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Quote:The general exceptions from the debuff sets are the powers that summon a pet or pseudo-pet. For those since the debuff comes from the pet if you can have multiple instances of the pet out simultaneously they can stack the de-buffs.Just curious...what are the exceptions to this general observation? For instance, I thought I read someone claim, somewhere in the forums, that the -recharge in Chilblains was stackable from the same caster (although of course I can't find the post now). I tried to confirm this on Mids but I can't seem to find the "This effect does not stack from the same caster" message that I am able to find for the -ToHit in Flast Arrow, for instance.
Has anyone ever compiled a list of the debuffs that are stackable from the same caster? (Or does "most" really mean "every one we can think of"? )
Additionally according to redtomax the secondary effects in the damage sets (blast, melee, assault) do stack from the same caster.
There might be others somewhere, I've never really bothered to do a complete survey. -
Nice guide. The other thing you might want to add in to the purple patch information is a note about AV resistance.
http://wiki.cohtitan.com/wiki/Archvillain
Since this is stacked on top of the purple patch AVs are highly resistance to -recharge. -
Ok, general comments on your build:
1. As Neko said slotting rest is a mistake since it's only used out of combat
2. You might want to read up on Enhancement Diversification, the short version is that adding more than 3 of the same type of enhancement to a power is a waste
3. You don't need any Accuracy enhancements in Taunt unless you want to PvP, it auto hits against PvE enemies
4. I'd slot Dull Pain for recharge more than heal at first but YMMV
n answer to the question you did ask yes picking up Rage is an excellent idea as is slotting is with 3 recharges (which makes it almost permanent).
Also as a side note, if you want to experiment with builds Mids' is an excellent tool:
http://www.cohplanner.com/ -
Quote:The best option there would be the round shield with the Celtic pattern. It kinda looks like one of those old fashioned engraved gold coins. The Romulus shield also has the fancy engraving look but it has to be unlocked.or see if there's any type of round gold shield that looks anything like a giant coin.
Unfortunately there are no options for either Bears or Bulls on the shield. -
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The motherboard is definitely a possible culprit. I had a computer fail once due to motherboard problem (probably the hard drive controller) which due to the way it failed was indistinguishable from a hard drive failure.
Unfortunately there isn't an easy way to prove this other than replacing the motherboard and see if that solves it. -
Well here's how my AR/Dev is currently specced. It's a rather expensive build since he's my main and it's got a few esoteric choices that you might want to avoid in a leveling build (for example I used Sniper Rifle and Beanbag a LOT while leveling but dropped them once I hit 50). Heck, I should really still use beanbag, Stupefy has much better set bonuses than Lockdown, I just like the Cryo Freeze Ray animation.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Adeon Hawkwood: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(40), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(46), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(50)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(29)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13), Zephyr-Travel(27), Zephyr-ResKB(29)
Level 8: Swift -- Run-I(A)
Level 10: Targeting Drone -- ToHit-I(A), ToHit-I(15)
Level 12: Caltrops -- RechRdx-I(A), P'ngTtl-EndRdx/Rchg/Slow(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), RechRdx-I(27)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), EndMod-I(21)
Level 22: Cloaking Device -- LkGmblr-Rchg+(A)
Level 24: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(37)
Level 26: Smoke Grenade -- HO:Lyso(A), ToHitDeb-I(46)
Level 28: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(43)
Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(33)
Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(34), Ragnrk-Knock%(34)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 41: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(45)
Level 47: LRM Rocket -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(48), HO:Nucle(48), HO:Nucle(48), RechRdx-I(50)
Level 49: Surveillance -- HO:Lyso(A), RechRdx-I(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 0: Ninja Run
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Quote:It is technically correct that wakies aren't as useful for an in-combat rez. However, there are actually relatively few situations where an in-combat rez is really needed. In most regular combat situations if someone goes down either it's as part of a team wipe or the rest of the team clears the spawn without difficulty and the player can rez with a wakie after the spawn is cleared. There are a few situations where a combat rez is helpful since the team is in combat for an extended period (MS Raid, Hamidon Raid, AV) but in those situations Recall Friend provides almost the same benefit and it has significant utility outside of those situations.Wow. Wakies (even with break frees and blues) are no replacement for an in combat rez. It's just delusional to think that a player who has easy access to an in combat rez power is doing just as much for his/her team by carrying around an awaken. Those are high quality powers which should not be skipped unless you don't team or really need the power choices elsewhere.
So in general even if a wakie isn't as much utility as a rez power a wakie plus an alternate power choice (like Recall Friend or Assault for example) does provide more utility than a rez power and like a rez power doesn't need slots. -
Personally, I think an Assault/Defense AT would be balanced with the right AT modifiers. The trick (which has already been bought up) is that it needs to not do so much Ranged damage as to render Blaster obsolete and not be so tough as to render Scrappers obsolete. To some extent the first requirement is already incorporated in the design of the Assault sets themselves. Assault sets do not have the ranged AoE capability of Blast sets; generally only having a cone for ranged AoE with all other AoEs being melee range. Thus they are forced to close to melee range if they want to maximize their AoE potential. So realistically I think the AT can be balanced with respect to Blasters simply by carful setting of the damage modifiers (I'd suggest 1.0 ranged and 1.1 melee)
The issue with not rendering Scrappers obsolete is a little trickier. Here are the unenhanced resistance values for Kheldians in Human form which is essentially an Assault/Defense AT (ignoring Eclipse for Warshades):
22.5/22.5/22.5/22.5/33.8/33.8/15/0 (Warshades also get 3.75% defense)
Now compare this to the resistance values for a few Scrapper sets:
Electric: 26.3/26.3/26.3/26.3/61.9/22.5/0/26.3
Fire: 22.5/22.5/67.5/15/22.5/22.5/15/0
Invulnerability: 33.8/33.8/15/15/15/15/15/0 (also has 7.5%-15% defense depending on how many enemies are in melee range)
So overall the Kheldian resistance values are in line with Scrapper values except that Khelds do not get status protection unless they go into Dwarf form (at which point they are no longer an Assault/Defense AT).
Now lets look at the Crab Soldier, unlike the Kheldians he does get status protection (except Knockback) alongside both Resistance and Defense. Specifically he gets (assuming Wolf Spider Armor is skipped):
Defense: 17.5 Ranged, 10% to all others (both Typed and Positional)
Resistance: 18/18/25/25/25/25/2
Now for Scrappers there aren't really any direct comparisons but lets consider the two closest sets. Shield Defense gets 15% positional defense and 11.3% resistance to all but psi. Super Reflexes gets 19.5% positional defense plus scaling resistances at lower health. As with the Khelds these numbers are reasonably in line with the Scrapper numbers for similar sets.
So in conclusion since the EATs are already Assault/Defense ATs with Scrapper level defenses I think a generic Assault/Defense AT could be made without marginalizing either Scrappers or Blasters simply by giving it lower damage modifiers than they have. Besides, both ATs were marginalized in team play by Defenders years ago.
In terms of powersets, I'd say for the Assault sets replace Power Boost with Build Up since Power Boost would be problematic for the AT. Additionally for secondaries Shield would have to be left out since the assault sets use Blast set animations involving both arms. -
In general if you're going to use a weapon based primary (DP, AR, Archery) you want a secondary that allows you to cast most of your seconadry powers in a burst and then concentrate on blasting. Secondaries like Termal, Pain and Kinetics require you to repeatedly switch between blasting and (de)buffing so the re-draw penalty ends up being very frustrating for you.
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Honestly if I have get around to making any Defenders who can take a rez (and one of these days I will make an Empath) I plan to skip the rez or, possibly, take it as my level 49 power (Dark is of course the exception). All of my characters carry two wakies so if I die I can rez myself (the second is a backup in case I die again before I've had a chnce to craft new one or if I need to give one away).
This is generally more than enough for most gameplay. The only situation where a rez power is really needed is in AV fights if I die to close to the AV and even there Recall Friend serves essentially the same purpose.
So personally, no I see no reason to take an ally rez (other than Howling Twilight) unless you have nothing else to take or you're making a second build for something like MS raids or Hamidon raids where people die frequently enough to make it very handy.
The fact that we're getting a craftable rez power in I17 only strengthens this belief for me. -
Quote:*shrug* That's pretty cheap quite a few IOs go for over 100mil each and the Gladiators Armor +3% IO regularly sells off market for more than the cap of 2billion.25 mil for a karma knockback
50 mil for a steath (running) ?????
am I to assume getting I/O's involves farming drops and merits>? Too expensive to buy with influence?
If you want to get good IOs you can either farm, play the market or wait a long time. If you want to farm there are plenty of options. Running solo at +0/x8 either in a regular mission or in the AE is the simplest if you've got a character who can handle it. You get Inf and pool A recipes that you can sell. Alternatively running TFs and Story Arcs for the merits can also make a decent profit.
Alternatively you can play the market. There are plenty of option, personally I prefer crafting but other people make a decent profit flipping. There are various guides around so pick something that works for you.
Also be smart in your purchasing. Leaving a bid up even just overnight almost always gets you a better price than if you buy it immediately. -
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Quote:Come again? I'm completely and utterly lost as to what point you're trying to make here.Oh in that case Trick Archery is OP'd. Fight durations are expected to meet on average 20s. They don't always but sometimes they will. Passed a certain point I would of finished debuffing prior to the 20s. Groups/fight points can differ in difficulty within a mission. Team moving at speed I am there to act not spend time assessing.
Quote:Your running FFG. If the empath could boost defense of everyone or play other peoples characters to avoid those characters doing terminally stupid things...then they wouldn't see the point in playing a pacifist. However a pacifist (it's actually nigh on most people do) is attractive. Playing Traps is a damn sight easier than playing an empath. If you might make a pacifist "insert anyother defender here" then you'd deserve eggs thrown at you because that can be argued as choosing to be lazy much easier than it can with empaths. As an empath myself (I have all the powersets) I have come across the most diabolical teams, some people non the wiser level up with them and some of those people will love the lure of playing a nurse and there is nothing wrong with that.
So yeas, Empaths do require some focus. So does every other buff/debuff set out there. Claiming that Empathy requires so much more concentration than every other one out there that Empaths don't have time to blast is ludicrous. Claiming that the power of the set justifies this approach is hubris.
Quote:I would seperate what joy I have from a archery blaster and a trick archer. They would have to differ in order to enjoy two different concepts and some others may do that. With TA I would vary, my powers become more and more convenient depending on what powersets are in team, what we are up against and what's available. TA pacifists don't exist as far as I know but they can through what powersets are in team, unpredictability of events slam every debuff they have before looking to attack. Even with every debuff down you can't necessarily foresee complete survivability otherwise TAs would be highly rated.
Quote:It's when you have a empath that doesn't pro buff, isn't watching healthbars, doesn't attack but manages to rock an aura even when no one needs healing that there is a problem. I don't have a problem with pacifist builds I have a problem with players who are simply asleep.
Quote:AoEs can involve a mezz. I am not for proactively cm'ing the entire team, just certain members of. But CM is not just for mezzes it's +per too, great versus arachnos. -
If you want flashy animations a variaty of secondary effects and the ability to use elemental damage agaist lethal resistant enemies then go with Dual Pistols
If you want an AoE killing machine that mows down mobs of minions with ease go for Assault Rifle.
As for secondary both have their merits. AR/Energy is a perennial favorite. You've got Build Up and Boost Range for even more AoE goodness (in particular Boost Range really rocks with AR's double cones) and the melee attacks help compensate for AR's lack of single target damage. In fact, the only downside to the pairing is that Energy doesn't have any immobilizes or holds so you are reliant on taking a hold from your Epic pool and slotting it enough to double stack if you want to use Ignite. Energy doesn't mesh quite as well with Dual Pistols it's a solid enough pairing with plenty of damage but I'd prefer a secondary that helped keep me alive during DP's long animations.
Devices is also a solid set. Targeting Drone is a lovely power that means you don't need to worry to much about hitting or (more importantly) to hit debuffs. Even Blasters who get Tactics for the To Hit bonus don't get To Hit debuff resistance. Outside of that it's a nice set with some good options for keeping enemies out of melee range. -
Quote:I would like to see this done for CM and the Shield powers in various sets. There are some arguments against it but personally I'd like the convenience. On the other hand it is not going to happen to powers like Fortitude since those are balanced around the limited applications.I like to see the game add a power that Would Allow me to Apply < CM / Fort > To All player At same time and not just a single player while in team < total 8>
Quote:The Becons in base Should be portals to ALL Unlocked Map ( Gray out one that are not Acessed> so player that do not have base Edit Acess Rights can jump to any map the Sg has unlock and not the 2 beocon that are unlocked
The Cost of the < Crafted > Gentorator sholud be LOWERED buy Alot - icould build a real base and not one with 2 over look center which have certain useage limits that stunt growth of a growing group
or
Make it so that All Inspition Rack - Storage rack - Ehmamencment rack - Inventon Desk Can be placed in 1 over look center
Lower the total prestige costs required for the functional non-combat portions of a base.
Personally I'd have no problem with that but I doubt it's going to happen. The devs lowered prices for base equipment substantially back in I13 and I doubt they are inclined to lower them further. Having higher base prices means that super groups have something to work towards and goals help maintain subscriptions.
In the meantime, I suggest trying to find another SG on your server that already has a full set of teleporters and is willing to coalition with you to provide access until you can get the prestige for your own. -
I don't think you have to wait for the 14days to be up (I don't recall it happening to me anyway) once you add the GvE edition you should have full access. Did you setup a subscription when you entered the code? You need to do that in order to fully activate the account and get the free month that comes with the game.
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Quote:To me it's not an issue of maybe/maybe not at all. If the mods are dead by the time you finish debuffing then you are over-debuffing. In an ideal world you apply all of your de-buffs to every mob (recharge timers permitting). In practice the rest of the team is dealing damage while you debuff. Assume a fight lasts X seconds, most of the time any debuffs cast after the halfway point are wasted (the obvious exceptions are AV fights or tossing off a mez to save someone). For a debuffing Defender if you don't have time to blast then you need to cut back on the debuffs since you're not helping. There is no point in debuffing an enemy that dies two seconds later.I got defenders where by the time they finish debuffing, mezz something stray, back somebody up the mobs are all dead. Now they could of been better off attacking with such teams, maybe, but then maybe not.
For example on my Traps Defender I have 6 Traps I can potentially use on a spawn (I skipped the two explosives and FFG is always up). The only one I use on every group is Acid Mortar since resistance debuffs always help. The others I use when appropriate but if the team is fine without them then I generally hold off so I can focus on damage. Web Grenade is a nice recharge debuff but in general it only comes out for AVs or if I want to corral a boss for Ignite. Caltrops is mostly a solo power, I use them on teams which are light on melee characters and Controllers but most of the time the spawn isn't running around enough to need them. Triage Beacon is a nice bit of regen but most teams move so fast it's not worth it so I tend to only bother if it's clear we'll be in the area for a while (such as an Av or two spawns very close together). Poison Trap is again a nice debuff and hold but most spawns don't last long enough for it to be needed, I'm more likely to use it to stop a loose enemy (although even there I prefer Thunder Strike). Seeker Drones are probably the power I use the second most, I tend to toss them out even when they aren't needed just because they are a very nice debuff and can help with the alpha strike if needed.
My TA/A is similar. I use Acid Arrow and Disruption Arrow all the time. I tend to drop Glue arrow on most spawns but if I'm using Oil Slick I'll skip it for that spawn. Flash Arrow I use if I get there before the rest of the team, but I don't worry if I have to skip it. Poison Gas Arrow I reserve for teams that are struggling. Ice Arrow I mostly use re-actively if it's needed. EMP I either use in place of Glue/Oil Slick or as a panic button depending on how the team is doing.
With both of my Defenders and my Corruptor I can lay the NECESSARY debuffs and still have plenty of time to blast.
Quote:I could hear someone go "zz" as an empath (I pro buff but I can get preoccupied) and cm that person, during that time of clearminding them someone else could of got killed. It's that fast that you can lose someone. People could play better and allow empaths all over to have the time to contribute damage without fear of losing a team mate but people don't and those people won't remember the empath for their blasting they could be remembering how slow to react that empath was. I have a 50 empath that does attack but gets caught out in one action time. For empathy you can be judged on your reactions (sometimes its by numbnuts who require help all the time) but in order to get along ingame people would rathe keep the numbnuts upstanding and be appreciated than attack with all the might of a fluffy pillow. Better to keep that rabid scrapper alive doing damage than tickle some mob. -
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Glad you found the answer. In case you're curious City of Data has the answer but it's kinda hard to find. Basically you have to go to the page for the power that it grants rather than the main page for the power. That has the lifetime:
http://www.redtomax.com/data/powers/...as.Noxious_Gas -
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Quote:Not quite. There was one bill that made it out of committee and several more on the November ballot but none have actually passed yet.Wait... what?
Seriously? As in, you don't need a prescription anymore?
http://en.wikipedia.org/wiki/Cannabis_in_California