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Posts
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Joined
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Quote:Reduce one of the three massive penalties to that power and you'd actually have a decently useable pool power.And Invoke Panic lasts the same 10.43 secs, costs a whopping 22 end, recharges in 60 and... has an acc penalty
(both are mag 2 btw)
As is, even with siginificant slot investment in the power it's like, why bother.
Going to give it a try again with a serious amount of +Acc and +Recovery in my DM/DA build, but I respeced into it once with SOs only, and quite frankly, with the hit on my END bar for the benefit it gave, I felt I was doing the enemy a favor using it. -
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It was a little annoying to find that my points weren't awarded to me 'on time', so I had to buy $5 worth to play Street Justice right away.
Of course, that was my choice. And I figure I'll just use my allotment on a costume pack I'd been considering. But still, a little annoying. -
The Face of Fear (Exalted) - DM/DA Scrapper intends to totally give the presence pool a reason to exist.
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Positives? What Kioshi said. It is plenty capable and easy to soft cap early on.
Also, I feel EA has a better niche now among the armor sets in that it boosts your recharge significantly.
Downsides? It's a Defense based set, which while plenty viable, suffers from the fact that Defense buffs are so common and resistance buffs so rare.
The Def Debuff resistance only being 52% or more means you'll lose your soft cap defense from time to time from debuffs, having to pop lucks or suffer the quick demise of defense failure.
I have a Stone/EA Brute at 49 that is soft capped, and it's tons of fun, and works just fine, but it won't ever compare to any of my /Shields who can easily get 70% S/L resistance in bursts with One with the Shield and have 70%+ Def Debuff resistance. Mixing soft capped defense with resistance is way stronger than defense alone.
But, now there is incentive to take EA over concept. The +Recharge from Entropic Aura is significant, and you can soft cap it early like Kioshi showed for a really nice ride to 50. It may not be #1 in terms of all around mitigation, but it no longer is a slouch. It's quite strong and pretty. -
Necrotron agrees DM/Inv is very survivable.
Huge S/L Resist, Soft cappable defense from IOs and Invincibility, and Def Debuff resistance to boot! Siphon Life frankenslotted will keep you topped off pretty handily. -
Figure I might as well post mine.
I managed to get home for a lunch break right when the servers opened.
I snagged:
Time Traveler - DP/Time Corr
Black Mage - Fire/Cold Corr
Drunken Master - Kin/WP Scrapper
Then I worked until way late that night and got several others I wanted to make characters for, which surprisingly were still free:
Dungeon Master - Necro/Traps MM
Mirkwood - Plant/Time Controller
Fortune Teller - Mind/Time Controller
Bladesinger -BS/Energy Scrapper
Red Mage - Fire/Time Controller
White Mage - Empathy/Rad Defender
Monster Hunter - Beam/Traps Corr
Streetfighter - StJ/WP Scrapper
Brute Squad - I'm on the Brute Squad. You 'are' the Brute Squad.
Face of Fear - Dark/Dark Scrapper w/ Presence pool
Train Conductor - for when Titan Melee comes out
Not up for trades, I love my characters all dearly.
Names I would have loved to snag, but were unavailable that night when I got home:
Temporal Anomaly (my beta character name, which I ended up getting on Union anyway)
Evolution (a name I have on Guardian, but rarely play due to CoX friends being all in the RO network)
All in all, I was very pleased with the names I got (and still pleased with all the names still available when I play with character ideas). Exalted still has plenty of great names, folks. -
How sad! I wasn't very attached to them, but I had several characters and a base built on test too!
Aw well. -
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I am somewhat of a powergamer (generally attempting to maximize the efficiency of any AT/powerset combo I am playing), but all this hyperfocus on min/max to the extreme of shunning entire powersets because they don't live up to some magical 'power level'.
Not every powerset is as hyper efficient as others at certain elements of the game, this is true, but I played Street Justice on beta. It's plenty powerful to get the job done, and frankly, lots of fun. Plop some IOs in it and go to town. Is it the new top dog for single target or AoE DPS? Most likely not. But it creates a wonderful illusion of playing a street fighter in City of Heroes with great animations, and does plenty enough DPS to be more than enough for anything in this game.
Would you shun someone because they were sidekicking and -1 to the team and therefore 'leeching' by not contributing as much as the others? Would you shun someone for playing an iTrial and only being a +1 incarnate? I'm guessing, these likely make a more significant effect on their DPS potential than being Street Justice versus Super Strength. I can understand having personal disappointment with the set, but I would heartily disagree that playing Street Justice is 'significantly inferior' to any other Melee powerset. In fact, I think I like it just as is. -
Dual Pistol/Kinetics Corruptor. Everything is a game changer after Fulcrum Shift.
That's my favorite Dual Pistols combo.
And I looove getting into melee to use the nuke, so now sure what to suggest there. My DP/Kin simply converts insps to purples and makes sure he is at the soft cap of defense before he charges in to nuke. -
Test Rat, fighting for Stalker powerlevel parity since 2009!
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Quote:Hmm...my trappers are all usually the first to charge in and have set off a Poison Gas trap and are mid animation for toe bombing with a trip mine by the time to Brutes catch up. Usually, it only takes a luck or so to soft cap defense with Traps.Traps, while awesome on paper, is too slow for team use, imo. Most teams I've been on won't wait for you to set up things. So, if you plan on mostly soloing, yeah, Rad / Traps Corruptor is a good way to go. If you plan on teaming half the time or more... no.
My usual plan of attack is Pop Luck -> Charge into Center of Pack -> Poison Gas Trap -> Trip Mine -> Caltrops -> AoE -> Acid Mortar -> Single Target Blast Boss
Drop Triage for long boss/AV fights.
Yes, Traps has immobile parts, but it can work (and quite well) in today's fast paced game.
Mez protection with large helpings of -Res for tough targets, what is not to like?
Oh, and did I mention the joy of toe bombing? -
I liked using double Overcharge with my character on beta.
Went on a famous (or infamous) Smurphy ITF the other day and he made ample use of Burnout on his Illusion/Rad Controller for double Fallout/Mutation goodness. -
Yes please!
My Brute loves to triple stack rage for ridiculous levels of self buffs to his damage. -
Pfft, Smurphy's old Fire/Kin corruptor had a purple set in his brawl for the recharge bonus, if I recall correctly.
Nothing wrong with using it to mule set bonuses. -
While some sets may perform at a slightly 'less' level of top tier sets, a lot of balancing has taken place over the years, and no sets are truely 'gimp'.
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Quote:And why I have readily ignored PvP zones since then. Still hoping for a revert! *crosses fingers*Welcome to damage-spam-and-sack-of-hp PvP. Issue 13 did more to kill variety and encourage FotM builds while simultaneously increasing the barrier to entry due to changing how powers work, in direct opposition to the stated goals of encouraging new players to try it and reducing "requisite" builds. That's why it's a huge failure, and why it never should have gone live and should have been revisited long before now.
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Jump Kick is the goto power for all Monkey and Rabbit themed characters. Just saying. :P
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