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KelvinKole

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Everything posted by KelvinKole

  1. It's not a very unique skill or mechanic though if you can just purchase it from P2W or get it through an IO proc. I can't purchase a power that let's my character critical hit, can I? Or do double damage to controlled targets? And so on. Archetypes inherents should be completely unique to the Archetype. With that in mind I'll offer this: Maybe instead of - res or -regen, Bruising could cause weakness to the target and reduce the effectiveness of their heals, buffs, debuffs, controls, etc. Being in the presence of the Tanker is quite demoralizing and this loss of confidence reduces their targets effectiveness in combat. This mechanic is not widely available, to my knowledge.
  2. Appreciate the review and feedback! As for splitting up the Stalker's Guile set, my reason was to avoid recharge enhancement in assassins strike, to maximize the occurancs of the hide proc. If my understanding of the PPM mechanics is off here, please let me know. After testing the Call of the Sandman proc, I can confirm two things. 1) it does work. Surrounded by targets you can reliably get it to proc 3-5 times off Frozen Aura. 2) that said, you have to have enough living targets around you to get that kind of result when you need it. The proc is 60hp per hit, so it doesn't add up to a huge amount at level 50. Paired with a secondary that doesn't offer any healing it might be a neat trick, but I'll be dropping it.
  3. Inspiration doesn't strike me very often, so a lot of my guys share common costume pieces. I like these three though.
  4. The good thing about defense is the game should calculate chance to hit based on only your highest applicable defense to the incoming attack. So there's not a lot of pure energy attacks in the game, but there is a lot of Smashing/energy attacks in the game. The game should use your smashing defense for those, since it's your highest value, to calculate chance to hit.
  5. Defense sets in particular struggle in the middle levels where you're likely fighting higher level mobs but don't have capped, or near cap, defenses yet. They don't have the same stable feeling as resistance based sets since you're take the full load of the damage when it gets through. It does get better and Energy Aura in particular is an excellent set when fully built out . This article explains the progression well. https://paragonwiki.com/wiki/Defense_Effectiveness
  6. After reading through some of the FoTM numbers, it's become clear I may have to help myself here. This power set combination doesn't even show up on the level 50 list, so here's to being first. I'll keep a record for those that come after me. I gave up on using Water Spout and went with boonbeam for another good single target damage attack. Adding in Shadow Meld gave me another place to stick a LoTG +Rech and will fill in my lack of defense when needed. I also have Unleash Potential, so there's a couple "oh crap" buttons. I chose the Resilient alpha Incarnate slot for now, which got me to max resists on S/L/E/F/T, plus should add some absorb to Particle Shielding. Took the dmg proc out of Freezing Touch because ultimately I want that thing to recharge as fast as possible and the proc felt wasted. Trying out the Call of the Sandman proc in Frozen Aura to see if it can become a sort of pseudo heal. Still have to test this. Moved some slots around in general, but afraid I may have some endurance challenges now. Thinking I could lean on Radiation Therapy, Unleash Potential, and the Ageless Incarnate to keep the blue bar filled but need to feel it out when I get there. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Ice Melee Secondary Power Set: Radiation Armor Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Frozen Fists -- FcsSmt-Acc/Dmg(A), FcsSmt-Dmg/EndRdx(19), FcsSmt-Acc/Dmg/Rchg(21), FcsSmt-Dmg/Rchg(21) Level 1: Hide -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(5), LucoftheG-Rchg+(5) Level 2: Ice Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Acc/EndRdx/Rchg(23) Level 4: Gamma Boost -- RgnTss-Regen+(A) Level 6: Assassin's Ice Sword -- TchofDth-Dmg/EndRdx(A), TchofDth-Acc/Dmg(7), CrsImp-Acc/Dmg(7), CrsImp-Acc/Dmg/EndRdx(15), CrsImp-Dmg/EndRdx(15), SprStlGl-Rchg/Hide%(17) Level 8: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-EndRdx/Rchg(13) Level 10: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-EndRdx/Rchg(11), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Max HP%(23) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Fallout Shelter -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(39), GldArm-ResDam(39), GldArm-3defTpProc(40) Level 16: Mighty Leap -- Empty(A) Level 18: Frost -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(37), SprStlGl-Acc/Dmg/Rchg(37), SprStlGl-Dmg/EndRdx/Rchg(37), SprStlGl-Acc/Dmg/EndRdx/Rchg(39) Level 20: Radiation Therapy -- Prv-Heal(A), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(50) Level 22: Kick -- Empty(A) Level 24: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-EndRdx(25), TtnCtn-ResDam/EndRdx/Rchg(31) Level 26: Freezing Touch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/EndRdx/Rchg(29), SprAssMar-Acc/Dmg/EndRdx/Rchg(29), SprAssMar-Rchg/Rchg Build Up(31) Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(34) Level 30: Weaken Resolve -- AchHee-ResDeb%(A) Level 32: Frozen Aura -- FuroftheG-Acc/Dmg(A), FuroftheG-ResDeb%(34), ScrDrv-Acc/Dmg(34), ScrDrv-Dmg/EndRdx(36), ScrDrv-Acc/Dmg/EndRdx(36), CaloftheS-Heal%(36) Level 35: Ground Zero -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(45) Level 38: Meltdown -- RechRdx-I(A), RechRdx-I(40) Level 41: Unleash Potential -- Rct-EndRdx/Rchg(A), Rct-Def/Rchg(42), Rct-Def/EndRdx/Rchg(42), Rct-Def(42), LucoftheG-Rchg+(50) Level 44: Moonbeam -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/Rchg(45), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/Rng(46) Level 47: Shadow Meld -- LucoftheG-Def/Rchg(A), LucoftheG-Rchg+(48), LucoftheG-Def(48) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(46), NmnCnv-Heal/EndRdx(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Resilient Radial Paragon ------------
  7. Exactly. This is all too complicated and the changes aren't going to make Tanks more valuable. If players want to do more damage and still be durable, The Brute archetype is already there for them. Any Tank changes should be made in the spirit of making them a more valuable team support archetype. Improved agro management, which the wider/longer reach AoEs does help, and higher buff/debuffs values is really what should be looked at.
  8. Agreed. I usually find it hard to sacrifice the set bonuses you could get from that many slots in one power, to accommodate the damage procs. To make the approach really worthwhile, you're targeting 3+ damage procs and then 3- supporting slots in that power, and trying to avoid recharge enhancement. That's a missed opportunity for a 6 piece set bonus, or 4+2, or whatever. It can work really well in the right place, there's just a definite give and take.
  9. I don't know how I managed to fit stamina in by level 20 in the old days. Had to give up two power choices pre level 20 just to do it, and level 14 was a travel power. Must have had like six powers.
  10. There are things outside of just Aoe and single target damage though. People may not assign as much value to it as they do the orange numbers, but energy Melee can also stack stuns better than any (probably) other set. That, combined with superior burst damage, would be reason for it to start making an appearance again...i think. Although yes, the game is very much AoE focused. Something I'd like to see reduced across the board, honestly.
  11. I like to keep things simple. I've never really played this set extensively, but I did have an em/Ea Brute long before the nerf, and remember being terrorized by stalkers in PvP before the nerf. Both seized to exist after the nerf, so that feels like overkill. My suggestion would be very simple: revert ET back to the old animation, but give it a much longer cool down, something like a Blaster's nuke. It would have very high DPA, but a minimal contribution to DPS. Usable roughly once per mob to completely overpower a single target. That seems fair for a set that has poor AoE, without giving Energy Melee a huge advantage in sustained damage.
  12. KelvinKole

    Best Brute?

    No, I quite like dark. It's endurance heavy, no doubt, but has a ton of build potential with IOs. You can get very solid resists across the board, with virtually no holes, and moderate defenses. Plus a big heal.
  13. KelvinKole

    Best Brute?

    Rad and bio armor are in a very good place, being new sets. Both have some element of management though, but not in the mez protection. Invuln, electric, and dark armor are probably the best "set and forget" sets. All can be built to be extremely durable. For primaries, almost everything works on a Brute. I haven't played psi melee, but I hear that gets heavily resisted late game so maybe stay away?
  14. I remember when this happened. Not because I was playing one, but because the PvP zones breathed a big sigh of relief. These days, isn't Devastating Blow from Radiation Melee just as bad (good) as ET ever was? The description doesn't say anything about not being able to land a critical and no loss to hp, plus the contamination effect.
  15. I've really been enjoying this character, so I made an endgame build but I don't have much idea what I'm going with Stalkers. I've read a few guides and put some key enhancements where they are supposed to go, but need some help optimizing. I wanted to try and cap S/L/E resists and still have good defense from set bonuses. I might be sticking too many slots in things like Ground Zero and Water Spout, but I like the AoE potential very much. Anything glaringly wrong here? What do folks suggest for incarnates? Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Ice Melee Secondary Power Set: Radiation Armor Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Frozen Fists (A) Touch of Death - Accuracy/Damage (19) Touch of Death - Accuracy/Damage/Endurance (21) Touch of Death - Damage/Endurance (21) Touch of Death - Damage/Endurance/Recharge Level 1: Hide (A) Reactive Defenses - Scaling Resist Damage (5) Shield Wall - +Res (Teleportation), +5% Res (All) (5) Luck of the Gambler - Recharge Speed Level 2: Ice Sword (A) Mako's Bite - Accuracy/Damage (3) Mako's Bite - Damage/Endurance (3) Mako's Bite - Damage/Recharge (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 4: Gamma Boost (A) Regenerative Tissue - +Regeneration Level 6: Assassin's Ice Sword (A) Touch of Death - Damage/Endurance (7) Touch of Death - Accuracy/Damage (7) Crushing Impact - Accuracy/Damage (15) Crushing Impact - Accuracy/Damage/Endurance (15) Crushing Impact - Damage/Endurance (17) Superior Stalker's Guile - Recharge/Chance to Hide Level 8: Alpha Barrier (A) Titanium Coating - Resistance (9) Titanium Coating - Endurance (9) Titanium Coating - Resistance/Endurance (13) Titanium Coating - Resistance/Endurance/Recharge Level 10: Proton Armor (A) Unbreakable Guard - Resistance (11) Unbreakable Guard - Resistance/Endurance (11) Unbreakable Guard - Endurance/RechargeTime (13) Unbreakable Guard - RechargeTime/Resistance (17) Unbreakable Guard - Resistance/Endurance/RechargeTime (23) Unbreakable Guard - +Max HP Level 12: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Fallout Shelter (A) Steadfast Protection - Resistance/Endurance (39) Steadfast Protection - Resistance/+Def 3% (39) Gladiator's Armor - Resistance (40) Gladiator's Armor - TP Protection +3% Def (All) Level 16: Mighty Leap (A) Empty Level 18: Frost (A) Superior Stalker's Guile - Accuracy/Damage (37) Superior Stalker's Guile - Damage/Recharge (37) Superior Stalker's Guile - Accuracy/Damage/Recharge (37) Superior Stalker's Guile - Damage/Endurance/Recharge (39) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge Level 20: Radiation Therapy (A) Doctored Wounds - Heal (50) Doctored Wounds - Recharge (50) Doctored Wounds - Heal/Recharge Level 22: Kick (A) Empty Level 24: Tough (A) Titanium Coating - Resistance/Endurance (25) Titanium Coating - Resistance (25) Titanium Coating - Endurance (31) Titanium Coating - Resistance/Endurance/Recharge Level 26: Freezing Touch (A) Touch of Death - Accuracy/Damage (27) Touch of Death - Damage/Endurance (27) Touch of Death - Accuracy/Damage/Endurance (29) Touch of Death - Damage/Endurance/Recharge (29) Crushing Impact - Accuracy/Damage/Endurance (31) Hecatomb - Chance of Damage(Negative) Level 28: Particle Shielding (A) Preventive Medicine - Heal (31) Preventive Medicine - Heal/Endurance (33) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/RechargeTime (33) Preventive Medicine - Heal/RechargeTime/Endurance (34) Preventive Medicine - Chance for +Absorb Level 30: Weaken Resolve (A) Achilles' Heel - Chance for Res Debuff Level 32: Frozen Aura (A) Superior Assassin's Mark - Accuracy/Damage (34) Superior Assassin's Mark - Damage/RechargeTime (34) Superior Assassin's Mark - Accuracy/Damage/RechargeTime (36) Superior Assassin's Mark - Damage/Endurance/RechargeTime (36) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (36) Superior Assassin's Mark - RechargeTime/Rchg Build Up Level 35: Ground Zero (A) Obliteration - Damage (40) Obliteration - Accuracy/Recharge (43) Obliteration - Damage/Recharge (43) Obliteration - Accuracy/Damage/Recharge (43) Obliteration - Accuracy/Damage/Endurance/Recharge (45) Obliteration - Chance for Smashing Damage Level 38: Meltdown (A) Recharge Reduction IO (40) Recharge Reduction IO Level 41: Unleash Potential (A) Red Fortune - Defense (42) Red Fortune - Defense/Recharge (42) Red Fortune - Endurance/Recharge (42) Red Fortune - Defense/Endurance/Recharge Level 44: Water Spout (A) Annihilation - Chance for Res Debuff (45) Annihilation - Accuracy/Damage (45) Annihilation - Damage/RechargeTime (46) Annihilation - Accuracy/Damage/Endurance/RechargeTime (46) Annihilation - Accuracy/Damage/Endurance (48) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 47: Hibernate (A) Empty Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Assassination Level 1: Brawl
  16. Things seem to be deteriorating and the changes are probably too far along to push anything back now, but I'll leave it at this: In the current state, Tanks have an identity crisis that matured over time due to several major changes to the game (Brutes being playable blue side, IO system, Incarnates, etc.). They are an aggro sponge in a game that 1) Doesn't always need one and 2) Has another Archetype, Brutes, that can do it just as well and with higher damage output. Without undoing the complicated tapestry that lead to this point, the easiest thing to do was just buff their damage. It makes them serviceable and at least perform at a similar level to Brutes, which partially solves number 2 above and satisfies most people. That's probably good enough, but it doesn't provide an identity; They are still an aggro sponge in a game that doesn't always need one and still has another archetype that can do it just as well. I would have preferred to see changes that actually gave Tanks a purpose again. I am not malcontent with the damage increase, I just don't agree that it was the right direction to take.
  17. I'd like to see this. Steamrolling does get a bit mundane to me. Settings to spawn all mobs as bosses and/or bosses as Elite Bosses, and/or +5/+6 mob levels all sound good.
  18. What you're talking about is effectively a stereotype. A lot of people didn't think my daughter should play tackle football, but she's better than most of the boys. What people think a thing should do is not a measure of what it actually can do.
  19. That's self enforced. Both have access to Taunt and can hold aggro equally well. It's simply your choice not to take the power. Although I agree it would be more effective to just remove taunt and punchvoke from brutes so they actually cannot be the team protector.
  20. Well put, and that's exactly my point. The two archetypes now overlap so much that they're completely interchangeable. Seems like kind of a waste of time.
  21. I would have to put Poison on this list. It's heal can't effectively heal because of the projectile speed, no self heal, it's debuffs have accuracy checks (I think) with a tiny Aoe splash, and it's two best powers are PBAoE without any self buffing to get you in there safely. Something like an energy/poison corruptor should be a new level of hell.
  22. Agreed. Really no change to how Containment works from the Controllers perspective. I. E. Controllers never get the bonus damage because they are already getting the double damage. So all Controller team dynamics don't change. Whether or not the chance for bonus damage stacks from multiple Controllers on the same team is open for discussion. On one hand, if it doesn't then the benefit is lost beyond one Controller on the team, but on the other if it stacks linearly then it may quickly become too much. A non-linear stacking relationship may be best.
  23. Controller's are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target this is already Held, Immobilized, Slept, or Disoriented. Allies of the Controller have a chance (5-10%) to inflict an attack of opportunity on any target that is Held, Slept, or Disoriented, doing additional damage (10-20%).
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