theheat

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  1. Thats not the numbers I'm seeing in game on respec screens. Maybe from blaster numbers there.
  2. Quote:
    Originally Posted by bAss_ackwards View Post
    Fireball has a slightly faster animation casting time, but Ball Lightning has -Endurance. Both of those small advantages for me get filed under nice to have, but ultimately don't have any weight on my decision to pick either.

    Ball Lightning and Fireball both have a DoT component. Ball Lighting DoT is guaranteed, I think. I do believe that even without the DoT on Fireball, said power is still superior.
    I think when it crits, ball lighting does more damage than fireball does. So on a MA after EC ball lighting is better
  3. I thought for MA that ball lighting was better than fireball. Because with the added crit chance ball lighting did more damage because fireball crits don't count the dot damage after the fact. I could be wrong though. I use Ball Lighting on my ma/sr, but if Fireball does more damage I might switch some stuff up.
  4. theheat

    MA/SR - 5 purps

    Thanks for the reply Werner. 79 second downtime in elude, one day, seems very interesting. Prob still not low enough I guess to depend on. I just can't help thinking theres a way to have it up a lot but I guess with 45% def you don't need it. Half the time I use it is for end recovery bonus.

    OP - ur regen and recovery sounds awesome. Mine is as follows for reference:
    Regen - .90% or 16.13/sec
    recov - 3.05% or 3.33/sec
    recharge - also 172.5

    I usually chain EC - SK - SC for one target
    When large groups, I EC - BL - DT - EC - DT (might have to put a SK in there, can't remember off hand)

    I love eagle's claw, I'm sure there are better chains without it but I enjoy it too much. I do like the new animiation for CaK, but still don't really like the power and the punch still doens't seem very martial arts to me, but thats just personal play style. I do enjoy Ball LIghting after EC because it has a bigger radius. I have the single target attack, both have a purp set in them, one only has 5 slots tho. My build only has 4 purp sets, melee, pbaoe, targeted aoe, and ranged.
  5. theheat

    MA/SR - 5 purps

    Cool Werner thanks for the correction. I figured elude was helpin me live a lil longer against director 11 when the whole rest of the team was dead, but probably just felt like it. I did die standing there with him and all his minions by myself, but it took a while. I just thought elude was the reason.

    If having perma(ish) shadow meld only helps against DE and the eyeballs (shard tfs are boring if u ask me) then its not worth it then. Nemesis can be a bit of a pain, but not anything like damn DE.

    So Werner, whats the downtime for elude if you had the spiritual alpha slotted. I'm at 172.5% recharge which I think is enough for perma hasten. Seems like its enough to get elude down to only a couple minutes downtime maybe. I only have the one slot in it now tho with lotg + so thats not helpin its recharge any.
  6. theheat

    MA/SR - 5 purps

    I actually think having a perma shadow meld SR toon is pretty cool. Here lately on my ma/sr, ive been using elude some on the apex and tin mage tfs and its helped a lot. I'm soft capped already, and elude only has one lotg+ in it, but it shoots me up to 100% def. 45% is the soft cap, for even con minions I believe. But against a whole lot of 54s more def is probably needed to keep you at the 5% chance of being hit. Having more never hurts. I do'nt use mids so I can't see builds with just the copy paste deal, but I think its pretty original idea. I would assume you might have made some sacrifices in other areas to get shadow meld, so maybe thats why the critisism.

    Also, I've been wondering, with the new recharge alpha slot thats available, what the lowest time you can get elude down to nowadays.
  7. I would say just roll a /sr and call it a day.
  8. My main, ma/sr, was kinda in a similiar position. He is perma hasten and the recharge wouldn't help too much. I know the stun duration would help on a Ma/, but most stuff is dead pretty quick.

    After taking Mu mastery, and having a pretty aoe heavy attack chain at times, plus hasten end loss, I find I'm having end issues more than I did before I slotted into perma hasten and ball lighting.

    I took the +dam and +end ones, and switch between the two as needed. If there is end relief on the team, I'll put the damage on. If the f/k doesn't use sb, ill put the +end one back in. Initially I was going to get them all just to have them available, but I think for now I'll jsut stock pile the shards for next issue. I really like the ability to switch them around when needed. I generally leave the +damage in. I guess from some of the above comments it might not be that much of an increase for you, but your a scrapper....and more damage is always good.
  9. Yeah I was thinking the same thing on recharge levels. Maybe a few lotgs and whatever %5 bonuses happen to fall on sets would be sufficent, along with the alpha slot. Don't think going the perma hasten route on this guy would benefit it that much, although I've read a while back that a follow-up, slash, focus chain was possible. Although, what I assume is a purple heavy build would be more than I'm wanting to spend.

    As far as set bonuses go, I was thinking of slotting for regen and hp before defense. I'm hoping that slotting all the heal powers to the cap, or close to it, then having the alpha on top of that, would really add a lot to survivability in the regen department.

    I've played a few tanks before, but not really any brutes to high lvl content. Most of my time is scrappin, with a lil defendin peppered in there. I had a claws/regen scrap several years ago that was fun, but the clicky nature of /regen is what turned me away from it. I tried revisiting it several times, even after all mog changes, and still couldn't get into all the clickies.

    I'm at 19 now, about to get outta preat, and RttC is definatly noticable, but spin is killin my end. I'm sure after 22, recovery (not sure of name) at 20, and some SOs it will be more than manageable.

    I plan on taking taunt and using it liberally when I'm in the tanking role. I would like to be able to tank on most teams, and about all teams with some support. I have a stone/ice tank I can bust out if needed for STF. He is the best meat shield out there if you ask me, but needs 7 other ppl killing stuff because he won't be doing it. But he can hold aggro and has a lot of mitigation in /ice. I'm hoping this brute will be able to fill that tank role and still be able to kill plenty as well, so I don't feel like a aggro magnet and nothing more.
  10. Just rolled a new brute last night. Mainly scrap, but wanted something different with aoe taunt to tank on tfs and such.

    Anyway, i see this combo working well with the spiritual ( the rech and +heal) alpha later on, and being a fun ride to 50.

    Does anybody have one they can share tips on? Once he gets outta preat I figure I'll start looking at regen bonuses, and recharge to get follow-up goin good. Figure a cheap set to throw in it for the ride to 50.
  11. Don't forget about APP and PPPs. You can add fireball, and now ball lighting or the mace blast one(forget the name). My main is ma/sr and has ball lighting. I use it or DT after EC depending on how close mobs are, or which one is recharged, and it is awesome. They both rain in the crits
  12. my new project is a cold/rad. So are you using the rad blast with stun and total focus to stack stuns? And does boxing help with this? I'm not sure what PToD stands for.

    I always loved having a cold def on my team (mostly scrap) but since ive been the cold def i've really started noticing how awesome cold is.

    I do'nt use mids so can't open ur build. Do you care to post the detailed view or whatever. My guy is only up to 44 but pretty soon ill start throwing some IOs in him. Prob no purp/pvps but I got some money to spend on him. I'm slotting benumb with 3 recharge and 2 acc.
  13. Quote:
    Originally Posted by Santorican View Post
    Pre-I13 was over powered? New PvP isn't bad? What kind of heresy is this? The changes to PvP did one thing and that was make more sets suck even more. It was classic case of "I am Dev and I know better than all of you who play all the time and have a metric ton of experience."

    Now before hand when SR, Invul, Regeneration, and Fire were decent, now all but Regeneration and maybe fire with a crap load of influence invested into it are completely laughable. PvP turned into LOL Defense and Melee after I13.
    Couldn't agree more. I used to venture in pvp for brief times here and there before i13. After that, my main, ma/sr scrap, just kept gettin slaughtered. Still does some, not as bad, but it is totally lol melee in zone. Its all about range, ss, sj, and hibernate...
  14. I pimped out my main, and usually only throw end procs (miracle/numina/perf shifter) on end heavy toons, or sets for key 1-2 powers just to get more bang out of them. I like the advancing in lvls and trying new powers, or altitis, too much to spend all the time it takes IO'n a lot of toons. A full team of 8 ppl with the right mix will plow through stuff. I'd be hard to have 8 of anything and not be effective really.
  15. Well I rolled a fire/rad today, and this to some sg love (thanks mini) hit 19 before logging. I'm hoping to be 22 and have some SOs and join friday.
  16. You can get by with one slot if you throw 1 standard IO in there if you have even a few recharge bonuses. I always do 2 slots cause its nice to have some overlap. You can time your overlap just right and not have to run at imp during ITF for example. PVP its probably nice to have good recharge in it as well, but who the hell knows, been awhile since ive been pvp'n with my ma/sr.
  17. Cool thanks for the info.

    Looks like using either attack after eagle's claw (for the increased chance of crit) will work, and that ball lighting will do more damage as the rate of crit goes up. As long as they were relatively close I was probably gonna go with mu just because of not having to take f'n char or the immob, as ma/sr is super tight anyways, least mine will be, or hell might not be after i19. I have a feeling that extra powers will be awesome, but the extra slots still won't be there. Ah well.

    Mu it is. Thanks for the info.
  18. Has anybody tried both of these?

    Seems like only the last attack double crits on shadow maul for DM, but thats the only one ive been using a lot lately, don't have MG for concept reasons on my dm/inv
  19. Going to be taking one of these on my main. Wondering on the differences between the aoe attacks. I'll be using Eagle's claw + aoe for bonuses, as they have bigger radius' than dragon's tail. I'm wondering which attack is better. It looks like the mu lighting aoe does less damage, but wondering how crits affect this. Does it crit on just one hit of the dps, or each of them. It seems like fireball will just be better damage with higher crits as its mostly front loaded damage. Although you can get the mu aoe for only two attacks instead of three, I believe, which would save power pick of the immob or char which I don't plan on using, although I plan on using the st ranged attack and slotting it with purps.

    Which aoe is better?
  20. Well, just got 63 month badge. After IOs, SR was no longer lolsr. And now, maybe MA won't be the worst.

    MA/SR might still not be the best, and I'm sure its not, but both buffs together are making me really happy with the game, as my main.

    As stated above, crane and cobra are now the same. Simply brilliant and I love it. I was wondering about the changes last night and went to make a new scrap to look at the numbers. When they stayed the same when dragging over the two numbers I about crapped my pants.

    I still agree that CAK's alt animation could be more kung-fu'ish, but i use it, atm, because damn near anything is cooler than the original animation, which always made the power unplayable for me.

    EC+DT is just awesome, just wait till you try it or see it in action in a bit 8 man group.

    I absolutly love EC's animation, and have always had it, #s be damned. Like someone else said, its now my opener instead of my closer. I used to open with storm and use as often as is up.

    I never thought I would ever say this, but I'm now actually torn between which one to take, crane or cobra??? I'll probably go cobra as I'll have two kicks and two punches (storm EC, and cobra and CAK alt) for a nice mix.

    THANK YOU DEVS!!!!!
  21. theheat

    KM or MA?

    I think with the new addition of EC followed by DT with the increased chance of crit, its makes DT even better when it has a huge crit chance. Seenin 3-5 crits at a time in a big group is awesome.
  22. Thanks for the reply.

    I've already got a fire/fire that I love and do'nt play, so making and lvl'n a new blaster seems a waste. rolled a rad/em but couldn't stand it long enough pve to get it higher than 33 or so.
  23. Not really worried about the set bonuses, more so the powers. I know /em is the good one for blasters, but whats good if your taking /fire. Ice app is out, but is the fire good for the hold and resist, or just go power for resist and pff if needed.

    any advice will be appreciated.
  24. Storm palace is by far my fav place to solo, although on a ma/sr scrapper. By the time you make it around it everything is respawned. Like said above though, it is tough, and probably too much for a solo blaster (maybe not though, but i faceplant blasting lol). The shard has very unique enemies you dont see anywhere else, and hardly anybody is ever there, and the tfs aren't ran alot cause they are really long and anti-climactic if you ask me. Its definatly a fun place to solo and screw around.