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Posts
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I've reccamended it several times on the forums and I'll say it again. Emp/sonic/dark is the best duo I have ever played, and I can't think of one that would do better. They would also be able to get the capped defense you want, although it would be a little later than ff/ would cap, but you won't have craptastic damage like 2 ff/darks.
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Like I said before, and like Silverado just said, BL while they get up and begin to gather.
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As Pharold said, the real combo between them is the extra toxic debuff. Stacking -def and -res isn't all that useful to most people once they can slot for accuracy. Especially on a bane when you have access to two forms of tactics, and an auto +acc power. Not saying I'd get all three of those, but they add consistant chance to hit on everything, not just the guy you hit with PR last.
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Yes, footstomp's range is one of my favorite parts about it. I can run in and hit it before groups get clumped, and then hit ball lightning while they start to clump, and burn them when they get in close. Claws has to stand around a few seconds and let things come to you first, and won't hit them all even after they do.
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Quote:Cold has benumb, sleet, heat loss to debuff AV/GMs. Arctic fog to provide some defense. Rest is useless against them one on one for the most part. Benumb can miss, heat loss can miss.What is it about rad's that makes them superior to colds vs GMs?
Rad has LR, EV, and RI. 2 can't miss, and LR is easier to perma than benumb for 2 reasons; AM and better up/down time ratio. Rad has AM to buff self, and a built in heal for when needed.
If heat loss is needed for endurance, one miss will most likely kill you, a missed LR won't. A missed benumb will let that damage debuff go off, EV won't. AM makes recharge bonuses less needed, and endurance problems less noticeable and will always affect you. Cold has to reapply benumb, heat loss, and sleet. Rad only has LR and AM, and AM is on a longer wait time to recast, so isn't as bad. Rad is just more reliable and takes less time away from dishing out your max DPS. -
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Quote:With the +end badges (got mine on hero side because I find them easier to get) and with +end proc and num/miracle slotted, his endurance is fine. Fiery embrace turns everything into corpses pretty fast.
SS/Fire - Ahh this build. I actually have one of these at 50 already (and love it btw). Haven't updated the build yet for i19, and previous to that I was always too worried to pick an epic with another AoE because of the end usage. Anyone with this build care to share their experiences with the new Cardiac slots? Above all, I feel like this one has the most potential to top the AoE of my Elec/SD, but before I pour more millions into it I'd like to hear more about how well it performs. -
This. Especially with the new(ish) burn. Mu mastery helps, but is not "needed" to work. I am currently farming shards to get the endurance alpha slot, as the rage crashes and hasten are hurting my endurance quite a bit. (Yes I konw cardiac doesn't reduce those two powers end crash, but every bit helps)
Anyway: Burn+FS+BL+EF=body pile
*edited to remove bad ability to link to things I think I'm linking to. -
I must say I am very happy to see more than one reccamendation (sorta) of emp/sonic fenders. Dark by far the best choice of APP for that combo too, as perma soul drain is amazing, and the two stun auras rock.
That being said, the 2 fire/rads would work as well, but get to the "above average performance" level a lot later than the defenders would, and don't get to be quite as strong.
Depending on just how new your friend is, you might want to try 2 arachnos soldiers, because stacked leadership from them is beastly, and with some decent sets on 2 crabs, you can have 12 perma pets out, with all of them getting the leadership buffs.
Note: I gave multiple suggestions because you said it depends on what your friend found most interesting. My honest opinion is that the emp/sonic/dark fenders will be the best bet hands down, regardless of how good the others may be. -
Thanks for the replies. That is good to know, the wiki just said PBAoE+KD and nothing about dmg.
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Does the sweep combo add extra damage, or does it just add a KD effect to the last move?
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Quote:If you can keep hovering over the group, then they both do KD instead of KB AFAIK.This is a huge recharge build, around 125% plus hasten, so not sure I need that. I am thinking I will use the cone more often, based on how I position myself, especially with hover, so it goes into knockdown, rather than screwing over my team with a giant radial KB attack being spammed.
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Quote:Not trying to start a fight, but this is not the same as rad. Having my first and favorite 50 a fire/rad troller, I can tell you that setting up rad goes much faster than setting up traps. The traps take a considerabley longer amount of time to set up./Traps is about the same though. Throw seekers to soak the alpha, while mobs are distracted, drop Poison trap, and acid mortar, and goto town. Rinse and Repeat every mob.
The total cast time for those 3 traps powers is roughly seven and a half seconds (not counting arcana time) and the ones for rad take about 4 and a half. And the traps will have to be properly positioned, and are all required to be recasted on AV/GM fights. Rad will also only need to use 2 of its 3 main debuffs on anything but an AV/GM, and only has one power that needs to be recasted on them.
Rad is IMO being underhyped due to cold gaining some more popularity, and due to bots/traps MMs (because MMs can't use rad, or I believe that set would be FOTM) doing some sick things. -
Quote:...You wouldn't have to...you could if you wanted to, like name change or server change!
Just saying again, this would be NOTHING like a name or server change. Neither of those can be abused like this would. And each of those cost RL money to use, and I doubt that people would pay money to change powersets when they have no experience with the set and have no solid idea of how it would play. -
Can you specify why "your opinion" of rerolling is "stupid" or why this is a good suggestion? Because the argument that rerolling is stupid just shows that you don't have any real reason for this change to be made.
Reasons why this is a bad idea:
People have no reason to make more than one of each At, since they can just swap powersets.
Low level content will die out.
Those switching to new powersets would have 0 experience with playing the new set and would be frustratingly horrible with them, since they had no time to learn how to play the set.
People will get bored with the game if 1 lvl 50 means any combo of the AT can be made, thus limiting players to really only needing 14 characters to experience every combination possible.
^People getting bored with the game means less people to team with.
And I'm sure others could come up with many reasons I missed. Your opinion of rerolling being stupid (which is like saying playing the game is stupid in MY opinion) is not a good enough reason for this kind of thing to be taken seriously. And name changing and server changing don't even remotely relate to this, so they are a bad argument to use. -
Well I thought about it, and they won't necessarily have to do the same amount per issue, and it is entirely possible that one issue may contain more than one slot (the alpha seems pretty strong IMO, so 2 weaker slots could theoretically be released at once). And as mentioned, could the remainder of alpha be released on a non issue patch update?
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So from what I hear, we are getting the 3rd and 4th teir alpha slots in issue 20. Has anyone heard if we are getting another piece of the incarnate system(Omega, Destiny, Lore, Hybrid, etc) in i20, or is it just the full alpha slot ability? And if we aren't getting another part in i20, does anyone know when we will?
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I'm going with the "why delete him" idea here. Even if you almost never play the toon again, eventually we will get another freespec, and then you can grab another 10 enhancements off of him. After all of them are off, maybe consider deleting him, but even then, it's still a powerful, high level toon with potential.
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No, because the illusionary damage is a delayed heal mechanic AFAIK, and not regenerated by normal regeneration. Normal regeneration is brought back at a set timer and does 5% health every tick.
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I currently have a FM/Regen scrapper, and I'm close to his final build. My question is, if I can get his recharge high enough, will dull pain's +HP stack with itself?
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Both of the previous poster make valid points, and as I've said before, softcapping is VERY powerful when it comes to boosting survivability. It is however, usually overkill. If you are fighting AVs solo (which a granite tank shouldn't be doing) then softcapped defense is probably going to be needed for them, but for the other 95% of the game, it's just overkill. Especially on a granite with all its resists. If you want the character to be the tankiest tank around and not die from anything (minus psi, which can be semi covered by sets) then sure, cap the defense and enjoy your immortality.
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I haven't tried it since my defense got capped, but when I was around 38%, I tried to solo a PI DE monster and got him to about half health in around 3 minutes. Should probably try again now that I'm capped and see how long it takes me.
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I actually think the softcap is overkill for normal content. If you want to do extreme things, like Dechs keeping agro on all the AVs in Reichsman, or Silverado soloing every GM known to man, then yes, the softcap is something you should shoot for. But for almost any teaming environment, any mitigation set survives just fine without being capped. The OP just asked for a way to softcap a nin so I showed how. Doesn't mean it won't survive without it.
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Simply due to the way power siphon works, I'd suggest a scrapper over a brute, but that's your own choice. For a goo secondary to pair with it on a brute, I'd go with SR or Inv. SR because as mentioned, it can cap defense pretty easily, and it has a +recharge power to help you use power siphon more often, as well as make burst come up quicker to help with KD mitigation. Inv will work for you since it's hard as nails, and because the large groups you mentioned will help it out with invincibility. That will give you good +tohit and higher defense when you really need them. On top of that, the layered protection from invuln makes the -dam a bit more useful from KM.