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Gone

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  1. Gone

    Managing Endurance

    One would think it would be enough, in some cases it's true,but it depends on your primary. I have a tw/wp scrapper and even with both stamina and quick recovery along with endurance procs it seems she is still starved for stamina from time to time. My poor SS/inv brute is constantly gasping for a breath even after a few attacks and I have her toggles as well as her attacks slotted with endurance reduction enhancements. I try to just use the toggles that are most needed for a particular enemy group on and I turn the others off and even then it feels like it isn't enough. I don't think it, I play it. I have a TW/WP Brute and WP/TW Tank, and neither of them have endurance issues. If it isn't enough, slot more aggressively, with three endurance modifications in Stamina and Quick Recovery AND the endurance procs. I didn't say anything about Invuln. Invuln is an old-school set with old-school set problems like endurance management, and it doesn't inherently have ANY endurance management powers, so yes, I can see how you would have problems with that, but again, I was talking about this topic which is about Willpower not Invuln.
  2. Gone

    Managing Endurance

    That's why I said "one of" the most endurance efficient secondaries, not "the". This thread is about helping someone with Willpower and has nothing to do with Radiation. Sure, I like radiation, my main is a Radiation Armor tanker. But it has nothing to do with this topic. There's your problem. Focused Accuracy is something of an endurance hog that doesn't really give enough of a bump to your DPS to justify the endurance you pay, the slots you invest in it, or the expense of spending one of your precious 24 power picks. Like, it's only edge use is if you really like the set bonuses from +to hit sets and tactics and build up aren't enough for you. It's not the problem, actually. The OP is slotting their endurance recovery powers incorrectly and isn't using sets that reduce endurance costs in the more expensive toggles. Whether or not focused accuracy is a worthwhile toggle to run is again another discussion. The OP needs to slot endurance modification enhancements into Stamina and Quick Recovery. They have apparently mistakenly four slotted superior conditioning (the worst recovery power they have available) with marginal set bonuses instead of just putting some end mods into Stamina and Quick Recovery. Some minimal endurance reduction in some of the toggles will fix the rest.
  3. Gone

    Managing Endurance

    Also true. Still, I can't imagine a scenario where Anything/Willpower could have endurance issues. Even titan weapons with willpower never needs to pop a blue, it's one of the most endurance efficient secondaries. I think the OP is missing Quick Recovery.
  4. Gone

    Managing Endurance

    Did you not take Quick Recovery from Willpower? It is more effective than stamina. Two slotted Quick Recovery and two slotted Stamina with endurance mods in the slots should give you more endurance than you can ever get through, without being affected by endurance draining enemies. Failing that, adding Performance Shifter +End in a slot and Miracle +Recovery and Numina +Regen/Recovery can further mitigate endurance use.
  5. I use it in Foot Stomp, and it will only proc once per cast it seems, just the way the Force Feedback proc works in the same power (I use both). It does stack though, as my Foot Stomp is up ~5 seconds and it procs again almost every time.
  6. Gone

    WM and - Res

    It's a damage set, should be there in any of the last few patches of Pines.
  7. You should definitely take the powers that are the most fun for you. If you don't like Taunt, don't take Taunt. That out of the way, if you aren't taking Taunt, you should probably play a Brute instead. Even on a Brute, there is a strong argument for taking Taunt if you plan on being the primary aggro management on a team, and if you don't plan on being the primary aggro management on a team you should probably play a Scrapper or Stalker instead. Punchvoke is useful but unreliable. Taunt always taunts, and is AoE, and is ranged, and has -range on enemies making them come closer together for better efficiency. You should definitely take the powers that are the most fun for you. If you don't like Taunt, don't take Taunt. But really, you should probably take Taunt.
  8. Okay, you're right, I'm wrong, good luck to you.
  9. It's not though. More defense isn't more survivable than more resists AND defense. Duh. But whether it's a pure defensive set like SR, a mixed set like Shield, or a Resist set like Electric, more defense will help you more than more resist. Soft capping defense is a higher priority than capping resists in most case. Duh, okay, I'm done someone's 'duh'd' me. You're right, I'm wrong, /thread duh.
  10. Out of an /Elec and a /Shield built for durability, which one is tougher? The one with higher resists, right? Which means /Elec? But this is a trick question. Both have capped S/L resist, and /Elec might have softcapped S/L defense, but the /Shield is softcapped to everything, and can have 95% DDR by stacking AD with Membranes. Does higher elemental resistance make you more or less durable than near-immunity to defense debuffs? I'd vote less, but it kind of depends on the situation; there's not an obvious winner overall. "Resist sets can add defense, but defense sets can't add resist" is i23 thinking. It's not too hard to add ~30% S/L resist from IOs: 6% from the Scrapper's Strike 6pc, 5% from the pvp unique, 3% from the scaling resist unique gets you 14% before you even start counting regular sets. It's not as easy as building defense, sure, but it's substantial. Is shield defense an anomaly or is this true for all defense sets? My Shield Defense stalker is 75% S/L and 45% Positional, I'm not arguing that it can't be done, but I'm curious just how far you'd have to push, say, Ice Armor to get anywhere close to cap S/L resists. I got my Ice Armor Stalker to about 62-64% and that's as far as I was willing to take it since anymore meant I had to make sacrifices I wasn't willing to make when it came to either recharge or defense. While also softcapping all of your typed defenses? (Save for Psi obviously)
  11. It's not though. More defense isn't more survivable than more resists AND defense.
  12. Out of an /Elec and a /Shield built for durability, which one is tougher? The one with higher resists, right? Which means /Elec? But this is a trick question. Both have capped S/L resist, and /Elec might have softcapped S/L defense, but the /Shield is softcapped to everything, and can have 95% DDR by stacking AD with Membranes. Does higher elemental resistance make you more or less durable than near-immunity to defense debuffs? I'd vote less, but it kind of depends on the situation; there's not an obvious winner overall. "Resist sets can add defense, but defense sets can't add resist" is i23 thinking. It's not too hard to add ~30% S/L resist from IOs: 6% from the Scrapper's Strike 6pc, 5% from the pvp unique, 3% from the scaling resist unique gets you 14% before you even start counting regular sets. It's not as easy as building defense, sure, but it's substantial. Is shield defense an anomaly or is this true for all defense sets? My Shield Defense stalker is 75% S/L and 45% Positional, I'm not arguing that it can't be done, but I'm curious just how far you'd have to push, say, Ice Armor to get anywhere close to cap S/L resists.
  13. Gone

    Titan Weapons/ Fire

    Get your proc/global endurance IO's slotted as soon as possible (Panacea HP/End, Miracle, Numina, Performance Shifter) and race to the level at which you get Consume (20 I think). Also slot your KB protection IO's as soon as possible. It will be a tight build because you'll want everything from TW except possibly Defensive Sweep, and you'll also need Tough/Weave/Combat Jumping/Hasten and possibly maneuvers. You might consider going with Energy Mastery for endurance fixing instead of an epic pool with good AoE. Good set focus would be to cap S/L resist (90%) and softcap S/L defense (45%) if that is achievable without giving up too much.
  14. Gone

    Knockdown City

    You can get the newer version (under Homecoming Hero Designer) in the Tools & Utilities section of this forum.
  15. That implies you can get everything with a resist set. I showed you must give something up like recharge, because you demanded an example. That's my only point. There are trade offs. I'm not saying one is better than the other. I will say my preference is for a hybrid defense set because I prefer as aggressive attack chains as possible. A hybrid set makes this possible. I can't achieve my personal goals (I solo a lot) of s/l/e/n defense 45% on a set like electric armor on a primary that requires aggressive (or even moderate in a lot of cases) recharge. Maybe I just suck at making builds, but I don't think that's the case. That's fine but not within the purview of this thread. I agree that every build gives up something for something else. I think there is a deeper discussion for the above (such as giving up too much defensively for minimal offensive gains) but again not for this, where the OP just wanted to know about how survivable each is.
  16. Okay. Are Resistance based powersets built for durability more durable than defense based powersets built for durability? Again, just to clarify for the OP who had a specific intentional question for this thread:
  17. Gone

    WM and - Res

    Whirling Mace, Shatter, Crowd Control Fury of the Gladiator: Chance for Res Debuff
  18. Well obviously, the answer is BOTH! That's usually why sets don't have only one, except Electric... Yes it is both, but the question becomes more granular in nature when you compare what you can get by powerset. If you can only get your S/L Resists to 50% while getting 45% positional defense on a defense-based powerset, but you can get 75% S/L/E/N/F/C (Or even close to that) resists on a resist set plus 45% defense S/L, you are obviously getting more durability on the resist based set. I can cap S/L resist on a positional based defense powerset but it is more difficult (you lose MORE trying to build resists in due to the % you get and the distance from cap compared to defense). The answer is still Resists, if you are building for durability. If you are building for damage or recharge as a primary focus, sure I'll accept that argument as it is a separate goal. I would still assert that you can achieve a better balance building from a resistance based set though, so if you are looking for a mix of durability and damage, then resists are again a better starting point (as it STILL takes less to softcap a defense with IO sets, leaving freedom to pursue other things like recharge and damage%).
  19. Shield is a much better option, the damage buff is very strong on Stalker base damage and Shield Charge is a great AoE which is something stalkers are otherwise lacking. Regen isn't great. No quick recovery, lower stalker base hp makes for weaker powers since they are all based on that, and other sets will offer more mitigation while still providing regen and/or heals. It isn't 'bad' or 'unplayable' or anything like that, but it will not be an optimal choice.
  20. For control secondaries you have some choices that offer differing amounts. Ice offers Ice Patch and Freezing Touch. Ice patch will keep stuff bouncing and Freezing Touch gives you access to a hold. Stone gives you Fault and Tremor, both large area knockdowns. Fault is also a minor stun. Super Strength gives you Hand Clap, Knockout Blow and Foot Stomp. Hand Clap slotted for KB to KD is similar to fault, and Foot Stomp at high amounts of recharge can really keep things knocked down while dishing out damage. Knockout Blow has a hold attached to it. Titan Weapons gives you three AoE knockdowns with Titan Sweep Whirling Smash and Arc of Destruction. Not quite as controllery since two of these are cones instead, but will provide substantial AoE damage on top of some soft control. This set is a little wonky for Tankers due to the slow startup on AoE's being tough on aggro control, but this is made up for by having the best Taunt animation, since looking good is way more important than anything else. I would pick the one that sounds like the most fun or fits a concept you like best, rather than worry too much over which is the 'best' of the available options, as I think each one will be at least adequate. If picking the best option is the only thing you're worried about though, for keeping stuff on the floor I think Stone or Super Strength is your best option.
  21. Gone

    Tips for Brute Rage

    You can increase the number of enemies in a mission by selecting an artificial number of players through the Set Notoriety function at the bottom right of your chat window (from x1 to x8). Adding more enemies to the missions you run will significantly increase your fury generation. You can also alter the level from -1 to +4, allowing you to tailor the missions to the right challenge for your capabilities. More enemies at a lower level can be higher experience for your time spent. You can also invest in the Brute ATO "Brute's Fury: Recharge/Fury Bonus" and slot it into an attack to give the chance to add more fury when using that attack. If you play a lot of brutes but don't have a lot of inf to spend, you can just get a few unslotters and move it around between multiple characters (via emailing it to your @name in game) when you need to or want to instead of rebuying it over and over. Playing solo you're probably going to have a similar experience with a Brute or a Scrapper once you are comfortable managing your fury. If you aren't building for teams or with set IO's to bring your resists to higher levels than scrapper caps (Brutes go to 90%, Scrappers go to 75%) then you might consider playing a scrapper instead. If you are playing an armor set that includes high amounts of regen or percentage based healing, Brutes might be the better choice with their higher hit points, although this margin isn't all that big without specific enhancement. Power proliferation has given many of the same sets to these two AT's, but there are still some that aren't available on both, so that is something to keep in mind as well; you can't play a Super Strength scrapper or a Ninjitsu brute.
  22. Gone

    Knockdown City

    Nothing stands out besides shield. You can get a decent AoE knockdown out of Ground Zero from Radiation if you slot it with Avalanche (especially since it will affect up to 30 targets) and you can get some additional AoE Knockdown out of Ragnarok proc in other stuff like Patron/Epic pool AoE's. So, my Radiation/SS tanker's AoE chain is Foot Stomp/Dark Obliteration/Ground Zero and the recharge is very high due to force feedback and beta decay, all three have knockdown or knockdown procs so things are bouncing a lot. If you added hand clap to that, it would be pretty silly. Don't put Avalanche KD proc into Burn if you do go fire, it applies the Knockdown so much that it turns into knockback, which isn't as useful.
  23. What are you giving up to reach softcap defense? Especially when you don't have to work as hard to use IO sets to reach your resist caps, that leaves a lot of room for extra defense set bonuses. I'm not sure what you're getting at, what is your example of this or is it just a 'feeling' you have?
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