Silas

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  1. Quote:
    Originally Posted by Rintera View Post
    Thanks Silas I'm not gonna follow your build completely, but I jotted down a couple of the things from it which will generally give e a much better idea :]

    I plan on TRYING to get it as close to softcap as possible without any buffs, and then having the buffs be a bonus.

    I'm wondering, should I put anything special in stamina? and should I put a numina's cova in health for the defense boost?

    aaaaaand should I put any zephyrs in my travel powers?
    Good plan.

    I dunno about anything special in Stamina, I'd just go with P.Shifters or Efficacy Adapters. What's important for Stamina is just getting a good value for the end mod and a nice bonus with whatever slots you put there. It's not really worth putting more than 3 slots in it though.

    Same for Health. The ranged def bonus from the Numina set is good but Health benefits so little from having the entire set slotted. I'd just go with a Miracle, a Numi +/+ and then 1-2 Miracles or Numis depending on which bonuses you want.

    Zephyrs in your travel powers are a great idea, they're still a great defense investment per slot.

    Red Fortunes in your defense powers is another thing you could do. Good set, gives good enh values and will give you ranged def and recharge.
  2. I'd recommend taking Fitness, Fly, Speed and Leadership.

    Leadership for double Assault and Maneuvers, Speed for Hasten.

    You can actually quite easily softcap all positions, or just melee/ranged if you want. Double Maneuvers, Foresight and a Steadfast +3% in Indomitable Will will get you a huge chunk of defense.

    I've got a Fort guide in my sig if you want to take a look. It's got slotting recommendations as well as my own build for you to take a look at.
  3. Quote:
    Originally Posted by Aerik View Post
    Okay, I won't lie. I don't use ML each and every time it's up on my Fort. I'm already softcapped to melee and ranged. So, when I'm running solo or just goofing off, I'll use ML if I think about it or if I run into something with boatloads of AoE attacks. Otherwise, it just sits there like a kid waiting to get put into the ballgame.

    When teaming though, I use it. All. The. Frakking. Time. Even if I don't need the def boost due to 4 Maneuvers and Cold shields and Vengeance. I use it to keep the Invul brute from getting smacked by Sister Psyche when her attacks bypass his defense. I use it to help boost everyone's to-hit just a little when the cloud of rampaging Romans come barreling down the hill and all those copies of Phalanx Fighting are defending them against everything.

    In short, when it's just me I don't use ML as often as I should. But when it comes to keeping the other, non-Widow/Fort teammates from dying or being less effective than me, I figure I should give them all the help I can.
    Seriously, this.

    If you're solo chances are you're not going to need Mind Link. Whatever, doesn't matter since its just you.

    If you're on a team, not using Mind Link as much as you can means you're not bringing nearly as much to the team as you could.

    TT:M adds 7-8% defense to everyone in range but they have to be in range all the time to get it (granted, its a pretty big range but still). Mind Link adds 15-16% to everyone in range but they only have to be in range for 3 out of every 90 seconds.

    If you're not hitting ML as much as possible (especially if its perma) you're not contributing as much as you could to the team. It's that simple.

    That doesn't mean you're a bad person. It doesn't mean you and the team are all going to die all the time and the apocalypse and other terrible things.

    It just means not using ML when you could and contributing as much as you can to a team are not compatible.
  4. Um, I'm not entirely sure what defense you were building for since you've only got Maneuvers/CJ or Hover for yourself.

    If you want defense I'd recommend you go with Mace Mastery so you can take Scorpion Shield. Slot for s/l defense sets.

    Arctic Fog is getting fixed with GR so it'll give s/l defense as intended. With 5-6% from Arctic Fog, 20% from Scorpion Shield, 6% from Weave and 3% from a Steadfast Protection in Tough you're at 34%ish already. Add in CJ and you're at 36%.

    The last 9-10% is really easy to get. Slot 1 or 2 sets of Kinetic Combats (Boxing/Brawl). Another option is Obliterations in Blackstar.

    Regardless, I'd recommend you do a big retool of the build. It's very possible to softcap your defenses while getting good recharge and recovery. Pricey, but that doesn't seem to be a deterrent

    You've way overslotted several of your powers and skipped one of the best reasons to go with Dark Blast, namely Life Drain. The damage isn't amazing but with HOs/IOs you can get really great values for acc/dam/heal/end/rech turning it into a great all round attack.

    Your slotting in Sleet and Heat Loss is um, really not good. You want maxed out recharge in those powers, which you're not getting.

    I've got a guide for Cold Dom in my sig if you want to take a look. It covers a lot of slotting ideas/suggestions as well as more general Cold stuff.

    Hope that helps
  5. So you agree that everything can be improved, but that your way of playing your NW is optimal? Your way of playing your Widow where you regularly skimp on your best self and team buff?

    Okay.

    I'm sure your Widow is able to clear missions solo or teamed just fine. That doesn't mean ML isn't a fantastic buff whose conditions of use are so minimal that it boggles me how obstinate you're being about not using it.

    Unless your entire team is already at 50% defense to all positions, it's still a huge buff to their defense.

    What I'm saying is ML is a fantastic power and there is almost no reason to not use it. If you're solo, softcapped to all positions and your chance to hit is capped and not fighting psy damage dealing foes, fine, don't use it. You're still depriving yourself of valuable debuff wiggle room, since NWs don't have a lot of defense debuff resistance, but otherwise its of limited benefit.

    If you're on a team, the benefit of ML goes through the roof. As I've said above, unless your entire team is already softcapped by themselves regardless of where they're standing, ML is an awesome buff and should be used.

    It doesn't animate slowly. It doesn't have a short duration. It doesn't have a small radius. It has a duration rather than being a toggle so anything hit by it has its protection regardless of where they go. It has 2 small but nice benefits in addition to the big chunk of defense it provides.

    I see no reason to not use it other than being willfully obtuse. Especially teamed.

    I am not saying Widows need to use Mind Link or [insert hyperbole here] but that you should.
  6. Damn dude, brutal.

    Hopefully it was sold to someone who reads these forums and would be willing to give you the cash back.
  7. Silas

    Footstomp

    Don't put a FFB +rech proc in anything but Footstomp. It doesn't stack and has a self-imposed suppression period, so that coupled with the low likelihood of it going off in a ST attack means its a waste.

    Using Footstomp in a reasonable spawn will ensure you'll get the buff almost every time, whereas in Haymaker and KO Blow you're better off using the slot for something else or elsewhere.
  8. Quote:
    Originally Posted by Novella View Post
    I don't think anyone actually skips Mind Link, there are just plenty that don't use it on a consistent basis.
    I see no good enough reason to not consistently use a power that grants huge +def to you and your team, even if you're all softcapped already.

    It animates fast, it has a huge radius, it has a good duration and has all kinds of nifty side bonuses aside from the defense.

    The fact that it's a duration power rather than a toggle is also a major plus since people won't always be in range of Maneuvers.

    Where are you getting the "plenty" from? I don't recall ever meeting anyone ingame who had Mind Link but didn't use it as much as they could. It's not like SB or shields or something which are awesome buffs but can be a pain to maintain on people.

    It buffs you, for goodness' sake.
  9. Something not being broken doesn't mean it cannot be improved.

    Using Mind Link (especially if you've got enough recharge for it to be perma) would be a big improvement.
  10. Silas

    New Corruptor.

    The main culprit is Rain of Fire. It uses a tonne of endurance.

    You do want to be using your AoEs though, since it'll be end efficient to wipe huge spawns at once with only needing your ST attacks for lts/bosses. Just make sure to get good end rdx in Fireball, Breath and Rain.

    Pull with DN, run round a corner, drop Tar Patch under them when they're all bunched up. Drop Fearsome Stare, RoF, Fireball, Fire Breath. Then just clean up. Fight big spawns of weak enemies. Your AoEs are best used against as many enemies as possible to make them most efficient.
  11. Silas

    Farming Brute

    1: very true. But since the fix to the inf earning power of a 50, I'd recommend someone farms something that gives full rewards.

    2: Yeah, the difference is quite pronounced though. The RWZ mission has 3 spawns, the BS Nerva one has way more, (enough that I don't know the number )

    3: That is true, good point.

    4:
  12. all a 30+ page appendix on fake MTs
  13. Silas

    Farming Brute

    Well, Family wouldn't be that efficient since their rewards are nerfed, but maybe the Nemesis Search map?

    The one from Black Scorpion. Do a big herd, go nuts. No bosses except for the one Fake on the upper level so for the most part you're only spamming AoEs anyway so you'd be leveraging Fences.

    Even if you can utilise Burn because of immob'd enemies, it's still not really worth it because its pure DoT and only hits 5 enemies.

    Now, if Burn were to be changed in an upcoming expansion, I would have already been planning to swap it back into my build
  14. Quote:
    Originally Posted by Myrmydon View Post
    Have someone toss me a good PvP build for a Blaster or Dominator and I'll take a look.
    Psy/Em Blaster or a Fire or Mind /Fire Dom. Get 40+ points of KB protection, moderate recharge and as much hp as you can get.


    Quote:
    Originally Posted by Myrmydon View Post
    You would have to wait for me to play it up to level though, since PLing is out of the question.
    boooo
  15. Uh, that picture is from the Discworld novels by Terry Pratchett. He parodies the Hindu mytheme of the world resting atop the back of a elephant on the back of a turtle or tortoise. The discworld turtle is called Great A'Tuin.

    The difference is the number of elephants and the source material, really.

    I'll go be a pedant somewhere else now.
  16. My name is Silas and I approve of this ^ message.
  17. Silas

    New Corruptor.

    As above, /therm and /pain are both very team-supporty sets, so they're not great for soloing.

    From what you've mentioned though, I'd go Fire/Pain. Pain helps you solo better than /Therm does.
  18. Silas

    Tank Farmer

    *shrug* oversight. Devs been busy with GR.
  19. holy **** and Ash just Bel-Air'd the thread for the coup de grĂ¢ce
  20. Silas

    Farming Brute

    Quote:
    Originally Posted by Sayeth View Post
    Thanks Silas this works like a charm. DPS is MUCH higher, and my Fury bar stays around 70-80 whereas before it was 20-30 or so at the max. Damage is waaaay higher.
    Glad it helped

    Another classic Brute tip I forgot to mention is early power slotting. Since Fury gives you plenty of damage enhancement, the best thing you can do early on is to slot acc/end rdx/recharge (more or less in that order, depending on the power). Fury takes care of the damage, what's important is endurance management. Attacks not whiffing and therefore being a total waste of end, costing a lot of end are bad.

    Once you've got Rage you can even pare it down to only moderate acc slotting with a heavy focus on the end redux and recharge. You'll save far more end/sec by getting your attacks well enhanced for end reduction than your toggles. You'll also be in a better situation to keep swinging if you're left particularly low on blue following a Rage/Hasten crash.
  21. Silas

    Quick fingers!

    Quote:
    Originally Posted by DrMike2000 View Post
    I agree. Kinetics is a much more hectic button-mashing experience than Dark Miasma.

    Dark Miasma's probably more powerful overall, but Kinetics is a unique experience in terms of the attention required to play well.
    This. A properly played Kin is the busiest support set by a significant margin.

    The rewards are proportionate though
  22. Silas

    that was odd

    Feel the shaaaame!

    Wait, what? You can still delete posts. Edit -> Delete -> check Delete this message -> click Delete this message -> profit

    Edit: ah, that makes more sense.
  23. I'd put Hasten on auto and bind Mind Link to a key that's easily accessible and/or put it somewhere easily accessible on your tray.

    For example, my Fort has it bound to q so its right next to my movement keys and its kept right above my attacks so I can see when it recharges.

    As an aside, don't skip ML even if you don't need it to softcap melee/ranged defense. It's still a fantastic team buff, will give you def defbuff wiggle room as well as the +tohit and psy res.
  24. Silas

    Farming Brute

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    That is because after very minimal fury is gained, brutes outdamage tanks. And once their fury gets up there at around 70-80, they are outdamaging scrapers as well.

    Here are damage caps by AT:

    Brutes: 850%
    Blasters, Corruptors, Scrappers, Stalkers: 500% when above lvl 21, but only 210% below lvl 21
    All other ATs: 400% above lvl 21, only 200 below lvl 21

    Keep in mind that base damage is 100%, so a brute will cap out with 750% in damage buffs, and enhancement buffs count towards that 750%.
    Yup, this. Only in situations with no damage buffs (like Fury) will a Tanker outdamage a Brute.
  25. Silas

    Farming Brute

    Scrapper melee damage scale is 1.125, Brute is .750, Tanker is .800 and Stalkers have 1.0.

    If you want to make a SD character, I'd recommend you go with a Scrapper as you're thinking about. AAO buffs base damage, so it provides the most benefit to Scrappers since they have the highest base damage.

    Yup, Fury is great. Best way to keep going is never, never stop. Move fast, turn on your travel power between spawns, get hurdle/cj for unsuppressed movement.

    Get into the good habit of eating inspirations. They drop like candy, eat 'em as such. Combine ones you don't need (like reds) into purples/blues/greens, depending what you need most.

    While you could take TP so that you can port right into mobs, honestly the minor Fury decay you'll get moving between spawns is regained trivially. I'd stick with SS/SJ for your travel power. SS especially since it's easier for indoor missions and you can take Hasten as a prereq which is fantastic for SS/FA. Well, fantastic in general but you get my drift

    The stealth in SS is largely a non-issue for Brutes due to how Fury works (alerts the mobs around you), so don't worry about it.

    What you can also do is put Brawl on auto until your build is more fleshed out. It costs no endurance and will ensure you're constantly attacking to generate Fury.