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I actually agree with Talen on this.
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h4x! -
I'm glad it's working out for you. Look at it this way: if you can make a solid go of the least popular primary, things can only improve.
Grav might have been the best primary for you after all though. With Wormhole not having an accuracy penalty and all. I'd have a hard time playing a Dom these days if I couldn't franken-slot IOs in my controls to get them maxed on accuracy, duration, and recharge. Doms are very reliant on their single-target hold, and they play very differently to me after I get that hold maxed on duration and the recharge cut in half.
You'll see plenty of people downplaying the value of Power Boost, but most of them are probably using IOs. I love the power, and an SO build will get even better use from it. -
I franken-slot the carp out of Fearsome Stare. I'd have to check what I use but I end up with very high accuracy and recharge, near ED capped on -tohit enhancement, and a little fear enhancement tossed in for flavor. Even if I'm striving for set bonuses I don't use that one power for them. There's too much good stuff to enhance.
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I went the other way with mine. I skipped the sleep and took the KB cone instead. Sure the sleep is safer for soloing, but it's boring that way. I use the KB power for my main mitigation along with the heal. It makes for some hectic play, but to me that's the way it should be with kin.
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I have a MA/EA Stalker in the planning stages that will have a KD proc in every attack, and an additional KB proc (from the stun set) in those attacks that will take it. It'll be tough to put all the IOs together for the build, and playing it may drive me crazy, but what the hell I'm gonna give it a shot.
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DoTs aren't worse under scourge
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The DoT power itself isn't less likely to scourge, but the attack that follows it may be less likely to scourge than it would be if the DoT power was front loaded. I presume that's what the OP was referring to. -
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It would be cool if /Traps got Detonator as a T9 power, so you can use it to blow up your teammates
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^
This.
Want.
Now.
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I've asked for this many times before. I'll say it again. I want it. I would let trappers blow me up any time, even if it gave me debt. -
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Though I just recently started an EM/ brute (lvl 36 so far), I'm finding the set to have little to no flow.
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This is the reason I gave up on the set. I am a numbers person but the lowering of the performance of the set isn't what killed it for me. It's just too clunky now. Unfortunately a lot of "balancing" is done at the cost of the smooth flow some sets have.
Also for the person who asked: here's Arcanatime explained. -
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Um, no.
Because of the ET change, which made it hard to justify playing my EM/EA over my SS/EA.
I just thought that death was ironic enough to post.
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I think its funny that one power will make people stop playing a set... and that, apparently, not being the best = teh suck.
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That was not the only change. IIRC the change to the animation time on EP went in at the same time and that further slowed down the set. The mag on TF was reduced as well. -
The lack of a damage aura will probably always leave Stalkers behind Brutes as far as AoE goes. Elec/Nin and Spines/Nin are two Stalker builds that do very good AoE. I don't think they'll hold up to a SS/Fire Brute though. If you're trying to go for the max AoE damage possible, SS/Fire is still the king red-side. If you just want strong AoE there are a lot of builds to choose from.
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Fire probably made out the worst, relatively speaking. DPE went down relative to the old version, and AoE damage went down compared to before while in Domination. Not that bad really but if you had a /Fire perma-Dom you might be wishing for the old version back.
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It's amazing how such a simple change to a single power takes a set from being fun to being "meh". I've shelved my EM/EA indefinitely.
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Turning TF into a mag 3 stun instead of mag 4 didn't help either.
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Yup.. EM was all about getting Energy Transfer for me. Having that one fast devastating attack made it all worth while. My EM is also perm shelved.
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I have a handful of perma-shelved EMs. There should be a support group or something. -
Probably just the old toggle drop bug.
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Recasting IR every minute when I'm fiddling around at the market and crafting and such gets old real fast.
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What? Is it on auto? Uhm...why not simply just take it off of auto re-cast?!? Fixed.
Cause IR > SJ, unless you're going all the way to Acrobatics.
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It's not on auto. The problem is I'm impatient. When I'm finished with whatever I'm doing I want to go now. Not wait for the long cast on IR before I can move. Plus since I can just leave a regular travel power toggled on, and do on most of my toons, I'm in the habit of just taking off. Except on my kins I do this lame little hop, remember I need to cast IR, *sigh*, cast IR, then I can go again. Repeat this again once a minute, and yes it gets old.
If the cast on IR was made non-rooting and interruptible I'm sure I'd feel differently. -
I tried but I've never been able to get into /Stone. The whole slow, -jump thing in Rooted just sucked to me. I move around a lot and value combat mobility. I took TP but it's just not the same, when you have a runner and you misjudge your TP all you can do is watch him go.
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I always take Hasten on my kins. It's needed to keep three Siphon Speeds stacked. I've tried without Hasten and it just doesn't have that crack monkey feel I associate with Kinetics unless I have Hasten.
I also always get Combat Jumping on my kins. With so many powers requiring you to be in close range to use, being immobilized can be a death sentence. In the past I would use Siphon Speed as a pseudo travel power along with mayhem temps until 28 and take IR then. Nowadays I'm leaning more towards just taking SJ. Recasting IR every minute when I'm fiddling around at the market and crafting and such gets old real fast. -
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I just logged in. Freespecs were granted today. I guess we can consider the "7 days notice" theory dead at this point.
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This (and the announcement being buried in the discussion forum) make me rather annoyed.
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Yeah unfortunately I didn't see the announcement until this morning when the servers were down. I didn't think they'd release I15 today so soon after the announcement, but sure enough they did, and already granted the freespecs too. I wish we'd had a bit more notice. -
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Is the chance for placate proc worth using here?
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I haven't tried it. If it works the same as the power there's a good chance the placate will be instantly broken by any -recovery effect on the target at the time. Even if not, I'm not sure what the benefit would be of placating a target you're actively attacking. It will be broken a moment later when your next attack lands. It might give you a second or two break from being attacked, but I think if I had the spare slot and nothing better to do with it I'd put in a damage proc before the placate proc. -
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good luck trying to get enough endurance to run DA with SM.
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It's not that hard to pull it off. The IOs required are expensive but if you can afford them the build is a ton of fun. -
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It stands to reason that if you are taken out, what you created should disappear as nature reverts back to the natural order as the energy you exert to maintain this radically different climate is no longer happening.
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I'll buy RP reasons as soon as they apply to mobs as well. Until then it's purely mechanics. -
Last time I checked Havoc Punch and Charged Brawl were very close in DPA once you factor in Arcanatime. Also going from memory here but JL has decent DPA when use as a single-target attack I believe. Once you get some good recharge you don't need both Havoc Punch and Charged Brawl to keep going, so you just pick one. Most people will pick the one with higher damage and use it for the bigger guaranteed post-Placate critical against hard targets. Chain Induction could be used for that purpose though.
So ultimately it's a matter of personal preference. Pick one or the other. You might want to run numbers on some attack chains with your expected build. It may be that for max DPS against hard targets you'll want both. I went for max AoE on mine so I never needed to squeeze every ounce of single-target damage like you would if you want to solo AVs. With my build EBs have never been a problem and that's the most I've ever needed to solo. -
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my graphics card turned the bubbles inward and made it look like my char was getting impaled by lots of little light blue spears.
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EM has miserable AoE mitigation
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Slot the chance for KB proc in Whirling Hands and there you go....still sucky AoE mitigation. Good for lulz though. See EM is the leader in lulz, it is good at something. -
Unless you're using it just as a set bonus mule, 3 recharge and you're set.
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6% makes sense, but the devs have been fairly consistent in not wanting +res to be easily available. Why they're ok with making it fairly easy to softcap defense while seeming to be strongly phobic about allowing anyone to even approach the +res hardcap is anyone's guess. Defense allows one to avoid a lot of negative debuffs that resistance does not.
The overall lack of +res set bonuses, and the small values where they do exist seem to indicate it's not an accident or oversight though.