Arbegla

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  1. Quote:
    Originally Posted by Zombie Man View Post
    Funny that at the same time the Devs remove 'Tram Missions' from the Ozone portal, this shows up.

    Not all tram missions were removed from the o-zone, i still get a few to show up every once in awhile..
  2. I'm sure DPS wise.. it could. Or atlest on a cheaper budget atlest match.

    If you throw a ton of money into the BS/SD, it might surpass the katana/FA, but it'll cost a lot more.
  3. Could always use the color palate, and make your own crystal or gemstone armor set? Model it around ice armor, or umm.. stone? Could also go with invuln or willpower, and have a crystal or gemstone costume.. have the different auras be different colors so its reflection based..

    Outside of that, different secondarys could make the secondarys play a lot differently.
  4. When i can tag mez'ers first in groups, like i see that sapper before he sees me, i'll run behind a corner, and TP foe him into a gravity well (while the warshade TP foe is animating, i'll que up gravity well) and then beat him up. This does two things for me:

    1) No more mez mob

    2) Bait for my pet, or a heal, or i can drag the rest of the group to the body and unchain essence it for some nice burst damage.


    When i don't feel like TPing enemys around, i'll just use dwarf form. I have enough recharge where i have a constant attack chain in dwarf form, and its pretty durable it itself.
  5. i was working off base numbers from red tomax, but yours look about right.
  6. Burst? Its not possible. Broadsword has higher damage mod's then katana does, by a pretty large margin, so no matter how much +dmg you throw into katana, broadsword will always do more.

    For example:

    Disembowel does 122.62 damage base, soaring dragon does 112.61 damage base so thats 9% difference for BS base damage
    Headsplitter does 162.66 damage base, Golden Dragonfly does 142.64 damage base so thats 13% difference for BS base damage

    Damage over time? Katana already ranks higher, due to faster animating attacks, lower base recharge values and Gambler's cut being so awesome. Its mainly Gambler's cut though.
  7. But isn't the point of a global channel to have discussions?
  8. Quote:
    Originally Posted by BasicallyJesus View Post
    He actually has to read the post before he can comprehend it, and it's pretty obvious he didn't.
    Like so many other things its pretty obvious he doesn't do
  9. Your best bet is to get melee def capped, which if you run a single DA chain is pretty easy to do.

    Once you do that, grab as much recharge as humanly possible, then add some more.

    My kat/regen can solo pylons (a little under 200 DPS i think last i checked) and its not overly expensive. It can also handle 0/8 solo, but i normally run 0/6 cuz /8 takes too long (the cone and PBAoE, while awesome, just aren't up enough to clear mobs quickly)

    Its a pretty nice and durable combo. MoG allows you to pretty much shed any def debuffs and DA allows you to stack some pretty high melee/lethal def which covers most -def anyways (all those darn guns are lethal damage) perma DP means you have pretty nice base regeneration, and recon being up every 20 seconds pretty much means if they can't kill you in 20 seconds, they will never kill you. IH for those tough AV/EB fights, and you got a pretty complete set.
  10. the "BUT I'M BADGING" crowd that complains about getting ganking while in PvP zones.
  11. It shouldn't. So if it does, expect it to be 'fixed' soon
  12. Eh, theres some background information you should know about that situation, and its pretty much out of the LB mod's hands.

    Basically when you have a ton of dummy accounts with mod access, it doesnt matter how many times your kicked by other people, you can just remod yourself if all your accounts aren't kicked.

    Thats the main issue with the person in question.
  13. Quote:
    Originally Posted by Private Eyes View Post
    I'll say. This transpired when I logged in.

    "[LFA]@playername* has been kicked from channel 'LFA' by @mod*"

    The mod was asked why playername* had beend kicked:

    "[LFA]mod*: I silenced him once, then when he was unsilenced he went off on a rant and rage quit the channel. As I am personally tired of his continued harassment, yes, he was kicked."

    followed by

    "[LFA]@playername* has been kicked from channel 'LFA' by @mod*
    [LFA]@playername* has been kicked from channel 'LFA' by @mod*
    [LFA]mod*: Sorry for the spam all.
    [LFA]@playername* has been kicked from channel 'LFA' by @mod*"

    *name removed

    Hmm.. that seems familiar.. didnt something like that happen in LB.. and didn't some @playername decide it was time to make a new channel to prevent that from happening? Odd how history repeats itself.
  14. Its how the set is balanced. Dual Blades doesn't do a whole lot of 'front loaded' damage, but its combo's are the secondary effects (like fire melee has the fire DoT, dark melee has -tohit, katana/BS have -def, and claws has lower rech/end costs)
  15. Arbegla

    Soloing Trapdoor

    Kosmos, did you actually time his cloning to 20s? I've timed it myself and its closer to 30 seconds..
  16. Quote:
    Originally Posted by Johnny_Butane View Post
    Because that is how all of the original ATs and most of the power sets were designed to be used and they've spent six years conditioning us to play that way by punishing us for doing otherwise.

    If the devs don't want us playing like that any more or want to 'evolve' the game into an "action MMO", they need to get off their butts, remove all movement suppression and animation rooting, fix all the powers that rely on the old dynamic like Stone Armor, Invincibility and Rise to the Challenge, give better ranged attacks to the melee ATs and fix the ATs that were designed for and are only good for tank and spank, ie Tankers.

    Because as a Tanker, a session of spamming Taunt at Battle Maiden and getting in pathetic damage that's made even more pathetic by not even being allowed to stand there and deliver it because the blue patches make my Primary Power set irrelevant, in addition to most of my Secondary, is a [censored] joke and isn't worth my time.

    Go to Hell, Apex and Tin Mage.



    .
    OR you can learn to play. Either way. Pretty sure, you learning would be MUCH easier.

    Seriously, you have a 5 - 8 second warning time, and once a patch is down, its down for 20 - 30 seconds, so you move her out of the patch, and then pound on her until another comes up. Its NOT THAT HARD.
  17. Quote:
    Originally Posted by Flarstux View Post
    That would be most Tankers. Now, I'm sure someone will come along any minute now and tell us all about how THEIR tanker out-damages every other AT in the game with nothing but a few out-dated TOs and can solo Nosferatu using Brawl. (If anybody could do that it would be Ironblade.)

    I've played enough Tankers to know better. I always take most of the attacks available to my Tankers, and I always slot for damage. I know some Tankers can do pretty well, all things considered, but it still takes them a lot more attacks to kill things like EBs than the more damage-oriented ATs.

    My electric/ice guy stomped Trapdoor through the floor before that patch and ignored the bifurcations. How would he fare now? Probably not very well. My ice/mace guy - screenshots linked elsewhere in this thread - had a hell of a time with Trapdoor. He'd get in an attack or two, then he'd have to stop to go find and defeat a clone, then run back to Trapdoor, get in an attack or two, then go find and defeat a clone, and he had to do this over and over and over and over and over and over and over.

    Peanut gallery: "Get help!"

    Sigh. If my Tanker has to go running for help... I might as well play a Defender.

    You want to know why I like playing Tankers? Because - and as much as I do agree with Johnny Butane on a lot of things concerning Tankers - until recently *we didn't freakin' need any help*. 'Cept maybe with Nosferatu.

    I don't mind a tough fight. I don't mind a challenge. I'll say it again: I do not find this new stuff to be challenging or tough - and it's not that I *can't* do it, it's that, after having done it a few times on various characters, I'd just as soon beat my head against a concrete wall as do it again - because I find it to be obnoxious, annoying, and tedious to the extreme. All those stupid shafts to jump into...

    And if this - along with the new TFs - is indeed indicative of what's to come in I20 and beyond...

    Well, it certainly won't make me smile and be happy. So there.
    Obviously you need help, or else you wouldn't be having issues with trapdoor. Hell, you don't even need to get a friend. Just craft of the Ba-gillion envemoned daggers you get as a drop, and peg trapdoor with it while your going clone hunting.

    You literally have 30 seconds between clones. Assuming your doing base damage, on your tanker attacks, and your NOT using bruising at ALL, it still shouldn't take you more then 8 seconds to kill a minion (4 attacks, give or take). So, assuming travel time, you have about 10 seconds of clone hunting, and 20 seconds of trapdoor pounding. Lucky for you, envemoned daggers -regen is PERMA right out of the box. So, when trap door throws a clone out, you throw a dagger in his face, and either kill the clone (as they add +res to him) or just beat him down as the +regen is negated due to the dagger. Its entirely your choice.

    Your making this encounter MUCH harder then it needs to be. You only have to do 3/4 of trap doors health before he concedes, which for a level 50 EB, it just over 4,000 hit points. Hell, if a defender using nothing but archery attacks can solo trap door, then a tanker should be able to easily, as the tanker has a higher damage mod then the defender. (defender's range damage mod is .65, tankers melee mod is .80)
  18. THINK OUTSIDE THE BOX.

    Then things become easy. Seriously people, theres a few new tricks they added, and if you insist on going against them because 'oh my god, its different' then you deserve any debt badges you get.

    Multiple people in this thread have not just pointed out how to turn trap door into a snooze fest, or written guides on how to solo him, or pointed out how to do battle maiden with and without melee characters, or mentioned that pets are the way to beat director 11.

    Just because you (the people complaining) can't figure it out, and get upset about it, doesn't mean its 'impossible' and 'unfair'. Its about as unfair as someone taking a purples out warshade on a apex, and then using dwarf to taunt the battle maiden around. Or using nova form to slow battle maiden to the point where shes crawling, and then the blue patches of death becoming nothing more then a timed rotation. You get a sparkling blue field under you, YOU MOVE. Or you die. pretty much thats it. If you refuse to move, be glad they give debt badges. If battle maiden is on top of a blue field of death, swap to ranged attacks, there are plenty of temp powers available to use during the 20 seconds you have to wait for her field to pass.

    Its not that hard.
  19. Quote:
    Originally Posted by Anti_Proton View Post
    Here's the trick. Kill the clones and he is a regular EB, but while you are fighting him, he's making more clones and if you don't have the damage output to make it quick, you find yourself fighting an AV. Oh and while he's held and immobed, he's still making clones. After you die and port to the hospital, he's still making clones. If you don't kill him in the first strike you can be looking at a dozen clones. Even while he is in the lava, he's still making clones. I saw the damage ticks get lower and lower as he continues to make clones while in the lava.

    He pops a clone once every 30 seconds, undebuffed. If you debuff his recharge, its even longer between clone spawning. If you seriously can't kill a minion level mob, once every 30 seconds, while doing 3/4 of an EBs hit points, then its really a pebkac error and not one with the mission design itself.

    Kill the clones first. Then beat on trapdoor. If fail the first time, grab some inspirations, pretend trapdoor doesn't exist, and clear the clones. Then beat on trapdoor some more.

    If that doesn't work, either get a friend, OR use a envemoned dagger. The -regen itself is enough to counter an infinite number of clones, due to the fact he has 0 -regen resistance. So, throw a dagger in his face, and just continue to pound on him. Problem solved.
  20. Quote:
    Originally Posted by Anti_Proton View Post
    " unconventional tactics that are necessary to win"

    And here I thought the tactic was to beat down a bag of HitPoints until I win.
    Not for trapdoor, and its that logic that makes it hard. Once you realize that his bag of hitpoints just keeps refilling unless you kill the clones, it becomes a piece of cake.
  21. Heres a pretty cheaper version of a fire/fire/fire perma dom build:

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Wave (arbs): Level 50 Science Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
    Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
    Level 2: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23)
    Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/Immob(7)
    Level 6: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(27)
    Level 8: Hover -- LkGmblr-Rchg+(A)
    Level 10: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(13)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21)
    Level 14: Fly -- Winter-ResSlow(A), Zephyr-ResKB(15)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 20: Combustion -- Oblit-Acc/Rchg(A), Oblit-Dmg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 22: Cinders -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/EndRdx(42), G'Wdw-Acc/Hold/Rchg(42), G'Wdw-EndRdx/Hold(42)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Tactics -- EndRdx-I(A)
    Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33), S'bndAl-Build%(34)
    Level 35: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dam%(37)
    Level 38: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39)
    Level 41: Vengeance -- LkGmblr-Rchg+(A)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Melt Armor -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/Rchg/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(46), P'Shift-EndMod/Acc(50)



    And heres a really expensive version of a perma dom fire/fire/fire build:

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mistress Ariel: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(13), BasGaze-EndRdx/Rchg/Hold(13)
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
    Level 2: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(23), Mako-Dam%(25)
    Level 4: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Hot Feet -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27), Armgdn-Dam%(33), Sciroc-Acc/Dmg/EndRdx(33)
    Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Decim-Build%(34), Apoc-Dam%(36)
    Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37), Amaze-ToHitDeb%(37)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Cinders -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(46), GladNet-Rchg/Hold(46), GladNet-EndRdx/Rchg/Hold(48), GladNet-Acc/EndRdx/Rchg/Hold(48)
    Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A)
    Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Rchg(50), S'bndAl-Build%(50)
    Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Thundr-Acc/Dmg/EndRdx(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Fire Shield -- EndRdx-I(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A)



    They both use about the same powers, and the first build has 0 purples in it. Both are perma dom, but second is a perma dom without hasten active.. so hasten just added even more to the build.

    *edit* for the first build, you could swap out hover/SJ for CJ/SJ pretty easily, depending on what travel power you wanted to use.
  22. Arbegla

    Soloing Dr.Kahn

    well, i don't know about him specifically, but most AVs regen about 5% every 15 seconds, or .33%/second, so with 200,000hp thats umm.. 660hp/second? without any outside buffs, or debuffs.
  23. Even with test server, and mids, they change a lot of things around. While they gave out 3 respecs this time around, normally they only give 1, and sometimes that 1 won't pull out enough enhancements to redo a build, especially if you want to save enhancements.

    I'm glad atlest everyone is agrees that more storage would be nice, i guess i'm a minority in the fact that i run out of space pretty constantly.
  24. thats also just 1 example of a recipe where its better to store then sell right away. Respec recipes also come to mind, as do some purple/PvP recipes.