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Posts
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Quote:Just a quick correction here. You don't get dinged twice when selling something on the market. When you post it, you pay 5% (minimum 5 inf). When it sells, you get that 5% back and pay 10% of the sell price in consignment fees. Therefore, the only thing you gain by posting it for 1 inf. is it only costs you 5 inf to pull it off the market and relist it.Selling a recipe for 60 mil costs you ~6 mil in costs just to post it, in addition to the chunk taken when you sell it.
However, if you put something up for 1 inf, and someone bids 50 mil on it because the last 5 sales were all 50-80 mil.. you still get 50 mil (minus the surcharge they take from all purchases) and you make a net ~5 mil from avoiding consignment costs. -
Quote:Just one correction. Procs don't have this problem. Luck of the Gambler's, yes, but procs are active as long as you still have the power. So, if you place a Miracle +Recovery in health, you should have it all the way down to level 1. The only thing level of the IO determines is when you can slot it. Basically, if the IO works like a global bonus, it is subject to the -3 level rule. If it's a proc, it only matters if you have the power or not.Also, one last caveat/advice: Global IO's and Proc's don't care about level for effectiveness, but still matter for exemplaring. The level 20 Miracle: +Recovery works just the same as the level 40. However, if you exemp more than 3 below the level of the IO, it's global bonus will fade out, or the proc won't happen. Therefore, those are generally ALWAYS better to get lower, since they can be slotted into a toon sooner, and retain effectiveness over a broader range of levels. Exceptions to this rule are the PvP Global IO's, which never lose their bonus, regardless of level.
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Quote:I just tested with one sleet and the debuff definitely disappeared as soon as the rain stopped. I don't have enough recharge to stack it multiple times, but maybe if you do, the debuff will stay for the full 30 seconds???Are you positive? I just tested this, using the Power Analyzer, and saw that the enemy had 2-3 sleet debuffs stacked on him if I kept using sleet as soon as it was up. He never left the patch (I kept him too slowed to get out). Half the time there were 2 sleets, the other half 3 sleets.
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Way overpowered for a Dominator APP? I just hit 41 on my Elec/Earth Dom and picked it up and wow. With a good amount of recharge (which most doms try to build for anyhow) it's up every spawn for 30% def debuff and 30% resistance debuff.
Other than the longer recharge time, it's identical to Defender's Sleet, if I'm not mistaken. To be honest, I can't think of a good reason to go with any other APP. I mean, Sleet + Defense Shield + Ice Storm? Yes please! -
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Quote:It does light all the time now. However, you still have to hit it and as with all attacks, you're limited to a 95% chance to hit, so you will miss 1 in 20 times. You'll just have to attack it again.I thought that they had fixed it to light all the time now? I'm not sure why but my recollection of the time before they fixed it it was a 50/50 chance to light by fire or energy. After they fixed it, for a little while, it wouldn't light at all. Then it was finally fixed to light with a 99% chance.
I'm not trying to argue this point just giving my interpretation of it. -
If you didn't have fitness to begin with, you didn't have to respec to get it. It was automatically added to your build. The only reason you needed to respec was to take advantage of the three (or four) extra powers.
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Swap Ammo only takes one power choice. You get all 3 ammo types with one power selection. Couldn't tell from your post if you are thinking that it will take 3 power selections to get all of them or not.
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I can't really comment on the /Psi part, but I will give my opinion on Elec. I've got an Elec/Earth dom at lvl 38 or so and as far as jolting chain goes, I think I dropped it around lvl 30. I may respec back into it later, but there seem to be better things that I could do than a chain knockdown with pitiful damage. Also, I always get a little irritated when the small tick of damage kills an enemy and breaks the chain. I think I'm going to pick it back up later and try it with some procs. (namely the devastation chance to hold proc; seems like it might be useful)
For my dom, I've slotted the ST hold with Basilisk's gaze for recharge, the aoe immob and conductive aura with efficacy adapter for end mod. Slot synaptic overload like any other no aggro confuse. IMO, Static field should be slotted for recharge first and sleep second. I'm not really sure what I'll end up with here, but right now I think i have 3 recharge and one sleep.
Finally, the gremlins are very disappointing (IMO). You should definitely try them out, but on teams, I find they are dead within the first 3 groups. I just seem to be constantly recasting them. Solo, they are ok, but still not great since they break the sleep of static field frequently. I still haven't decided if they will end up in my final build or not. -
So, exactly which powers are you using to do all this AoE damage? I see Repulsion Bomb, Chain Fences and Fissure. Not saying you can't solo +3 x8, but I have to think almost any other primary with a similar build will do it better.
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The IO grants you an Aura of 40' (i think it's 40, even though some of them say 20'). That then gives your pets 10% resistance or 5% defense.
So, it affects all of your pets. Not just the ones it's slotted into. -
From what I've seen, the initial target will always get the confuse graphic, whether or not the mag was high enough to confuse him. I think the graphic matches the confuse state of the rest of the targets in the chain, it's just the initial target that doesn't.
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The only reason that I can think of why this would be happening (other than being a bug) would be if Link Minds has an enhanceable resist component. Mid's shows it not being enhanceable for +Res(Psionic) but it could be wrong.
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Typically, Targeted AoEs are 16 targets max which is what blaster's explosive blast is showing on Red Tomax although I can't find any confirmation in Mid's or Tomax for that. Mid's shows it as a 15ft. radius.
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Quote:You can transfer toons from one server to another for a charge.I actually noticed the new APPs when I respecced for Inherent Fitness. Energy Transfer is the FIRST power!? O_o Oh I've been wanting Energt Transfer, Torrent, and Explosive Blast for I can't even tell you how long. This is the greatest thing ever.
WHY CAN'T I COLOR ANY OF THEM!? ; ;
Also, my main is on Infinity, and he's got IOs now. Is there any way I could transfer him to Pinn? Hate to miss out on HTTT, but I'd REALLY hate to start the same guy over when I love his concept so much. It wasn't so painful back when the only thing my Pinnacle dom didn't have was levels. Now he's missing HOs, IOs, badges, temp powers, unlockable costume pieces and levels.
http://www.cityofheroes.com/news/gam..._tutorial.html -
Quote:No, point of origin as in the caster. (i.e. you)With Torrent, sort of. It's more like they're getting knocked back at sharp angles to the ground, so they bounce off in a way that's less obvious. With Explosive Blast, I'm not sure, having never used the power, but I doubt it. If the KB emanates from the Point of Origin, the origin being the mob being targetted, it will always scatter mobs unless the mob itself is above or below the others.
As a Mind/Energy, I'm liking the new AoE attack chain we've got in Terrify > ETorrent > ExBlast. I already had Terrify HO'd out for damage/mez, this just makes it more effective. -
Quote:Just as a completely unrelated FYI, there is no such thing as radial KB in this game. KB is determined from the point of origin. If you throw a targeted AoE KB into the middle of a mob, they will always be knocked away from you.This is a huge recharge build, around 125% plus hasten, so not sure I need that. I am thinking I will use the cone more often, based on how I position myself, especially with hover, so it goes into knockdown, rather than screwing over my team with a giant radial KB attack being spammed.
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Quote:Ah, ok. I thought everyone was still talking about resistance.I was refering to -Regen on a +4 AV. I agree that AVs don't have in-born resistance to -Resistance, unless they have an armor power that grants resistance. But some AVs never spawn at even level, and always at level 54, so you will never actually get the 30% debuff, but closer to 15%. This effects both Regen and -Resistance I believe.
In short, AVs don't natively resist -Resistance, but they still get benefits of the Purple Patch just like any normal enemy. As far as I'm aware very few things ignore the Purple Patch; the knockback in Repulsion Field and Repel appears to be one (it always knocks enemies the same distance--I'm actually unclear on whether Knockback IOs have any effect at all). -
Quote:Agreed. But most AVs don't have huge damage resistances. Just a quick look at the arachnos AVs, most of them have 30% resistance tops to any given damage type and a lot of them have 0 resistance to multiple different damage types.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. -
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.Keep in mind that the 75% number is what you'd get on a same level AV. On a TF like Apex (I think) where the AV is forced to level 54, I think the actual value should be reduced by 85% [EDIT: Correction, 87% due to higher level AV] and then again by 52% because of the purple patch.
I also think -Resistance is affected by the purple patch. -
Quote:I'm pretty sure that Tough/Weave gets applied BEFORE your pets take any damage. That's why Defense and Resistance are so strong on a mastermind with bodyguard mode.FYI using body guard with all 6 pets means you have 75% resistance cap already. Thats how it works like psuedo resistance. Your not going to see much gains with tough and weave. Solo tankerminding will work but on teams your just going to get killed. Trust me, been there done that not worth it on ninjas. Mostly because they are melee and have no resistance. There is no way for you to take all the aggro, especially beyond the initial alpha strike. Most critters are going to have aoe so you will get hit, the pets take the damage from body guard and the splash damage from the aoe. This means you die 5 seconds later. Other primaries like mercs or thugs this works out better since they are range and wont be so close to get hit by aoes. Now if you were just killing an av this might be different but I dont see it working that way for the other 99% of all situations. Also I forgot to mention the resistance from tough gets applied after your pets take the damage, you are getting resistance after the fact, which is why you wont see much difference.
Having said that, I have a lvl 50 Necro/Poison MM and in my experience tankerminding does not work well. You have to accomplish a few things. 1) Keep aggro on you. 2) Stay away from your pets to avoid all the AoE Damage killing them 3) Keep the enemies away from you (same end result as number 2 since if the enemies get into melee with you, your pets follow)
In addition to all of this, Poison's heal is garbage mostly because the activation time is so long. And when your pets are taking damage at the same rate, they usually all need healed at the same time. By the time you finish healing the first two, the third T1 pet is possibly dead.
Also, Poison offers no mez protection to you which is why Traps and FF both work so well for tankerminding.
I think you'd have better luck going with a /Traps or /FF or even /Dark because it's just that good.
And drop Poison Trap and take anything else. Seriously, anything else. -
Quote:Actually, it would be considerably more than that since AVs don't resist resistance debuffs the same way they do most others. Basically a Sonic/ will add 30% resistance debuff from siphon speed and 30% from disruption field for a total of 60%. There's more to the calculation, but the important thing is that the team will be doing 60% more damage to the AV with the Sonic/ defender using those two powers. Then there's /Sonic for more resistance debuff.Assuming the even level AV, a sonic/sonic can comfortably add 21% (12% comming from the sonic blast set) -resist to the battle. Even without a -regen component that is a highly valuable addition to the challenge.
It would be important to note if anyone is discussing "Best TF Defender" that they include whatever the secondary blasts can do.
Personally, i think the primary combo for this would be a Cold/Sonic. The -resist for it would be at 16.5%. Add to that the -recharge numbers adding up, the insanity that is Benumb, the -defense, the added endo and even the added defense for your team and it sounds good to me...
Damn altitus. Gotta go. -
Quote:This is true until you reach perma-hasten. At which point it has zero effect.It is fair to mention that the Alpha slot does effect "Hasten"...which in turn effects Domination (and all your other recharging powers). So while not directly affecting Domination it certainly can contribute significantly.
I.E. if Hasten is up more frequently, Domination will be up more frequently. I'm thinking of Going Recharge/Stun on my Fire/Psi/Ice Domi. -
As far as I know, there hasn't been a confirmation of whether it's a bug or WAI, but it's not just Phantasm. All controller and MM pets seem to like melee much more often now whether they have any reason to or not.