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I personally think shields is better off on a scrapper because of the way damage buffs work, and I would suggest an elec/shield and a fire/shield (or kin/shield, I see some potential there even moreso with the damage buffs). But if you are dead set on brutes, I say go with one ss, and one fire.
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What is it really? I have heard that it is part of the incarnate system, but what does it do?
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Quote:You seem to overestimate kin's power. It is a strong set, but it is not a necesity like you seem to think it is. +dmg is not the only important thing in here, and as you specified AVs, kin is very subpar for a (de)buff set against AVs.Couple of opinions:
...but damage cap (+400 vs +300%) is really something when you have FS...
...There is no way this trio is better than, lets say, cold-cold-KIN...
...No fulcrum shift :/ ...
...but like you do lose a LOT of damage not having a Kin...
...No kin is sad...
...But no Kin will hurt bad...
True, you loose some damage capabilities, but look at it in terms of time, not damage dealt. To kill a large group, the three players in the trio will have to get everything down to 0 health. To do so, it will take lets say 1 AoE from each player, then about 2 attacks each to mop up the bosses in the group. Without FS, three AoEs from either buffed players or against debuffed enemies will kill the minions no problem. Then 1-2 ST attacks (per player) will kill the bosses off. If the group can get it done without FS in say 15 sec per mob, all the attacks will be used, and applied. With FS on, the same players will start off with the same AoE attacks to whittle down the group, but the third AoE might be a wasted power if the first 2 attacks kill everything. The boss will still have the characters pound 2 attacks into him, regardless of whether or not all of them are needed to kill it.
My point is, if it still takes the same amount of attacks to kill something, more damage per attack is doing no good. Kin is fine, but in your idea of a "super trio" it is not an optimal choice, especially when it does very little to help survivability, and other sets can buff damage on top of that survivability. -
Quote:This sounds like a great idea to me, but I see a few things that either might need changed, or that I just think would be cooler if changedWas running a task force one night and thought "I would like to see a tier 5 power for each power pool". Told teammates then I was asked what they would be.
So I gave it some thought. These powers wouldnt be available until lvl 26 or something. Maybe not til 30. I tried my best to make them balanced in regards to what they do. Some are meant for fun, some meant for usefulness, some for both.
Fighting
-Test of Endurance = Click: While Test of Endurance is active you gain limited protection from Stuns, Holds, Knockbacks, Sleep, Immobolize, Repel, and Teleport effects. (Was thinking Mag 2 or 3 Prot, not too much, but an amount that could help.)
Flight
-Air Mastery = Passive: Your control over the airflow created when you fly gives you increased chances of deflecting ranged attacks. Anytime you would be knocked back, your control of the air makes you land safely on your feat.
Concealment
-See Invisibility = Toggle: With this power active you can see through almost all forms of stealth. (Was thinking of Excluding Superior Invisibility and the Maelstrom Stealth.)
Leaping
-Extraordinary Leap = (Only available on Outside Maps) Choose a Location on the map and you do a running leap through several layers of atmosphere to the location you designate.
Presence
-Inspire Confidance = Click: Your presence inspires your teammates and increase their performance all around. +20% Damage +20% Accuracy, +5% Regen, +5% Recov, +5% Def, +5% Resist (All unenhanceable, And set to a time that could not be made perma)
Medicine
-From the Brink = Self Rez
OR
-Adrenaline Boost = Click: When you click this power you immediately regain 20% of your total health, and 10% of your total endurance and are protected from Endurance Drain, Regen Debuff, and Recovery Debuff for 1 minute.
Speed
-After Image = Passive: While you have Superspeed Active you move so fast it causes your enemies to think you aren't exactly where you appear, causing them to miss you more often.(This would take the form of a defense buff, unless its possible with current coding for a -ToHit debuff to be applied only when a power is used against YOU)
Teleportation
-Dimension Rift = Teleport to a zone of your choice that isn't restricted to you.
OR
-Greater Teleport = (Only Available on Outside Maps) Teleport to any marker on the map. (Would pop up a map and the player would click on the marker then teleport right to it.
Leadership
-Clarity of Mind: = Having your teammates around you, helps keep your mind clear from distraction and outside thought. Click: +1 Mag Protection From Fear and Confuse Per Teammate in Range, and +2% Psi Def per teammate in range. was thinking Range 15 ft. or maybe 20.
OR
-Maybe it lets you choose 1 of 5 Roles. The power would only affect you, and you can only have 1 Role power at a time. Not to be confused with having one active at a time. Once you pick one, you can't pick another until you respec.
--Damage = Build Up Like Power
--Buff = PowerBoost like power that affects buffs on the team.
--Debuff = Powerboost like power that affects debuffs on baddies.
--Shield = Taunt that grants you Mez resist because you are expecting the oncoming attack.
--Lockdown = Powerboost Like power that affects Mez effects on baddies.
Now I'm sure someone will find a way to break this somewhere and somehow, but how does it each one sound, and if you could have a tier 5 power for some pools. what would it be and do?
Fighting-This one might need changed. You have it so that EVERY AT can get full out mezz protection. Probably won't fly too well with the devs. Since it gives you 2 of the main forms of protection (def and res), I think it would be more likely to be a +hp or +regen click, being that they are the other main types of protection. I doubt another attack would be used, as they are near pointless in 95% of pools.
Flight-Sounds like a +ranged def power to me. That whole landing on your feet thing though, how would that work? Sounds like changing KB into repel, but I don't think that works in the game's system. Can you clarify what you meant by that part? Sounds good other than that minor confusion.
Concealment-I like it. Anti invis, pretty cool. Just a +perception, and maybe add in something that negates def bonuses on enemies from just the stealth type powers. Not sure if the game can do that currently though.
Leaping-Sounds like the ex act same thing you wrote for the 2nd option for the TP power. Personally, I think if you are already on the map, the standard travel is enough. I would want a 5th power here to be a +dam type power. Picture the Eagles Claw and Eviscerate animations. They get their power partially from gravity pulling their attack down after a jump. This power would apply a similar concept, that by jumping around during combat, your melee attacks are being pulled down harder into your enemies. It would be similar to CJ in concept, being that your mobility is adding to your combat ability. Make it similar to CJ in affect too, with a smaller than normal endurance cost, and a small affect, maybe 5-10% differing for AT, like a mini, personalized assault.
Presence-I like it.
Medicine-I like the idea of both powers you put. Only problem is that a self heal is already in the set, and you can't use medicine on yourself if you are kocked out (self rez). Maybe a power similar to the recovery serum temp. Injecting yourself with some sort of stimulant and it will give you increased recovery for a period. I'm thinking something like +75% for 1 minute on a 4 minute timer.
Speed-I like it. Make it a +def power with a slight run speed boost, similar to sprint's run speed.
Teleport-The tp to another zone option sounds good. Longish recharge so it isn't unfair to no tp'ers.
Leadership-The first option seems a bit too strong, and the 2nd one is like adding 5 teir 5s but only letting us pick one per character. I would change this one to a power that lets you really lead the team. Make it a click that will grant all of your powers a small -res, -def, -dam, and -tohit defbuff, so that when people follow your lead and attack the same enemies you tell them to, the enemies go down faster and can't react to the coordinated attack as well. AoEs would get smaller debuffs added so that the team will actually have to coordinate attacks for the full benefit, but I'm thinking about a -10% to all 4 for ST attacks, and either 3 or 5% for AoEs.
Really good idea to add a 5th teir, I'm shocked that after the PPP/APP 5th power, the pools didn't get any. -
End game: Fire/Kin troller, Fire/Rad corr, Rad/Sonic def. Good buffs, debuffs, control, AoE, ST
leveling up: 3 Emp/Sonic/Dark defenders. Capped defense, endless endurance, huge regen, perma hasten/AB/SD, and consistantly huge +dam and -res. At 12, 18, 22, 26, 32, 38, 47 their abilities will increase by a TON.
Early game: Ice/Fire tank, Fire/En blaster, Fire/FF troller. Tank grabs aggro, blaster unleashes hell, and troller buffs both and keeps things inside RoF for the blaster.
Speedy AV: 3 Fire/Rad trollers. Youtube it on STF.
Task Force: 3 Fire/Rad trollers. Watch that video again.
On second thought, the 3 Fire/Rads might just might make it for all of these. Maybe not the early game one, but I count that as pre-22 game, so the RI and EV might still give these guys the pick for that one.
**EDIT:
Looked up the video as soon as I posted.
http://www.youtube.com/watch?v=TSoR7nq6b_g -
Fire/rad trollers and corruptors are pretty freaking OMGWTFWIN.
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Quote:Unless you are "natural" in the sense that peacebringers are. There is no magic, tech, mutation, or scientific thing changing them into super beings. It is just the natural life cycle of the Kheldians. They are like a form of symbiosis, which is completely natural. I also like to think that some natural characters can be thematically other types of aliens, so they are simply born with the powers. Superman is technically natural origin, right?The entire "Natural" source of power when it is being used by a natural human. Even at level 1. No natural human can be shot 20 times in a five minute period, fall off a 30 story building, and then still go and beat up hellfire breathing devil worshippers. With your bare hands. Every excuse points to other sources, like technology.
Bearing that in mind, the human natural characters do have some problems. Perhaps bullet proof vests can cover the "shot 20 times in 5 minutes" deal, and very good landing form can show the landing off of a building thing. -
I don't have a thugs mm to testify, but the globals seem better to me. They will increase your survivability even more than normal if you already have the other globals as you say.
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Definitely. You know how 40% defense is half as good as 45% defense? Resistance works the same way. 80% resistance lets 20 out of every 100 points of dmg through, and 90% cuts that in half to 10%. Since Scraps cap out at 75%, brutes will be a little over that 2x as resiliant to the fire portion of the damage, which is over half of it on demons. So the brute will have more hp and that bit of resistance will help with a large overall damage reduction as well.
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In "normal" gameplay, yes, some people will combine and save the ones they "need" in tight situations, like greens, purples, and blues, but while farming, insps are so abundant that if 2 of them will softcap you for a minute, you will easily be able to make or drop 2 more purples to redo that again before they fade.
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I am loving it on a km/shield scrapper. The larger dmg boost per boost is nice, and the aao buff is very nice compared to a brutes. With all the monitored damage buffs, I feel like I'm watching a brutes damage buff through fury sometimes.
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Ah, then it's just me misunderstanding the way the power works. Siolfir summed it up pretty well. Just looking at it in mids made me think that it would be pointless on a brute if the damage buff is so small. That makes much more sense, thank you.
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Since scrappers and stalkers get an auto recharge on CS crits, they can easily stack power siphon for some big damage buffs. Tanks and brutes don't get that ability though, so they are stuck with a power that does less than build up on a longer timer. If in the description power siphon says it will stack up to 5 times, but the recharge won't allow it on tanks and brutes, what is the point?
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Elec/elec dom can drain pretty rapidly once you get slotted for it. 3 powers at 20% drain all AoE and on fast recharges or a pulsing toggle. Very safe and with all those gremlins and sentinels, very damaging on single targets. Mine at lvl 12 drained a +1 EB pretty quick and it was a shockingly easy win.
Dark/nin stalker will have a huge "bag of tricks" to use and will be very hard to hit with all the soft control on top of healing and -tohit+def going around.
Kinetic/shield scrapper will get a large damage buff from AAO and power siphon. Add to that the -resistance multiplies a defensive set's survivability, especially once soft capped.
Dark/archery will be a more unique one. With archery's 3 AoEs drawing agro, dark's ability to psuedo soft cap from to hit debuffs and minor defense will help you survive it all. And tar patch --> rain of arrows will be deadly if you place both on the same spot.
Any combination of sonic blast and traps or devices will be good too. Slow, but once you get into the twenties, VERY safe. And you can deal damage either ST or AoE very well with mines and debuffs. Blaster will be faster because of the higher blast damage, and they can stealth missions with cloaking device and ss or a stealth proc. But with defender and corruptor, you can have more useful tricks to toy around with during a fight. -
IMO shield sets usually work better for scrappers. The damage buff you will get from against all odds buffs your base damage (the damage before adding in fury's buff or enhancements) and scrappers have much higher base damage than brutes. Being that shield won't get close to resistance cap, that has no importance in their survivability, and defense soft cap can be reached equally easy on each. Critical hits are also added in after damage buffs, so the larger AAO buff will help crits double the amount. My vote is scrapper all the way.
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I personally love my elec/elec dom. Just made him yesterday, and hit 8 today. Did one mish at 8 and I'm loving conductive aura, especially when I consider that it isn't slotted yet. The end drain is a lot more than I though when the set was in beta, and the perma dom thing is just bonus. The knockdown in chain is awesome, and the 8 second recharge is pure ownage. With perma dom levels of recharge, you could basically keep them flopping around like fish with jolting chain. Not to mention the draining that the powers have. 3 AoEs with -10 end unslotted is -60end slotted when used together, and one ticks every 2 secs while the others recharge really quick.
I can't wait to get him higher, the gremilins, mu, and voltaic sentinel will make him feel like an elec mm with good attacks.
I'm considering making his 2nd build less drain focused, and more focused on chance. Utilizing the chaining powers (Jolting Chain and Synaptic Overload, along with adding an energy manipulator proc to nearly every aoe power so things are constantly getting stunned. Any thoughts on that kind of build? It would have the proc in:
Electrifying Fences
Jolting Chain
Conductive Aura
Static Discharge
Ball Lightning
The powers with the proc would be frankenslotted to the best of my ability to fit in the proc without loss of effectiveness. -
The sonic sets are also very good. I only say cold over sonic because the defense will be insanely helpful once he gets heightened senses. You can cap his exotic damage defense at a relatively low level (in terms of achieving capped def) and you can buff his hp very early on.
Since +hp buffs help the wp regen, I thought the double whammy of def+hp would benefit more than just resistance.
Since they are looking for cheap builds, capping defense on IOs is out of the question on a wp brute, and the defense from cold will add more than resistance from sonic. Though I admit the -resistance is still VERY helpful in dealing more damage. Maybe a cold/sonic defender. -
Get something with cold domination. Preferably a defender, but a controller or corruptor will also work. The +def and +hp from cold dom will increase his survivability a ton. Then make sure your other set has some high damage, preferably fire/ controller, fire/ corruptor, or anything you fancy on a defender really. ST attacks will make agro managing easier for him, and will be safer for you, but AoE will make massive body piles.
If you want to try a new set, an elec/cold controller would be fun. With heat loss and the electric set going, you could be a mini sapper later on. Slightly less effective IMO for a new set would be a dp/cold corruptor or a cold/DP defender. If you go that route, I highly suggest the defender version. -
If your friend has already made up their mind on his character, and you are limiting yourself to those 3, I suggest going with the warshade as well. Like Dechs, I also say to give triform a chance. Nova with mezz protection is amazing, and the speed boost will help a lot with getting eclipse and pets up more often. Warshades strive on recharge, and he will add to that. Also, if he is going to be the main person you team with, he will be giving you a resistance bonus from your inherent, which will make pre-eclipse a bit easier. Besides, this way lets you become the MFing warshade.
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Quote:Ah, you hear but you don't listen. Try getting a pal to duo them with you. Mine took one required heal at lvl 1 and no other click heal power. Never took the rez either. They beauty of the combo comes when you realize the potential of perma AB and hasten, along with double stacked leadership aiding fortitude's +tohit and +defense. You can reliably hit +4s with only one acc slot per power, and they can't even dream of hitting you. And with a +80% damage boost on you at all times (this was before adding soul drain to the mix, which is 3 seconds from perma with just SOs due to hasten/ab) that -resistance from sonic is adding quite a large amount of damage per attack.I figured out why everyone goes with emp....its a drooling mans Powerset....even complete morons can figure out that low powered set......
If you want to be one of those players who thinks empathy is "weak" because some noobs like to run around with healing aura on auto and never grab any secondary powers, so be it, but you are limitting yourself by doing so. -
I like the idea, and I don't think you will be waiting very long for it. To an extent, they have already done this on earth powers, allowing lava, crystal, and rock appearances. The new energy blasts Praetorian Police use might be a glimpse into a new energy look. And as far as energy swords go, the Vanguard unlockable swords are energy based, you just have to unlock them first.
Mybe not as soon as i19, but I think this is something the devs will implement relatively soon. They already have the ability to do it since they have implemented it in small doses already, so keep suggesting what it is you would like to see. -
Long run I say 2 empathy/sonic defendeers will be the best bet. They are on par with other players up to about 12, and at that point, they pick up a bit with the power fortitude. At 18, they pick up the pace again with Recovery Aura. Using it as a cycle between you two will be better than stacking them both at once. At 32 is when the combo really shines, because you can both get Adrenaline Boost, which will increase your recharge rate, regeneration, and recovery substantially. If you both get the leadership pool powers, and get Weave from the fighting pool, you will be able to cap your defenses as well.
IMO, the best way to make that particular combo work is to grab the Fighting, Leadership, Speed, and Leaping pools. Hasten and Adrenaline Boost will make each other perma, while Combat Jumping, Weave, and Maneuvers will cap your defenses and Assault and Tactics increase your damage and accuracy.
If you haven't already, I would download Mid's Hero Designer, as it will let you plan out what powers you get and when, as well as what enhancements you can use.