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aethereal

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aethereal last won the day on February 23

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  1. FWIW Superspeed gets basically the same amount of stealth as Infiltration. 35 feet rather than 36 feet
  2. aethereal

    /EA Disrupt

    I haven't used Disrupt, but I did use Bio's sleep aura along with the sleep in Frozen Aura, and, like... I don't really know what to say. It definitely works. Does it make a huge change in your incoming damage? Proooooobably not? But it's not nothing.
  3. I wonder if there's a thing where their immunity to being teleported also makes them immune to being targeted by attacks that teleport their attacker?
  4. How about arguing that you should use the suggestions forum for suggestions?
  5. I'll never change anyone's mind on click mez, but I swear to you all that it's not some huge problem. You don't need to set it on auto. The duration vs recharge on the clicky mez powers is very generous. It's not like Hasten where you're going to just barely get it to perma, it'll be recharged before the duration is even half expired. So you don't need to watch like a hawk for when it comes off recharge. You've got time. What I do is try to check it right before I dive into a new spawn. If it's off recharge, I click it, then ignore it for the duration of fighting that spawn. If you do end up with a gap in your mez protection and you get mezzed, it's NBD! These powers can be clicked through mezzes which breaks you free. For Shield, you plausibly want to set the power on auto because it drives your DDR. For SR and Ninjutsu it's fine to just click it between spawns.
  6. Just to be sure, your PPM calculation includes the effects of the local recharge that the ATO2 itself brings into the power?
  7. The 10 second lockout is so annoying and unnecessary. If they don't want the hide happening too often, they should adjust down the PPM, but the lockout is gane design malpractice.
  8. Blaster's ranged scalar is 1.125, not 1.25.
  9. You didn't "imply" it was one, you directly stated it, suggesting that, "all the set's AoE are spenders." Of the three AoE powers in the set (Rending Flurry, Shred, and Savage Leap), only Rending Flurry is a spender.
  10. Shred does not spend Blood Frenzy, it builds it. They at one point contemplated making it a spender, but as far as I know it never has been a spender on live. It certainly is not one now.
  11. Well, who knows. I mean, maybe just a mistake to build that way, or maybe his build just didn't have enough recharge to drop Vengeful Slice from the attack chain. The classic non-Stalker DB chain uses Blinding Feint, which obviously isn't there on a Stalker. Assassin's Strike has a much longer recharge than BF, so you can't just sub it in. I'm a little surprised that he couldn't drop VS with both Zapp and AS, but... who knows.
  12. I don't have any direct experience with DB Stalkers, but... I don't think so? It doesn't seem any different from Vengeful Slice on other ATs, and it's not generally one of the good moves in DB. Decently high damage marred by long cast time, with Ablating Strike and Sweeping Strike and Assassin's Blades all being superior in DPA.
  13. This is extremely not true.
  14. Regen: Level 4 Quick Recovery. +30% recovery Bio: Level 1 Inexhaustible. +25% recovery, +add'l 10% with Efficient Adaptation available at level 10. Radiation: Level 1 Gamma boost. Complicated recovery that's based on your hit points, don't know what it cashes out to. Bio at least is pretty straightforwardly better. You're right that most other sets don't come in to their endurance tools until more like level 16 or level 20, but also level 4 is in fact too early -- nobody has endurance problems at level 4. I tend to find that endurance problems come on in the late teens. Again, back in the day, these powers would come later -- you'd get them at level 28 or something, and in particular I find that the early 20s, when you often have bad end redx slotting, are a brutal time for endurance. But with the earlier primary/secondary powers of a few issues ago, Regen's advantage has again eroded here. And while in some cases those powers do come late enough that there is a slightly awkward gap, it's also the case that they are mostly better endurance tools than Regen's pretty small recovery bonus. Even for a newbie, the first 20 levels go pretty fast.
  15. I really want to disagree that Regen has particularly good endurance management, and I frequently found myself in endurance binds when playing Regen characters. Yes, Quick Recovery is something. In the old days when Stamina came at level 20 with a painful two-speedbump prerequisite and far fewer armor sets had endurance tools, Regen had premiere endurance management. But the game has moved on. Now, armor sets with endurance tools: Bio Armor Dark Armor Electric Armor Energy Aura Fiery Aura Ice Armor Ninjutsu Psi Armor Radiation Armor Regeneration Willpower And it's hard for me to say that any of those sets has unqualified worse endurance tools than Regeneration (I haven't tried Obscure Sustenance, in fairness). Yes, there are nuanced questions -- like Electric Armor has great Endurance economy but it breaks late and that's legit a tradeoff. But I just wouldn't call out Regen as having a particular strength in Endurance management. It's not an actual weakness, like Invul/Super Reflexes/Shield/Stone, but it's not a particular strength.
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