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That pretty neat. I still prefer a slightly bulkier chest on my power armor but it does manage to avoid the "bullet trap" problem quite well.
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The initial hold is not auto-hit, the periodic chance to hold and the debuffs are auto-hit. Personally I use the Lockdown set but you could also use acc/mez HOs.
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Quote:I think it is considered a bug (and I've reported a few) but like a lot of minor issues it's pretty low on the devs' radar.1. Are these "bugs"? As in, is it conceivable that people at ncsoft/Paragon would consider a report of such a thing to be a bug report, and possibly fix it?
Quote:2. Is there a single canonical list of all the cases where the real numbers are Just Plain Wrong? -
Quote:Although even with accuracy the displayed accuracy might not be the one used when the power actually rolls to hit. Pseudo Pet powers display the accuracy you use when you summon the pet rather than the accuracy the pet power itself uses (Rain of Arrows is a good example).In fact, even Real Numbers can be wrong since the devs are not infallible. Its just that because of how it works, it can only be wrong in certain ways. For example, if it tells you the intrinsic accuracy of a power is 1.2, then its 1.2. Its extremely unlikely to be wrong because it pulls that data directly from the power database which itself is pulled from the same source as the game engine. It only reads, it doesn't make up numbers. On the other hand, if it tells you the power does such and such damage, those effects are calculated with rather complex algorithms to account for all the ways a power can work, and that can sometimes be in error (usually by omitting something).
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Quote:In terms of set bonuses MMs tend to get the most benefit from either Recharge or Defense. The utility of Defense depends on what sort of MM you are. Tankerminds use Provoke and Bodyguard mode to spread the damage over their pets so personal defense is nice. On the other hand if you prefer to take the aggro on your pets it's less useful.So I guess what I'm here for is... I need help figuring out what exactly I should build for with an MM. Should recharge be a priority to get more out of /Poison's debuffs? I would ask about defense, but for some reason it doesn't seem wholly important if I'm not gonna be standing toe to toe with something myself. Correct me if I'm wrong, though.
Quote:Also, how would you guys recommend slotting the pets? I know there's procs for pet sets that offer like... resistance and defense, are those worth it?
I'll admit I've never played a Necromancer but my first pass would look like this:
Zombies: 3 X Nucleolus Exposure, 1 x Golgi Exposure, the defense and resistance procs
Grave Knights: 2 X Nucleolus Exposure, 1 x Golgi Exposure, Soulbound Alliegance: Dam/Acc, Soulbound Allegiance: Chance for Build Up, either the Achilles Heel proc or a second Golgi Exposure
Lich: 2 X Peroxisome Exposure, 1 x Nucleolus Exposure, 1 x Golgi Exposure, 2 x Lysome Exposure
The Zombies are pretty simple, mostly damage and accuracy with the defense and resistance aura globals in them since they make a convenient mule. The Golgi should help keep them alive and attacking longer.
The Grave Knights are similar except with the addition of two procs. The Chance for Build Up proc increases their damage and the Archilles Heel proc will provide a damage boost against single targets. The Soulbound Alligence: Acc/Dam is mostly there to pick up the set bonus, a third Nucleolus would also work.
The Lich is the most interesting he can potentially benefit from 6 different types of HO:
Acc/Dam
Acc/Mez
Dam/Mez
Heal/End
End/To Hit
Acc/To Hit
Given all this you can basically slot him for 12 SOs of enhancement in 6 slots (actually more when you recall that the Mez HOs are boosting 3 different mez types). The slotting I gave was a balanced version with 3 SOs each of Damage and Accuracy, 2 each of Mez and To Hit Debuff and 1 each of Healing and Endurance Reduction. You could easily swap things around to increase or decrease different aspects as long as you keep the total at 12. -
That's because their ummm... you know what is hidden. I guarantee if there was a slider for that we'd see complaints about size.
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Quote:Two reasons: procs and enhancement type confusion.Sort of begs the question, why can't the pet powers be flagged to accept all enhancements? It's not like the pets could be slotted any differently.
Some of the debuff and mez sets have useful procs. Allowing any power to use any enhancement type would mean those procs would work on all of the character's powers including their AoE attacks. For example Mercenaries can slot the Achilles Heel -res proc but it only works for their single target attacks, this change would make their AoEs proc it (not a great example I know since mercs could probably use the boost but I digress).
The second reason is more important. Certain enhancement types are functionally identical but differ only in what powers take them:
Damage/Resistance
Defense Buff/Defense Debuff
To Hit Buff/To Hit Debuff
Speed Buff/Speed Debuff (a slightly weird case, slows debuff all 3movement types, but the buff enhancements only buff one)
This is the cause of several well know bugs including the various Hami-O slotting exploits and the occasionally weird behavior of Power Boost (most well known being that it doesn't boost Cold Domination's Shields).
In several cases allowing pet powers to take all enhancement types would provide a considerable slot savings to MMs. The poster child for this is probably the Ember Demon. With this change ED capping his Damage would also more than ED cap his Damage Resistance buffs. This can already be done to some degree using HOs but since it doesn't work with Nucleolus Exposures it's not to bad (although slotting 3 Ribosomes should ED cap Damage Resistance and Endurance Usage plus provide 60% Damage enhancement which isn't to shabby). -
Quote:The Romans have Phalanx Fighting which is technically this. Honestly though I don't think it would be a good method overall. The problem (IMHO) is that we don't really have access to enough fine aggro management tools to really accomplish this. In order to make this work I think you'd need most characters to have taunt powers and while people could start taking Presence (and specifically Confront) more it seems to go against the idea of forcing players into specific builds.What about having enemies with short range PBAoE buffs to each other to make the standard clumping tactic a very bad one?
In general I'd also argue against changes to the Taunt mechanic. While I don't particularly like the mechanic as it is (I think it's to easy for Tankers to hold aggro) making it harder for Tankers to hold aggro seems to me to actually make the problem worse. Tanks are, at the moment, pretty much optional for a lot of content anyway so making them even worse doesn't seem like a good solution. -
Quote:This one bugged me as well. I have a... fondness.. for power armored super heroes (they account for about 50% of my roster) and the inability to do a suit of female power armor I liked really bugged me. In the end I used male model for her suit and the female model for her out-of-armor costume but the inability to have a "suited up but without the helmet" costume (as I have for my power armored guys) still bugs me.And yet another thing: The shoulder items are tiny compared to males. What if I want a heavily armored girl, with huge, thick armor and a normal, unarmored head?
It still looks silly. The female armored models look very "form-fitting" and it's not really possible to make a decent looking bulky armored model (which is more realistic). And this doesn't even consider the problems of designing armor with a bullet trap in your center of mass, any bullets that hit in the cleavage would tend to get deflected up into the neck area which is (like other joints) very difficult to armor up. Designing female armor with prominent cleavage would be for aesthetic purposes only, from a design, comfort and protection point of view it is a bad idea. -
For the curious, here's a chart I made sometime ago showing how much accuracy you need to give your pets 95% change to hit based on what level enemies you are facing and whether you have Supremacy and Tactics (I used a value of 11% for Tactics which is slightly underslotted).
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Quote:Heh, all Defender teaming is a lot of fun. If you ever get the all-Defender CoP together (and it's on Virtue) I'll bring out my Traps/ARWow... I didn't realize we had this many defenders who enjoyed all defender teaming.
I hope you'll raise your hand for an all defender CoP run too, when the time comes..
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Quote:This isn't entirely correct. When I tested this I found out that it was only possible if powers 2 through 4 were toggles. Otherwise it just keeps queuing up power 4.2: Set the bind to have +$$ at the start which will run it upon key press and then again upon key release. Again this will give you 2 powers but multiple presses will fire them all.
This is because:
If your bind has multiple powers it'll try and fire the first one, then the second one which will cancel the first, then the third which will cancel the second and finally the fourth which will cancel the third and fire. If you have the +$$ in the bind it'll run the bind again and as the 4th is now recharging it'll fire the 3rd one off. Press the button again and 2 and then 1 will also fire. -
Quote:I was using 12.15% for the Prot Bots so close enoughAre you counting 12.21% for the protector bots? and enabling hover? then again, i could have lethal/smash monitored in game instead of Melee, so my positions may not be softcapped. I'm at work now so i can't check to see exactly what is softcapped on that build, but i know i achieved something with the vet pet out..
. But yeah you do have slightly higher S/L Defense, I missed that you do have 42%ish Defense there.
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Not quite. The Vet pet gives 3% defense and with one prot bot shield you're at 40.85%/40.85%/39.65%. So even with the vet pet you're not quite soft-capped, still it's probably close enough to not really matter.
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Also if you wait until lather in the event the price should drop. Farm some now, sell them for 500K each and use the money to buy more canes in a week or so. I guess that's a sort of reverse flipping.
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At the last meet and greet someone asked the devs when or if new invention sets would be released. Their response was pretty much that they were waiting until the incarnate system was complete or mostly complete so as to see where and what new sets were needed.
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Here's my build. Compared to Arbegla's it trades a bit of global recharge for soft-capped defenses as well as a few power switches (i.e. I don't have hasten as a personal choice). Checking it in game I'm actually a little bit over the softcap (47.97%) so I could probably tweak it a bit for more recharge.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Adeon Hawkwood MK3: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Presence
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(5), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(7), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- HO:Endo(A), Enf'dOp-EndRdx/Immob(48)
Level 2: Pulse Rifle Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Acid Mortar -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(11), UndDef-DefDeb/Rchg(25), UndDef-DefDeb/Rchg/EndRdx(29)
Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), Heal-I(15), HO:Enzym(15), HO:Enzym(19)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(34)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), DefBuff-I(17)
Level 18: Photon Grenade -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21), Ragnrk-Knock%(23)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
Level 22: Repair -- RechRdx-I(A), RechRdx-I(23)
Level 24: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(37), Mocking-Rchg(39)
Level 26: Assault Bot -- HO:Nucle(A), HO:Nucle(33), S'bndAl-Dmg/EndRdx(33), S'bndAl-Build%(33), EdctM'r-PetDef(34)
Level 28: Seeker Drones -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-Rchg/EndRdx(43), DarkWD-ToHitDeb/EndRdx(46), Amaze-Acc/Rchg(48)
Level 30: Assault -- EndRdx-I(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(39)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(42), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50), Aegis-Psi/Status(50)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), Slow-I(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- EndMod-I(A)
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Quote:Empathy is an interesting set. It has what are probably the most powerful buffs in the game but to compensate they have a limited usage (either limited uptime or single target with long recharge). The net effect of this is that while Empathy does tend to lag behind other sets when comparing a single Empath to a single Whatever it has a network effect that other sets do not.Try for the 30 minute gold time.
I don't think you can do it with 5 empaths though. If you swapped out the 5 empaths with something like another kinetic, and 4 dark/rad/cold/storm I'd think you could do it.
Stacking Empaths is actually an extremely good tactic since it allows them to increase the usage of their buffs. If a single Empath can keep Fortitude on 3 or 4 people (and the good ones can) 5 Empaths can keep 2 copies of Fortitude on an entire 8 man team as well as keeping the Auras up all the time (and double stacked most of the time). And that's before you factor in Adrenalin Boost.
At that point the only other set that really matters is the Kinetic to cap everyone's damage. Everyone is pretty much invincible anyway which limits the utility of the extra shields (they are handy since Romans have Defense debuffs, but probably not essential) and spawns will be melting so fast that debuffs can't keep up.
If I was going to trade anyone on that team it would probably be the Force Fielder. Of all the Defender sets FF is probably the one least useful on an all-defender team. Most other sets provide at least some mitigation and when you stack all of that it renders FF pretty much obsolete. If I were min-maxing I'd probably replace it with a Sonic for better layered defenses and more -res against the AV. -
Actually my (semi-related) suggestion would be to change the order powers are placed in the trays after a respec. Currently it places temporary powers in the trays first, I'd suggest placing powerset and power pool powers first followed by accolade powers and then temporary powers.
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Katie covered the main reason but additionally I think the AE creates rare salvage faster than normal missions, especially when people are running on teams as opposed to solo farming.
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Yes. You need to purchase the Science Super Booster (if you haven't already) and then visit the Cosmetic Surgeon inside Icon to maek the change.
EDIT: Wow, 3 responses in within the same minute. -
I did three acc/dam HOs, 2 defense debuff/end HOs and a generic Healing IO. Personally I find that the extra healing does more good than harm but YMMV. I suspect the reason is that I play very Tankermindy (I have Provoke and 2 of the blasts so I can hold aggro pretty well) and therefore damage is more evenly distributed meaning that the chances of a sudden spike killing a bot is lower and so the higher HPS is more useful than lower HPS but faster reaction.
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Yeah all-defender TFs are a lot of fun. I was on an all-defender ITF with three trappers and a force fielder, between that and various other defense buffs I actually ended up hitting the hard cap for Defense (175%).