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Posts
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Whilst levelling up (until 40 or so) I had a split of Tamage, Taunt and EndRed in Mud Pots. I always found i to be a good power for strategic slotting - more Taunt for big groups, more Damage for soloing. These days I don't have any real End concerns and better means of doing damage so it's a mix of Taunt and Slow, which are a great combination for aggro management. I think remaining flexible on slotting this power is a very good idea - it has lots to offer. NB. The debuffs are still auto-hit, so you only need to slot for damage if you want it as a primary damage power - which it can be good for in earlier levels but isn't it's strongest point IMO.
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A quick follow up to my own post, but it's now been confirmed here by Geko that Burn is amongst the powers which will now be boosted by any buffs their caster has at the time of use. Normal pets and traps won't be effected.
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For instance they could make Fiery Embrace a normal Build Up power rather than a slow one. Or make it less effective but almost permable.
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If (as would seem quite likely) Burn benefits from the 'Blizzard' changes being discussed in the other States thread it would be a pretty useful buff to the offensive side of Fire tanking - particularly for those with Fiery Embrace. -
Frozen Aura has nothing to recommend it whatsoever. The nicest thing I can say about it is that it left a slot free to pick another power. Changing it from a Sleep to an Immobilise would instantly make it a very attractive power more in keeping with the set than an extra chunk of damage, IMO.
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Mud pots does not immobilise. I have pvped with both my stone tank and stone brute and not once has it ever immobilised something.
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It didn't used to - but the description of the power now says it does - check it out!
...except...I think I remember now it is an Immob Vs. Minions and I don't think this is a change. But then Tundra is saying it has worked in PvP as an Immob, the description says:
"Immobilizing some and slowing others"
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No change, it always has. I used it to immobilise both Lifeline (Defender) and Enzyme (Blaster) within days of the Arena going live. Immob resistance is very common in PvP builds, though, so it's not surprising you don't see it work often. -
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Mud pots does not immobilise. I have pvped with both my stone tank and stone brute and not once has it ever immobilised something.
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Mud Pots has always been a low-Mag immobilise, it was just hard to notice since everything was also Taunted so didn't run away anyway. I've immobilised both Defenders and Blasters using Mud Pots in PvP, and it can easily be confirmed that it immobilises minions in PvE - eg. by dropping an Ice Storm on them as I regularly do. It's very low magnitude (Mag 1, only immobilises minions in PvP), so the prevelance of Combat Jumping in PvP builds might explain why you've never seen it work. An enemy with no resistance will be Immobilised, though.
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Yes folk seemed to think for some reason mud pots was auto hit before when it wasn't, certainly as filth says it could hit things much higher in level than you, but it on the flip side no matter what level enemy you were potting even -20s, if there were 6 of them, 1 or 2 wouldn't be hit with each tick of damage.
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Confusingly enough, the patch notes also refer to it as having previously been auto-hit, whilst they refer to Hot Feet as having a flat 75% ToHit. -
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stone is one of the few with psi damage protection wich is handy against some of the AVs later on , (speaks the voice of xp )
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The Psi defence in Stone is low enough now that you need additional inspirations or buffs to tank a Psi AV. It's still quite handy against lower ranking Psi enemies, but since there are usually other (more damaging) attacks flying around at the same time it doesn't see much use any more. -
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i use the mid pot for : (i) hold aggro (ii) minion killer. So i guess it isnt gonna make much of a difference. Cos t0hit's for minions must be pretty low anyways.
Wish they could tweek it so that damage is better - i think its possibly one of the lowest AoE effects in the AT!
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At least one of the other notes I've seen on this change suggested that Mud Pots' damage has been increased to compensate for the Acc check - the original figure was 33% more, but I think it's been revised downwards a bit. US boards are down right now so I can't look for Castle's post on the subject, but I think it wound up as somewhere closer to a 20% damage increase. -
I'm sure it's about Stalkers to a large extent, but there also seems to be a general move to remove all auto-hit powers from the game as part of the attempt to balance Defence, ie. enemies should be losing them too at some point.
I mostly slot it for taunt and slow anyway these days, so won't be effected too much, as long as its Taunt still gets applied as an auto hit with the debuffs.
It should be noted that squishies can only jump out of it after taking a break free thanks to its Immobilise - I've caught several surprised Blasters and Defenders in it and if I'm feeling cheap I can either TP them back in or TP next to them until they run out of the little purple pills.
My other favourite late-game use for it is to hold a group of minions in place whilst I drop Ice Storms on their heads, and it still works for that too - which is nice.
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US boards are back up now and the damage increase was indeed 20%. Here is the link -
My experience with my scrapper is that Hasten mostly helps with getting the slow recharging defensive powers up again quicker (Dull Pain, IH and MoG in the case of /regen). AFAIK Martial Arts has always been able to put together a rather nice Hasten-less attack chain.
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The base buff from Tactics for scrappers is so pathetically small that its not really worth enhancing. I'd say I need the recharge: I have two in at moment as I'm levelling, and even with Hasten active theres a few seconds of downtime in the attack chain.
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Admittedly it was mostly for PvE, but judging by DVM's experience slotting up the 7% TH bonus is well worth it (although obviously less so since ED). I look at it this way - I'd bother slotting 7% DEF, so it's worth slotting to negate that amount of DEF too, which is effectively what the TH buff does. A small TH buff is way more effective than first impressions suggest. -
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I have already said that the PbAoEs and AoEs do NOT work.
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Either you were out of range (unlikely for EMP) or you missed - much more likely since the Stalkers have a healthy DEF buff from hide. But ther are yellow Insps (at a whacking 50 Inf each) and Aim (available, I think, to all Defenders) which cut through DEF like butter. Anid 1 hit from Irradiate and you don't need to worry about their DEF any more. -
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I like the idea of PvP - I don't even care if we're outnumbered.
And no, Choking Cloud doesn't interrupt this; and I could see where they were most of the time on my map - because they were orange dots since they were bounty targets. I could actually target the player on the map, and go right up to them - but I couldn't attack them. As Kajata said it's IMPOSSIBLE to keep moving all the time.
1. Noone should be one-shotted by another player of an even-level.
2. Stealth shouldn't make players intangible. If I can see and select a player from the map, know where he is within feet; why can't I attack that player? Why do I just have to stand and wait until I get one-shotted? (Or go somewhere else, try to attack a rare non-stealthed villain then be one-shotted by his buddy)
This is ridiculous.
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You can see them on your map and get next to them, but not target them... PBAoEs would seem to be the way to go - both Irradiate and EMP ought to be pretty handy (Choking Cloud is too inaccurate to rely on, I realise). If you have Aim as well that would help even more, of course. -
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Yeah my blaster is elec/elec/elec. The point still stands though, 2 target hits with Powersink and you are on full endurance. 1 target isn't too far off either mind you. Short circuit may return a little but not a great deal as far as I know. I'll do some testing on it next time Im in PvP but it certainly isn't its primary effect and in no way on par with being as good for an endurance gainaing power.
One thing short circuit does do however is stop the target from regaining endurance for a few seconds which is handy, it also has a much higher aoe range.
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Short Circuit returns no End to you, only the single target attacks do that AFAIK. It's quite noticeable on Lightning Bolt and Havoc Punch - definately not there on SC. A shame, I was hoping for a little End return from Lightning Field too. -
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Butterfly tetrahedron omikron nougat.
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You've been re-reading Grant Morrison's Doom Patrol and I claim my £5. -
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If you're dark you need to go into Leaping anyway to get Acrobatics, since Dark gives no resist to knockdown. So I say combat jumping.
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Hover works fine as Knockdown protection for my MA/DA (spin in place being much quicker than falling over and getting up again). Needs a couple of slots, but worth it for the mobility IMO. -
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Hell Now I understand why my empath ends up welded on to the teams tanker on missions
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FWIW, if you're the only one on the team the Empath needs to heal I'd say you're fulfilling your role as a tank rather well. As Faultline says, you will get less squishy later. -
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How is he level 37 and transferred from the USA? can you copy toons from them to the uk, can we go an invade them? But he's welcome to join us but the SNHS might be a better place for him at the moment due to his level, we are all under level 12 at the moment... the SNHS has a much broader spec at the moment and hopefully we will have a coalition with them soon.
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By the time I get around to playing him regularly you'll probably have caught up...
He was a character I played on the US Guardian server before coming over here for EU beta/launch. As far as I know transfer is only US -> EU, and since transferring him seems to have closed off my US account I don't think it's the sort of thing you's want to do for raid purposes...
It does mean he has some fancy badges to bring along, though and I've always rather fancied and all Rad team since first hearing about Buffer Overrun in the US. -
The only way in which Provoke can hit more targets is because it recharges slightly faster and has a larger AoE. Both are limited to 5 targets per application, and Taunt is auto-hit, so will always hit 5 if there are 5 within range - it also has a longer base duration. AFAIK the 50% rule for PvP applies to all Taunt powers.
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Do they give an average of 20k per solo mission, at 10-15 minutes per mission? If so, I feel I may have misjudged them.
Edit: 20k might be a bit high, but it's HUGE.
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I don't remember the exact numbers now, but there's a huge amount of xp in them and the missions themselves are quick (10-20min sounds about right). You'll take 10min getting to each mission until you learn to use the gravity jumps, though, unless you've got Fly or TP to get around. Very fertile soloing territory indeed (and an endless source of top tier Insps) once you get used to navigating the place, though.
I'd be inclined to leave it until 42-43 though. The wandering mobs are likely to be very dangerous before that. -
Could I sign Neutrino Ghost up for this? He's lvl37 and newly arrived from the US servers so feeling a bit out of place.
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* Powers that increase your Max HP, like Dull Pain, Earths Embrace, and Kuji-In Sha will now be affected by Heal Enhancements. That is, Heal Enhancements will improve how much the target's MAX HP is increased.
Will be good but it will heighten the difference between Dull Pain being on and off. Dull Pain is even more of a must have power now. Of course Fire tanks are ignored in this buff.
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It will also make up for not being able to double stack DP any more, which used to be a favourite way of surviving an AV alpha. -
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I have Unstoppable and hate it. I believe Inv tankers are divided over this power.
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Maybe worth pointing out that since the enormous cut in Mez resistance, Unstoppable is just about the best defence in the game against Mez heavy enemies - not only is it a Mez protection in its own right, but uniquely amongst Tank defences it's a click power so you don't lose all damage resistance the instant a Mez does land. -
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For a Brute I'm not sure.
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An aside about Mud Pots - it always used to be that the Slow it caused was -Speed only so it just kept things near you and immobilised minions. It's recently started claiming to also be -Recharge. If this is true (haven't tested it thoroughly, but I think it probably is) then it has become better for a Tank and worse for a Brute. Marginally so in each case, though, as the -Recharge will only be small. -
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e.g im gonna calculate what the chance is that ALL toggles drop (due to obsidian falling) with a 100-75-50 attack.
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I make it approx. 27.6%
And yes, I am bored. Since you ask...
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i got 36.6 for the first attack, you made a typo?
anyway, adding the 2nd rampes it up to about 2/3rds
for explanation see the above.
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Nope, your calculations look fine. I was working from Question's 9 starting toggles.