Teeth

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  1. Teeth

    Day Job Priority

    Ooh, that's appealing. Thank you.
  2. Teeth

    Day Job Priority

    There are two accolades that give day job powers associated with the universities, a heal and a rez. I have been told that there has been special effort to ensure that one cannot earn two day job bonuses at once; if I log out in a university, does it give me charges for the heal or for the rez?
  3. Quote:
    Originally Posted by Postagulous View Post
    Punches should not be in MA.
    I don't like the punches--though I do have one costume that's all secondary animations just because I can--but they are an option. I have a friend who is using the angry redneck punch because he really wanted the attack but can't stand the original.

    I do like that one better than Thunder Gut Punch and Eagle's Melodramatic Baseball Pitch, through.

    I'm OK with Uppercut, but I really like the original Cobra Strike, so that one loses out for me too.
  4. Quote:
    Originally Posted by Biospark View Post
    Very interesting observation Teeth. I would have rated Kin/Sonic the top spot and Rad/Sonic as the second best, but that is strictly based off the multiplicative nature of -res and +dmg combined. This favors Kin/Sonic by a good margin, but the Kinetic being very reactive and requiring more clicking throughout the battle (Transfusion, Transference, FS, Siphon etc...) does make me wonder how much dps loss over time you suffer.
    Yep, Kin and Cold both turned out to be a bit less impressive as Offenders than I had hoped. They're good, no doubt, but in actual practice they're a bit less direct than they look on paper. Rad can have its +Dam +Rech running before a single shot is fired and it takes virtually no time to throw out an EF and starting blasting. (RI adds a bit, but it makes up for it by being very good when you need it.)
  5. Teeth

    Healing Badges

    Sorry to come to the part late, but: How do I get 400 Reputation? I gather that two cooperative characters with a stack of awakens can't just whack each other for ten minutes, but (other than reputation decay) there is no mention of Reputation mechanics in ParagonWiki or the PvP Guides.
  6. Heck, look at the Praetorians. Why are they evil? Because their SG is named after Romans instead of Greeks.

    Seriously.
  7. Quote:
    Originally Posted by Fire_Minded View Post
    Rad Blasts its self,can allow you to contantly hit..rarly ever miss because of the side effect of debuffing def % of your foes....so in turn,not missing makes for better damage over time.
    You're a Defender, you can take a primary that does this much better than Rad Blast ever will. This is actually one of the reasons I don't like Kin for an Offender build. You, for example, will have enough debuff from Acid Mortar that Rad Blast wouldn't help you. Of course, that only applies to enemies with special defenses--most of the time you'll be hitting even +4's once you're high enough in level to have some sets and some global accuracy.


    Quote:
    Dark Blasts,yeh,little bit on the low side for many attacks in damage,but whats the use of extreemly high damage if you get nailed the second you start your attack run?Dark Blasts debuff toHit % of your enemies,allowing you to continually dump more control,making the damage acctually a mute point,they will die surely enough,but you wont have a scratch on you most times due to the debuffs and the FF generator.(Traps primary)
    I have 35 levels of experience with that particular combo, and I'm rather unimpressed. Your logic assumes that you will get nailed the second you start your attack run, which needn't happen; between Poison Trap, Seeker Drones, a Mortar, and FFG, your enemies are both 1) having trouble hitting you and 2) not even attacking you half of the time. (It is amazing to me just how often my FFG took aggro instead of me when I was taking my Traps to 50.) This also assumes no IO bonuses; once you have soft-capped defenses, Dark Blast does hilariously little for you. Finally, you're assuming that it's somehow safe to give your enemies twice as many chances to hit you while you grind them down, which is silly since there's a minimum hit chance. Again, this is from experience.

    Quote:
    Sonic,now this is the interesting one...i keep hearing how sonic blasts are just out of this world,and awesome for a defender...i totally dissagree... i have a lvl 37 Kin/Sonic Defender...
    I agree with you here, but only because Kin is your primary. Rad/Sonic has all the benefits you described for Rad and Dark blasts (except much better) plus a +Dam +Rech buff, all of which make it so powerful that it's better in a fight than a Scrapper at low levels. (It also destroys AV's and GM's.) Dark/Sonic is nearly as good, and Cold/Sonic would actually debuff even better (but be in more danger in the process). Kin has +Dam and +Rech, and only the former is a higher number than what Rad has, and Kin cuts into its attack chain to buff itself, if it even hits!


    Quote:
    Im prolly going to roll a Kin/Ice Blasts Defender soon,simply because i think Fulcrum Shift + Aim + Blizzard would be funnier then hell.Not to mention the end drain from it wouldnt be totally horrible,considering youd lose end,but played right,you never run out.
    Truth.


    Quote:
    So yeh...im saying Sonic isnt that great...that and i rarly see a defender with it...prolly because its not as great as forum goers belive..and i wouldnt make another defender with that set if i was paid to do so.
    While I don't expect you to play the set again, I would point out the logic for Sonic Blast being rare is absurd. I don't see many D3 Defenders, but that doesn't mean that they aren't game-crushing tankmages. Also, above and beyond the obvious flaw in your argument, the headache-inducing sound effects are typically given as the reason people dislike Sonic.
  8. In terms of raw damage, aren't Dark, Rad, and Elec among the lowest (Psy being the worst)? They're less resisted and they have some nice utilities, but even so, they don't hit very hard.
  9. I'm learning a lot from this thread, especially a couple of the sample builds. This forum is more helpful than, say, Controllers.

    Quote:
    Originally Posted by Windenergy21 View Post
    Are you trying to do a pvp build also? Noticed the increased perception proc in your FA in that build...
    This is strictly PvE, and FA will never be turned on. I decided that a passive perception bonus would be better than Conserve Power, since I don't expect to have huge endurance problems and Conserve is on too long a recharge cycle to be highly useful anyway; if I'm wrong about the endurance problem thing, I'll take Conserve Power and maybe axe 3% of my defense to pick up Consume.

    Quote:
    Also confused as to why you keep slotting RotP with AA, i understand the bonuses, but thats 4 slots pretty much wasted on a power that doesn't need them.
    I'm considering slotting Obliteration instead, to get more damage out of this, and I might put a slot from Hasten in as EndMod so I start fuller if I have Endurance problems, but I'm not planning on leaving this near-empty. You seem to plan on not dying; I prefer to plan on just never being dead. With a self-rez, there's an important distinction there. My Fire Armor build doesn't need to keep me alive, it just needs to keep me from dying more often than my ability to stand back up can easily support.

    Quote:
    By slotting FA instead also you are GREATLY boosting the end discount on FA as well.
    You seem to fixate on FA, so I'll take this opportunity to repeat that it's not turning on.

    Quote:
    You'll definitely just want 3 slots in hasten btw, ED cap and all.
    It's not a real "cap." It's "diminishing returns." The fourth slot in Hasten takes the recharge down by about six seconds; it doesn't sound like much, but in actual practice those last few seconds are always the most annoying if you're actually waiting for it, and I didn't feel like I had anywhere better to put the slot. That said, it's a "floating slot," it's the first one I would move if I needed to shift slots around.

    Quote:
    The overall defense of this build is far less as well, missing tough too. I've played fire tanks before, and they're pretty squishy. With the bonuses from defense + tough/weave its makes it decently sturdy enough.
    I'm not a tank. Nobody, including me, cares if I die, especially if there's a 20-second Mag 4 stun that fires every time I do (and I don't stay dead). Also, while you guys guided me to some builds with Tough and Weave that I actually liked, I realized that I want to minimize my toggle use so that I spend less time toggling up after RotP. I'm already a bit piqued at having 4, but I certainly don't see a way to do without both armors, Blazing Aura, and Combat Jumping. (I could use Burn as Immob protection, but that's bad for my slotting, DPA, and global bonuses.) Frankly, I'd sooner take Assault than Tough or Weave, even without the Boxing prerequisite.

    Quote:
    Any toon i've had laser beam eyes on i find i almost never use it, always seems like the animation is too long where i coudl get off 2 melee attacks before it finishes.
    I'm on the fence about this too. I love the global bonuses for that set, but it's also one of the most expensive, and the slots could be used to mitigate the loss. It looks cool and it's nice to have a ranged attack better than Revolver at times, but I don't actually see many reasons not to move it to 49 and leave it 2- or 4-slotted (perhaps with Accurate Defense Debuff). I could also take a slot from Hasten and put it in Laser Eyes to let me six-slot Thunderstrike for some ranged defense.

    Quote:
    Bumping from RotP into focus chi then (regarding 6 gaussians in FA) you can put 5 adjusted targettings in focus chi, capping its recharge and still getting those bonuses.
    Ooh, good idea. I'm not going to do exactly that (see the RotP comments above), but you've given me a couple of ideas for shifting things around. I like that Adjusted Targeting gives both Damage and Recharge. I'll post a sample build when I've considered this.

    Quote:
    As to the +recharge procs you keep seeming to put in there, i've never really found a good enough use out of them. ... I've always found simply slotting a 50 recharge IO in those aoe poewrs to be much more efficient and reliable.
    It's very nice in the proper situations. I have quite a bit of experience with it as well, and I think it will be good to have here. I am considering a generic 50 Rech for Energy Torrent, but note that Dragon's Tail is already at the ED "cap" for recharge. I don't plan to change the slotting for Dragon's Tail, regardless of anything else that happens in the build.

    Quote:
    Healing flames, 6 numinas may give a defense bonus, but to get all 6 of those enhancementsi s going to cost you probalby around 100 mil, versus 6 doctored wounds which with salvage/crafting probably won't cost you more than 10 mil, while granting a recharge bonus in the process instead of fairly unnecessary regeneration, and a small hp boost.
    First, I don't think there's any good reason to use 6 Doctored Wounds. 5 works great for Reconstruction and Healing Aura--better, in fact, than 6 Numina's--and I expect the same to be true for Healing Flames. Naturally, freeing the slot up is a point in favor of DW, but the Regen and Defense is drawing me toward Numina's.

    Secondly, the cost analysis would be more valid if I didn't keep getting them as random drops at my level of preference. (This statement also applies to the following: LotG+R, Run/Jump +Stealth, Kinetic Combat, Steadfast Protection, Positron's Blast.) I could sell them when I get them as drops, of course, but in general I don't make builds with the assumption that price is no concern.

    This build would look quite a bit different if I assumed I had billions of inf to work with. I would actually sacrifice some survivability to slot totally for global recharge and damage. As it is, the kind of recharge I want is only available with a lot of purples, since Hasten is invalidated by all the dying, and this character has no access to Sleep and Confuse sets. Darkness Mastery would allow me to use Stun, Immob, and Hold, but those are still expensive and I would still need two of the billion-inf-each Damage sets. A sample "absurd cost" build would be something like this: Click this DataLink to open the build!
  10. Quote:
    Originally Posted by Scientist View Post
    I'd be very surprised if any defender power ever gets Scourge added, as thats a signature Corruptor inherent.
    It's not just a "signature Corruptor inherent." It's an actual power that Corruptors get. It makes no more sense to talk about Defenders getting Scourge than it does to complain (in a serious fashion) that your Tank is not building his Domination bar fast enough or that your Katana/Regen Scrapper is having trouble summoning his Fire Imps.
  11. Quote:
    Originally Posted by Postagulous View Post
    It's been my alpha, but I'm usually underwhelmed by the orange number it makes.

    I can't take CAK. I can't force my toon to look that dorky.
    You could always change it out for the "crippling angry redneck punch."
  12. I agree with Wind that I needed Hasten. I'm inclined towards this build now:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    I'm toying with the idea of dropping two slots from Hasten and one from Fire Shield, giving Fire Shield the slotting of Plasma plus the global 3% Defense, and turning Temperature Protection into a Hover with two Zephyr, a Winter's Gift, and a LotG+R, but I don't think that extra 2.5% Ranged defense and 7.5% recharge would really be worth the added endurance cost and the minor loss of S/L and Cold resists.
  13. Teeth

    Traps/Sonic Def

    I'm not a big fan of his build, mostly because PBU seems a bit pointless when it's going to fire that rarely and yet only work for a very narrow range of applications (keep in mind that it cannot boost resist debuffs!).

    Since he seems to be going for a defense-capped build, I think it would be better to work in the Dark or Elec epic armor. The former would be for tanking the ITF; the latter would be for tanking Rikti and the Shadow Shard.

    Of course, I just really like the ITF, RWZ, and Shadow Shard, so I'm biased.
  14. Thank you Wind, that was very helpful.
  15. Quote:
    Originally Posted by Black_Cats_Paw View Post
    Skipping Eagle's Claw isn't really a big deal. I haven't looked too heavily into the build otherwise, but I can say from long experience that Eagle's Claw, due to the extremely long animation compared to the smooth, flowing awesomeness of the rest of the set, won't be missed. Heck, I'm not even a huge Crippling Axe Kick fan, but even it suits the set better.
    Thanks. Just checking.
  16. I am trying to make a highly aggressive MA/Fire Scrapper. Another thread helped me figure out how to make a good defensive build, but I'm not sure it suits my particular idiom. My main concern with this build is in skipping Eagle's Claw; it looks like a good decision on paper, but I don't have the experience to back it up.

    Thoughts?

    My tentative build as of now:
    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  17. Wow, you guys opened my eyes a bit. Thank you.

    Even a quick & rough build like this (DataLink) is hitting 30% S/L and 20% E/NE while keeping good recharge.

    An interesting side effect of this is that I feel a bit burnt out on making defensive builds. I may just start another thread for more of a cannon build; that seems more appropriate for Fire Armor anyway, especially if I do something silly like purpling out RotP.
  18. Quote:
    Originally Posted by Local_Man View Post
    This is the first I have heard of "Purple Prejudice."
    I'm somewhat prejudiced against Purples as well. I really like that they make Exemplaring easier, but I'd rather have three mid-priced characters than take the time and effort to Purple-out one expensive build. It seems like more of a *****-size thing than a game enjoyment issue, to me. I don't play my 50's much, so why spend 1 Billion per set on sets that can only be slotted past level 50? My Controller has been steamrolling +0x8 since level 46, why spend hours upon hours shopping and crafting and farming to raise that to +2x8?

    That said, while I do not know the OP's motivation for "Purple Prejudice," I would sooner buy all six recipes of the purple Confuse set than a single Numina unique (which runs about the same price as the full crafted set). The Recovery, Damage, Recharge, and (5%!) Defense are all nice, as is Contagious Confusion. (Conceptually, it's also amusing to see Seeds of Confusion somehow becoming even more awesome.)

    I disdain the use of purples, but I also don't think of the Confuse and Sleep sets as "real" purples, due primarily to their prices. I spent more inf on costume changes for my Scrapper than I did on the Confuse set for my Controller.
  19. While I'm thinking about it--how does high Defense compare with the option of using high Recharge to fire my heal more often? I'd lose 5-10% Defense and maybe 10-20% Regen to get my Healing Flames down from 20 seconds to 16 seconds, and it would slow my DPS a bit, but it's an option.

    Similarly, I could take Cobra Strike, though I wish to reassert that my primary objective is to kill things and that seems like it would slow me down.

    (I am aware that having 300% Regen is not especially impressive, though I'm not clear on whether it's worth mentioning.)


    Quote:
    Originally Posted by Windenergy21 View Post
    Um.... what's bloodthirst?
    That's when big orange numbers make things fall down and stop hitting me. Killing things before they kill you is a selling point for Fire Armor.
  20. I don't see much for S/L defense, am I missing some obvious sets?

    Even with a small sample size, the fact that you all seem sure I should go Melee is already somewhat convincing. I'm curious about debuff, though. Do you get debuffed in melee more than I realize, or perhaps less at range? Is the damage difference between melee and range making up for the amount of ranged debuff that easily? Things like guns, ice blasts/bullets, Optical Blast, psy blast, and poison darts are the debuffs I've noticed most, and some common mobs--Psy Clocks, Rikti Drones, Nictus Essence, Council bots, to name a few-seem to focus heavily on ranged attacks.
  21. Teeth

    why no psy ?

    Quote:
    Originally Posted by Necromatic View Post
    I would like to see the corrs get the blaster version except with scramble thoughts exchanged with Confuse!
    And I want a Fencing melee set. Let's not hold our breaths.
  22. I'm working on a tentative MA/Fire build. I find that I have a curious choice between solid ranged defense, solid melee defense, or anything on the gradient between the two.

    Intended content is "everything."

    Melee defense seems immediately reasonable as a Scrapper, since I plan to be in melee. But Dragon's Tail and bloodthirst should limit incoming melee attacks a bit, and I notice that one tends to get shot a whole bunch regardless of AT (especially by debuffing mobs!), so I lean towards Ranged.

    My current plan looks like this:
    Click this DataLink to open the build!

    ...but this is rather theoretical. I'm also considering shuffling slots around to put a LotG or two in, but this would likely cost me 2% of my global defense or 3% of my ranged defense, and I'm on the fence about that.

    I also may not be able to afford the purple set in Laser Eyes, which would push me toward the LotG option.

    Mostly, however, I am worried about Ranged vs. Melee Defense.

    Thoughts?
  23. Quote:
    Originally Posted by NeonPower View Post
    Standard damage wise, Kinetics/Sonic. You get a nice res debuff, as well as almsot always being at the damage cap =). can't imagine standard damage gets better than that for defenders.
    This is a tad squishy, in my opinion. Survival is important in doing damage; the less time you spend thinking about yourself, the more time you spend wrecking things.

    From personal experience, Rad/Sonic is a very impressive Defender; it does incredible things for teams and it will seriously pump out damage, even solo. Dark/Ice (also from experience) is a slotting nightmare on par with a Kheldian forms build, and besides that is weaker for soloing; it helps a team steamroll more, but it's less capable at taking down AV's and GM's than Rad/Sonic, for indeed this is a *huge* selling point of Rad/Sonic (it's one of the best things you can have for GM's).
  24. Teeth

    Traps/Sonic Def

    Time Bomb is too present and Trip Mine is too absent.

    It takes 21 seconds to get off a Time Bomb, and it takes a couple of minutes to recharge. Trip Mine is 5 seconds to use and ~8 seconds to recharge, and ONE does 2/3 the damage of Time Bomb--if you prefer, you can lay a field of them, such as if you're in the mood to one-shot Elite Bosses.

    Time Bomb is a tad useful for soloing, but you can't rely on it because of its recharge. It's utterly, utterly useless for teams. It can augment Dreadful Wail for a "double nuke" if you time it right, but it doesn't do enough damage to be a nuke on its own (it's only about 60% as damaging as a Blaster nuke).

    Trip Mine is an incredible power that opens up wild strategies no other power allows for, and it's fast enough to help a team steamroll.

    This isn't theoretical; I have played Traps to 50.
  25. Teeth

    why no psy ?

    Quote:
    Originally Posted by Trickshooter View Post
    Maybe, but then they would have had to do a whole round of proliferation, otherwise the other ATs would have been going nuts that only Corruptors got a set proliferated.
    Fine by me. I'm one of those people that loves the ice sets but hates tanks. I want Ice Scrappers!!

    As for Psy Corrupters: I don't really PvP, and it's a bad set for PvE regardless of which version we get, so meh.

    As for FF Corrupters: While Cold does steal a bit of FF's thunder, Cold really doesn't cut it when you want some of what FF offers. I've played both. Cold's freaking hardcore debuffs really do leave FF out in the cold mechanically (*rimshot*), but I still sometimes miss the things my bubbler had. Besides the nice things like better Defense, Repulsion Bomb(!) and status protection (!!), there is the more general factor that FF has always been highly conducive to blasting (in contrast to Cold, which expects you to spend a lot of time bubbling and debuffing). It would be nice to see it backing up an AT that has blasting as its primary!