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Haijinx

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Everything posted by Haijinx

  1. Hear people say that the damage is on the high side as well? Including the DPS/DPA comparison sheet in the scrapper forum. That seems like conflicting with information in this thread. If it is underperforming damage-wise then it should be adjusted, since the intent seemed to be along the lines of Fire, with DOT being its main secondary effect. Of course it seems like both cant be right? If the DPA is as good as some claim, maybe the damage is weighted too far on the dot end vs the initial hit end.
  2. I suppose you could slot Sudden Acceleration KB to KD in all those KB powers you take- but that would eat up tons of slots and Kheldians are slot starved. So definitely some/all should get either KD or KU instead I think. Or allow the Sudden Acceleration KB to KD to be slotted in Nova and Dwarf and affect all their branching powers. That way it would save some of the slots ====== Additionally for Khelds in general, I have 2 suggestions - The toggles for the shields should stay on when you change forms (but be suppressed) And they should get a tiny (maybe mag 2) status protection in one of the shields for the basics (hold/sleep/disorient)
  3. Only SR tankers SR brutes would definitely get hurt Tanks get Ice instead of Energy Aura but there are similarities. Also Stone gets hit.
  4. Oh no. I had just read your response as being single and then double. Misread I guess more likely. I've never seen 3 stacks before even with a kin so maybe it didn't occur to me. Even a single stack is the best "build up" style power in the game.
  5. Sounds like devices is getting buffed quite a bit. Enough that i might try this set. Did not see where the nerfs to other secondaries are. ======== As to the original post. /energy is still awesome. Hard hitting ST melee attacks. And the amazingly good Energize. Blaster Energize might be my favorite power in COH Imagine instantly adding two boosted slots of end reduction that ignores ED in every power. Easily perma. Oh and its a heal and regen boost too.
  6. I find them useful, though you might not need them. The guasians though will make your build up have double effect basically for the first 5 seconds. Not having it at all seems painful.
  7. Energy Aura is an underrated secondary you can get good defense very early. You will want Tough and Weave. For ios the two 3% defense IOs are a huge help. EA is typed defense so i built for S/L first. Then for EN/NE since NE is a little lower. You should be able to get to 45% on all types except PSI and neg eng without any drain. And over 50% s/l resist without too much effort
  8. I generally agree but i think you overadded here. 1 stack of rage is a +20 to hit, +80 damage. The two powers that are poor are jab and punch. Basically because they recharge too fast. Thus punch looks more like a tier 1 power from many other sets. And Jab is just pitiful. Thus you only really have 2 good ST attacks (can't really count hurl its too slow)
  9. You do need to be on your feet to do damage. You have roughly no useable recharge when faceplanted. So i like to get the Scorpion shield. Building for 45 S/L+ranged def being a goal.
  10. Pretty sure the reason there is no mitigation in Savage Melee is that it does a lot of ST and decent AOE damage. So, much like Fire Melee it gets no extra effects beyond DOT That's before you add in the End discount AND the recharge bonus. So a self heal would probably be unbalanced.
  11. Im on my phone so i might have missed it but i don't see the following in the build steadfast 3% def Reactive scaling resists Panacea end/hp Performance shifter plus end Guassians chance for buildup Miracle rec bonus
  12. Finally something breaks Tanker's way
  13. Ive used it on both. Works pretty much the same. Though for Veats it might be slightly better in your secondary vs pool. Since they have 80foot range vs 60, you might get a little more uptime. On my blaster its interesting in tactics since i get a nice big yellow circle on my snipe whenever it fires. If i had to guess its up at least 1/4 the time on big teams.
  14. The nice thing about weave, Combat jumping, maneuvers, etc. Is they are defense to all. This makes sets with def holes in them a bit easier to shore up. A SR might not need combat jumping and maneuvers. But an invul or eng aura might find it quite helpful.
  15. Omega makes an interesting point. The damage cap seems too low on SOA. On higher level teams it seems I am at/near it often on my Widow. Luckily base claw damage is high. But it does seem to mean the build up firing or double firing in big teams is less a big deal than it is at lower levels/examplared. Probably nice on a brute though.
  16. Haijinx

    TW advice

    This is true with a few exceptions .. Energy doesn't plus one of its best powers turns you invisible. Well sort of glowing invisible. Kind of a shame since it would solve the END issues nicely.
  17. Haijinx

    Best DPS spec?

    Based on the base damage/DPA - and the results posted on the pylon thread, Titan Weapons is probably the best damage available to Tankers. Probably most damage would be with Bio then possibly one of the other damage type primaries (possible rough order -fire, rad, electric, dark TW doesn't work with shield) But like they said above- its probably easier to build a brute's survivability up to SO Tanker levels. Then any Melee set would likely work
  18. An SR tank can be built to ignore the crash. Getting 65% defense is not very difficult on SR. So for tankers this is mainly an issue for Shield, Ice and Stone (outside granite) Two of those go back to Issue 1. On an SR/SS the question is more .. how much uptime can I get on double stacked rage
  19. You have lots of powers in your build that could go instead of secondary or primary choices to fit fighting pool Stealth and invisibility could go as you can put lotg in weave. Maybe take stealth, maybe take neither Assault can go, Bio does gobs of damage already. Your secondary has endurance recovery so maybe you don't need both conserve power and phys perfection. Or maybe neither. Tldr I agree with Werner pretty much though he did say brute and this looks like a scrapper? I don't think i have ever made a character without tough and weave tbh.
  20. An AOE taunt effect on every attack is better than a single target taunt effect on every attack. I am not sure how that equates to "bad information" "Better" being relative. How much that matters is of course debatable. Or nicer i guess i used - more in the sense of slightly better.
  21. Seems almost like the secondary bonus of end cost reduction and recharge bonus actually discourage you hitting the finisher also Especially since according to the numbers hemorrhage isnt really better dpa
  22. A nice cheap way to get S/L defense with some resist is to use kinetic combat as suggested by nihilii the 4 non proc ios. Then put two crushing impacts for the last two slots, adding 1.5 resist. You can get some pretty decent enhancement values that way also
  23. I use this on my widow and on my ss tank. Works well. Occasionally will have two build up icons from stacking.
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