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Posts
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Joined
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Quote:He doesn't have to plug it. It's in his sig, lol. It autoplugs itself every time he posts.>.> about soloing GMs... >.> Here is a plug for Silverado since it seems he won't do it.
http://sites.google.com/site/silveratus/silveroach -
If you are showing a red star on your nav bar and not being taken to *that* mission, /bug it. I haven't had any problems with the mish porter, so I can only assume it's some sort of bug.
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Quote:Unless I'm doing my math wrong, FS (against a single target) will provide the same amount of +dam as SP, assuming capped recharge. It won't cap damage on its own, but two of them could do it. However, accuracy is an issue. SP fires more often, so a single miss doesn't hurt the overall buff over time as much as FS missing, as you are without it's damage buff for longer times. Having both is always a good idea, as you are more likely to cap out, and you'll have more of a buffer against misses.He's got two Kins teamed up. With FSx2 every 8 seconds or so, there really is no great need for Siphon Power in this circumstance.
Also, FS *can't* be used every 8s or so. Recharge cap is 500% (in other words, divide base recharge by 5.) FS's base recharge is 60s, so the minimum recharge you could have on it is 12s. Even with two kins, that level of recharge would be difficult to achieve. That also doesn't take into account the 2.17s activation time. -
Thanks for the input, folks. I've read and re-read Local's guide, but somehow I missed that tidbit of info. I guess I'll just get as much recharge as I can and be happy with that. A purple or two can go a long way to making up for any deficiencies in recharge, I suppose.
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This has probably been answered before, but at what recharge time should PA be considered "perma"? If (somehow) you have enough recharge to cast it before it expires, it'd be wasted, so it seems to me you'd have to wait until the exact point that the last decoy fades before casting the power again, right? Do they start expiring 60s after you cast the power, or are they expired at the 60s mark? If it's the first, then it seems you'd have a second or two of time to recast it, meaning a 61s recharge would be perma, but if its the latter, then you need it at exactly 60s (or less) to be able to cast them as soon as they expire. So which is it?
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My final guess is 805M. Best of luck to Fury and everyone else!
(BTW, I am down on day 2 for 1.25B. Ashaman also bid 1.25B, 3 or 4 days later...) -
I use shields as a point towards perceived "good" sets being over popular. Nearly every time I pug, there's at least one shield user on the team. Shield is still a bit new/shiney, but for random teams to have multiple users of one powerset is a bit extreme. The amount of times I run into multiple shields vs multiple regen, or multiple /SR (let alone multiple darks >.<) is way out of balance. The funny thing is, shields suck until you get Shield Charge, and even then are only a small bit better than other sets. If they can't kill the alpha with SC, then they will die without support or strong mitigation from the primary. (This is using SO performance as a comparison. Once you take into account IOs, then Shield will shine, simply because they can SC more often and are softcapped, making the alpha strike mitigation of SC unnecessary.)
What this means, to me, is that the OMGAwesome of SC is unbalancing peoples perspectives. Someone sees a shielder SC a spawn, nearly annihilating it, and they decide that they want to do that, too. I wonder how many Shield toons get deleted before SC is available, simply because folks can't stand the grind with a subpar defense set....
Ill/Rad was mentioned, but Ill/Rad isn't really overpowered until you put a good amount of IOs into it. On SOs alone it can be end heavy; it's also really short on AoE capabilities (it's aoe mitigation is fine, because Rad is good at that, but it can't really kill large quantities of mobs on it's own until epic levels). Fire/Kin is in that boat as well. It's mitigation against large numbers is subpar for most of it's career. Until it gets an decent aoe attack and fulcrum to cap it's damage, it can't kill large spawns before it's stun/hold wears off. I deleted 2 fire/kin controllers before I finally got one to 50, and the one that made it was teamed 95% of the time and had a good chunk of it's later levels PLed through.
Folks look at what the end-game level performance of a build is and say "I wanna do that!" not realizing that that level of performance takes many levels of subpar performance to get through first. Still, because they see how "awesome" it is, they decide to roll it up, and we see more of them than most other builds, many of which give a steady performance, increasing at an appropriate rate, never subpar, never overpowered. This throws the whole "balance" equation out of whack. -
My guess is a nice, round 1.25 bill. Either way, good thread Fury!
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Quote:Completely understandable. The scenario isn't quite as simple as that, however. First of all, the one time I had major issues, I was up against Shadows, who resist my negative energy quite heavily. Second, it was 2 +2 LTs and a +2 minion, not 3 even con minions like the game is theoretically balanced around. Third, I don't have the Numina/Miracles in my build right now, so that's a major difference in recovery. And last, because the baddies were much harder to kill (3 baddies means weak mires, combined with high resists) I didn't have the option to drop one, drop dwarf, stygian, and jump back in. To compare to "obligatory" situations, it would be more like an unenhanced tanker without stamina fighting 3 minions.Personally, I've found that any build which doesn't include (much) endurance reduction in it always has "long haul" sustainability problems. These might not show up in PuGs or TFs where there can be at least some downtime between mobs ... but on Rikti Mothership Raids where there's essentially NO downtime for half an hour? Gotta be close to breaking even on Endurance Consumption there or else you're wheezing for Catch A Breath way too often.
And given that the OP is concerned with sustaining attack chains beyond the obligatory 3 minions, it's something I'd watch for.
Also, remember that ship raids also have lots and lots of folks. Recovery buffs are available, and you can take the time to step back for a few seconds, generally. Plus, with lots of folks killing, lots of bodies are all around, meaning I can fill my end bar every 30s or less, so staying power is much easier. The concern here is psuedo-soloing, when I'm separate from teammates that could help me out, trying to take on tougher mobs that I can't reliably take down with Nova, like the hard hitting, high resistance Shadows. I'm not going to be running around in Dwarf only, I just want to be able to rely on Dwarf for when I need it. -
The second level 50 IO will see a very minor reduction in effect. It'll lose 1.48% enhancement value. Level 45s will lose 1.1% enhancement value. Level 40s will lose 0.72% enhancement value. 35s lose 0.34% enhancement value, while a pair of 30s stay at full value.
Mind you, none of those combinations hit the actual ED cap (the point where extra enhancements drop in value by huge amounts). This cap is generally accepted to be 95%. A pair of level 50 generics will give you 83.32%, which is just about 12% less than the ED cap, so it's really up to the player whether that extra 12% is worth the extra slot and enhancement.
Edit to add: For reference, I used Mids to get my numbers and simple math to figure the differences. The third IO actually loses 26.64% enhancement value, more than half the IOs enhancement. It does put the total enhancement of the power at 99.08%, which is 1.85% more than 3 +3 SOs and 4.15% more than 3 even level SOs. Again, it's up to the player whether or not those increases are worth the investment. As mentioned, in Hasten, with its high base recharge, the extra 15% recharge enhancement that a third level 50 IO would give is often very worthwhile. Powers with lower values won't see that much of a difference, but some folks like to tweak builds to exact numbers, so even minor differences can be major improvements for such a person.
Again, these numbers are via Mids, so if there's something wrong with my math, it's probably from faulty information provided to me, since everything I did was simple addition/subtraction, and even then I did it with my laptops calculator so I don't screw it up somewhere. -
Quote:If you load the build, you'll see that with those 4 slots, I have accuracy enhanced to about 60% and Damage at ED cap. Mire is at 40% acc/ED cap dam, while Drain is at 80% acc/ED cap heal. So acc/dam are taken care of. End and Recharge are a bit weaker, but with global recharge and recovery, I don't see much of an issue with them. Plus I have 51% global accuracy, so I think my powers are just fine with those 4 slots.The bottom line is that if you want your Dwarf to be "strong" you've got to invest your slots in it. Difficult to have "powerful" attacks when you're only 4-slotting your attacks.
The main thing I looked for with my build beyond recovery and recharge was +HP. Since Eclipse caps my resists, the only other ways to increase survival are Def, Regen, and +HP. I think defense would be nigh impossible with a tri-form build, as other than Steadfast's bonus, I'd be running at base defense in forms. I'd end up spreading slots too thin, even if I just went for s/l defense. So that leaves Regen and HP. Regen is nice with defense based sets or builds with decent defense, because every miss means more HP coming back to you. Since Defense is not a viable option, Regen won't help as much. HP, on the other hand, bolsters what regen I already have, as well as acting as pseudo-resistance, as it will take more hits to take me down. With accolades, I'm running about scrapper level HP outside of dwarf, and in dwarf I have HP over tanker base, similar to a basic WP tanker build (2261, to be precise). That combined with a more reliable Drain and not running out of end so fast should seriously help in those moments when my only option is to dwarf it out.
I also picked up Gravitic Emanation as an alpha helper. Haven't done the actual respec yet, but from what I've read, it should help with buying me time. Perhaps I could set up a macro so that it activates when I drop from dwarf, giving me a little space to activate Hasten/Stygian/Extraction and jump back into dwarf. Also grabbed Unchain, since if I'm turning a dead body into a pet, I might as well get some boom out of it too.
Glad to see you guys like what I got going. Any other tweaks you guys would make, or do you think I should go for it with this build? -
Ok, so not impossible. But damn difficult, and not really worth the effort, lol. Good job with the math, though.
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Alright, I think I worked out something I can go with. Lots of filler powers, since other than Mire, Eclipse, Stygian Circe, and Dark Extraction (With an occasional Quasar, hence it's slotting) I only really use forms, so those powers go the primary slots. I think it'll be relatively cheap, with 9 purples and 4 HOs. I used HOs, because they give full SO slotting to more than one aspect. Only Purples come close to that, and I either can't slot more than one of them (In the case of Acc/Dams) or because they don't exist (in the case of Resist/End). This build does come near to perma-Eclipse, with Hasten on auto. Stygian has the +recov uniques, so I can fire it when needed. Should help with recovery issues when in Dwarf.
Let me know what you think, please!
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Hero Profile:
Level 1: Shadow Bolt -- Empty(A)
Level 1: Absorption -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResKB(3)
Level 2: Gravity Shield -- S'fstPrt-ResKB(A)
Level 4: Ebon Eye -- Empty(A)
Level 6: Dark Nova -- P'Shift-End%(A)
Level 8: Shadow Blast -- Empty(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 12: Sunless Mire -- Armgdn-Acc/Rchg(A), Oblit-Acc/Rchg(40), Sciroc-Acc/Rchg(42), Erad-Acc/Rchg(42)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Super Speed -- Winter-ResSlow(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 20: Black Dwarf -- P'Shift-End%(A), HO:Ribo(27), ImpArm-ResDam(29), ImpArm-ResDam/EndRdx(29)
Level 22: Stygian Circle -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod/Acc(43), Numna-Regen/Rcvry+(43), Mrcl-Rcvry+(45)
Level 24: Twilight Shield -- S'fstPrt-ResKB(A)
Level 26: Gravitic Emanation -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Stun/Rchg(46), Amaze-Stun(46)
Level 28: Unchain Essence -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(50), Posi-Dmg/Rchg(50)
Level 30: Starless Step -- Acc-I(A), RechRdx-I(50)
Level 32: Dark Extraction -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), S'bndAl-Acc/Rchg(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Quasar -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Dmg(37)
Level 38: Eclipse -- P'Shift-Acc/Rchg(A), Efficacy-Acc/Rchg(39), Aegis-ResDam/Rchg(39), TtmC'tng-ResDam/Rchg(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Dark Sustenance
Level 4: Ninja Run -- Empty(A)
Level 10: Shadow Recall -- Jnt-EndRdx/Rng(A)
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Level 6: Dark Nova Bolt -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(21), Dev'n-Acc/Dmg(23), Dev'n-Dmg/EndRdx(23), Dev'n-Dmg/Rchg(25)
Level 6: Dark Nova Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Dev'n-Acc/Dmg(21), Dev'n-Dmg/EndRdx(25), Dev'n-Dmg/Rchg(27)
Level 6: Dark Nova Emanation -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/Rng(31), Posi-Dmg/EndRdx(31), Posi-Acc/Dmg(34)
Level 6: Dark Nova Detonation -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg(40)
Level 20: Black Dwarf Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), HO:Nucle(13)
Level 20: Black Dwarf Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), HO:Nucle(13)
Level 20: Black Dwarf Mire -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Dmg(11)
Level 20: Black Dwarf Drain -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Rchg(15), Numna-Heal(15), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), HO:Nucle(19)
Level 20: Black Dwarf Step -- Jnt-EndRdx/Rng(A)
Level 20: Black Dwarf Antagonize -- Zinger-Acc/Rchg(A)
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 83.8% Enhancement(RechargeTime)
- 51% Enhancement(Accuracy)
- 5% FlySpeed
- 172.7 HP (16.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 4.4%
- 28% (0.47 End/sec) Recovery
- 36% (1.61 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 5% RunSpeed
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When I'm tanking, be it with a tank, brute, or scrapper even, I make sure everyone understands that if they pull it off me, it's their problem. I'll use Taunt to save a teammate in a pinch, but I tend to just run in with aura going and punchvoke. That does the job most of the time. Taunt is used to pull, to make sure a particularly nasty baddie is focused on me before it melts a teammate, or get mobs to come closer to me/my team with the -range. I don't spam it, I don't try to keep *everything* on me, I just do what I can to keep damage focused on me, not my team.
Taunt is very handy at low levels, however. The ability to get aggro without using endurance is handy when you don't have Stamina to fuel your toggles/attacks is very nice. -
Quote:Blasphemy, I know, but I don't actually have Grav Emanation. Never found a taste for the power, despite knowing how good it is. It's just not for me.Times like these are when I use Gravitiv Emanation to perma-stun enemies. With smaller spawns, it's even more manageable than normal. Let's me do stuff like duo with a lowbie blaster and then take on some malta missions without harm.
*As for ways to buff Dwarf form, nothing slot-wise immediately comes to mind...I need to revamp the slotting on mine actually, it's been the same since before the changes to the dwarf mire.
I'm leery to add more recharge to Dwarf Mire, simply because it is the main thing that drains my end... Was considering the Theft of Essence proc in Dwarf Drain... Would that be a decent investment, paired with a Perf Shifter in the form power? Or would that be a waste of a slot and I should just focus on acc/heal/rech for Drain?
Hmm, perhaps I could drop Fitness (I know, I know.... but I like to have it for those times when there are no bodies around, like AVs and GMs.... although I'm usually in Nova then... options, options) to pick up GE and another attack or two, or something... Since Miracle/Numina uniques are procs, would putting them in Stygian mean they'd proc every time I use it, or just every time I use it and it heals me? BC if they'd work upon every use, then I could just fire Stygian whenever I need them reapplied, bodies or no bodies. -
There's a little button (to the right of where it says "Unlock" in your screenshot) that will shrink the info box. It's annoying, but only an issue with EATs. When I'm working on them, I just switch it back and forth as needed. Someone should PM Stoney or one of the other Titan guys to see if they have a fix in the works, or something like that.
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Alright, I've had my warshade at 50 for a few years now, and have gone through a few builds on her. So I know what powers I like/dislike/haven't given enough time.
What I need is something with a bit more oomph when it's up against a single target/small spawn, especially mezzers. This is for psuedo-soloing, IE I'm on a team but there aren't any teammates nearby to help out, or they are busy.
I know I can just jump into Dwarf form, but that feels anemic to me, even with Dwarf Mire to help with +dam. Plus, I find myself running out of end in dwarf, and if I don't kill the spawn fast enough, the heal isn't enough to keep me alive.
Now, generally, I'll stealth in via Super Speed and Shadow Cloak, Eclipse, then Mire, and swap into Nova for aerial indestructible death, dropping afterwards to Stygian and get a Pet and fire Hasten. I usually keep dwarf around for when a tank (or back up tank) is needed, because of the aforementioned anemic damage and endurance woes.
What I want is to see Dwarf be more functional for me, for when I need it. I was on a mission with some friends and we split up to save some hostages. With my Stealth abilities, no problem there. But when it came to killing the guys guarding them, the fight just took so much longer than I would have liked. I was going through all my blues just to keep fighting, and they were still managing to kill me >.<. I know the big part of the problem was that they were Black Swans shadow minions, so tohit debuffs and high negative resists were hurting me, but I find this happening even against "normal" mobs. If I have to fight in Dwarf for more than a minute or so, I'm hurting by the time I'm done, often dead. Small, hard hitting mobs are the worst, because I don't get much damage boost out of Mire and Dwarf Drain just doesn't heal me enough.
Basically, what I'm looking for are slotting options and/or playstyle tips to make my Dwarf experience better. I know Dwarf isn't as tough as a tank, or as hard hitting as a scrapper, but I find my tanks hitting harder and my scrappers lasting longer. Is there anything I can do to make this more fun, short of drop Dwarf form and just stay with the team, hoping mezzes don't hit when I don't have a break free? -
At capped recharge (which is impossible to do by yourself, IIRC, unless maybe if you are Kinetics) you'll always have 20s downtime. Which would only be about 10% of a play cycle, if my math serves (percentages are not my strong point). Capped resists and insane recovery for 90% of the time isn't bad at all, if you ask me. But it's a lot of work, and would need teammates spamming you with AM or SB, or rotating/combining AB, on you to achieve. So long as you planned for the crash (which wouldn't be too bad given that all of those +recharge powers come with +recov, helping you get blue back fast, as well as those sets having at least one heal, helping with green) you could do it. But frankly, you wouldn't gain much. A team setup like that would devastate anything anyway, so being incredibly tough for 90% of the time isn't all that helpful.
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Even though they are called the Teenage Mutant Ninja Turtles, they are not in fact "true" mutants. They were mutated by the Ooze, which makes them Science origin. Mutants are born with advanced DNA/genetic stuff that makes them have powers normal humans wouldn't have. If outside influences have given you abilities, you are not a mutant. A power suit (Iron Man, War Machine) is Tech, a spider bite (Spider-Man) or exposure to gamma radiation (Hulk) is Science, being an alien (Superman) or training really really hard (Batman, Punisher) is Natural, and being of demon heritage (???) or having an artifact that gives you powers (???) is Magic.
Since it was the toxic ooze that changed them, and they were then able to train really hard to be ninjas, they are a Science/Natural hybrid. They weren't born that way, so nope, no mutants here. -
I concur. LGTF can be downright impossible without either a good amount of Psi damage or regen/resist debuffs. First time my ex went against Honoree (This was like my 5th time, only failed once before and that was because half the team crashed), we were doing fine. Until it was time for the Honoree. That didn't go well. I was on my Arch/Mental blaster, and I was the only source of Psi damage, as well as the only source of -regen. I don't remember the team makeup other than myself and my ex (she was on her claw/regen scrap) but we just couldn't do it. We'd get him down to a quarter health, he'd pop Unstop, neutering all damage but my secondary's damage (which I hadn't focused on all that much, having PSW, DP, and Psy Scream; the immob was unenhanced). So he'd regen up to 3/4 or so, despite all my efforts, and when Unstop crashed, we went at him, got him down to 1/4, lather, rinse, repeat. Folks started leaving, she got ticked and quit, and we disbanded. Never had that issue again, honestly. Some PuGs win, some lose. Way of the PuG, lol.
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Quote:That's better than [Quickness], [Lightning Reflexes], and [Mental Training], all primary/secondary powerset powers. Seems a bit extreme, especially when combined with those powersets. Granted, it doesn't have the resistance to -speed and -recharge that the above powers have, but still, it seems a bit much. Perhaps cut it in half and add *minor* resistance to those effects? Or a minor Travel buff, or at least a Run buff, so that it does more than practically nothing, but isn't more powerful than primary/secondary powers?7.5% resist doesn't seem too bad. I think that would only make a difference for tankers/brutes/scrappers that are playing sets with medium-to-high resistances already. It probably won't do much for a squishy.
IMO the one that sticks out is the 30% recharge. I mean, that's almost half of Hasten, for 20 minutes, with no downtime or endurance cost... -
I take exception to the /dark not being able to do stuff to AVs. Dark Miasma is *huge* against AVs. Autohit -res in Tar Patch that is easily made permanent, -tohit in huge enough numbers that it actually counts against AVs, as well as two sources of -regen, being Twilight Grasp for sustainable amounts, and Howling Twilight for huge doses here and there (autohit, no less). Don't forget -damage and resistances to a lot of the more exotic damage types, defense (albeit minor) and a pet to help with aggro issues. A pet which also happens to debuff tohit as well as debuff regen with it's own TG.
A build going near the ranged softcap will find little to no troubles with AVs. Corruptors have higher damage in trade for lesser debuffs, but the debuffs are still strong enough to do their work. Plus, Scourge is very handy against AVs. So a Fire/Dark corruptor will do wonders against them. Plus Rain of Fire and Tar Patch are practically made for each other, with Fearsome Stare shutting down alphas while you set up the melting. So you have good AoE damage, good ST damage, good mitigation, a Snipe, heals, just about everything you want. And that's not even taking into account epic power pools. Good stuff, if you ask me. -
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I think it's that the Titans now use their ranged attacks more often. Those attacks have holds and/or stuns involved, so if there are a lot of titans around and they stack them up, it could be an issue. As Malta is a high-end group designed to offer challenge through long mezzes and annoying debuffs, this is (I guess) WAI.
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Quote:
A character that can't benefit from either +speed, +recharge, +recovery or all three is more often an indication of not pushing the envelope hard enough than of having a good build, in my experience.
I can empathise with it being a tedious buff to keep up for some players and I think not using it 100% of the time because one feels it is tedious is a valid reason. However, to try to legitimise restraint in using it by claiming it's not as good as it really is is rather silly considering the overwhelming amount of evidence that shows otherwise.Quote:As a blaster that loves T9 Nova's I would dissagree. SB allows me to run into a large crowd and drop half of them, stun the other half, pop a pair of blues to keep working and have my end back up fast and then have my Nova back up as quick as possible. Sure, I work fine without the recharge, but with it I'm devastating.
I'm more or less saying that *one* power that, while good, is not the reason I play the set. I bring a lot more to the table than SB. SB takes, at minimum, 21s to cast on a full team (not counting arcanatime) and costs 54.6 endurance total. With a 90s duration, I spend about 20% of my time casting that. That's time that is spent not casting Transference/Transfusion/Siphon Power/Siphon Speed/Fulcrum Shift/Attacks. That also doesn't take into account whether or not the teammate I'm trying to buff is readily available for it. I use SB on teammates, but it's not a priority to me. If I have time while waiting for a spawn to be aggroed, sure, I'll toss it around. But I'm not going to drop everything just to make sure everyone has it all the time.
And I never said anything about characters that can't benefit from it. Of course anyone can benefit from it. But no one should *need* it. (Unless they are part of a team that is specifically built with having one or more SBs available, such as FnF of RO.) If you don't need it and I have other things to do, suffer without it until I have time to give it to you.