Nightchill_EU

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  1. Powers matter, tho a LOT of powers are accessibles to many ATs (or are clones).
    My presentation probaly sucks but what if random people that reads that assume its not damage scale but "the damage that an attack does" how wrong would it be? At some point in the whole bucket of powers, pools and patrons the damage scale number pretty much summarise the damage potential of an AT.

    As for special AT abilities, 10% do deal double damage is, in the long run, 10% damage increase. The scourge curve leans towerd 17%. The calculation on Defiance have to be calculated for every single possible (or optimal) ST cycle for every set but looking at the way it works I would be extremely surprise if its overall far from 10%.

    As for the numbers (and the staments) I'd be more than happy if you can prove me wrong. And I am, unfortunatly, dead serious.




    PS: The human spec Kheld part is maybe trollish I have to admit.
  2. Just to enlight people asking about damage and to close some commun misconceptions:



    Blaster:
    Base 125 - Max 562,5 (Defiance is hard to quatifie but its somewhere close to 10%)

    Scrapper:
    Base 125 - Max 562,5 (Almost 10% more with criticals because minions doesnt matter)

    Corruptor:
    Base 75 - Max 375 (Close to 17% overall on big targets)

    Controller:
    Base 55 - Max 220 (Double if Containment)

    Defender:
    Base 65 - Max 260

    Mastermind:
    Base 55 - Max 220
    (Melee Pet is 100 base to 400 Max but this only applies to tier 8 pet. Other pets gets very lower damage scale due to lower level)

    Tanker:
    Base 80 - Max 320

    Brute:
    Base 75 - Max 581,25

    Dominator:
    Base 105 - Max 420 (Melee attack is very slightly lower, Domination doesnt affect damage anymore)

    Kheldian:
    Human Base 85 - Max 340
    Nova Base 120 - Max 480
    Dwarf Base 100 - Max 400

    VEAT:
    Base 100 - Max 400

    Stalker:
    Base 100 - Max 500 (Roughly 10% more with critical, 30ish in a full team with noone ******* around. AS doesnt affect overall damage in any meaningfull way)




    Misconceptions:
    - VEATs are damage dealer. Tanks arent.
    VEATs have some team utility but de res debuff on tank's T1 attack compensate widely the damage difference.

    - Human-only speced Kheldians are good.
    Nope.

    - VEATs are better than Kheldians because they have team buffs can do as much damage.
    They dont do as much damage.

    - Scrappers and Blasters are damage dealers. Brutes arent.
    Its pretty close actually. Without any kind of buff the Hero damage dealers will do more but with a good Kin all 3 are about the same DPS.

    - Defenders can deal damage.
    Not really. Secondary on defender should be oriented toward debuffing on a team build. Debuff effects on defender attacks is considerably higher than the Blasters or Corr vertions.

    - Dom arent damage dealers but Corruptors are.
    Actually Dom are above Corrs. But both should be considered as true damage dealers.

    - MM just lag me and are useless.
    Its pretty hard to quantifie MM damage. They are most definately a support AT. If pets never die and are pro-controlled the damage is somewhere close to Corrs but the fact IA uses stupid damage cycles and insert AoE/Cones when is not needed drops draticly pet's utility.

    - Stalkers suck.
    On an 8 man team Stalkers are the ultimate damage dealer, regardless of AS usage. The fact they get gimped vertion of Scrapper primary and secondary sets (BU vs Soul Drain, Hide vs Quick Recovery, and more...), the lack of team utility like threat auras or lower survivability give them generally a bad reputation but, still, they are the ultimate Damage AT.
  3. Nightchill_EU

    SS/FA non-farm

    Yeah well you can wait for fresh Barrier and/or accolade and/or insp whenever face a tough pack. Its not my angle.
    As for Alpha strike you can pretty much negate its effect with smart herding (for which Darkest Night is definately a golden tool).

    Let me remind you our desagreement.
    You think caping S/L is the way to go.
    I think its better to go 30%ish Melee/Ranged and throw 15% psy resist.

    Also I must add again I am not talking about solo/farm but about x4+8 teaming, trials (iTrials are actually trivialised with incarnate level shift) and MO TF.

    My point:
    1- Def buffs are extremely common in teams. Resist buffs are very rare, Psy resist extremely rare (Dark Miasma and Mind Link).
    2- A lot of mobs can negate you defense. Not just with defense debuffs but also with autohit powers, tohit buffs (Quartz, Fort Leadership, Targeting Drones, Fortitude...).
    3- Psy attacks are very generally pure Psy damage (actually only Subdue and TK Blast arent). They also have horribly bothering side effects. Terrorise and Slow (slow is bad for Healing Flames sir) are the one you may fear the most, but you also have Psy def debuff (Arachnos Boss Psy Tarentulas, these with human faces).

    Yet Fiery Aura is weak versus Psy. 0 defense, 0 resist. IF you take the chance of diying it means you take the chance to eventually wipeout your team (if you are tank) or to fail MO.
    I am very generally the advocate of the "damage will fix it" way. Tho, I must say damage doesnt always fix it.

    Now that being said, caping S/L works better for SOLO mission life and easy settings.
  4. Nightchill_EU

    SS/FA non-farm

    Quote:
    Originally Posted by ultrawatt View Post
    Haymaker is actually a better attack than gloom, gloom is still epic though and soul simply is the best there is for content builds.
    Gloom is higher DPA.

    Quote:
    ...
    Let’s not forget the s/l def covers almost ALL yes, almost ALL melee attacks in game. With most of the others you might run into being pure fire...and that’s not a problem at all. AND it covers a very large chunk of the ranged attacks as well.
    Most melee attacks are X+Smash. Most Psy attacks, ranged, are pure Psy (not to mention Dominate is somehow only avoidable by Psy defense, ie only your Psy res will protect you, nothing else).

    Quote:
    Def is better than res. I have a WS that runs at 85% res all the time but has very little def and an SR broot that has no res but tons of def....guess who is tougher.
    Your Warshade, anytime.

    Quote:
    And don’t give my some of this "–def is gonna floor your def faster than you can say DDR" crap. That is bull. As an SS/fire the only thing you should have to worry about is the alpha strike (AVs are different but one at a time doesn’t have a chance at killing you) is something survives much longer than that you ****** up.
    Defense debuff is an issue. So is +Hit buffs, autohit powers, Terrorise and, wait? Psy damage.
    If you think Alpha strike is the only problem. Than we'r not playing the same game. Or not at the same dificulty level.
  5. Nightchill_EU

    SS/FA non-farm

    Quote:
    Originally Posted by DevilsHouseplant View Post
    Well, let me take a stab at it...

    Firstly, the common wisdom is that defense is better than resistance, if you have to pick one (layered is best of course), and since so many attacks have a Smashing/Lethal component, S/L defense is a very good choice to build for. Lots of good enhancement set bonuses for it too. Psy defense/resistance is hard to build for, and you tend to give up a LOT of the other things you want (other defenses, global recharge) to get it, so generally trying to do so isn't favored.

    Dark Obliteration seems like a decent attack, and Darkest Night is cool. Mu Mastery is generally preferred though for Electrifying Fences and Ball Lightning, both pretty decent AoE attacks. (Me, I find I only really need one extra AoE attack... I usually use Ball Lightning and just don't use Electrifying Fences.)

    Which incarnate powers to pick depends a lot on the build you go for and personal preference, so I'll leave that one. Though Cardiac and Spiritual are the most popular Alpha slot picks.
    I dont share wisdom with the commons. Defense is good, its not better than res. Defense is definately easier to build for. Now we are talking "non-farm" builds arent we? I thought (maybe I'm wrong) we were talking +4*8 team builds, MO TFs and trials. If you do normal solo content yeah, you can cap S/L, pick the missions you wont suck in and roll on. It wasnt my angle.

    On teams you will have buffs. Many defense buffs around, not much for res (Sonic and Thermal mostly, quite rare to find, abit on Cold Dom). Even less for Psy res (only Dark Miasma has).
    If you score around 20% melee/ranged def you will hit cap with any half descent FF/Cold/Empath/VEAT or even traps/time, multiple maneuvre and Shield.

    On teams you will fight many villain groups. Now you can build for cap S/L and fight... Nemesis and Councils. FA has 0 res to Psy, not building for any ranged def or Psy res means many villain groups (Carnies, most arachnos, most preatorians, many longbows) and heavy psy AVs will blow you away like a level 12 controller. Healing Flame is a great power... if you have the resistance to make it usefull. It wont save you if you dont have the safe minimum.

    As for PPP I dont really think its a choice. Most farmers go for Mu for Fences/Ball but normal content (or what I call normal) doesnt really need more AoE, /FA is already pretty good and Footstomp is godly. What /FA need is protection, Soul gives that. And of course Gloom is the best DPA attack a brute have acces to after Seismic Smash and pretty much enters any non-weapon single target cycle.
  6. Nightchill_EU

    SS/FA non-farm

    To all your builds:

    Aiming for S/L cap is in my opinion a mistake for a jack-of-all-trade build. FA is weak vs Psy and ONLY vs Psy (Tox goes to the roof staking Healing Flames). Caping S/L basicly enhence the toughness versus something you are already strong against (is that even english?).
    I build my SS/FA for maximum Psy res unique and I try to go for Ranged/Melee defense.

    Some of you dont take Darkest Night and Dark Oblit (some dont take Gloom but it cannot help them anymore): its a MISTAKE.
    Dark Oblit is -5% to hit AoE, even if you slot for damage, and its a good AoE. Darkest night is a whooping -15% to-hit and -20% damage. Seriouly would any of you pass over 15% def and 20% res?

    As for end usage Ageless rk3 make Endurance a non-issue and gives recharge. Barrier looks pretty but even rk4 is only steady 5% defense.
  7. Sonic.





    Tho I find Illusion controller an easier Healer. Numbers are abit lower but numbers matters less on Empath than on Sonic/ FF/ Cold/ etc... Group Invis gives defense, and if you are a pure teamplayer you will find Recall Friend with Invis/Resurect VERY usefull. It also drops your aggro generation drasticly. Picking "only" Blind, Decieve, PA, Group Invis (potentially Sup Invis too for the extra def and LotG), Spectral Terror and Phantasm; it gives you the tools to drop buffs and pets and concentrate on your healing.
    Deceive (confuse) is an incredible tool to get out of tricky situation using very nasty enemies as a strengh. Confused Sky Raider's FF Gens, Rikti Guardians, DE's Quartz and Cairns or CoT Mages can completely turn the outcome of a fight. Did you know that if you pre-confuse Carnie's Master Illusionist they will summon ALLY Phastasm, 2 illusionist and Dark Servant?
    PA is also incredibly powerfull to "MezTank" badass targets like 4pylons LR on STF or other tanker-eating AVs.

    Not to mention that both sets are hungry for recharge so its easy to find the way to IO up.
  8. Quote:
    Originally Posted by Amy_Amp View Post
    Fire, Ice, and Elec controllers are the ideal for for Time since all three play well in melee.
    Plant and Earth will also like. Mind is very ranged and abit too active. Illusion is good with anything but Energy Phatoms and Phantasm KB will piss you off. Grav scales slightly less but Time and Space manipulation sounds cool!
  9. Defenders have about 20%ish more on every effects of the set. If you want to be a "Time Manipulator" go with fender (preferably melee/PBAoE oriented secondary).

    Trollers, MM and Corrs will have roughly the same numbers.

    Time has recharge buff and Melee range auras, these are the best for (most) controlers.
    Time has AoE Heal and Def buff, which fitts to MM but recharge buff doesnt affect pets.
    Time is mostly melee, doesnt have damage buffs, is quite active (no buff and play style like FF, Sonic, Thermal or Cold) so doesnt really fit to Corruptors imo.


    So Id say:
    1- Troller
    2- For the sheer numbers, Fender
    3- MM
    4- Corr

    Of course thats considering there are better secondary for MM (DM, Traps, Thermal) and Corrs (Kin, Rad, DM) but it doesnt mean your character will suck if you pick these AT.
  10. There is a real diference between farming SS/FA and regular play SS/FA (not to mention PvP SS/FA), you have to be more specific (and yeah, if farm you have hundred of threats).
  11. Fire/Kin is the best damager, Plant/Kin is imo overall very slightly better because you trade some damage for more safety, and Kin is pretty squishy and tend to draw some aggro.

    Illu/Kin doesnt have amazing synergy but both sets are extremely strong. Phamtom Army cant be buffed but you can, Phatasm can, your team can, Patron Pets can, Lore Pets can... And Srain Speed let you reach perma PA very faster than other sets.

    Earth/Kin is my favorite team Kin. It has incredibly AoE control, way beyond any other because multiple pseudo pets can affect groups over AoE target limit. Of course it tends to attract a lot of attention but your team is suppose to support you!

    Mind/Kin is imo quite inferior because mind demands a lot of attention, so does Kinetics. It has no pets, doesnt have much AoE containment option (so its not amazing to buff yourself). I rather have 4 minutes buff sets types on Mind troller (or actually play Dom for mind).


    Trollers will hate me for this but I also find Corruptors arguably better than trollers for Kin, Fire/Kin and Sonic/Kin corrs are very impressive.
  12. trying to build 2 nin stalkers for zone PvP (KM and Spines) tell me how wrong I am


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  13. Nightchill_EU

    ?/son

    Quote:
    Originally Posted by Netphenix5 View Post
    Then you've never seen a Lightning Storm going full-blast against an x8 spawn. Or a Tornado slowly eating an AV's life bar. I agree that a storm/ defender will never do on its own the damage of any type of Blaster, but in DIRECT damage, it leaves Kin behind (We're not talking support and indirect DPS here, but actual damage powers.)

    Now what I have issues myself is with the OP saying /sonic has no AoE. Sure, it gets them late on a Defender, but I count three myself - Howl, Shockwave and Siren's song. Again, nothing that'll make even a Corruptor go "wow!" but hit Amplify, Tar Patch the place, open with Howl and chain the other two - I can wipe a white-con minions spawn with that in no time flat, and only Howl has anything beyond the first slot in my current build. The trick is to wall-KB or corner-KB them so they don't leave the Patch, and you're set.

    Don't discount Siren's song - it's a godsend solo, because between that and Fearsome Stare, you can perma-lock pretty much anything.
    Lightning Storm does not AoE. If you have enough rechare to plant 3 clouds it starts doing descent damage but the inner rechage of the blast is pretty long.
    Tornado does "fine" on big targets but is generally counter productive on normal spawns.

    Siren's Song is good... to mule Sleep Purple. Seriously my Cold/Son, Kin/Son, Son/Son and Emp/Son have it. Its damage is ridiculous. Its only usefull on my kin cause I can safe(ish)ly throw a Fulcrum before I engage.

    Shockwave is horribly counter productive to many primary, Dark Miasma being one of them. Only if you manage to corner KB them its only bad DPA is horrid, it doesnt debuff resist.. seriously its only hardly good to mule Kinetic Crash x6.

    So yeah, Storm does more damage than Kin but after first fulcrum shift hits (hello +300% damage) it beast anything that isnt traps. If you are not solo it just beats everything.
    Not to mention Kin, with transferance, makes the only reliable AoE Sonic has, Dreadfull Wail, usable.
  14. Nightchill_EU

    Defender Advice

    /ice really have subpar AoE exept blizzard. AR, Archery or Rad does considerably better if you are solo. /fire would definately be the best.
    If you want to be able to wipe 0/8 spawwns solo and be descent team contributor you may also want to look at corruptor AT.
  15. Quote:
    Originally Posted by Lord_Garth View Post
    I was wondering if Rad/Rad would work. I haven't played a Corruptor before, so I was wondering about that set.
    Rad/Rad would work. If you want to play damage Fire/Rad will achieve widely better. If you want to play offensive-ish support Sonic/Rad will do but underperform vs defender. If you want to play def support Dark/Rad will work.
  16. Nightchill_EU

    ?/son

    Storm has AoE? Where? None with meaningfull damage at least.
    Have you considered Kin/Son? Its very probably the best support toon you can find. The very highest indirect dps in game.
  17. I wouldnt see any balance issue to remove the crash on either nukes (being plainly worste than Judgements now) or t9 defensive powers (which are arguably less powerfull than barrier). Crash doesnt add anything to gameplay, its just boring and a waste of time (having to re-toggle) and most of these powers are already balanced around thier long recharge or/and innability to recude recharge pr/and their specific place is the powerset (Blizzard for instence is "too" good but is in a set with very weak AoE and average/bad utility).
  18. Id go Dark Miasma for solo on a Corr anytime (at least if you want to be able to solo before you get soft caped SLranged). If you have to chose between Pain and Therm Id probably go Pain but yeah, both are impressive team sets are rather weak soloer.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    Teammates are just henchmen that are even worse at following orders. If my demons are capped, I don't care about the rest of the team.
    Even if demon/sonic is a subpar soloer?
  20. Quote:
    Originally Posted by Amy_Amp View Post
    Now take that build as is outside of AE ambush farms...

    There are a couple ways to solo based on diff setting. You either go higher level with small mobs, or lower level with bigger mobs. How a Spines/elec and Dark/shield solo is rather different, but each solos well.
    On /FA I was talking about pure "fastest way to level to 50", so yeah, thats fire ambush farm. Tho, like some guy said ater, SS/FA isnt a bad soloer at 50, just does not match the IllRad or BotTrap when it come to AV kills. That being said SS/FA brute is probably the best duo partner a Empath or an IllCold can ever find.

    And, so I said earlier, /WP is probably a better soloer than /FA for xp if you dont want to bore yourelf into oblivion on Fire Ambush maps (claw is probably slightly better than SS due to earlier AoE option and Followup being more lowlevel friendly than rage).
  21. /FA brute we r talking less than ten hours play to 50. No MM gets anywhere close .

    As for troller. I wouldnt say IllRad xps slower than FireRad. Endurance is a pain in the butt on FireRad and Phatom army comes earlier than imps. Confuse is also incredibly powerfull to manage tricky packs or sucky teams. Tho I d say its close but considering how easy IllRad solos AVs whenever PA and AR goes perma i really would pick IllRad for solo toon.
  22. SS/FA and Claw/FA brutes are the fastest to lvl but they dont make amazing soloers overall. Invul or WP melee with AoE heavy sets (kat, claw, SS, fire...) are good soloers.

    Some MM and trollers are also pretty impressive (bot/traps and ill/Rad coming first)
  23. Damagewise scrapper will always be more dps, always. I you are solo or weakly buffed scrapper will do a LOT more, if you are strongly buffed by a good kin both will be close.

    On the defensive side the will be roughtly equivalent when solo but brute will be incredibly tougher with heavy buffing.

    As for aggro raise to the callenge is pretty weak anyways.
  24. Ageless makes endo a non issue, since sonic doesnt really need clarion.