Arbegla

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  1. And the nice thing is, they stack. And work on non-mastermind ATs as well. So if you can effectively slot +20% resistance, and +10% defense for your pets with only 4 slots, which can add a lot of survival to your pets even on the durable ones like Animate Stone and Jack Frost.
  2. Does -dmg stack with -resistance? due in part to resistance resisting -dmg debuffs? So basically if you slap someone with say, -20% resistance, then smack them with -20% -dmg, would the -dmg actually debuff closer to -24%? (20% of 20%?) or would it be a start -20% damage.

    I know how resistance resists resistance debuffs, but the end result is a straight increase of damage of the -resistance value (so if you have 95% resistance, and your debuffed by -20%, you'll be knocked down to about -94% resistance, but you'll to 20% more damage then before) How does that calucation work with -dam debuffs as well?
  3. Quote:
    Originally Posted by Rial_Vestro View Post
    That being said I only use my Traps build for BAF. I have tried both build in all 3 trials but I find stationary abilities to be completely useless when you can't remain stationary while fighting. BAF is the exception because you don't need to move in that one and I find the traps are allot more useful during the escape than just simply shooting at them. Of course I use them on the courts when fighting the AVs but I find them slightly less useful there though still somewhat helpful when we're remaining on the courts and not running all over the map like in a Lambda fighting Marauder. It's pointless to summon a trap during a Marauder fight when he's just going to jump across the map 2 sec. later anyway so I just shoot him.
    Ya know, having played a /traps MM since issue 7, i feel you don't quite understand the value that /traps provides.

    Nearly all the /traps powers have a very long duration, and with proper slotting, can actually double stack. Let me go over them really quickly.

    Triage Beacon -> Easily perma'ed on SOs. Now, while this is a stationary power that only provides +regen, it has a very large radius (40 feet) which means you can kite around it, or just lay it down, and have the AVs (even marauder and antimatter) stay within that large radius. The extra +regen it provides can help save a squishy or counter act some of the AoE damage that is being thrown around

    Acid Mortar -> Again, easily perma on SOs, can even be triple stacked with enough +rech. This power is very unique in its ability to debuff resistance and defense. Each mortar that is fired refreshes the duration of the debuff, and the base duration is 20 seconds. That is per mortar and per pet, so if you manage to get out 3 pets, you can effectively have 3 different 20 seconds timers going on, each providing the -res and -def. Now Marauder on a good team, jumps about every 10 - 20 seconds, so if you drop an acid mortar on him, chances are high that you can drop another pet before the first one expires, even if it only hit him once, due to the initial debuff lasting 20 seconds.

    Seeker Drones -> This is a ranged debuff tool, and if your not using it as such, your using it wrong. Its meant to soak the alpha, then debuff the enemys around the explosion. While you can't always control who gets debuffed by it, it can soak some extra damage then explode thus reducing any other incoming damage that is dealt. It is also able to double stack thus doubling its effectiveness as a -dmg and -tohit tool. You also get 2 of them, which while they both spawn in the same place, may pick different targets and with the 5 foot blast radius could debuff an entire group without causing anyone to take any damage. This works wonders on BAFs when you have everything clustered together and on Lambdas to soak the alpha for the weapons cache and containment chamber phase.

    Poison trap -> This power has the highest -regeneration power of any of the spammable -regen powers at -1000%. That is enough -regen to completely floor any AVs regen without 1 application. And it can't be interrupted so you can easily toe bomb it at the feet of your intended target. It also explodes into a very large radius (red tomax is saying the initial blast is 16 feet, with the gas spreading out to 25 feet) and stays for 30 seconds, refreshing every 10 seconds, so the debuff effectively lasts for a total of 40 seconds. With a 90 second base recharge, you can double or triple stack this debuff and cause some serious damage to an AVs regeneration powers without using a single other power.

    Not including those 4 powers into a /traps build hurts a lot more then it helps, especially on a defender where the debuff values are even higher. While i understand that the league leader was a moron and just wanted 'flashy green numbers' there are plenty other things you could be doing to benefit the team without having to have flashy green numbers. and hey, rebirth is always available so you can provide both passive +regen and Instand Healing level +regen with a hit of your rebirth power.

    While i do understand that the leagues have a lot of movement to them, and its hard to stay grouped up during them, completely taking your powers out of your character to run the leagues is doing much more harm then good.
  4. Quote:
    Originally Posted by NarfMann View Post
    There is nothing wrong with Twilight vampires. They are killing machines. They are the things that dare to hunt the mighty humans, and they do so with no problem. The vampires themselves are perfectly fine unkillable terrors that you are powerless against. They walk in the sunlight; fine. They sparkle; whatever. They kill things and drain them of life; that's what vampires are all about.

    The problem with the Twilight series lies solely in the main protagonist. She is a worthless pile of nothing, and anyone that idolizes her, as many girls in our culture do, is a very sad and pathetic person. The story is a basic love story that's not terribly well-written, and is unbelievably emo, but it's not horrible. The only horrible thing about that series is Bella, and everything that thinks she's worthwhile.
    While that, and the whole 'break into your house and watch you while you sleep' thing that edward does, in addition to jacob doing about the same thing. Its like Bella's dad (a sheriff no less) doesn't know how to properly secure his underage daughters room. Multiple things, besides just bella make that series pretty horrible. The fact its been blown up and has a very cult following just adds to it.
  5. Eh, even with softcap, i'd take the higher resistance over higher HP.. especially if its a measure of 10 to 50-ish HP, and 10%-ish resistance. Attacks still have a 5% chance to hit you, even when softcapped, and some enemies actually hit more often then the old 50% (think trials, and those darn tips with DEs in them) so some extra resistance will help out.

    Offense is nice and all, but if you don't consider defense in there, you'll be a glass cannon, and as your a scrapper, and not a blaster you prolly want to think about defense first, then worry about killing the things in your way.
  6. Quote:
    Originally Posted by rian_frostdrake View Post
    eh, we have no examples of star wars, star trek, anime and harry potter fans doing similarly strange things?
    Quote:
    Originally Posted by Pouncer View Post
    And this is different than any other fandom how?
    Post them if you find them. Chances are, they aren't nearly as stupid as the things the twihards pull out.

    Case in point, the universal letter. Show me anything that the star wars, star trek, anime, or potter fans did on that level of stupid, and I'll bow out of this conversation without another word.
  7. Quote:
    Originally Posted by Pouncer View Post
    I think people who bash Twilight need to get a grip. It falls in the genre of Teen Romance, not Gothic Horror. It's like bashing Micky Mouse for not being a realistic portrayal of rodents. You need to consider the target audience.
    Thing is, its not just that. Its also this:

    http://1.bp.blogspot.com/_zNnqH9km2F...light+Moms.jpg

    and this:

    http://filmdrunk.uproxx.com/2010/02/...erewolves-real

    The ENTIRE twilight franchise not just turns vampires into sparkling emo freaks, but it also turns the entire fan base into irrational idiots.

    Target audience or not, there just something seriously wrong with people with how blown up this franchise as become.
  8. But i thought ALL defenders atleast park in the hospital and midnighter's club long enough to get the http://paragonwiki.com/wiki/Alchemist_Badge so they can heal.

    I mean really, isn't that all defenders are good for?



    *i kid i kid*
  9. Quote:
    Originally Posted by Ghost_Ripper View Post
    Just checked the game and CAK does have a -7.50 coponent to it.
    Red tomax is also displaying a -def value, of about -7.50%.. hmm.. Interesting

    http://tomax.cohtitan.com/data/power...pling_Axe_Kick

    That could allow for some pretty nice DPS values by taking advantage of the -res proc..
  10. Quote:
    Originally Posted by Werner View Post
    I don't frequent the Tanker boards or play them much, but why would a Tanker use Hibernate? You can't do anything while that's up, right? I guess if you slot it up you'd only need five or ten seconds in there, and probably wouldn't lose much aggro in that time. Is that considered acceptable? I really think I'd want to manage my healing and endurance in some way that didn't require me to take myself out of the fight, but I guess I can see the appeal. Low hit points and out of endurance, click, five or ten seconds later you're perfect. And as far as keeping aggro, Hibernate is probably better than dying.
    You can also hit taunt (the power) and then hibernate, and for the duration of taunt you'll maintain aggro while being completely immune to all attacks (and healing up your green and blue bars in the process)

    I've seen it done pretty well against multiple AVs, so i know it works. Its just tricky to pull off. You can maintain hibernate for a good 10 seconds before you'll start to lose aggro. Even more time if your Auras tick at about the same time as you taunt. Chilling Embrace and Icicles back some pretty hefty passive taunt numbers
  11. Quote:
    Originally Posted by BrandX View Post
    Yes, obviously the people at IDW haven't rwad the book or know anything about Twilight.

    Edward was Emo. The Cullens were nice. And the other vampires...bloodthirsty killers who are more than happy to make you a meal.
    Problem is, they still sparkled, and still were able to walk in the light.

    While they may have the whole 'Some of us don't drink human blood anymore.' they certainly don't have the aspects of real and true vampires (and don't even get me started on werewolves)
  12. Quick question, was anyone on your trial using the rebirth +hp T4? Because that provides about 5% perma additional HP, which could be the difference your experiencing. Lemme do some quick math here and find out:

    1895.08 is about 104% higher then your normally capped hp of 1807, so in order for that last tick to really be about 99% of your hp, you had to have about 5% more HP then you normally have, or about 90.35 more HP. If in the event you had that additional hp, putting your total at 1897.35, then the 1895.08 damage would be exactly 99.8% of your HP.

    Granted, you probably have slightly more then 1807 hp, but not quite 1808 hp, so the decimals may be off slightly, but that could explain the issue your having. Someone popped a t4 +HP rebirth, and gave you an additional 5% HP.
  13. On SOs, your right, Regen doesn't get any debuff resistance, but once you factor in IOs things become different. There are plenty of ways to add resistance to debuffs into /regen.

    Now, on SOs, in the incarnate trials, regen would still perform just as well, especially in things like Keyes, due to the ability to heal up after the damage spikes and keep on going.

    I'm not saying regen has no weaknesses, but its weaknesses don't put it so far into the red that it under performs. Its right on par with the other armor sets when SOs are considered. If your comparing your shield to a regen, and both have IOs, then its not a fair comparison of the set. You have to consider pure SOs.

    IOs provides a means to add defense and resistance to debuffs (the winter's gift adds 20% recharge debuff resistance, as well as slow resistance, which can help out a regen a lot.) Each application of recon provides 20% resistance to toxic damage, which is one of the least resisted damage types in the game, and the resistance values stack.

    Recon on SOs recharges in about 25 seconds and heals for about 50% base heals (so about 600-ish HP) Even at the slow cap (-400% recharge) your looking at a recharge time of 100 seconds. You also have MoG, which allows you to shred debuffs everytime its up and pretty much makes your immune to said debuffs for its duration (due to such high defense numbers)

    There are holes in every armor set, and not accepting that fact other sets have holes, while pointing out that regen is full of them isn't the proper way to compare sets with themselves.

    I for one would love to have some -rech and -regen debuff resistance, but until the devs datemine enough to determine that is a good idea, i'm ok with the way my /regen performs. The added resistance would only make it better, but already its doing pretty good.
  14. Its not balanced around inspirations, inspirations benefits it as much as everything else. Nowhere did i say it was balanced around it.

    First you have to understand the 'balance' metric, which is 'Can this powerset run solo on +0/1/no/no on SOs without serious performance issues'

    In that regard, /regen not just runs without performance issues, but it shines in the fact it gets quick recovery early, 2 major heals pretty quickly as well, and nearly double the passive regen of any other powerset without popping IH.

    Quick recovery plus stamina allows you to run more toggles then most any other powerset (even willpower, due in part to the fact /regen only has 1 build in toggle, and willpower has 4) and getting recon at level 4 allows you to literally have a 25% heal (which is a green inspriation) up every minute or so, on TOs. Once you get into DOs and SOs you can just as easily tackle the 'balance' metric without even breaking a sweat.

    You don't have to be an amazing player to play /regen well, you just have to understand its a very active secondary, and if you try to play it like a passive secondary you will fail, a lot. While IH is nice, recon provides more hp/sec on SOs, and dull pain nearly matches IH's benefits (due to increased regen from a higher HP base) MoG is there to soak the alpha, and once you do that, you have about 10 seconds to down as many things as you can before you have to actually use your secondary.

    Plus /regen's biggest benefit is that fact there are no major holes in its mitigation. Psi damage, the biggest killer of the main armors (stone, invuln, SR, etc) is much more common and a much bigger killer of the other armors then /regen. All damage is treated the same with /regen, and nothing really cuts it down quickly.

    You have to remember that 0/1/no/no on SOs is the metric, and the main question is can the armor run on that difficulty successfully. /regen not just runs on that, but does it with ease.
  15. Darkest Night, especially with Quick Recovery and Stamina will help out a /regen a lot, due to the high AoE -tohit values (even on a brute) and the even higher -dmg values. Think of -dmg like +res, and you got yourself a pretty durable character
  16. Quote:
    Originally Posted by Santorican View Post
    I don't really see the big deal of brutes getting regeneration, on SOs its good, but without any large defense buff from a primary or set bonuses regeneration is barely middle of the road.
    Inspirations fill that gap pretty easily. Really regen benefits the most from any form of additional mitigation, and Inspirations can provide +def and +res, both of which pretty much multiply the mitigation /regen has by an exponential amount.

    That combined with say a +def primary (or even -tohit) like katana, or dark melee, or even -dmg from kinetic and you'll have a pretty nasty monster. Even sets like SS and stone melee (as well as axe, and mace) provide some form of mitigation, with KBs and stuns, which can give you just enough seconds to pop recon again, or regenerate 200+ HP..

    /Regen is a very active set, both in the application of its click powers, and the 'kill them before they kill you' aspect of the primary. The old saying is if you can't kill a /regen in the first 20 seconds, you'll never kill a /regen, and 10 of those seconds the /regen is immune to everything due to MoG. 2 purple inspirations and IH will allow you to pretty much shrug of any attack for about 1 minute, and a few oranges allows you to even look at mother mayhem and laugh. Even with just SOs.
  17. Quote:
    Originally Posted by Gobbledygook View Post
    Got 45.1% to melee and ranged at lvl 29 using SO's and the Steadfast Protection unique.
    Ok, so I had to use one IO, my apologies.
    Thats not on SOs then People really seem to forget that pure SOs mean PURE SOs.
  18. Quote:
    Originally Posted by Cheetatron View Post
    AVs rarely have significant -dmg resistance and this is because the only thing that resists -dmg is dmg resistance; outside of toggles and unstoppable or something similar Av's don't have dmg resistances that are very high
    Plus resistance only resistance the specific damage type (like lethal resistance would resist lethal damage, and resist lethal -dmg) but most -dmg debuffs cover all damage types (being lethal, smash, fire, cold, psi, energy, neg, toxic) and some AVs only have resistance to some damage types, but deal damage of a different kind (take for example, Marauder, who deals mostly smashing damage, but also has some energy damage attacks. He has resistance to lethal and smashing naturally, but very little energy resistance, so any -dmg would lower his energy damage by a lot more then it would lower his lethal, or smashing damage)
  19. Arbegla

    X/Ice armor

    Quote:
    Originally Posted by Negate View Post
    I'm assuming Ice Barrage is much like Shadow Maul? I've never heard of that power. I think it would be wise of them to Add Two pbaoe's to bring Ice up to snuff with sets like DB, Elec Melee, Spines.
    Ice Barrage is basically Barrage *from energy) just with ice, that 1-2 punch animation.


    Ice currently has pretty high damage, due to frost and frozen aura, mainly due to the frozen aura buff awhile ago. Now its basically foot stomp with cold damage. Super strength deals pretty high damage, both single target, and AoE, and ice is on par with SS.
  20. Arbegla

    X/Ice armor

    Whats the difference between Ice Slash from dominators, and Greater Ice Sword? Don't they do about the same things?
  21. Quote:
    Originally Posted by EvilRyu View Post
    Thats just 2 heals, which easily get used up, your still naked when integration and instant healing shut off due to the goo. I still say its worse for a regen.
    Thats just 2 heals? Really? Dull Pain can be made, even on SOs to recharge every 160 seconds (counting hasten) and Recon can be made to recharge every 25 seconds. Dull pain can heal up to 78% hit points, and adds an additional 60% hp to your base. Recon can heal up to 48.7% hit points.

    So even on SOs, you have about an 80% heal every 160 seconds, and a 50% heal every 25 seconds.

    According to red Tomax, Hamidon and the Green Mitos have -heal/-regen, green mitos only last 15 seconds, Hamidon's blast lasts 70 seconds. So due to the fact that dull pain and recon recharges so quickly and heals so much (even on SOs) a /regen could successfully tank hamidon for quite some time before having to either kite away the debuff, or get support from team mates (mainly in the form of +recharge buffs to cycle the heals faster)

    Once you start adding in IOs and incarnate abilities it becomes much easier for a /regen to tank hami due to the very quick heals.

    Also the Green Mitos actually do Toxic damage, which recon also provides, just allowing the /regen to tank even better due to resisting the damage that is done and being able to heal through the -heal/-regen debuffs.
  22. I play just about all my dominators like i do blappers (melee blasters) just with control powers.

    Mez the group, or a single hard target, then proceed to smash their faces in with melee/ranged attacks.
  23. Arbegla

    Ready Check

    f7 is your friend. Its default is 'Ready!' and allows you to basically trigger a ready check by creating a macro that says 'If your here, hit f7!' usually works out.
  24. Quote:
    Originally Posted by _Brev__NA View Post
    Well yes and no - while Elec/ will easily drain foes quickly, what it doesn't have is any reliable -recovery to keep them completely drained, so mobs will still be able to attack fairly frequently with a tick or two of blue. Of course between the sleep patch, knockdown and chain confuse mobs probably won't actually be attacking you all that often, but for a true sapping concept it is best to pair elec with something that can prevent mobs from ever getting their blue bar back above zero. As mentioned /psi is very powerful for this due to drain psyche (and also being a PBAoE-friendly set has massive synergy with Elec/ anyway).

    That said, even without -recovery to pair with it, Elec/ can usually prevent mobs from using meatier attacks that cost more end so any secondary should be effective - Elec/Stone is a nice high single target damage, knockdown-tactic combo for example.
    I coulda swore all the elec/ attacks have a chance for -recovery, and the aura you get pulses -end and -recovery (also the gremlins damage aura, lightning field, has built in -recovery) Which allows elec/ to not just drain, but then keep people drained pretty easily.

    Plus with the static field being the best sleep power in the game, and the confuse being AoE, you have enough hard (or rather medium?) control to keep things from smashing your face in when they actually do have endurance.
  25. Quote:
    Originally Posted by ketch View Post
    Unless you like playing controllers. Between a confuse that's up with the frequency of Seeds of Confusion and two pets handing out damage, Electric doesn't feel as slow as some other control sets. Electric is fairly early blooming and Cold picks up in the late 20's to give it a pretty nice even feel, I'd say.
    While true, that confuse doesn't come until level 26, and the pets don't come until level 32. You have plenty of control (i was herding and draining mobs at level 12, with Static field and the aura) but you have very limited damage. Thats why its painful to solo. Just sheer lack of damage, even with abusing containment. (unless you 3 slot damage SOs, but then your limited on slots, and are hurting your controlling aspect)