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Posts
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Joined
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i am planning to roll a Fire/Pain Corr and i was wondering if it was possible to get away with only Soothe or Share Pain, instead of getting both. (note: for PvE only)
i understand that each is good in different situations, consistent heal vs spike healing. but i am not sure how the game looks later and if it will be absolutely necessary to have both later.
if i can get away with it i would like to try and only get one at L4 and leave it at that (while getting everything else in Pain), or would i be gimping myself too much having only 1 single target heal? -
is it only a useful tactic if you have a self heal?
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i noticed in a few posts about taking the Presence pool and using it while in defensive mode.
i am new to MM so i am wondering how useful this option is and how popular a tactic it is. is this mainly for MM solo play?
is it worth getting the fear powers, or just the aoe taunt? -
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Gauntlet, the power, is just a placeholder. The Taunt effect in all Tanker attacks IS Gauntlet.
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that is why i mentioned Brutes who have taunt in all their attacks but do not have Gauntlet. -
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gaunlet = worse inherit in game..half the time it doesnt work and the other time its broke.
best thing to do is forget that gaunlet exsist
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but other ATs have inherents that are noticeable, like Containment and Fury. shouldn't all the ATs have inherents that benefit you in some way?
and you say that is works sometime? what does it do? -
Gauntlet says that it makes your attacks taunt enemies, but all of the attacks seem to have taunt built into them already.
Just as all the Brute attacks have taunt built in and a few of the defensive powers like Invincibility (Invuln), Against all Odds (Shield), and Rise to the Challenge (Will) also have taunts and can be taken by Scrappers.
So i guess i am confused at what Gauntlet actually does if these other AT have taunt built in to their powers as well? Does Gauntlet proc a stronger taunt effect? and if so, is that useful? -
this is pretty much my problem right now. i cant pick the Def i like, so i keep messing around with rerolls.
Storm/* used to be my favorite but, after taking a few months break, its glean kind of wore off for me and i have shelved all my Storm/*
i find that i like my Def better when i can put a primary and secondary and character theme together that i fall in love with, which i am working on right now...
recent Def:
Storm/Elec
Cold/Ice
FF/Dark
Kin/Elec
*/Thermal controller, hehe
current Def i am working on:
Sonic/Archery -
it seems to be that the set called "Regeneration" should have more regen then WP, but the numbers make it look like WP has better regen (when around enemies).
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i really want to make a /regen (as /WP seems very FotM), i just didn't want to perma-gimp myself in the long run.
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i was going to make a /regen scrapper and i was looking at the numbers and i guess i am confused as why regen exists after /WP?
are self-heals comparable to the other stuff that /WP gets??
they both seem to have equal hp regen (until you stand near 2+ enemies with Rise to the Challenge on), and /WP has def and resist, although more toggles.
/regen just seems to have self-heals and a better tier 9?
other then concept reasons, where does /regen shine over /WP? -
its seems odd to even have endurance drain and endurance recovery prevention if enemies can fire off anything with a sliver on endurance (not sure if this is officially confirmed).
if enemies had a varying list of powers that used varying amounts of endurance then even if you could not keep any enemy a 0 endurance indefinitely, you could at least prevent the stronger powers from being used.
i understand that with the current possible builds this would give too much of a controller-type build for a defender, but of all the secondary effects generated by attacks, end drain seems useless. the only way to get anything out of it is to build around draining or ignoring it. and in that case, electric damage essentially has no secondary effect.
as the only way to monopolize this effects is to build around it. any half-assing and enemies get continue to get enough endurance to use powers.
was this type of play actually viable in the beginning? at least make the endurance recovery debuff from the regular attacks be like 100% chance for 1sec... -
i made a Kinetics/Electric defender who is now L11 and it seems like it is too easy for enemies to get a sliver of endurance back and get an attack off.
i know i only have Short Circuit which prevents end recovery for 10 sec, but other then Transference at L26 (which is just an end drain) i would have to make Short Circuit perma. it seems like way too much effort to keep an end draining build up.
the only guide i saw on this kind of build was very old so i assume at this point in the game an end draining character is obsolete?