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Quote:The thing is, is it doesnt matter what mob your fighting, ALL of them have a 5% chance to hit through a tray full of purples. Trappy isn't special in that regard. Heck, Honoree hits harder then trappy, has psionic damage, and has more mez powers, yet your not mentioning him, just trappy..Speaking of making things up, when have I ever claimed, in this or any other thread, that NPCs ever had less than a 5% chance to hit? This has nothing to do with the points I have made in here. Nothing.
If he hits right through purples, then this makes hash of everyone's boast to "just bring 50 Lucks in there and you'll be ok!" If he can hit through Lucks they are of limited utility - in fact I did not find them very useful. If the Curse of Weariness can run through an entire tray of blues in two minutes, this makes blues not all that useful when fighting Holtz. Elementary concept.
If Trappy never lands his Total-Focus [or whatever it is]-O'-Doom on any of your alts, outstanding. I am happy for you. That does not mean 1. That it does not exist, and 2. that he cannot land it on you multiple times during the same encounter. He sure landed it on my Defender and also on my Stalker, more than once. Everyone else without heavy shielding brought a temp power when solo and BOOM, "mission complete."
Problem solved. And intent of mission? Massive fail.
And trappy can be completely shut down by a envenomed dagger.. where honoree actually has resistance to most damage types. -
Im pretty sure the summoning rate is every 30 seconds. Thing is, 30 seconds seem to go by quickly, so it gives the illusion that hes summon more often then normal. Next time, time it. chances are it'll be within 30 seconds.
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And FYI, shivans are easy. Heres what you do:
1) Find a base without missile turrets
2) Beat all turrets down to a sliver of health (DO NO BLOW THEM UP DURING THIS STEP)
3) Starting at the furthest turret from the glowie you click on, start destroying the turrents
4) ???
5) Profit with your new shivan! -
Quote:I call complete and utter BULLHOCKEY. That is completely untrue. It most certainly *is* five minutes.
*****
We have been told many times that people have "been told how to complete this mission with no problem whatsoever." In case someone new to the thread missed the actual strategies that work on very squishy characters with no +KB powers, here they are:
*Prior to beginning the arc, turn your difficulty down to -1.
*Bring one or more of the following: 1. Friends, if you have any on at the time you want to run this who are not busy doing other stuff. 2. Shivans. 3. A Vanguard HVAS. 4. Both shivans and a HVAS. Boom, "MISSION COMPLETE."
Ignore all sternum-beating, "I iz l33t!" wild unverifiable claims, etc: just do this and problem solved.
Never said that, sweetie. What I did say was that some powersets, esp. those without +KB, can have a lot of problems with Trappy. This mission is VERY doable: bring shivans and/or a HVAS if one has trouble. Problem solved.
Now being forced to go get temp powers is pretty silly IMO, for people so powerful they are about to become Incarnate, but whatever works.
You know, but the plasmatic taser, and the hand grenade temp powers offer Knockback. And both of those are a lot easier to get them Hvas and shivans.. -
Quote:I stand corrected. Guess it just seemed shorter. I never actually looked up the time, as even with -50 endurance, all i did different was turn off a toggle or two, and proceeded to beat them down.
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Ya know, Curse of weariness isn't 5 minutes long. Its actually closer to 1 minute. And in the even you do get hit by it, turn off any toggles you don't need, convert any inspirations your not using into blues, and suck it up. Really. Or, just hit a recovery serum, and the added +recovery will counter act the -end you just got tagged with.
Or, spent the vanguard merits and just remove the curse yourself. -
I'm pretty bad about giving out SB..on my fire/kin corr, but i spam transference whenever possible, so people constantly have full end.. and FS is active, so they have capped damage.. (which means, you need less attacks to defeat mobs)
Does that work? -
i did 3 acc/dam hamis, and 3 debuff/end hami's.
12.21% def shields are pretty. Especially with double stacked on my assault bot, with my FFG covering everything up. -
Quote:I did the /rad controller with the new change -500% regen still floors him.FYI he changed yesterday. You may want to see how it goes when you ignore his clones now with your following characters:
Earth/rad Controller (spammed the -regen debuff, floored his defense, and had stoney pound his face in)
SS/invuln brute (ignored the clones, pounded his face in, you'll be amazed how KB prevents him from summoning more clones)
Kat/regen scrapper (ignored the clones, pounded his face in)
Bot/traps MM (ignored the clones, as it was my first time through, actually didn't even realize he had clones, and just debuffed him into nothing and pounded his face in)
The SS brute can rack up about 200+ DPS with double stacked rage and fury. He can't keep it up forever, but Trappys only an EB, and once you get him down to 25% he concedes anyways, a couple Knockout blows with full fury and double rage and hes down. (KoB hits like a mack truck)
The kat/regen does 191 DPS to a pylon, so an EB with minimal lethal resistance would get ripped to ribbons.
Bot/traps is in the same boat as the controller -1000% regen will still floor him.
Keep in mind EBs have 0 debuff resistance, so debuffs hit them for full value. -
Quote:Trappy, like everyone else, has a 5% chance to hit through the softcap. Your defender just has horrible luck. Really, its that simple.Oh. My. God. Are you serious?! Are you really serious?!!!!!
I point you to the upping of difficulty of getting Shivans, to limit their use by solo players. [And this worked, because I never bother going to get Shivans nowadays, due to increased speed of respawn times on firebase turrets].
I point you to the several places that Warburg nukes have been disallowed, the Cathedral of Pain springs to mind as well as.... gosh, didn't they *just* make it to where nukes could not be used in Apex and Tin Mage? Perhaps I am remembering that wrong.... but yes, nukes have been disallowed in several instances.
Y'might want to rethink this stance of yours.
Trappy's not a special snowflake who needs special privileges. If anything, an EB who deserves special privileges would be Honoree. He's been through enough to earn 'em. Trappy ain't nothin' special, he even has a boring costume.
If only inspirations stopped things like the Curse of Weakness and Trappy's 100% chance-to-hit [? sure seems like 100% chance] Ubermelee one-shot-wonder! Unfortunately TRAPPY CAN INDEED HIT THROUGH A *TRAYFUL* OF PURPLES. My Defender can testify to the veracity of this statement.
Nukes are only disallowed in the CoP, not tin mage or apex. Heck, outside of changing the proximity mines, nothing has really been changed to the tin mage or apex, and i think the fastest apex times i've seen is a little over 30 minutes. 30 minutes for 40 merits/2 shards, and the dev's havent changed it yet.
If inspirations aren't helping you, then your doing it wrong. On every single one of my level 50s i've ran this arc, while some have died to trappy, everyone has successfully Solo'ed or duo'ed him. This is on a:
Fire/fire/fire blaster (RoTP is pretty nice, burnt his face off)
Fire/kin corr (power boosted transfusion kept me alive, even when he hit me, and the fortunata mistress pet TK blasted him into the lava for me, then burnt his face off)
Tri-form warshade (went dwarf, pounded his face in)
Earth/rad Controller (spammed the -regen debuff, floored his defense, and had stoney pound his face in)
SS/invuln brute (ignored the clones, pounded his face in, you'll be amazed how KB prevents him from summoning more clones)
Kat/regen scrapper (ignored the clones, pounded his face in)
Bot/traps MM (ignored the clones, as it was my first time through, actually didn't even realize he had clones, and just debuffed him into nothing and pounded his face in)
Emp/psi Defender (duo'ed it, with a fire/MM blaster. Power boosted fortitude on the blaster and me on clone duty pretty much made trapdoor melt)
So really, stop making things up randomly, and just accept that this was changed because the dev's didnt like people completely taking out the mechanic of the fight. Its not hard, so stop screaming like it is. Heck i've had harder times on the Honoree mission, and even that i mostly just rushed. -
Thats why it didnt make the list. FF is really a 1 trick pony, and its 1 trick isn't debuffs. Which are what is needed for AVs (most of the time) it also has no +dmg, so it can't make players attack any harder.
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Quote:Like that tech just said, the only power in /traps with an interrupt is trip mine and time bomb. Everything else you can use while standing in autohit caltrops, and you'll never be interrupted.You forgot about the interrupt with trap powers. You can't lay traps while getting pounded. The animation also factors into traps survivability. Possibly because traps is a set meant for the most part to be used/set up before combat not during. Also, you can try to "pull" badguys with your primary but you can't kite because there are no toggles
Apparently you don't understand what i meant by 'kite'. This means having said enemy follow you around while your moving. This doesn't mean putting a toggle on him, and draggin him around with that.
There are plenty of ways to down trapdoor, and a */traps should have 0 issue with it. He could have an entire room full of clones, and your poison trap is still setting his regen at 0%. -
The soft cap is 45%, and melee covers ALL melee attacks (or rather, all attacks, with a melee vector, with is pretty all melee attacks) Lethal only covers attacks with a lethal vector (think machine guns, which are lethal/range) so being able to cap both saves you alot of time and hassle.
40% is about 100% weaker then 45% (that last 5% defense basically doubles your survival) But, if you cap melee, and have enough recharge to keep your heals up (or run IH alot) then you can get away with just having 40% lethal, and 45+% melee, which is what i managed to do. -
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With that team makeup, you should've immobilized her, using the blaster (only take 2 immobilizes to immobilize an AV, even with purple triangles) to proc containment, kept double stacked fort on the blaster/defenders/controllers, and blasted her down. With a rad defender, you could've floored her regen, or atlest slowed it down alot, plus the rotation i mentioned in my previous post
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The flames seem to spawn on top of players, so you can create a rotation if you will of them.
Basically, if she refused to get into melee, then you refuse to close into melee with her, and she'll spawn flames on top of you (which is outside her melee range) then you rush her, pound her face in a little, and when the flame reappear, run out of melee. Repeat. Without -regen it does kinda such cuz she'll regen a little during the 'range' phase, but if you can get her in a rotation like that, she'll drop pretty easily -
Quote:I put everything that costs less than 1mil for sale at a modest price of 1 influence. Above 1mil it really depends how much above that arbitrary limit it is, but I usually put them at around 75% of the last 5. 95% of the time I end up getting around 100% of what the last 5 cost anyways, and this often guarantees the sale.
I do what this guy does, except i always craft items, and always list for 75% of the last 5. More often then not my items sells, but sometimes i sit on stuff, and after a week i'll relist at the new '75% of the last 5' just to keep things moving at a decent enough speed. -
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David Tennent did some Doc who movies, right before he died (as the doctor) Waters of mars is one of them, it basically explains how matt smith became the new doctor, that might be what netflix is picking up.
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While regen has enough recovery with inhernent stamina and quick recovery to cover about 2 or 3 toggles, if you took the fighting power pool for tough and weave, i highly recommend taking body mastery to help with that. Conserve power is also great for when a sapper gets the drop on you. if you have enough +end procs, and conserve power, you can basically stay at < 10 end and never drop your toggles.
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Eh, my idea is a lottery system.
You spend X inf on a ticket, and each week (or day) theres a drawing. Winner gets 85% of the amount spent on tickets, losers lose everything.
That way, 15% is already burnt off, and give it a chance for no winners, so the entire lump sum can be burnt off. -
Quote:Only 1 correction:It's been years since I looked at the stats for a generic AV, but if we assume that the AV has 100% regeneration (the base rate), then his ticks come every 12 seconds, not every 15. You get a full bar of health every 4 minutes, or every 240 seconds. 240 / 20 = 12.
With a subtractive regen debuff of 75%, we go to 240 / 0.25 = 960, or one 5% tick of regen every 48 seconds.
If we assume that your HP number is correct (28,271), then the regen debuff drops the AV from ~118 HP/sec to ~29 HP/sec, or a net loss of 89 HP/sec.
That's a lot of virtual DPS. Is it competitive with resistance debuffs in a full team? Probably not, but then again you may not be facing a generic level 50 AV. And let's face it; a full team with good damage dealers isn't going to have much trouble with a generic level 50 AV anyway.
Suffice to say that -regen is a help, and potentially a very big help as opponent HP rises.
That said, I definitely agree with the general sentiment that -regen debuffs are overrated when people recruit for teams. Call it a hold-over from a time long past; call it an unconscious association of -regen with some of the better debuffing sets out there (Cold, Rad, etc). Whatever the case may be, a lot of people seem unwilling to leave home without copious -regen debuffs, when what they should really be looking for is general damage output (whether it comes through -regen or -resistance or just full-on Blaster/Scrapper carnage) and enough mitigation to survive (whether it comes from good aggro management or a bunch of buff support).
Either way, groups heavy on buff/debuff are unparalleled, so we're sort of splitting hairs here. People may very well have a flawed understanding of regen debuffs, and it's kinda annoying to be stuck with the no-regen-debuff stigma on a support character (like my Stormie), but at the end of the day, people aren't wrong for loving Rad and Cold and Traps.
http://paragonwiki.com/wiki/Health_Regeneration
AVs do indeed regenerate 5% every 15 seconds, which is their 100% regeneration value. Its a little different then players. -
Quote:But AVs don't resist -Resist debuffs in the same way that they do most other debuffs. A 30% resistance debuff means that the team will do 30% more damage to an even level AV.
While true, 30% more damage of 1 point of damage, is 1.3 damage. That's the issue with resistance debuffs on high resist targets.
http://paragonwiki.com/wiki/Purple_Patch
Unless your target is +3 or higher, the debuffs aren't affected much by the purple patch. -
I'd like to see what my layered mitigation actually adds up to, here let me grab the numbers real quick..
Def -> 42% basically across the board (percents here and there are different, but mids won't tell me exactly how much protector bots add)
Resistance -> 46.2%lethal/smash/energy, 10.6%fire/cold, 4.6%neg/psi/toxic
Regen -> 804.48% with 2 triage beacons out, which is possible with my build.
debuffs -> -120% damage (6 seeker drones), -38.604% tohit (6 seeker drones, assuming the protector bots have the same value of my players) -
Quote:Its subtractive Easiest way to tell is to take a /regen scrapper into the arena, and debuff his regen. Do the same with a willpower (who has -regen resistance) and the same for a GM or AV (using the power analyzer temp power) and you'll see it.My understanding is its not subtractive, unlike to hit. It works like resistance debuff, recharge debuffs etc, where 100% debuff is halved regen.
A 50 arch villain has 28,271 HP. He regens 5% of that every 15 seconds (1413), for a regen of 94 HP per second. If its subtractive (dropping it to 23), that's a net loss of 61. For even a single sonic blast (20% debuff) to not outweigh it, your entire team has to be dealing under 300 dps, which is pretty low. If its multiplicative, the loss is 19 or so, requiring a paltry 100 dps to beat. If my math is off, let me know. It was never my best subject.
There are certainly some corner cases where its handy (unstoppable as mentioned below), but this thread isn't about things that are nice, but overrated. And regen debuffs, IMO, fits that to the point where its replaced healzors for something people wont leave home without. If you really want to kill something fast, bring a /sonic defender. A stacking 20% resistance debuff is pretty obscene.
Basically any -regen will floor the /regen scrapper, anything that still equates to -100% regen after the regen resistance values will floor the willpower, and anything equating to -100% will still floor the GM.
The best powerset to test this with is a /traps defender, corruptor or mastermind, as poison trap has -1000% -regen, so even with AV level resistance, it will still floor them.