AnElfCalledMack

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  1. AnElfCalledMack

    Claws or DB?

    Quote:
    Originally Posted by Eldorado View Post
    I'm sure there are people who only take three or four attacks on a DB scrapper, but at that point, what's the difference between that and a katana or broadsword scrapper -- besides the animations and style points? "I have one more sword than you do!"
    Blinding Feint over Build Up/Focus Chi. The ability to make your damage boost permanent, and even stack it, is much better against hard targets, whereas Build Up is better for quickly dropping annoying targets like Sappers, or for massive AoEs. Also, DB does have the highest-DPS chain of any scrapper primary. Some people like that.
  2. Well, if you still need more refs, I've got a demoness Tanker you might try.

    Destriana



    Fire/Fire, if you were wondering. And the cape was as close to "wisp of flame" as I could get.
  3. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    So you could work on maintaining Fury with Brawl during the crash, since Brawl doesn't need to hit to generate Fury, right?
    Ideally, you'd have sustainable endurance consumption, and could keep swinging with whatever. No attack needs to hit to generate fury, and you don't lower your chace to hit - you just have floored damage. But using KO Blow mid-crash would probably be a waste, so you might wat to try and avoid that.
  4. Quote:
    Originally Posted by Talen Lee View Post
    Pish-tosh. You get more damage out of the aura than you would out of the spikes from Build-Up. Bonus, if you go Heroic, there's also Call To Justice.
    You also get a second ST hold in Seismic Smash, and Power Boost to give your "every spawn" control enough duration to get the whole thing locked down or dropped. In fact, at high recharge (well above Perma-Dom), Fire/Earth or Mind/Earth can stack over 54 magnitudes of hold on a single target - enough to control an AV through the Purple Triangles of Doom.
  5. Quote:
    Originally Posted by GavinRuneblade View Post
    Quick note, you'll do better using unusual pricing. Lots of lazy bidders and sellers use 11111 or 22222. If you sell at 10 and I sell at 11 you will win and I will lose. If you bid 12 and I bid 11, you will win and I will lose. It is a seemingly small thing, but kicks in plenty often.
    It's not just lazy: 1111 influence will mean that the seller recieves 1000 inf after transaction fees. So 1111 is the "no loss" pricing for yellow salvage. Similarly, 1,111,111 is "I want to actually get one mill out of this". 11 is a lazy "not 1 or 10", though
  6. Quote:
    Originally Posted by Heartbreaker View Post
    I pretty much always considered my Regen Scrapper's theme song to be Chumbawumba's Tubthumping:
    "I get knocked down, but I get up again, you're never gonna keep me down!"
    Also works for Fiery Aura tankers. The combination of a fast-cycling heal, a solid self-rez, and no native knockback protection makes it a fairly appropriate song.

    Brutes: "Don't Stop Me Now", Queen.

    Best album for playing Warden arcs to: "The Resistance", Muse. Obvious, I know, but still great.
  7. Quote:
    Originally Posted by Fury Flechette View Post
    It's not enough to kill you, and you can outdamage them from range very easily. I have an energy/energy hover blaster that is level 14 and she easily solo cleared the Luke Larson arc which is full of Destroyers. The arc includes the annoying (difficult) mission where you're breaking up a meeting between the Destroyers and the Resistance as a Blast Master ambush happens about every minute while on the map.

    I haven't faced off against the tougher EBs on this character yet, but nothing I've seen leads me to believe that this strategy isn't anything but effective. I've also put through 5 other characters through the Praetorian content so I have a good idea of what I'm up against.
    Oh, gods. I remember that mission with the continual Blast Master ambushes. You think that was hard on a Blaster? Try a Stalker. Those stupid fire patches...

    Anyway, yes, from what I've seen, quite a lot of Praetorian content would be very easy from the air, but there would be quite a few really brutal EBs along the way. I'm thinking the Aspect of Praetor Tilman, Vanessa DeVore, Seer 0001...

    Hmm... sensing a pattern. Avoid powerful psychics if you can.
  8. Quote:
    Originally Posted by ORACLE View Post
    Elec/wp, kat/sr (easy to cap), claws /invuln... All pretty easy
    Kat/SR is capped to melee at level 8, but that does mean you have to remember to hit your parries when they come up. It's also not the sturdiest thing to level - I'd say Shields or WP makes for a more "steamroller" levelling experience. Probably WP, jsut so you don't need to remember your mez protection.
  9. Quote:
    Originally Posted by StratoNexus View Post
    Bug: Burn does not grant immob protection or end drain resist and does not lay down a burn patch if there are no enemies in range when the power is cast.

    The tanker version seems to work fine.
    Confirming that the Tanker version is functioning properly. I used it for special effects at the dance party last Friday.
  10. Quote:
    Originally Posted by SBeaudway View Post
    I am playing an Electric/Earth Dominator and am loving the control+blapper feel. The "bl-" part comes from my veteran attacks though as Earth is very scrapper-y.
    Fire/Earth here, and between Char, Ring of Fire and Stone Spears, I have plenty of things to do at range - I don't even have vet powers. Unlike scrappers or blappers, doms get to duke it out with one guy because the others are all held, which is really nice. Sure, chaining them might not be the smartest idea, but with Ring of Fire slotted for damage, keeping it up is pretty solid DPA, and Stone Spears is a great option for killing runners, too. Who wouldn't want Air Superiority with an 80ft range?
  11. Quote:
    Originally Posted by Angelic_EU View Post
    Is Mind/Psi equally as good? Just work up a Mind/Psi in Praetoria at the moment.
    Psi has a lot better AoE than Energy, and that's pretty much a good thing. You don't get quite as much "sleep the spawn, then drop them one at a time", but on the upside, your team won't hate you for 1) using sleeps, which they then break, and 2) knocking back enemies. And, of course, Drain Psyche is delicious.
  12. Great combination for leveraging sleeps, too. Since you're a ST specialist, you can avoid waking up any slept mobs without substantially lowering your kill speed.
  13. Well, inherent Fitness means you can take Hover and/or Vengeance as LotG mules. That should get Hasten and AM perma again.

    Aside from that, you apparently don't want my advice, so I won't give it.
  14. AnElfCalledMack

    So... Stalkers.

    Quote:
    Originally Posted by Spruce View Post
    Ooh, hadn't thought of that. You could get around it if you could find a way to flag the DoT portion as non-aggro-inducing, by giving it to a pseudopet or something (not sure if that's how pseudopets work, but whatever).

    Implementation issues aside, the mechanic would allow stalker DPS to scale up as the number of mobs in a spawn increases, just as it does for other ATs that have strong AoE attacks. That's what I meant by faux-AoE.
    Pseudopets redirect all their aggro to their creator. Don't believe me? Drop Caltrops under a mob. They will shoot you.
  15. Gavin gave you the full rundown, but you don't need to do all of that. Selling the two T3 insps from the tutorial for seed money is solid advice, but keeping up buy orders on salvage and selling common IOs is a high-turnover proposition. If you make sure to auction all your salvage, and craft any proc recipes that drop for you (Praetoria has a *lot* of recipe rewards, so you'll probably get at least one) then you'll be comfortable in no time. Keep an eye out for any recipes with "chance for" in their name, and generally ones with weird bonuses (Accuracy in a Defense set, Defense in a Resistance one, or just random stuff like Regeneration, Recovery or Perception). Some of these can sell for a small fortune, and are just as good at level 12 as level 50 - they even exemplar lower.
  16. Quote:
    Originally Posted by Golden_Ace View Post
    Don't get me wrong, I think this is great, but I want more slots too. Be nice if they gave out a few slots as a vet bonus.
    So, not only do vets get all the good costume parts, City Traveller, Sands of Mu, Staff/Blackwand, and free respecs, but extra slots, too? Not everyone here is a veteran, you know. I'm getting my trenchcoats in a week, and you shouldn't have to have played since launch to get the best performance out of your AT and sets.

    In short, vet rewards are about making life easier for veterans (filling out the attack chain early, getting travel powers ahead of time, and being able to make a "post-SOs" respec without going through a trial), not about improving high-end performance. Extra slots would have enormous impacts on optimised builds, and would be a terrible vet reward.
  17. Quote:
    Originally Posted by Sardan View Post
    I know I'm pulling one small statement out of a long rant, er, I mean post. But I wanted to comment on it.

    Calling Permadom "icing on the cake" does it a disservice. As Mac said, "permadom means an end refill every 70-90 seconds, complete mez, kb, and repel protection, and extra mag and duration for all your mezzes." It turns you from sporadically awesome to continuously awesome. I'll grant you that Doms can be fun and effective to play outside of domination, but for me, being able to fight against Malta, Rikti, and Carnies and not having to worry about being frequently stunned/held is, as the Visa commercials put it, priceless.
    I love doms, and I have never gotten one to anything like perma. Domination is still awesome - a free blue bar every couple of minutes is a huge help for an aggressive playstyle, and a secondary like Energy or Earth can let you juggle the mobs you can't control. And even out of Domination, you're a control set with good damage. A Held Sapper isn't draining any of your endurance, and he won't last long with the AoEs most assault sets can fling around. I'd rather be a Dominatior than nearly any other AT facing heavy mezzing and end drains, even with Domination cooling down.

    Note: Melee classes with ELA are a very, very close second. Also, It's Mastercard.
  18. Quote:
    Originally Posted by Novawulfe View Post
    Are you sure? They well be using an "Attack chain" while the powers are charging, so unless they are not attacking at the time, it still plays apart...
    Which is why discussions of "perma" anything typically allow at least a full second of overlap, in case you're still coming out of an animation when it recharges. And it's not really the Arcanatime lag that matters here - you just need to be careful not to start a 3-second animation just before Domination recharges, but that's simple. You just break your attack chain for 1-2 seconds.
  19. Quote:
    Originally Posted by firespray View Post
    It really depends on what I'm playing. If I'm playing a blaster or other squishy, I like lots of buffers/healers on the team. If I'm playing a scrapper or other non-squishy damage dealer, I like debuffs. If I'm playing ice or earth controllers or doms, I don't like having other controllers or doms on the team. If I'm playing a tank, I don't like other tanks on the team.
    I've never minded seeing other tanks on the team, myself. It just means that if I do something really stupid, there's someone to back me up.

    Then again, I do have a hyperagressive Fire/Fire tanker...

    Anyway, Radiation Emission's always tasty in all its forms, as are Kineticists, but I'm more interested in the team being competent and meshing well than any specific powerset.
  20. Quote:
    Originally Posted by Doctor_Xaxan View Post
    My experience with scrappers and tankers has been that they become fun once they have stamina and an AOE attack.
    You know, three Scrapper sets have an AoE attack at level 2...

    Three armor sets, that is.

    Yes, I'm talking about the damage aura. Everyone claims it's an end-hog, but when you look at the numbers, it's actually one of the best DPE and DPA attacks you can find. Sure, leaving it up and hitting attacks like crazy will crash your endurance, but that's not the aura's fault. Just remember that when something's on that last sliver of health, the aura will kill it in a few seconds. No need to spend 6-8 end on an attack.
  21. Quote:
    Originally Posted by Zem View Post
    Running multiple paths with a single character is possible, but usually at the expense of concept. Unless your concept is "multiple personality disorder" that is. Each path is designed for a particular kind of character. It doesn't surprise me that people were running out of contacts and complaining. They were probably doing the most OBVIOUS thing the game leads you into doing... a single path based on what kind of character you're playing. I suspect most people who intend to explore the other paths will do so on other characters.

    Working undercover can explain working both sides but that's not well explained either. I still see people in broadcast asking how to do that. And it still doesn't really explain playing both, for example, of Power and Responsibility arcs or both Warden and Crusader arcs.
    May contain traces of spoilers.

    My first Praetorian to get to Primal Earth went Crusader Nova -> Crusader Imperial -> Responsibility Imperial -> Responsibility Neut -> Warden Neut. She was a radical environmentalist who wanted to force Cole and the Praetorians to get back in touch with nature, instead of coating everything in steel and gold. So she starts off as a Crusader, trying to break down the walls and make some space for nature, but the Neutron Bomb had too much collateral damage for her - think of all the plants and animals it'd kill.
    Anyway, she betrayed the Resistance and started the Responsibility arc to try and stop the Crusaders pulling any other loony tricks like that. Of course, she'd tend to warn Calvin Scott about the craziness the Crusaders were up to, as well. In the end, when Kang found his tape, she was in complete agreement - the people of Praetoria had to see it. So, with Cole pissed at her, and still regarding the Crusaders as too unstable to be trusted, she took up the Warden path, trying to stop the outbreak of interdimensional war that her "loyalist" days had uncovered. And really, what's a better finale for a defender of Gaia than restoring the water to its natural state?

    So, yes. Multiple paths can make for a good story that isn't "multiple personalities".
  22. Quote:
    Originally Posted by Jeuraud View Post
    Lol, I love these types of comments.

    You say this,
    then this,
    which contradicts the first part of your statement.

    Unless of course you are used to being defeated a lot more than 3 times before you reach lvl 15, and don't consider those 3 defeats worthy of being listed as even a single problem.
    Bad things happen. Personally, if I get to level 20 without being defeated, I'd think my difficulty was too low. The problems are when you run into something you can't see any way out of - the Noble Savage fight, for example, is a straight-up DPS check, since he has rock-solid status protection, hits like a truck, and doesn't have any tricky mechanics. If you can't beat him with a tray full of purples, then you just can't beat him. Accidentally aggroing a second spawn, or leaving the Painted One alive long enough to get Marked for Death, is just a mistake. It might result in defeat, but you can avoid it next time.
  23. Well, damn. I'm ten minutes too late. At least I have the screenshots on hand now. Good luck with the arting, Tartyr.
  24. Thanks, Late4Party. That's exactly what I was looking to hear - I'd thought Howl was skippable, but I was forgetting about Acid Mortar's AoE, and of course teammates. Should be a great help.
  25. Quote:
    Originally Posted by Carnifax_NA View Post
    It's one my Ice/Psi (and my Earth/Fire) had to a hell of a lot.

    It's a nasty little choice: Do I hope he keeps flopping over and fails to get a mez off, or risk firing the first hold, hope it doesn't attract his ire or a counter-mez and I've time to get the second off.

    For an Ice it's particulary nasty since the Patch and single hold are the two "Go to" mezzes you're frequently using.
    It's also a problem for Grav/Energy, and they don't even have good AoE control. Do I keep Lifting the boss, or put down the first hold and pray? Personally, I always opted for Holding the minions/LTs and trying to juggle the boss. Then again, I'm weird - I always liked Dimension Shift, because if you didn't slot it for accuracy, it'd split the spawn in two, and give you plenty of time to kill the first half.