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Ashford

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Posts posted by Ashford

  1.   

    On 4/21/2023 at 9:31 AM, SeraphimKensai said:
    • Given the SS/Rad powersets and a heavily IO'd and incarnate character I feel Brutes are going to be pound for pound better.
    • Energy Melee works great on a tank. The increased arc and radius are more noticeable imo on EM than SS, mainly because of Power Crash. EM works well on any AT.
    • Invuln/DM if well built would likely be more survivable than a Radiation/SS tanker numerically. You're looking at hitting several hardcaps for resistance, possibly some typed defense softcaps with some native DDR, and potentially the HP Cap. Adding in DM, you get THD which is essentially boosting your defense, a self heal, and potentially Perma Soul Drain. In play though from a skilled player with strong builds on both, you're most often not dying anyways so it comes down to theme and preference (I have both Radiation, Invuln, and honestly every other type of tank aside of Firey Aura at lvl 50 and IO'd and they all hold up pretty well.)

     

     

    for brute, elec would probably be more of a sleeping giant as that armor set is much better on a brute than scrapper or tanker, plus rage crash on rad is still pretty bad without a few dozen million influence.

  2. Ultimate? ya sure ""Ultimate"" that's why they are more widely used for a fire farm then, just let me spread that sarcasm on some toast.

     

    Any class can ""solo"" with the right AT's the same way a person can say "anyone can cook". Sure anyone can, doesn't mean it's a good idea for some.

     

    MM would need very heavy investment to ""solo"" in the influence count of billions. There is a reason the biggest highlight a MM build can do is exploit group fly to cheese a boss.

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  3. I think from a newb perspective it's important to point out which AT is actually ""OP"" right out of the box once that character gets a decent number of enhancements under their belt.

     

    DM/Shield  eeeeeeeeeehhhEEEEEH endgame potential it can do a very good chunk of content by itself but will likely need a small amount of investment to actually start seeing gains.

     

    Claws/Rad  both ATs are in fact right out of the box, it can do a good amount of content, it's only real weakness is that it's a by the books scrapper AT which means it could probably smack down purples but will find trouble if the mob count is higher than 2-3 as it is single target.

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  4. On 4/5/2023 at 4:04 AM, nihilii said:

    For what it's worth, EnA is mostly passive. It has two main clicks: the heal that gives you endurance reduction, and the endurance drain. You could get away putting the heal on auto (essentially treating it as regen + conserve power), and using the end drain only whenever your blue bar is hurting.

     

    Throwing ideas out there:

     

    - Energy Melee is a good endurance friendly primary, thanks to Energy Transfer costing 0 endurance. Even if sappers drain you without respite, you can keep spamming ET.

    - Bio Armor overflows with endurance management. Recovery passive at level 1, potential enhancement of that passive at level 10. Then there's DNA Siphon and Parasitic Aura if you want even more end. OK, these are clicks again. But DNA Siphon can be used as an attack, and you could conceivably ignore Parasitic Aura and even Ablative Carapace, and end up at roughly the same performance as Willpower. Not that I would suggest outright *skipping* these powers, but you could approach it from a perspective of - it's there if I really really need to use them, but I don't have to obsess about it.

    Coming back to BuiltDifferent's suggestion, DB/EnA really seems like a strong pick for your goals. DB can run the Blinding Feint -> Attack Vitals attack chain on low recharge while leveling. This full chain is available by level 22, and it's fairly endurance efficient because the Attack Vitals combo is essentially bonus damage you get for free.

     

    /EnA is also cool because it's fairly comprehensive in covering defense, some resistance, some healing... You end up with a well-rounded character that doesn't require active management to keep standing.

     

    Most definitely would skip ablative Carapace once Parasitic has enough recharge to click it way more often. After that, don't need the extra emergency button, when para can debuff, give way more defense(as it's per enemy) and with recharge, be used way more often.

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  5. When it really comes down to it, Shield defense and bio are close to one another but they both have drawbacks

     

    SD, as people stated lacks in endurance and is best paired with powers that help sustain endurance like energy/dark/elec, other than that, it makes for one tanky scrapper

     

    Bio can have defenses that can outperform SD but it's highly dependant on how many enemies are in the screen, making it a better pairing for AoE powers such as spines/RM/TW

     

    However, both require some investment before a player can see a substantial return.

     

    A more out of the box experience when it comes to a secondary would very much be Rad, it only has 3 clickies, and has a solid defense. Not to mention it great for a primary that can take great advantage of -defense.

     

    Of course all of this is only if OP really wants to min/max the synergies between primary and secondary for a more streamlined experience.

  6. Electric blast is good but it's generally a little more of a defensive primary with a caveat. If say your character cannot drain the opponents endurance bar fast enough before it can do a ranged attack or get some melee attacks in (or dies), your character is going to have a bad time which is why enhancements, and defensives can go a long way.

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  7. The general issue with MM is not necessarily that the minions are squishy. For new players trying a MM the biggest issue comes down to how a minion plays because the more erratic or melee centric the AI is, the more the player has to micromanage.

     

    For example, someone would reccomend something along the lines of demon/dark for their first build or thugs. Issue is, these minions are more higher maitanence as both suffer the issue of trying to do everything and/or going in to face tanks the damage. Meanwhile, bots and mercs would be more newb freindly as they for the most part keep a distance.

     

    The secondary problem with MM builds is that really when the cards are down, the secondaries are all hit and miss. Dark for example focuses on -to hit debuff, slows, sustain, and has an extra minion, but if the focus is on not getting hit FF does a far better of a job. However, FF doesn't add anything damage wise or heals. Every secondary comes with a trade off that really doesn't make them as great as they can be.

     

    for new players, that translates to a very unfun experience while leveling. So, generally what would be a good start? distance focus AI minions, and just a simple secondary that focuses on sustain/support so nature, FF, time which works great for minions that stay close anyway, etc.

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