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Posts
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My mid's shows the damage for scrapper AP Ring of Fire as 204.3. I'm pretty sure that's not right. Is there anyone who can check ingame numbers or has this data handy? (I can't log in myself until later tonight)... Thanks.
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This comment baffles me... there's always going to be at least 1 target in range of AAO when you're using a melee attack. How does no +dam beat some +dam?
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Relating to MA top chains... fire blast with a purple proc is better then crane kick or cobra strike. MA not having a redraw makes this a good option... it does, however, take even more extreme levels of recharge to run SK>FB>SK>CAK gapless.. (which actually may retort my earlier comment of how SR could be better then shield... as SR might actually be able to get that much recharge) -
Someone witty with a bit of time needs to post a "Threads claiming an AT is obsolete are now obsolete" thread.
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Quote:I agree with most of this comment... but I think it's worth pointing out that nearly all energy attacks have a smashing component... making smashing defense not as important as the above post may imply.Advice: Do NOT, I repeat, do NOT ignore Energy defense on this build.
Dark Armor has comparitively little resistance to Energy damage, and pure Energy atatcks are the third most common damage type in the game, especially in the Incarnate trials.
What that means to you is that Energy attacks will have an easy time hitting you, and they're going to HURT.
It's unlikely that you'll be able to hit soft cap on S/L AND E/N, so I would actually adjust my goals to be more like 32.5% defense to S/L/E/N instead. That puts you a small purple away from soft capped to all 4, and doesn't leave a gigantic Energy damage hole in your build. -
This isn't fool proof, but if you run in and open with your AoE (Typhoon is the best option for this as it is 360 deg attack)... your teamate will get less agro then if you start with ST attacks. If they attack something with 0 damage done to them, they're going to draw agro. But if instead their targets have been damaged, it usually takes more then just 1 hit from range to draw it off any melee toon (distance from the target does matter when determining agro)... I actually thing that using this method carefully along with a taunt aura should be enough unless the other toon is using PBAoEs instead of ranged ones.
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I've not played an elec/ dom to 50 yet, but I don't think there's any doubt that while leveling up domination is a great thing for 1 shot holding bosses early on and later 1 shot confusing entire spawns with synaptic overload.
Elec/ is one of the few control sets I truely trust to cover survivability without padding lots of defenses from IOs and epic sets. Domination with Synaptic Overload is one major reason. -
I think there's something a lot of people miss when they talk about what it is Free-to-Play people get. Free to Play people have a lot of limitations of what they get for free... but they also can spend money to get other things... I don't think it's been published what they can buy or how that price structure would be broke out, but I assume they can pay for things that VIP people get.
I mean, they're not just letting people play for free out of the kindness of their heart... The buisness model still makes money by selling something. -
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Ok.. it's not a perfect analogy, but play style wise I think of a dominator as kind of like a Jedi.... i throw control powers at things that are out of reach while I work around the room with my melee attacks.
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I like ET>BS>TF>BS just because it looks so awsome doing 2-hand smashes non-stop
ET>EP>BS>EP>TF>EP>BS>EP is very close to the same damage for much much less recharge requirement. -
The proliferation looks great... But I'm more excited about titan weapons.
I like the EA change... sounds like just enough bump to bring it up to par. -
Quote:IMHO stalkers are less mobile then the other sets.. they gotta stand still for assassin's strike. Heck, sometimes you fail AS because the target walks away to fast.I fail to see how anything you said there is unique to a stalker. A scrapper could be played with that exact same desire for mobility options - or a brute for that matter.
I see stalkers in general being a fun and unique concept that just never did play out right. -
I spec'd my energy/elec to sap... it works very well. I slotted jolting chain and conductive aura for capped endmod. That was plenty enough to sap spawns fairly quickly. Jolting chain and static field + solid sapping gives very reliable AoE active mitigation that's available 100% of the time.
I chose energy because that's the set I wanted to play (elec was what I paired with it, instead of vice versa). I guess my answer to your question is that it doesn't matter... elec does good sapping on it's own. power boost does help, but you're ok without it. -
Quote:That is very very interesting... you may have just helped me decide on my next alt.Electric is special, because LR is a "pet" and does not break hide. This means you can run your regular chain (CI>CB>JL>CB) and insert (Caltrops>BU>LR>AS) and end up getting a fully "hidden" AS. Caltrops and WS are also pets, so they don't break hide, and Buildup also does not. By the time those things are finished activating you will be back in hide without having used placate. (Can't be hit for this to work, so it helps also that nin is defense based).
While the regular part of your chain does something like ~128.5 dps with tohit clamp, purple procs, and -res proc, the bit with Lightning Rod and AS averages out to about 189 dps, not counting any damage done by Waterspout or Caltrops. That boosts your average dps by a lot or a little, depending on your recharge values.
By the way, Caltrops and Waterspout do generally good DPA if we were allowed to include them. -
Traps also gives you status protection... For self survivability, traps is the easy winner. It takes some learning, but it's a very solid set, able to absorb alphas for the team even.
The only thing I didn't like about traps is that you're relying on slow recharging powers, so there's a period of time where teams may run faster then you're go to powers are recharging... once you get fully IO'd and you start facing harder spawns, this problem goes away. -
For concept toons, I think Storm is really fun... I also like Dual Pistols conceptually.... never considered them together before... I may look at that myself.
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-def is rarely helpful. -res is always helpful. It's that simple.
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Dual pistols... that Teir 9 power is sweet to watch, and a great power to boot.
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Quote:Good point... perhaps time/space will have some confuse powers.I gotta say this, I'm pretty jazzed about a new-and-cool secondary for MM's -- and other classes I don't play
But we MM's get a new set w007!
Someone had to have said this, but we can finally say we can control "Ti-mu and space-o!"
Just gotta roll up *another* MM, like I needed more or something
Which apparently I did because thats exactly what I am going to do...
... or already did in the future
... but if I already did I wouldn't do it again because I've already done it...
... meaning that if I wouldn't do it again then I wouldn't have one already so I'd have to make one...
... but if I already did ...
*asplode* -
I'd go stone/elec because stone melee uses a lot of endurance, and electric and help with that.
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I generally slot my proc's first.. then finish out the sets.
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Given that what people dub as ebil is actually just doing something incredibally easy for big rewards... I'd say the opposite of ebil is stoobid.
That said, what the OP did isn't the opposite of ebil. He was trying to win an argument, not save a starving child. Though I do appreciate his actions as well played. -
You know... the OP is right to some extent. The more powerful individuals become, the less they need support. I'd say level 20-30 is really where this game shines as far as team play with a mix of power sets all contributing. Somewhere in the 30s people start to become more and more independent of each other, and eventually a well built anything can take on most of the game's challenging content without help. Instead of working hard to make it possible to succeed, it becomes a matter of how much you contibute to your team's speed of success. Because of this, in the end game, offensive buffs, debuffs, and damage seem to rule. If anyone becomes obsolete in the end game, I think it's the control focused builds and defensive buff sets.
To the OP... emp gives great offensive buffs. You're not obsolete.. you just can't see the results as clearly as you can with some other sets. And yet, to some extent you're also probably right. You may have more run playing another toon in the end game, or more fun playing your toon exemplared down. -
I think the biggest thing that makes this concept difficult is midnight grasp. There's not a lot of expinations for giant gooey looking tenticles coming out of the ground and surrounding your enemy.
That said, i'd go with the deathless/zombie/ghoul concept... one can color the dark graphics these days, so you could go witha a "slimey" or "ectoplasmic" name or perhaps some kind of sticky insect name.