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Posts
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Yeah. Unfortunately, those mallets are going to be a lot of your damage output. Otherwise, you're going to have to rely on Propel, which animates slower than both mallets put together and does quite a bit less damage.
Here's hoping the new alternate-animation push gives us mallet-free animations at some point. For that matter, mallet-based Stone Spikes and Tremor would be kinda cool - hit the ground with the hammer, and stuff happens. -
Actually, all Defense Debuff enhancements and Defense Buff enhancements are enhancing the same thing (a defense modification amount, either positive or negative). It's just that for all of them but Hami-Os, you can't slot a Defense Debuff enhancement into a Defense Buff power. Of course, you're allowed to slot Hami-Os in anything that accepts one part of the enhancement, like recharge, endredux, or acc.
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Also, isn't Singularity commonly known as Singy? I know it doesn't have the same panache as Spotty, but it is fairly common usage.
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Riot Control (a device-based control set) would be nice, just so that we can have a Controller/Dominator without obviously supernatural powers.
Gravity Blast is another great one. It'd be like Energy Blast, but with the ability to clump things up as well as scatter them (downside - pure Smashing damage). The T9 as a TAoE, which actually spawns a pet that drops an AoE Teleport Foe, a Soul Drain-like damage buff (that deals no damage) and then a big AoE attack, possibly with knockback from the pseudopet, is absolutely brilliant -
Quote:This post inspired me to make a Cold/Rad. No other Defender set gets a power that completely incapacitates one enemy at level 1. Seems to me that good use of Infrigidate and Snow Storm should give you a lot of survivability.I'm almost positive the reason Cold ranks so low here but so high in "what would you bring" type conversations is that Cold brings so little mitigation to the actual user. Even Force Field and Empathy have a really good low-ish level power that helps them survive. While it's not popular to talk about, the lack of a self heal or personal mezz protection in Cold is really noticeable relative to other sets outside of IO'ed builds. The only sets in a similar position are Storm (which can sometimes get by thanks to the sheer chaos it brings) and Trick Arrow (which... well yeah).
And, of course, the best mez protection is a Tanker. -
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Quote:Nice graph. I'm just eyeballing it, but it looks to me like the biggest gain is at about 2/3 of the damage being dealt by confused enemies?Here is a graph. The blue line shows XP% if damage were cause by a third party not on your team, while the pink line shows XP percent if the damage is done by a confused foe:
At that point, you get two thirds of the rewards, but only need to deal one-third of the damage - you've basically doubled your XP per point of damage dealt, and done so in a very high level of safety. Sounds good to me. -
Well, GA, I guess we'll just have to wing it. I'm on @AnElfCalledMack. My only 50's a Tanker, but I can grab her a jetpack and help out if I'm online. Send me a tell if you need someone.
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Quote:Procs that affect enemies will check on each jump in the chain. Procs that affect you (like the Entropic Chaos self-heal proc or the Force Feedback +recharge) will only work normally for the first target. What actually happens is that the proc is checked, but if it fires, it gives the benefit to the caster of that jump: an invisible, invulnerable pseudopet spawned on top of the last target. You get no benefit, and the pseudopet dies almost immediately.Each proc checks independently of any other proc(s) in the power and does so against any and all targets in the area every 10 seconds when placed in something like Mudpots or Hotfeet.
Chaining powers I'm not as certain how they work but I would expect at best they'd check once for each target in the chain. -
You might have missed the memo, but the first weekend in November is apparently Rikti Invasion Weekend. Four days of non-stop, carpet-bombing, Heavy-spawning, portal-summoning mayhem. So planning for a little bit of dropship raiding might be a good idea.
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Quote:But if the Rikti are demanding it, then they are plural, aren't they?The Rikti are demanding that we refer to them as persons as opposed to sheep, hence the "s"...
Spelling: Importance: None.
Plan: In motion.
Earth: Conquest: Inevitable.
Oh, shut up. You're just annoyed you couldn't figure out that crossword, aren't you?
Word puzzle: Pointless.
Solution: Not needed.
Rikti: Effort: Not wasted. -
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Quote:Easy way to check if they're really confused. Did they attack each other? If not, they're not confused enough, and you're going to take an alpha to the face if you charge in. Basically, if you're trying to use confuses as a primary form of control, don't swing until they do.I've noticed this as well on my Elec/Rad. All the more annoying because I'm in melee. They LOOK confused so I rush in and WAP! I get stunned. Retoggling Conductive Aura and Choking Cloud and reapplying RI and EF gets annoying after a while. Otherwise Elec/Rad rocks!
Edit: I just noticed I'm in the Dom boards. I was talking about my troller. -
Quote:Awesome name. I called mine Baffle - you know, the bit on the back of a speaker that means you can hear them from more than three feet away.I have a Sonic/Sonic named Sound Judgement. Teams love him.
She's a blast to play solo, thanks to all that -res, and turns teams into wrecking balls. Had one very fun three-man team with me, a Bots/FF MM, and a Mind/Empathy troller in Praetoria. For lowbies, we were steamrolling. -
Quote:And given that I19 seems set to arrive in November, January or February 2011 is a perfect time for I20. It fits too well not to be true!I don't think it's a fair assumption to say that since there was proliferation in issues 12 and 16 that there is going to be more in 20. Two pieces of data is not enough to make a pattern. Issue 12 came out in May 2008 and issue 16 came out in September of 2009. I could use this to say that the next round of proliferation is in January 2011 and it would be just as arbitrary and inaccurate as saying that issue 20 will likely contain proliferation just because 12 and 16 did.
Thanks for the heads-up on I20!
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For optimal results, frankenslot (use set IOs for their enhancement values, not their set bonuses) rather than using IOs. Sets, especially sets that contain "pure" components, and strict common IO builds (which can actually be more expensive than buying/crafting IOs from cheap sets) should probably wait until you can slot level 30 IOs - at that point, you outperform a +0 SO. Once you can slot level 40 enhancements, common IOs outclass SOs entirely.
Personally, I quite enjoy not having to reslot my powers every five levels, so I tend to frankenslot ASAP. You can usually get a cheap Def/End, Res/End, or Acc/Dam for about as much or less than a 25 and a 30 SO. You can even get some helpful +HP, +regen or +recovery by two-slotting some of the sets available. -
Sonic Resonance, Gravity Control, Mercenaries and Ice Blast are fairly uncommon. Personally, I don't see a lot of Electric Armor tankers, either. None of them are unheard-of or excessively weak, but they're not things you see everywhere.
Really, if you want to be unique, it's more about the combination than either powerset. Grav/Earth Dom, for instance, isn't common, since Grav tends to use distance to help deal with its lack of AoE control, while Earth is more of a melee assault set. But it's a great combo for knockup and knockdown, especially since the immob does solid damage and doesn't prevent KB. Look for angles and synergies between seemingly opposed powersets - they're almost always there. -
They still need to animate Taunt or Confront with the whip out. Could be a simple clone with the whip sitting in one hand, but that might have clipping issues and if they're making five more powers, why not have an "aerial whip crack" taunt animation?
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Well, Malta Gunslingers are stupidly accurate, so Ice is going to have a few problems with them. Aside from that, you haven't played the character in months. It might take you a week or so to get back into the swing of things. Tanking's not like riding a bicycle - you do start to forget the little, subconscious things over time.
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There were some very confusing patch notes about this. IIRC, they said that they reduced the self-damage component from scale 2.75 to scale 3.0, which makes no sense. I don't recall seeing any corrections or further explanations of what actually happened.
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Quote:Because a TAoE debuff on a long timer is another clicky to manage. Sometimes, you'll "waste" it on a spawn that isn't going to last the full duration, and not have it up for the next spawn. Other times, you'll hold off and make a spawn take longer than it has to. Ally-centred toggles are a really interesting mechanic, and I'd like to see more of them in the game.I really like the Sonic power set but I agree it could use a little work in a few area's. Liquify as most have said needs its recharge shortened. Not a lot any reduced recharge would be great.
On the -Res ally toggle why do we not have something like the LB sonic grenade? a Targetable AOE that is useable solo. Of all the powers Long Bow use I think this is the most hated and we don't have it. We have to hang ours on a teammate. I rarely use it due to END cost concerns. Reducing the END cost if we have to keep its current form seems the only compromise I can think of.
Liquefy and Clarity, though, need looking at. Liquefy is nice, but needs to recharge faster - compating it to other "mitigate one alpha" buttons available to Defenders, the recharge is really disproportionate to the effect. Repulsion Bomb doesn't debuff as well, but the stun duration is about 250% longer than Liquefy's hold... and the recharge time is one tenth of Liquefy's. Repulsion Bomb opening every spawn is possible if there's no-one on the team who can take an alpha. EMP (arrow) recharges in a similar time and cause a recovery crash for 15 seconds... but they deliver a 22 second magnitude 4 hold unenhanced. They don't just mitigate an alpha - they shut down a spawn entirely, quite possibly for long enough to kill them. Fearsome Stare is permable, but that's Dark Miasma for you.
Clarity, on the other hand, is overly redundant. There are times you'll be incredibly glad you had it, but they're few and far between. Dispersion Bubble gives +Res along with the mez protection. Would it kill Clarity to give a little something so that putting Clarity on someone with mez protection (either from your bubble or one of their own toggles) isn't almost always redundant? Maybe a little +Res(Psi)? Sonic doesn't give much Psi resist, but it seems thematic that a bit of mental Clarity could help against mental attacks. Or if the point of the power is to help stop people being overwhelmed by heavy mezzers in large numbers, maybe give it some +Res(Hold, Stun) to go with the extra protection? -
20% chance every 10 seconds, though. Very nice when it does happen, but not something you want to rely on. You'll get occasional spikes of endurance, but sometimes the procs won't fire and you bottom out. Better to deal with the Sappers or whatever before that happens than to really lean on the proc.
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Quote:Performance Shifter: Chance for +End has a 20% chance to give 10 End every 10 seconds in an auto power. That means you average out 2 end per 10 seconds, or 0.2 EPS, regardless of the value of the power it's slotted in. Stamina has a base +recovery of 25%.Anyone know the stats on when the Performance Shifter +end proc is better to choose than just an end mod in Stamina? I recall someone saying that until you have Stamina to the ED cap for End Mod, that's the better choice (or if you only have 3 slots, going for end mod with all those is a better choice). Just wondering. I'm quite sure that it would be better than one end mod slot in Physical Perfection, though. With inherent Fitness, I'll have an extra slot to play around with, so I'll put it where it would help most (maybe 3 slot Stamina for end mod, and use one of my 2 slots in Physical perfection for a Performance Shifter.
The formula is MaxEnd * (1 + RecoveryBuff) / 60, so the break-point between EndMod IOs and PS procs is when the enhancement (0.424 of the power's Recovery buff) gives an extra 0.2 EPS.
0.2 = (MaxEnd/60)*(0.424*PowerRecovery)
12 = 0.424*MaxEnd*PowerRecovery
28.30 = MaxEnd*PowerRecovery
For a character with no MaxEndurance bonuses, that means the IO is better if the power's native recovery bonus exceeds 28.3% - so Quick Recovery gets more from the IO, but Stamina prefers the proc even on the first slot.
If your maximum Endurance is 113.2 or more, though, the EndMod IO pulls ahead in the first slot. Regardless, if you're three-slotting stamina, QR, or whatever, the third IO is hit by so much ED that it's only worth 0.1412 actual enhancement, replacing the 0.424 in the eqation, and giving a no-MaxEnd-boost break point of 84.99% native recovery boost. To get that down to even Quick Recovery's 30% boost, you need 283 Endurance at maximum. So yeah, the PS proc is definitely a better deal for the third slot.
Also, the PS proc is not unique. You can slot it in both PP and Stamina, and enjoy an extra 0.4 EPS. If you only have one, though, put it in PP - lower base values means smaller gains from normal enhancements, and a bigger relative gain from procs and their constant boosts.