TheDieisCast

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  1. TheDieisCast

    Kin/Elec help

    I am currently leveling a kinetics/electricity defender and i am wondering wether he can be viable for PvP. I think the following changes will be really drastic so i am not looking for specific advice, more of gudelines:
    a)is kin/elec/power more suitable for PvP than a melee toon?

    b)what IO sets are good for such a toon?Are there "staple" sets for some powers? I do not intend to spend too much(about 200-250 mil probably) but maybe i can get something good.

    c)other basic advice?I usually play melee toons.
  2. actually, i have even more WP than inv toons.
    what i have found out is that when -def is not a factor, invincibility is "a ridiculously great power in an otherwise poor set".RttC is NOT as good as Invinc. the only difference is, since its not that good, the devs can buff the other powers.

    right now, the weaknesses of inv are HIDDEN by invincibility.
    the fact that a player MUST get:hasten for dull pain, aid other & self, possibly fighting pool for Weave stacked with tough hide and invinc( 24% defense with 0 mobs, 19% with debuff from Uny)states that invulerability, though imho not gimped for PvE, is in the very least "tricky" and restricting.

    HOW can the devs fix it?with buffs in all the passives and the defdebuff going away?then in PvE it will be overpowered.

    "That said there is plenty of -def in game that can actually have an Invuln at 0 def at times making them a resist set with a long recharge heal."(bored to quote) that means that the reason to take the set is invincibility(the core of inv defense). It SHOULDN'T BE. ALL 9 powers(or, as in mos sets, 5 of the powers) must define the set, not 1. and no, temp inv is something 70% of defense sets have, its not "defining".
  3. I have about 4 toons that use inv/ or /inv.though none of them is 50, most are post-30s and one is post-40(44).

    of these toons, none has failed me(i dont mean i never die, i mean that most tanks/scraps i see die as easily or easier).However, ALL these toons have multiple ways of surviving, not just the "big 3" inv powers of TI, Uny, and Invinc.2 have medicine pool, 1 has divine avalanche, other has fighting pool, most tanks have some forms of mezz, you know the drill.

    That being said, I have some comments:
    a)perhaps some would say i have lots of IOs due to inf transfers from my PvE toons, but i actually have a very good psionic resistance and defense.I might not be an anti-psi toon, but I can cope.
    b)In PvE, non-S/L is nothing. I have capped defense due to invincibility,(thats why i mention PvE) and Tough Hide , lots of hp due to dull pain, and usually either stuns(to deal with non-S/L guys), or medicine pool(hard to hit me), or both.
    c)In one of the toons I use the 2 passives.There was something I found interesting:

    Energy/Elem resist, passives and Uny SLOTTED: 16% + 11%= 27%( with capped defense, its an ok number).

    what players do:
    player looks at the passives ON THEIR OWN:"i won't get this power, i might as well get pool powers or(worse) attacks" result: 27%-11%=16 % res.

    player then looks at his elemental res:"dude, only 16%? why slot Unyielding then?I want my slots in attacks!"
    result:16%-6%=10%.

    total result: a DECENT (with capped defense build) resist of 27% becomes a non-existant resist of 10%.

    conclusion: invulnerability, when min-maxed and IO'd, is a very good set, but you got to sacrifice stuff to use it in your build.As such, it is very hostile to new users.

    suggestion:
    a) A BRAVE NERF IN IVINCIBILITY. as long as this power is so powerful the devs will be really scared to buff the passives(i.e. buff PvP power by adding slow resist effects to them etc.)perhaps the bonus per-foe shouldn't be as high.
    like in RttC, where most of the bonus comes from the first enemy.
  4. i know. Soul Drain is at its earliest at 26-right when it becomes available.

    any tips on my other Q's?
  5. This is my new toon, and since i havent had a real experience with high-level dark melee i could use some help.
    1.I know that due to lack of burst damage dark melee can't really play PvP, but i am 80% PvEer anyways.
    2.I mainly intend to use shadow punch/smite because i like(13 lvl currently) the feel in the playstyle. Am i wrong? is any of these powers useless at high levels?
    3.how about dark consumption?will it be useful?

    this is what i'm planning to get(not sure on slots, i have freespecs and stuff so that should work)

    1.High Pain Tolerance
    1.Smite
    2.Shadow Punch(i love these two attacks, i know their damage is meh but they seem effective up to now.not sure if they remain useful later on?)
    4.Fast Healing
    6.Shadow Maul
    8.Siphon Life
    10.Hasten
    12.Combat Jumping
    14.Super Jump
    16.Indomitable Will
    18.Rise to the Challenge
    20.Quick Recovery
    22.Mind Over Body
    24.Hurdle
    26.Soul Drain
    28.Heightened Senses
    30.Touch of Fear
    32.Midnight Grasp
    35.Health
    38.Strength of Will
    41.Stamina
    44.Focused Accuracy
    47.Dark Consumption
    49.Conserve Power

    really starter with dark melee, so i could use some advice and then post/think about IOs and stuff.
  6. After some play, i saw that for some reason, tough didnt even make a PvE difference after SO-lvl enhancement values.
    Gonna replace boxing with Crippling Axe Kick

    Question:If I take Stealth, I would like, even much later on, to take Phase Shift conceptually. I won't do it if it is a really bad choice so how bad/good choice would that be?

    Also about sets:What can i do to boost anti-exotic defenses? I don't really think reactive armor will make any difference... Aegis/Impervium armor i dont think I'm gonna need, as i said.Thats why i ended up with [censored].Coating. Any other advice would b welcome, though...

    For attacks I'm for the moment thinking Crushing Impact to all except Cobra Strike(5xStupefy/1xTouch of Death Proc)
    For Fast Healing, 3xHeal,3x3 uniques(u know, Numinas, Miracle etc.)Not sure about others yet.Anyways about powers till 50 my idea currently is(no i will not play regen no matter how better it is):

    1:HPT
    1:Storm Kick
    2:Mind Over Body
    4:Fast Healing
    6:Focus Chi
    8:Crane Kick
    10:Indomitable Will
    12:Combat Jumping
    14:Super Jump
    16:RttC
    18:Crippling Axe Kick
    20:Quick Recovery
    22:Aid Other
    24:Aid Self
    26:Cobra Strike
    28:Heightened Senses
    30:Stealth
    32:Eagle Claw
    35:Invisibility
    38:Phase Shift(as it is now, does Strength of Will help or just MoG-like?)
    41:Focused Accuracy
    44:Conserve Power
    47:Hurdle
    49:Health(are they too little, too late?Maybe skip for presence pool for Fear?)

    Also note: I will have a +perception IO and a +Stealth IO any day now(got the money, just minor net problems atm).Roughly estimated i will have set bonuses about +34%acc, +40%rech, will aim for regen/recov but hard to keep track right now(public PC, problem stated earlier, so no relevant programs)
  7. Also:all attacks have 2xacc,3xdam. Mind Over Body has 29-lvl Titanium Coating, 54%res,38%endredux, x%rechrge(dont care, right?) I picked Coating due to not needing more psi res(other resist sets sacrifice base enhancement values to give psi res like Aegis and Impervium Armour, which i dont need)

    Will probably get Crushing Impact to all attacks later on.
    HPTolerance is slotted 2xHeal(not sure about set), 1x steadfast protection +3%def(small but cant hurt, right?
    Fast Healing is 3xHeal(not sure about set, probably unique enhs like Numinas and stuff). Will post a full build with set bonuses when i am 40 lvl(too few slots now to hunt for serious set bonuses).

    Thanks all will have news soon!
  8. Hey guys!Had some of my first spars these days.Ok, so they didnt go very well, but it was expected and actually fun was had. I respeced recently due to a useful lesson both here and actual play about the medicine pool(also since science origin it even makes better sense than fighting though i dont really want to drop Tough):

    1:Storm Kick(1)(3)(3)(5)(5)
    1:High Pain Tolerance(1)(23)(23)
    2:Mind Over Body(2)(19)(19)(25)
    4:Fast Healing(4)(17)(17)
    6:Boxing(6)(7)(7)(15)(15)
    8:Crane Kick(8)(9)(9)(11)(11)
    10:Focus Chi(10)(13)(13)
    12:Combat Jumping(12)
    14:Super Jump(14)
    16:Rise to the Challenge(16)
    18:Indomitable Will(18)
    20:Quick Recovery(20)(21)(21)
    22:Aid Other(22)
    24:Aid Self(24)(25)
    26:Tough(26)

    Will probably get Cobra Strike at 30, right after Heightened Senses.Question:I normally LOVE Cobra strike conceptually(real life MA is not just kicks like in the movies)but because of power over concept i took it late as its dmg just seems non-existent... Would it be worthy in lower lvls?I mean in Sirens it will still be available...

    Also question: I got my hands on a Touch of Death neg energy dmg proc from one of my other toons. Would the following slotting make sense: Cobra Strike, 2xacc, 3xStun, 1xProc?or even 5xStun set(stypefy?) & proc?

    Also thank you all(and the one that invited me in Defiant PvP channel the other night) for being super-helpful.
    Will also probably get the Stealth IO for Jump.

    I also noticed that PvP needs quite some player skill which is encouraging as imho provides fairness(alright, it leads to ganking but not only that happens in all games also experience can save you from that many times-timidi matter non flet). I mean, as a new guy it was kinda hard to jump right next to a moving toon after casting Focus Chi(they constantly run after that lol) which as i said its only fair, winning/losing due to skill.

    For some reason i find it hard to download Mids, but anyway i have most sets learnt by heart from other toons(except the new ones that is, will learn those in time too).
  9. Current spec:
    1:High Pain Tolerance(1)
    1:Storm Kick(1)(3)(3)(5)(5)
    2:Mind Over Body(2)(19)(19)
    4:Fast Healing(4)(17)(17)
    6:Boxing(6)(7)(7)(15)(15)
    8:Crane Kick(8)(9)(9)(11)(11)
    10:Focus Chi(10)(13)(13)
    12:Combat Jumping(12)
    14:Super Jump(14)
    16:Rise to the Challenge(16)
    18:Indomitable Will(18)
    20:Quick Recovery(20)(21)(21)
    22:Tough(22)

    note:I can and will make changes, after all thats part of what this thread is all about.
  10. Hey guys. Listen, in the spirit of keeping an open mind, i'd like to learn basic PvP skills(zonal) while playing my new toon. Though i never totally shunned PvP, I was mainly PvEer(note:defiant), i really don't care wether i get owned, ganked, or anything at start ( already happened, ALL games with good PvP imho have that) , just need advice on the build and some tactics.

    The toon is MArts/Willpower(not originally intended to PvP so dunno if the combination can ever work) the only Power Pools my concept "forces" me to take are super jump and either Body Mastery(supposed to have the power to control his cells) or at least Weapon Mastery(as in, no Dark).
    I have inf to spend on IO sets, like, not infinite but can eeasilly obtain 80-100 mil for basic sets, then slowly gain more to buy numinas and stuff(not my first char as some may know, so i can farm)

    Currently toon is just lvl 22, just decided to go learn PvP(mainly so i dont mindlessly shun "imba PvPers" like others , not to become hardcore PvPer myself).Can u guys help me here?
  11. The difference in our builds is the following:
    While you tried to(and to some extent, succeeded in)fill in the psi hole, I haven't because I disagree that the psi-hole is the main problem with invulnerability.

    Sure it was meant to, but after ED (not rant, just fact) invulnerability's problem is the low resist to everything non-smashing lethal.

    So my base in this build is, get a combination of defense and hp, so that I am not based on the non-existing resists. I am considering other suggestions of yours though...
  12. Basically the defense to ranged is:
    3%(unique IO) +6%(0-foe invincibility) +6%(tough hide) +6%(weave) +5%(2x red fortune)-4%(unyielding)=22%, and that's without any melee foe.
    defense to melee is, of course, ludicrous (6-slotted Divine avalanche + invincibility + tough hide + weave + IO -unyielding) it approximates, without adding the per-melee-foe benefits, 17% plus 23% per Divine avalanche, can reach 63% most times with double-stack(though for few secs I have triple-staqcked it, the secs were few to count)

    Also I have nearly 75% smash/lethal resist(RPD, TI, Tough, Uny),19% fire-cold resist(12% unyielding, 7% sets), 15% negative energy resist and a minor 7% psionic resist.
    Also about +10% hp(6%titanium coating, 2,13% crush.Imp., 1,88% Miracle)

    Offensive bonuses include 32,5% recharge, 23% accuracy(not impressive, but combined with Focused Acc I shouldnt have a problem) and a 6% damage bonus.

    Also minor recovery(miracle) and regen(scirrocco) bonuses.
  13. Contnuing my katana-invulnerability(slash button of keyboard has problem) post, I post my level-50 build(soon will be, already mid-40s)

    +---------------------------------------------
    + Built with SuckerPunch's Online Planner
    + http://www.cohplanner.com
    +---------------------------------------------
    Name: N/A
    Level: 50
    Archetype: Scrapper
    Primary: Katana
    Secondary: Invulnerability
    +---------------------------------------------
    01 => Resist Physical Damage
    IO - Steadfast Protection : Damage Resistance, 3% Def(All) (1)

    01 => Sting of the Wasp
    IO - Crushing Impact : Damage,Accuracy (1)
    IO - Crushing Impact : Damage,Endurance Cost (5)
    IO - Crushing Impact : Damage,Attack Rate (5)
    IO - Crushing Impact : Damage,Accuracy,Attack Rate (11)
    IO - Crushing Impact : Damage,Endurance Cost,Accuracy (15)
    IO - Crushing Impact : Damage,Endurance Cost,Attack Rate (43)

    02 => Flashing Steel
    IO - Sciroccos Dervish : Damage,Accuracy (2)
    IO - Sciroccos Dervish : Damage,Attack Rate (3)
    IO - Sciroccos Dervish : Accuracy,Attack Rate (3)
    IO - Sciroccos Dervish : Damage,Endurance Cost (11)
    IO - Multi Strike : Damage,Accuracy (37)
    IO - Multi Strike : Accuracy,Endurance Cost (37)

    04 => Dull Pain
    IO - Doctored Wounds : Heal,Endurance Cost (4)
    IO - Doctored Wounds : Endurance Cost,Attack Rate (13)
    IO - Doctored Wounds : Heal,Attack Rate (13)
    IO - Doctored Wounds : Heal,Endurance Cost,Attack Rate (36)
    IO - Doctored Wounds : Heal (37)
    IO - Doctored Wounds : Attack Rate (42)

    06 => Build Up
    Attack Rate(6)
    Attack Rate(7)
    Attack Rate(7)

    08 => Divine Avalanche
    IO - Red Fortune : Defense Buff,Endurance Cost (8)
    IO - Red Fortune : Defense Buff,Attack Rate (9)
    IO - Red Fortune : Endurance Cost,Attack Rate (9)
    IO - Red Fortune : Defense Buff,Endurance Cost,Attack Rate (15)
    Accuracy(19)
    Accuracy(19)

    10 => Combat Jumping
    IO - Luck of the Gambler Luck of the Gambler: 7.5% Attack Rate (10)

    12 => Hurdle
    Jump(12)

    14 => Super Jump
    Jump(14)

    16 => Unyielding
    IO - Titanium Coating : Damage Resistance,Endurance Cost (16)
    IO - Titanium Coating : Endurance Cost (17)
    IO - Titanium Coating : Damage Resistance,Endurance Cost,Attack Rate (17)
    IO - Titanium Coating : Endurance Cost,Attack Rate (46)

    18 => Health
    IO - Miracle : Heal (18)
    IO - Miracle : 12.5% Recovery (39)
    IO - Miracle : Heal,Endurance Cost (40)

    20 => Stamina
    Endurance Modification(20)
    Endurance Modification(21)
    Endurance Modification(21)

    22 => Temp Invulnerability
    IO - Titanium Coating : Damage Resistance,Endurance Cost (22)
    IO - Titanium Coating : Damage Resistance (23)
    IO - Titanium Coating : Endurance Cost (23)

    24 => Hasten
    Attack Rate(24)
    Attack Rate(25)
    Attack Rate(25)

    26 => Soaring Dragon
    IO - Crushing Impact : Damage,Accuracy (26)
    IO - Crushing Impact : Damage,Endurance Cost (27)
    IO - Crushing Impact : Damage,Attack Rate (27)
    IO - Crushing Impact : Damage,Accuracy,Attack Rate (31)
    IO - Crushing Impact : Damage,Endurance Cost,Accuracy (31)
    IO - Crushing Impact : Damage,Endurance Cost,Attack Rate (31)

    28 => Invincibility
    IO - Red Fortune : Defense Buff,Endurance Cost (28)
    IO - Red Fortune : Defense Buff,Attack Rate (29)
    IO - Red Fortune : Endurance Cost,Attack Rate (29)
    IO - Red Fortune : Defense Buff,Endurance Cost,Attack Rate (34)
    IO - Red Fortune : Defense (34)
    IO - Red Fortune : Endurance Cost (36)

    30 => Kick
    Accuracy(30)

    32 => Golden Dragonfly
    IO - Sciroccos Dervish : Damage,Accuracy (32)
    IO - Sciroccos Dervish : Damage,Endurance Cost (33)
    IO - Sciroccos Dervish : Damage,Attack Rate (33)
    IO - Sciroccos Dervish : Accuracy,Attack Rate (33)
    IO - Multi Strike : Damage,Accuracy (34)
    IO - Multi Strike : Accuracy,Endurance Cost (36)

    35 => Tough Hide
    IO - Red Fortune : Defense (35)
    IO - Red Fortune : Defense Buff,Endurance Cost,Attack Rate (40)
    IO - Red Fortune : Defense Buff,Attack Rate (40)
    IO - Red Fortune : Defense Buff,Endurance Cost (43)

    38 => Unstoppable
    IO - Titanium Coating : Damage Resistance (38)
    IO - Titanium Coating : Damage Resistance,Attack Rate (39)
    IO - Titanium Coating : Endurance Cost,Attack Rate (39)
    IO - Titanium Coating : Damage Resistance,Endurance Cost,Attack Rate (43)

    41 => Tough
    IO - Titanium Coating : Damage Resistance (41)
    IO - Titanium Coating : Damage Resistance,Endurance Cost (42)
    IO - Titanium Coating : Damage Resistance,Endurance Cost,Attack Rate (42)

    44 => Weave
    IO - Red Fortune : Defense Buff,Endurance Cost (44)
    IO - Red Fortune : Defense Buff,Attack Rate (45)
    IO - Red Fortune : Endurance Cost,Attack Rate (45)
    IO - Red Fortune : Defense Buff,Endurance Cost,Attack Rate (45)
    IO - Red Fortune : Defense (46)
    IO - Red Fortune : Endurance Cost (46)

    47 => Focused Accuracy
    Endurance Cost(47)
    Endurance Cost(48)
    Endurance Cost(48)
    ToHit Buffs(48)
    ToHit Buffs(50)

    49 => Conserve Power
    Attack Rate(49)
    Attack Rate(50)
    Attack Rate(50)

    01 => Sprint

    01 => Brawl

    02 => Rest

    +---------------------------------------------

    Some issues:
    1:why not Lotus Drops?
    Because I have enough rech to only do Soaring and Dragonfly, with DA filling any attack chain gaps. Even Flashing Steel is rarely ideal to use in these circumstances.

    2:why titanium coating in Res powers?
    I know it is unusual, but it gives me good hp, and other bonuses are about the same with other hp-giving res sets.

    3:Why not full scirrocco on the 2 PBAoEs?
    Because I dont like damage procs.So other slots are filled with 2 accuracy/dam giving enhancements, to increase at least the powers' efficiency.

    4:Why red fortune instead of LotG?
    Red Fortune gives me enough Fire-Cold res as if i had taken the resist elements power, also gives me damage and some ramged def at higher levels. only thing I miss is some accuracy, but with Focused acc this shouldnt be a prob.

    5:Finally why no aid self?
    I almost always have a specific teammate that heals 9real life friend) so I chose the defense option instead of healing one.

    Any comments now that build is almost complete?
  14. ...when the add-on aggro take down the rest of the team and you kill everyone.

    ...when you fight a brute in Recluses Victory and annoyed by "miss" he asks you if you have turned Elude on and you are not even SR but invulnerability

    ...when you are fighting a too-high level AV, rest of the team will get wiped and you scream "go!" tank till they get away then leave without a scratch
  15. Problem is, I wouldn't like my character to have superpowers that are not buffs/debuffs. I want him to have a "joe regular" feel only with buffs. The basic idea is to create a character whose only power is to manipulate flesh in cellular level, thus buffing himself and teammates. All or most attacks must be non-supernatural, or melee(=buffed str one could say). He could have a rage-like effect AoE tier 9 though... Let's judge an attack chain: Air Superiority + Irradiate + Total Focus* + Air Superiority(recharged with hasten). Would this work Damage-wise?
    *using Kick until I get it
  16. hi all.I was thinking of a new melee toon but I just love the defender primaries so much and I think it would be a sin if I didn't build a defender toon (rad and especially kin I just love especially kin's concept).

    Since I don't want to have ranged attacks though(don't get me wrong;I have no problem to stay back sometimes in teams, I just don't like the concept of a ranged attacker) I was thinking of investing only in primary and pool powers, using only pool powers to attack when solo(when in teams, with so much primary investing I will inevitably shine)

    Like, If I go kin/archery(for the "no ranged superpowers" concept) and only take the 1st-lvl obligatory archery power and never use it, attacking through boxing/air superiority and total focus later,maybe one secondary late-lvl AoE for the flashy of it, will it be feasable?

    and what secondary/primary(with rad or kin by preference) would better work with this concept?
  17. So no help?ah well... gonna try
  18. I was thinking on creating a Warshade as a "continue" of my scrapper(you know, in the end he undergoes process to become a WS, will even have almost-same name).
    There is a restriction of mine that could make things tough, though;concept-wise, I want him to only play Dwarf form with a single Nova form heavy-hitting power.
    I mean, he will b Dwarf form and will only be changing to Nova for use of this ONE ranged power from time to time, then back to Dwarf-I guess Nova could be considered tertiary mode, that is, and Dwarf as primary mode.Can something like this work?How?

    Any help would b appreciated...
  19. This is not only about pvp, but has the greatest effect there. I think it is time to realize tha energy-based Ancillaries (Force, Energy, Power, you know... energy-based)are too powerful.

    In fact, you can see that not all APPs are that better than PPPs.The problem is that the Conserve Power-Focused Accuracy thing on scrappers/tanks is rediculusly powerful EVEN compared to APPs.

    Same thing for Power Build Up, and Total Focus-Temp Invul. for defenders/blasters/trollers.Come on guys!I think we all agree that these specific APPs(not all APPs) are unbalanced.Scrappers/tanks dont "get their first 2 APP powers" in 41/44... they [u]specificaly[u] get Conserve/Acc(so much more powerful it doesnt leave u other choice)

    What to do to adress this situation?Note that I only play heroes so this is not a give-us-better-powers rant, it is an opinion about something that needs fixing. Other opinions? And what could we do about it?
  20. No advice?At all?Oh well...
    At least give me info(or a link) as for the stats of Force Field(how much defense does deflection shield give, for instance).Please, I could really use some help... Starting the defender on july 7th...
  21. Hey guys. Not really great fan of defenders, but I wanna try one for a concept sg me and mates are building. Any advice as to how FF/Psychic Blast would work? I havn't played a defender post-19 lvl, so...
  22. Why don't you aim at getting recovery and endurance?
    Imho DA is an all-powerfull set with the problem of too many toggles. Just a thought though...

    Also, for mmore dark regen, get these nifty acc/rech bonuses.Good idea is crushing impac, gives 7% acc ang 5% rech along with 1,13% hp that are not great but can't hurt.
    Slot this in 4 attacks(eagle claw, crane kick, thunder kick and storm kick for example)=20 per cent rech, 28%acc all powers, much more dark regen love.

    Also, do not forget dark regen's need for +acc enhancements when aiming for set healing bonuses, which don't have any. Keep 2 acc enhs there.
  23. TheDieisCast

    Spines/SR

    Hey Saphi. I have lots of things to tell u about this build;

    a)Acrobatics isn't really necessary, SR's practiced Brawler gives knock protection among others.Do not waste a power slot unless you want the power concept-wise.

    b)pros;
    -good on the defensive side;It has defense(SR) and can slow(spines)

    -good recharge times due to Agile/Hasten combo.

    -Elude for the win.

    -Lots of powers can gain defense enhancement sets, and defense sets are of the more powerful, especially luck of the gambler and possibly red fortune.

    cons;

    -No hp boost and no resist before you start losing hp(SR gains resists at that point)

    -not really great primary/secondary combo imho as far as synergy is concerned, but it hasn't been explored so...

    In general, SR scrappers look like War gods until they get hit.But when they get hit...Ooooh, boy.

    Suggestion;take medicine's aid powers so you can heal yourself.They are interruptible, but only when they hit u, and that's not easy.
    Also, Tough and especially Weave from the fighting pool will really help u alot.
  24. I am really glad for your feedback. Do not consider my arguments as criticism to your playstyle, just 2 people giving their opinions to each other so both get to view the point from another perspective.

    Also, your PvP vs PvE argument does stand.A mob has base 50 per cent chance to hit you, but a player doesnt he got enhancements and special to-hit bonuses even pre-I9.

    I want to ask u though if u got what I said about Super Reflexes giving 57 per cent(practically 25-30) resistance toeverything due to "detail" of reflex passives. Few players know that.Well, it doesn't have inv's hp though. So, opinion on that?
  25. These are your stats for defense;
    Defense
    S 14.5%
    L 62.1%
    E 14.5%
    N 14.5%
    P 0.88%
    F 14.5%
    C 14.5%
    M 48.5%
    R 0.88%
    A 0.88%

    Dude, defense against melee is, as expected, very high(48,5 per cent) Now i told u the accuracy's mechanic, can u calculate an even level foe's chance to hit?

    LOL he has 1,5 per cent chance to hit u!1,5 per cent

    Even a +3lvl minion will only have about 20 per cent...
    so what's better when a guy hits you:this or your 20 per cent resists;even your 50 per cent smash resist can't compare to that...