Talionis

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  1. Quote:
    Originally Posted by Mr_Grumpums View Post
    Usually I just hold off on nukes or click powers that drain all endurance unless I have, or am able to mix, two or three Blue insps. If my toon is about to die, then I won't really care if it'll run out of endurance later as long as it lives through the fight.
    That's what I currently do, but I have heard that Conserve Energy and Power Sink will allow you to pop the Blue and then kinda go on.

    I would guess that Conserve Energy lets you do a little with the energy you get from the Blue, but you still only have the Blue you pop.

    With Powersink, you have to have critters left to drain. Of course if the nuke killed everything, then you could probably at the worst wait for the nuke to recover.

    I did not realize that Drain Psyche was that strong. I may have to try that some.
  2. What are the best ways to recover from using your nuke?

    Conserve Energy
    Power Sink
    Drain Pscyhe

    Something I've missed?
  3. Quote:
    Originally Posted by Biospark View Post
    Biospark runs currently with 20% Defense to Melee/AoE/Range and Psi and its pretty viable solo and teaming. I still need to carry around break frees, but I can move in and out of melee range pretty safely. I have also planned out and someday will finish up a solo build that hits 30% to all positions and ups his s/l resist to the mid-60s. But again, he will still need maintain a stock of breakfrees.

    My own Kin-Electric is sitting at 28 and to be honest, he "saps" at 28 using SC+Transference nearly as well as Biospark does at 50 with SC+Powersink.

    I would say to post your build and see if anyone can help you with it.
    Also, if you play alot of tanks/scraps, the constant reminder of your weakness to "mez" effects could be biggest detractor for you. I know it is for me. But I have finally come to terms with the idea that I have to manage my Inspy-tray on this character. No choice really.
    I do play a lot of Tanks, but a lot of Defenders too. With Kin's it just seems like the Mez's are more danagerous. Often I'm in melee range to apply Fulcrem (I have a 45 Kin/Arch) or to get a benefit from Transfusion and Transference. Getting Mez'ed in melee range on a squishee equals death. I'm not the quickest at getting inspirations out of the tray either.

    Part of the problem is that I use my insperations for big fights, occassional extra green, and a stash of wakies. I usually have the break frees I just forget or can't use them quick enough for the cascade of bad to kill the toon.

    My 45 Trick Arrow/Dark doesn't have nearly the problem with getting mez'ed but I'd expect that since she has some defense so a lot of those mez's will miss. She's also can keep the damage at a distance where it doesn't cascade as quickly into a nose dive.

    The lack of defense has long plagued Kinetic Defenders and has made the powerful set far more practicle a secondary for Controllers than for Defenders since the Controllers offer the defense in their primary. I've just never liked the playstyle of Controllers.
  4. Quote:
    Originally Posted by PC_guy View Post
    I would say this is fairly far from the truth. aside from mez, which can be avoided by carrying some break frees, you can get a significant amount of defense built up. I use power build up in place of build up for damage rather than for the secondary effect unless im sapping or venging. Although another hole that has annoyed me is defense debuff resistance. I've been wanting them to put in a proc of some sort to give ddr, much like the slow proc for the universal travel, in for a long time. But aside from mez and ddr, I've made a number of defenders that have build up a pretty good defense system by itself and is magnified when you add in things like mitigation and secondary effects from your primary and secondary.
    I haven't seen a build with over 30ish Defense even with Power Build Up and that's up like 1/12 the time.

    Is 30 enough to be good? I guess you can go for Smashing Lethal Defense and that might be ok. But ranged defense, while normally enough for Defenders isn't for a Kinetic/Electric since so much of what they do requires they be in Melee area.

    My first toon was a Kin/Electric he's sitting at 26 and I just don't play him because it seemed like he wouldn't be viable.

    But to this day, this is the toon I really wish I could make good. I still keep coming back to him. I've always wanted a Kin/Melee toon.
  5. It seems Break Frees and well placed Tesla Cages are really the only answers to being mezed, huh?

    Its near impossible to get a significant level of Defense built up.
    Force of Nature does not provide Mez Protection, muh... its not like it would be near perma
    Power Build Up does up Defense some, but its hard to get it up a significant amount of the time. I'd personally rather have had regular Power Boost. At least it could've been up regularly to help boost defense through an Alpha Strike.
  6. Is there a real problem with Kin/Electric damage or is it that the damage is broken up over a lot of small tics and numbers?

    I know it is missing the Medium range high damage attack of most sets. Which really hurts your single target damage, but is it really lacking in AoE damage? Ball Lightning and Short Circuit do recharge fairly quicklyl. And they seem like a lot of small numbers which might mean that its a perception thing, not an actual less damage thing.
  7. I still think adding one power at some level between say thirty-five and fifty by doing a signature power could add a lot more possibilities without being as broken as the ops suggestion. I also think it would be a great way to breathe life into high level characters. Possibly haaving to do even more special missions or arcs to add slots.
  8. I'd consider fighting through the crash on a Defender to get even a little mez protection from Force of Nature. But I can see where other characters would be reluctant to.
  9. Quote:
    Originally Posted by Sardan View Post
    Which by itself is not a sin; we've all been wrong. The problem that I've seen is that when someone attempts to correct his misinformation he gets defensive and accusatory, and that's where it typically starts to spiral downward.
    Sometimes it is true but not helpful.

    Like when he told everyone he tanked with his Cold/Cold Defender by killing the entire spawn with just Sleet, Blizzard, Snow Storm. He just forgot to mention he was level 40 and the spawn was level 1 in Atlas Park. LOL
  10. Quote:
    Originally Posted by Umbral View Post
    Actually, you're wrong. Check out Controller Psionic Mastery's Indomitable Will. While the recharge is a bit high for most builds to manage getting it permanent (*/Kin and */Rad can manage it thanks to native +rech buffs), it is still a mez protection ability within an APP.
    Interesting that this can be perma. God Modes cannot be perma'ed. So I figured there was a chance.

    I actually could care less about the resistances, with the crash I'm not sure if its worth it not to get mez protection. I just wanted the mez protection.
  11. I didn't see it as a stupid question. Force of Nature is the only "God Mode" power that Defenders get. I don't think Scrappers would've cared if Defenders had Mez protection.

    Besides the Devs ended up giving Blaster limited mez protection for their tier 1 and tier 2 blasts.
  12. Quote:
    Originally Posted by JamMasterJMS View Post
    Singy's knockback aura.
    Standing in that with hurricane on all that you have to worry about would be AoE and range damage. And again on an unlimited budget build those 2 positional defenses would be softcapped.

    Lightning storm and sleet for damage...
    Thanks. I don't have singularity on my Gravity Storm yet. I actually hadn't liked the way it was playing so I sorta parked him. I was fairly certain, I had picked a bad combonation or that Gravity just stank. Its good to know there is something to look forward to and its a good combonation.
  13. Quote:
    Originally Posted by Amy_Amp View Post
    Forgive my ignorance, but what "God Mode" powers that squishies get offer Mez protection? Offhand I keep thinking about "God Mode" powers and I keep thinking of melee sets that already have mez protection by default.
    Amy,

    I'd say that is most of the "God Mode" Powers.

    Scrapper Power Surge
    Scrapper Unstoppable
    Scrapper Moment of Glory
    Scrapper One with Shield
    Scrapper Strength of Will

    Tanker Power Surge
    Tanker Unstoppable
    Tanker One with Shield
    Tanker Strength of Will
  14. Quote:
    Originally Posted by Silas View Post
    While I love the Conduit of Pain buff, it does irk me a little that in a powerset so geared towards keeping your teammates alive you get such an awesome reward for failing to do so.

    If I had my way, all rez powers (self and ally) would be like Howling Twilight, so they have utility even if you/an ally isn't dead. If RotP/Soul Transfer gave you some kind of buff or could simply be used while alive it would go some way to alleviating a lot of the problems FA and DA have, in my view. Same goes for Conduit of Pain. IMO if when used on a live ally it buffed them as well as buffing you when used on a dead ally to rez them.

    It's all well and good to have a power that is great for when you/an ally are dead, but it would be so much better if they worked when alive too.
    Agreed!
  15. Quote:
    Originally Posted by JamMasterJMS View Post
    Ill/rad for sure

    grav/storm maybe

    Id imagine ice/rad as well

    Assuming unlimited budget builds, those powersets are as close to "cosmic lvl" power as this game will allow.

    bots/traps for sure as well.
    What makes Gravity Storm any stronger than any other controller with Storm as a secondary?
  16. Quote:
    Originally Posted by _Klaw_ View Post
    That's right unfortunately you need a dead friend to get your buffs. I find the best way is to hold a large blue insp in reserve and drive yourself to 0 end then you can say "sorry I can't heal I'm out of end" and hang back. Then when someone dies run in take the blue and res saying "Oh I got a lucky drop".
    You are definately a villain!
  17. It doesn't say that it does, but most of the "God Mode" powers do provide Mez protection.
  18. Howling Twilight in Dark Miasma can be used without a target dead toon. Can Pain's rez be used this way?
  19. Quote:
    Originally Posted by Fire_Minded View Post
    Well, heres a question for you.If im running a Cold/Ice Defender, and I rip into the mob from a distance with Sleet, Ice Storm, and then hit them with Blizzard, and they die from my actions alone, and the team, as well as my self lives, wouldnt that be considered Tanking?
    That kind of tanking means you aren't fighting very difficult foes. One run of those attacks should not kill everything. Sorta sounds like 7 blasters and you. 7 Blasters means all you have to do is take the Alpha. Most Controllers could do that just as well or better. That sounds easy.

    You really don't need a Tank to do easy stuff. Tanks are only required for toons that are incomplete or for doing really difficult stuff. And the game is built so that the larger the team, the less you need any one archetype anyway. Your combined synergy is enough to get you through most situations.

    As toons get more mature, they should be able to handle most normal situations solo. The way in which Defenders handle situations is soft control which usually does things to affect large mobs of baddies, and it is far more helpful to the total defense of a team than say a Scrapper.

    Pat yourself and Defenders on your back all you want. Defenders are good. But so are Tanks. Tanks do what you are saying you do a ton better. A good Defender should help him to Tank, not thru just heals. Not all Defenders have a heal. But all Defenders are supposed to help keep toons stay alive. Its your job. But you aren't replacing a Tank for tanking, at least not at really hard stuff.
  20. I agree that Defenders and Corrupters can do some great things that normally they would not be expected of. They definately do a lot more than heal. I think you didnt quite understand what a tank does. When you have a good Tank on your team they do a lot more than just take the Alpha, the keep the aggro. On smaller teams this may not be as big a deal, but *** teams get bigger and the threats get bigger holding the aggro is just as important as taking the Alpha. Holding aggro lets squishier toons use AoE effects without worrying that five or more baddies dont gank them.

    Tanks can be of the most importance in the middle levels where toons dont have their own defenses setup or slotted. They go on to be a godsend whenever you try to fight difficult mobs. Taunt and Guantlet do a great job at what they do, and those powers are difficult to emmulate.
  21. Talionis

    Good combos?

    I'm having fun with Earth/Psy. Seems very safe and I have even taken the alpha for mid sized teams at mid level 20's.
  22. Quote:
    Originally Posted by Fleeting Whisper View Post
    Well, Siphon+NR could surpass unslotted Super Speed
    This is what I meant. Everything unslotted Siphon and NR is faster than SS. I think.
  23. My Trick Arrow/Dark can tank by op standards, but without true mez protection and without taunt in my attacks I think its not useful replacement for the worst tanks.

    I guess I could take Provoke and have a lot of breakfrees and still never be as good as the worst tank.
  24. You need to focus on control more.

    Use the confusion and the single target control on different targets. Cycle through your targets so that you don't attack creatures you have controlled. Reapply your single target hold as soon as it is up.

    On teams, watch your aggro. Redside does not have Tanks to hold aggro. Its easy on controllers to aggro a lot of things and not have them controlled.
  25. It is so fun.

    You feel like you can jump for miles. You run so so fast.

    I've never built any builds that really put a lot of slots into the travel powers, but I would say that Inertial Reduction and Ninja Run feels like it jumps farther than Super Jump.

    I only have used Super Speed on a couple characters, but I would say that Siphon Speed and Ninja run is faster than Super Speed too.

    Either way, you definately do not need a travel power with Ninja Run and Kinetics.