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Posts
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Aegis: Psionic Resistance/Status resistance does not work correctly in Increase Density (probably all click based resist powers as well).
The psionic resist part works correctly, the status resistance does not. It is only applied for 10 seconds after using Increase Density.
The text on the IO does not indicate a 120 second IO and presumably should work at all times once slotted as the psionic resistance portion does.
It is quite bugged. -
That's... different.
The purple set is going to be ridiculously expensive so I wouldn't grab Psychic Mastery just to have a place to put a (cheaper) purple set just because it's purple. Also you appear to be going way overboard with the accuracy. Even against +4 you don't need that much.
Defense only really exists in a few (useful) ways, the primary for any ranged class is Ranged defense which is impractical to reach the soft cap on. For Kinetics you can use S/L because you are going to be in close a lot and this is significantly easier to do via Mace mastery's Scorpion Shield.
Any defense is good in general, however a smattering of random defense is going to be a lot less useful then a very focused build on one or the other type of defense. You don't want to mix types if possible as well (damage types and positions). Defense only works with the best value of all the incoming damage so if you have 10% S/L and 6% ranged against a lethal ranged attack, the only thing benefiting you is the 10% S/L.
I don't really know what you want to go for in this build. I would suggest you try out cheaper options that do similar things to see how well it fares and adjust to fit your playstyle. You get 3 respecs from the trials, one from the villain power pool unlock arc plus any new issue respecs. Look around at the various things and try cheap options to see what you like and what you need more of and then start filling in the holes where possible. You'll get a decent number of chances.
Kismet +6% Accuracy (actually tohit) is incredibly powerful. That one IO by itself will replace a huge amount of accuracy and it applies to everything.
Steadfast Protection +3% defense and -Knockback are similar defensive IOs that are well worth the investment. These ones are good starting points to build on.
Aegis status protection is broken in Increase Density. It won't work.
I would also monitor how often you actually use the sniper attack. It is a very easy candidate in my playstyle to avoid since there is no benefit to staying back. Personal preference however. -
This would be what I'd go for, soft cap Smash/Lethal and about 70% base recharge. This is a fairly expensive build but not outlandishly so. The primary expense is from the LotGs, but they are worth it.
Basically you want to have as much recharge as possible to power fulcrum shift. With this level of recharge it is possible to triple stack it and you only need 1.5 siphon speeds to get perma-hasten.
Kinetics is like pure recharge plus enough defense to survive. Your favorite place is in melee range.
Good choices for upgrading is a Decimation -> Apocalypse and Positron -> Ragnarok as they provide the same set bonuses, though this would add about a billion plus more inf each to the cost.
Aegis is (was?) bugged and doesn't work in increase density. I keep it in the vain hope that it gets fixed at some point. Status effects will wreck you, so anything you can do to avoid them is what you want.
No attempt was made for exemplar friendliness. The whole point of Kinetics is to turn you and the players into steamrolling juggernauts. Jump into the pack, wait for a melee (or not, especially if they are timid) and fulcrum -> AoE. If any one else is with you hopefully they follow suit and can partake in the glory of the damage cap.
Still sad about the Ion bug being fixed. It was fun seeing 10K+ hits with that thing.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Transfusion -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(17), Nictus-Acc/Heal(34), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Heal(37)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dam%(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9)
Level 4: Siphon Power -- Acc-I(A), Acc-I(31)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dam%(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(21)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(43), RechRdx-I(43), RechRdx-I(45)
Level 12: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(31)
Level 14: Super Jump -- ULeap-Stlth(A)
Level 16: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19), Decim-Build%(45)
Level 18: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(40), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Kick -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46), RctvArm-EndRdx(46), S'fstPrt-ResDam/Def+(50), S'fstPrt-ResKB(50)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Increase Density -- Aegis-Psi/Status(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(45)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42)
Level 44: Acrobatics -- EndRdx-I(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(50)
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Acc(11) -
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In practice with just Acrobatics and 45% S/L defense, I would rarely ever get held. Carnies, Malta, sure.
Acrobatics is 2 protection (need a mag 3 hold to do anything, which mobs do not appear to actually have). Along with 45% resist means even if I do get held, the duration is very short. Other mez, not so much. Resistance plus protection is very good in PvE for mez. I don't care about PvP and as such should have no bearing on a PvE discussion.
Right now, melee only has protection which forces such high values.
10 is quite high, thats 6 holds all active at once. In reality you don't see all the same status effect on multiple mobs. Generally more like one guy with a stun, one with a hold and maybe one with both. Even at x8. Hardly a danger for something with 10 points of protection and a base 50% hit rate for the mob.
Designing a mob hold:
5 second recharge
Mag 2 (do normal mobs ever have 3?)
50% hit rate
10 second duration
With 6 mobs using only this hold, there is a 38.72% chance of hold in any 5 second interval (0.5 - ( (12c6) * (.5^6)^2 / 2 ) ).
Adjusting to account for a more normal multi hold power mob by adding an AoE one use hold for 6.4 seconds you get a slightly higher chance at the beginning (I don't wish to calculate, but I'd imagine it would be around 45-50%, tapering off to 38.72% after the initial 10 seconds.
What is a fair chance of getting mezed for making a mistake? Zero? 10%? 1%? Mistake in that "well that mob pack really was for groups, gosh".
Going further, stun would be slightly higher as the duration is longer compared to holds though even in this contrived situation, almost no mob actually has such a power capability nor an AI willing to use it to that extent and also ignores the chance of just killing or otherwise incapacitating one or more of these mobs for some duration.
Sleep is pointless to consider. You lose the whole stack if you are hit by anything.
The basic argument is that, at some point you have to be punished for taking too much on. Currently, melee mez protection is far above where I believe it should be.
The other thing to consider as well is that if you add some resistance to the lowered magnitude protection toggles, the numbers stay pretty close, but now the rate of application matters, not the duration. Duration can then be reduced globally while still maintaining the same (or higher) chance of being mezed in various circumstance.
But the real issue is the duration overall. I believe it is far too long globally across mobs for no reason. In current gameplay, there are 2 results of a stun or hold in my perception: die in 5 seconds (you were going to die anyway sans very high defense) or you stumble around for 20 seconds. Very little in between.
This is what I want to remove. -
I'm sure you can try as best as you want, but you lack debuffs.
Empathy gives you pathetic amounts of damage. With properly built characters you don't need the accuracy from Fortitude, though it certainly is nice.
Defender damage cap is 300%. Roughly one fulcrum shift is enough to cap everyones damage if they stand close. At this point adding more damage is pointless, it does nothing to speed things up. The only thing to increase damage at this point are debuffs which dark/cold/rad/storm all have.
Going for a 30 minute run pretty much requires some seriously fast playing, something that empathy does not provide.
Further optimization would be to have everyone with Sonic blast secondary. You could probably get hits for about 1k+ with tier 1 attacks with that much debuffing.
You won't reach that level of carnage with 5 empaths though. -
Try for the 30 minute gold time.
I don't think you can do it with 5 empaths though. If you swapped out the 5 empaths with something like another kinetic, and 4 dark/rad/cold/storm I'd think you could do it. -
Quote:They already did this (partially) by granting the fitness tree to everyone. I doubt the developers rebalanced all the sleep powers in the game to account for this though. Why do you think support will now be able to just ignore mez anyway? At best they can get some resistance, but since you keep forgetting (although now you at least put both in your statements...) that resistance does not equal protection, thus you still get hit with it for some number of seconds.Giving mez protection or resistance to archetypes that do not currently have it will have an unbalancing effect on just about every aspect of the game. They will have to adjust the frequency and magnitude of every mez effect in the game so those support ATs can't just ignore the mezzes that they aren't supposed to be ignoring. That will change how missions, TFs and street sweeping all work.
One other thing since you think you "need" -10 protection, try turning off your mez toggle/click and pick up Acrobatics (a paltry -2 hold only protection) and just run that for a bit and see how often you get held. Still going to get stun/sleep though you rarely get held even with such little protection, especially since you get some crazy high resistance to go with (which no current melee mez protection power provides that I know of).
Also, to flip an earlier comment around, why keep mez at all if 40%+ of the characters can completely ignore the mechanic already? -
Quote:I really wish I could put the protection above in something like 72 point font.AT designed to work better on teams doesn't get passive mez protection like an AT that is designed to solo better.
Protection does not nor should it ever mean the same as resistance. Yet you keep claiming I somehow support this for some unknown reason.
A few things:
A) Mez protection for all melee classes is too high. Disregarding your 1 in a million chance (effectively) in your examples, melee protection doesn't fail.
B) Mez for anything without protection has two potential results: death in 5 seconds without chance of response or doing nothing for 10-15-20+ seconds.
What I would like to see:
1) Melee mez protection reduced to something like -3, enhanceable to -5 as well as providing something akin to a +50% resist to duration (e.g. 66.66% of normal duration base), enhanceable. Perhaps even modified by AT multiplier to protect those tanks that need mez protection that is overkill in 99.9% of the game.
2) Overall duration reduced on players via either global resist, achievable set bonuses or a global nerf to mob mez.
The reasoning is such that if implemented, melee must be aware of mez, though can still just ignore the huge majority of it, while limiting the case of 10+ seconds of standing around doing nothing for anything lacking protection (which is fine surprisingly enough!).
And contrary to what you believe about my "so does everything else" was intended to be for every other melee defense set. For non-melee with limited defenses it has some huge variability based on power set choices. -
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I don't intend to dictate playstyle, merely provide information that I believe valuable in using Kinetics to the up most based on my experience. Which is why the various pools and such were swapped around as above.
Siphon speed is entirely practical to have 2 or even 3 stacks going at once. Thats 40-60% recharge in addition to 70% from hasten as well as any global recharge bonuses. Slot with 2 generic 50 accuracy IOs and it won't miss. It is very easy to get permahasten with this power and is extremely good regardless at just keeping up with anyone with speed boost.
I would guess with the above build you could probably solo at x5 or x6 (no bosses) pretty easily, maybe even x8 against some enemy types. Use corners effectively after knockback to regroup enemies and double/triple stack fulcrum shift and wreck them. Though as a defender it is comically easy to reach the really low damage cap so multi-stacking fulcrum isn't as beneficial
In the end, the choice is yours, try what's fun, see what works provide advice to the next person. -
Quote:It's for anything really. Fulcrum Shift really annoys the hell out of mobs especially if you use it at the most opportune time (AKA right after or just as everyone gets to the pack). Having a lot of defense allows you to survive the expected return fire without dying. Stealth and the related stuff in that pool is generally terrible. With soft cap defense to S/L you can live with just the partial stealth from the travel IOs.Is this mostly for soloing? I noticed you took out the Concealment and Teleportation pool I had in there for keeping people alive. The Grant Invisiblity power has proven very useful and I don't plan on dropping it. As for recall friend, it's great for those, oops I messed up, where are you so I can give you a wakey moments. You also added more damage. I like that, and yet, when I am in team build, I don't have alot of time to do damage, I am usually hitting my buffs left and right, so that is why I have only chosen a small amount of attacks.
Teleport is a flavor choice of course but keep in mind what you give up. Leaping pool is quite good at giving additional survival because of both the knockback protection and hold protection and resistance. Both of which will be very painful if you attempt to use fulcrum shift in melee range (the best place). Trying to be nice and free up power choices for those people that don't have something is ... why? They made bad characters and unless you have real life friends that need it ... well I would just tell them to change their thinking :P
Attempting to play kinetic like a bad empath will just end in failure more often then not. Yes it is nice that you can help them out by teleporting them to safety but doing so means you are likely not helping out anyone who is still alive. I dropped those powers for this reason.
Quote:I like this build you've given me, and might use it as my "Solo" build, with a power or two dropped as they become completely unnecessary in solo builds. Speed Boost for one.
Quote:I haven't messed with the Fighting Pool much, as I usually am support and assumed it was mostly for being up in the fight.
I didn't go with Super Jump, because I have Innertial Reduction, which grants it to those around me, and myself when necessary. It comes back fast enough without any slots in it, so I am happy there.
I don't have Ninja Leap, I don't know why it showed up in my Mids lists, but I don't have that pack. Otherwise I would have thought of removing it and SS altogether.
Quote:I have thought of dropping Tactics, as it doesn't seem to really help too often, I rarely miss without it, and mostly just notice the fact that my end is lower. The resists to statuses are nice, but I haven't really seen them in action either.
Quote:Anyways, I have taken all these posts from you guys, and I will think about them more. (This is all my Opinions on things and I am not meaning to argue.)
I suppose I should have better mentioned my goal with build 1 though. I don't care about damage, and Prefer to have knockback where possible, as it helps me rush in and knock people away from my buddies and myself. It's not as good as knockdown I know, but it's better than nothing. I also like how Energy Torrent has a cone effect and can hit multiple targets, knocking them all back, and damaging them all as well.
I have a tendency to use Grant Invisibility, Speed Boost, and Increase Density on most toons, leaving out GI for tanks and/or scrappers depending on our intent. So I like this combo. Defense,Resistances, and Recovery/Speed for my friendlies. I tend to be the only defender on the teams I end up in, so it's nice to be able to provide all three. Adding Tactics' Maneuvers and Assault are nice to have as well. I avoid Vengance as it seems to make teams dislike me, no joke I have been denied teams because they were worried I would let them die only to use them as Vengance-bait. I don't really care for its general effects anyways.
I have modeled the character after several comic book characters that are in my list of favorites, and he is a speedster, briefly gave him flight in an attempt to make it more travelable, but found I was wasting the powers because hover doesn't give all that much defense, and fly is too slow so I wasn't flying most of the time anways, even with flight speed-capped. He HAS to have SS, I'm not sure I need hasten to be honest, but it has come in handy, and speed boost is very hard for me to keep remembering to tap. Not sure what I am doing there yet.
I have chosen to go with spiritual for my Alpha, as I like the heal bonuses that are possible.
Anyways, I haven't had alot of time to think this through, as is obvious. Will think more. I like bits and pieces of everybody's suggestions. Thanks, will comment again asap.
Regarding powers and such and forgetting them: kinetics doesn't stop. Ever. If you ever aren't doing something you probably should be. The first things to drop are increase density and the stealth skills to others. They take way too long to put on people and provide minimal sustained benefit. Do not drop ID however as it is quite useful when some one does get mezzed. It is also an excellent mule for IOs.
After you run out of time to use ID/Grant Invis, the next one to drop is (sadly) speed boost. There are some cases where it is quite useful (Granite tanks and such) but only if it doesn't cut into Fulcrum Shift, Transfusion or Transference. Defenders probably want to put a higher preference to speed boost then blasting but do not forget to blast! You have a full secondary of very good attacks. Nova at damage cap will wreck a spawn and anything at damage cap provides a solid hurting on mobs.
Assault is pointless for kinetics. Really. Vengeance is just a mule in this build though it can be of use occasionally. Kinetics in general sucks at keeping people alive through bad situations. It is great at sustaining, but saving a bad situation is ridiculously hard as kinetics. Kinetics answer to everything is MORE DAMAGE.
Kinetics when played fully is probably the busiest you can possibly be in the game across every AT. My main Sonic/Kinetic Corruptor uses about 11* different buttons for abilities during normal fighting. I don't know of many other ATs that even come close to that. Maybe a MM.
* - Shriek, Scream, Shout, Howl, Siren's Call (lovely AoE), Siphon Power, Fulcrum Shift, Transfusion, Transference, Speed Boost, Increase Density. Also available is Screech, Aim and the Nuke though much less commonly used. Kinetics is busy. -
Quote:I can't possibly imagine needing more accuracy then what that build gives. I run a similar build on a Corruptor that doesn't even have tactics and on the new TFs it's still fine.one point in reply to the previous post. spiritual will be nice and all but also consider nerve. the accuracy boost will help out with the kin powers since kin buffs require hitting the mob to work
The global accuracy bonuses are crazy and slotting the Kismet to hit buff is a huge boost right there. -
Old Mid's but still works.
Here's a build that should accomplish everything you could ever need in a Kin/Energy. This build is about 650-700 Million influence, though the huge majority of that it is in LotG 7.5%s and Obliteration-5. Run tips for those. Also, you get 10 free slots. For whatever.
With this as a starting point your character will be pretty much awesome. I'd recommend Spirit Alpha because all the other ones pretty much suck for Kinetics.
This has about a 16 second cycle time on fulcrum shift and permahasten with softcap S/L defense.
At this point in the character I have no idea what else to add. You don't need slots in anything else at all and the main limit is power choices. You could maybe add a Force Feedback proc into explosive blast if you want to get just obscene levels of recharge I suppose. Or just use them to slot exotic damage defenses. Up to you.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Siphon Power -- Acc-I(A), Acc-I(17)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15), Decim-Build%(15)
Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
Level 4: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(7)
Level 6: Siphon Speed -- Acc-I(A), Acc-I(46), RechRdx-I(48), RechRdx-I(48)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(9)
Level 10: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(31)
Level 12: Speed Boost -- EndMod-I(A)
Level 14: Super Jump -- ULeap-Stlth(A)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(17)
Level 18: Kick -- Acc-I(A)
Level 20: Tough -- EndRdx-I(A)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(25)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36)
Level 35: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(39)
Level 38: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-Def/Rchg(43), RedFtn-EndRdx(43)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 6.44% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 9% Max End
- 77.5% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 5% FlySpeed
- 95.4 HP (9.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 2.2%
- 20% Perception
- 8% (0.13 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 1.58% Resistance(Toxic)
- 1.58% Resistance(Psionic)
- 5% RunSpeed
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Quote:I give up. Attempting to reason with you is just as productive as arguing with a brick wall.But what you're asking for is to not only be able to reliably mez your opponents, but to be protected from any mez that might slip through.
Protection does not nor should it ever equal resistance (or shorter duration).
Understand that for once please! -
If you get patches at the door way it is your own team's fault.
They only spawn where you were standing when Battle Maiden triggers her power.
Don't stand by the door. -
It's both.
Bugged in that it behaves unlike any other proc in the game (even relative to itself!). Awful (in current implementation) only provides 20% resistance for 10 seconds when using click powers and is only 20% resistance. -
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You aren't far enough ahead. No matter how fast those support guys go, they still take non-zero time to kill stuff. After 1-2 AoEs drop (or even an AoE control) go prime the next pack. Make use of those ungodly defenses your AT has to prepare the next group for melting.
Pick up super speed or just ninja run or something. As a benefit of being ahead of them you get to use your AoEs too!
In short, go faster and stop lolly-gagging around trying to get super insane damage on the boss that will already be dead by the time your power animates. -
Shrug, support has no way to cluster enemies to maximize AoE potential.
Add someone that can cluster enemies and you take a steamroller team into steamrollerier. Sure you can wreck TFs and what not via 8 support, 8 melee or whatever, but when all the interactions with varying ATs occur is when the real destruction happens. 8 debuffing supports can do a lot of damage, but if you swap one out for a high damage scrapper you go from 8xcrazy damage damage to 7xcrazy and 1xabsurd damage. 2k+ tier 9s or even higher. Defenders and corruptors aren't going to hit that high.
It's not that it's needed at all. It's that you can make a steamroller team even better by adjusting to the team composition. In the case of 1 melee 7 support, you gotta move from damage to mob management on everything except AVs because all the other stuff just falls over. All melee on the other hand you just kill like you are solo.
I rather dislike solo, so I stick to teams. I can solo quite well now on my Corruptor after getting to the S/L softcap, but I'll die to any mez should it break through. The defenses that I have are primarily for opening with Fulcrum Shift and being able to survive the return fire. Playing like this turns anyone that is willing to get into melee into a damage machine pretty easily getting to the damage cap. That is fun. Consequently, I picked up a lot of IOs to survive the inevitable damage that comes back.
Can I solo? Yes quite well. Does it matter? Not really.
Regardless of this tangent, I was only responding to your feeling of being useless on high support teams. You didn't really attempt to make use of your defenses to prime the next set of mobs. A controller can certainly make an alpha not happen. But the cost of this is now the mob group is locked in place and not in the best AoE position.
Change this slightly to having melee take initial alpha with all their defenses (boosted to absurd levels from support) and begin the clustering. Now bring in any controls and let the AoEs rain death and destruction. Congratulations you have now reduced the clean up phase to just the bosses instead of bosses plus a few random lieutenants or minions.
Then you do it again for the next pack.
Thus begins redside steamroller and it is much fun.
Move to +4 and this becomes a bit harder but still doable. -
Quote:Melee brings a lot to the team if built and played correctly. Sure all support teams can melt spawns very fast but it is still going to be less effective unless you have a capable melee (anything) that can lead the charge, take the alpha and begin clustering mobs.When melee brings as much to a teaming situation as a support AT, maybe then we can talk about support soloing better. Until then, no, you don't get to be good at everything.
You do not need taunt or even a taunt aura to do this, just recognizing when the mob pack is finished and get to the next one.
Essentially, play redside brute style as all melee team characters if you have an abundance of support. This alone makes things many times faster having this additional capability that no support can do effectively.
But, this is difficult. And many tanks/brutes/scrappers/stalkers are timid at fighting for some time because they slot incorrectly and don't make use of their defenses.
Player skill and game mechanics issue pretty much. The game doesn't punish bad melee builds until they get into teams so they go back to soloing where they kill fast. Additionally, they do not develop skills that actually let them be useful on a team. Quite the bad situation to be in. -
You will be sorely disappointed in the Aegis Status Resist IO slotted into Increase Density.
It does not work correctly.
Thunderstrike in Blaze is pretty much pointless. Put in a Decimation for extra health and recharge.
No knockback reduction will make you cry after a while I'd think. Depends on how much you reduce it with all that defense though. Plus, with the Steadfast set it provides a 1.5% HP bonus which I don't think you are capped on. I go with Acrobatics since I like the additional hold protection but either or both is viable.
I'd say you could probably dump tactics and assault, and either keep aim 6 slotted or move rectified reticle to aim and redistribute slots elsewhere as needed. Depends on how much you need the tohit though. -
I would say that anything you could ever possibly think of that would be of value to know for AT performance questions is datamined. And probably even a lot of things that really don't matter as well. Costume piece crafting for example.
There is no reason not to keep track of all these things.
Whether or not the developers act on this information is another question. ("Castle doesn't care about STALKERS!") -
Quote:Geez, I never noticed that. Guess I'll have to change my attack order then and prioritize Howl before Siren's Song.Well I just double-checked CoD to be sure, and there's only one cone that applies -res. Neither the KB nor the sleep cone apply -res. That's one of my biggest problems with Sonic, it doesn't have a second AoE to take advantage of the -res applied by Howl.
It still does quite respectable damage at damage cap, something like 1/2 of Howl (essentially just the energy part). -
Quote:What? You aren't a programmer, ok... If they choose to do it, they would fix any bugs they see quite quickly should the need arise.So, you say that technical issues are irrelevant?
The fact that it very well may be IMPOSSIBLE TO DO WITH THE GAME ENGINE is extremely relevant.
If it cannot be done by any means, what point is there in even trying? Unless you'd rather they try it anyway and end up wasting everyone's time.
I'm not a programmer, and I don't know much about the coding of this game. But, if you can't target yourself to do ANYTHING, don't you think that maybe, just MAYBE there's a reason for it? The reason is probably that if you COULD target yourself, it would break the entire combat system in bad ways, and they decided that not allowing self-targeting would be preferable to wading through all that coding trying to fix the latest thing that got broken this week because of it.
No, my technical reasons very much have a point. If they tried allowing it and it broke the entire combat system, would you be happy with not being able to play at all until they fixed it? I wouldn't.
Or are you convinced that you can't target yourself just as a means of screwing over support ATs?
The current mechanic is a design decision from the original programming of the game, not from any engine limitation. Such reasoning has no place in this discussion, especially since Arcanaville indicates that it is indeed possible.