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Posts
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Joined
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Mastermind: Bots/Traps
Corruptor: Fire/Cold
Brute: Super Strength/Fiery Aura
Blaster: Archery/Mental and Fire/Mental
Scrapper: Dark/Shield
Controller: Ill/Rad
Defender: Rad/Sonic and Cold/Sonic
Stalker: Ninja Blade/Ninjitsu
Tank: Invulnerability/Super Strength (there are just so many)
Dominator: Mind/Fire -
I don't make alts often, but not counting this project, the last couple of times I've made new characters I've slotted 3% uniques, KB protection IO's, miracle/numina uniques, and a mix of frankenslotted sets that were upgraded throughout the 20's and beyond. Needless to say this whole thing is outside my comfort zone.
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That's what happens when you do really crappy on trials, your only choices are threads or super inspirations. That's why it's funny.
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His reward table at the end... "Should I take the Incarnate Threads or the Super Inspirations?" lol'd
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I'm watching the leak right now, and this is just... Painful. >.> You would think they would at least tell this guy how to turn his toggles on before the trial started.
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Quote:Drain Psyche provides more recovery than you'll generally need with no additional end mod slotting. I 6 slot it with Panacea and an Acc/Recharge IO on my Archery/Mental and am very close to the regen hardcap. It makes a noticeable difference, but will not do much good against lots of burst damage. I don't need Aid Self, but my Drain Psyche is also permanent, and is layered with softcapped s/l defense and good s/l/e resistance in order to help me get the full benefit of the power.1. Right now I make frequent use of aid self while soloing, but I'm wondering if anyone's had any good mileage out of priming Drain Psyche for regeneration. Right now I have it slotted with a full set of Efficacy Adaptors, for the recharge bonus, damage buff, and substantial recovery lift off of just one enemy. With all the recharge I'm building for, I'm hoping I could use Drain Psyche for health instead and move the slots from Aid Self to elsewhere, especially since I have Ageless now. But I'd like to hear your thoughts first.
Quote:2. I currently have the blaster ATO proc in Blaze. It fires off nearly every time, if not every time, making it a devastating attack. Would it do the same if it was placed in Fireball?
Quote:3. Are there any situations in which you're glad you have Melt Armor? Right now I only use it to boost the damage of my judgements, but on blaster's debuff values it doesn't seem to even do that very well. I'm thinking it might be better if I just grabbed another stealth power for a lotg.
Edit: Also it's worth mentioning that Afterburner from the flight pool takes a LOTG which is where I get my fifth from. Fly can be one slotted with a KB IO and obviously Hover rules for the defense and the LOTG. -
The higher base HP for Brutes also makes them a more viable option than a Scrapper in my opinion.
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They have a counter to Stygian Circle... Reform Essence and Essence Boost. Warshades still have marginally higher potential for survivability than Peacebringers do, so this is not a justification for any damage discrepancies between the two. The tradeoff is that where Warshade's survivability can be marginally better than PB's, the latter is more consistent. This is where the Shade's stuns come into play, which has the benefit of also adding team utility. You can't take the more consistent but generally comparable and very often lower survivability of Peacebringers and use it as a justification for less damage potential, because it just plain doesn't make sense.
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Quote:That damage disparity will still be there if the revamped version still has the scatter. It doesn't do any damage at all if I don't take it.The primary purpose of this proposal is to resolve the damage disparity dilemma that has been a constant topic of conversation within this community. The recent change to Photon Seekers and the introduction of Inner Light was a nice start; now I just want to Devs to finish what they began.
Quote:I like the idea of adding a stun component to Seekers in order to make Pulsar (btw Devs, please raise the mag) more viable. Your suggestion reminds me of Seeker Drones though that power is cast differently and does several other things.
However, I like the initial boom KB of Seekers and would not want that mechanic to be altered for the added stun. -
Quote:Yes... Playing...Personally, I've been playing a stalker of late, and when staff comes out I will be leveling a new one. You might not see my khelds for a while
Making them envious would involve letting in the dogooders in the first place. Do I have a traitor amongst me? -
The thing is that right now the characters are both struggling (mainly with endurance) and I want to get something slotted in them ASAP. I'll consider upgrading from level 20's to 25's when I hit 22 also though.
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But it says "easiest" in the subject line, hah. I think the most important thing to consider when you're talking about getting a new player into the game is how much fun they'll have. If they're immediately presented with hurdles and difficulties, especially like the OP mentioned they have no previous MMO experience, I would say a more challenging AT/combination would be likely to leave a bad taste in their mouth and stop playing the game more than anything else. It really would probably be best to start off in easy mode, get to learn how the basic stuff works in relative ease, like the UI, where stuff is, how the map works, where to find contacts and just basic playing through the content.
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Claws/Something Brute. Probably Willpower since it's basically designed to be COH on training wheels.
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I decided to skip over the enemies as often as possible for both characters (the Blaster has pool stealth so this is doable) during the Radio's arc because I was hoping the end-of-the-arc XP would be a greater benefit by the end. Unfortunately the Radio doesn't give any 'arc complete' XP so I'm a moron.
I'm sure some of you might object to this, but at level 17 I'm going to slot generic level 20 IO's on both characters. This might mean my experiment isn't perfect, blah, blah, outrage, SO's, etc. but I'm not doing this for the increased performance, and I'm not using any sets or global unique bonuses. I just freaking hate how quickly TO/DO/SO's expire, I'm doing this to save myself some time. I'll be slotting generic IO's at levels 20, 35, 40, and 50 on both characters. Right now they're both very close to level 14 (within 2 bars on each.) Once they hit 17, I'll post what the builds will look like at level 20.
DP/Dark Blaster
Total levels: 1
Total defeats: 1
The Radio
9:02 Steal Outbreak from Lost
9:08 lvl 13
9:10 drop off canisters
9:20 Beat Wyvern Rep
9:25 Force tech to get codebreakers
9:31 defeated (trapped on map)
9:34 get hit list
9:47 take out wyvern financer
9:51 bust up legacy initiation
9:57 learn spy identity
Elec/Ninj Stalker
10:01 complete
Total levels: 0
Total defeats: 0
The Radio
1:06 Steal Outbreak from the Lost
1:13 drop off canisters
1:27 take out Wyvern financer
1:30 bust up legacy initiation
1:35 beat Wyvern rep for info
1:55 catch council spy
1:39 Force tech to get codebreakers
1:44 get the hit list
1:52 learn spy identity
1:55 catch council spy
1:59 The Radio complete
1:59 Circle of Thorns defeat boss Newspaper
2:04 complete
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35% is a weird goal, you should really either aim for 45% or 32.5% (softcapped with a small purple.) If you want to keep your defense in Dwarf form you'll have to build it strictly through set bonuses, no relying on agility or toggles to get your defense numbers. My Peacebringer currently runs 32.5% s/l defense in all forms and I am working on an alt build for him that will run 32.5% melee/ranged/AOE defense in human form. Both are perma LF. If you only want to build 2 def types you'll apparently be better off going for melee/ranged than s/l/e/n. I would post builds for you to look at but I don't do that anymore.
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Quote:tl;dr I used ninja run and shadow maul so this is now completely pointless and nothing interesting or potentially useful can be had from this thread for anyone. Got it. Move along.I did not suggest you simulate the experience of every single potential Blaster player vs. Melee player, nor did I suggest you collect flawless results as it would be impossible for you to do so, or anything close to either of those two overblown exaggerations.
My suggestion was intended to make this one particular comparison you chose to do provide as useful and flawless data as possible by keeping the characters as pure to their base as they can be, and to keep them as similar as possible with pool powers in the spirit of "all other things being equal".
That the veteran powers "will only matter to 20 max" is irrelevant as the comparison goes from 1-50 and the data should be as accurate as possible for all those levels, not just those above 20. These powers give the characters access to non-intrinsic abilities that compromise the comparison. Ninja Run provides for extra mobility within missions not intrinsic to the compared pair which corrupts the data further.
If you're going to be sloppy in your methods, thus compromising your collected data and any observations made from it, why bother with the exercise at all. -
Quote:This isn't meant as a "be all, end all" sort of thing, or anything even remotely close to it. Those veteran powers will be useful up to like, level 20 max. I've hardly used them at all since level 10, and with travel powers available early now I don't see NR being a huge issue either. I'm not expecting to provide flawless results meant to simulate the experience of every single potential Blaster player vs. Melee player, that would probably take me like two years and by the time I finished the game will have changed so much (more than likely) that everything I found out would be irrelevant anyways.I don't know if it was mentioned elsewhere in the thread, but you probably shouldn't be using veteran powers or ninja run.
These abilities aren't intrinsic to the power sets so including them has probably affected your results in some ways compared to how they would have been if you stuck to the characters' inherent abilities.
I think a bare-boned comparison, limited as much as possible to abilities any new player would have as part of their sets and similar pool powers for the characters when possible, would yield better results. -
Now here's a question for you: What if the initial "BOOM!" KB of Seekers was replaced with an AOE stun, followed by your adaptation of Polar Lights working how you've laid out? This would serve the multipurpose of retaining utility in seekers, adding an AOE stun making Pulsar a more viable power (a means of layering mez) and it would remove the unpredictable location AOE Knockback that myself and many others find annoying.
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Quote:Hey, I've never said I have a problem with deliberate and controllable KB like Emanation- You get to pick where you throw stuff. The only KB that I have an issue with is the random scatter that can't be used deliberately, like Seekers and Solar Flare.Oh, that's right, I forgot about how useful KB ("push enemies away"
) and stun are for protecting fluffies. I am glad you were around to point that out to us. Mwahahaha.
Quote:Oh, and about that whole stun thing, is that really in keeping with your Shade's personality? Don't you want your enemies to be fully aware that they are about to...die...???
Later Sept. -
Yeah, for Malta I just use Clarion and a target sapper macro. If I can Gravity Well the Sapper and I have status protection, I'm generally golden... Arachnos on the other hand pretty much throws everything at you from every direction.
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Arachnos are insanely hard unless you're playing a melee set with protection to the frankly cheap and overwhelming debuffs they dish out. They do -recharge, -tohit, -end, -def, and they have a crapload of mez on top of it. Even with Destiny there's really no way to protect yourself from all of these things. The best I was able to do on 54x8 without eating a crapload of inspirations was take out 4 groups. Once I had more than one group aggroed at once (kinda hard to avoid on that first map) I was done, they were stacking their crap on me before I could even think about mezzing all of them. Maybe I should've used Megalomaniac, but oh well. These guys are one of the few things in the game that just make me want to pull my hair out.
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Posting again to note that the Ageless DDR is worthless. This was my first chance to really test it out, even w/ a small purple bringing me to 45% defense to all positions the DDR from t4 Ageless simply does not hold up against 54x8 Arachnos. I used Demonic Aura to combat the first cascade and was fine for quite a bit, but after that they had my defense down to red numbers in about three seconds flat. I'm going to try again with Barrier.
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Quote:Dark has an AOE stun and some tohit debuffs. Drain Psyche on its own isn't going to keep you alive, good as it might be. If you get hit with enough burst damage (no defense) and you're feeling the full impact of it (no resistance) you're not going to have a chance to regenerate the damage taken. You can also go /Force Mastery for Repulsion Bomb (an AOE stun to stack with /Dark's) that also does KD for mitigation and a Soul Drain>Inferno setup, but then you'd miss out on ROTP.My only worry with dark is that i'll have no other form of protection. I'll be going HIGH recharge to get the nuke up as often as possible, so toggles are out of the question. Aside from that, the only midigation dark has is it's stuns. Psy has the ungodly regen of drain psyche, and with perma hasten i'm like 3 seconds shy of perma.