AnElfCalledMack

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  1. AnElfCalledMack

    AoE Monster!

    Quote:
    Originally Posted by The_Larker View Post
    Fire/fire scrapper I think would have alot.
    Less than you'd think. FSC, Burn, epic AoE, and a damage aura. SS/Fire gets away with it because of Rage and Fiery Embrace working so well together. Spines/Fire, Elec/Fire and Elec/Shield can actually make an AoE chain.

    Also, Fire/Dark Corr. Tar Pit and scourging Rain of Fire.
  2. Quote:
    Originally Posted by Fenrisulfr View Post
    Depending on the archtype, some people use a ranged attack on the clone while continuing to attack Trapdoor with their melee, others send off a couple of their pets to attack the clone while continuing to fight Trapdoor, and others lure him into the lava and keep him in there with knockback/down or immobilise powers.

    Or they get some help. Teammate/s, Shivan Decimator, Vanguard HVAS, Snowbeast, Zombie, PPD/Arachnos Reinforcement, etc.
    There's a variant on the "pin him in the lava" strategy that is rather fun, but only really available to Fiery Aura Tankers and Brutes. Just fight him in the lava. Turns out capped fire resistance does have its uses.
  3. When this bug first turned up, it was only for some archetupes. What did you notice this on?
  4. One other comment on the AoE. If you're looking for E/N defense, consider three Oblits and three Cleaving Blows. It's one of the most efficient ways to get E/N set bonuses in six slots.
  5. Quote:
    Originally Posted by Ardenghast View Post
    This is very helpful. Thank you so much for taking the time to help out!

    I didn't know that procs like PerfSh +End wouldn't work in click-only powers.

    Learned something today!

    Thanks!
    -Ardenghast
    To be fair, they work in click powers. They have a 20% chance to give +10 Endurance every time the power is clicked. They just almost always work out better in auto powers (and possibly toggles - I'm not sure what it does in Conductive Aura, since that affects both you and nearby enemies), where they have a chance to fire every 10 seconds. Very few powers that take EndMod sets and affect you or allies should be cycled more than once every 10 seconds. Or anything like that, really.
  6. Quote:
    Originally Posted by ChaosExMachina View Post
    What does that mean?

    Each individual entity has its own streakbreaker, each power does not, or both?
    It means that just because you missed with Headsplitter once, your next attack, say Slice, is guaranteed to hit, rather than your next Headsplitter.

    Assuming 90+% chance to hit on all attacks, of course.

    It also means that if your Slice misses, and your next attack is Headsplitter, the Headsplitter will be forced to hit.
  7. Well, tanking Ghost Widow without spinning around and getting wailed on means softcapped Ranged or Negative Energy defense - that hold is Mag 100, so if it lands, it's going to hold you. That means you're going to want some defense in your primary.

    Shield Defense is very easy to do that on, and also has a teleport-nuke and a healthy damage buff for zone PvP.

    Invulnerability isn't that hard to soft-cap to E/NE, and has very good S/L resistance into the bargain along with Dull Pain, a great HP boost. Players do a lot less S/L damage than NPCs, but it's still going to be noticeable.

    Ice is easier to softcap than Invuln, but has no S/L resist and a bit of a hole to Fire. Does have a DP clone and two aggro auras, though, so you should be able to hold aggro no problem. Surviving it may be something of another matter.

    Willpower has the opposite problem. Its survivability is great (defense, resistance, regeneration and max HP are all available in useful amounts), but you're going to have to work on holding aggro with your secondary, because RttC, while very useful for survivability, has a weak taunt component. You can still tank for a team, but it's a lot more active - keep taunting, attacking, and using AoEs as much as you can.

    And, of course, Dark Armor. With substantial investment, you can have a Dark tanker capped to S/L/E/N, along with very healthy resistances and Dark Regeneration for a quick refill. Once capped, probably has the best performance against Ghost Widow, thanks to the very high Negative resistance in the set. Mez auras will help you hold aggro for the team, but Cloak of Fear can cause some serious End problems, and Oppressive Gloom tends towards causing scatter, which some AoE heavy teams would rather avoid. All manageable, but also in some need of management.

    Otherwise, I'm going to need the rest of that post to help. It seemed a bit... abrupt towards the end.
  8. Quote:
    Originally Posted by GavinRuneblade View Post
    This is 100% false if you ever decide to run Posi, Moonfire, citadel, Hess, manticore, synapse, sister psyche, twilight's son, Katie Hannon, lazarus, Tarikoss, silver mantis, renault, tesseract or Ice Mistral's task forces.

    Also false if you exemplar for oro missions or to join friends. Such as doing the newer mid-level missions that got added with i19 or any others that get added in the future or going badge hunting etc.

    When you exemplar not only do you lose some set bonuses, but the % bonus your enhancements provide are also reduced. While the set bonus for a purple set is immune to being shut off, the % bonus is not immune to reduction. This reduction kicks in BEFORE ED, so overslotting helps you maintain your damage, stun, hold, accuracy, etc at while at lower level.

    It's not something to deliberately build for unless you exemp down very often. However given a choice between 100% useless and 85% useless, I'll take the 85%.
    Actually, it's only an issue if you run a Hess or below - if you exemplar from 50 down to 32, there's no effect. Admittedly, for a Positron you lose half of the value of each enhancement, but Posi is balanced around characters on DOs, so half-effect level 50 IOs will still give far more benefits than that.
  9. Step 1: Remove all the Fitness powers from your build. The last issue made them available as inherent powers, but Mids still lets you select them so you can load up or make builds for characters that haven't been respecced in I19. Once you remove all the Fitness powers, all four should pop up in the "Inherent Powers" section down the bottom.

    Step 2: Consider what each power is doing for you. Fire's secondary effect is a small Damage Over Time (DOT) component. Power Boost doesn't affect this, as it doesn't boost damage. It just increases the knockback on Power Thrust and the duration of stuns on your other melee attacks.

    Step 3: Take some new powers. Look seriously at Rain of Fire. Yes, it causes scatter. It also causes phenomenal damage, and you can even use the fact that mobs avoid the rain to your advantage - drop Rain of Fire over yourself, and no-one will want to melee you. Consider Flares. Blasters can use their first two attacks in their primary even while mezzed, and it can be useful in building a Defiance buff. Look at the Medicine pool. Aid Self can be very useful, and Aid Other never hurt. Or maybe Leadership - Tactics could let you slot your attacks 1 Acc/3 Dam with End and Rech to taste, while Assault gives you even more damage, or Maneuvers gives a little defense (a better idea if you're building for defense with IOs). If you're having trouble with endurance, grab Conserve Power to keep you from bottoming out.

    Step 4: Steal some slots. Swift really isn't a great run speed buff. Three-slotting it really isn't doing you that much good. Rest every 150 seconds may not be essential, either, but I don't know how you play. Travel powers don't really need Endurance Reduction, since it makes more sense to switch to Hover and Combat Jumping in combat. Speaking of which, Hover and Combat Jumping don't need Endurance Reduction either - they're both quite cheap (CJ extremely so), and it's your attacks that are flooring your blue bar. Acrobatics really doesn't need knockback slotting - thanks to the way it's set up, it provides magnitude 9 knockback protection, and three-slotted it goes up to magnitude 11. Both of these will work against 99% of knockback effects in normal content. If you want more protection, look into the Karma: Knockback Protection and Steadfast Protection: Knockback Protection IOs. While slotted, these enhancements give you an additional 4 points of KB protection. My Fire tank runs Acrobatics and one Steadfast -KB IO. She gets knocked down very, very rarely.

    Also, you might want to look into frankenslotting (the use of Set IOs to get enhancement numbers, rather than set bonuses) or even slotting set bonuses. It's a great way to address accuracy and endurance issues without completely ignoring damage and recharge.
  10. Okay, a couple of quick pointers. You have Aim, so slotting Build Up for To-Hit Buff is probably unneccessary. And importantly, at level 50, a single Fly Speed SO will put you above the fly speed cap, so it doesn't really need addtional slots. This should let you slot up Fire Blast a little more.

    As far as the situation goes, the Holtz/Honoree fight is quite difficult. It's apparently quite possible to snipe-pull the bosses one at a time, but even so they're quite powerful. If you have some Vanguard Merits, consider getting a Cursebreaker to remove the Curse of Exhaustion that Holtz uses - it effectively cuts your blue bar in half for five minutes, which will make an already difficult fight much harder. Stock up on Break Frees for the Honoree. His melee attacks have a high chance to stun, and it doesn't take him long to finish off a stunned opponent.

    Also, consider running some more normal content to get back in the swing of the character. You're probably still a bit rusty, and you're taking on the toughest content in the game that the devs intended us to solo. With a bit of practice, it could become a lot easier.
  11. General consensus is that Defenders do better out of Sonic Attack than Corruptors. That extra debuff looks small, but it stacks up pretty quickly. On any team, you're going to have five instances of the debuff up fairly quickly (Sonic Siphon, Disruption Field, and just blasting for a three-stack) and 25% more damage across the entire team is going to be very significant. Scourge is nice, but it's not 25% of your damage nice unless you have scourging rain powers, which Sonic doesn't.
  12. AnElfCalledMack

    VEATs and You

    Quote:
    Originally Posted by BrandX View Post
    This could be hope for PEATS! \o/ *crosses fingers for awesome Syndicate goodness*
    Wouldn't they badically be Widows with DB or BS instead of Claws, and no Mask?

    But, yeah. PEATs could be really awesome, and PPD (Justicar/TEST) and Syndicate (Sword Master/Suit) look like two easy factions to base off.
  13. AnElfCalledMack

    Accolades

    Quote:
    Originally Posted by Cainus View Post
    I love the Synapse TF. I just finished it last night on my Fire/Fire tanker, and it was a lot of fun. Granted, I did die more than a couple times due to a lack of a healer in the party, and my power selection choices locking Hasten out because I took it too late. I dont think there are any signature TFs that I actively hate, other than the original Positron
    You're a Fire tanker and you need a healer? That's what Healing Flames is for.

    Now, you might have needed a couple more buffs or some enemy debuffs to keep you alive long enough to use HF again, but you really shouldn't need more healing on a FA tanker.
  14. AnElfCalledMack

    Just to LOL

    Quote:
    Originally Posted by StormSurvivor View Post
    I've no idea if it's been fixed yet, but I think I remember there was a guy that did just this and roleplayed it as having a heart condition. Brilliant, in its own way.
    It's one of the few uses for that proc - a Mag 1 Stun is otherwise only useful against Underling-class enemies, like Rikti Monkies.

    Yes, the proc won't even stun a minion. It's that bad.
  15. Yep. Common boosts give roughly 9% in an ED-capped power. The uncommon goes up to about 14% due to the larger ED-exempt portion.
  16. Quote:
    Originally Posted by Jade_Dragon View Post
    Now, there's been plenty of posts on the subject of Stalker ST damage in this thread, Samuel_Tow has, I believe, been the leading proponent of it being fine. While AnElfCalledMack's analysis is complete, as far as it goes, it is not the whole story as it does not include either Assassin Strike or Placate. The simple answer is that with less than 5 allies on the team, the Stalker relies more on Assassin Strike and his alpha capabilities (which he can use more often since the spawns are smaller) and with more allies on the team he relies more on his random Criticals.
    Just the one nitpcik. My analysis isn't just dependant on team size - it's dependant on the number of allies within 30 feet of the stalker - rougly, the number of other melee characters on the team. If you're on a team of eight, but four or five of them tend to stay at long range and blast/buff/debuff/control, then the Stalker loses the critical bonus, but can't take alphas for a team that size. And since the ranged characters tend to have more, bigger AoEs, it's even less viable to lead with AS than it is on a melee-heavy team.

    In short, I was comparing how the tactics of team-mates affected the power of a Stalker, and the answer was that Stalker ST damage is highly dependant on being on melee-heavy teams - more than two ranged teammates means they fall behind on ST damage as well as AoE. Now, bursting down that Sapper or Communications Officer is still valuable, and Placate allows lots of neat tricks with aggro, but adding ranged characters quickly makes the Stalker look very suboptimal - snipes, nukes and mezzes provide the same sort of "kill it now" punch that AS does, they add the risk that Placating a mob will send it running after one of the squishies, and they're filling the team with something other than the melee types a Stalker needs for good damage. And when an archetype has noticeable anti-synergies with more than half of the archetypes in the game, I'd say there's an issue with how the archetype is set up.
  17. Stalkers do less damage than Scrappers against a single target. Sometimes. Scrappers have a 1.125 damage scalar for melee attacks. Stalkers, just a 1.00. With a 10% chance to crit (I'm assuming you don't need to ST down minions), the Scrapper has an effective 1.2375 damage scalar. The Stalker, on the other hand, is 1.1 + 0.03 per ally in range. With 4 or less melee allies, the Scrapper comes out better. 5 or more friends within 30 feet, and the Stalker wins out. Of course, the more melee allies you have, the less support that tends to come with it - apart from kins, most buffers like to keep their distance - and then the Stalker's lower hit points becomes more of a liability.

    So, the answer to "do Stalkers or Scrappers have better ST damage?", the answer is a resounding "it depends".
  18. AnElfCalledMack

    Too much Alpha?

    Quote:
    Originally Posted by EvilGeko View Post
    Depends on which one:

    The Musculature Core Paragon is (.45*.667)+(.45*.333).15=32.25% to damage. You're correct about the Musculature Radial Paragon (.33*.66)+(.33*.33).15=23.65
    Sorry, a permanent medium red inspiration if you take Musculature Core. Still not all that crazy - one medium red doesn't make you unstoppable, though it is a nice boost.
  19. AnElfCalledMack

    Endurance.

    Quote:
    Originally Posted by ArchGemini View Post
    400M should get anything but the true top-end high demand gear, though (Oblits, Posis, Decis, Purples and uniques). I am almost at the point where I cannot say I care about the character other than novelty and the experience if I am not looking to put in at least 200M and their own uncommon drops.
    Two sets of Oblits and one Posi's, actually, but no Kinetic Combats. Only the Steadfast unique, though, and that's dirt cheap. Oh, and Crushing Impact puts a bit of a dent in your wallet, too.

    Careful shopping's a big part of it. List a low bid for the recipes you need, preferably of a level not divisible by 5, then give it a couple of days to a week to fill. It's not that fast, but it's also incredibly low effort - just set the bid, and wait for the message when you log in.
  20. AnElfCalledMack

    Endurance.

    Quote:
    Originally Posted by ArchGemini View Post
    Ok, while some of us may not have Sorrow or the Goat's market aptitide or savvy, it is not something you should turn a blind eye to, especially with some of the complaints you claim to have with your toons. The last few posts have been nearly spot on. Even if you use the market to just take your drops to sell, gou should find yourself in enough inf to make 40mil seem like pretty petty cash. A-merits only make that more pronounced. Get one LotG +7.5 and sell to get you started, and either get specific enhancements if you want them, or roll random and hope you get lucky. My wife and I have used this method with very good results and whereas I have read up on how to do this, she pretty much figured it out even never having been on these forums.

    Either way, inf should not be an issue after level twenty, or at least not easily remedied. I would just get the Miracle and Numi uniques yourself so you can get them low level and have them early and for exemplaring.

    You can head over to the market forum for nearly step-by-step guides of how to do this. Just try not to be too intimidated by how much they make or how fast they do it (which I admit was what got me at first. Not seeing the exact same results they did used to discourage me a bit, then I realized if it took me an extra couple of days or a week that is no bug deal). You do not need to rush any of their processes, just be diligent.

    As far as general power slotting goes to help with endurance goes, Uncommon recipes or even generic IOs are your friend. Even just frankenslotting if you do not care about bonuses. So long as you not trying to do "Stupid <insert AT> tricks," you can get pretty effective toons relatively cheap.
    I've pulled some pretty stupid stunts on a not-ridiculously-expensive IO build (around 400M for everything, so not cheap, but not that expensive either). Soloing Maria Jenkins' arc on x6/bosses/no AVs. Soloing the portal room in Ramiel's arc (EBs, not AVs) on x8 without pulling or closing any portals. Sure, I'm not about to start dropping any giant monsters, but I don't think I'm doing badly for a Fire/Fire tanker.
  21. Well, Fiery Assault works fairly well with Earth Control. Earth has very good lockdown from range, but is a little light on damage. Fire gives you great ranged damage, and is still good in melee once the spawn's safely locked down. Earth and Thorns would also be good secondaries - Earth for a bit of KD for extra mitigation (not that you'll need it), and Thorns for the AoE damage to go with your AoE controls.
  22. Actually, many Spines attacks and Mud Pots from Stone Armor take Slow sets, as does the Bane Spider's Web Cocoon. Don't even need Epics.
  23. Quote:
    Originally Posted by RiggsMcClane View Post
    Wouldn't going with Spiritual actually cause some sort of endurance issue by making my toggles more active ?
    Recharge only affects toggles by making them come back up faster when they're turned off.

    Simply building for +Recharge without concern for anything else can cause endurance issues, though, since your attacks will be recharging faster, so you'll be using bigger, better, and more endurance-consuming attacks more often. And it's attacking that really causes the endurance hurt on most builds. So slot your attacks for end reduction (which you've already done), and you should be OK.

    Add the fact that more recharge will give you more Conserve Power uptime, and you're not going to have any problems from taking the Spiritual Boost. Anyone who can flatline their endurance while CP is up is either being sapped or is truly gifted. Oh, and it'll give you a little bit more out of Dull Pain and improve its uptime, too, especially if you pick up the Radial Boost as your uncommon.
  24. AnElfCalledMack

    AE Power Combos

    Quote:
    Originally Posted by SuperFerret View Post
    BTW - Is it possible to Soft Cap without use of IO's? Seeing as how the game is balanced around SO's, that really might not be as big of an issue as assumed.
    A Forcefield Defender on SOs with both shields, Dispersion Bubble and Maneuvers each 3-slotted for defense will soft-cap all their teammates.

    An SR Scrapper or Brute with all their toggles, all their passives, Combat Jumping, Weave and Maneuvers, all 3-slotted for defense, will be soft-capped to all positions.

    So, yeah. The soft cap is ahieveable on only SOs, but only by specific powersets, and often by taking less-than-optimal powers.
  25. Destriana
    DEH-stree-ah-nah.

    Most of the rest of them are straightforward, though. I just started off with the demoness.