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Story Archer

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  1. For some reason Mids is bugged when it comes to damage procs for EM Pulse - I'm either going to fully slot it with Unbreakable Constraint for the set bonuses or a Recharge and 5 procs (4 damage procs and a Lockdown) so that it can serve as a mini-nuke. Anyone have experience trying that?
  2. Like I said, proc'ced out it deals about 3 times as much damage as Tremor, but it's recharge time is so long, that it can only really be used as an opener.
  3. At this point I'm seriously thinking about dropping Tremor and taking Spring Attack instead. I hate the animation time (and animation) of Tremor, and I feel like Spring Attack + Radiation Therapy + Ground Zero would be enough to take care of all but the hard targets. I can get some decent damage out of Spring Attack if I proc it out - about the equivalent of three Tremors, all front-loaded for each mob. Anybody know what Spring Attack's radius is?
  4. So even though Spiritual is a separate power that affects all your other powers (just like LotG IO's or Hasten does), the individual powers behave as if the bonuses it provides are local? That doesn't seem make much sense. Using Mids as a basis, it does reflect what you're saying, but both the damage difference and the recharge difference is really negligible, so I'm looking at switching over to Musculature or Resilient. While I've got you here - how does the Tanker Absorb proc interact with the absorb shield from Particle Shielding (and with itself)? Do they just stack?
  5. I'm reading through the advice offered up by you and others and making some notes to change a few things around - but help me out with this one. I was under the impression that global recharge (like Hasten or Spiritual Inc) had no effect on proc's firing. FWIW, toggling Spiritual on and off in Mids has no effect on the damage for the various attacks. All of the recharge is interdependent by design - Hasten, Particle Shielding, the two mini-nukes, the FF procs, etc. all keep each other running and popping as often as possible.
  6. I'm posting this in response to someone who asked me to do so. Anyone who has input please feel free to chime in with any thoughts, critiques, etc. Rad Hammer X - Tanker (Rad - Stone).mbd
  7. Question about the Hamidon Bud badge... I just did four consecutive Hamidon raids, attacked and damaged at least four or five buds after each raid, but only got 4 credited towards my badge - am I missing something with how the defeats work?
  8. Interesting on the Psi pairing - I never even think about it as an option. My Defender is Kin/Sonic and my Corruptor is Fire/Kin.
  9. I don't see how it's anything other than a Fire/Kin unless you're talking about soloing. On a team it's a no-brainer. In addition to all the damage you deal with your own attack powers, all of the extra damage that everyone else deals because of you, (due to the effects of Siphon Power/Fulcrum Shift and Speed Boost) is essentially damage that YOU added to the team, damage that you dealt. I can't think of another force multiplier in the game that comes close. Unless you're talking about purely solo play, which I'd guess most Corruptors don't do most of the time, a Fire/Kin Corruptor has to be the most damaging power combo in the game.
  10. I kind of liked Cross Punch over Power Crash because it recharges a little faster, deals a little more damage and allows me to drop a +Rech FF proc into it. Is there something about Power Crash I'm missing?
  11. I'm not that experienced with Brutes, but I've run a ton of Scrappers and Tankers. I know I really want to see what /Rad feels like on a Brute but I'm unsure as to my primary. At the moment I'm torn between Claws and Energy Melee. I have a Claws/SR Scrapper and I really enjoy her. I like having the ranged attack in Focus and Spin is a terrific AoE, but /Rad isn't exactly hurting in the AoE department with a couple of mini-nukes to throw around and I plan on having a ranged attack from my Epic. I've never played Energy Melee before but I've always wanted to, which is why it's a little ahead right now - that and thematic reasons, of course. I can tell that Whirling Hands is meh but since /Rad comes with those nice mini-nukes, I figure I'll be relying on it less than I otherwise would be. I'm also taking Cross Punch in the build I've put together so that would help a little bit in that department. I guess the question is, is there any reason why I wouldn't want to play an EM/Rad Brute, and since I don't get to play Brutes much, would this give me a good sense of what the AT feels like? The only other Brute I've run was a Staff/Electric and I've enjoyed her, but I haven't gotten her past L30 yet because I keep finding myself drifting back to Scrappers for more damage or Tankers for more survivability. Also, any advice from veteran EM players if I do go this route? TIA!
  12. I didn't see this mentioned, but it always seemed to me like SS/SR (or SR/SS) was the only 'bad' power combination for melee types, because one of the core powers of the Primary (Rage) specifically counteracts the Defense provided by SR. It would theoretically be a bad combo with any Def-based set, but the other sets at least have some bells and whistles like higher resists and/or healing/absorb to help mitigate the negatives caused by the conflict.
  13. In my opinion, this is one of the (very few) power set combinations that are just bad. Not bad individually, both SS and SR are very popular and very effective, but in this specific case they actively work against one another, specifically with the way your Rage crash gimps your defense. I'd suggest pairing SS with any Res based armor set OR anything other than SS combined with SR.
  14. Beta Decay's ToHit DeBuff is so small that enhancing it really doesn't accomplish anything - it's not the point of the power, just a nice cherry on top. I'd recommend either throwing an End Redux or an Achilles Heel proc into its one slot and moving on. As far as Irradiated Ground goes, I suggest an ACC, and END Redux and up to four damage procs when you can get them. At least while you;re working your way up to 50.
  15. Incarnates aren't affected by global recharge bonuses, are they?
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