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Posts
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Quote:Sorry, not worth it except for SR characters who keep Elude even once they're softcapped against everything else.Is clicking Elude that much of a sacrifice? This is one of those few reasons to actually take it even on a softcapped character... especially after the Fitness pool goes inherent. Elude with a single recharge IO is enough to take a softcapped build over 70% defense to deal with annoying pets.
Not every softcapped character is Super Reflexes. Shields, Ice and Stone can't get 70% defense, and they're defense sets. And plenty of people take a squishy character and softcap to one position, at which point 70% is ridiculous to try and obtain. -
Theft of Essence: Chance for +Endurance in Dark Regeneration.
Beyond that, try building for defense. There's not a huge amount in the set itself, but depending on budget, you can get S/L, melee, S/L/E/N, or even S/L/E/N/F/C or all three positions up to 45%. At that point, you have something ridiculously sturdy - capped defense, solid resistances, and a truly massive heal.
Another option is to take more recharge, recovery and AoEs. If you're in a big spawn, the Theft of Essence proc can make Dark Regeneration return more endurance than it costs. Throw in Dark's ability to mitigate through mezzes, and you can cut through a spawn in a very short time with little loss of Endurance. -
No, that's the lack of positional tags. Master Illusionists and Illusionists have a number of powers from the Illusion power set available to players. Blind, the single-target hold, is tagged only as a Psionic attack, not Melee, Ranged or AoE. Only Psionic defense will protect you from this attack. So Super Reflexes has no native defense against those attacks - and a Master Illusionist and its three copies are putting out a lot of Blinds.
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Quote:Players and player pets (and by extension, NPC pets that are copied from PC powers, like Tuatha's Stonies or Malta gun drones) have a base to-hit of 75%. The defense soft-cap against these opponents is indeed 70%, and 45% will drop that chance from 75% to 20%. Achieving these levels of defense is extremely difficult if not impossible, and will probably not be worth the sacrifices required to achieve it.Most pets (players and NPC's summon pets) have higher accuracy. How much exactly?
Lets say that on have 75% chance to hit you. Then a "soft capped" character with 45% def would still have 20% chance to be hit? But a character with 70% def would be soft capped even against pets? Or did i get wrong all the maths there? -
Quote:Common EndMod, Performance Shifter EndMod, Performance Shifter +End Proc is the default slotting for three slots. Four slots (Performance Shifter EndMod, EndMod/Acc, EndMod/Rech, proc) is also handy - the set bonuses make up for the slightly lower enhancement bonuses compared to two commons, PS EndMod and proc.Unless you're putting Sets in Stamina, two slots is all you want to drop in it. Three Common IOs pretty much ED cap it.
The Chance for +End proc has a chance to fire every 10 seconds, and is a 20% chance for 10 endurance, averaging 2 endurance per 10 seconds or 0.2 EPS. Thus it's equivalent to about +20% Recovery. Since Stamina has a base Recovery buff of 25%, that's equivalent to about 80% enhancement of Stamina - a lot better than an EndMod IO of any level. -
Quote:Just about any tank works well with a Kin. Willpower wouldn't be the best, since it already has great recovery, doesn't benefit from recharge, and can have issues holding aggro. Every other type of tank thinks Kins are delicious.the only other question i have is, would fire/elec be the right set to play with the fire/kin corrupter, or would something else like maybe shield / * make more sense?
Fire/Elec, on this team, will make for a great steamrolling team. /Kin takes a while to mature, but Fire/ gets all its direct survivability tools by level 12, so you'll be in a great position to keep the Fire/Kin happy when they're at their weakest. At the other end, Fiery Aura will be a little less sturdy than the other tanker primaries, but Fiery Embrace plays so well with Fulcrum Shift (it adds extra fire damage that is buffed by +dmg effects) that you'll be able to steamroll through missions. And the great thing about a Speed Boosted Fire tank is that if they can't kill you in 30 seconds, they can't kill you.
Shield Defense would give you better end-game performace through capped defense, and add another AoE nuke, but you would then have two of your three characters being relatively late-blooming - the Fire/Kin really peaking once it has Transference and Fulcrum Shift, and the Shield/ waiting for an IO build that'll push it to the soft cap. Might make the lower levels a little awkward.
Frankly, it sounds like a great little team. Nearly any Tanker primary will do the job, since your real obligation is to keep most of the aggro off the Dom and Corr who will be horribly mutilating your foes. Fire/Elec does that through heavy AoE damage and Gauntlet, but any tanker has ways to keep themselves, and not the squishies, as the centre of aggro. -
Quote:Actually, I always find that I outlevel the second moral choice arc in Imperial, and have to turn XP off for a few missions if my plan involves a side-switch before Neutropolis. Losing a little potential to gain XP would be perfect for that.Unless you are in Praetoria. There are such a limited number of missions available unless you are willing to ignore the power/responsibility and warden/crusader divisions and do both sets that you can easily end up street sweeping entire levels between contacts without confuse removing a portion of the available in-mission XP before you earned it.
May contain traces of spoilers. You have been warned.
The barrier between Resistance and Loyalist is real, but not absolute. Characters can and will cross it. One of my characters couldn't support the detonation of a neutron bomb, and abandoned the Crusaders because they were mad and dangerous. Another felt that Chief Investigator Washington was acting outside his authority (and, you know, risked getting Praetor White really mad) when he ordered Cleopatra's execution without trial. She defended the rights of an Imperial citizen, and before she knew it, she had to take refuge with the Resistance. Yet another simply had an anger management problem. When Reece came at her with lethal force, she responded in kind, then had to run for the tunnels. Yes, that last one was a Brute. A Praetorian's story is around five arcs. That means "purity" isn't always going to work. Sticking to your ideals in a world like Praetoria isn't easy, and the devs are under no obligation to make a plan like "pure Warden" easy either. -
Quote:Fair enough.I hate Mind on Dominators. Don't know why.
Also I think In Memoriam works. First I lay down the flowers (Plant) and then I cremate them (Fire). >.>
I mean, I'm the one considering rerolling Sgt. Spacewarp (a Grav/Energy Dominator I enjoyed for a bit... then abandoned) as a Grav/Fire. He makes space-time eddies that agitate the molecules of the air until they catch fire...
Okay, it's just a better pairing for a hovering, hard-target-obliterating Dom. -
Quote:Kinetics has just the one heal. Transfusion is handy, yes, but most of what a Kineticist does is buff you. You'll be much better at the things you do, but if you don't have the powers that do them, you're in trouble.Since i'm going to have a kin healer, is healing myself that important while leveling?
She also does mad fire dmg, so i wasn't too worried about doing dmg while leveling, should i be focused more on dmg?
I'm liking the build Brakner through together, just not sure how i feel about hasten,hence the feedback question about healing myself.
Yes, Healing Flames and Burn are big parts of Fiery Aura's mitigation. Personally, I think Hasten is redundant, especially with a Kineticist giving you Speed Boost in the 20s, but you're a resistance tank. Lots of attacks hit you. Not many of them hit hard, but you need to get your health back up somehow, and Healing Flames is how you do that. Transfusion is nice, but HF is faster, and that'll give the Fire/Kin more time to blast.
The other side to a Fire tanker is that defeated foes do no damage. Burn + Thunder Strike is going to leave a whole lot of defeated enemies, and every enemy you defeat is one less that can hurt your team. Your little trio has a lot of damage, but somewhat limited mitigation. Fire/Elec can't really add much mitigation except by dropping things, so build to drop things quickly. -
I've played Fire/Earth. It does indeed have a lot of AoE yumminess, though you need to be a little careful with Fire Cages, since knockup/knockdown is a huge part of /Earth's survivability. Char animates stupidly fast, though, so it's very possible to keep two guys held and a third on their back indefinitely from a very low level. And while the PBAoEs all have different ranges, "Immobilise everything then get as many things as you can in Mud Pots range" is a pretty good guide.
Power Boost is fantastic - Power Boost + Domination + Flashfire will leave an entire spawn reeling for almost a minute from level 20, while a Power Boosted hold on a boss is a beautiful thing. Add in Seismic Smash, and you have truly amazing levels of safety without really sacrificing damage potential.
As far as Earth/Fire synergy goes, Earth is probably the safest control set. It sacrifices damage for debuffs and extra control. It's great at keeping enemies out of range and unable to hurt you, while vulnerable to counterattack. Fiery Assault complements that fantastically, giving you heavy-hitting ranged attacks that don't provide much mitigation. Even /Fire's lack of a ToHit debuff is made up for by Quicksand, an autohit defense debuff. Rather than power combos, Earth/Fire is just a matter of the two sets meshing really well, playing to strengths and covering weaknesses.
Frankly, either is good. Fire Control and Earth Assault are mainly melee sets, and so work very well together. Earth Control and Fiery Assault are mostly ranged sets, and work very well together. On the other hand, Earth/Earth has most of its damage in slow-recharging attacks, while Fire/Fire could probably use another heavy hitter, and both of them will be bouncing around the battlefield, with some powers best at range, and others right in someone's face. -
Quote:Fantastic name, and congratulations on it being free!Alright, so I took the advice in here and rerolled Legend Breaker as a Stone/Dark brute.
Now get this: Stroke of luck #2.
I also remade the Plant/Fire Dominator and scored the name In Memoriam. What are the odds?
...Now why isn't "In Memoriam" Mind/Psy? -
Quote:How is the assumption incorrect? You have issues getting invitations for your Stalker on your server. A number of people on other servers have no problems in getting their Stalkers invited to teams, myself included. Simply raising my "Looking for team" flag on my Kin/Elec Stalker will get me an invitation to a tip team or similar in fairly short order on Justice.That would not be a correct assumption.
I get team invites for my brutes and MMs all the time. The problem is getting team invites for my stalker. Dominator has some issues getting teams but not nearly as bad as my Stalker.
This is still an MMO, and I would be nice for teams to a want a stalker. Heck, there are a few other ATs that need some love too.
Tanstaafl was not, as far as I can read his/her mind, claiming that there is no-one teaming on your server. The contention was that people refusing to team with Stalkers (or some other AT) is a problem that is likely only found on some servers. And ultimately, if you can't get invitations to a team and it's really bugging you, start one. Look through the LFT window and grab some people who are up for a mission or whatever. If no-one wants to join the Stalker-led ITF, start something else and make a few friends. Tip teams are quite popular at the moment, and could often carry at least one team member quite easily, so even if they're thinking "lolstalker", they'll still run the mission... and then be thoroughly impressed by how much damage you put out and the ways you can manipulate aggro, at which point they might think about running that ITF.
In conclusion, it seems likely that archetype discrimination is a problem found far more on some servers than others. And regardless of this, there are definitely things you can do about it. -
Quote:I had that one. Have a little faith. The download got interrupted halfway through Sounds.pigg, the single largest file in the download. When you restart it, it starts from the beginning of Sounds.pigg, but until it gets some new data, it says there's no progress. Since there's no progress, the "time to complete" goes to some ridiculous amount, as it's just measuring the average speed of the progress bar.LOL no disappointment, just do what you're comfortable with.
If you can find the old stuff to build on the novel, thats cool; if not, just tackle whatever comes to mind as the inspiration flows. Great writers get better with every fresh thing they tackle, so either way you can't go wrong.
BTW, Here's a screenshot showing the sort of problem I was having with downloading the COH game:
If you almost finished Sounds.pigg before you were interrupted, it might take quite some time to see any progress.
Regardless, best of luck with the install, and I hope you get to enjoy the game soon. Great poster, too! -
Quote:It's called Energy Aura. And like Pain Domination, it plays very little like the set it supposedly replaced.Pain Domination was intended to be the villain version of Empathy, so that suggests that Brutes could get something which is intended to be their version of Ice Melee/Ice Armor, but lacks the -recharge which supposedly causes trouble for Fury.
Personally, I think that just replacing Chilling Embrace with something like Artic Fog, which provides the Brute with Stealth (like Cloak of Shadows and Energy Cloak) and applies a -Dam debuff to all foes in range would solve the problem. It could be called Cold Armor. I actually suspect it could be left alone, with the new Fury, but I think the variation would still be, if you'll pardon the pun, cool.
Really, if they didn't have a problem with brutes in Granite, I don't see why Chilling Embrace or Ice Sword would be a problem. The -recharge in Granite is going to put a bigger dent in your fury bar than any slowing of incoming attacks. Ultimately, an Ice/Ice brute is going to be far more dependant on attacking to build fury, and will balance out a little lower. That's fine - Ice/ and /Ice giving up a little damage for a lot of sustained survivability (it doesn't help with the alpha, but it's invaluable in longer fights) is exactly what was expected. -
Quote:AoEs definitely work by rolling against all targets in the area until they either reach their target cap or roll against all possible targets. I'm not sure how that interacts with chances, like Pendulum's KD, but Burn or Pendulum in a large crowd will almost always hit its cap.Interestingly, I think all the target caps work that way. Pedulum, the axe cone attack, is capped at 5 targets, and has a 50% chance of knockdown.
In large crowds, uf it's picking out 5 enemies, making a to-hot roll on each, and then making a 50% chance of knockdown on each one, we'd expect to often see fewer than 5 foes hit and usually only 2.5 or so knocked down.
But the actual power in use almost always knocks down 5 enemies if the crowd has substantially more than 5. It behaves as if it's checking 50% knockdown on each guy and just keeps rolling until it collects 5 or runs out of enemies in the crowd, whichever comes first, then stops.
I don't know for sure how it actually works, but it sure looks like that's how it works. The implications seem to be that AoEs will work better than one might expect from their descriptions.
I myself and really liking the new Burn, but the character I'm using it most on has 3 other AoEs and a damage aura, so I am throwing Burn into a chain and not relying on it for all my AoE.
It's actually how the chain powers work - they drop an AoE with a target cap of 1, so they roll until they miss everything, then mark that target as unchainable for a couple of seconds. Again, in a crowded area, they almost never miss everything, but they will be "attracted" to creatures with lower defense, as they'll be hit by the AoE attack more of the time. -
Quote:Uh, I think you got that backwards. Dark Blast's aprimary for Corrs, so Corrs get Night Fall at 12, whereas Defenders have to delay it for Stamina.Yeah. Gloom, Tenebrous Tentacles, and Night Fall are the "must-take" powers in Dark Blast.
Dark Pit and Torrent can be useful in their own way, as others have mentioned (my Rad/Dark doesn't have Dark Pit, for example, because I don't have another AoE stun to stack it with). But if I have a Dark Blast character without Night Fall, that's because the character hasn't yet reached 12 (Defender) or 22 (Corruptor leaving room for Stamina at 20, though that would change in I19) -
Safeguard mission. Jewelry store full of Blue Ink Men, and only Blue Ink Men. I was under triple-stacked siphons the whole time, and I wasn't even trying to herd. Really makes it hard to jump up to the second floor when you're parked at the slow cap.
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Quote:You know, I think the plane would make a better mission map than a zone. You could defend it from Sky Raiders, try and stop an Arachnos agent from getting their parachute ang jumping out...Enough is enough! I have had it with these Monkey Fightin' <Hero/Vigilante/Rogue/Villain>s on this Monday to Friday plane!
Prehistoric zone! With Dinosaurs!
Or it could be full of Snakes.
Also, the door into the mission would have to be in a proper airport. -
I know that there's a lot of things to test before anyone pegs it as the cause of the short Slashes in that test, but if it does turn out that it's dependant on position in chaisn, it seems that the powers are being considered in pairs, which would suggest that a three-attack chain would see a lot more variation - about 50% of the time, it should be one of the longer, second attacks followed by a pair, and the other 50% a pair followed by a short attack. That should produce a rather characteristic beat in, say, a Slash/Swipe/Strike attack chain.
It'd also produce a rather odd result for attack chains: Four- and six-attack chains can finesse the recharge on their attacks, but three- and five-attack chains have to slot them all for worst-case scenarios in all powers, as any gap would show up on alternate chains. -
One thing to remember is that a lot of things that get called "team-unfriendly" around here, like heavy knockback, can actually be great in dedicated duos - the two of you can learn to work together, whereas a PUG is only for a night, so by the time you adapt to the quirks of the others, you're almost finished.
For example, Energy Blast and Storm Summoning have heavy knockback. If there's a melee archetype, especially one with AoE, they're not going to appreciate the scatter you're causing. But in a duo, you can move to opposite sides of a mob and start playing tennis. Or just pick out a handy corner and drive them all into it. Frequent use of sleeps is another mechanic that few people enjoy on teams, but combine a Mind Controller and a Sonic Attack Defender (with, say, Kin and FF split between them as you want), and you can very, very safely incapacitate large numbers of mobs, then take them out one by one.
As a number of others have said, pretty much anything works. Find what's fun for you. -
Frankly, the most offensive thing I find about Titans is that rocket-barrage attack of theirs. The particle effects on that are so obnoxious and heavy-handed that it makes it impossible to see what else is happening, or even where the rockets are coming from. I'm not saying they hit softly, but the sheer volume of smoke put out can be incredibly annoying.
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Quote:Because if your team is soft-capped but still struggling, it's Sonic or Thermal, and 'Fenders don't get Thermal?I'll add it to the list of "why Sonic Resonance needs love and why everything thing else has better mitigation"
Nice find. Quite sad..
Yeah, yeah, Dark/Rad/Traps/Storm have awesome debuffs, but sometimes you'd rather not be completely dependant on mob positioning. You know, like when someone busts out the Energy Blast AoEs.
Still, I have to agree that Sonic Resonance needs more love. A single bubbler can softcap the entire team. A single Kin can damage cap the whole team, buff their recharge, and keep everyone happy for Endurance. But a screamer can only manage around 40% resistance, a 30% -res area debuff with an extra 30% on one or two hard targets, and mitigating one alpha.
Maybe a little bit of res(all) in Clarity? It seeems a bit redundant that we get two mez protection powers, all things told. -
Actually, it sounds like he's rebuilding his Dark Blast/Radiation Emission Corruptor as a Radiation Emission/Dark Blast Defender. Hence the swapping of primary/secondary without actually changing powersets.
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Unfortunately, slotting for accuracy won't really help - most of the time, a scrapper is sitting at the accuracy cap, especially with stacked Blinding Feint. The problem is, with a capped (95%) chance to hit, the chance of successfully landing a BF/Attack Vitals chain and not missing any of it is about 81%, and missing any part of it noticeably hurts your DPS, either by losing a BF buff, or botching your combo. Four out of five combos either failing or missing a BF buff means DB is the set that most notices the hit-chance cap.
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Well, it would be nice to have Fire Imps called Snap, Crackle and Pop, but I've never gotten a Dom or Controller to 32, so I can't really comment.