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I have had a Spines/Dark Scrapper for years, and I think what you're describing as "relaxing" is mostly due to fighting -1 enemies. I personally find my Spines/Dark dies if I get too sloppy and fail to pay attention, and performs awesome feats if I am fully alert, constantly using positioning and the correct attacks and always ready to hit the heal. IMO Spines/Dark profits best from knife-edge alertness when played; when I'm in a more contemplative mode, I park him in a day job and get someone else.
For relaxing, I'm kinda partial to a Tanker (any of several primaries would do; being a Tanker takes the pressure off you to stay alive in crowds) with Fiery Melee. You're not looking for mitigation from FM, and you won't get it; so the timing isn't important for keeping you alive. FM isn't especially fast but it's not slow; it's just a steady pace of whoosh-whoom-slash-whoosh that allows you to kind of get into a rhythm. It does a lot of damage over time, so once you've stacked up a few hits on the baddies, their life is inexorably ticking away. It has two circular PBAoEs and its cone (Firebreath) is smallish and often skipped, and if you do skip it, you won't have to line up any cones...so you can kind of gather up the enemy and then stand in one spot and pace out your attacks, whoom-whoosh-whoom. No loud bangs, no screen shakes, no knockback, no wandering stunned foes, just piles of dead people. It's hypnotic. -
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My level 50 Inv/SS Tanker has dealt out over 600 damage with Knockout Blow, when Rage was double-stacked and the target was debuffed by Jab's Bruising effect. Note that a Shield or Fire primary would have done even more.
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I have argued that Invulnerability is slightly better in some edge cases, but they're really very closely matched -- and it was my impression that WP was more forgiving early on, so you can see that opinions vary.
I have seen some steely-tough WP Tankers in my day and respect the durability of the set. -
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Two minor technical nitpicks:
Stone Skin will cap your s/l resistance using only the default slot when combined with Granite, so unless you want set bonuses there, you do not need to put any slots into Stone Skin.
You list Crystal Armor as "Resistance: 16% energy/neg energy," but it's defense.
Also, although this is not a technical issue, I would expect a guide to urge newcomers to Granite tanking to be absolutely sure to slot it to the ED caps for resistance and defense. Don't be seduced by set bonuses into under-enhancing your set-defining power. I've seen too many builds with, for example, LOTG six-slotted into Granite or some silly thing like that. -
I have a relentless mechanical assassin from an alternate future where a central Asian steppe empire has conquered much of the world using advanced military technology...it's named Mongoldroid. (****** + android).
Its enemies call it a Genghis Can, of course.
I have the name on Infinity but you're welcome to use it for a brute elsewhere.
edit: hrm...interesting that that particular word is censored. Perhaps they're still afraid of the Great Khan after all these years? -
All the trials, really.
The blind struggle in the Hollows trial to herd eight strangers into position to click the monoliths without a map -- and without falling into lava.
The astounding visuals of the Eden trial.
The long deadly descent down the catwalks on the Sewer Trial, trying not to fall or aggro too much.
Once upon a time the Terra Volta reactor trial felt tense as the waves escalated, although it's felt tame for a long time now. -
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Rad Defenders can pull crowds and debuff them with toggles and set them up for a nice AoE Scrapper very well. And as mentioned, they get an early recovery buff (with lots of other benefits).
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Excellent. Now I regret not asking for a pony, too.
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It's my understanding that Flight is currently using an incorrect value and is "too fast," and a correction is eventually expected in an upcoming patch which will leave the cap unchanged but lower your base speed a bit.
I don't really know much about the actual numbers. I'm also not really sure what they're planning to change, so I might be barking up the wrong tree here. But I do have an observation/request:
Currently at 50, one decent enhancement (SO or high IO) caps Flight speed.
I'm not against change per se. But, whatever they feel should be changed, I'm hoping that they don't change that. My rationale is that Super Jumping and Super Speed both cap their speed at 50 with one decent-sized enhancement; it seems weird, if not downright punitive, to let SS and SJ go full speed on one slot but require Flight to invest more slots.
I don't really mind if they change flight's cap, or the speed breakpoints when at lower levels move around somehow, and I don't mind Flight being slower than SJ and SS. But right now, the ability to cap fly speed at 50 with one IO (just like SJ and SS can do) feels fair. I'd be disappointed to see that change. -
Yeah, I don't think DE have any defense debuff, and I can't recall any acc or to-hit debuff either. The main dangers are the quartz emanators giving them +to-hit and the cairns giving them +resistance and the fungi giving them status protection/resistance of some sort.
I don't think I've had trouble hitting them in the past...iirc. -
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All my solo-capable characters by their 40s felt like they marched relentlessly to 50 as long as I actually took them out and played them. It's the lower-level characters and the low damage types that felt like it was an effort.
My latest Scrapper project went from 40 to 46.9 so fast that I hadn't had time to decide what ancillary/epic pool to take , and I still might decide to respec. -
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All the pet and pseudo-pet powers have an accuracy listed even if they're auto-hit. Maybe they are required to have a value for that and it doesn't really matter what that value is?
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Quote:There's also a Day Job Accolade, Physician, which gives you rechargeable charges of ally resurrect for free, just for logging off in the right places. Might be a good approach for characters that are only played a few hours a week. You can even get both the purchasable power and the Day Job power so that you have two rez powers available in case one is still recharging.You can buy a Temp Power: Resuscitator from Wentworths for like 10,000 inf. I have one on half my characters and its good for 10 charges.
edit: bah, scooped! What TwilightsRequiem said. -
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Also, at 21 you don't even have SOs. You can fight difficult content, but do so because you want to, don't expect to blow through it for best leveling speed.
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You could go any of several ways with insect concepts. I tend to think of them as "hard to kill" and might make either an invulnerability Scrapper (hardened exoskeleton) or a Regen, using either Spines or Claws.