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The way defense works, you should only go with positions or only go with types. Since 4 types are capped, and you have capped resists on ice, there is no reason to cap melee, range, or aoe.
Every attack has damage type tags, and position tags. So a ranged fire attack that also deals smashing damage will check for smashing, fire, and ranged defese. Let's say you have 45% smashing, 0 fire, and 10% range defense. The 45% smashing will be checked because it is the highest value. Go with adding more hp/regen. -
Quote:There's still +regen and +hp that you can build for, and it can add up niceley, especially if you are already running around at 45% defense. And defense sets can usually capp EVERYTHING with IOs, so if they do that and then add resistance, it would be more unbalanced than if a resist set, with mixed levels of resists to different types, had defense to some positions/types.I think that is a situation where we the player needs to decide what to go after. Defence, recharge, resistance etc. You can't have it all.
Possibly. It is also easy to circumvent the circumvention.
I never said they were left out in the cold. Tell me though, say as an SR scrapper, wouldn't it be nice to build for resistance the same way your FA can build for def? Why shouldnt they have the same option(and potency) of layerering defences?
I just re read that last sentence and I think I'm not being clear there. So a resist set has typically one or two really high, easily capped types of resistance, whether its fire, energy, or s/l, etc. Everything else has moderate to low resists. If they then add in IOs, but have no natural defense, they can cap one or two damage types or a position, or come close on all of them. So everything gets pretty good, or a few things get really good.
Defense sets, on the other hand, usually have evened out defense to all their types/positions. So if you cap every position on a SR scrapper, for example, you would have all your bases covered. Then adding in resists, even moderate levels to everything, would mean that they have suddenly become much more survivable than the specialized resist sets with defense bonuses.
On top of all that, resists are reliable and constant. Defense has the good ol random number generator. That means even with capped defenses, you can be 2 shotted if you get unlucky. Resists capped? No way are you EVER getting 2 shotted by something. (one shots got coded so they are impossible sans DoT attacks, so 2 shot). -
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This sounds like a good idea, and since the travel pools got a 5th power, I've been thinking of what would be cool 5th powers for other pools as well. I couldn't really think of one for presence, but this sounds pretty solid. I like the idea of having RttC level taunt too, because it makes it useful for someone to hold agro, but not enough to overshadow a tank (because pool powers SHOULD be weaker than pri/sec powers).
That being said, I'm now appologizing for a minor thread jack.
What do you guys think about these 5th teir pool powers?
Fighting: Add in an auto power with mag 2 mez protection to what I consider the unsual mezzes. So confuse, fear, repel, taunt, placate, all that. And a mag 1 to the normal ones, like hold, immob, sleep, KB, stun. Reason being that this shouldn't be high enough to make all types mez immune, but it would give them a tiny bit of breathing room. And there are pool options for mez resist for all the normal types already, and even a little bit of protection, so this would stack well with those, while not overshadowing them. Maybe adjust to a 2/3 protection, because the 1/2 might not be noticeable enough.
Concealment: A ST cage attack, like phase shift on an opponent. NOT an AoE, like dim shift or black hole, because AoE wasted attacks suck. This way it's acttually usefull on relatively common situations, such as taking out a tower on STF, or an AV on multi AV fights on ITF/STF/LRSF etc. Also, it would have an impossible to perma recharge time, so you can't greive team mates. I was thinking a "One with Shield" and "Strength of Will" type recharge restriction for it. 50% uptime if you cast as soon as it's up.
Leadership: AoE regen boost. Thinking something like 50% or 100% with only half enhanceable value.
Medicine: Half of aid other's heal, double recharge time, AoE. Not sure thematically how the annimation would work, but going with the theme of the set, I would assume a relatively small radius.
Again, sorry for threadjacking, but I thought it went along with the idea of this post, because the devs would never give only one pool a 5th power without the others getting a 5th, and the ones that already did only got chosen because of the travel powers. -
Quote:On an SO only build, I would say SR or Invuln. Unless you're ok with waiting 31 levels to get good, and then become unkillable. Then I'd go with stone. But your damage will stink.Like it says on the tin. I'm particularly interested in taking out Street Justice for a tanker spin, since I like it a lot on brute, but I may change my mind about that. I'm more interested in the primary at this point. There are times when I just want know I'm as durable as I need to be, and defeat foes as fast as is compatible with that. I prefer AOE when I can get it, but it's not the only thing I like.
I've seen several mentions, for instance, that Invulnerability is stronger in most ways than Willpower on SOs. What else stands out, for good or ill, when you're looking specifically at SO builds?
(If there are any prominent concerns or unexpected benefits with secondaries, then yes, please do tell me about them too!) -
So let me get this straight. You want Sunless Mire, Dwarf Mire, AND Soul Drain? Go team damage cap.
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There really aren't any bad primaries, but some are more AoE capable than others. KM, elec, and spines are usually better off with AoE due to spines and elec having more than one aoe and KM because it's aoe has a 100% chance of crit from hide. Secondaries, most will say nin, SR, or WP, and to a lesser extent regen.
I don't know much about StJ, and Ice is still kinda new, I don't know much there. But because of hide, and AS being interruptible, I would suggest you go with a defense based secondary. Resists and stalkers are supposed to not go well together, though I admittedly never tried it. -
My best use for it was my earth/ice/fire whirlwinding, flying controller of the greek elements character. Power boost is nice, and yes, the swords are pretty. If ice melee ever gets ported to something other than tanks, I hope it includes Ice Sword Circle.
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Replying a bit late, but I honestly forgot I posted in this thread xP
Anyway, I said /mm for GM/AV soloing because Drain Psych has a very nice -regen aspect. Fire/ by itself has enough ST and AoE damage for anything on its own, but /mm has a few nice AoEs that can seed up the AoE kill speed. DP is also a great survivability tool once it's slotted up properly. Others have posted great information, and /elec would definitely be the best ST damage chain, however, ST damage is usually found to get a reading on how effiecient big target killing will go, and -regen is like adding on a huge chunk of damage since those hp never get regenerated. And on an AV/GM, that adds up to about 100-200 pts per use, depending on level and slotting.
That being said, a pure ranged character should go /em IMO for boost range, and power thrust getting rid of anything that manages to get close (though hoverblasting would get rid of that).
Look up Silverado's fire/mm soloing some (a LOT) crazy stuff. He's the forum's best (IMO) GM/AV soloing build creator. -
What about trying this with soull drain? Since it actually applies another boost to you per click, would it have any better luck than invincibility? I'm guessing not, but if it does, that would be pretty sweet.
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Quote:Talk about an AB boosted proc shred machine team.empath/psy defenders with only the tier 1 in /psy would be a possibility too.
And as to the team of 8 stalkers:
Due to the way stalkers' scaling crit chance works, multiple stalkers all in range of the % increase would make them do significantly higher damage than normal. And 8 AS all going off at once will cut a group in half. Follow up with placate and a big hitter, and the group is gone in 6 seconds, with maybe the exception of a few minions. It would be even crazier with 8 KM/* stalkers because of its 100% hide aoe crit. Whole spawn dead in one move. Of course, the grouping would probably throw that AoE crit off a bit. -
Didn't think about that. Just when I tried it on my PB, he went from ~1100hp to 2100. I guess they just have a harder to reach hp cap because of the dwarf +hp portion that has to be in the total, and making EB still usefull in that form.
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IH is NOT stackable. I tried today to see if I could get some GM level regen for a minute and a half. I noticed Essence boost stacks, does anyone know if DP does as well, or is it just the PB version?
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Depends on the budget. Invuln is better on the cheap because of how much easier it is to softcap s/l/e/n, but if you can afford to soft cap those on a wp, I think WP would pull ahead due to the higher regen.
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I like to think of it like this: if you are usually on a large team, then defenders are better, and if you are usually solo or on small teams, corruptors are better.
Reason being, a defender's large buff numbers and debuff numbers are multiplying the damage of everyone on your team, so it adds up to more damage than what a corruptor would make up for with his own personal damage. On a small team or solo, you are buffing a smaller number of people, and a corruptor's higher damage will out do what is being buffed. -
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Quote:Power boost will make farsight a lot more powerful, and it will last the entire duration, so I would keep Primal. As you mentioned, it will also help drain mobs faster.
As I said earlier, I'm having trouble with the Epic Power Pool. There's something I love about a few different pools. From Primal and Mu, I really like Power Boost and Power Sink to complement my endurance draining, although I don't really anticipate any issues with my own endurance to really need Mu. I'm also very fond of Indomitable Will. Or should I do away with the Epic Pool altogether and go for Fighting? (Which I still won't have room to slot.) -
Quote:Had the original question been about soley the secondaries, this would be a great analysis. However, being paired with demons, thermal wins hands down. The reason is the stacked resists. Adding resistance to a set with already good resists will make them all mini tanks. Keep them all healed up and most of them damage buffed, and they're all mini tankmages now. And thermal destroys PD when it comes to AV fights. That regen debuff is golden.Good question...
Nullify/Soothe Pain = Warmth/Cauterize
Power of Phoenix ~ Conduit of Pain
Enforced Morale ~ Thaw
So 4/9 powers are, for practical purposes, duplicates. What's left is
Share Pain, Suppress Pain, World of Pain, Anguishing Cry, Painbringer
vs
Fire Shield, Plasma Shield, Forge, Heat Exhaustion, Melt Armor
In other words - a big ally/pet heal, a pbaoe +regen power, a pbaoe +res +tohit +dmg power, a pbaoe -def -res power and a "turn one ally/pet into unkillable engine of destruction" +regen +rec +dmg power
vs
+Resist shields (let's call them aoe), a +tohit +dmg buff for 1 to n allies/pets, a great ST debuff, an aoe -def - res power.
Let's see what we get for buffs (all #s unenhanced):
Resists: 15% for everyone but you with Thermal. 11.25% for everyone including you with PD
To-Hit: 15% for 1 to 5 (depending on recharge and your diligence) allies/pets with Thermal, 7.5% for everyone including you with PD
Dmg: 30% for 1 to 5 (depending on recharge and your diligence) allies/pets with Thermal, 12% for everyone including you with PD. One lucky someone gets a 37.5 dmg buff from PD.
Regen: PD has the only regen buffs, one pbaoe, one for 1 ally/pet
Who wins that battle? I think the more entities there are to buff then PD starts to surge ahead. If you're going to be a strict soloer and micromanage Forge, then maybe Thermal wins the buff battle.
Let's look at debuffs:
Pain Dom only gets a -res/-def (-22.5% for both)pbaoe debuff on a 120 second timer with a 30 second duration.
Thermal gets a -15% def / -22.5% resist ranged aoe debuff on a 150 second timer and 40 second duration. Additionally, Thermal gets a great ST debuff for -dmg and -regen.
Thermal would have to be declared the debuff winner
Overall, it looks pretty even to me, in the grand scheme of things. Once upon a time I would have said Thermal was superior to PD but after playing a PD Corr (as well as a MM) to 50, I've changed my tune. After all this, I'm not going to wrap things up with a tidy "the winner is..." conclusion because I don't think there is one. -
Quote:Fire/mm has solo'd Giant Monsters before, and anyone can tell you it has great AoE potential too, so I would reccamend going with mental manip.Hey guys.
I want to make a blaster and from seeing other fire blasters in action that's the set I'm interested in making.
But then there's the question of a secondary.. I don't have a specific goal for the character in mind, other then that I hardly ever solo and prefer to play in teams.
The ones that's caught my interest is /fire /dark /mm and /energy
/fire for the obvious thematic synergy of course.
/dark is new and shiny, and seems pretty interesting.
/mm seems very useful, and has a big AoE at the end.
/energy for a good mix of AoE (from the primary) and single target for more focused AV fights.
What would you take for an all-around team character? I'm very interested to hear what you think! -
This can already be done on melee attacks if they are six slotted. Mako quad, mako triple(the acc/end/rech), then 3 CI triples, and the fistcuffs quad. Now we can probably get there with only 5 slots, and I doubt you would do it with 4.
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What damage debuffing does is lower their damage as they are attacking, just as a damage buff increases your dmage before attacking. So say they deal 100 damage and they are debuffed down to 10% of that because they have a 90% dam debuff. The 100 point damage attack now does 10 points. If you have 75% resistance, it applies after the debuff, and you would take 25% of the 10 points, so you would take 2.5 points. This allows a psuedo "above res cap" tactic.
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Until I finish my PB's new build, I use burnout for back to back lightform.
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The reason energy isn't going to help much is because it adds more regen. You are already regenerating 40-100 hps per second. 42-102 is not going to make a noticed impact. If you had, say, a SR character then yes, that regen would be more noticed.
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Depends on what AT you want. I personally like it with SD on scrappers so you can get huge damage buffs on you with siphon and AAO. On stalkers, I would suggest Nin simply because nin is awesome. Maybe try the new EA on stalkers so you can stack some stuns. On a tank, I would take ice armor for some extra -dam effects. Don't take it with a brute. It just doesn't work as well as other ATs due to fury eclipsing your siphon's strength.