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Posts
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Joined
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New Vigilance.
When solo, defenders get a +30% damage buff, that decreases by -10% per teammate.
2-man team: +20% damage
3-man team: +10% damage
4-man team and up: +0% (no bonus) -
Just echoing statements here...
EA brutes have a few more tools in their armor working for them than stalkers do on top of just about double the HP.
Power Dampening (if i'm remembering the power name correctly) reduces smashing and lethal damage being applied to the brute. A stalker on the other hand doesn't have that...so if he gets hit...he gets hit full bore. Counter to this, slightly higher defense bonus.
Brutes have energy cloak. A few more added points of defense stuff has gotta get thru before they can bop Brutey Mc Bruteypants upside the head. Stalkers...no havey energy cloak...add a couple MORE defense points somewhere to compensate. Yes, Hide does have some +def, but it's not a HUGE amount, save for the AoE defense, which is fairly respectable, but only while actively hidden and gets hammered when not.
So..while at first glance things may seem a little off-kilter...or off-balanced...when you actually look at the differences in the set as a whole, you'll find that they're simply modified to make up for differences between the 2 AT's -
Quote:Simple answer is because you can't have mulitple jumping powers and multiple running powers (except for sprint as it is an exception to both rules) running at the same time. Or at least toggles anyway.Ok, so why is it you can stack Ninja Run with Sprint and not with Combat Jump? Or Ninja Run with Super Speed? Or Ninja Run with, etc...If you pay for this power, why can't it stack with other travel powers? I am sure that the animation is the biggest reason people like the power. But why not allow it to stack with other travel powers?
E.G. You can't run CJ and SJ at the same time, nor could you run the Zero-G Pack Temp power (for superjumping) at the same time as CJ or SJ.
Ninja Run serves as both a running AND jumping power and cancels out both SS and SJ. Which i'll agree...is suckage. I'd love to run at SS with the NR anim and Super Ninja Jump.
However...there ARE a few loopholes to this. Kinetics Defender, Corruptor, or Controller can use Kin powers such as Siphon Speed and Inertia reduction to nearly or completely hit the caps for run speed, jump speed and jump height while using ninja run. Of course, the Kinny can also SB and IR his ninja running buddies to reach the same ends.
The Warshade power of Nebulous Form can be used with ninja run to greatly enhance the jumping aspect of the Neb Form power (or enhance the jumping of ninja run..depending on how you look at it). The reason, i think, behind this is because Neb Form is first and foremost an Intangiblity power with a side effect of a boost to jump height and speed, and not a travel power in and of itself, so it can be stacked.
Also...for the record. I love the anims for Ninja Run. I just about had a nerdgasm when i saw them for the first time.
PS. After GR/i18 went live, my Elm/Ela stalker is now running at 80 mph and jumping at 74 mph with the new boost to sprint. Before he was clocking in at about 73ish running. Boy...is damn....FAST! Granted that took me some slotting that most people would most likely never even think about...much less actually do. 3 slot sprint, swift, and lightning reflexes for run speed and 3 slot hurdle for jump. For me tho...not that big of a deal since it's only 3 more slots than i'd use for a fully slotted teleport. But hey...i'm weird like that. -
Actually Umbral (not quoting as i'm headed out the door for work in a bit and don't have the time to trim just the one statement)...Warshades have an attack heal (or 2 if you pick black dwarf). The difference with those ones tho are they are melee ranged instead of ranged ranged.
but...that's technically apples and oranges here...so you could pretty much blow this post off. LOL -
I have a plant/thorn dominator named Tel'a Jhin Va...but he is more affectionatly known by the moniker of Chaos Dragon. Seeds of Confusion at lvl 8...chaos. Carrion Creepers...more chaos. Water Spout from Mako's pool...omg make it STOP! He unleashes hell on the battle field. Not quite Stormy caliber...but he comes pretty darn close!
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O....MG! <facepalm> Effing DUH!!!!!
Hi...my name is Mo...meet my friend Ron.
Thx guys... me and my momentary case of the stupids will be leaving now...LOL. -
Just checked out HoB on live, which is supposed to include the updated Hail of Bullets for Dual Pistols now giving +9.75% defense to all positions. However, when i fire up my combat attributes window under the defense section, this bonus does not appear to be applying itself at all.
Edit: Just cycled through all ammo types to see if this may be an ammo-specific issue...and it appears not to be the case. Bonus does not show with any ammo type. -
Nothing really to add on the actual build proper but...i just wanted to say....
I like you, Viv...my first 50 was an elec/dev blaster
He hit 50 back in the days before ED when you could 6 slot Targeting Drone for ToHit and all attacks for 6 damage. Good times...gooooood times. Enjoy! -
Quote:DP/Electric here...almost lvl 40.has anyone tried electric with it, and if so was it any good?
Did a DP/El/Munitions on test and he wasn't half bad...though the LRM without Aim wasn't quite as good as it was on my Psy/MM/Munitions...but doable.
Mainly with with /el out of theme due to being a variation of one of my original toons, who was el/dev.
The melee attacks are nice for anything dumb enough to come into arms reach, plus the KB from Havoc Punch (when it works) is nice. Not quite as reliable as Power Thrust from /EM...but close. Thunderstrike gives me a bit more PBAoE since Death Blossom puts me there anyway (though i tend to end HoB aka Death Blossom with Bullet Rain...my own Dance of Death.) Plus...it puts stuff on their butts. End issues...Zero with Power Sink. Shocking Grasp is a nice stacker with Hold versions of Suppressive, even if it is melee ranged. Skipped Thunderclap. The stun is too low for me and way too much KB that scatters mobs.
Went with munitions on test...but might hit up Electric Mastery on live for the extra cone attack, ranged hold for stackage, armor, and either EM Pulse or Power Surge. Either of the last 2 could be good for me. I have teleport so i tend to port then unleash hell. With EMP i could stun for safety or PS could help me just survive the incoming damage.
Personally...i like the combo. -
Quote:So it's time to explain myself.
I've got a concept that I've been wanting to make for a year now, a two-fisted pulp age hero, dual wielding pistols. Well, duh... everyone has an idea for their DP, right?
I'm just lost on how you make a blaster that can survive in melee, thus my questioning on how to make one.
Sadly I won't know more until I preorder GR and get access to it in...what, 2 months or so? That should be enough time to figure out what to do.
If you preorder GR...you get access to the DP set immediately -
The only real difference i see in DP from beta is that the ammo toggles got slapped with a small recharge...which honestly isn't saying a whole lot.
The 2 minute recharge on HoB sounded riduculous on test...and it still does on live. Even with standard SO slotting reducing it to just over a minute, for what HoB does that recharge is excessive by a rather large margin. I'm still gonna GET IT....but it still really needs some tweaking. Standardized to crashless nuke recharge and give me some reliability. This power, on a blaster, should not darn near require 2 DP'ers to accomplish what i've managed to do on a single Archery DEFENDER!
And by that i mean this...I have a TA/Archery defender i took up to 50. I could practically wipe out 70%-80% of even conning to +1 mobs with a combination of Disruption Arrow, Aim, and RoA...not counting little things to prevent running out of the area and return fire before RoA...ie Glue Arrow & Mass Hypnosis from Psy Mastery EPP. Oil Slick Arrow usually finished off surviving LT's and ALMOST bosses when it lit...but that's neither here nor there. HoB does NOT, on average, dish out the same results as my TA/A def's DA+Aim+RoA (and heck...probably with just Aim) with just BU (assuming you're not /dev) AND it has double the recharge, AND it's PBAoE...oh...and it takes FOUR SECONDS TO FINISH! A lllllllittle skewed there, it is.
As much as i love the animations (yup...i'm one of the guys that LOVES the gun-fu/Wanted feel) I can't argue that the anims are also a hinderance to the set in terms of damage output (combined with lower base damages). If you take longer to shoot, it's gonna take you that much longer to get to your next shot...and so on, etc. Time add's up and you feel it. We mentioned it in test that there should probably been some shaving of animation times if possible while still trying to maintain the visual styling of the set. Again...crossing my fingers for this one.
So, while I do hope that we will see some tweaks to DP down the line...preferably sooner rather than later, with the efforts that will be going towards getting I17 and GR ready for the respective releases, i'm not going to hold my breath on anytime within the near future. Though the Devz have surprised us every so often...so here's to hoping (crosses fingers). But until then...i will still be running around Paragon/Rouge Isles waving my shiny guns around and shooting people with glee. (Yes...even with powers like ES and HoB)
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Quote:Earth Assault for dominators is just so slow. Usually I can level just about anything, but this one I gave up on.
Stone armor is another one that I don't play. Honestly, I haven't given it a try in quite a while. Yet again, the slowness of the set is a big downer.
I'm actually enjoying the Earth Assault set for dommy's. True...the attacks move a bit on the slow side of things, but i'm liking the pure giggle factor. PLUS...the set actually does have some pretty good mitagation built in with KD/KB. Soloing seems to be moving a bit slower but that's something i can live with. Been on one team with this toon so far...and it was actually more fun for me cuz of having more targets to pound on.
As far as stuff i won't play...hhmmm...
Spines: I've tried this several times and i JUST can't seem to get into it. It's not even so much the look for me. Even with the whole PowCust...it doesn't change the set itself...which is what kills it for me. Maybe it's just because there aren't many ST attacks in it or something. Or maybe the sound effect. <shrugz>
Tankers: As much as i love wading into the middle of stuff and wreaking havoc...tankers are just...ugh to me.
I used to say i wouldn't play any healing powersets. Tried EMP for a little while...that poor troller never made it past lvl 10. Till i rolled up my Ninjas/Thermal MM. He's not too shabby solo and does a pretty good job at keeping people vertical when teamed. All in all i'd say that THIS set at least i'll play...MMMAAAAYYYYBE Pain Domination.
Most stalkers: I've tried a few...loved only one...Elec/Elec...he's 44 now. -
Quote:Basically the entire Gravity set. I have this glorious vision of a full team composed of nothing but high-level Gravity doms/trollers. I'm imagining the chaos, and it is glorious.
Nothing against Grav but...i think a full team of these guys would be a bit on the tame side. True...there would be lots of random objects being Propelled around...which would be it's own brand of awesome. ...Maybe some wormholey goodness tossed in.
But for true chaos...a full team of high level plant dommies that have taken Mako as a patron. 8 carrion creepers...8 seeds of confusion...8 WATERSPOUTS! Now THAT'S chaos!!
The only thing that would top that would be a full team of Stormies....or a full team of Plant/Storm controllers!!!! OMG this MUST be done!!! -
Quote:Heh. It is quite fun. I finally picked this up on my AR/EM Blaster, and I love using it. The area of effect and size of the explosion just makes it too fun.
Hmmm, finally got Thunderous Blast for my Elec/Elec Blaster, 1.21 Gigawatts. It's quite fun to see that build-up of electricity, and then see the mobs writhe before falling over. Heh.
AAhhh yes...the Electric Wiggly Dance.....love it. -
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To the OP:
3 slotted hurdle + ninja run (depending on slotted SO's/IO's/etc) can actually get FASTER than capped fly speed at lvl 50....something to think about. True...you do lose some vert...but if you still have the raptor pack/zero-g pack (mainly the former since ZG would detoggle NR)...there ya go. Heck...even the GvE Jump pack will get you where you wanna go.
My craziest toon is my elec/elec stalker...73 mph running and 74 mph jumping. Granted...3 slotted swift, hurdle, sprint, and lightning reflexes to manage that...but personally can live with that. Most probably couldn't. Even if i kicked all those down to just 2 slots per...i'm pretty sure i'd still be topping 60 (if not +) mph in all speeds. Slowest? Only if you don't show it any kind of love. -
OMG...how could i forget LRM Missle????
Anyone who hates snipes has either not seen this power used or used it themselves. This has got to be the single most rock on snipe power in the GAME!
Had a friend that ran a AR/Dev blaster to 50 and picked this up...he absolutely loved it. I picked it up on my Psy/MM Blaster...and OMG IT ROCKED! It's pretty baddass on it's own...but couple with BU and Aim...LOTS...OF DOOOOMMM!!! I could damn near wipe out a whole spawn with this sucker alone after BU+Aim...UN-FREAKIN-REAL! -
More:
Propel: "Gargoyle! Couch! Car! ...Uuuummm...WTF is THAT?? Modern Art??"
Oil Slick Arrow: "Is the sight of bad guys doing the Flopping Fish on the Pier Dance just not enough to make you smile now days? Then try lighting the instrument of their slippery plight into a massive pyre of FIERY DOOOOMMMMM! Not all oil slicks will light, subject to the whim of the game. All rights reserved)"
Wormhole: When a power can turn an average door mission into a pvp zone by teleporting a Warhulk mere moments before explosion into the middle of your group and nearly killing all of them...instant win.
Fearsome Stare: RAH! BOO-GAH!
Seeds of Confusion/Mass Confusion: MORE CHAOS!!!!!!!!!!!!
Power Sink/Energy Drain/Consume (sorta): "wow...you guys are kinda tough...i'm getting winded here (SSSUUUUCCCCKKKKK)...that's better!" Consume gets an honorable mention cuz of the acc check and longer recharge. I've even drained the Cap GM dry with this power...what's his name...Deathsurge or somethin? Didn't think it was actually me doing that till i stepped back to take a knee after Power Surge crashed me and i saw his end bar going back up. Healed and hopped back into the fight...his end started crashing again. OH YEAH! I'M BAD!
Energize: ELECTRIC ARMOR FINALLY GOT A HEAL! And it comes with a 30 seconds end discount...BONUS!
Disruption Arrow: "Wah wah wah wah wah wah...that is the sound...of your doom. I'd say get used to it but...you won't be hearing it for long."
Entangle Arrow: Yes...even this arrow. For my TA/Archery Defender that was perma-fly/hover...it kept people out of his airspace. And on my Thugs/TA...those pesky kite fliers in PVP (what little i've done) BAH! One of those and a glue arrow later...MUAHAHAAAAA!
Fearsome Stare: RAH! BOO-GAH, I SAY!!!!
Dark Extraction: Because seeing even one team member headed over to whomp the "rezzer" is worth the price of admission!
Psychic Wail: "RRRAAAAHHHHHH!!!!!" <everyone just crumbles and falls down> Instant Cast and massive damage, No earth-shattering KABOOM, no baddies sent flying to the four winds (as fun as that can be)...just a bunch of people with a sudden serious migraine falling down where they stand...win all around. Great effects too. And Even with my 5 years in game...seems not many have seen the glory of this power. "What was THAT?" is a query i'd gotten on several occasions. Made me smile everytime. -
Most Fun:
Lightning Rod: "Hey, Bob...hows the wifey doin? She still on that kick of you goin legi-" <BIG...FLASHY...KABOOM!!>... "Hi guys!" Best...fight entrance...EVER!
Thunderous Blast: I'm sorry...say what you will about this power...but i love it.The f/x...ok...little on the meh side...but just something about watching an entire group of baddies getting blasted with this and doing the Electric Wiggly Dance...priceless.
Decieve (coupled with superior invisiblity): Do some work in the Hollows. Work up to the Frostfire mission. Decieve Frostfire. 'Nuff said.
Rain of Arrows: When you absolutely MUST have a family sized pack of Shish-kabobs.
Full Auto: Riddle me this...with a buttload of bullets.
Crane Kick: Kick'em in the gut, watch'em land on their butt. Good ol' fashioned fun.
Eagle's Claw: BOOT TO THA HEAD!
Power Thrust/TK Thrust: WWWEEEEEEEEE!! Damn..where'd he go? (BTW...clockwork are REAL fun to do this too...pretty susceptable to KB)
Pretty much the entirety of Plant Control: CHAOS!!! Glorious CHAOS!!
Pretty much the entirety of Earth Control: Nothing says "I was here like a big freaking mess of rocks layin everywhere. And it's LLLOOOUUUDDDD! And who doesn't just love the site of one second...huge mob...next second...A BUNCH OF FREAKING ROCKS EVERWHERE! Especially when you're facing bigger stuff!
I'll think of more later! -
Quote:Actually...you're partly incorrect. With proper slotting, NR can actually out-pace fly in a straight-away. with 3 slots in hurdle and SO's/Higher level IO's (prolly around lvl 35 or so) you can cap out your jumping speed, which is faster than fly. Depending on your slottings with sprint and/or swift...you can just about top the capped flight speed. Toss in +runspeed powers like quickness, lightning reflexes, and mental training...you can CERTAINLY top capped fly speed. My elec/elec stalker runs and jumps at 70+ mph at lvl 44. my 32 widow runs and jumps at 60+mph. so...not the slowest...just varies on how many slots you're willing to invest. Again..even with just 2 extra slots in hurdle...you're faster than capped out flyers.
BUT, now with NR, going without a "real" travel power is a perfectly viable option IMO. NR is still the slowest of all the ingame travel powers, assuming you accually try and max out there speed of that travel power. (be it slotting it, taking fitness for swift/hurdle, set bonues, ect.) But it's just fast enough to make inzone travel bareable. (and with work, it can be down right pretty fast) -
Quote:OK....either you're being sarcastic or dumb. Really hope it's the former (sometimes such things are lost in translation to text).DEFIANCE SUCKS!
ITS WORTHLESS!
POINTLESS!
SERVES NO REAL PURPOSE!
.......YEH!
That is all.....
Let us once again recap on Defiance and Defiance 2.0
Defiance: As the blasters health lessened (took damage), his damage output (and acc, i think?) increased. In actual practice...this inherent sucked major eggs. You had to be somewhere in the range of LESS than 1/4 health before you saw ANY advantages in this, meaning you had to skirt the edges of death and debt to reap the rewards of your inherent. Frankly...the only ones that really ever saw this "advantage" were defenders because they were getting good endurance discounts off of you cuz you were getting your butt kicked. If the damage increase were proportional to your health loss...woulda been fine. But sadly....was not to be.
Defiance 2.0: Practically every power in your primary and secondary powersets comes with a short lived damage bonus when it connects with your target. With a bit of rapid fire, which is pretty much the norm, it's not difficult at all to keep a pretty steady +25% to +50% damage buff going on average. In addition to that, blasters became the only AT in the game that can still attack, even to a limited degree, whist mezzed, something that has served well for many, i'm sure.
Defiance: WAS WORTHLESS! POINTLESS! SERVED NO REAL PURPOSE OTHER THAN WANTING TO KEEP YOU NEAR DEATH!
Defiance 2.0: VERY useful in MULTIPLE aspects, consistant in it's effects, and makes a noticable difference. FAR from anything that the original one was. -
Quote:QFTOhh brother....Min/Maxers of the world unite!......sheesh....anyhow,the Ninja Run is well worth the 10 bucks to get it.Saves on buying into a travel power....and who cares if its "Only as fast as Super Speed unslotted,and half the height of Super Jump,provided you add such and such....."
Bottom line...you pay 10 bucks,you get a great travel power that you get at lvl 4 for every toon....and can save you upwards of 3 power pool slots to put towards a better build for your character in general.
Feel like you have limited power choices for a build?Or that you have a route youd rather take to increase the performace of your toon,but your just a couple powers out of reach?Well then,replace your old travel power with NR...and FIX IT by removing your travel power pool and using them power choice slots for what YOU want!
Its a no brainer!
DUH!
While i'm not a min/maxer by any stretch...i have been pulling slots here and there for NR when and where i can...just because i like to squeeze what i can out of an already sweet "freebie" power when and where i can (free as in don't need to use a power choice slot...to avoid confusion as it cause a little in the past by using the word free). I just enjoy toying around with my slottings for grins and little school girl giggles. To me pulling slots for NR isn't much different than pulling slotting for teleport (with what my usual is for that is 3 end redux and 3 range...prolly overkill...but hey) 3 slotting sprint, swift and hurdle only cost me one extra, so no big to me...tho i have been running some slot experients.
NR FTW!!
(Got my 60 month badge...hmm....if any of my toons get room...might pick up teleport for the extra vertical i could use from time to time...lol) -
Ninja Run can't be slotted at all. In order to get NR to move faster is to slot swift and/or sprint. NR does also scale slightly as you level.
3 slotting sprint and having swift with the base slot puts you a little under capped flight speed, roughly 51-54 mph. Tacking an addition slot or 2 into sprint will put you at or close to the capped flight speed...almost 60 mph. 3 slotting hurdle for jump speed, depending on lvl of your SO's (+, even, or -) can put you right around the capped jump speed, or cap it entirely.
some of my toons and slottings.
Raiken the Stalker lvl44: 72 mph running and 74 mph jumping (3 slotted sprint, swift and lightning reflexes for speed and three slot hurdle for jump)
Jack Blackheart lvl32: 61 and 64 mph for run and jump respectively (jump capped...same for Raiken) 3 slot sprint and hurdle, 2 slot swift and mental training)
Kisagiri Hotsuma lvl25: 51-52 mph running (don't remember jumping speed off top of my head...but it's a few mph faster) with just 3 slot sprint and base slot in swift. 3 slots still in hurdle...so he's around capped jump speed for lvl 25.
All in all, NR can be a viable replacement. Several of my toons have been respec'd out of travels in favor for ninja run and still get around town just fine. Just bear in mind that you will have to do some slotting if you want to get the most out of it, but you will never reach the levels of excellence of SS and SJ. Just think of it as a combination of these two travel powers, abeit toned down some. Personally...i love it!! -
Quote:Rreally depends on your taste...but as a general rule i'm learning, even with swift+sprint with ninja run going (even with both 3 slotted) you're still going to be running just a smidge slower than you can jump with hurdle 3 slotted and ninja run going.So for travel power purposes swift or hurdle which will get you around better with NR? Sprint doesnt give a bonus to jump speed IIRC. Does hurdle help jump speed better than swift helps run speed? If its a wash it would seem that hurdle would be better simple for the additional vertical movement.
If you're going for sheer utility with minimal effort...3 slotting hurdle + ninja run will get you going nicely for both speed and height. Jump Speed is usually pretty close to SJ speed, though the height isn't even close (unless you're a Kinetics, which goes without saying). If you're a speed freak like me that likes to squeeze out everything he can out of stuff, swift+hurdle+sprint (all slotted to taste)+ninja run (and of course quick/lightning reflexes/etc if you have such powers, also slotted to taste). If you're a kinetics...i woudn't even really worry about slotting any of these powers as your Kiniblities fill your needs quite well without them.