Jump to content

eknudson

Members
  • Content Count

    141
  • Joined

  • Last visited

Community Reputation

54 Excellent
  1. Some unbreakable guard, some bombardment, some adjusted targeting. With one ATO proc active I'm at 41.7% E/N resistance. It's hard to get a lot, agreed. My Dark tank looked hard for energy resistance since that's a hole for him and wound up building more for energy defense (he's at 45.5% e/n def and 52% res).
  2. Resistance and +HP work similarly--- if you have 100 points of health and 10% resistance, then get it with 20 points of damage you wind up at 82 health, or 82% health. If you have +10% health that same 20 points takes you to 90, which is... 82% health (technically 81.8). The result is essentially the same. I'm debating giving up some F/C and E/N resistance for slightly less +HP.
  3. How much accuracy do you have in spin, and what level are the enemies? Is this happening against all enemy types or just some? Some enemies do have extra defense to lethal damage.
  4. When adding set bonuses to a tank that is softcapped to defense, how do you decide on when to add more resistance and when to add more HP? I'd rather have resistance to all than an equal amount of health, but that's rarely the question. I'd likely be better off with 1% more health than 1.5% more fire/cold resistance in most circumstances, since the additional HP helps me against all damage types. But is there a place you draw the line? Does it vary depending on the damage type-- S/L damage is more common so resistance there is most often helpful, and most characters have some damage type that they have the least resistance to so would you add +res to a hole in your armor by preference? Just curious what the thoughts were on +res vs. +hp for a tank.
  5. You have 95% defense debuff resistance, so on my SR tank I didn't feel I needed a lot past the incarnate defense softcap. I can't imagine a scenario where you'd get hit with anything like enough defense debuff (given your resistance) to lower defense appreciably. Especially since you only get debuffed by things that actually hit you...plus, I don't know that I've run on a team doing incarnate missions where somebody wasn't running maneuvers or some defense aura. You'll probably be at 80 or 90% defense much of the time, which is wasted. I'd add some energy resistance rather than yet more defense. Enough things hit with energy damage. I wound up going musculature for my alpha-- I couldn't see how anything else actually helped me. I didn't really need the more defense from agility, resilience barely helps, nothing else jumped out.
  6. I've had this happen twice now, as recently as last week. Fell through the map on the Founder's Fall safeguard on exiting the police department. Couldn't get the explore badge....
  7. Is Burst supposed to be an automatic critical from hide on a stalker? Kinetic Melee, in my experience, is pretty good on a stalker and that's where it's easily the best. Even there, the only thing that makes it good enough are the lightning-fast assassin's strike, and the screen full of criticals when I hit Burst from hide. If either of those gets nerfed in a balance pass then the rest of the set needs to be significantly buffed to make up for it.
  8. If you mostly team, life drain as a middling attack and OK self-heal probably isn't as helpful. I found it very handy soloing. I don't have enough recharge to have a solid single target attack chain without it, and solo the little self heal is nice to have. Dark/TA so I don't really have any melee single target attacks.
  9. Personally I've never loved the dark/dark blaster because of its (IMO) lack of synergy. You have a primary with some effective cones that you need to be at range to use properly (particularly the narrow umbral torrent cone, where I've had better luck with the Sudden Acceleration IO), then a secondary that really demands you be in melee range for virtually everything. With the defense you have, you can survive in melee range, but Tentacles and Torrent will be hard to use. No Aim? You're chasing +damage set bonuses a lot and giving up a 62% damage bonus that's up half the time with your build. I also think Life Drain deserves more slotting, it's a useful power.
  10. After testing the changes for a bit, I'm not loving them. I expected a bit of a nerf, but this feels like overkill. Tactical Arrow was probably the "safest" secondary available to blasters-- pretty clearly the lowest damage secondary, I think, but offering the most control options. The change to ESD arrow and addition of Oil Slick arrow seems like an attempt to make it like the other secondaries. Take away some of the control by taking away stacking, add some damage. But removing the hold for almost everything in favor of a disorient and adding a wonky, slightly nerfed, hard to use oil slick to add damage doesn't seem like the best way to achieve that... if it had to be achieved at all.
  11. So Tactical Arrow got an interesting mix of buffs and nerfs and I'm not sure yet how I feel about them. Most of the nerfs are done for good reasons but that doesn't mean that I entirely like seeing them on my Dark/TA. Looks like I'll have to do a respec, though, for a couple powers that got changed quite a bit--ESD Arrow and the new Oil Slick Arrow. I had ESD Arrow slotted with Superior Entomb and now that doesn't really help most of the time (other than set bonuses). And one of them things I liked about my Dark/TA was the "blastroller" feel of having 3 holds that I could stack. Now I have two single target holds and a group stun, which isn't as helpful. The set bonuses for Absolute Amazement aren't quite as good for my purposes as Superior Entomb. I get the reasons for taking net, flash, and ice arrow down a notch, and upshot probably shouldn't get the +recharge for free but why the ESD change? How are people slotting Oil Slick Arrow? I don't have any fire powers, can it be lit with something like Electrified Net Arrow? Have to figure out where I'll get any slots for OSA-- Gymnastics and Agility were both basically "one slot wonders" that left me with loads of slots for other powers.
  12. Same, and server status page won't even load.
  13. I upgraded to the latest Mids reborn (2.7.2.10) early this week and depending on which Mids you're running it may not be compatible. So many versions exist at the moment. ------------ Level 1: Dark Blast SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(5), SprBlsWrt-Rchg/Dmg%(7) Level 1: Electrified Net Arrow TraoftheH-Dam%(A) Level 2: Glue Arrow ImpSwf-Dam%(A) Level 4: Umbral Torrent PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rchg(9), Dtn-Acc/Dmg(9), SuddAcc--KB/+KD(11), CldSns-%Dam(11) Level 6: Aim RechRdx-I(A), RechRdx-I(17) Level 8: Moonbeam StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(13), StnoftheM-Dmg/EndRdx(13), Thn-Acc/Dmg(15) Level 10: Upshot RechRdx-I(A), RechRdx-I(15) Level 12: Tenebrous Tentacles Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(21), Artl-End/Rech/Rng(40) Level 14: Ice Arrow Lck-Acc/Hold(A), Lck-Acc/Rchg(23), Lck-Rchg/Hold(23), Lck-EndRdx/Rchg/Hold(25), Lck-Acc/EndRdx/Rchg/Hold(25), Lck-%Hold(27) Level 16: Flash Arrow ToHitDeb-I(A) Level 18: Abyssal Gaze Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(39) Level 20: Eagle Eye EndMod-I(A), EndMod-I(31), Prv-Heal(31), Prv-Heal/EndRdx(46) Level 22: Hasten RechRdx-I(A), RechRdx-I(40) Level 24: Super Speed EndRdx-I(A) Level 26: Life Drain Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(33), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(33), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(40) Level 28: Agility Run-I(A) Level 30: Kick Empty(A) Level 32: Blackstar Mlt-Acc/Dmg(A), Mlt-Acc/Dmg/EndRdx(34), Mlt-Dmg/EndRdx/Rchg(34), Mlt-Dmg/Rchg(36), Mlt-Dmg/EndRdx(36) Level 35: ESD Arrow SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(36), SprEnt-End/Rchg(37), SprEnt-Acc/Hold/End(37), SprEnt-Acc/Hold/End/Rchg(37), GhsWdwEmb-Dam%(43) Level 38: Gymnastics LucoftheG-Def/Rchg+(A) Level 41: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(42), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(43) Level 44: Weave RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(45), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(46), RedFrt-EndRdx(46) Level 47: Night Fall Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50) Level 49: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 1: Sprint Clr-Stlth(A) Level 2: Health Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(39), NmnCnv-Heal(39) Level 2: Stamina PrfShf-EndMod(A), PrfShf-End%(17) ------------
  14. Here's my dark/TA. I don't love the DoT in gloom so I went with Dark Blast. I love umbral torrent with the sudden acceleration kb to kd proc. Went with soul mastery just for nightfall largely for concept. 45% defense to ranged in the build, which isn't crazy expensive-- some purples though. http://www.cohplanner.com/mids/download.php?uc=1462&c=671&a=1342&f=HEX&dc=78DA6594CB4F136114C5BF69A79496961669E50D2D4881229502BAF585BA101262D56DD3B4131829ED3894A84BFF053726F256E34E37EADAE75E13FF0437B8F0B1104137F532E7F0483AC9F43773EE77EF3D73FBCD4CDF9D0CBCB872FFACD282178BB9C5C5EC05F9AD18B63793378D52DE507B8757CE3606B2D772A559A3909ACCD9F358DCBD1FC92C5956D9AEA4AEE7F215339F2B66CFDB76F98EF2CF94CBC554C6328C42D0B9BC6CCECE55CCD26CC8B99B327205C35E9C33ADC0FEBD25C1CE4B96994F4D3B9517CC52219B292F15B3B8BFD72A861272CE45148FAA473D722B95D6956B995C01F555720DAC5B07571207B94A2D6B8EB62A9A464D7B26575DBABA253DDCECE17EA950E31558FF9A7C0EFABFEAE096CBC99D975C0F7235CF30D684C96204839598DBFB095AE00BF9196C5C05D7C5978F757CCC6F2417A44E03FD35B83D8E764C273D60A48EF48203F5E09AD40D3237B8ED72B4E37FC81DB07597FC0BB6FF03372437C45985C6E1A5245E9A58AF89DEDBD7C0CE757203ECDE04138FC14DA9D7AC611ECD31AED9E716FEB3916F60AF0C2ECA7944398701B24F622DF4D5128756165F6DF4D5465F31FA8AD1578CBEE2F435405FE78694EA802FD53102CD253DBAD8A3AB2A87B2A4430F14BDC762A50AB9446736791B7C224FDC4B57BD6FB173FADE8127DE931FC88F6072013BF5A9E4F6D3557F744FF329B7B81A84E619FC8D490D6D93BBE40E986CC1EE4E8EF1ED90DC61E60EFBD1E36403192083E048231902DF4889149F3D3586DD716A9C9C204F83E9336093F41B453FD7681475D2113C473A0C76EA47DE5067CAF13D0559D5ABC983683559B372B44649D728E335CA448D3275D8515E41789FD18F7C259C55BEF0C137A2FADD2F51ED68F4E7A1E2D2E29877E2269E397103FC5193F5EB50D1B407E81C7E08FE07A262EE34
  15. In-game tests really don't seem to support the idea that Battle Axe is weak. If you look on the scrapper boards, at least one person has run the pylon test on an Axe scrapper and took out the pylon in around 1:45. War Mace did better at 1:15 when he tested the same build with mace, but 1:15 is about as good as anything that isn't titan weapons and not that many primaries are better than 1:45. So Axe does nice single target damage. Then you look at the more AoE focused test of time to beat a "standard" mission on +0/x3 and Battle Axe was almost exactly middle of the pack-- just below war mace. You look at the theoretical dps testing that's been done for each primary under different recharge levels and Axe is better than average... almost exactly the DPS of street justice which I've heard exactly nobody complain about. Is Axe terrible? I just don't see it from in-game testing. It's still just slightly inferior to war mace in almost every way but it doesn't seem BAD.
×
×
  • Create New...