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Posts
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Quote:No, Def Buff definitely DOES NOT enhance the Resistance granted by Grant Cover. You may be thinking of Battle Agility or Active Defense in which slotting DOES effect resistances.Def buff does indeed enhance the DDR(at least the Combat Attributes reflect it). Also, recharge enh will buff Recharge Debuff Resistance!
As for the Recharge Debuff being enhanced, I am extremely skeptical. -
Specifically against some of the harder 40+ EBs I had a much easier time in Elude than I did with my Regen.
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What if Mender Silos is not Future or Past Nemesis but rather is PRAETORIAN Nemesis?
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Depends on your playstyle.
If you plan to always be on big teams and want to give your teammates the biggest buff possible then 2 or 3 slot it for defense.
If you just got it for the debuff resistance and you want your slots elsewhere then just put a defense or end red or lotg global in the base slot. -
You have 8 lvl 50 stalkers, one of SR and Regen of EACH of those primaries? Sounds kinda repetitive.
The SR stalker is going to Elude 95% of all attacks for 3 minutes. Can a Regen stalker avoid and heal 95% of all damage for 3 minutes? -
I have also run multiple stalkers to 50 and my conclusion is exactly the opposite. Regen is very squishy. You're basically a blaster with a few heals. No way for Regen to last the length of Elude against many enemies.
There was a whole thread about this some months ago where we showed mathematically that Regen is actually nowhere near the Defense based sets in terms of raw survivability.
What is the primary of your Regen stalker? That can make a huge difference.
Basically, there are Stalkers that take very little damage from hits (Electric), stalkers that don't get hit much (SR), and stalkers with a ton of hit points who heal back fast (Regen). Except the hit point cap is so low that Regen stalkers essentially have no higher hit points than any other kind, leaving them as an armor set with no armor.
As has been discussed at length among the Buffing ATs: Heals are the worst method of preserving hit points, Defense is the best. -
Quote:QFFSee I notice how you keep avoiding the most important part of the vet reward system. The commitment. The vet rewards were intended as perks given to the players that show their loyalty by keeping their accounts active the LONGEST TIME.
It's not about the money. It's about the TIME.
No matter what you argue you can't get around the fact that it's a loyalty program based on the length of time the account is active.
Time.
Time, time, time, time, time.
Time.
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Quote:I can't really agree with this assessment. SR is a strong secondary for stalkers, Regen is not.Regen is great for stalkers, despite the lower HP cap. You have one very quick recharging heal, one not as quickly recharging massive heal, crazy regen power, and MoG is a stalker's best friend. Combine that with Shadow Meld and you are extremely hard to kill.
WP is solid all around and allows you to self cap your HP easily without IO's or pushing for a lot of accolades. It also gives exotic resistances to things like confuse and repel.
SR is decent for stalkers, but requires a bit more investment to be as good as some other secondaries are out of the box. It also requires almost every power from the set to be used with one another in order to work properly. This can make builds rather tight. -
Quote:Better Defense, better Defense Debuff Resistance, Knockback Protection, Slow Resistance.Why pick SR when you can have Ninjitsu? It's SR with a self heal and cool tools to help you.
Those are the things that SR gives you that Ninjitsu does not.
The "cool tools" in Ninjitsu are all utterly skippable. The heal is great, but can be mostly useless if you get your Def high enough. -
That's your choice to see it that way.
The reality is that Vet Rewards are entirely attainable to everyone playing the game (not true of all rewards ingame) if they just keep at it. The one limiting factor being the possibility that the game may go out of business. -
Keep in mind that although Assault will do more for the damage of you and your team, Aim (Amplify) is INFINITELY better for letting you hit through defense buffs and tohit debuffs. Also, that is something with which Dark Miasma will not help you.
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I'm also going to echo the person who said:
Yes, them being here longer DOES give them the right to be better than you. That's what Progression in an MMO is all about. The more time and effort you put in the better you become.
This is actually true in the Real World as well regarding just about everything.
You're the one with the complex who thinks you have the right to be as good as everyone else, despite the time and effort they have put in and you have not. -
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Quote:Obviously one choice in a game decides of someone's intelligence. *roll eyes*
That topic is a beaten and re-beaten dead horse. Some people don't take X power in Y set and people wonder why.
1) They don't know much about the power.
2) They have a good reason to skip it and you should ask THEM, not random people on the forum. =p
As far as I've been able to determine there are 2 reasons why people skip this power.
1. They look at the numbers and they think it doesn't do much.
These people are ignoring the several other Defense powers available to Widows and Spiders that all stack with TT: M. They are missing the design of these ATs which is based on cumulative defense values.
2. They say "it's a team buff and I only solo".
These people are essentially making the same mistake as the first group.
In retrospect, that's all basically one reason, not two, and it all fits under your option 1, above, they are ignorant of how the power works.
Based on my observation of the numbers from these ATs your option 2 is invalid. There is no good reason to skip TT: M. None of which I have ever been made aware.
So, yeah, skipping TT: M doesn't mean you're stupid, it means you're ignorant. -
Regen is very squishy for Stalkers because they have a much lower HP cap than Scrappers.
Willpower is decent for Stalkers.
SR is very good for Stalkers. -
Quote:Gonna have to agree with Fleeting Whisper on this one.Since this all got started talking about the Romulus Phalanx in the 3rd mission of the ITF, I'd love to see you attempt to get through the phalanx solo with just the resists and Dull Pain of Invulnerability.
Also, S/L/F/C/E/N defenses are not really any harder to increase than M/R/A defenses. (Psi def is a different story, I'll admit, but it's also not an issue for the situation we're talking about)
Considering Invincibility gives you a baseline to start from, vs. 0% if you go for M/R/A on an Invulnerable Tanker, you're actually much safer using Invincibility and building IO sets on top of that, than skipping Invincibility and going for IOs.
Is it possible to use useful without Invincibility? Absolutely. This game is easy. I still think you're an idiot for skipping Invincibility, though.
If you skip Invincibility you'd be better off with Electric Armor. -
Quote:The OP tried to address this but kinda failed because although he's right that Ninja Run is slower than SS and shorter than SJ, it's way faster on the ground than SJ and jumps way higher than SS. In fact, just by turning on Sprint it beats Fly for travel. So clearly Ninja Run (especially coupled with earnable and purchasable temp powers like Raptor Pack and Zero G Pack) IS sufficient as a travel power for those who want it.This whole argument is pointless, anyway. Anyone who really cares about saving power slots in their build can buy the MArtial Arts pack for $9.99 and get Ninja Run to use as their travel power. Then they get to skip the travel power prereq and the travel power itself and get their travel power by 4, instead of by 6.
The other reason the OP fails is because: lolPvP. Who CARES if there is a slight advantage gained by some 5 year vets in PvP? If a new player really wanted to do well at PvP he can make a build without a travel power. With travel suppression in PvP as it is having a travel power doesn't really do much for you.
Running away isn't PvP, and being killed by a player basically has no penalties at all, so why, if you wanted to make a great PvP build, wouldn't the temp powers be sufficient? -
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If it ain't broke, don't fix it.
Your post does not include any discussion of WHAT PROBLEM exists that you think makes these changes necessary, and HOW these changes address that problem. -
On a Dark defender you have plenty of Tohit Debuffing and Crowd Control. You shouldn't need Maneuvers for extra defense.
So my suggestion is that you drop Maneuvers so that you can take BOTH Assault AND Aim. -
Quote:This is not correct.Clobber got it's damage massively increased and is still has the stun effect, that's what I meant. It still stuns just as well, but it hits a LOT harder now.
The Stun was reduced significantly.
Cut in half if I'm not mistaken.
To compare: Both Stun (Energy Melee) and Cobra Strike last about 12 seconds. Clobber is 6 seconds.
So, no, Clobber now hits like a truck, and in exchange the stun was hammered hard.
In addition, MA gets Eagle's Claw which will consistently stack with Cobra Strike, EM gets Total Focus to stack with Stun. War Mace does not get a second 100% chance for stun attack. -
Like the other guy said, slot end reducers. Like 2 in almost every power you've got.
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Quote:And they raised it a bit with the recent pass.I remember back in the day, just before issue 5, I was planning to respec my invul tank into nothing but Unyielding and the passives. He would have had 80% resistance to all and 17.5% defense.
Guess what...I'm not Johnny Butane, I'm not asking for that back. What I am saying however, is the same thing I've been saying since issue 5 beta - the non s/l resistance is a tad too low.