PC_guy

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  1. Quote:
    Originally Posted by obscureent View Post
    I know its okay to attack, and obviously i will if the board looks neat. I simply wanted to enforce the fact that heals are the primary focus.
    is that why the set has 6 buffs and 3 heals?
  2. Quote:
    Originally Posted by Garent View Post
    Dark miasma is terrible as a pvp set.
    I've actually seen quite a few very capable dark toons both corr and defender.
  3. Honestly If you're wanting a PvP fendur...dont. its the worse AT to pvp with, despite its amazing single target damage and all the help it gets from vigilance. If you were just hell bent on doing so your best bet is probably a cold/sonic or cold/psi. im assuming for general zone pvp as well. arena/dueling might be abit different in which case id suggest dark/. cold/ and dark/ is really all thats worth pvping with fendur side. Anything else you're better off making a corr for scorge(even for the sets i mentioned).

    As for a solo defender, really any primary you pick will get the job done short of FF and empathy and even then I think there are some vids up of someone soloing an EB with and emp defender. for secondary im impartial to /ice for the AoE and quick ST or /sonic because its sonic. /rad is nice since you can proc the hell out of it as well.
  4. Quote:
    Originally Posted by Vitality View Post
    I suggest that they take the Gaunlet Inherent and just add it to the primary powers.

    Then add a new Inherent...along the line of domination...where you have to take damage for the click power to build up...the click power being something along the lines of a build up power that only affects damage.


    Think of the Fury bar...where taking hits builds up the percentage...and when your not taking hits it goes down.

    This new Tanker inherent does not build up for attacking...it only build up for gettin hit or being attacked.

    Lets say that you have to fill the bar up 100% for the inherent click power to be available to you.

    Example: As a Tanker, you run into the spawn and start getting attacked...Your new inherent bar starts to fill up...if you're attacked enough, before the bar starts to go down again, you eventually build it up to 100% and then the click power becomes available, which is a +damage click that lasts for X amount of time. When the click power wears off...you have to build it up again in order to use the click power again.




    Obviously I do not have any values...but this is the main idea.

    What do you think?
    New vigilance first.
  5. Quote:
    Originally Posted by Catharctic View Post
    Sorry this is off-topic, but as far as "more content for 50s":

    The rumor is that we get Universal Enhancements for max level characters that degrade and must be repaired with Influence/Infamy. The End-Game System revolves around that reward structure. In my opinion, that's THE missing component of PvE right now: A fun system that rewards characters but makes them spend their in-game money on something.
    thatd be awesome since assuming the inf sink is very large, sounds like itd be fun and take care of inflation. this doesn't solve the lack of supply but whatev's(more so referring to PvP IOs than anything else, im afraid they'll become non-existant if something like this gets put in place).

    Quote:
    Originally Posted by Catharctic View Post
    Hopefully they will work to make PvP fun at the same time or immediately thereafter.
    No they wont. Ex. i13
  6. Quote:
    Originally Posted by 3Mile View Post
    I am actually excited for issue 17 triumph. How about you? And what are you packing for Ultra Mode?
    who cares.

    seems alot like patch 15. alot of QoL stuff but nothing to get excited about.
  7. I'd be more helpful for both you and us to instead create a build then let us critique it. then you would get better a making builds and it would be easier to help fine tune your build and be more specific with advice. that said, whats the secondary? are you gonna team or solo? and how much are you looking to spend?

    personally I skip mutation, EM pulse, and chocking cloud. fallout is great but its easily skippable( er well not easily but if you have to take something else its probably the best to drop from what you have left).
  8. seems like a bit-o-work for just a badge title. especially since we're competing against everyone.
  9. Quote:
    Originally Posted by Talionis View Post
    I haven't seen a build with over 30ish Defense even with Power Build Up and that's up like 1/12 the time.

    Is 30 enough to be good? I guess you can go for Smashing Lethal Defense and that might be ok. But ranged defense, while normally enough for Defenders isn't for a Kinetic/Electric since so much of what they do requires they be in Melee area.

    My first toon was a Kin/Electric he's sitting at 26 and I just don't play him because it seemed like he wouldn't be viable.

    But to this day, this is the toon I really wish I could make good. I still keep coming back to him. I've always wanted a Kin/Melee toon.
    my cold is currently running 40% ranged and 25% melee and if i had the cash I could get more. this would (and has) work on a kin/elec since you can keep your distance and still get the effects of both trans's. The only thing that would require you to be in really close melee would be SC and FS which you could get off fairly quickly then kite like hell.
  10. Quote:
    Originally Posted by eryq2 View Post
    Thank you so much for breaking that down and schooling me. I didn't mean it the way it sounded. It just seems hard for me to play blaster because "most" of all the 2ndaries require you to be in melee range but blasters feel VERY squishy to me. (unless IO'd to the gill)
    lrn2defense

    Quote:
    Originally Posted by eryq2 View Post
    /ice just seems to have the best mitigation to incoming damage. A slow toggle, a slow power, ice patch, an aoe sleep, a hold and an immob.

    Alot of ways to stay safe.
    The slow toggle, ice patch and frozen aura all require you to be in melee as well (or close enough) the only difference is that they're all slows as apposed to more damage.

    Quote:
    Originally Posted by eryq2 View Post
    I think /dev offers caltrops and a couple bombs that have to be planned. (which is hard to do on most teams)
    all of these also require you to be in melee to plant atleast. much like /ice.

    Quote:
    Originally Posted by eryq2 View Post
    /MM has WoC ( but on my arch/mm i hardly see it hit with a full set of purps on it.) A single thrust, and a single fear.
    WoC is a set bonus hog and a safe guard for stuff that gets close. you also forgot to mention the ranged cone, drain psyche, and the fact that PSW has a mag 2 stun with it.

    Quote:
    Originally Posted by eryq2 View Post
    /Fire has burn to kb them.
    wrong. burn has fear and does no KB what so ever.

    Quote:
    Originally Posted by eryq2 View Post
    I don't see much mitigation from the others. A single immob or single hold and thats about it.
    then you're not looking. my reason for breaking down your post is to illustrate that to you. Most of the secondaries(note: spelling) require you to be in melee or close to it to use/get the most effect out of the powers and they're much more than just melee attacks.
  11. Quote:
    Originally Posted by Talionis View Post
    It seems Break Frees and well placed Tesla Cages are really the only answers to being mezed, huh?

    Its near impossible to get a significant level of Defense built up.
    Force of Nature does not provide Mez Protection, muh... its not like it would be near perma
    Power Build Up does up Defense some, but its hard to get it up a significant amount of the time. I'd personally rather have had regular Power Boost. At least it could've been up regularly to help boost defense through an Alpha Strike.
    I would say this is fairly far from the truth. aside from mez, which can be avoided by carrying some break frees, you can get a significant amount of defense built up. I use power build up in place of build up for damage rather than for the secondary effect unless im sapping or venging. Although another hole that has annoyed me is defense debuff resistance. I've been wanting them to put in a proc of some sort to give ddr, much like the slow proc for the universal travel, in for a long time. But aside from mez and ddr, I've made a number of defenders that have build up a pretty good defense system by itself and is magnified when you add in things like mitigation and secondary effects from your primary and secondary.
  12. Quote:
    Originally Posted by eryq2 View Post
    I don't really make blasters due to the 2ndaries, also. My thought process is like this; Why make blasters defense so weak, but add mainly melee attacks to the 2ndaries? The only one i ever choose is /ice because is has something to offer other than melee attacks. I try to keep them as far from the fight as i can. I don't understand "blappers". Maybe someone can offer some insight to the playstyle.
    Because you can have a much better defense set up thanks to IOs than you could before and make them much more survivable in melee range while getting the extra damage from the melee and the other tools in those sets. ex. all the ranged and s/l defense builds that are floating around the forums, they're there for a reason.
  13. Quote:
    Originally Posted by Fire_Minded View Post
    Hi everyone in Blaster land.

    Iv noticed that Blasters get the shortest list of Secondaries to any AT in the entire game.It keeps me from bothering with Blasters personally, and why im more drawn to Defenders because of there broad Primary choices.

    Id think giving them a few more would be nice, not to mention that theres a few id personally want to use on a Blaster.

    The following sets are on my wish list for Blaster Secondaries.

    Martial Arts
    Dual Blades
    Katana
    Claws

    Thats just what id like Personally.

    Anyone else feel there arnt enough secondaries for Blasters?

    and masterminds "need" more primaries. others have more secondary/primary because they're easier to port over. for MM primaries, and blaster secondaries, no other AT can use those sets. its not as simple as just porting another set over like in PP 1 and 2.0 and with the aforementioned sets. while i agree that more secondaries would be nice, they're harder to make so the chances of seeing more is less likely than a primary. Personally i'd like to see more mitigation for a new secondary than what simply just strait up porting over those sets would bring.
  14. I'm hoping that my Nvidia 9600m gt will get the job done.
  15. Quote:
    Originally Posted by Talionis View Post
    Interesting that this can be perma. God Modes cannot be perma'ed. So I figured there was a chance.

    I actually could care less about the resistances, with the crash I'm not sure if its worth it not to get mez protection. I just wanted the mez protection.
    because indom will is simply mez prot and i think psi defense. Most "god mode" powers ( I hate that term by the way since most of the crashes excluding WP and shield aren't worth the power which is one of the big complaints against unstop) have a huge res buff and +HP along with mez. but since most of those sets already offer some kind of mez prot. no one takes them simply for the mez prot.
  16. Quote:
    Originally Posted by Talionis View Post
    Besides the Devs ended up giving Blaster limited mez protection for their tier 1 and tier 2 blasts.
    Blasters have an inherent that doesn't suck. but thats a completely different thread.


    seriously though if you want mez prot. pick up some spare break frees.
  17. Isn't this already a sticky? that has been widely accepted/wanted for a while?
  18. Only if you play it that way. Freeze ray is really the only hold worth taking especially if you like quick activation. I see the slows as extra midigation to keep my "pew pew-ing" rather than trollerish.

    i dont like /ice because its such low low damage. i think the one toon i went /ice (which was my first cause i didnt know any better) only took afew of the powers after trying them all. i got alot more out of my ice/em than my nrg/ice mostly because of boost range. ice storm is nice to just lay down for AoE then ST everything. If you can handle the aggro i'd imagine that with chilling embrace would be a pretty nice slow.

    and blizzard is pretty nice as well.
  19. Quote:
    Originally Posted by Biospark View Post

    Overall, I feel its a poor choice for anything except a High-DPS AT like scrapper or blaster.
    No, it's just not a good choice for defebcers.
  20. PC_guy

    Emp/Archer build

    well i was looking at your OP. which had hasten one slotted and fort slotted with adj targeting.
  21. depends on how you play it. Cold/ice can be pretty damaging, however most dont play it that way and do crazy stuff like take the ice shields and forstwork. with ice storm/blizz both doing blater level damage and proc slotted sleet, you're doing quite abit of aoe damage.

    personally i dont think of my cold as a blaster, i think of it as how defenders should be played. a decent amount of damage and debuff (or buff) the crap outta something.

    or tank mage whatever "label" you wanna put on it
  22. Croch

    Whats an imeco?

    sexy tractor

    sun splitter? o shiz where is hami

    shocker's fault

    fusion's fault

    You: Hi crimson!
    Crimson: Nou

    and finally and probably the most frequent

    You have been silenced in Triumph Watch 2.0 by @Snow Globe