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Something I don't play? I dunno, feel free to advocate for them, but I don't know enough about them to comment other than I gave up trying to level one years ago and never felt the need to go back. I mostly play the original 5 ATs, w/some sprinkling of vils, and am concerned over balance issues among them. FWIW, I think Khelds have their own deeper issues to be solved way before Incarnates even came along (all respect your your WS and all).
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Quote:Because, as we've repeatedly pointed out, the *hard* cap for Interface debuffs is a measly 25%, and it takes 10 procs (for a want of a better term) to get there. Do you not agree this isn't even remotely as beneficial as a massive AoE attack? That you get 8x Interface is more or less meaningless w/those hard caps in place. In fact, I think Interface will be the one slot ppl will branch out on so they can swap their debuffs depending on team makeup (what, you have -res? I'll grab -regen), yet even w/an optimal makeup of 8 Interface slotted Incarnates, a single debuffer can potentially match, and even exceed the combined Interface debuffs. You can't say anything remotely similar about Judgement & blasters.If you're going to be multiplying these Judgment Nukes by eight, then be sure to do the same for the other powers. Those interface debuffs will reach full stacks right away. Eight people alternating Destiny powers will negate the need for buffs. Why take anything but blasters if you can softcap and have heavy resistance buffs, and be able to stack -res and -regen on the AVs full time?
Again (for like the 4th time), this isn't about how *just* blasters are becoming marginalized. All ATs are really losing focus as everyone can do pretty much everything. It's who loses their identity most. If everyone can do everything similarly well, why not take someone w/natively higher HPs & aggro control (tanks/brutes/scrappers)? Or can do their specialty far better than what Incarnates offer (debuffing defenders/corrs/MMs/controllers)? -
Quote:Preach the gospel!Greater Ice Sword is currently skipped by most tank that use Ice because you can get better single target DPS with Ice Sword. I took GIS while leveling my tank and while it's good damage, the animation time and end use was pretty bad. So when I began reading on the forums about dropping it for IS, I tried it out and have yet to regret the decision. Also you can take IS sooner so you have a more complete attack chain when exemplaring.
Oh, and see my sig if you want hard numbers as to why not to take GIS. -
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Quote:If you really think that, then we must agree to disagree. While I may not convince you, for the benefit of others, please consider a (not so) future team of 8 Incarnates.One nuke every ninety seconds that can't be enhanced for recharge and can either be enhanced for damage or accuracy is not hedging into blaster territory any more than -25% resist is hedging into defender territory.
Everyone can "nuke" for 400~710 pts of damage every 90 sec. If you spread that out on a team of 8, it's 2 ppl nuking every 22.5s to clear pretty much everything in their paths except maybe bosses and higher. At this point, why is any AT necessary, I know, but why especially an AT whose biggest contributions are their AoE damage?
Compare that to how "everyone can debuff" with Interface. Except to get to the Interface debuff caps, you have to stack effects, which takes time. Compare that to a defender/corr/controller just laying down FR, Sleet, Tar Patch, etc every fight (say just before a Judgement nuke). Why even bother setting up your Interface debuffs at that point other than w/hard targets? Also consider most Interface debuffs will stack w/all other defender/controller debuffs which already stack nicely while Interface by itself has a hard cap. Now tell me again how much Interfaces hedges on defenders.
So most things being equal, and speaking purely for performance issues, if you have a spot open for an Apex run, do you want a blaster or a defender for that last role? Even now, I think most ppl know what the politically incorrect answer is. Imagine once defenders get Judgement. Or hell, corrs.
Edit: See StratoNexus's post for the tl:dr version. -
Quote:Did you read the part where I acknowledged that? You must have, since it was the paragraph immediately preceding the one you quoted. Here, again:Look up the other powers, specifically Interface and Destiny. Blasters are getting debuffs, why will we need defenders? Blasters can get more defense/resistance or mez protection, why do we need defenders or tanks?
Quote:Similar arguments may be made for other ATs as we get massive buffs, debuffs, pets, and likely crowd control in the future as well. I still think the AoE damage gap is closed the most w/the addition of the Judgement slot.
Buffs aren't perma, but are certainly very good. Mez protected blasters will be great, but so will similarly protected defenders & controllers (who can already get IW). Pets? Not sure how that'll eat into MM territory, and to a lesser degree controllers. I think the Seer pets w/the Fort buffs are the best. As good as a mini Nuke? Don't think so.
But if the blaster community is satisfied w/the status quo (as to be, once I20 hits), I guess there's no point in asking for Judgement to be AT-normalized, or at least give blasters defiance buffs, right? -
If you haven't read up yet, check out this long, but excellent description of the first 5 Incarnate slots by dispari. Then look at Judgement. As an example, we have:
Pyronic:
Base stats:
428.36 damage
80 foot range
Targeted AoE
25 foot radius
16 targets max
AoE, fire
1.00 activation time
20.00 endurance
That's base damage. T4 w/T4 Musculature will do over 700 pts of damage. W/no crash. From range. W/a 24 target cap.
It's also not scaled for ATs. Which means if defenders do the same damage, but can debuff the crap out of their foes first, they win. Scrappers & tanks w/far superior defenses doing the same AoE damage: win. Controllers are already win machines, and they just get more win (at least no containment, but does that mean no defiance for blasters?).
Granted, it has an unenhanceable 90s recharge. On a team of 8, all w/Judgement, who notices? For long term AoE DPS, will blasters still be king? I *think* so, but the gap will be shrinking, mightily.
Similar arguments may be made for other ATs as we get massive buffs, debuffs, pets, and likely crowd control in the future as well. I still think the AoE damage gap is closed the most w/the addition of the Judgement slot.
And yes, this is 45+ content only, so 1-44, blasters will still rule the damage game, but as we have more and more end-game focused content, I can see less need (insofar as any AT is "needed") for a blaster going forward.
Thoughts? Cries of Dooooooom? Or are we just happy to get more fireballs? -
Quote:It's been long enough since defiance 2.0 was introduced that I don't remember, but has anyone done any math on cost effectiveness of various defiance powers? Long animating powers generally give higher numbers, but they obviously take longer, and usually also have lower DPAs. Are you better off firing off that TF or just a pair of quicker animating attacks instead, even if prepping for a nuke? Just ottomh calcs show a 24% defiance from a Blast + Burst chain, which should take roughly the same time as TF, though TF's buff lasts a bit longer--that might be the key as TF's defiance will last through all of the Aim+BU phase, but then there's no reason you have to wait til the absolute last second of Aim to fire off Nova either.It gives a 21.8% damage buff from defiance. My Energy/Energy/Force blapper uses it as part of my nuke chain.
Oh, and yeah, set mule for Mako's for my En/En. Hardly ever use it though in my attack chain unless I want to stun an Lt or lower, which is to say almost never.
Code:Attack Name Dam Act DPA Energy Punch 109.00 0.83 103.22 Bone Smasher 144.59 1.5 84.26 Total Focus 197.97 3.3 57.68 Power Bolt 62.56 1 52.66 Power Blast 102.60 1.67 55.52 Power Burst 132.63 2 59.10
Naturally, Fire, Ice, Arch & Psy, all with superior T3 blasts, would all fare even better w/o TF in their ST chains. -
Is that 90% against level shifted toons also? Just recently, I've seen her slowed significantly w/Tar Patch + Sleet + Benumb (no HL--I was running the Cold defender, and I wasn't getting close enough to hit her w/it) and maybe LR on top of that. My Cold was level shifted, not sure about the Dark & Rad.
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Pretty sure it's changed recently.
I spent pretty much all of I18 farming blue-side 40-50 tips, and ran the Maelstrom mish countless times. Never had a problem finding him on toons w/and w/o stealth, +perception, etc. Just recently, maybe in the last few weeks, he's gone from mostly stealthy (i.e. you can still find him) to completely invisible. I've started to just skip those now. -
If you have a lot of location based debuffs (FR, Sleet, Tar Patch, Disruption Arrow, etc), and not all that many melee on the team, you're often better off just immobing BM and letting the ranged have at it while keeping the other mobs off of the ranged yourself. Also consider some of the best debuffs in the game--LR, Benumb, aforementioned FR, Sleet & Tar Patch--already slow her to a degree where taunting her out of the patches will take a bit more time anyway.
Basically, I just don't stress about it any more. If the team wants to taunt her out, great. If there's a controller spamming immobs (and you sort of want to immob the swords so they don't hunt down the squishies), I don't complain. Of course, on a team where the scrappers/brutes are your main source of DPS, you need to set up some guidelines for immobs and such. -
The Tactics thing seems overblown. Sure, your imps will pick up some extra aggro; BFD, you're a Fire/Rad, suck it up.
I'd rather just never miss (nor have my teammates miss), even when RI's not on. Plus it's a great place to slot Gaussians, and that extra perception will also help you when you get smoked/blined/etc. Sure w/proper slotting & IOs, you can have accuracy through the roof, but your teammates won't always, plus there are enough problem mobs for which Tactics is a godsend.
If you're going for the Fallout > Mutation route, you'll also want Veng in the mix (and TP other if you can possibly squeeze it in). Fallout + Veng is a mighty good rationale for suicide in this game.Having said that, I'd skip Fallout (might still take Veng if you have room).
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So I started an Apex w/my scrapper. Team is a brute, other scrappers, some blasters and dom and a squid (important! remember for later). No debuffs. Fearing trouble, we started anyway. Ppl dying in the 1st fight against clocks. Zero aggro control, but still, even w/minimal support, I usually expect alpha-slotted squishies to be somewhat self sufficient, but not so here. Still, we get to the hydra, and I tell ppl how to just kill the pylons from range, so we get through it.
Last stage of the 1st mish, ppl are dying left & right, and even my IOed out DB/WP is dying a few times (damn clocks won't gather for me to regen off of). I suggest this isn't going to work and I'll get my..., er tank, since that seems to be the biggest deficiency (I was wrong, my Cold defender prolly would've been best...). This is maybe 20 min in or so.
Grab my Stony, start over, get through the 1st mish okay. Not great, but okay. Get to BM, usually her 1st half fight is fast... not today. Fine, we're into it, ppl get killed, more than usual, but I expect it. Eventually, she runs away and we're hunting champions. More deaths, but we get BM back, and the fun begins. *Deep breath*
Remember that squid? Well, it seems that khelds will spawn cysts in this mish. Multiple times. So w/BM at 50% or so, and regen'ing fast due to lack of debuffs, along comes a cyst. At first, we're trying to concentrate on BM. No good, too many deaths. Fine, we get on the cyst, and finally finish it off (more deaths, more ppl complaining, dying in the dirt, refusing to hosp it). Back to BM who's back up to full by now. Slow progress, more deaths, more corpses just lying there, etc, etc... we get her down to around 50% again (remember, no debuffs), and bam, another cyst spawns. WTF??? is the main reaction of the team. Serious despair sets in. Get the cyst again, back to BM (back up to 100% again), again w/the whining, lying, afk'ing, eventually take her down to around 50% again... yup, a third freakin' cyst spawns. Rinse, repeat (the whining & despair increasing all the while), and, well, long story short, we eventually get her down before the inevitable 4th cyst would've spawned.
Final time was 1:25, though it seemed infinitely longer. Add the initial 20 min for the abandoned 1st attempt and you have a 1:45 run that I usually do in 30-35 min. And it really felt a lot, lot longer. Moral: no khelds if you have no debuffs on your team. In fact, just bring debuffs. -
7 Fire/Rad + 1 Fire/Son. We did the corr version of this on Freedom a few years back (actually 2 Fire/Son so everyone got Clarity), but would work even better w/controllers. As for ST damage for hard targets that someone mentioned, Fire/Rads can solo pylons in just over 4 min (at least I never broke 4 min, others may have). Imagine what 8 of them can do.
Super teams aside, I'm duoing w/a friend--started on redside, but migrated blue--w/my SS/SD brute and his Son/Kin corr. Occasionally, we're joined by another friend playing his Crab. AAO + Rage + Fulcrum Shift + FS + SC + -res + recharge + infinite end + heals + overcapped defenses (w/the crab, mere def cap w/o)... is more or less unstoppable running x8 missions. Not too fast til 32 and Foot Stomp, but after FS & SC... insanity. -
Elec has higher resists than any other resist-based armor, but also the weakest heal (tho it gives you a regen boost). Huge tox hole though, which won't be helped by most ppl IO'ing for def (Dark & Fire don't get a lot, but a little is better than none). Of course, a def capped Elec tanker is something to behold, but then so are all the other resist-based armors.
At SO levels, I think Elec is the "weakest" out of the 3 resist-based tanks, only because you can kill so much faster as Fire, and Dark has just a ridiculous heal, not to mention controls. Then again, Elec will have absolutely zero end problems, which is worth plenty, esp at SO levels. Both Dark & Fire do get some end drain resist and an end recovery in Consume, but nothing even close to Power Sink & complete end drain immunity. -
Assault over FE? Burst damage considerations & end costs aside, does that actually work out over the long run? Even if you aren't always using FE as soon as it's up, I'd think it'd total out to more than 10.5% extra damage over base. Of course, you're affecting your teammates too w/Assault, so I guess that's another consideration.
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Did it again on my tank w/no deaths. Mo too (yeah, I know, death has nothing to do w/it). Still lots of fun, whether on a ranged or melee toon. I'll have to try the "move just outside of the AoE" tactic next time, since I was jumping well out of its range while Taunting.
Rest of the team suffered little as well, though there were a few deaths here and there. I think as ppl get better at it (and there are still a lot of 1st time runners, esp on PuGs), we'll be looking back at these debates and thinking, 'what was all the fuss?' 30min (or less) TF for 40 (x2 for WST) merits & 2 guaranted shards? Sign me up, every time. -
I ran this for the first time last night w/o getting killed in that fight on my Son/Son. Helps that he has (some) mez protection and is S/L resist capped (not to mention ranged def). I usually die a few times in there though, even w/my Stone tank in Granite, cuz I'm too busy, rooted, or just plain don't notice the blue death patches before it's too late. I accept it's just part of that particular fight, hosp it and get on w/life. The most frustrating part for me, at least, is that I can't type any messages to the team like, "stop whining, hosp it, and get back in the fight!"
(This is not what I'm accusing the OP of doing, btw.)
I appreciate the wholesale hatred of rooting animations, since I mostly share them, and yeah, getting mezzed in that fight pretty much = death. I also don't appreciate the fact that controllers & doms are neutralized a bit, since immobs & holds (and slows) are counterproductive against BM. It's not a perfect fight, but I think it gets a lot more negative press than it deserves. Are the insta-deaths kinda cheap? Sure. Handle it correctly and I think the encounter's a lot of fun. -
Quote:Is anyone surprised by this dynamic?Going from Uncommon to Rare Cardiac: WOW!!!11!!!111!!!
Going from Rare to Very Rare: meh.
Nothing -> Common: Huge leap in performance, esp for things like Cardiac.
Uncommon -> Rare: Level shift. Again, huge leap.
Rare -> Ultra Rare: Marginal step up in performance. I'm only getting these, because... well what else am I going to do w/my 50s while waiting for more Incarnate slots to open up? -
When I last played around w/Herostats and damage procs in tanker damage auras, it gave me about a 16% return in total damage when it was ED capped. In other words, a single damage proc is worth about a single damage SO. If you're ED capped for damage, or getting close, you're better off w/a proc than more damage. Of course, you'll ideally want to ED cap damage *and* put in a proc or three, plus as much end redux as your build needs.
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Of the three, Cold by a long way. I'm not thrilled about Therm on my Elec/Therm--doesn't suck or anything, just nothing great about the set--and I don't like Son at controller levels. Cold is pretty damn awesome though, and it's a thematic fit too. Good synergy too w/Ice Slick + Sleet, AA + Heat Loss, etc.
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Can't answer re: 325M. That's pocket change to someone sitting on 40B+. Whether the Miracle/Numina uniques are "worth it," I say hell yes; every one of my toons has the pair. Play w/and w/o them on some end intensive toons and see if you don't notice a difference. Then ask yourself if you're willing to work a bit for them, either to make the inf, or just run Tips for 30 min a day for 8 days.
The Perf. Shifter proc is of questionable value. It gives you a bit of a benefit, but not enough where I automatically throw it in on all my builds, though I do use it liberally. I have like one toon w/the +Regen IO. I think you're better off w/a lvl 50 heal IO in Health than the +Regen, though not if you're already ED capped. -
I have 31 alts on my main server. Not all of them are 50 (yet). This week (and next), my 50s are on vacation as the rest of my toons will run Sister Psyche (then Numina) and get mad bonus XP. Week after, it'll be my 50s again, and I'll likely slot a bunch of ultra rares then too--waiting 2 more weeks for a very marginal buff is just not that big a deal. A mix of 50s and non-50s for ITF week (likely, all my current Incarnates will have the tier 4 this week), 50s again for Tin Mage & non-50s again for Manti. I for one am happy w/this schedule.
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I recently wrote an ode to my Ice/Storm controller here. I really, really like playing him these days, and it's a thematic masterpiece, if a bit redundant if you're less than creative about using selective powers (i.e. don't just spam every power in every instance, as others have said). I admit in that thread that Fire/Storm could be even more awesome.
Yes, there are neat tricks you can play w/Ill or Grav & Storm, but I'd really look for a set that offers -KB. Tornado (Hurricane too!) is so much easier to use that way.