me it did) to Smashing/Lethal/Energy. Whopping, I say! When you activate this power, you fire sparks from your body as long as the toggle is active.
Slotting: 2 End, 2 ResBuff
IO Slotting: Any 40+ Resistance IO set will do. Pick to your taste!
Rating: *****
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Lightning Field
Toggle: PBAoE Minor DoT(Energy), Foe -End
Lightning Field is the Damage Aura of Electric Armor. It's a PBAoE toggle that chips away at the health of any enemies surrounding you, and also drains endurance! It even functions as a taunt aura, should you have the proper amount of accuracy. The only downside is the endurance cost, a meaty 1.04 End/sec.
TIP: Used in conjunction with Power Sink, this handy toggle will keep endurance-drained enemies the way they are-- endurance drained.
Slotting: 1 or 2 EndRdx, 1 Acc, 1 Dam (three to four slots to your flavor)
IO Slotting: A nice PBAoE set such as Obliteration.
Rating: ****
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Conductive Shield
Toggle: Self +Res(Fire, Cold, Energy, Negative)
Conductive Shield is your standard Fire/Cold shield, with the added bonus of having even more Energy resistance and some fair Negative Energy resistance. Another 26.25% resistance is offered up by Conductive Shield for Fire, Cold and Energy. However, Negative Energy is only resisted with 15% base. Not bad, but not great. The upside to this is, if you enhance to the ED cap you have another 41.82% resistance. If you're keeping track, this means you're at 83.64% resistance to Energy damage, just under 7% from the Brute resist cap! When you activate this power, bolts of lighting will constantly shoot up your body starting from your feet as long as the power is active. Nifty, huh?
Slotting: 2 End, 2 ResBuff
IO Slotting: Any 40+ Resistance IO set will do. Pick to your taste!
Rating: *****
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Static Shield
Toggle: Self +Res(Psionics, Disorient, Hold, Sleep, Teleport, End Drain, -Recovery)
Holy crap! Did you read that? Resistance to Psionics, the usual status effects, AND Teleport/End Drain/-Recovery? Look at this thing! It's like a circus of awesome! Static Shield provides you with your much-needed status protection. Not only that, it also provides Psionic resistance, another 26.25%. Added benefits include not being able to be teleported, a rather useful thing to have when you encounter baddies with such a power, or go to PvP! Sappers will crap themselves as their guns harmlessly zap you with the resistance to End Drain and Recovery! Is there nothing this power doesn't do? Knockback and immobilize. But there's hope yet!
Slotting: 2 End, 2 ResBuff
IO Slotting: Any 40+ Resistance IO set will do. Pick to your taste!
Rating: *****
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Grounded
Auto: Self +Res(Energy, Negative, Immobilize, Knockback, End Drain)
Man, those Malta are gonna be angry. Grounded is a great auto power. Not only is it auto and never costs you a thing, it also closes the gap in your already epic defenses: knockback and immobilize. On top of that, it provides even MORE resistance to Energy, Negative Energy, and Endurance Drain. With this power, you'll cap your Energy resistance at 90%. Grounded, out of the box, provides Mag 15.578 KB protection, 9.375% Energy Resistance, Mag 6 Immobilize protection, 7.5% Negative Energy Resistance, and 70% Endurance Drain resistance. Holy freaking Moses! The only caveat is you HAVE to be on the ground for it to work, so don't go too high!
TIP: Grounded is why I recommend the Speed pool for all Electric Armor users. Stay on the ground!
Slotting: 2 Res
IO Slotting: If you're building for defense, here's a great place to drop the 3% global defense unique.
Rating: ****
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Lightning Reflexes
Auto: Self +Res(-Recharge, -SPD), +Recharge, +SPD
This armor set doesn't have enough awesome! Not enough resistance! Throw more at it, I say! Lightning Reflexes provides you with a Recharge and Run Speed/Fly Speed boost. 20% recharge to be exact, and included in this is resistance to recharge and speed slow. It's like Swift with a free Recharge bonus and mitigation to slow effects!
TIP: With this, I never need Sprint and Super Speed doesn't need more than one slot. Sweet!
Slotting: 2 Run Speeds. Run Forrest, r-- wow that's fast.
Rating: *****
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Energize
Self Endurance Discount, Heal, +Regen
Until recently, this power was just Conserve Power. Yahoo, less endurance! It was then changed to the ridiculously nifty Energize, a self-heal AND endurance discount! Energize will give you a hefty 374 point heal at level 50, unenhanced. I've seen mine heal for 600+ slotted well. The added benefit of healing is, after you use it you have 30 seconds of 60% endurance discount, so go wild killing whatever's trying to kill you.
UPDATE: Forgot to post this! Energize also has a very respectable +Regeneration component built in to it. With Brute HP numbers, you'll find yourself rapidly healing off incoming damage.
Slotting: 2 Heal, 2 Rech
IO Slotting: A really good healing IO set. Put as much recharge as you can!
Rating: *****
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Power Sink
PBAoE, Foe -End, -Recovery, Self +End
Crap, all these toggles have me running out of endurance like a suicidal Sapper. But wait, what's this? Power Sink! Power Sink is AMAZING. You gain endurance for every foe around you (up to 10), at 25 endurance per enemy. That's right, 4 hits and you're done. It also saps the endurance of those around you, and that bit's enhanceable! Still don't think this power is awesome? It's freaking autohit. Oh yeah, baby.
TIP: Used with Lightning Field, you can keep an entire spawn of baddies at zero endurance. Slot for recharge!
Slotting: 2 Recharge, 2 EndMod
IO Slotting: Performance Shifter, as much EndMod and Recharge as you can.
Rating: *****
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Power Surge
Self +Res(All DMG but Psionics, Disorient, Sleep, Hold, Immobilize, Repel, Knockback, End Drain, -Recovery, Teleport), +Recovery, +Special(EMP Pulse)
Wow. Just look at that list of bonuses. Power Surge is your Tier 9 Armor, the king of all Electric Armor powers. Activate this baby and you'll turn into a giant grinning (yes, grinning!) golem of lightning, untouchable by the forces of those around you. Out of the box this power gives 52.5% resistance to all but Energy/Negative Energy, 60% resistance to Energy, and 45% resistance to Negative Energy. These numbers are all enhanceable. For the sake of ease, let me just say that nothing is going to lay a status effect on you while this power is active. You even get a significant boost to your recovery! Now the caveat to such an awesome Tier 9 is this: When this thing wears off, you're down to 1 health and 0 endurance. You're cannon fodder. But hang on, there's still hope! As this thing nukes you to 1 health, it fires off a PBAoE hold called EM Pulse. This thing will lock everything it hits into a Mag 3 Hold for 22.35 seconds. It also severely debuffs regeneration! If you're fighting anything robotic, it'll cause High damage as well!
Oh, and remember, the coolest part about this power:
"HRAAAAAAAAH!" FZOOOWWWWN!
TIP: Slot this thing for a little bit of accuracy so EM Pulse lands. Keep an eye on the icon in your buff list so you know when it's time to run like hell and find shelter!
Slotting: 2 Rech, 2 ResBuff, 2 Accuracy
IO Slotting: Aegis, with room for one or two Common Accuracy IO's. If you're feeling fun, slot in two Performance Shifters.
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The most important thing I can tell you about this Armor set is that it works best when every toggle/auto power is active. Fully loaded and fully active this set is a dynamo of resistance, with a powerful heal and an even more powerful endurance tool at your disposal. When things get hairy and you don't want to fall in battle, hit Power Surge and become a force of nature for 3 minutes.
The guide is now open to suggestions and corrections! Hit me! -
Just finished my Illusion/Kinetics/Primal guide, in line with I18!
A Blinding, Empowered Light: A Guide to the Illusion Control/Kinetics/Primal Forces Mastery Controller -
There you have it, folks! This guide is now open for suggestions/nitpicks/the pointing out of any errors I've made.
I can safely tell you that Illusion/Kin/Primal is quite possibly one of my favorite power combinations of anything in the game, ranked right alongside my Dark/Dark/Soul Brute. Again, please don't take this guide as law; play your own way and only read this as advice, not instruction. I won't bother with a build unless I get asked, so please, have at and discuss if you feel the need!
Happy Illusioning! -
Pool Powers
It's pretty easy to cover the Pool Powers when it comes to an Ill/Kin. I'll make it brief.
Fitness
Until Issue 19 hits and we all have free Stamina at level 2, you NEED THIS. Fitness is the must-have power pool for any character except maybe /Regen and /Willpower characters, should they so choose. Take it, skip slots on Swift/Hurdle/Health, and 3-slot Stamina with solid EndMod. Feeling fun? Put in a 4th slot and drop in a Performance Shifter Chance for +End.
Speed
- Flurry- Unless you really need damage, which you won't, skip this power.
- Hasten- The lynchpin of this build's fast recharge. With Siphon Speed and Hasten both slotted for maximum Recharge, you'll find every power you have up far more often than any power you've ever had on any character ever. EVAAAAR.
- Whirlwind- No. Like Repel, this power will disrupt your play as an Ill/Kin.
As far as the rest of the pools are concerned, I firmly believe everyone has their own playstyle. I myself took Hover and Fly. Your mileage will vary! Take whatever suits you best. This isn't an outline, it's just a guide to help you pick and choose as you make your way to 50. -
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See the guide in my sig for some Dark Armor info.
I'm posting like this a lot these days, and I like it! -
Quote:Can you stop beginning your posts with snarky questions? (Check out that irony :P)traces of narcissism *and* elitism? Not even going to comment on the ignorant label as I never claimed to have all-encompassing knowledge...
But the rep comment was regarding your flawed position on the obsolete rep system we had. You know? How it graded the worth of a poster? I'm glad it was abolished so posters can't falsely boast their opinions with it.
As for proliferating EM, no one ever said anything about proliferating Stalker EM to scrapper. That's just dumb when there's a perfectly good version that requires no new powers on the Brute and Tanker ATs. That people request it proliferated flies in the face of the argument that such ST focused sets aren't desirable or used. Or are you arguing that no one wants to play EM or EM is no longer a used set? Because I'll gladly prove you wrong.
Rep system is gone, argument invalid. Drop it.
People have asked to have the Stalker versions of EM ported to Scrapper because -- surprise -- the Stalker versions have already had their Critical effects (such as the non-health-draining ET) factored. It would make porting the set over easier with the exception of Stun and Whirling Hands, which would need a Critical calculation done in order to make it a Scrapper-viable set. Porting the set over from Brutes/Tankers would need those Critical values recalculated and their damage values adjusted as Scrappers have higher base damage than Brutes (fury notwithstanding) and Tankers.
If you wanted Kinetics ported over to Masterminds (another dumb idea, despite the awesome fun it would be) you wouldn't ask for the Defender version as it's far too powerful and would need massive reworking. You'd ask for the Corruptor version as it's closer to the way it'd need to be in order to be acceptable on a Mastermind. See the point?
Quote:Fine. Call it an "adjustment" if the word "nerf" is too loaded. I don't really have an opinion on the change since I don't play Brutes. Just saying that when players of popular ATs like Scrappers get concerned about something... stuff happens. And in that very GR beta thread I am talking about, Scrapper fans were even chiming in about stuff the Stalkers got in their last "adjustment" as if something was therefore owed to Scrappers now.
You don't balance scales (that are currently out of balance) by adding the same weight to both sides. That won't stop people from wanting new stuff whenever they see someone else getting buffed though. Justified or not. And if it's a popular AT asking... just saying. I wouldn't be surprised.
Quote:The put-heal-on-auto-and-/follow-the-tank thing, I've seen dozens of times. Heck, I've been in PUGs with multiple of them at once. So those, I can vouch for definitely existing. Stalkers that 'scout the map' and do nothing but AS and re-hide, though... well, those I haven't really seen since the revamp. Even then, they were kinda rare.
And as far as the heal-follow-healer, I usually ask them to actually work, and if they don't or offer me some BS I remove them from the team and find another support character to aid us. -
Volunteering. Since it seems like an ElA guide would be appreciated, off I go to make this thing! *zooms off with a text editor in hand*
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Primal Forces Mastery
Power Blast
Ranged, Moderate DMG(Energy/Smash), Foe Knockback
This is your generic single-target Energy Blast attack. You lean forward and shoot some blue orbs out of your hands, doing some pretty respectable damage for a Controller. But here's the fun part: Beef this baby up with Fulcrum Shift and you have one hell of an attack! But it gets even better! Blind someone and use this attack; Containment affects it! So not only are you sitting on a fully Fulcrum-Shifted single target blast, you're sitting on one that does double damage!
TIP: This power is interchangeable with Energy Torrent; some players like the single target aspect, while others prefer more AoE. Having used both, I found myself enjoying Energy Torrent more.
Slotting: 2 Acc, 2 Dam, 1 Rech
IO Slotting: 4 to 5 pieces of a respectable Ranged Damage set of your choice.
Rating:****
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Conserve Power
Self Endurance Discount
This is your basic run-of-the-mill Conserve Power. You pop it, you spend less endurance on all powers for the next however long. This power comes in handy a lot for an Ill/Kin, especially if you took Hasten (which I strongly recommend) and find yourself fighting so furiously you're draining end. Transference helps as well, but sometimes in long fights you need to be able to run at full speed regardless of any circumstance.
TIP: This is another power some players can and cannot live without. Personal preference made me take it!
Slotting: 2 Recharge
Rating: ****
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Temp Invulnerability
Toggle: Self +Res(Smash, Lethal)
Temp Invulnerability for Controllers is an absolutely fantastic toggle. Out of the box it has very respectable resistance, and when slotted to ED cap gives roughly 45% resistance to Smashing/Lethal! Holy smokes! This power has saved my bacon so many times, especially when dealing with Rikti and their stupid giant swords of pain. I highly recommend this power for any and all Controllers.
Slotting: 2 EndRdx, 2 ResBuff
IO Slotting: 4 Pieces of the Aegis Set
Rating: *****
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Energy Torrent
Ranged (Cone), Moderate DMG(Energy/Smash), Foe Knockdown
This is another Energy Blast power clone, with one major difference. Energy Torrent for Controllers does NOT apply knockback. It applies knockDOWN. That's right, it's a non-infuriating Energy Torrent! At least, it's not infuriating until your Phantasm uses his and sends the spawn flying. The same mechanics I mentioned for Power Blast apply here; if you Fulcrum Shift this power it'll hit like a truck, and it's also affected by Containment!
TIP: The best way to use this power is to send it in to a group that's just been hit with Flash. If you have good accuracy, odds are you've held 95%+ of the group and Containment is ready to go. Fulcrum Shift and Containment on an entire spawn make Energy Torrent my choice for AoE in a very non-AoE power combo.
Slotting:
Rating:
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Power Boost
Self +Special
Power Boost makes you ridiculous. Not just figuratively, either; your head starts shooting out rainbows. Power Boost adds potency and duration to effects such as Defense, Resistance, Run Speed, Health/Endurance/ToHit Debuffs, you name it. The key point here, however, is that it only adds DURATION to your status effects. Power Boost does not increase the magnitude of your holds/fears, just the duration. But that said, Power Boost is a great power for the Kinetics user, and even better for any aspect of a Controller.
Benefits of Power Boost:
-Boosted durations of Flash/Blind
-Boosted numbers in Speed Boost Recovery and Run Speed
-Boosted Potency of Transfusion (I can heal for 800, mommy!) and Transference (Where's your endurance NOW?!)
-Boosted Recharge and Run Speed in Siphon Power
TIP: Unfortunately, Power Boost doesn't affect the damage buff from Fulcrum Shift.
Slotting: 2 or 3 Recharge
Rating: ***** -
Quote:And in the same thread, people are asking for Ninjitsu for Scrappers and Super Strength for Stalkers.
Asking for stuff like that (including EM for Scrappers) is like wearing a speedo. Just because you can doesn't make it a good idea. -
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Quote:Very no. GFS does not compare to GIS. The damage values are very different.
Numbers:
GIS: 87.2 damage
GFS: 144.15 damage (Average, the DoT is 80%)
Same cast time, so the DPA for GFS is much higher, making it a worthwhile attack.Quote:This logic jump makes no sense to me. Greater Fire Sword does 65% more damage than Greater Ice Sword, it's a massive jump above anything else in Fire Melee as well (nearly twice the damage of Fire Sword)
Whereas Greater Ice Sword for some reason only does 46% extra damage over Ice Sword.
So there is a massive disparity between the two. GIS needs about a 40% flat damage buff just to be in line with it's lesser sword. -
Thanks kindly! I only asked because I have a near-50 SS/Elec Brute and I've really fallen in love with ElA because of him. If we need a Brute-oriented ElA guide I suppose I'll have to throw one together.
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Quote:... :/Wow, that's a huge typo on my part, tho it's technically accurate. I'd hope from reading the context though that you'd inferred I meant DPA, not DPS. And if you read the whole guide, you'd see that GIS does in fact have absolutely pathetic DPA, worse than IS and worse than an epic blast (well, not LBE). Still, thanks for the catch--I'll be fixing that ASAP.
GIS will absolute make your overall DPS lower. When you introduce a lower DPA attack in your attack chain, your overall DPS suffers. Very simple math. You're better off cycling back in Ice Sword or an epic blast in place of GIS in your attack chain than including it. If you can't make a gapless attack chain w/just FT, IS & an epic blast, or if you're taking Energy Mastery (but you're not, you're taking Soul), then GIS is better than FF (though I haven't done the math on how the new bruising affects things), but not by enough to justify a power selection.
If you're using it as a set mule, well, you still have brawl (I mean, it's about as useless as an attack, but at least you don't have to spend a power slot), or if you're taking Tough/Weave, Boxing. No, I'm not saying GIS is worse than Brawl or Boxing, just that you shouldn't be using any of those powers in a late-game attack chain.
What you're going to take in its place is entirely up to you. I find it difficult to believe you have no better power to take than a gimpy, 34.77 DPA ST attack, but ultimately, it's your call.
So you're telling me Greater Fire Sword is useless? -
Quote:Whoof. Do I need to write another guide?also trying to find some information on this combination of power sets and I tried looking in the brute guides for information on Elec Armor. but I am not seeing anything more recent than I11 or I12 guides. and that pre-dates the huge changes to energize.
did I miss some newer guides somewhere?
thanks -
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I actually made a thread last week concerning this. I always get people asking me why I skipped the Fighting pool on my Dark/Dark/Soul Brute, and none of them seem to understand that A) I don't need it, and B) Darkest Night is way better (at least for my playstyle).
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I have some tips in my guide (see sig) for Dark Melee. I'll have to remember that fast chains make fast Fury!
*goes off to edit* -
Quote:I won't disagree, I think Demoralize is a great asset to teams when it gets applied. The fear component takes the alpha out of the fray should you open for the team, and the -ToHit is always a good thing to have. What a lot of people are referencing to when they say Stalker's lack AoE is AoE damage. I'm a big fan of the Demoralize debuff, but unfortunately it's hard (for me at least) to say Stalkers have good AoE with just that part to back it up. When powersets get proliferated and great AoE powers are replaced with AS and Placate, it's a rather debilitating counterpoint to that argument.It does not need to be damage to be very useful to a team. Do I think the Demoralize effect is enough debuff/control? Not for the AT as a whole, but it is enough for that power and it is potent and it makes that attack an AoE power (I do think it needs to happen even when you kill the target, they really should fix that). Killing things is important. Helping the team kill things can be just as important. Stalkers, IMO, are close to a good spot. Close enough to no longer be a laughing stock and with some sets actually very excellent. I think they still need a bit more in general, but not in the direct damage area.
Quote:ElM is where you just typed stuff because you really want to believe you are right without actually looking at the facts. This is the second post where I had to point that out to you, so I want to make sure it is emphasized (I am trying to show you that your broad generalizations and beliefs about the AT are mistaken and that you need to reassess your position by actually looking at the state of the AT as it exists now and with all the powerset options that exist now, as opposed to the history of the AT). Now onto the facts. ElM for stalkers has ALL of the damage AoEs that ElM for scrappers, tankers, and brutes get. Stalkers lost Lightning Clap (much to my personal sadness, but I admit I am likely in the minority here), an AoE control. Stalkers gain Demoralize, an AoE control/debuff. Stalker ElM can be just as AoE focused as all the other ElM. -
I'm not raging, I'm telling you what I'd do in the situation. And why exactly would I have Tank envy? My Dark/Dark is nigh-impossible to stop (note: stop, not kill, I use Soul Transfer with great pride) and my Stone/EM is impossible to kill. If the team has a character that can easily fill a specific role, why do it for them? Do you ever see Defenders trying to outdamage Corruptors? (I know that's not an everyday thing but I'm just making a point.)
Do you run in with them or before them? -
Quote:If you get on a team that has a Brute built to take lead or a Tanker, you will not be asked nor expected to tank for the whole team. The team will see you as a mastermind, and as such, expect you to play the role of a normal mastermind: Using your pets as damage and providing buffs/debuffs as determined by your secondary. Tankermind? Fantastic. A team will still expect you to do otherwise, and will probably get pretty cross if you run in and show up the actual tank.My pets are what is going to keep me, a TANKERMIND, alive. Let's do some math. i'll keep the numbers estimated and enhanced as I do in my build:
Tough: 18% resist s/l
Temp Invuln:48% s/l
Total: 66% resist s/l
Bodyguard Mode:
6 pets mean I take 2/8 = 1/4 = 25%
This means, I get effectively 75% resist to all.
The toggles don't stack, but they do help.
So, lets say a baddie smacks me for 400 Damage. Ouch!
Good thing I have minions on Def/Follow, so I instead take 100 Damage. Much better!
But wait, what if it was a freak show tank or the like giving me that stomping? It would then me Smashing or Lethal damage, right? CORRECT!
So, 400 damage... resist 66% (400*.34)= 136
Now, BG Mode distributes the damage: 136 damage and resist 75% (135*.25)= 68
I just turned 400 damage into 68 damage.
Did I mention that I'm a Tankermind?
You are dismissed.
If I was on any of my heavy defense Brutes/any Tanker I play and had an MM run in, I'd ask him to knock it off and let me do my job. No one wants their role on a team invalidated by you just because you can.