Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Hopeling

Members
  • Posts

    525
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Hopeling

  1. PPM proc rates don't favor fast attacks. It would work fine in another attack instead of AS if you prefer. I think people might be over-extrapolating from StJ, where it goes really well in AS because that also gives two combo points, so you're frequently using CU or another finisher right after AS.
  2. They're not mutually exclusive, so it's not clear to me why this is a versus...? The Critical Strikes proc probably contributes more value overall than the small passive crit rate buff in Scrapper's Strike, but both are pretty good. They both have strong set bonuses.
  3. Those numbers don't appear to include a stalker ATO, though, which kind of misses the point. Placate is of course an extra crit, giving double damage on your next attack. But Placate itself has a cast time - you could have just thrown another attack. Getting 2x damage on one attack, instead of 2 attacks with normal damage, is still a net gain if the crit is from a strong attack. That's what you've shown: a TS crit is more extra damage than throwing in another Havoc Punch or Charged Brawl. But with the stalker ATO, you can already get auto-crits on your strongest attacks. This literally reduces the value of Placate: you can't use it for a TS crit because you've already got those; all you get out of it is a CI crit. CI does the same damage to the initial target as Havoc Punch, so HP+CI does the same damage as Placate+CI, and has the same cast time. Except HP+CI has a chance to crit and do more damage, so using Placate instead of an attack is a DPS loss. Fewer controlled crits does not automatically mean less DPS.
  4. WM still has a pretty good amount of knockdown though. Crowd Control actually has a 100% chance for knockdown, compared to only 50% on its counterpart Pendulum.
  5. War Mace is almost strictly superior to Battle Axe (Clobber vs Swoop, smashing vs lethal, otherwise basically identical). Between mace and broadsword, broadsword's only real advantage is Parry. Mace has better damage overall, both single-target (thanks to Clobber) and AoE (thanks to Crowd Control, and Shatter's wider cone). Having played both to 50, this is as true in-practice as it looks on paper. All three are plenty playable, but WM pretty clearly stands out as the superior set mechanically. If you're indifferent between the three conceptually, go WM.
  6. Hopeling

    TW Build

    TW is a very thirsty set, and the Momentum mechanic makes it feel bad to use other powers too much. So you want something that gives endurance and isn't too clicky. /WP works great; I have once. /EA or /Elec should also be solid, although TW/Elec might be better as a brute. Bio or Rad might also ne good, I haven't tried them. I got a TW/Fire to 50 before shutdown, but ended up shelving it. Too clicky, and Burn actually doesn't help that much considering how much AoE TW already has.
  7. It definitely works that way for Dark Regeneration. Not sure about rad melee.
  8. Every power in the game is target capped. You can see the target cap in the power info.
  9. In all honesty, the best thing for that is a Blaster. That's not a putdown to sentinels; the thing you're asking for is simply what blasters are built for. They have longer range, they have higher target caps on their AoE, and without defenses there's actually a reason for them to stay far away. If you're staying at 40+ feet on a Sentinel, you're barely in range to hit things, and completely out of range for many AoE powers, especially cones. Even when you can hit things, you hit 6 instead of 10, or 10 instead of 16. And of course, between AT multipliers and Defiance, Blasters just do more damage overall. But if you specifically want to do this with a Sentinel anyway, then AR, Fire, or Water would all be fine choices. Buffs and debuffs don't favor any set in particular.
  10. Not all builds need to be at 45% (and depending on the secondary, it may not even be feasible to get there), but even capped resists (75% mitigation) are way worse than 45% defense and no resists (90% mitigation). Resist sets can still aim for a decent level of defense - 32.5% is a common target, so that one small purple puts you at the cap. When farming, you should be getting enough insps to have one purple up basically all the time.
  11. Hopeling

    Prove me wrong

    Everything in this game is grossly overpowered. That's why we love it.
  12. The ideal situation would be to have the buff up when you cast LR/SC, which would require putting it in something else. Chain Induction or TS would be good choices. But you couldn't have the buff for an alpha strike that way. I'm basically guessing though, and it won't matter a ton either way.
  13. Remind me, can Lighting Rod and Shield Charge crit? I haven't played either set since shutdown. If they can crit, you might want it in something else, to get the crit bonus on your telenukes. If not, and if I'm right about the proc chance being per hit, then sure, putting it in a telenuke is fine. With their area factor of 4, the proc chance per target isn't going to be capped out, but if you hit a few targets it will almost always go off.
  14. The best use case is the one that gets you the most total procs, not the highest chance per use. A 45% chance every five seconds is no worse than a 90% chance every ten seconds. This doesn't inherently favor slow or fast powers; it favors powers that you use on cooldown. Right, but that's how Force Feedback works too, and it gets a chance to proc on every enemy hit. I'm asking if Critical Strikes works the same way: does it roll on activation, or on hit? I put it in Arc of Destruction, and after using it for aw hile, I suspect it's be per hit because it seems to go off pretty reliably when I'm hitting a crowd, seemingly much more often than the ~30% chance given by the formula. But I haven't tracked exact stats to be sure.
  15. With resist sets, you build to achieve a decent amount of defense, even though softcapping is usually out of reach without big compromises. 25% defense, on top of /Elec's resists and regeneration, will make you pretty durable. 32.5% puts you one small purple from the softcap. With the i24 changes to resistance set bonuses, it probably wouldn't be very hard to cap your S/L resist at the same time.
  16. The set definitely feels slow at those levels. You don't have enough recharge to really keep an attack chain going, you only get the one AoE, and Build Momentum still takes ~90s to recharge. TW doesn't really bloom until 30+, when you get Whirling Smash and Arc of Destruction slotted so your AoE ability takes off, and you spend less time waiting for recharge.
  17. Does this have a chance to proc for every target hit like Force Feedback, or is it just one chance on activation? In other words, is it a good or bad idea to put it in an AoE power?
  18. Willpower works quite well. No clickies to interrupt Momentum, and it helps with the endurance issues of TW. Titan Weapons is a monster of a set. I'm surprised you haven't seen it much; I felt like it was everywhere on Live.
  19. Woohoo, we're back! I rerolled my TW/WP scrapper. He soloed his first AV today, at level 25. Before you get too impressed, realize it was pure stupidity from start to finish: I tried to run Positron 2 solo and forgot there was an AV at the end, and then I was too stubborn to give up, so I bought a full tray of large inspirations and a bunch of temporary powers and cheesed through it. But hey, it's a start, right? Now, how do I upload an avatar? I actually saved mine from the old forums, but it says it's too large. EDIT: Oh hey, I got it! Just had to go to 65x65. I guess six years didn't make me any less of an inspiration junkie...
  20. Do I count? ;)
  21. The two sets are very nearly carbon copies of each other, and both are plenty effective. I'd give a small edge to War Mace overall, for two reasons. First, Clobber is a very fast attack that hits very hard, while its counterpart Swoop has a slower animation for less damage. Second, it does smashing damage instead of lethal. More enemies are resistant to lethal than smashing - for example, most robot mobs are heavily resistant to lethal damage, and actually *vulnerable* (as in, negative resistance) to smashing damage.
×
×
  • Create New...