tarrantm

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  1. If you have any flexibility at all for the secondary, go /Time. Much easier/cheaper road to perma-PA (and softcapping S/L defense while ur at it).
  2. AT: Controller
    Powerset: Darkness Control/Darkness Affinity
    Power: Haunt
    Issue: If the mob dies while Haunt is being summoned on it the Haunt pets do not appear but it still triggers the cooldown on the skill. Considering that it is a 210s cooldown, this is not just an inconvenient bug, it's plain annoying.
  3. Quote:
    Originally Posted by EU_Damz View Post
    Question for anybody who kicks a player for not having that power.

    Were you worse off? Did they contribute any less?
    The team could possibly be worse off. Not taking TT:M could leave the team short of softcapping if that was the plan from giving the 8th slot to a SoA. Or it could mean the SoA needs more babysitting because they get hurt and die more often. Most likely though, they could just be that cluelessly stubborn that it is a reflection on their Leeroy Jenkins playstyle that is detrimental to any team. Either way, there is no clear indication that the team would be better off and lacking TT:M is a red flag that should be noted.
  4. I kick VEATs from teams for not having TT:Maneuvers. The rest of the TTs I could care less about, but Maneuvers is a must. Not having Maneuvers is a reflection of a lack of understanding of how the basics of the game works. A few are willing to learn and I keep them on the team till their next level when they can go and get Maneuvers. The rest, I just one star and try to never group with again. The regulars I play with have similar thoughts on the matter, so I'm not the only one with little patience for stupidity.

    The 1 star tracking of those people has been such a time saver, especially when joining pugs for TFs in the later levels.
  5. With Bots/Dark you can softcap S/L without even taking Mace Mastery. Even my Thugs/Dark took Mu Mastery and still softcapped S/L def. And it's not even that expensive. A Steadfast Prot, a few Siphon Insights, Maneuvers, CJ, Hover, pet Bubble and a few more common IO sets and you'll be S/L capped.
  6. Does it work on non-level 50 pets now?
  7. Have you considered adding the Leadership pool just to get Tactics? Otherwise it's got abysmal accuracy against +4s, and as a Stalker I find that relying on group buffs to hit things isn't always the most reliable of things. Then again, it might just be a playstyle preference if no one else has mentioned it. I usually try to equip mine with at least a Kismet proc and tactics.
  8. Quote:
    Originally Posted by AquaJAWS View Post
    The reason power pools are taking longer is not because its hard to make the powers look different, its the questions and things that most of the people haven't mentioned or thought about yet. The unique part of pool customization is that any character can have any pool, which would greatly complicate the UI for customization.

    ...words... words... words...

    Now that GR is out and going well, the teams have more time to go through and implement any new animations and UI updates to handle it. The devs are very aware of the player base wanting this and they aren't ignoring it. Just they've been busy with the Ultra Mode and GR overhaul since power customization came out. Give it time.
    Well, we've been told the customization is on the way, so I'm not gonna bother my head thinking how they're going to implement it.

    But however they are going to implement it, the current animation/effect and no effect are already in the game, so other than for the customization UI, no animation/effect changes need to be added, so it would be a quicker intro than waiting for all the additional animations and effects to be added.
  9. It would be nice if they did it in two parts. First part of power pool customization would be current FX and no FX, just to get it out the door faster. Then they can add the other customizations in the second part.

    I do so loath the pom poms.
  10. NB/SR is redundant from a min-maxer perspective. You can get insane levels of DDR from SR alone, which makes the extra defense from NB useless. NB also gives up a bit in other areas for that extra defense that you are not taking advantage of.

    NB/Will will make better use of that extra defense in NB and a non-sword/SR will also make better use of the capped def and DDR on SR. NB also makes the resist secondaries somewhat viable for a Stalker as well.

    I personally can't stomach any of the Stalker secondaries other than Nin because other ATs just do so much better with them when IOed out. That pretty much goes for the primaries as well, but it's something I've learned to tolerate when coupled with /Nin.
  11. tarrantm

    DA Vs Inv

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    I can assure you that Obsidian Shield was the reason I kicked Numina's and Psyche's butts. Plus, Dechs' Dark tank has taken on Recluse too, and he's /Fire Melee. It's all in how you play and your know-how of the set.
    There's no doubt that DA is the way to go for Psi resists and that's because of Obsidian Shield and while it explains being able to stand upto Numi and Psyche, it doesn't explain Recluse. And bringing up Tanks in a Brute comparison isn't reasonable in the least due to Tanks being able to softcap DA while Brutes cannot. Learn 2 play isn't a valid argument when someone achieves similar results with a similar build (DM/DA/Soul) but cannot achieve those same results once one variable is changed (SM/DA/Soul).

    Quote:
    And yes, Darkest Night does help considerably. But that doesn't mean I can't take them without it. It's all about being up-front with damage and being fast with your self-heal.
    Well I didn't think you were holding back on the damage and being overly slow on self-heals. I was assuming a modicum of competency on your part, I assure you ;p
  12. tarrantm

    DA Vs Inv

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    I've never had an issue with Energy Damage; I laugh at Malta and Rikti. And as far as the whole AV thing goes, my Dark/Dark/Soul Brute soloed Recluse at AV status in the Patron arc, soloed Sister Psyche and Numina (both Heroes, and I was only 41 at the time), and took on Synapse in the AE with only a little trouble.
    AV soloing is a perk of DM, not DA. I've done it with DM/DA and DM/ElA (before Energize) on mostly SOs and failed miserably with SM/DA on a mostly IOed build.

    And reducing Malta and Rikti to manageable levels is a function of //Soul and having access to the best debuff from Dark Miasma.

    Don't get me wrong, Dark/Dark/Soul is an extremely survivable, single target oriented build. But it's more a reflection of synergy between powersets than a testament to how good just one particular component is.

    I'm guessing Dark/Invul/Soul would be tougher for regular mobs until it runs into a group of fortunatas or wisps or Numi.
  13. tarrantm

    DA Vs Inv

    What do you plan on fighting?

    Inv has that psi hole that no amount of high end investment can fill, but u can definitely throw inf at it to get 70% s/l resists and capped defenses to everything other than psi.

    DA will never cap defense to everything on a Brute (but it can cap or get close to capping it on Tankers and some Scrappers) the way Inv can, but that's why it has no Psi hole (altho the energy hole really hurts considering it's probably the 3rd most common damage type) and has a great heal for dealing with everything other than soloing AVs.

    So back to the question of what do you intend to fight with that high end build?
  14. If it hasn't been mentioned already, an alternative animation for Jacob's Ladder would be great. The current animation for it isn't really very animated; a rip from martial arts or kinetic melee with an electric effect would be fantastic.
  15. Tomax still doesn't have the numbers for proliferated sets and the Mids numbers are a bit suspect. My Mids lists Fire Blast as 81 dam and Mu Bolts as 111. Something is off methinks..
  16. Quote:
    Originally Posted by Coffin View Post
    I remember reading in one of the guides that damage debuffs were the only debuffs not affected by the purple patch.

    It's been ages though; this is probably worth testing. *wanders away*
    I'd like to know the answer to this as well since I was also under the impression that non-enhanceable debuffs like the -damage debuffs were unaffected by the purple patch. I remember reading it in some Kinetics guide which argued for always taking Siphon Power because the -20% damage stayed as is against AVs and stacked with the -20% damage debuff from Fulcrum Shift. For the life of me, I can't find that guide anymore.
  17. Maybe there's more to Caltrops, but I've only used it for comic relief.. even on my Thorny Dom..
  18. As Novella pointed out, dropping the fighting pool is certainly a viable way to go. Here's a build using Maneuvers instead of Weave. A big plus with it is that you can also take Tactics which really is worth its endurance cost when fighting higher level mobs.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Claws + Nin: Level 50 Natural Stalker
    Primary Power Set: Claws
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    ------------
    Level 1: Strike Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dam%(7), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34)
    Level 1: Hide LkGmblr-Rchg+(A), LkGmblr-Def(3)
    Level 2: Slash C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/Rchg(31)
    Level 4: Ninja Reflexes S'dpty-Def/EndRdx(A), S'dpty-Def(5), S'dpty-Def/EndRdx/Rchg(9), S'dpty-EndRdx(17), S'dpty-Def/Rchg(36)
    Level 6: Swift Run-I(A)
    Level 8: Assassin's Claw Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(11), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(40)
    Level 10: Danger Sense S'dpty-Def/EndRdx(A), S'dpty-Def(11), S'dpty-Def/EndRdx/Rchg(13), S'dpty-Def/Rchg(31), S'dpty-EndRdx(37)
    Level 12: Build Up RechRdx-I(A), RechRdx-I(13)
    Level 14: Health Heal-I(A)
    Level 16: Kuji-In Rin RechRdx-I(A), RechRdx-I(17)
    Level 18: Focus Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg(33)
    Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(34)
    Level 22: Kuji-In Sha Dct'dW-Rchg(A), Dct'dW-Heal(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(33)
    Level 24: Placate RechRdx-I(A), RechRdx-I(43)
    Level 26: Eviscerate T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(29), T'Death-Dam%(31), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(39)
    Level 28: Caltrops Posi-Dam%(A), ImpSwft-Dam%(29)
    Level 30: Maneuvers S'dpty-Def/EndRdx(A), S'dpty-Def(39), S'dpty-Def/EndRdx/Rchg(40), S'dpty-EndRdx(42), S'dpty-Def/Rchg(43)
    Level 32: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(46), GSFC-Rchg/EndRdx(50)
    Level 35: Blinding Powder SipInsght-ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-%ToHit(37), SipInsght-Acc/Rchg(37), SipInsght-Acc/ToHitDeb(39), SipInsght-ToHitDeb/EndRdx/Rchg(40)
    Level 38: Super Jump Jump-I(A)
    Level 41: Physical Perfection Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42)
    Level 44: Web Grenade Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46)
    Level 47: Combat Jumping Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48), LkGmblr-Def(48), LkGmblr-Rchg+(50)
    Level 49: Hasten RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Assassination
    Level 1: Ninja Run
    Level 1: Swift Empty(A)
    Level 1: Hurdle Empty(A)
    Level 1: Health Empty(A)
    Level 1: Stamina Empty(A)



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  19. Try this one. I put heals in Kuji-In Sha because .. well.. it's a self heal first and foremost. You shouldn't need a Numi or Miracle in Health anymore since you should have oodles of endurance. Also dropped the Kinetic Combats because they are highly inefficient for positional capping. I might have missed a few things here and there because it's literally been ages since I logged my Stalkers into the game because the current numbers have not convinced me that they are worth dusting off.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Claws + Nin: Level 50 Natural Stalker
    Primary Power Set: Claws
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    ------------
    Level 1: Strike Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dam%(7), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34)
    Level 1: Hide LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/Rchg(46)
    Level 2: Slash C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/Rchg(31)
    Level 4: Ninja Reflexes S'dpty-Def/EndRdx(A), S'dpty-Def(5), S'dpty-Def/EndRdx/Rchg(9), S'dpty-EndRdx(17), S'dpty-Def/Rchg(36)
    Level 6: Swift Run-I(A)
    Level 8: Assassin's Claw Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(11), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(40)
    Level 10: Danger Sense S'dpty-Def/EndRdx(A), S'dpty-Def(11), S'dpty-Def/EndRdx/Rchg(13), S'dpty-Def/Rchg(31), S'dpty-EndRdx(37)
    Level 12: Build Up RechRdx-I(A), RechRdx-I(13)
    Level 14: Health Heal-I(A)
    Level 16: Kuji-In Rin RechRdx-I(A), RechRdx-I(17)
    Level 18: Focus Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg(33)
    Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(34), P'Shift-End%(43)
    Level 22: Kuji-In Sha Dct'dW-Rchg(A), Dct'dW-Heal(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-EndRdx/Rchg(25)
    Level 24: Placate RechRdx-I(A), RechRdx-I(43)
    Level 26: Eviscerate T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(29), T'Death-Dam%(31), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(39)
    Level 28: Caltrops Posi-Dam%(A), ImpSwft-Dam%(29), Ragnrk-Knock%(33)
    Level 30: Boxing Empty(A)
    Level 32: Tough S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(33), S'fstPrt-ResDam/EndRdx(42)
    Level 35: Blinding Powder SipInsght-ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-%ToHit(37), SipInsght-Acc/Rchg(37), SipInsght-Acc/ToHitDeb(39), SipInsght-ToHitDeb/EndRdx/Rchg(40)
    Level 38: Weave S'dpty-Def/EndRdx(A), S'dpty-Def(39), S'dpty-Def/EndRdx/Rchg(40), S'dpty-Def/Rchg(42), S'dpty-EndRdx(43)
    Level 41: Physical Perfection Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42)
    Level 44: Web Grenade Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46)
    Level 47: Combat Jumping Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48), LkGmblr-Def(48), LkGmblr-Rchg+(50)
    Level 49: Hasten RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Assassination
    Level 1: Ninja Run
    Level 1: Swift Empty(A)
    Level 1: Hurdle Empty(A)
    Level 1: Health Empty(A)
    Level 1: Stamina Empty(A)



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  20. Quote:
    Originally Posted by Rooftop_Raider View Post
    1) The same base hitpoints and HP cap as Scrappers.
    There are ways to get around this without actually doing this. One option is to add an unsuppressed resist to Hide. Another is to lower the cooldown time on the self-heals in the secondaries. The end result should bring some parity to the two ATs.

    Quote:
    2) Make Hide an inherent power, similar to Domination, thus allowing missing 9th powers to be re-inserted into these Stalker secondaries. There's no reason why Stalkers should be deprived of Quick Recovery, Death Shroud, etc as an option.
    I don't know how this would replace Assassination as the AT inherent or whether it's even possible. I would much rather some of the powers in the secondaries be tweaked to make them Stalker specific. There's a reason Nin is my favorite Stalker secondary, and it's because it's designed for Stalkers; although judging by the Scrappers clamoring for it to be proliferated to them, it might just be easier to write off Stalkers should that happen.

    Quote:
    I think less base and potential HP, missing powers, and our lack of AoE aren't suitably compensated by the ability to Hide and Assassinate.
    I agree with 3 and 4 really, and the final conclusion. I'd even go so far as to suggest that the melee att mods between the 2 ATs be swapped to compensate for the HP difference. Hopefully now that Stalkers are available to Blueside, it won't be as neglected.
  21. Quote:
    Originally Posted by GavinRuneblade View Post
    Have you seen the math on what happens if you give /regen to brutes with their higher hit point numbers?
    Can't be any better than /regen scrappers with Shadowmeld. But in all honestly, more defense with adequate offense doesn't breaks things as much as more offense with adequate defense.
  22. Any somewhat competent Kin (not the melee) even when I'm already playing one of my /Kins.
  23. Quote:
    Originally Posted by Silas View Post
    You think negative is more resisted than lethal?
    I think you should read what you quote before replying to it just in case it makes you look like bigger feminine hygiene product than you intend to be.
  24. tarrantm

    APPs, OMG ^^

    Quote:
    Originally Posted by Mr. DJ View Post
    only real difference would be Earth's Embrace and Rock Armor...

    Hurl Boulder does more base damage on Controllers, but for half the range, more end cost and higher recharge than Dominators
    Fissure for Dominators has a higher end cost, 2/3's the radius, lower recharge and does more damage than the Controller version.
    Seismic Smash for Dominators has a lower recharge and lower mag, but does more damage than the Controller version.

    Naturally Containment does wonders, but Earth Assault for Dominators is damn good.
    So Hurl DPS is about equal between the two.
    For Fissure if you factor in the total targets hit, you will see that the Controller version hits 16 while the Dom version will only hit 10 and thus the Controller version has the potential for more total damage. Add in the increased coverage, it is almost certain the Controller version will be dealing more damage due to actually hitting more targets over time.
    And yes, Seismic Smash does do better DPS for Doms despite having a lower mag.

    So in a comparison of Epic Pools to an actual Secondary, we find the Epic Pool powers clearly better than the Secondary powers in 2 of the 3 cases. So by this logic Doms should probably have a better version of Sleet than the one in the Controller Secondary.