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Posts
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Also, run/jump stealth IOs can be slotted in sprint. And sprint doesn't get suppressed in combat. And sprint can be used with other travel powers, like say combat jump.
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Quote:What? Loyalist responsibility far more responsible than Resistance crusader.Oh oh! Hang on. I like the Dev's to rethink their Resistance = Good and Loyalist = Bad Preatorian Alignment thingies. It should realy be dependent on which arcs you run. I don't think I'm a very good person if I'm feeding people to Ghouls even if they are Preatorian cops. Really... ;p
Cheers all! -
Quote:No it won't since it'll heal the triage beacon. Also, toggles have the same fire rate as passives: one chance per 10 seconds. (or whenever it's activated, if you're toggling it.)I'd imagine it works wonders in Triage Beacon or any other toggle or psuedo-pet heal/regen power since it hits each friendly within range.
Quote:Putting it in Health gives you on average around 1.2 HP / second... on a Scrapper that works out to be equal to around a 23% regen bonus. Considering I've rarely noticed Health (arond 75-80% slotted) in combat I wouldn't consider it worth a slot for that. Even if you are softcapped with no heal it's only going to shave a few seconds off your time to heal from almost dead to full. I don't see that having much effect really... a Regenerative Tissue unique would be twice as effective and cost a tiny fraction as much. -
Quote:IIRC recharge only starts after you finish casting, so no.With my IO bonuses, I got hasten down to 122.34s. According to Mids, hasten recharges in 120s with a cast time of 2.508... so does that make me "perma?"
Quote:- You haven't indicated which alpha slot you picked. If you slot Alpha Spirituals, at the top your Global Recharge can actually be thought of as about +30 higher than it actually is. (It's actually more than that, but that's my rule of thumb. Weirdly, powers you skimp on slotting for Recharge benefit slightly more than those you heavily slot.) -
Brutes also get stone armour, and their fury can singlehandedly remove much of the -damage drawback (though the recharge and movement drawbacks still need some work to handle). Well, and Energy aura, I guess.
Scrappers have Regeneration, which probably counts for something, maybe. -
Quote:Or do everything you can to delay/weaken their attacks. Ice slows, KD patch and sleep AoE helps, AoE with KU/KB/KD or other control effects helps, planting some to-hit debuffs from dark abilities will also help to patch up some of the def losses.FYI on the defense debuffs, they're not that long of duration, so if you start to see a lot stacking on you, don't be afraid to disengage and run back about 40 feet.
On that note, what's your secondary? -
Or keep the leftovers as a harem. We haven't found any bobcat-like failed experiments in the sewers, so I'm gonna assume this is why.
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I think not everyone realises that most of his regen comes from his summoned minions. Also, not everyone is optimised for single-target killing, would would affect killing those minions fast, which then would affect how much uber-regen he gets per cycle..
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Quote:Doesn't help as much as you think, especially in these 4 map types, and especially if you're stealthing mishes (meaning you don't get those "nearly cleared map" hints):Even if you don't want to do that there only so many places that spawn glowey's on maps. Agin go to MA and play around with the mission objectives you'll get a feel for where things spawn in no time.
1) 3 level cave of doom
2) City map (the one with the multi story car park) of doom
3) Multi-level building maps with all those tiny rooms (of doom)
4) Council/5th Column hideouts with all the tiny rooms, and several 3-level areas... of doom. -
Just a question: will the rez be affected by recharge rate changes, like some other temp powers?
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Quote:In addition, they seem to have more access to incarnate-level abilities, which is why only our incarnate level characters can handle them.Problem with that is Preatoria on average has far superior tech then us. I mean yeah we have some pretty crazy tech but out technology only comes to equal Preatoria tech in a few fields such as ground troop weapons and mechanized units. Stuff like our real world military stuff such as tanks/planes/warships is far outclassed(like the badge that says they have planes that accelerate to mach 2 before leaving the ground). Then there are all the non-military stuff that supports the military which we don't even come close for most of it, for example their power sources.
Though I guess technically the Midnight Squad is the strongest faction currently.(Vanguard doesn't count because there's too much infighting and backstabbing, see Villain mishes which goes against Vanguard/Restructurists, along with that whole "engaging a massive war" issue)
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Truthfully? If stalkers ever gets Shield defense I think AAO would be the first option to be replaced with Hide, hence removing the problem entirely.
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Quote:Scrappers have both shield defense and SR though.Stalkers have both SR and Nijitsu.
In any case, Ninjitsu is not a purely defense set. It has Defense, Healing and Control. In many ways it is a Defense based version of Dark Armor in that it has lower than normal passive defenses but makes up for it with some control powers.
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If scrappers get ninjitsu, give shield def to stalkers! (WITH SC intact) -
Quote:Technically, lorewise, Arachnos troops are very well trained (hence their inherents and better leadership skills) and have better equipment (for wolf/crab/bane. Widows and fortunatas are simply even more trained). Comparatively, they would be similar to the IDF/Seers (you can see several similarities between the two, or between the Praetorian force and Arachnos itself, with the exception of Warwalkers, but Arachnos have those fliers too).Basically the way I see it is, your Arachnos troops are like front line troops. They do all the work, they're down in the trenches, they're the cannon fodder who are the first to be sacrificed. They're not particularly well trained or well armed, but they've got numbers.
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Quote:It's not like Shield Defense already stomped SR's toes flat..Also, /Ninjitsu would step on SRs toes a lot more than /EA would. ANOTHER positional set, but one with a self-heal and other useful things?
SR advantage: Higher def debuff resistance, higher base Def, recharge.
Shield Defense advantage: Def isolated to 3 skills as opposed to 6, more resistances at full health, more health, +attack, Shield charge, buffs others, buffed by others.. -
Quote:Antimatter is lonely because of Neuron hogging all the fame and attention. Neuron is lonely because he thinks way faster than Bobcat.I don't care about the weapons. I'm absolutely fine. I personally would be thrilled if my vacuum cleaner had a flame thrower.
I want to know who decided that these machines needed breasts. I'm not saying all the robots should be male. I'm saying that the robots shouldn't have gender. -
Quote:I think it's the Well which controls Cole, not the other way round.(although they're further augmented by Cole's control of the Well of Furies)
Side note, if we add Nemesis to the equation, who would win?
(I think ingame wise it depends on how many lieutenants they can field..) -
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However there are good reasons to take weave/combat jumping regardless; even as a defense set, SD doesn't have enough slots to put in 5 lotG, and one might want to 3/4 slot both defense and resist in Deflection (or basically, fill those slots with pure IOs), removing the option to slot in Lotg there too. If one is taking those for mules might as well use them effectively.
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Quote:I am uncertain how you get a PB to have that much Res. WS has a +res ability which effect can transfer to it's dwarf form, I do not see anything similar for PB. Care to elaborate?PBs and WSes can have 85% RES to basically all damage in dwarf form, along with a heal or two. If you're comparing to a less than optimal defensive Tanker like Fire or Elec who also mostly just has RES, and the team's buffs are less than compelling, it's definitely possible for a kheld to survive more. In general though I'd expect the Tanker to be more durable.
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Quote:There are ways to do that...You want to play a buffer but don't really want to push keys that buff all that often. That seems a contradiction.
1) Leadership pool.
2) AoE "centered on self" buffs. (Dispersion Bubble, Sonic Dispersion, Soothing Aura)
3) Long cooldown AoE buffs (Recovery Aura, Regeneration Aura)
4) Long cooldown "pick your target and stick with it" buffs (Adrenalin Boost, Forge)
Do note that picking the single target shields in Force field is merely an option. If you don't like them, there's other abilities to pick. -
Quote:It does have the cheapest most effective AoE though. (Ignite)Don't forget the set eats your blue bar like an Entenmann's baked good. The Endurance usage of the set, especially in light of the overall damage output, is head-scratchingly horrendous. IMHO it can and should be the least-Endurance using blast set (it isn't very tiring pulling a trigger).
Though the less said about flamethrower the better... Since I don't use that end-eating AoE, I never really had issues with end. -
Quote:Just curious, do you have both Death Shroud and CoF on, and what is your passive end consumption with Cardiac?Let me add to Dechs saying invariably by the time I slot out my character (I start putting in sets at 32) I usually have accuracy bonuses out the wazoo. Your mileage may vary of course. Once at 50 Im having a hard time justifying any alpha slot on my brutes, scrappers and tanks thats not Cardiac....which once thats in place makes endurance issues a thing of the past.
So I dont worry about Acc and End Redux as much as some. Currently I have CoF 6 slotted with Siphon Insight (for the -to hit and S/L def) and the glimpse of the abyss proc. Im not unhappy. -
Procs in cloak of fear is a terrible idea... if only because you need those slots to actually make cloak of fear worthwhile to use, being that it has high end cost, low accuracy, low fear duration compared to tick rate (every 5 seconds), and you might want to buff that to-hit debuff too..
If I'm not wrong, death shroud will break the fear effect every tick, which is every 2 seconds. So yes, bad idea to run both together.
EDIT: so I'm wrong.. still, it's going to let the enemy have an attack every 5 secs