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TNT

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Everything posted by TNT

  1. Force of Thunder would be a big help with its' knockback. You can even change it to knockdown. If you took a couple of the rad blasts that have stun you could supplement the stun chance in FoT along with stun/sleep chance in your melee attacks. Blapping should not be exclusively melee. Those range attacks are a good thing and there are ways of finding synergy. I don't think you should need power sink. End drain is fine if you have a complementary combo. But that is not helped by rad blast. I have run Radiation/Energy and Electric/Electric blappers. The elec/elec was built around knockdown and drain. The rad/atom was built around stun.
  2. I am leveling a dark/atomic these days and he is quite fun. I love to jump into melee range and wreak havoc. I am running him with a higher difficulty than my new blasters usually attempt, he is that good. He is currently level 28 and not running with set bonuses but I am planning something similar. My main difference is that I will be grabbing Flame Mastery for the hold and shield. He will be hard capped to s/l resistance and about 35% ranged defense. I know it isn't optimal but the -to hit in the attacks will help with that. Umbral Torrent is a great mitigation power, but I have the same problem with the range allowing me to tag the next group. I then need to run for my life. If I was at home I would post my proposed build. It can probably use some tweaking that a second perusal would get me.
  3. Nope, I have Lightning Field constantly running on mine. If it stays as the sustain power you won't have to worry about it toggling off due to mez. It may not tick damage during mez, but it is still active. At least that is true for now.
  4. I have been testing out the Electric Manipulation changes. Before going to the test server my elec/elec was using Force of Thunder and Lightning Field, but skipped Thunder Strike. I primarily used FoT as a soft control to knock enemies down with the Sudden Acceleration proc slotted, and then drained the blue bars to nothing while they were angrily getting up to pound me. I slotted Lightning Field for damage and end mod. Thunder Strike would synergize well with FoT but I disliked the animation time. I could use Havoc Punch and Charged Brawl in the same amount of time. Here is what I have found while trying to create a similar play style. 1. I am not a fan of the 100% chance for stun and 30% chance for knock in Force of Thunder. I will most likely drop it. Why not 45 second recharge and 100% chance of knock without the stun component? While I like to incorporate stuns into a bunch of my alts it is at odds with my established style for elec/elec. I have no problem with the way the power operates on the current live build. Sure I have to click it and wait out the animation but it works well and is different than most of the sustains. It is a great opening move and give soft control. 2. Dynamo works pretty well for my needs, I only slot with damage and end mods sets and consider the regeneration and recovery as gravy. Plus there is no endurance cost, so free damage, even if it is piddly. Count me in as one of those people that doesn't necessarily understand why a damage aura is the best place for a sustain power. Power Sink does seem a likelier candidate for that role, just move it to an earlier tier and maybe lessen the end mod effect, if it would be considered overpowered. 3. Thunder Strike looks to be my replacement for Force of Thunder. It does knockdown and the reduced animation time makes the power much more bearable. I just wish the collateral damage that it inflicts was a bit higher but that may be asking too much. As I stated, this is all based on my particular way of using the powerset. I know there are many ways to use the same powers to different effect. I guess this is just my 2 inf.
  5. I can see where you are coming from on this and I am not sold on the changes to Electric Manipulation myself, but I will need to test it out before making a solid judgement. There are two End Mod sets that have damage integrated, Power Siphon and Synapse's Shock, and they have decent bonuses. Maybe it isn't an ideal change but there are options for working around it. My initial reactions are very mixed. I learned to play my elec/elec on live as a sapping blapper. I created a new iteration, with the same general playstyle, on Homecoming and he plays quite differently than the previous version. I will need to be flexible again, if these adjustments go through.
  6. It would have been great if there had been a badge. Alas, just like the train and automobiles, you can't even hop a ride on the darn thing. They use ultra-slick coatings in Paragon City.
  7. TNT

    Pet Names

    My bots MM, Snap Crackle Pop Bing Bang BOOM On live I had a necro MM that used silent-film comedians "Stanley" Laurel "Oliver" Hardy "Roscoe" Fatty Arbuckle "Buster" Keaton "Charlie" Chaplin
  8. I run an elec/elec blaster and that should be comparable. I have a chance for heal proc from the Call of the Sandman set in Havoc punch and it goes off fairly often. Along with Power Transfer heal chance in other powers which fires off enough to keep me upright. I can't speak for the +end Performance Shifter in click powers. I only slot that in auto powers.
  9. I think shocking grasp is worthwhile. It has a good dpa, though it is a DOT so it initially looks lackluster when using it. Plus the hold is pretty good utility if you can stack it with itself or another hold. If you don't have endurance problems then you can skip power sink. I tend to skip thunder strike, though the utility of the knockdown can help with survival.
  10. TNT

    Claws attacks

    I stand corrected. I tested it out this evening and it seems that I was mistaken. Every time I got a critical with swipe it gave me the double indication. I must have been looking at other attacks that gave single crits. At least I can confirm that swipe does more than just double the damage when a critical hits. When that crit lands you get over 3 times the damage of a regular roll. Whether it will stay like that through the entire leveling process, I don't know. I also found that you only get a single critical when attacking from a hidden state. That is most likely due to the guarantee of getting one in that state. I have uploaded an image of the combat log. You can see why I was thinking it was a double crit.
  11. TNT

    Claws attacks

    If you look at the power information in Swipe it displays the base damage and then it shows two lines stating chance to deal x damage. The other attacks only show one crit chance. This is not true for the scrapper version of claws. All of those attacks only show a single chance. There have been many times that I hit swipe and it will display "critical" twice. The combat log confirms two additional hits plus the normal damage. Of course there are plenty of times that I only get a single crit message which is also confirmed in the combat log. I initially thought that the power description was just a copy and paste issue, but I have definitely observed it happening, and it is mighty sweet. As for your other advice, I was more or less on the same page regarding -res and recharge. I just got focus and have been forcing myself to ignore slash and it works pretty well with just DO's and hasten. I also thought that eviscerate would be skipped but hadn't decided. Thanks for that advice, it will save me a power pick. I figured that since I have to take swipe or strike, that I could slot it as a filler attack for times when my recharge is debuffed.
  12. TNT

    Claws attacks

    I have been on a stalker kick lately and I am currently running claws/dark armor. I know it isn't the ultimate combo but I am enjoying it. I am hoping the numbers folks can help me out. Which of the first two attacks is superior? I know that swipe and strike have very similar dpa. My question has more to do with the criticals. Swipe gives me two chances for a crit which is pretty juicy when I sometimes pull a double crit. How does that compare damage wise with the Strike single crit but higher base damage? In other words, which attack are claws stalkers opting to take and use?
  13. Tricksy Arrowses!
  14. I run a Tri-form WS. Orbiting Death is generally only used as a costume accessory and only has one of the ATO global procs slotted. I will power it up at the beginning of a mission and then it is forgotten. If I was running Human-form only, it would be worthwhile.
  15. You think you can change your @Global one time, via the menu pull down in-game.
  16. I think I started Issue 6. Maybe my memory is faulty but I remember slow jogging back to Hollows missions all the way from Atlas Park due to no hospital in the zone. Then needing to sneak my way to the mission entrance all the way across the zone. Ugh. Of course I was so new to the game that as a blaster I took the confront power so that I could pull just one at a time. Power descriptions can be pretty vague. That experiment turned out to be a massive learning experience. I had to hold onto that power a long time before I had earned a respec and changed powers. He became my main, an elec/elec endurance sapping blapper. I can't bring myself to rebuilding him here, despite all of the love I feel for that toon. I guess you never forget your first. :D
  17. I rolled a Plant/Rad that was pretty sweet.
  18. I finished my first WS on live, prior to the implementation of inherent fitness, and never used that pool., mostly thanks to Stygian Circle. You need to slot, at the very least, a recharge reduction enhancement in that sucker. Since you have inherent fitness put an endurance modification enhancement in the default slot and call it a day. As others have said, endurance reduction enhancements are a big help in attacks also. Maybe swap one of the damage enhancements out for this purpose. At least in the big hitters. More damage sounds good until you are flopping on the ground trying to catch your breath. Remember, "slow and steady wins the race." Don't be that hare with quick bursts of speed and then needing to rest. I was glad to see that you are at least slotting some accuracy. That can be a killer of the endurance bar also. Good luck with your purple haze death machine. I mean arrest machine. :D
  19. I currently have three on Homecoming. Water Bjorn a Water/ blaster from the Scandinavian fjords. Violet Tendencies a warshade. Brief Encounter a /Time corruptor that only sports a pair of tighty whities.
  20. I take either door 2 or 3.
  21. I am a former Triumph player that has finally joined up with my compatriots. My handles were @TriNitroToluene and @DynaMight. My main was an elec/elec endurance-draining blapper named Long Shock but I had many others that I played. I haven't decided whether I am going to remake any of my old toons or start fresh. I teamed up with quite a few of you and it is wonderful to see all of you back. Hopefully more will join in.
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