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Posts
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Quote:My SG leader was saying something about using Power Boost then Conserve Power, then Nova to have less downtime after using it, but I can't tell if that is doing anything or not because I always use a blue right after using Nova, Blizzard, etc on Blasters.
Not claiming to know for certain one way or the other, but that doesn't sound very likely to me. Even if Conserve Power could be boosted, I think it'd be pretty difficult for it to do anything when you have no endurance. -
In the time I've spent playing this game, I've spent the majority of my time blue side, but I do dust off my villains occasionally and play them. I have a Grav/Psi Dom that I made a long time ago, who is only a lowbie currently, but I spent some time in Mid's and came up with this for his build, with the goal of achieving perma-domination. So I'm asking the more experienced Dominator players here : would this build work for this purpose? Am I making too many sacrifices/compromises? Any major mistakes or oversights? Keep in mind I play an hour or two a day at most, and purple sets are not an option for me at all.
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Quote:Why is everyone against Absorb Pain? I have it on my empath and love it! Yeah you can't heal yourself while you throw it off but it saves people's lives. In my opinion I think that is one of the major key powers of an Empathy.
If your excuse is that you die every time you throw it off that's a load of crap lol. I manage to throw it off and survive just fine. The more healers we have being selfish and trying to keep themselves alive instead of the team the cruddier our teams are going to get.
While the inability to be healed yourself while using it is a concern to me, my main reason for not having it is that I find it to be of limited utility. I did have it on an Empathy build a while back, but it rarely saw any use. If your team is taking so much damage that regular use of it is necessary to keep people alive, there are usually 2 reasons for it.
1)Your team is in over its head, and needs to dial difficulty down.
2)The example you gave in your post about overzealous players jumping into groups before the tank
IMO reason 1 is not a good reason to take it, as it just gives bad players more incentive to play poorly, because they think you can 'save' them, and reason 2 is no good because it's situational, and gives bad players incentive to keep playing poorly. If a player I'm teamed with makes a bad decision I'll help them if I can, but if they die, they die. Quick rez, on our way again, and perhaps they'll be more careful in the future. It's been said a million times before, I'm sure, but the presence of an Empathy in the group is not a good excuse for playing recklessly.
This is all my opinion, so take it as you will, but I don't see a need to take Absorb Pain. There are other powers I'd rather take that will get much more use. -
I've got a 50 claws/regen scrapper (My first 50) that I've been trying to IO out for awhile now without much success. I know the first advice that's usually given to people who start threads like this is something along the lines of "It depends what your goal is, and what you want to be able to do," but that's my whole problem. I can't really figure out a good point of emphasis to work on with him.
So essentially I'm just wanting to know what some other people have done with their claws/regen toons, with the notion that hearing some of these ideas might provide me with some inspiration.
Thanks. -
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Quote:I do not mean to troll here, but I am interested in gathering some opinions.
I used to solo more but now I mostly team. It seems that my AoE blasters, such as fire/, AR/ and Archery/ bring more damage to a team than my single-target blasters such as ice/ and sonic/.
Do you think single-target blasters pull their weight on large teams? Why or why not?
So long as everyone is using the powers they have to the best of their ability to help the team, that's all that's required for my definition of 'pulling your weight.' If your question is really about overall effectiveness against large spawns, well the answer to that seems pretty obvious to me. The more enemies you're facing, the more valuable AoE is. -
On my Emp/Sonic I have 2 builds I'm currently slotting out, with a different main emphasis on each one. I use a solo build (with powers from the primary that only affect me, no team buffs), and a more balanced teaming build.
The teaming build emphasizes +Recharge over all else, to get those key buffs back up faster, as well as cycling the mezzes in my secondary faster. I choose sets for this build based on +Recharge benefits, while any other bonuses that come with it are just gravy.
The solo build (which has all the powers from the secondary, as well as the Fighting pool) is being built with a large emphasis on +Defense, primarily Ranged, and any +Recharge I can get.
I'm sure it's been mentioned, but IO slotting and set bonuses are entirely dependent upon AT/power sets and what you want to accomplish with the toon. There's really no best way to do it, IMO, it's mostly preference. -
Quote:This for the uber vets! I class these as players who have like a 48 month badge and higher!
for these uber vets, i have 3 question! what toons have you been playing for all this time? have you played one from when you started till now? whats your favourite build?
I'm a 45 month vet on my main account (sig needs updating), and I've been playing/experimenting with a wide variety of toons ever since my wife got me started playing. I've made it my goal to acquire as much knowledge about the game and the different archetypes/power sets as I can, so I try a lot of different combinations and frequently visit these forums.
My first toon was a claws/regeneration scrapper that I still play occasionally. Him and my Fire/Fire blaster are my only 50s thus far, but I've got several other toons in the 40s and 30s, including an Emp/Sonic defender(46), a Mind/Kin controller(41), and an Ice/Ice tank(also 41).
My favorite for pure, unadulterated damage is my blaster. No toon I have takes down baddies faster, and his is the only build I can claim to have almost completely IO'd out. More squishy than my scrapper of course, but I like the challenge that provides, particularly solo. -
I have dual builds on my Empathy/Sonic, with a solo build that uses only Healing Aura, and the RA's from the primary. My teaming/general purpose build is a balanced build with both primary and secondary powers slotted effectively. I mention this because were I in the OP's position with this toon being the one in question, I would never consider playing on a team with the solo build, as it's just missing too many key powers to be effective for that purpose, even if the team build was unslotted.
However, this is a FF we're discussing, and as such I don't really think it a major concern if they don't have the individual bubbles. Sure, FF's are mainly invited for those powers primarily, but they can contribute in other ways too. If I had been the TL of the TF in question, I'd rather have the fully-slotted solo build rather than the unslotted team build. 15% +Defense is nice, but what else is the FF'er going to do for my team after those bubbles are applied? With an unslotted build.. that's right, absolutely nothing.
Adding the caveat that I do agree the best course of action was to probably not join the team at all, but that's a matter of opinion. -
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The idea has some merit, I think, but here's a little snag. What if you're mezzed from range, and you're out of the nuke's effective range to deal damage? At that point it essentially becomes just an endurance-crashing purple pill alternative, and not a very favorable one, in my opinion.
My thought is the only way defenders might use nukes more is if they did more damage than they currently do. As the system works now, the damage a defender does with a nuke isn't worth the End. crash by a long shot, so a boost in that department might make people consider using them at least. -
Quote:One of the others asked me if I understood what a Defender's role was. Told them I wasn't really sure. They said that it was to help defend the team. That I wasn't designed to be a mini blaster. One told me that my dark blasts were actually debuffs to accuracy and that I should slot them for that. In other words, they told me what I have been saying all along.
This is all that anyone needs to read to get to the point of this entire thread, and its main fallacy, which is that the OP has based the premise of his entire argument on the assumption that this player giving them advice knew what they were talking about, when they obviously didn't. When you proceed from a foundation of a false assumption, any results you garner are questionable at best. -
Quote:I had a Forcefield defender back before ED and IOs. I slotted up my shields all the way, took the Leadership pool, and learned to bubble the team on the fly so we never had to "gather" or pause.
I think I've only ever asked a team to 'gather for buffs' once, when my Empathy/Sonic first got her RA's. Since then, it's always been my prerogative to try and get in range of as many people as I can at once and let 'em fly mid-battle. The only way to buff in my opinion. -
Quote:Anyway back to the Defender. Last night I was in a mission with my level 17 scrapper. There were three others on the team. Two Defenders and one Controller. One of the Defenders cast a FF shield on me which is nice. The other Defender had no buffs for me being a dark Defender. As we were fighting, my health was going down pretty fast (we were fighting purples). I checked my defense stats to see what percentage my shield was. The Deflection shield was at only 15%. This was a level 20 Defender. This 15% is the unslotted base. So I look at his info. He trained only two of his PRIMARY powers??? Which were of course unslotted or not used at all. Most of the trained powers were the blasts. He should have rolled a Blaster that has these powers as a Primary. Which as you know are 20% more damaging then the Defenders Secondary blasts.
I agree there probably should have been some enhancement on the FF's Deflection shield, but at least they actually had it. 15% defense is better than 0. As for the remainder I've quoted here about the blaster-defender comparison, the example defender here is just a bad defender, IMO. A good defender will take and use all tools at their disposal to protect their team and increase its overall effectiveness. -
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How bad really IS gravity? There's no way it's un-saveable, right?
The knock I've always read about Gravity is the lack of solid AoE controls. I'm leveling a Grav/Rad currently, and so far it seems pretty fun to me. I guess it would depend on what you want to be able to do with that part of the character that would dictate whether it's 'bad' or not. -
Quote:Hey there, I have a level 30 or so Gravity/Empathy healer aptly modeled after Jesus XD and of course, I want him to be a healer. (No, he can't cure your blindness.)
A question I had was how effective a Grav/Emp build could even possibly be for team healing, as I want to make him more of an AoE healer as opposed to a single target healer. Also, what are some good builds for this kind of thing, if any.
In answer to your query, it would be as effective for team healing as any other /Empathy controller or defender, depending on how it was built and played. Others have already stated it in this thread, but there's only so much AoE healing you'll have available to you, regardless of the AT you choose.
I do have a couple questions for you though, which would be firstly, what exactly do you mean when you say 'healer'? Do you mean a character that does nothing but heal, or just a character that has an emphasis on team-support? If healing is all you're after, then I have to ask why a controller over a defender? -
I wouldn't say you're making any mistakes, as it's really more a matter of playstyle and preferences, but I can give some advice based on my experience with my Fire/Fire/Electric.
First off, having both Flares and Fire Blast is much more useful after the changes that were made to Defiance and to the animation of Flares itself. They both can be used while mezzed, so might as well have both is my opinion.
Fire Sword is optional, but my blaster has it for when a single mob gets into melee range. FSC just isn't practical in that case. I would agree with Fireball and Build-Up being ASAP powers, but I would get Blaze before Build Up. Blaze is worth more to you at that level than the brief few seconds of +Damage Build Up gives.
Air Sup and Fly are fine, that's preference again. Mine has the Jumping pool for Combat Jumping, and Acrobatics, simply because my blaster is built with almost soft-capped Ranged Defense (which CJ helps with), and I hate using Knockback Protection IO's. Anyone else is entitled to their opinion on that, but I'd rather just take a power than spend oodles of influence on a single IO that doesn't do anything besides protect against KB.
Blazing Bolt is optional, but would be considered another preference thing. Consume I would classify like that as well, but it is useful. Just keep in mind you need to have at least some End to use it.
I personally don't have Burn or Hot Feet on my blaster's main build, and I don't really have much experience with them honestly.
You could live with just Teleport as a travel, I just prefer Jumping for the Immobilization protection, and try as might I just don't like Teleporting again and again and again through a zone.
Anyways, that's my .02 on Fire/Fire. My apologies if I said anything you already knew. -
This is the main point in this debate in my opinion. It's entirely a matter of preference and play-style. The scrapper's fine if damage is what you're concerned about, but you can't confuse their tanking abilities with an actual tank. There is no comparison there.
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Quote:Try a defender, they have made it the most useless class in game because any archetype can do what they do better. The only thing that a defender can do that no other class can do is be a Darkness darkness defender, which is an awesome and ultimate hybrid class. Try a archery/archery defender, they are completely useless because the archery blasters out do them.
That's a matter of opinion really. If we're talking pure damage, sure, defenders get outdone by other AT's, but that hardly makes them useless. -
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And then the final insult to Defenders everywhere... at the end of the TF, she was complimented on doing a great job.
People who congratulate play like this are people who don't understand the mechanics of the game, and quite honestly I'm sick of hearing it.
For my own example, I was playing my Mind/Kin troller once, who has Transfusion, but no other healing powers. After the end of a fairly long play session, I was told 'great heals' by a few members of the group. To my best recollection, I had used Transfusion maybe 3 times total in about 10 missions. And yes, mine was the only 'support' character on the team. -
I'm not at all sure if I'm posting this in the right place or not, but I've been curious about this so here goes. Do your set bonuses get shut off when you get mezzed? I'm curious because I was playing my Fire/Fire blaster last night, who has over 30% ranged defense from set bonuses. Does he lose that when mezzed, or is it an 'always on' kind of thing?
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I'm a 31 year old male, and I'd say my characters run about 65/35% male to female ratio, but a great deal of the new ones I make are female. I'm not really quite sure of the reason for this, but I heard a decent explanation in-game once, which was : "If I'm gonna be staring at someone's butt for 2 or 3 hours, I'd rather be looking at a woman's butt."
Can't say as I can entirely rebut that statement..
My wife, on the other hand, has mostly female characters. -
Quote:I totally agree with MissInformed
My Emp/Elec just hit 20 (actually 21 now) and you REALLY want Stamina at 20, if you could get it sooner, then I would say get it then,
but 20 is the first shot at it, so ...
Also, you might consider moving Tough and Weave sooner in the build. I took boxing before 20 (10th I think) and will be taking Tough and Weave at 22 and 24.
I dont know sonic blast at all, but if you are sitting with 3 single target attacks and a decent AoE by 20, they should get you thru most fights.
Reading back through the posts, I realized I forgot to mention this is a respec build of an existing character. She's currently standing at 43 now, but I appreciate the feedback.
(edit: need to change my sig too.. hehe) -
Absolutely it's worth taking. And like the others are saying keep Hasten, as they work very well in concert with each other.
As for the travel power question, this is exactly what I do with my Mind/Kin, who doesn't even have a travel power because Siphon Speed/Inertial Reduction work well enough that he doesn't need one.