PrincessDarkstar

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  1. I would go with kat/WP because DA turns WP into a survivability god.
  2. PrincessDarkstar

    Claws or DB?

    Quote:
    Originally Posted by ClawsandEffect View Post
    Dual Blades can be prefectly viable even if you ignore the combos altogether.

    One of the better DPS chains happens to be Blinding Feint + Attack Vitals combo. And I believe that chain only pulls ahead because of the DoT at the end of Attack Vitals.

    You can pretend the set doesn't even have combos and you'll be just fine.
    For single target you are probably right (I know the very best single target chain doesn't use a combo) but for AoE I wouldn't skip the Sweep combo, especially on a Willpower toon. Sweep basically gives a 50% damage boost on your final Typhoon's Edge, and wonderful mitigation with the KD.

    Also I quite like One Thousand Cuts and would use that anyway, so you are basically trading Power Slices 1.4s amination for ~100 AoE damage with KD which is something I would happily do.

    I also think a lot of the fun in the set comes from the combo's, if you aren't going to use them I would suggest rolling something that you probably would use all of (Yeah fun is subjective ).
  3. I personally think that you should either pick Blaze Mastery, or Mu Mastery for your epic. Elec/Shield's speciality is AoE, and both of those offer you an additional AoE which will work wonderfully well. Mu Mastery is a bit of a faff to get though since you have to become a villain and do the first part of the patron arc, and Blaze Mastery I think does slightly more damage - though Mu Mastery allows you an extra power pick since the AoE is T2 not T3.

    As for the build itself there are a few things I would change, but (And I hope you think I am being nice here rather than lazy) rather than just remake the build I thought it might be more helpful if I give a few pointers so you can have another go yourself first

    The first thing you need to be aiming for is to get your defence to melee, ranged and AoE to 45%, though don't go too far over. That is to all intents and purposes the magic number, which means that most enemies in the game will only have a 5% chance to hit you, which is as low as it can go.

    You are at 41.3% to melee, 37.3% to ranged and 40.7% to AoE so you aren't far off already. In case you don't know - the view totals button shows you these numbers.

    Defence powers like Deflection don't really benefit from being 6 slotted, unless the sets you are using offer a nice bonus. In the case of your build you can see when you however over Deflection you have 59.91% enhancement, but the pre-ED figures show 86.06%. Essentially that means ~25% of the defence slotting you have put into that power is wasted and therefore a few slots should be moved elsewhere.

    Do you want to have another look to see if you can work in Blaze Mastery or Mu Mastery? If you like I will happily try and make you a build just to copy, since I don't know how good a teacher I am lol
  4. I know it is the goto set for stalkers (Only for Thunderstrike though), no idea on scrappers.
  5. For a heavily IO'd team I would say FF loses ground, but for everything else then FF is probably the best.

    They have the ability unlike any other set to turn an ordinary team into a team that fears nothing and goes on an 'arresting' rampage.
  6. PrincessDarkstar

    Claws or DB?

    And I am the opposite in that I prefer DB

    It is much more endurance heavy than claws, but /WP can handle that. It is also a bit more of a late bloomer sadly, but when it does bloom I think it blooms better than claws.

    The main reason is that the sweep combo turns your PBAoE into a PBAoE knockdown, which gives /WP breathing room to do it's work allowing you to take on a tougher challenge. Claws has similar but shockwave will knock mobs away from you, so out of range of RttC and the breathing room you get won't be quite as effective.

    That said I think claws might have better single target damage, and there are some nice looking claws you can have, especially if they ever give the new claws that nightstar is sporting
  7. Thought that I best add what I want from the build:

    Definate:
    Softcapped defence
    95% DDR (With or without Grant Cover)
    Travel power (I haven't got Ninja Run)
    Fire Mastery (I think mids is wrong about the numbers on Mu Mastery but I assume they do less damage than Fire Mastery, so it would have to be a HUGE benefit for me to give up damage by changing epics)

    Nice:
    95% chance to hit +4's (But I don't really know the maths on this).
    At least 2.63 ep/s net recovery, which is what I run currently (More is better since that does leave me popping blues, which I am ok with since this is an AoE build not an AV soloer).
    Single target attack chain of Fire Blast > Charged Brawl > Havok Punch (Or better since that isn't exactly great. But if anyone could show me some numbers and say 'if you do this you could add slowly soloing AV's to the list of what you can do' then I would consider it. Though I know that isn't going to happen.).

    I don't know what a good regen rate is really so can't give targets for that, but I spend most of my time running on +0/x8, going to +2 occasionally and +4 for a challenge every now and then (I love the hero tip to rescue Black Panther and all those Malta ambushes at +4/x8 ).

    Also for reference this is my current build (Where I had to 5 slot AD and still didn't quite make 95% DDR):

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lightning Rose: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(37)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx(7), GA-3defTpProc(15)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(39)
    Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(5), HO:Enzym(5), HO:Enzym(46)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(43)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11), HO:Enzym(13), HO:Enzym(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(29)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 28: Boxing -- Acc-I(A)
    Level 30: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(31), Panac-Heal/+End(31), S'fstPrt-ResDam/Def+(34)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(43)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  8. I would build in enough defence to make sure that Shadow Meld caps you, then concentrate on recharge.

    That way you can pop Shadow Meld to take the alpha, and really should be able to rely on your heal for the damage that comes your way after after Shadow Meld drops, but if not hit RoTP, hit Shadow Meld again and keep going

    I wouldn't use Shadow Meld every time it is up though, unless you are moving from mob to mob that fast of course and can get the animation time between spawns. Question is, does it root you when casting?
  9. Quote:
    Originally Posted by Werner View Post
    Ah, what it's doing at a minimum is not applying ED to the DDR enhancement.
    I thought that might have been the case but didn't know the maths for ED lol.

    You people round here really know too much
  10. I have been looking at making changes to my Elec/Shield for a while and the news about inherant fitness came at a nice time, so I will extend a thank you to Leandro for his mids patch, and at the same time ask if anyone has any suggestions to improve this build. As you can probably see cost is not a problem:

    I have half an eye on exemping by the way, so am trying to keep the uniques and procs in the lowest level powers possible.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lightning Rose: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(37)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx(7), GA-3defTpProc(15)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(13)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(5), HO:Enzym(5), HO:Enzym(13)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 8: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(43)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
    Level 16: True Grit -- Panac-Heal/EndRedux(A), Panac-Heal/Rchg(31), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31), Panac-Heal/+End(34), S'fstPrt-ResDam/Def+(39)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(50)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), HO:Enzym(50)
    Level 30: Stimulant -- EndRdx-I(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Aid Self -- HO:Golgi(A)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Grant Cover -- SW-ResDam/Re TP(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(29)



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  11. When you mix Enzymes and Membranes in AD doesn't mids start throwing up wrong numbers for DDR?

    I know on my build it was definately out and I ended up with 5 HO's in it!
  12. While I do think /WP is a great secondary, the problem with it is that you have a very static level of survivability, and once you see it going south there is nothing (Aside from insps) that you can do to prevent that.

    /Elec has a self heal, which I think when combined with Katana will make it 'feel' slightly better, since when things start going south you can pop the heal and feel like you have done somthing

    Unless of course you can fit aid self in to the build, I know it is possible to softcap a katana/wp and take aid self, so I would assume BS/WP would be the same, then you should hardly ever die against anything at all.
  13. My DB/WP can kill carnies quite fast, since they are weak to lethal, but it isn't a patch on my elec/shield. And nowhere near what I would call a good farming speed.
  14. I think Katana will help you get through the lower levels easier, Dual Blades will give you good AoE and better mitigation at higher levels (Through KD, not that /SR really needs any help), and Claws will give you better damage.

    Dual Blades is pretty endurance heavy though, so I think DB/SR could be hard on a lowbie!
  15. PrincessDarkstar

    Resist vs Def

    FourSpeed you sound like you have never played a high defence toon in all honesty. You seem to think that cascading defence failure happens all the time, it actually happens fairly rarely, hence we even came up with a term for it! If it was normal we would just call it 'dying'.

    Lets assume you take a normal toon and give it 45% defence, yes the -def buffs could cause cascading defence failure, BUT the bit you are not grasping is that the first attack only hits 5% of the time so you will suffer from it 10 times less than a resistance toon, which when hit by -def will quickly end up taking double damage. Add onto that you can monitor your defence so as soon as it drops to 30% or so you can pop a purple pill and be right back capped again. Oh and all that is assuming that you haven't bothered to kill whatever is trying to debuff your defence.

    Additionally to that if your toon is actually using a defence based secondary (/SR, /Inv, /Shield, etc) you will probably have resitance to those debuffs. /SR is almost immune to them, /Shield can be too, and the other can get I think about 50% resistance.

    Oh and we are completely ignoring the fact that -defence is easily avoidable when you can pretty much pick and choose what you want to fight.

    Now add into the mix the availability of something like aid self, which keeps defence capped toons on their feet against pretty much anything. When you have capped defence you have a great chance to be able to use that heal in combat, resistance sets have no chance.

    Your numbers are also not realistic for the game because no toons have 0% resist and 2hp/s regen. Giving your pet resistance toon 75hp/s regen and none to the defence toon is laughable. Compare defence to resistance, not defence to resistance + regen. Even then I like how you have to have 37 times the regen of a defence toon to stay alive in your calculations!

    Blasters with capped defence can solo GM's, thats is blasters who have barely any resistance, and barely any HP to start with.

    Defence simply works MUCH better than resitance as long as you get enough of it (45% being the key for most of the time in the game).

    Lastly you shrug off all the other types of debuff that defence protects you against, but you are wrong to do so. I think all the resistance sets in the game get a self heal, -recharge will devastate that. -tohit counts for more than just 'waiting it out' if you are actually fighting any group that poses some kind of challenge, if you can't kill them they 'will' kill you. Longbow too with their -res grenades, yeah a resistance toon will resist them, but only by about half, a defence toon will ignore them 95% of the time!

    My capped defence shield toon can go afk in a +2/x8 mob at times and come back to find them all having used all their endurance failing to kill me! This actually goes for most groups, though there are clearly some that would simply eat me up.
  16. Quote:
    Originally Posted by RedSwitchblade View Post
    Also, teams = Brutegasm. Higher damage cap means more potential.
    Except that isn't right anymore.

    If I am not too late I would vote for Brute too, which is annoying since I hate brutes, but equally a scrapper with no taunt aura isn't good
  17. Problem with more slots is that early on they are uselss since the TO's are barely worth slotting, in the midgame they become useful, then at the endgame they would probably help a bit too much (One slot would defence cap my /wp scrapper for example).

    But in i19 with the incarnate slot you are essentially getting a new slot in each power if it implemented similarly to how it was in beta. Add to that you are now getting stamina etc for free I think asking for more is unnecessary.

    As for that 'utility' power pool - that is not a good idea considering all it basically does is encourage people to buy Ninja Run and I don't think anything should make that any more wanted than it already is. It also makes the City Traveller veteran power even better!
  18. Do you know the actual numbers for Mu Bolts vs Fire Blast and Ball Lightning vs Fire Ball?

    I am pretty sure mids is wrong, but from typing [mu bolts] and [ball lightning] in game they don't look right either. Mu Bolts looks very weak, and Ball Lightning looks strong ...
  19. I think Havok Punch instead of Jacobs Ladder allows for a better DPS attack chain*, and is more endurance efficient, which on my elec/shield is very important for AV's.

    * The difference in DPA is minimal (I think its about 4), and the shorter animation time lets you use your better attacks that tiny bit faster.
  20. PrincessDarkstar

    All sheild types

    Quote:
    Originally Posted by Candlestick View Post
    SS/Shield is prob the fastest of the two.
    I honestly doubt that (Unless you are planning on running very high difficulty where burst counts for less).

    In a situation where there are 16 mobs with unlimited HP (Or lots of HP) then Footstomp will outdamage Lightning Rod, but when farming (Or generally killing groups of mobs quickly for whatever reason) you just cannot beat the burst damage of Lightning Rod.

    I run +0/x8 (Could easily do +2 but everytime I put the diff up I get a Devouring Earth tip mission!) and LR > Fireball > Thunderstrike kills the first mob just in time for me to get to the second mob with BU > SC > Fireball > Thunderstrike. If I didn't have the second mini-nuke then my efficiency in every other group would drop.

    If you are running on +4 then since the mobs will survive through my chain you may well be better being able to spam footstomp, but even then I could BU > Fireball> LR > SC > Thunderstrike > Fireball which would probably kill a mob, and I can do that every ~25 seconds.
  21. Quote:
    Originally Posted by Candlestick View Post
    Spines/Darks used to farm it because it was pure Psi damage, something that Dark has extremely high resists to.
    I get the not dying part, it is just the killing of loads of mobs that prefer not to come close that I find counter productive to farming. But then I don't actually farm so I am hardly an expert

    Quote:
    Originally Posted by Candlestick View Post
    I stripped my Spines/Dark a while ago, and used all the Inf to pimp out my SS/Fire, since the Behemoth mish is waaaaaay easier then the MM mish.
    Some of the new arcs seem to be packed full of behemoths more than the old maps, if you haven't seen them yet they might be worth looking for. The only bad part is you need to get though a map of Resitance with those pesky targetting drones and cheating invis they can attack from before you get to the new behemoth maps.
  22. Without causing offence (I hope): I have never heard of anyone farming that particular map, but how is farming mostly ranged mobs good?

    Also the new Praetorian maps are sooooo packed full of mobs that every room is practically a mini farmable mission, and the clockwork seem to herd like they think it is i1! (Though they do hurt).
  23. The pvp section will probably know more.

    All I know is they seem to apply the -jump effect FOREVER!
  24. Shorter weaker god modes that buff offence would be a good idea I think.

    And put them on real timers, I hate nothing more than waiting for someone like statesman to drop hs god mode only for him to go right back into it!
  25. Don't the new fury changes (And the lower brute damage cap) mean that scrappers now do more damage (Generally) but not by much, and brutes are slightly more survivable (Generally) but not by much?

    I would tend to pick a brute if you love fury (It's a love or hate thing I think), if not then pick a scrapper