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No longer responding to Airhammer, since he's made up his mind, as is his right, but since others have joined the fray, I feel the need to comment for the benefit of those considering Sonic, and its tier 9 power: Comparing Liquefy to RI is silly. Both have positives over the other, but to say that RI by itself supplants Liquefy is ridiculous.
First off, Liquefy has a higher base, 35.7 vs. 31.25. Not a lot, but there you have it. 2nd, RI takes 3.1s (+Arcanatime) to cast--there's a reason why a lot of Rads don't bother with it on fast moving teams . yes, Liquefy takes a while to cast too, so this isn't such a huge advantage for Liquefy, but... 3rd, RI has a 15' radius vs. 25' for Liquefy. That's a huge difference, even though RI is mobile (but then, that's also a disadvantage). 4th, RI is anchored, and you all know what that means, esp w/that 3.1+ animation time. 5th, RI doesn't do all of the other extras that in fact do make Liquefy an I Win button, at least for that fight. I've cast RI in many hopeless seeming fights and still have gone down--we all likely have, and pretty often at that. I rarely lose a fight after Liquefy is cast.
Does RI hold advantages over Liquefy? Sure, mostly because it's available every fight. It's also a nearly set-defining power, not quite the "oh crap" tier 9 that Liquefy is (tho maybe it can serve as one). Maybe we should compare it to EMP instead, a comparable tier 9?
Same recharge. Same, I Win feel (tho I've lost more fights after EMP than after Liquefy). Worse drawbacks w/the -end recovery. Better radius, though. Better effects? Debatable--both have advantages in certain situations. Still, I don't see too many ppl saying EMP sucks even w/the same recharge. And yes, it too can be supplanted by any controller PBAoE (in that same "sorta" way Liquefy can be supplanted by RI), including Flash at a mere lvl 6.
Another 300s recharge power would be Adrenaline Boost, and Speed Boost can replicate many of the primary effects, except you can boost the whole team, all the time. Again, I don't see too many ppl thinking AB sucks, or is even merely "okay". SB is a great power. AB is even better, if rarer to come by. RI happens to be a fantastic power, but Liquefy is far better, if again rarer. -
Quote:Rad's got AM & EMP, maybe Mutation or Fallout if you take those. AM's not too hard to perma by yourself, but EMP's recharge is huge and can use the extra, beyond ED boost. If you don't IO heavily (or IO for other than +recharge), perma-AM is far, far easier w/Spiritual. Then there are pool powers like Hasten & IW which are popular among controllers.Wouldn't that be a bit primary-dependent? /Kin doesn't have any excitingly long-recharge powers. /Rad is pretty short on them too. For my Fire/Kin I expect to do recharge, because I've got long-recharge powers I'd like to give a boost. But if things shake out the way I expect for my (admittedly rather low level atm) Ele/Rad, I can't imagine anything I'd want more than the damage boost. (The ability to go even further towards being the drainiest thing that ever drained anyone wouldn't hurt either.)
The damage boost is based off of your base, and you're already going to be at +95% w/normal slotting and adding your own boosts (AM). So adding another 11% boost of the base (1/3 of 33% after ED) is like adding less than 5%. At the Paragon Core lvl, you'll be adding another 30% (2/3 of 45% after ED) to base, which translates to maybe 12~13% overall damage, basically a DO's worth. I dunno about you, but I'll take perma-Hasten & maybe perma-IW over that. Oh, and if you're a Kin, Musculature is nearly completely useless.
Of course you're not ED capping your damage powers (say, your ST hold), then Musculature would add a bigger boost, but if you're not boosting the damage to begin with, it's likely not a huge damaging power anyway, so the base will be small to begin with, which makes the actual impact of the Musculature boost minimal. There are exceptions--powers like Char & Fire Cages do very good damage, but you'll often want to slot them w/non-damage sets, and Musculature will get very good returns out of those. -
I spread it around, though my higher toons will generally be at or over the 1B mark and my newer toons will hover around 300M. As I get over 1.7B or so, I gleemail a few 100M to a poorer toon.
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Quote:Well, if a base def & to hit debuff of 35.7% is terrible, I dunno what else to say (6-slot w/Clouded Senses for a lousy 51.4% to hit debuff!). I mean, forget the unreliable KD, holds, the slows, -recharge, -fly & the tiny damage... well, no, those all add up too. But, damn, a 51% to hit debuff in a 25' rad, and ppl wanna dismiss the power, because... what? Too long of a recharge? Sure, so is EMP, and that sucks, right? Things run out of it? Stand it in yourself--it's not like anything's going to hit you.And Liquefy was the most sucktastic tier 9 I have every experienced. I know people will defense until the cows come home but for that that power was just terrible.
Yeah, I hear the cowbells. I'll stop now. Wait, just once more... 51% to hit debuff! -
Really? I thought the general standard was no insps, no temps? Wouldn't insps give you a larger advantage than even a shivan, considering how easy it would be for a non def-based set to cap their defenses for 16 minutes, or at the bare minimum, 8 min (my Fire/Rad needs < 5min to take down a pylon, and that's not even closest to fastest). I guess for tanks/scrappers/brutes, temp powered debuffs would usually mean more than insp-based defense.
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Following my own advice, I made a Fire/Stone brute and pumped up his out of Granite stats to see what I could come up with.
46.1% to S/L/E/N, 43.6% to Psi. Close to 30% res to S/L/F/C. 41.5% DDR and 46.66 HP/Sec w/EE & Rooted. Unfortunately, I couldn't fit in Taunt (but did sneak in fully slotted Fireball), but I can drop Brimstone if it became an issue, though that would dip my Psi def down to 41.7%. Has a gapless Incin > Scorch > Cremate > Scorch ST chain, which isn't the top FM chain, but still a very good one.
Yeah, I think I found my new alt. 6 months for my next free character slot though. -
Quote:Because... we're in the tanker forums and talking about Stone tanks? And, you know, some of us like the better defensive numbers. Overkill on a set like Stone? Maybe, but sometimes it's good to be the absolute best at something. You were one of the few on these forums using the Fighting pool properly on Stone tanks way back in the day so I respect your decision to move on to brutes, but some of us still like our tanks.Why would I bother doing that when I can move faster and do more damage with a granite brute...
Question though, is there any reason not to cap E/N out of Granite on a brute? Can it be reasonably done w/brute numbers? Fully slotted Rock & Crystal w/ED capped Weave + Maneuvers gives you close to 24.6% S/L/E/N vs. 32.8% for tanks. I only used 2 sets of Eradications (among other things) to get to cap, but you should be able to slot a few more sets depending on your primary. And, well, if you can't, there's one good reason for preferring tanks to brutes. A brute might still do more damage in Granite than a tank out of Granite (how much fury does that take, anyway?), but you're still stuck w/the -rech. I'd think you'd wanna run your brute 95% out of Granite as well if you could. Hmm... I may have a new project on my hands...
As for the Granite slower than Rooted thing, yeah, it's bs, but I'm jogging along at around 19MPH in Rooted these days (used to be faster before I went for E/N cap), which isn't fast, but not horrible either. Plus I still have TP.
Quote:I also see no point in making a non granite stoner, an ice tank is just better in most situations (although there are several niche situations where that's not true). -
Quote:This is why I take CJ on almost all my toons. (Inherent) Hurdle + CJ and you're moving fast in combat even under suppression. The small +def doesn't exactly hurt either.My experience so far actually says - turn off travel powers. Suppression is what will kill you....
And again, don't queue up powers. That's what killed me the most in that fight. -
We Sonics are rare, and proud of it. On Liberty, at least, they're also very appreciated. I'm always welcome on TFs, PuGs, MSRs, whatever, because most ppl seem to understand how much they bring to the table. FF clone? Pshaw. Since when did FF bring massive -res debuffs? Liquefy a joke? It's an I win button, even if few ppl understand just why you won that fight.
I love my Son/Son, and I hardly ever play him solo, but the few times I do, it's in 100% security. Then again, I feel that way w/all my defenders--they're all slower than hell to solo compared to pretty much all my other ATs, but safe as hell, though much, much more fun to play on teams. -
So if JB was Superman, would he always fight Metallo, he of the kryptonite heart, toe to toe? Or would he, I dunno, stay at range and kite him w/heat vision? Or, maybe use his too-often-forgotten super speed to hit (from behind) & run? Maybe throw cars at him? Or just be outraged that he weren't allowed to just walk up to him slowly and punch him in the face like he could w/everyone else.
(Yes, I know bad writers have Supes doing exactly that w/Metallo for decades.)
And yes, Metallo sometimes will get a temporary upgrade from Darkseid. Supes would find a way to deal and so should you. -
Honestly, I think Crystals just gets a bad rap. Lots of ppl skip Tough/Weave because of Granite, but if you look at Stone w/o Granite as a set, and build on it like you would w/say Ice Armor, you have a damn viable set even w/o IOs (and Psi def to boot). I spend way more inf getting S/L (sometimes E/N too) softcapped on like my Fire, WP & Dark tanks, but it's way cheaper on Stone since you get a head start w/Rock & Crystals. Brimstone is... well, it helps.
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Oh hey, this got bumped up! I suppose I should look at it more often for feedback like this...
Yeah, I just don't know enough about red-side to comment on PPPs. I know Gloom was included in a lot of optimized ST DPS calcs, but I have no experience w/any PPP powers (all my Brutes come blue side) so didn't wanna comment. Prolly a good move if you're willing to go at least part way evil. -
Quote:Man, I knew someone was going to bring that up...Well, taking Granite doesn't cost any influence. Can you estimate what your build cost?
Honestly, no idea. I stored up a bin full of Kin Combats for when they were selling for under 10M (actually, most under 5M) exactly for situations like this. I use 3 full sets at lvl 35, but you can mule a set in like Boxing or Brawl and use the cheaper KB one and all at lower levels to save a lot of inf. Then 2 sets of 3 Eradications for your PBAoE attacks, filled out w/3 Cleaving Blow (actually, you don't need the CB to cap E/N w/the Steadfast +def). Use Perfect Zinger in Taunt for the S/L def and you can do w/o one of the Kin Combats. Hell, just to get to 45%, you maybe able to do w/o altogether.
Those are prolly the most expensive things you'll *need*. I have 5 LotG +recharges too, but they're not needed for what I described. The Miracle & Numina's uniques are likely very helpful to pay for all the toggles too. Oh, and the Steadfast +def unique, but those can be found for cheaper at below lvl 30. For QoL, 5 GotA +run speeds too. Also a few sets of 3x Aegis for the +def & run speed.
But no purps, no PvPs, so really I don't consider this an uber expensive build by any means. Even at today's prices, you could prolly build it for around 500M (again, w/o the LotG and the various uniques), maybe less if you get creative. Not cheap, but hardly out of reach. My particular build is well north of 1B, prolly closer to 2B, but sacrifices very little offense or QoL to reach my goals (other than skipping on the epic AoE). You can sacrifice a bit of offense and still be ahead of where Granite will leave you. -
So my newly worked over Stone/Ice, post-I19, boasts softcapped S/L/E/N/Psi def (50/50/45/45/52 to be exact), 38% S/L resist, 42% Fire/Cold resist, 20% toxic, and regens 58.5 HP/s w/perma EE going. Yes, thanks to the free Fitness pool, I worked in all the Stone armors, even lolbrimstone! And thanks to Crystal, I'm also rocking a 52% DDR.
Over the weekend, I took my newly respecced Stone/Ice on an ITF, LGTF & a MSR w/o popping Granite once. Well, I did hit it once against both the AVs at the end of the LGTF when we just rushed the middle of the room. Turned out to be a mistake w/all the Psi flying around and I went back to my other armors instead. On the ITF, I had other Maneuvers running keeping my S/L def at 60+, but still, the cascading failure never happened as my def hardly ever dipped below 40%.
End issues? Yeah, there are some end issues running like 9 toggles w/o team support, but I took Cardiac boost to deal w/that, plus that'll get me some more resist numbers when I go Radial. On the plus side, Rooted gives me enough end drain protection that I can laugh at Sappers and the like (Famine!).
Seriously, I used to roll my eyes a bit at all Granite tankers in the past, but now, it's hardly even needed, even as an emergency power. I'll hang on to it for like the STF and likely the new Apex & Tin Mage TFs (haven't tanked those yet, but I'll likely need Granite for the Tox resists, esp against the hydra), but I'm pretty much saying good riddance to all the annoying Granite debuffs. Well, except the slow movement, which Rooted is even worse for.
Note: I don't post builds so please don't ask. It's not hard. Take all armors. Slot Kin Combats & Eradications. Lots of them. Yes, you need Tough, Weave and maybe Maneuvers. Give it a shot and you too can say goodbye to Granite! -
Quote:If you're willing to take Mu Mastery, your point may be valid, though even PS, with top-tier Spiritual (not yet available), you're only shaving off like 4 seconds, if you already have very high recharge. W/Cardiac, and the Mu PPP, I can bring up PS every 38.2s, which w/the end redux of Cardiac is *more* than enough end recovery.Responding to myself. Did some checking and it turns out I was wrong on how to calculate Recharge for Conserve Power. The power I'd recommend instead is Power Sink. That one will cost you a single target attack, but you can replace it with another pet if you want instead.
Even at the hard recharge cap, PS is 30s, and I know I can blow through my end bar in far less time than that w/o Cardiac (on my Kin, w/a 9s recharge on Transference, if I miss 1 cycle, sometimes I'm in trouble). While I can certainly blow through my end bar currently w/the common Cardiac Boost, it takes a while (more than 38s at least), and just using a blue pill here and there (and Hibernate, since I'm Ice Mastery) makes it almost a non issue now. W/Cardiac Core Paragon, I'm thinking it'll be a non issue, period, which no levels of recharge could ever do.
Of course, if you're sticking to APPs (and I plan on this), I don't think there's an epic +recovery tool that recharges fast enough to make the additional +recharge better than simple +endredux for a */Storm. For other secondaries like Kin, Rad or Cold, absolutely +recharge though. -
This is a very well written advanced guide for monitoring attributes, but I wanted to add a pretty simple tip. I only monitor a fixed number of attributes that matter to each toon, and often, that's defense of a certain type or position. All 3 positions are easy enough, but for those of you who want to monitor all the typed defense, you can save a few lines by only monitoring just the S/E/F (or L/D/C) defenses, since they're almost always a paired set, as are the bonuses. Exceptions would be like Parry (only L & Melee), but for the most part, I find you can simplify your monitor at least by 3 lines, and since I only like to monitor 4-6 lines at all times, this works out nicely for me.
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My friend was complaining that he couldn't do one of the Malta tip missions (Rescue Black Panther 951 or whatever) w/his Fire blaster, because he kept getting drained, mezzed, etc. I replied I never had a hint of problems w/my Fire blaster, or any of my 50s really. Then I tried it w/a 40, not quite IO'ed out Arch blaster and hit the same wall. The difference? My Fire blaster has capped ranged def, my Arch blaster has zero (so far). The both do comparable, pretty much maxed out damage, but guess who the sappers miss more?
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Quote:Yup, that's what I've been doing.In any event, the practical effect is that I pay 30,751 for those things, and get them within a couple of minutes. Works for me.
Oh, and now I get to dump crap on the market for 1 inf and get a guaranteed 30,750. Sucks to be the seller here, I'm sure. -
I finished 31 respecs in a week not to waste my 2nd respecs and now you want me to do another 31 before the 15th? Man, the nerve...
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I kid! This is awesome. I also have several toons for whom even the 2 freespecs weren't enough to pull all the IOs w/o destroying them (replacing like 5 full sets of Obliteration, among others). Even the 3rd won't be enough to do them all, but it'll get more of the job done (yes, I have many vet-specs and trial-specs, but I really don't like using those). Thanks, Posi!
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Well, I always believed there were 3 pillars for melee secondaries, ST damage, AoE damage & mitigation. Of the three, I think ST damage is the least valuable for a tank, so having a very high mitigation and high AoE damage puts Ice Melee towards the top overall sets in my book, even w/pi** poor ST damage. Also, cold damage is less resisted than, say, smashing, so IM has that going for it.
True that a good enough primary leaves mitigation not as important, but that mitigation also helps your team, even if you're perfectly fine (and as a Stony, I'm usually perfectly fine). Of course killing things faster also helps your team, which is why I also love Fire Melee & SS.
I will say my least favorite tanker sets are ST-oriented sets. EM, SM, DM all do little to excite me, despite having decent-to-great mitigation (and my first 50 tank was a Fire/EM). Slightly different priorities for scrappers, and likely brutes too, though I still like AoE damage best. -
Or just go to monster isle in PI. I always get annoyed w/those cuz they go running back to their friends after you went to the trouble of luring one away from the pack.
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I was planning on going Spiritual for my Fire/EM, but decided at the last second to go Cardiac instead. He already had a solid ST attack chain, and my AoE attacks were also coming up fast enough to be gapless through almost 2 cycles (BU+WH+Burn+Fireball+FE+WH+Burn). More recharge would've been nice for HF & Consume, but I noticed on some of my other toons just how much more end made life, and while my Fire/EM wasn't exactly sucking at end recovery (esp w/Consume), it could definitely be better. The +resists that will come later (only have the common so far) is just gravy, gravy that will become richer and sweeter as we go through the alpha slot tiers.
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First, please see my Ice Melee guide if you think Ice Melee is really "low damage", unless you mean low ST damage, which it fully is. AoE-wise, it's actually one of the better secondaries for tankers, behind SS, Fire & Elec (possibly Mace too depending on how you play). It has of course one of the best mitigation of all tanker secondaries (Stone Melee fans often think it's the best--I think it's a tossup bet the two).
Second, Claws makes a great about about the DA/Ice combo that I hadn't though of before. I still think Stone/Ice (which is what I run) is the ultimate defensive force in the game, but if you want more offense, SD/Ice & Fire/Ice are also excellent alternatives. Once you pick up & slot FA, AAO + SC (or FE + Burn) + FA + Frost will absolutely wreck things in your path. -
Quote:OMG, it's night & day, let me tell you! Base Cardiac (and the Numina's & Miracle uniques) and my Ice/Storm runs all toggles and can spam AoEs like crazy and I can go a long time before reaching for a blue pill. It's freakin' amazing!I've been working on my Ice/Storm also (only 2 more shards to go!) and I'm also hoping that Cardiac will do a lot for my end issues. I've got all the Accolades and I'm HEAVILY IOed (including the recovery specials) and my end still stinks. I run out of END really quickly. I' hoping Cardiac will really help.
Can't wait for the Core Paragon tier to open up.
Oedipus_Tex: I think adding more recharge will just make things worse for a */Storm, because I already use Hibernate as a +recovery power more than anything, but I'd be so much more tempted to spam my AoEs (FR, LS, Tornado, etc), all of which are end monsters, that I'd be in more trouble than I started. Cardiac is a true lifesaver for this build.
Griff Mender: Generally speaking, most AV/GM soloers will have enough recovery to spam their ST attacks indefinitely, unless they rely on insps, which you don't. For those builds, I'd go Spiritual, unless you already have like PA perma'ed, then I'd go for more damage. AV soloing calls for 1) survivability, 2) end recovery, and 3) damage. You already have 1 & 2 covered, and all you're looking to do at this point is add more of 3. BTW, my old Fire/Rad soloing build had enough recovery, I actually did cycle in EMP every now and again, esp against robotic AV/GMs. Did make things a bit hairy though.