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Posts
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Joined
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There is lava in the Trap door mission available when you run the Alpha slot arc... and it deals damage..
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Hey guys,
I convinced my girlfriend to dress up as Mother Mayhem for Comic Con next year, and i wanted to start working on the costume now, so it'll be ready in time. The problem is that i don't have the first idea how to create costumes, and that my girlfriend refuses to wear the 'leotard' pants that Mother mayhem wears, so i'll need to think of a full length pant options.
Does anyone have any experience with making costumes, and where would be a good place to start looking for things to get right away?
What would be a good alternative for leg ware on a Mother Mayhem costume?
Any advice would be much appreciated. -
Quote:The other thing to keep in mind with Power sink, is the extra survival it gives you. Lightning field does -end, and power sink has a 30% chance for -recovery, in addition to its massive -end. So you can drain mobs down, keep them down and a drained mob isn't hitting back, making your life that much easier. On high recharge builds, you can really put some hurt on mobs with power sink and lightning field, allowing you to tear them apart while their endurance bottoms out.Generally IOd builds have significantly fewer END problems than other builds. High-Recharge High-DPS IOd builds are an exception, but the general play build I posted isn't all that bad. It has decent END Reduction slotting most places, and Energize really helps. I play with Hasten on auto, but with this char maybe it should be Energize on auto. And remember I recommended Destiny Ageless for the Recharge buff, but that also improves End. Feel free to post a different build with Power Sink, and tell us how it works.
By the way, I finished my Ticket Spreadsheet and posted my results over in the Market forum. Generally the most effective way to spend Tickets is on Bronze rolls level 15-19. The big sellers are the Reactive Armor, Steadfast: Res/Def, and Rectified Reticles. -
Quote:Why would you skip power sink? Maybe post the build and we all can look it over?Valley Kitten is now at level 32. Another run and she'll clear 100 million in inf. She also has a background and a costume I'm mostly happy with. My plan now is to use CEBR to get her to 40, then do the patron arc, then finish up her redside explorations while doing rogue tips.
Which brings me to the normal play build. While I wasn't surprised at the lack of defense, I was in the lack of Power Sink. I imagine a sacrifice had to be made in the name of damage and recharge, but that's a handy sap to have - especially for a high recharge build that's going to be hammering hard on the blue bar. Granted, having Energize up as often as possible will help with endurance, but is it enough to keep from being stuck on blue skittles? -
To be fair, dom's have inherent mez protection in domination...
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I'll take the first 12 people that show up by 3pm MST (5pm MST).. if we happen to be melee heavy, then thats something we'll have to work with. The main things I'm looking at are the destiny powers (rebirth is a plus, but again, i'll take anyone) and just general desire to listen and coordinate.
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Hey Silas,
I was wondering what your thoughts on [burnout] are, and how useful it may be for support character? Like /traps and /time? -
Besides the above, i also slot up my t1 and t2 primary (and t1 secondary) powers so that i can use them almost in a complete chain while mez'ed. It helps alot in killing things before they kill you, even if your stuned, held, or otherwise unable to attack back.
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Just a friendly reminder, I'll be forming for this around 2:30 - 3pm MST (4:30-5pm EST) and starting as soon as i get 12 people. I don't want to run with anymore then 12 people so there is less confusion, and it'll be easier to avoid the green stuff.
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Ice blast will be nice too. Blaster level Ice storm and blizzard, plus the distortion field means the mobs wont be leaving the patches anytime soon... plus the ST nature of ice isn't that bad, even when compared to fire.
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I really like this idea, and would just love to have account wide storage (even if its just limited to say, 100 salvage pieces over all your characters, or if each alt only adds 10 salvage to it, something like that)
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Hey guys,
I was thinking about running a weekly MO Keyes run, every tuesday afternoon, between 3pm MST and 5pm MST. Its only about 2 hours, so that should be enough time to run 1 to 2 attempts.
We'll work on 1 badge at a time, until we get that down, then we'll move onto another badge. I would like to run with only a league of 12 people, as it'll make the green stuff much easier to manage.
Please sign up here if your interested. -
Quote:While true, Its again going to cut into the Endurance costs of the chain... Havoc punch only costs 6.86 end, with a 10% chance to refund 50% of it back. Jacob's ladder costs 8.53 endurance.You should use the Charged Brawl -> Jacob's Ladder -> Charged Brawl -> Chain Induction attack chain, as Jacob's Ladder has better DPA than Havoc Punch and it can fit both a pvp -res proc and a purple proc.
Jacob's Ladder has a DPA of 49.68 (91.8/1.848)
Havoc Punch has a DPA of 47.03 (80.7/1.716)
So its not that big of a DPA gain, and a massive end/second lose. It might work out, you'd just have to get jacob's ladder to recharge in 2.244 seconds, which would require about (8/2.244)-1 or about 256% recharge... which is pretty massive, especially when you need about that much for Chain Induction as well. -
Quote:Well, that way i looked at MA is via mids. Cobra Strike and Crane kick deal the same damage (119.9 via mids, as i have it averaging out the 10% crit chance) have the same animation time(1.848 seconds), and have the same recharge(10 seconds) Eagles claw has a slower animation time (2.772 seconds) longer recharge (16 seconds) and deals more damage (178.6 damage)Can you explain you calculations on MA and EleM?
Cobra Strike looks slightly better in term of DPA than Eagle Claw. And the global recharge needed to run the chain looks lower (my math could be completely wrong on that part).
the DPA of cobra strike (and Crane kick) would just be 119.9/1.848 or about 64.88DPA.
the DPA of Eagle's Claw would be 178.6/2.772 or about 64.43DPA.
This would put Cobra strike (and crane kick) just slightly higher, with a much lower requirement on recharge, and generating a faster chain. The difference is how Eagles Claw works. If I remember correctly, Eagles claw gives a massive +crit bonus after you use it for 3 seconds, meaning your next attack has a pretty high crit chance. I know its true for Scrappers, but I'm not sure Stalkers get it. If they don't, then completely disregard my thinking, as it wouldn't be worth the recharge requirement in Eagle's Claw.
The different in recharge would basically move your requirement off Eagle's Claw, on onto Crippling Axe Kick (which has a 11 second recharge time) which would need 178% recharge to maintain the chain. Cobra Strike would need 152% recharge as well.
The SK/CAK/SK/CS chain would do 411 total damage, over 5.808 seconds, or about 70.76DPS. Which is about 1 damage per second higher then using Eagle's claw, and a lot easier on the recharge requirements. But, if Eagle's claw does provide a boost to crit chance for stalkers, then I think the Eagle's Claw chain would pull ahead (due to the higher crit chance on every other storm kick) It would just be very hard to get that much recharge going.
Quote:On EleM, I was fooled once by the number you get ingame for Chain Induction. In reality the DPA of the attack is VERY lower (I think 3 times lower than what you get on the detailled infos).
Hope that clears things up a little. The main thing i had going for MA was the bonus crit on eagle claw, which i wouldn't be able to figure out off hand (its just in theory, if it even provides the bonus on stalkers) and ELM is just basically leveraging Chain induction as much as possible, due to its pretty high DPA. The benefit of Chain induction spreading its damage around even more means that while your single targeting down a boss, your also hurting his buddies, but then your looking at AoE and ELM already has that in spades. -
Quote:Assuming Arcanaville Time, your looking at requiring 172% recharge on Head Splitter to run that chain, and it will do about 379.2 damage in 7.656 seconds, or about 49.53DPS base, as you'll have to account for the 10% crit chance while solo. On teams the crit chance will be higher but it'll be hard to account for.It seems to be:
BS - Hack12.33/HS11.16/Hack12.33/Disemb10.89 - 46.71 - Since last tier attack are long anim/recharge the chain has less arcanatime. BS can also slot Achile's Heel on all attacks.
Quote:Claws - Without Follow Up claw isnt competitive.
Looks like Slash -> Swipe -> Focus is possible. You don't have to benefit of followup that scrappers get, but at base numbers your looking at needing 142% recharge in focus to run, doing a total of 219.8 damage in about 3.96 seconds, or about 55.51DPS. That's accounting for the 10% crit chance, so on teams it should be higher.
Quote:DM - Smite13.61/MG13.33/Smite13.61/SL10.16 - 50.71 - Lack of Soul Drain makes DM less shinny but it opens more damage proc possibilities (Cloud Senses).
Quote:DB - I'll shut my mouth since I have no idea how much combo influence overall damage for a stalker.
Running a pure Attack Vitals combo (Power slice -> Nimble Slash -> Vengeful Slice) will require about 188% recharge in vengeful slice, and will do about 220.9 damage, with 55.6 bonus damage from the combo bringing the total to 276.5 damage in about 5.412 seconds, for a total of 51.09DPS base. If you miss any of the attacks, and ruin the combo your DPS will drop to 40.81. Now this is again accounting for the 10% base crit chance, and zero enhancements.
The more damage you can pack into vengeful slice the higher the DoT will add, increasing your overall DPS. Its a little complicated, but its about on par with the others do far (in the 50-ish DPS range)
Quote:EleM - The fact is may be the best primary for Stalker doesnt chances that its very much not competitive in term of ST DPS.
Looks like you could run Charged Brawl -> havoc Punch -> charged Brawl -> chain induction with about 266% recharge in chain induction. This will pull about 264.2 damage at base over 5.016 seconds, for a total of about 52.67DPS. Again, factoring in the 10% crit chance.
Now, on the flip side, this chain will burn 5.14 endurance a second at base, so you'll have to really work on a way to not run outta endurance (/elec might be able to support it, maybe /EA and /ice, but you'll have to pause to refill your endurance bar quick often, and i don't see the other armors being able to sustain that high of an endurance chain forever.)
Quote:EM - Looks cool for a cheerleader. But you cant run ET/EP/TP/EP due to *** long recharge on last tier attacks. Adding Bone Smasher in the rotation makes it very underperforming compared to other top chains.
Adding in Bone smasher, even when accounting for the 10% crit chance, lowers the DPS by a few points (a chain of ET/BS/TF/EP gives you about 67.92 DPS) Granted, it makes the recharge required only 252% in Total Focus, which makes it slightly more manageable, but it is lower overall DPS. I'm not sure if being on a team will push the bone smasher chain high enough to overcome the ET/EP/TF/EP chain, but it might be worth testing.
Quote:KM - Pretty much the same problem as EM.
Smashing Blow -> Body Blow -> Quick Strike -> Smashing Blow -> Concentrated Strike is about the best Kinetic melee chain you can put together, and it'll require 278% recharge on Concentrated Strike. The chain will do 501.4 damage in about 8.316 seconds, for a total of about 60.29DPS. Its considering the 10% crit rate while solo, so on teams it'll push higher.
Quote:MA - SK15.90/CAK13.25/SK15.90/CS11.74 - 56.79
This is assuming the normal 10% crit chance from running solo, but not factoring in the bonus crit chance you get from using Eagle's Claw (at least i think Eagle Claw gives the bonus crit..) On a team, or just factoring in the bonus crit chance from EC will push that number even higher.
Quote:NB - GC12.54/SD13.53/GC12.54/GD12.46 - 51.7 - Ninja Blade can also recieve Achile's Heel x3
GC/SD/GC/GD should do about 352.4 damage in about 5.412 seconds, for a total of 68.83DPS. This is base damage and it accounts for the 10% crit chance while solo. On teams, and with enhancements the DPS should be even higher.
Quote:Spines - Is very bad for ST. Also dot part doesnt crit.
Quote:Am I very wrong somewhere? -
I know this hasn't been said yet, but once thing you may want to think about is that DPS is not king in this game. While having a build that can pump out large DPS numbers is pretty nifty, its not required, and ATs like Corruptors and Defenders will actually boost DPS numbers much more then a brute or a scrapper would, due to buff/debuffs affecting entire teams.
In other games, DPS is really king. If you don't have the DPS to kill said mob, it will enrage, then kill everyone. Here, if you don't have the DPS to kill said mob, you debuff it down and kill it way before any timer drops down making you fail. -
Quote:Thing is, Aura_Familia pointed out being able to complete the RSF and LGTF with less then 8 people. Which last i checked, would rely on IOs and incarnate powers. I'd love to see a team of 6 people do a RSF on SOs, but its just not going to happen without cherry picking the team to specific means like having those 6 people as 1 stone brute/tanker and 5 corruptors/defenders.That's a ridiculously disingenuous arguement, because you know darn well that 90% of the game population will never build characters capable of that. It's a very small cross-section that is, that relies on AT selection, IOs and yes, incarnate powers.
The apex/tin mage also need 8 to start, but can be completed with less. My examples are the extremes, where people 2 man'ed apex (which was before the judgement/destiny/lore slots being unlocked mind you) to just show you that it is possible. Which the fact they have allowed 8 man teams (Apex, Tin mage, Lambda) to progress though the incarnate system at a decent pace, due to converting shards for free, providing threads as a reward, and allowing you to even run itrials (lambda) with a minimal 8 man team.
Quote:My point was that you don't always need to run with an 8 man team. For SOME content you are required to have it, however you don't need it for all content.
Also my other point was that it doesn't take that long to form a team.
And I wouldn't base what's possible with a small handful of builds on the average of what's possible with lambdas.
and there ISN'T any small group Incarnate content yet. my comments weren't about what we already have.
But yea, teams aren't hard to form, either for the normal TFs, Apex/Tin Mage, or even the trials. A solo option would be nice, as long as its not any faster then the current options are have (being trials) With the fact we get threads from apex/tin mage, shard drops have increased, and they are going to give more threads with the Sig story arcs that alone cuts the non trial option down massively. -
Quote:But you do need 8 to start. You don't need 8 to finish an Apex, or Tin mage (those have neen duo'ed) and give threads/shards/astrals. Heck, you don't even need 8 to finish Lambdas, as those have also been duo'ed.Unless I'm mistaken, to FINISH them, no you don't.
Which was my point.
So what exactly is your point about a non small group friendly option for incarnates? As thats already been set up? -
Here is my tri form Warshade. Granted, I skimped the human form, and only took OD for the 'cool factor' but she works out pretty nicely, and if i want to run human, i can for awhile.
Nova is build to basically just be a flying death machine, and dwarf is meant to off tank and deal decent damage so i can soak mez'es and still manage to stay alive.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Titanya: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Hero Profile:
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Level 1: Shadow Bolt Dev'n-Acc/Dmg/EndRdx/Rchg(A)
Level 1: Absorption S'fstPrt-ResDam/Def+(A)
Level 2: Gravimetric Snare Dev'n-Acc/Dmg/EndRdx/Rchg(A)
Level 4: Gravity Shield S'fstPrt-ResKB(A)
Level 6: Dark Nova P'Shift-End%(A)
Level 8: Starless Step Acc-I(A)
Level 10: Hasten RechRdx-I(A), RechRdx-I(11), RechRdx-I(40)
Level 12: Sunless Mire Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Rchg(50), Oblit-%Dam(50)
Level 14: Shadow Cloak LkGmblr-Rchg+(A)
Level 16: Super Speed Winter-ResSlow(A)
Level 18: Gravity Well BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Black Dwarf ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-ResDam/Rchg(23), P'Shift-End%(25)
Level 22: Stygian Circle P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod(27)
Level 24: Combat Jumping LkGmblr-Rchg+(A)
Level 26: Gravitic Emanation Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(31)
Level 28: Orbiting Death M'Strk-Acc/Dmg/EndRdx(A)
Level 30: Unchain Essence Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(33)
Level 32: Dark Extraction ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), S'bndAl-Acc/Dmg/Rchg(34), S'bndAl-Build%(36)
Level 35: Stygian Return M'Strk-Dmg/Rchg(A)
Level 38: Eclipse TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(39), TtmC'tng-EndRdx/Rchg(39), TtmC'tng-ResDam/EndRdx/Rchg(39), P'Shift-Acc/Rchg(40)
Level 41: Quasar Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 44: Stealth LkGmblr-Rchg+(A)
Level 47: Grant Invisibility LkGmblr-Rchg+(A)
Level 49: Invisibility LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Partial Radial Revamp
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Level 1: Brawl Acc-I(A)
Level 1: Sprint Empty(A)
Level 2: Rest RechRdx-I(A)
Level 1: Dark Sustenance
Level 1: Shadow Step Jnt-EndRdx/Rng(A)
Level 10: Shadow Recall Jnt-EndRdx/Rng(A)
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Hurdle Jump-I(A)
Level 2: Health Numna-Regen/Rcvry+(A)
Level 2: Stamina EndMod-I(A)
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Level 6: Dark Nova Bolt Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 6: Dark Nova Blast Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
Level 6: Dark Nova Emanation Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17)
Level 6: Dark Nova Detonation Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 20: Black Dwarf Strike C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 20: Black Dwarf Smite C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 20: Black Dwarf Mire Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45), Oblit-Dmg/Rchg(45)
Level 20: Black Dwarf Drain T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), Theft-+End%(43)
Level 20: Black Dwarf Step Jnt-EndRdx/Rng(A)
Level 20: Black Dwarf Antagonize Zinger-Dam%(A) -
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Quote:Eh, my kat/regen has endurance issue.. if i do nothing but attack for about 4 minutes straight. Granted, he runs quite a number of toggles, (sprint included) and runs the top katana attack chain, which is by no means endurance light. He also has Physical Perfection, and 3 +end procs...You're a /regen. You've got double Stamina. If you're having endurance issues on a /regen or /willpower, you're doing something seriously wrong.
I really only run outta end if i don't use MoG every 3 minutes or so, and i do have conserve power to keep be going just about forever. But /regen doesn't always mean 'unlimited endurance' and willpower has 4 toggles at base, so quick recovery is almost a must due to the number of inherent toggles is has to run. -
Well, off hand, the only power i can think of that will noticeable build domination, is Frenzy which will cap your domination bar every few minutes, if your villain aligned. Other then that, i think all primary, secondary, and epic/patron powers for sure will build domination. I'm not sure about temp or vet powers though.
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Another thing you may want to consider, is that Dwarf as built in Mez protection.
I know as a human only warshade, you wouldn't have dwarf, but its very useful, and with enough recharge you can walk around with a gapless single target attack chain (complete with 20%-ish heal every 6 or so seconds) capped damage due to dwarf mire (doubly capped damage with sunless mire as a lead attack, then go dwarf to smash some more) and capped resistance with 1 person in range of eclipse (due to dwarf having already high base resistance)
The MFing guide goes over the pros and cons of dwarf form, but with the changes on beta allowing dwarf to be uninterruptable, you'll basically never have to worry about mez powers again once you get dwarf. And with just the base slotting in the power itself, and 2 - 3 slots per dwarf power spared, you can have one hell of a dual-form beast build. -
I've been leaning on an DM/SR scrapper for awhile, and while its a different animal then a SR tanker, is the 59% incarnate softcap that useful? I know only DE enemys in tip missions require it, and they throw down the quartz pets that make defense pretty much not exist anyways.
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Quote:The costume/aura pieces and the t4 inspirations. You can get those ONLY via astrals. Yes the Alignment merits or rewards merits are faster for recipes and such, but they don't share the same timers that Astrals do, allowing you to earn things in addition to Alignment and reward merits (atleast last i checked they didn't share the time timers..)EDIT: And none of your comments address the ONE ASTRAL, which is FOUR threads. Using merits is faster to get recipes than it is for astrals. Reward merits drop in MANY more places than Astrals. I would NEVER use Astrals to get something that is stupendoulsy easy to get using Reward Merits or Alignment merits.