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Posts
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Joined
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Spines pretty much needs lunge, impale and ripper to have a half decent single target chain. Ripper comes at 26 so, that'll take a while.
Definitely wouldn't want to run a spines in praetoria with how long it takes spines to get good. -
I have him on ignore, if more people did that he wouldn't have anyone to talk to.
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It sometimes lingers sometimes not, as far as I can tell.
But don't quote me on that cause I haven't exactly extensively tested it. -
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Quote:So, how many times does it have to be said it's not any better for resistance tanks than defense tanks?It is an excellent set for non-defense based tanks. If you approach 50% resistance to any damage form, damage debuff is quite powerful.
It's not like tohit debuffs and defense. -
Quote:No, other attacks punch slow.Not sure, but are you trying to imply that the animations are too long... that the gathering energy part is as long as the whole activation for other attacks?
Quote:Resistance based armors, such as Fire, Dark, and Electrical Armors, benefit the most from Kinetic Melee as the damage debuff component has the equivalent effect of increasing resistance values.
Say someone has 60% damage resistance, and they debuff an enemy's damage 20%. They'll take 32% of the enemy's damage, not 20% (enemy does 80% of normal damage, and 40% of that damage isn't blocked by the damage resistance).
The damage debuff and overall mitigation of kinetic melee is still nice, but doesn't help resistance sets any more than it helps defense sets. -
Quote:SR, the original set that had quickness.Also, I really like the global recharge on my Widow, and I can't think of any other melee defense set that provides global recharge, so it would be unique to EA also while indirectly boosting damage too, like Invul and SD do.
Electric armor, added later, was given quickness clone (called lightning reflexes)
And then later they add the VEATs and they get their own quickness clones called Mental Training. -
The whole gathering energy animation KM has takes about as long as other powersets take to throw a punch.
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Even just basing it off the fast people would be better than 2 merits per arc, I think.
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Quote:The Market.I don't know how people can afford ios on so many characters other than for the final 50 slotting. I mean I have work and stuff, playing at 15-20 min bursts now and then, never was able to get far in crafting and money sucks in this game like all mmos.
I have a level 29 scrapper that I haven't transferred any inf to from any other characters of mine, and she has 600 mill+ inf. -
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Was thinking more about the last week or so, for some reason I thought all the people running arcs in beta would be enough to give them a decent baseline to set the rewards based off of and replace the placeholder merit amounts.
Of course, they also tend to be *Very* reluctant about raising rewards on things. -
Quote:There's abilities that do psionic damage that are ONLY typed psychic. Everything in mind control, for example. Not particularly sure what else besides mind control is pure psychic type.Correct me if I'm wrong, but I don't get what you're saying here. I thought that the system takes your highest stat into account when it comes to ranged vs positional. If I'm at 45% Melee/Ranged/AoE defense, doesn't that count Psionic damage, as well? And SR almost does this by itself... doesn't that make this not much of a "weakness?"
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Hrm, that means the big trial added this issue probably still has placeholder merits too.
Makes me wonder what the rewards team does with their time. -
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Haven't done any praetoria arcs yet but....are they still only giving 2 merits per arc?
I thought that was just placeholder until they put in the real arc merit values. -
The proc will only check every 10 seconds in a damage aura.
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Just logged onto a character to find one of the fame bulbs says "Your fame for this heroic deed will be forgotten in 24 minutes!"
This should be the message they show ALL the time, I think, instead of the "you've been famous for x amount of time".
It seems like this message I've just seen currently only shows up in the last hour before a tip can be gotten again. -
IMO, WP has good survivability for basically everything in the game, and goes well with pretty much any flavor of support you can team with. Main issue on its own is facing heavy defense debuff enemies, it has only moderate amounts of def on its own and its def cascades down fairly fast. WP gets good resistance and defense to psychic, along with its high regen rate. Gets a +perception buff in the defense toggle (helps vs late game arachnos smoke grenades). Also gets fear and confuse status protection, which, although rare, are handy to have sometimes.
Invuln has REALLY good protection to smash/lethal, decent to fire/cold/energy/negative, and absolutely crap to psychic.
Praetoria throws psychic enemies at you REALLY early.
WP gets most of its defenses earlier than invuln does. Invuln doesn't really feel good as as set until 28, when you get invincibility. For willpower each power is yet another layer of survivability, invuln is *extremely* dependent on invincibility. Willpower also gets a passive + max hp power and fast healing, which is really nice for early game. Also being able to skip/put off fitness for a while is really nice for willpower early on, cause it gets quick recovery at level 20 and you don't have to spend power picks on fitness to get it.
TLDR: Invuln is great if you want to beat up romans all day long late game, WP is good for everything else. -
Quote:Fast healing: +75% regeneration (all is enhanceable, enhanceable to a bit under +150%)Heh, I build my low-level scrappers and brutes like glass cannons, I typically don't start picking other powers until I can get a decent attack chain going. I pick up the anti-mez power as soon as it's available but otherwise I wait til the teens before really building out my defenses.
ALSO, note that Integration, Regen's anti-mez power, is ALSO a HUGE buff to passive regen, so you will want to get it and slot it the moment you get it. It's not like one of the usual anti-mezzes that you just stick an endurance reducer in it and forget about it.
Integration: +150% regeneration (100% of this is enhanceable, enhanceable to a bit under +250%)
Health: +40% regeneration (there are likely better things to do than slot health. There are some exceptions to this, but if you've slotted the above two slotting health has minor returns)
Also, anything that reduces the incoming damage to regen helps it a lot. Defense/resistance. Conveniently, regen gets a power that gives a lot of both for a short time called moment of glory. Medium recharge though. -
The passive regen based armor set is called "willpower" (has some resistance/def to help give the regen time to work).
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Quote:Fighting one of the new freakshow bosses (forget what the name is, but they use electric control), the lack of recovery debuff protection still hurts.Well, a few issues a go they added slow resist to temp protection (although its pretty small) and this issue they added end drain resists to Consume.
Every other set that gets one of those protections gets the other as well (dark armor, stone armor, elec armor, invuln, although invuln doesn't get much of it). Still, nice to have something the set didn't have before.