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  1. 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.
  2. I've run Battle Axe and War Mace on brutes, and the two have a lot in common, yes. War Mace is just generally better. More and more interesting weapon options, smashing damage (which is much less resisted than lethal) and while most powers are near-identical there are some differences. Clobber is easily better than Swoop. Clobber is just ridiculously good, extreme damage in only 1.23 seconds of animation with a mag 3 stun-- swoop recharges faster but it's less damage and knockup. Shatter is far easier to use as an AoE than Cleave. Cleave hits hard but it's a 20 degree "cone"-- really it's a straight line but it IS 10' of straight line so there's that. Pendulum is arguably even better than Crowd Control. Battle Axe also lacks really any mitigation against knock resistant foes (like Cimerorans most of the time) and could use a better tool to take annoying critters like Sappers out of action quickly. Swoop has to do for that but it's not ideal. Really in my experience there's very little reason to pick Axe over Mace other than theme. I'm not saying Axe is terrible, just that Mace is as good or better in virtually every way and the imbalanced amount of lethal resistance in the game is noticeable.
  3. Looks like all salvage is down... orange salvage is about as low as I've seen it.
  4. That's interesting. Which Mid's are you running? I'm using Mid's reborn but haven't updated to the new beta "unofficial" update yet. Here's what I show with Tidal off. (edit-- I don't see a recharge difference in either version). The ability to slot Achilles' IS nice.
  5. What's the problem with life drain? Corruptor Life drain does (by Mid's) 93.3 damage plus a 13.3% heal and does -10% ToHit. Dehydrate does 72.7 damage (88.2 with tidal up) plus an 11% heal (16.5 with tidal) and a -10% def debuff. Dehydrate has longer range, all else is similar or identical. What am I missing here? Life drain has (IMO) a more useful side-effect and it's pure negative damage which is less often defended or resisted compared to dehydate's smashing/cold. How is life drain terrible? Is Mid's wrong or am I misreading it?
  6. This seems strange to me--- I have a dark blast/tactical arrow blaster which is kind of similar and some of the slotting here confuses me-- Flash arrow is heavily slotted and for the sake of 3.75% ranged defense you've added a proc which takes away one of flash arrow's best features-- without a proc, flash arrow doesn't notify enemies. So you can debuff them quietly. With a proc, it aggros them. So flash can no longer be your lead 'attack'. Flash works great as a one slot wonder. Night fall is not slotted for damage. Nor is life drain. And you don't take tenebrous tentacles. Really you have very few actual attacks slotted for damage in this build... gloom, moonbeam, blackstar. This would be painful for me to level, or exemp down for a TF like this week's WST, citadel. If pursuing ranged defense, don't forget about a set not in standard Mid's yet. Slot artillery in nightfall instead for more ranged defense than cloud senses gets you. Or slot Thunderstrike in gloom and move malice of the corruptor to some other damage power. Neither sets gives you cloud senses +reacharge, but I think flash arrow and nightfall can be better powers than you have them and with the freed slots you can get +recharge elsewhere. Have you considered the call of the sandman proc in PGA? Make sure you take some power like your origin power that can light the oil slick, at least I think that's still an issue This build plays heavily at range, so jumping in for soul drain could be challenging.
  7. My tank has 8 points of kb protection as well. Knockback does happen, but it's pretty rare. During the nemesis invasion, for example. Jack in Irons did it. But it's rare. If you can get to 12 without sacrificing anything meaningful I would, but if it means (for example) not being soft-capped to melee damage--I probably wouldn't.
  8. My dark/rad tank has cloak of darkness-- mixed feelings about it. As a tank, I'm usually really not interested in being stealthy on teams. So I'll often turn it off when I'm not running against the hardest opponents. But I needed it to get my defense soft-capped (45% to all except psionic at 30%), the defense is great. It's also really handy on the occasion I do stealth missions--it makes doing Heather Townshend's arc repeats fast and easy. Had oppressive gloom for a while but currently don't now that my defense and resists are where I wanted them. Have had cloak of fear in the past but it's such a heavy end use toggle that needs a lot of slotting to be effective due to its low accuracy that I rarely take it.
  9. Thanks! I never took barb swipe back on live but when planning my brute it was fairly obvious that I'd want to take my best DPA single-target attack. Building fury at low levels without it would have been much more challenging, too. (Generally on any team at medium to high levels, the damage auras attract enough aggro that building fury isn't a major concern)
  10. I have one in progress, I can give you her leveling build but I don't have a "purple" build yet. Got three things ASAP. Had to play the market for the funds but they've been critical-- a kb protection IO (I used a karma in combat jumping), the panacea +health/+end IO (helps SO much with dark's end issues) and a theft of essence chance for + end (was hard to buy, very few on market). Those three things make spines/dark much more fun to level. You aren't getting knocked around, you aren't TOO worried about end, and you can actually use dark regen--sometimes to even fill the blue bar. Interesting how much of the spines info from old, live guides was... fairly wrong. Like barb swipe being terrible. It's actually great, especially for brutes.
  11. My dark/rad tank finds that while procs are generally bad in toggles that the "drop patch" mechanics of irradiated ground make it an exception-- I have every proc I could fit into irradiated ground and it does huge damage. I have eradication chance for energy, scirocco's chance for lethal, obliteration chance for smashing, lady grey chance for negative, Armageddon chance for fire, and achilles' heel chance for res debuff in there. Things just melt. My understanding is that this may be a bug and that eventually the irradiated ground use of procs may be revamped-- but until then it's fairly insane.
  12. Interesting reading. My dark tank definitely doesn't feel like he's severely underperforming-- outside of autohit damage almost nothing bothers him much, and if you don't kill him fast, dark regeneration is ready to refill the green bar. It did take a few inf to get there, but he was strong to most things on the way up Cloak of Darkness is weird. My tank doesn't actually want to be stealthy most of the time, but I need the defense to get to 45%. Cloak of Fear needs such heavy slotting to be useful-- I would like to see it either have slightly better base accuracy or slightly lower end cost. Can we flip soul transfer and cloak of darkness, and make soul transfer a power that returns end if used when not dead? Do that, buff cloak of fear, I really don't think the set needs much more. Maybe give it 4 points of kb protection somewhere-- it has a limited toxic and energy resistance already, does it need the kb hole too?
  13. Link to a thread (with a link to another thread inside) covering some of the strengths and what some see as a significant lack of synergy in the pairing.
  14. One mistake-- I had power boost toggled on for testing and that impacted the defense levels. Defense isn't quite that high normally. You'll need two dark blast hits to floor an enemy ToHit (or one hit with Power Boost running).
  15. OK, then you have all your powers available and you have a fair amount of cash to work with-- not enough for "purple" or blaster archetype sets, but enough to get some very useful tools. I just put together a quick sample build-- it has a 2nd immob and a 2nd hold so you can hold or immobilize bosses. Ranged defense is only about 40%, but one hit of any of your dark blast powers and the target will have its ToHit floored and hardly anything in a normal non-incarnate mission will hit you from range very often. Smashing/Lethal/Energy defense are very close or just beyond the soft cap. I left tenebrous tentacles empty because you could slot the new Artillery set in there for a lot of ranged defense but it's not available in the tool yet. Replace hover and fly with combat jumping and super jump if that's what you prefer-- or combat jumping and super speed, which would stack with stealth in sprint for invisibility equivalent. I wouldn't just build this, it's nothing fancy and not optimized, but you definitely could build this within your budget. http://www.cohplanner.com/mids/download.php?uc=1452&c=651&a=1302&f=HEX&dc=78DA8D94CB4F135114C6EF6DA796B6941628427908B4BCEC6380E8DEA8A00BA91249DC9211C63252DBA12D892CDDBB3231AE7CBF766E7CFD199AF827B8F6B1349A504FE7FB681BBB7192B9BF99EFDC7BBE73CFEDB4707BA5F7CDC53B67948E9E2F59B5DAE63919EB76B5A7B05FB7EA4EA5AC9A5750EE24239B57AD72D1DE3657ACEA2E66A78F221BFBAE5BA9D6CDD5B25D2D1E6C16ACB2E3EE979026B25EA994CC0B25A7B8538FE2B9F9E8948B61EF6DC3B5EDED98F7B8665BDB76B5B6E3B8C955D7D9328FD217AC2D5B86E6F3C188543427F74E42F16A04D443C1B2A17C8F40E331187E024E3F0533CFC05BAAB556A951688EE4D3CCA7FF33DF22F355047EACD5FE2CB463E4AEE40D3016F827564AA0C31233829FA0F57C213F837DF4C8D133240B421AF942BF0413869A19D2D897E48B700F91865CAAB763ECF3C674C718915C51F6219A46FE3D410C9A3F5640DE81CB60FA0A98392B9C375459FCFA597F3F7B36C03A13ECD571D63F7F579832D44D5933C81A07DF3663419578C7B9EFC1910FE0F8479EDB57C3A3967A8758EF90B7839428C3ECEE30BB3A4256C42949A7E47368A32FC8977478C5137D0DCECC8035C118BAACC698CF2F5E13D08C890C3A71C224F364165C1CD6DEC9B852C324BB39E922CF549DDC23AB60534E7177297A1AE2390BCFC06C18B9E722642F1905E7FBC818F827AED402D6FA177C38B193870AD47C6FE0BD5F7CB2F4C9D227479F1C7DF2F4C9D3274F9FDFE263F20C4C7E4D8BF7113B94D812F7BF741DDAF20DB248DAE0B8D1F1557AA73BDD545055E352A6156D64BA662E7529CB5DCAA92EE57497B2D67694CFCCE7D5B56EB4FE1994F66685E2ADEFBDF12D2C51DD19FDD156B49EF6E377750D7BFCDE35FB675BF1E929742F7E0FCEF107E05F3AB1FAE9 Level 1: Dark Blast Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(3), Thn-Dmg/Rchg:50(5), Thn-Acc/Dmg/Rchg:50(11), Thn-Acc/Dmg/EndRdx:50(34), Thn-Dmg/EndRdx/Rchg:50(43) Level 1: Power Thrust Acc-I:50(A) Level 2: Gloom Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(3), Thn-Dmg/Rchg:50(5), Thn-Acc/Dmg/Rchg:50(11), Thn-Acc/Dmg/EndRdx:50(34), Thn-Dmg/EndRdx/Rchg:50(48) Level 4: Build Up RechRdx-I:50(A), RechRdx-I:50(7) Level 6: Aim RechRdx-I:50(A), RechRdx-I:50(7) Level 8: Moonbeam StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx/Rchg:50(9), StnoftheM-Dmg/EndRdx:50(9), Thn-Dmg/EndRdx/Rchg:50(15), Thn-Acc/Dmg/EndRdx:50(45) Level 10: Hover Krm-ResKB:30(A), LucoftheG-Def/Rchg+:50(37) Level 12: Tenebrous Tentacles Empty(A), Empty(13), Empty(13), Empty(15), Empty(36), Empty(36) Level 14: Fly Flight-I:50(A) Level 16: Energize DctWnd-Heal/Rchg:50(A), DctWnd-Heal/EndRdx/Rchg:50(19), DctWnd-Heal:50(36), HrmHln-Heal/Rchg:40(43) Level 18: Abyssal Gaze Thn-Acc/Dmg:50(A), Thn-Acc/Dmg/EndRdx:50(19), Thn-Acc/Dmg/Rchg:50(21), Thn-Dmg/EndRdx/Rchg:50(23), MlsFur-Dmg/EndRdx/Rchg:35(40) Level 20: Umbral Torrent PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(21), PstBls-Dmg/Rchg:50(23), PstBls-Dmg/Rng:50(25), PstBls-Acc/Dmg/EndRdx:50(29), SuddAcc--KB/+KD:50(43) Level 22: Boxing Empty(A) Level 24: Hasten RechRdx-I:50(A), RechRdx-I:50(25) Level 26: Life Drain Dvs-Acc/Dmg:50(A), Dvs-Dmg/EndRdx:50(27), Dvs-Dmg/Rchg:50(27), Dvs-Acc/Dmg/Rchg:50(29), Dvs-Acc/Dmg/EndRdx/Rchg:50(34), Heal-I:50(37) Level 28: Power Boost RechRdx-I:50(A) Level 30: Tough TtnCtn-ResDam/EndRdx:50(A), TtnCtn-ResDam:50(31), TtnCtn-ResDam/EndRdx/Rchg:50(31), TtnCtn-ResDam/Rchg:50(31), StdPrt-ResDam/Def+:30(48) Level 32: Blackstar Mlt-Acc/Dmg:50(A), Mlt-Acc/Dmg/EndRdx:50(33), Mlt-Dmg/EndRdx:50(33), Mlt-Dmg/Rchg:50(33) Level 35: Boost Range RechRdx-I:50(A) Level 38: Weave RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(39), RedFrt-EndRdx/Rchg:50(39), RedFrt-Def/EndRdx/Rchg:50(39), RedFrt-Def:50(40), RedFrt-EndRdx:50(40) Level 41: Scorpion Shield Srn-Def:40(A), Srn-Def/EndRdx:40(42), Srn-Def/EndRdx/Rchg:40(42), Srn-Def/Rchg:40(42) Level 44: Maneuvers RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(45), RedFrt-EndRdx/Rchg:50(45), RedFrt-Def/EndRdx/Rchg:50(46), RedFrt-Def:50(46), RedFrt-EndRdx:50(46) Level 47: Web Envelope Acc-I:50(A), EnfOpr-Acc/Immob:50(48) Level 49: Web Cocoon EssofCrr-Acc/Rchg:50(A), EssofCrr-Acc/Hold:50(50), EssofCrr-Acc/Hold/Rchg:50(50), EssofCrr-Hold/Rng:50(50) Level 1: Sprint Clr-Stlth:50(A) Level 2: Health Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(37) Level 2: Hurdle Empty(A) Level 2: Stamina EndMod-I:50(A), PrfShf-EndMod:50(17), PrfShf-End%:50(17)
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