magikwand

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  1. magikwand

    Inv/Fm build

    With respect to invulnerability in general, I think it is supposed to excel in s/l resists in particular. I don't think the set is designed to be as great in resists across the damage spectrum, however.

    I could be wrong, however.
  2. Unfortunately, SR is one of the brute secondaries that is on the thirsty side. There is no way to recover endurance outside of some clever slotting. EM isn't the most end/ heavy primary available, but I don't think it matches very well with SR. If it matches your theme- cool. Otherwise, look at another combo. DM/SR is great and has much more synergy than EM/SR. I have one at 50 that I tried to like, but I just can't get with it.
  3. Your posts make you seem a bit like a sociopath of a gamer. In other words, most of your posts always illustrate you as some kind of pristine martyr that is harassed and persecuted without relent by some flawed and angry mob. Normally when someone is always arguing that everyone else is the problem- that person is the problem. It's like they say, when you point a finger at someone else, three fingers are pointing back at you, and one is pointing at God.

    My advice: stop allowing yourself to be consumed with what other people are doing in their homes with their own game time and personal lives. It is clearly ruffling your feathers and making your game experience less fun than it has been before. Don't allow other people to devalue your playing experience.

    Stop trying to understand other gamers- you don't seem to be exactly receptive to tolerating views that contradict with your own. Why should anyone waste time trying to explain the merits or utility of MIDS when you have made it unmistakably and irreversibly clear that you despise the program and anyone that uses it? There is no point in having a conversation if you already have your mind made up about the subject.
  4. Quote:
    Originally Posted by Sloshed View Post
    In that case with shield charge (to minimize the loss of fury) and how the bonus from bruisers effects DoT damage but not the crit from scrappers. Wouldn't bruisers be a better overall choice for Fire/SD? What does scrapper offer over it?

    So DM is top single target, Elec is good AoE and Fire is about secondary in each. With the other scrapper/bruiser sets having various utility or effects added to them?
    What are bruisers?
  5. I love my invulnerability toons. I have two invulnerable brutes and a tanker that are quite solid. One of the brutes and the tanker are still on SOs only and quite strong.

    Just because no one is talking about it here doesn't mean that people have given up on it. If you feel like discussion regarding Invulnerability is lacking- then start up a new discussion on it!

    I don't play any set to the exclusion of others really. My favorite melee defense sets are invulnerability, fiery aura, and shield defense in no particular order.
  6. Quote:
    Originally Posted by JohnnyKilowatt View Post
    Does jump kick still require contact with the ground? I always thought it was funny you couldn't jump kick while jumping.
    I don't find it all that odd considering the nature of the animation. Not that all jump kicks look the same, but the one we have in the game pretty much needs to be done on the ground.
  7. I am definitely a smidge irritated with the thought of tearing down so many builds in game for the whole BotZ thing- but I am dreading do the respec just because of the amount of time it takes to do it. I wish there were a way to go in to your build as if you were lvl 50 (or whatever lvl you do your respec), and just move certain enhancements or powers around. In my opinion, doing a respec takes up entirely too much time. Who knows- maybe I am slow while doing a respec, but (as a few other responses in this thread have indicated) I am not alone in this regard.
  8. Looks great! I think I will be around for a while still.
  9. magikwand

    A DP question

    No matter what way you go, DP will be somewhat disappointing as far as damage is concerned. The best option is to just go with a concept that works for you as well as a secondary or primary that has some kind of a +dmg power. I went with dp/kin but I doubt I will be taking her Rogue. The secondary effects are nice, but don't expect to outdo a fire blaster when swapping to your incendiary rounds.
  10. Quote:
    Originally Posted by Jharber View Post
    So with just Ios a shield would not be that great correct? You need expensive sets right? So I am looking at a billion or more just to make him good enough to be a farmer, which to get money in the first place is why people farm lol.

    My best bet it seems like would just to suck it up and jump on the bandwagon and make a SS/WP Brute. I have a billion on red side, plus miracle recovery and numina recovery with chance for + end proc, so I guess I could make a sturdy WP brute, I would just need to p/u the special regen enhancement.

    The no Dmg Aura really bothers me though, I know granite is 30% less dmg, but mut pots seem to do some nice dmg that really adds up, so I wonder if the dmg would be that much of a difference if I made a SS/WP Brute?
    Sure, having mudpots seems like a great idea, but the -damage, -recharge, and slow run speed run largely counter-intuitive to the virtues of farming. There is a reason you rarely see stoners farming. Why gimp yourself with a deficit on your offensive capability when you can just roll a different secondary and not be sandbagged with those issues? SS/WP is farmable on SOs, but I wouldn't want to think of the required investment you would need to turn a stoner into being similarly performing.

    Also, I doubt that mudpots will make up the difference in killing speed between a ss/wp and ss/sa. The ss/wp will still likely run circles around the /stoner.
  11. Basically rolls down to the difference between a defender and a corruptor. Or perhaps which side you want to play on until GR goes live. Bottom line- you probably won't be terrifically overwhelmed with the combo either way you go- Dual pistols is fun, but it isn't next in line to knock fire blast off of it's perch of damage king.

    By the way- I have a dp/kin at 50 that is awaiting IOs, that I enjoy immensely.
  12. magikwand

    Claws/ EA v Elec

    1. Luckily, anyone swinging at you will make your fury bar go up- regardless of whether the hit lands or not. Defense based secondaries are not penalized for being untouchable. You might run into some issues occasionally with EA compared to Elec Armor for generating fury because Elec has a taunt aura and EA does not.

    2. You don't have to build to the softcap for sl in order for elec armor to be effective. The resists are pretty decent, and with energize being the new kid on the block, you might find building to high 20% to low 30 % is more than enough mitigation to make you last. Sure, Energize isn't up as often as healing flames or dark regen, but it still helps a good bit for keeping your staying power.

    I think the claws/EA would excel in soloing. Claws/elec would do well in teams, particularly with buffs from a mm or corruptor.
  13. Quote:
    Originally Posted by Whisky_Jack View Post
    Silly broots, everyone knows crits > fury. Unless you solo or small group alot where you know you will pull 100% of the aggro, otherwise you'll always be trying to build that fury. And add that to grouping blueside where the team usually consists of a tank or two and a crowd of scrappers and you'll really be hurtin for the fury you need to keep up with the scrappers crits.

    The real thing to be concerned about is whether or not anyone would roll up a broot if/when SS gets ported over to scrappers.
    Take your scrapper nutswinging back to the scrapper boards...

    As far as I see it, whatever of the three meleers you prefer out of Brutes, Scrappers, and tankers is exactly what you will roll when GR comes around. Just because a brute appears on blueside doesn't change the fact that he is a brute. Just because a scrapper appears redside doesn't change the fact that he is a scrapper. The ATs don't change- just affiliation.
  14. Not so much overpowered as just lame and pointless. Instead of wasting resources to develop such an AT- I would rather see more effective and challenging ATs made. Besides, you can still make yourself a gEmpath with medicine pool that is a "pacifist" and have the same result.
  15. I would advise against building for the S/L softcap on a FA. Why? Namely because it isn't needed and most builds aiming for such will likely be gimped out in one way or another. Shooting for around 30%-32% defense is more reasonable. You would be amazed at how much versatile mitigation mid to high 50% s/l resists, 30ish% s/l defense, and a fast recharging heal provides. Moreover, if you are around 30% defense, you are about 1 purple away from the s/l softcap in most situations.

    As for the primary, both would go well with FA, but I think SS might give a smidge more mitigation via footstomp, kd, and stuns. If you choose to take Handclap, you can also have a second to take your breath or pop an insp or hit your Healing Flames.

    Claws is lighter on end, sure, but you won't be dealing with a particularly endurance heavy secondary. Consume isn't the fastest recharging end recovery tool I can think of, but it is rather handy still. On top of that, you will be dealing with powers that have potential knockback, and /FA benefits from having spawns packed closely on top of it. So your Blazing aura and Burn Patch, if you take it, won't be quite as effective.

    My opinion- SS/FA is the way to go. Claws is still quite workable, but SS has a lot of synergy with /FA; especially on a farmer.
  16. Quote:
    Originally Posted by Kheldarn View Post
    Ah, good point. I rarely run at +8, so I forget about that option.
    Most runs I do on a Nem farm map are at least +2/x8. If I am feeling spunky, I will do plus three. However, this is really only done on a /FA and not a /SD. As Silas pointed out, you might wipe out an entire spawn before they manage to land a hit on you. More often than not, they will finish you off with their Vengeance. If you want to do Nem map as a solo farmer, you simply don't pick up /SR or /SD if you plan on living long enough to make a profit.

    I am not saying that /SD is weak, but I think it is balanced enough to not be overpowered doing everything it does.
  17. 1. Shield Defense can be end heavy- so be prepared to slot very carefully and spend lots of money to make your consumption manageable.

    2. Shield defense won't farm many things well outside of AE. I am sure there are some things it is good for, but if you take your defense based meleer to mop up Nems, you are in for a rude awakening.

    3. Shield defense is one of the most costly secondaries to work into a beast. If you don't have sizable liquid assets already, you won't be able to soft-cap a shielder very easily. Shield defense is powerful, but it ain't cheap. (14 mill will barely get you started for a good shield defense build)
  18. I have one that is softcapped and IOd, but I find her frustrating beyond belief. SR is fine, but the EM part is just not cool. The set is just too slow and it just isn't worth it. DM or SS present better options.

    DM hits really hard nowadays, and can be quite effective with its -to hit "boosting" your defense further. Plus you get a self heal, which is quite welcome.

    SS can be end heavy on its own, even more so with SR, and the crash can be problematic for a strictly defense based toon.

    If you ever team with anyone else, you will probably find yourself watching as your teammates pick off your targets before you can.

    If you must do this combo, take the med pool- having no substantive way to regenerate health *and* having one of your heaviest hitting attacks steadily chipping away at your hp presents an interesting problem.
  19. Quote:
    Originally Posted by Fire_Minded View Post
    Its prolly the same people that use Mids and forget that its a imperfect program that lies more then anything.
    Another one hit wonder from Fire Minded- the mids, IO, and math hater.
  20. It certainly is on the risky side as far as nukes are concerned. I mean, I am used to playing my dp corr in melee range, as she is a kin, but I think it is part of the fun of the set.

    I won't lie though, I have planted several times pulling off my nuke. I just love that stuff still gets killed after I do though.
  21. Quote:
    Originally Posted by New Dawn View Post


    You've missed the whole point of this thread too. It's for people to comment on what would be in their wish list.

    I don't care if you don't like it or to debate it.
    I am sorry you can't have a conversation or receive feedback about your ideas. The point of this thread, like any other in a forum, is to exchange ideas and have a discussion. Believe me, I have no vendetta against you or anything, I just have an opinion that happens to differ from yours. For what it's worth, I appreciate your input and felt it sparked some interesting discussion.

    I will remember that about you can't understand or tolerate people disagreeing with your posts in the future, and I will try to not respond to anything you write.
  22. Quote:
    Originally Posted by New Dawn View Post
    The problem is, other people die and then that person dies. It's too late to care when other people are dead. I hate watching incompetence surrounded by incompetence but I think that to not be able to really push for an immediate change in dynamic at such times is sign of impotentence. You might like incompetence and being impotent but I don't fancy coming close to those situations.
    I doubt one person dying is always going to lead to the cascade of failure you just described.

    If tankers got this power you want them to have, it will just exacerbate that problem. Some players will become even more reckless than before, because they know that the tanker will "force aggro" away from them and then they can skate away with clean hands. Yes, I say let them die. Nothing like experience to teach you how much you can truly handle.

    The only one who would be incompetent is the one who dug himself in too deep. If you are doing your job, but he bites off more than he can chew, is that your fault? Nope. I think tanks are far from impotent as it is. Just to be clear, I don't think you are incompetent, I just think that idea is terrible.

    If tankers had the ability of absolute aggro control, as you are suggesting in that gem of a new inherent power you wish for, lots of people and ATs would feel slighted. I think that is one benefit of the aggro cap being limited compared to past times. The ability to make enemies completely ignore your teammates makes for a rather bland playing experience.

    The kind of interference you propose is on the level of GM and takes away from the fun some people like to have. If such a power ever finds its way into the hands of tankers, I would think this game would be near its end.
  23. Quote:
    Originally Posted by New Dawn View Post
    A Force Aggro button. Sometimes you see a situation where things would be better resolved if you got aggro immediately. Clearly in most cases one can but in some cases vs Scrapper, Brute or another Tanker and proximity one can't and it's potentially painful in my eyes.
    This feature already exists: just wait until that other person dies, and you can take over. I think this is an awful idea. My wish is that this wish would never come true.
  24. Quote:
    Originally Posted by Fire_Minded View Post

    I personally belive it was ment more for Corruptors and Defenders then for Blasters.Kinda like how a Tanker is way more solid with Shield Defense then a Brute or a Scrapper is, but they gave it to them so they wouldnt cry about no getting it.I feelt he same was done for Blasters.So they wouldnt cry Shananigans.
    Do you recycle your posts? I can almost swear you wrote this same thing in another post.