Arbegla

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  1. Quote:
    Originally Posted by Vanden View Post
    It wouldn't even be okay for those. The Gabriel's Hammer and St. Louis Slammer powers have around 2 to 3 times the DPS of a normal t1 pool power attack.
    And some of them are affected by damage buffs, meaning a brute, and full fury, at level 1, can one shot a +4 boss with a baseball bat, assuming he hits. Its kinda insane.
  2. Quote:
    Originally Posted by pomo View Post
    Of course freezing rain self stacks...well assuming you don't encounter the bug that cuts the duration short...which you probably will. But it can and does self stack.
    So, assuming a bug doesn't cut your duration, you can keep it double stacked. Ok, thats fair enough, but AM isn't affected by said bug, so its easier to keep double, and even triple stacked.
    Quote:
    Traps can get more -res against a single target if your freezing rain is bugging out on you. otherwise FR is easy to double stack, while acid mortar is less easy to have perma double stacked.
    Also 30% vs 20%. You don't need to perma double stack FR to outdo acid mortar double stacked.
    That said, AM is better at applying Achilles.
    Acid mortar double stacked is 40% (20% each) FR single stacked is 30%. So double stacked AM > single stacked FR. Now, to double stacked FR you need to lower its base recharge of 60seconds, to below 30 seconds, and to perma a double stacked FR you need to cut its recharge down to 10 seconds. Which is pretty hard to do. (even at 240 global recharge, with a t4 spiritual alpha boost, and the t4 ageless your only at 13 seconds, which due to casting time your looking at about 1.5 FRs perma. If the duration holds true, you can effectively have 3 stacks for about 15 seconds, then 2 perma, but we've already said that bug is annoying, and happens often, cutting your duration by quite a bit.

    Double stacked FR is about 60% -res, which you would need to triple stack AM to match, but its pretty easy to do that, due to the recharge time of 90 seconds, and duration of 60. You'd only need about a recharge time of below 30 seconds to perma double stack, and about 20 seconds to have a triple stack up. Using the same above situation (t4 spiritual, t4 ageless, 240% global recharge combined) your looking at 19.4 recharge, which due to casting time, and the debuff duration lasting on the last shell hitting, you've got a triple stack, and about 10 seconds of a quad stack (again, due to shell duration)

    The real winner is how often you can keep the Achilles Heel debuff active, due to that adding a pretty solid -20% resistance, for pretty cheap. You've already said that AM does it better, due to it not being limited by the 10 sec cooldown that FR is.
    Quote:
    And once again on a bot/storm vs bot/traps the -regen is covered by the assault bot. He will frequently layer 1000% which is the same strength as poison trap and will shut down a GM. He's all but guaranteed to apply 500%, which leaves what, a 14? dps difference for storm to make up vs the 1000% of poison trap against an AV...
    So your basing all your -regen on your pet? While it is true that the Assault bot packs some pretty hefty -regen, according to Red Tomax, it would need to use either the dual plasma, or single plasma blast every 30 seconds in order to keep up the debuff, (the dual plasma debuff lasts 30 seconds, recharges in 25, the single plasma also lasts 30 seconds, recharges in 4 seconds) Against multiple targets, you'll have very unreliable -regen, but against a hard single target, its very useful.

    Poison trap is AoE, and the debuff is easily perma, plus its -1000%, so even against AVs it will floor their regen completely. Makes it much easier to lock down an entire groups regen, then a hard single target.

    Quote:
    Trust me, nados and LS do a lot more than 14dps and as a mm you arent attacking much, so applying them isn't cutting into your personal dps like it otherwise would for other storm AT's.
    I'll give you nado, and LS but ONLY against targets with very HIGH knockback resistance. Both LS and Nado do pretty massive KB, and both of those powers cause Fear. Now i'm not sure if its the 'stay still and cower' fear, or the 'run like an idiot' fear, but that, plus the KB makes it very hard to get the most out of Nado and LS on multiple targets. Against a hard, stationary target, like say a Rikti Pylon, you'll get the best chance of doing all of the damage, and it can be pretty massive.

    Caltrops may cause some fear (the running away kind) but it does deal some pretty hefty damage, especially when you consider you can triple and quad stack it pretty easily.
    Quote:
    bots/traps is pretty robust though, but it's not like bots/storm is a push over. it is easy to get 40% def on your bots and you have spot heals for when stuff does get through your stormy chaos, which is way better than bodyguard mode for normal spawns. For single targets, ya /traps is quite a bit tougher, but it isn't like bots/storm can't no inspiration virtually every AV out there, so that extra survivability is often wasted.

    Don't get me wrong, bots/traps is godly...and for cheap too haha, but it doesn't do near the damage of bots/storm, which was the question.
    I'll give you hard, stationary targets that are immune to KB. In that case, /storm will most likely out damage /traps. But against groups, with limited protection to KB, /traps will come out ahead, due to being able to control groups better, and have easier to manage high damage attacks (trip mine, caltrops, damage procs etc)

    Plus the cost weighs pretty heavily too, with much more invested in /storm you can do more damage then /traps, but the difference may not actually be worth the additional cost.
  3. For a pure damage perspective demon/thermal is probably pretty high on the list. Melt Armor, plus forge, plus inherent -res in demons, plus hell on earth.

    Add in the BU proc on the demonlings, and leadership, and you have some amazing damage.

    I also think bot/traps would out perform bot/storm, due to higher -resistance in acid mortar, higher -regen in poison trap, and better all around survival. While freezing rain is amazing, it doesn't stack with itself, where each acid mortar stacks with itself for higher -resistance values. Plus /traps is MUCH easier on your end bar then /storm is..
  4. It really depends on whats being farmed. If its straight missions, then high end salvage/recipes are going to go up, low/mid are going to drop at first, then shoot up again (people PL to 25-30, then stop to work on another character dumping salvage as it fills, then coming back and buying at BUY IT NAO prices) and most of your purples/high end recipes are going to sky rocket.

    With the fact AE is unaffected, and iXP is unaffected i do see salvage going sky high all around (especially for about 2 weeks after DXP) and very few 50s being played, so very little supply for high end recipes, but extreme demand for them with all the new level 50s that will ding, but not get much play time as a level 50.

    If that makes any sense at all
  5. Quote:
    Originally Posted by Brynstar View Post
    -Dmg is resisted by any resistances the target has and it goes by individual types of dmg. So if an enemy has 20% cold resistance and you apply -cold dmg to the target it will only be 80% effective.
    You also have to factor in that some Mobs don't actually deal the damage they have resistance to, and both -resistance and -dmg effectively stack on each other, so if an enemy has 20% lethal resistance, but deals cold damage and has 0% cold resistance, and say you debuff them by -20% damage, they will deal about 16% less lethal damage, but 20% less cold damage..

    Now if you lower thier resistance, then lower their damage, you can effectively increase your -dmg by your -resistance, and cause them to do even less damage.
  6. I can see a gadgets Power Pool before i see this coming.

    Something that can basic gadgets and gizmos that aren't normally available (would have to make sure it didn't take powers from weapon mastery, body mastery, /devices or /traps, which pretty much cuts the powers down a lot) but it could work, especially for those 'natural' origin characters that don't want something like fighting, or leadership..
  7. Due to hints from Darrin Wade, and others (ouro, Midnighter's etc) the coming storm seems like a mass of different 'Big Bads' coming together. The shard, and everything evil about that (remember, they did invade us once.. we just kinda forget about it on most days of the week) the Rikti, and/or Battilion, and Shiva. All of those coming together, for one big massive invasion would be devastating, especially when you consider Praetoria and Cole adding his kool-aid into the mix.
  8. Eh, keyes just needs the kinks worked out of it. The reactor phases can get confusing, the some of Antimatters powers are basically just there for show and luck (avoid the green stuff with his time stop.. yeah.. cuz thats not based entirely on luck or anything)

    but for my main AT (mastermind) Keyes is by far the easiest. so many things in that trial cater to the pros of MM and very few things really take advantage of the cons. Yes, the IDF are kinda mean, but really nothing that can't be handled, and even with the wonky AI you can control your pets enough to ignore Antimatter, and allow you to soak both the pulses and the disntigrations at the same time.
  9. You guys also have to consider that some of the mastermind secondaries have different powers for the t9 for MMs then they do for defenders/corruptors/controllers. /Traps is a prime example, with detonator instead of time bomb.

    They could do something like that for MMs. Also looking over the icons (which aren't always the best way to look at powers, due to icons not always matching what is being done) It seems like this will be another hybrid set, like /traps or /dark.

    Basically a jack of all trades powerset, which may or may not work well with the primarys, but until it hits open beta, we just won't know for sure. Especially what kind of numbers its dishing out.
  10. With new Mog (compared to say, very old MoG) you can run into groups and survive the alpha usually long enough to kill the major threats. Then with Dull Pain and IH you can usually keep going long enough to down anything in your path.

    Apply recon as needed, and your set.
  11. Seems like you have a little bit of end issues there Iggy..

    Though you abusing the heck outta shockwaves KB is just amazing.
  12. Yep, i tested it via the test server. My pets were affected by both the +heal, and the +end procs every 10-ish seconds per triage. Having 2 triage's out, meant faster procs (due to difference timings going on)
  13. Quick update: I just tested this on the test server, and the proc works in all targets within range of the triage beacon. With enough recharge, you can have multiple beacons out, procing multiple heals. I need to do a more accurate look of the combat logs to see if the +end proc is also AoE, but so far, it seems to very much be a valuable enhancement slot.

    Another quick update on this: It also allows the +end proc to work in the AoE of triage beacon as well.

    So in other words, its an amazing use of a slot, giving the ability to proc a heal, on a powerset that doesn't normally have access to said healing, and it will allow you to have some form of resistance to sleep affects (due to the heal proc disabling sleep in an AoE radius)
  14. Another quick update on this: It also allows the +end proc to work in the AoE of triage beacon as well.

    So in other words, its an amazing use of a slot, giving the ability to proc a heal, on a powerset that doesn't normally have access to said healing, and it will allow you to have some form of resistance to sleep affects (due to the heal proc disabling sleep in an AoE radius)
  15. Quote:
    Originally Posted by EvilRyu View Post
    Huge waste of an enhancement there. If it procs its going to do it for a small amount every 10 seconds. Thats only if its slotted in a passive like health or fast healing. If in a click like triage thats going to be only 1 time after you hit the power and then nothing after that. This is one of those enhancements you do not dare put it on a mastermind because its too valuable for that because masterminds rarely get attacked.
    Quick update: I just tested this on the test server, and the proc works in all targets within range of the triage beacon. With enough recharge, you can have multiple beacons out, procing multiple heals. I need to do a more accurate look of the combat logs to see if the +end proc is also AoE, but so far, it seems to very much be a valuable enhancement slot.
  16. I also posted this in the mastermind forums, but the defender forum seems to have slightly more people viewing it, so i wanted to ask here as well.

    from the paragonwiki link, it say that the proc will work in Spirit tree. Well, as Triage Beacon is basically the same thing, would the proc work in triage beacon, effectively turning triage beacon into a HoT/EoT (heal/endurance over time) procing AoE beast?

    Or would it be a complete waste of a slot..?
  17. from the paragonwiki link, it say that the proc will work in Spirit tree. Well, as Triage Beacon is basically the same thing, would the proc work in triage beacon, effectively turning triage beacon into a HoT/EoT (heal/endurance over time) procing AoE beast?

    Or would it be a complete waste of a slot..?
  18. Quote:
    Originally Posted by Kool_Virus View Post
    I too am very fond of SR. It's a nice change from regen. I've seen KM's get beat. They are really just a one-hit wonder with CS. Other than than, MA has better attack chains and generally better accuracy. KM lacks accuracy.
    Martial Arts, has a base 1.05x Acc bonus, which is easily made up with set bonuses (even in PvP)

    Kinetic Melee has Siphon Power, can still be up pretty often (especually with CS crittting) and CS has much higher base acc then any other MA attack (CS has 1.20x acc, where MA has 1.05x acc)

    Comparatively, kinetic melee > martial arts, even for lol PvP and even more lol fite club.
  19. I coulda swore you could turn them off, you just can't turn them back on while mezzed. I could be mistaken though.
  20. For just about any blaster, any form of mitigation is better then no form.

    Hot feet provides mitigation in the form of the 'running away cuz i'm on fire' aspect of the damage aura, and the built in slow allows you to effectively 'kite' melee mobs by just standing outside their range, and then forcing them to run out of your hot feet. Its tricky to do, but its amazing when it happens.

    Tough/weave i wouldn't waste slots on, unless your build is lose enough to afford the throw away power boxing (or kick) but on a blaster, i feel damage is where its at.

    Capping your HP should be #1 on just about any blaster. After the accolades, you need less then 10% from sets, and thats pretty easy to get without even trying. Don't go too overboard on it though, and keep track of how many HPs the accolades are giving you, so you barely hit the HP cap.

    have you given any though to sapping? with a elec primary, it may be possible, especially with the Musculature alpha boost, to be able to drain enemys down, then kite them around with hot feet and burn and then melt their faces quickly while they attempt to brawl you to death.

    I can't recommend fire mastery enough, Bonfire is good area control, and allows you to kite (throw a bonfire in a doorway, and blast things as they get KBed away from you) the hold is quick animating and can stack with the holds in elec/ and the rez is amazing. The added lethal/smash/fire/cold resistance in the shield can help out on a number of mobs, and it'll keep you up and active more often then you think (i can't count the number of times i've stayed alive with under 100 hp due to fire shield preventing just enough damage to allow me to kill things before they killed me.)

    Combustion and fire sword circle are amazing. Think of Fire sword circle as the hard hitting, short range PBAoE, and combustion as the medium hitting, but longer range PBAoE. Both have comparable animation times (fire sword circle just seems faster, but its really only about a .25 seconds difference) but fire sword circle's radius is only 10ft, where combustion is 15ft.. They both have their uses, and with Aim and BU feeding them, you can have a pretty nice mini nuke every 10-ish seconds.

    Just some food for thought on how you could build your elec/fire/*
  21. Thats the thing with Layer mitigation. You have to consider ALL the options.

    If you start taking those things out, then your argument fails pretty quickly.
  22. Quote:
    Originally Posted by Rial_Vestro View Post
    OK I'm looking at HP of the different ATs in game as I'm typing this post so you can so what order I did this in.

    Blaster: 102
    Controller: 99 (So here I've noticed my first significant change in HP because before only Masterminds were that low.)
    Defender: 99 (Another significant change in HP because no two ATs except for Khelidans use to share the same HP.)
    Scrapper: 105
    Tanker: 115 (This actually seems significantly lower than what it use to be.)
    Peacebringer: 100
    Warshade: 100 (Just like before both Khelidans share the same HP)
    Brute: 108
    Stalker: 102
    Mastermind: 95
    Dominator: 99 (Again significant change here)
    Corrupter: 100
    Arachnos Widow: 100
    Arachnos Soldier: 100

    So not really sure when these changes were made but it appears the new order of things goes. (And I'm doing this second list to make it easier for me to read.)

    Tanker: 115

    Brute: 108

    Scrapper: 105

    Blaster and Stalker: 102

    Kheldians, Corrupter, and Arachnos: 100

    Controller, Defender, and Dominator: 99

    Mastermind: 95

    When did they do this HP readjustment because it seems like they made everyone lower HP or left them exactly where they were. I wish I still had the old file on what their HP use to be. Blasters were the second lowest and only the Kheldians shared the same HP with each other. I think Brutes use to be up to where Tankers are now but they're still in the same relative distance apart from each other.
    Your also looking at the HP at level 1.. You really want to compare the HP at level 50 (and the cap)

    Without even looking in game, i can provide those numbers for you. Behold, the wonder of Paragonwiki.com:

    http://paragonwiki.com/wiki/Hit_Points

    Looks like, outta the heroes ATs blasters are 3rd, behind scrappers, but share the same HP cap as defenders and controllers. Scrappers and the Kheldians have different HP bases, but share the same HP cap, and tankers have the highest base out of all the ATs (even villains) and also have the highest cap.

    Outta the villains, Mms are still the lowest, with dominators being about 200hp better, and corruptors and the VEATs being just slightly more durable (HP wise) then dominators. Stalkers are on par with blasters for HP (both with base, and caps) and brutes have the second highest HP out of all the ATs (even heroes) and the second highest cap.
  23. Arbegla

    Most Difficult

    Quote:
    Originally Posted by Beetle_King View Post
    Solo Lusca
    I've managed this on my bot/traps MM.. granted i used Lore pets, but still.. i wasn't really in any serious danger. I only died once, used minimal inspirations and my death was mainly caused by my kiddo yanking my arm away from my mouse at just the wrong time.
  24. /auctionhouse is going to be one of the first vet reward i unlock with the new system...

    That and the self rez..
  25. Here's my Emp/psi build, with my healing aura doing 311 with spiritual alpha boost, and with PBU it'll heal 442.8. Its pretty nice, but the real perk is being able to keep fortitude up on 6 people forever (19.5seconds recharge time with hasten up)

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