Aett_Thorn

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  1. Zwill: "It's like looking into a mirror!"

    Charles: "You wish."
  2. Thanks, all. Will take the advice under consideration. Like some of it, don't like others.

    Sinister, interesting slotting on Acid Mortar, and may do just that. Sacrifice set bonuses for additional effects. Probably a good call. Although you also broke the power order of Tactics and Maneuvers, but that's an easy fix. Also like putting the Defender set in Sniper Rifle once I24 comes out, should get the heal each shot with that.

    Though I'm already having trouble with mob scatter on teams, so really looking to get some sort of immob in the build if possible. Though with all of the chances for Hold, it might not be that big of a concern later. Will have to see if that changes as I level up.


    Thanks again for the help!
  3. "Here is the church, and here is the steeple..."
  4. Quote:
    Originally Posted by Adeon Hawkwood View Post
    A few thoughts:

    I'm not a huge fan of proc-trops. I find it more useful to slot them for slow to stop enemies running out of them as easily (they are only 80% slow base).

    I'd switch out M30 Grenade for Buckshot. It gives you a nice one-two punch with Flamethrower, plus it's useful for filling out your attack chain until I24 and Fast Snipe. Also if you can slot Flamethrower and Buckshot for Range it is handy (especially if you pick either Cardiac or Intuition for your Alpha). I also wouldn't bother with the Overwhelming Force proc, I find the knockback it does is relatively mild and quite useful.

    Regarding Defense, I wouldn't go for Scorpion Shield with Traps. If you take Fighting then it's pretty trivial to hit the normal softcap at which point I find a resistance shield (Charged Armor in Mu Mastery is the best IMHO) increases your survival a lot more than trying to hit the Incarnate softcap even in Incarnate content (besides, Seeker Drones and PGT are potent survival tools on their own).

    I'd take Vengeance over Aid Other, you can stick an extra LotG in there .

    I'd also try and give Triage Beacon a bit more love. It's a very good power but very underestimated.

    For Seeker Drones slotting for stun isn't that useful, it's low mag and short. I'd slot a four piece Dark Watcher's Despair there for a recharge bonus and move two of the slot to Tactics to complete the Gaussian's set and make up for the defense you're losing.

    Also in general I'd be worred about endurance with that build, it's probably worth putting the recovery procs in Health.
    All good advice. Thanks for that. I was mainly going for Web Envelope to help with the scatter caused by Caltrops/Acid Mortar/Ignite. And Scorpion Shield was just a bonus from that. But perhaps a resistance shield would be better. I'll look into it. Got some time before that decision needs to be made.

    Good advice about Seeker Drones, though, and I'll move the slots over to Tactics. And will fill the empty slot in Health with something to help the End bar out.


    I've got Buckshot right now instead of M30, but will respec once I24 hits. I just feel like I'll have enough cones, but having a true AoE (besides ignite) might be handy from time to time.

    Triage Beacon only looks like it'll be good for fights where you know you won't be moving around much, and on teams, that doesn't happen very often, which is why I pushed it off so much. But I'm willing to hear arguments to the contrary.
  5. Added your idea to the front page, Joe.

    edit -> Though I will also remind you that Taunt already comes with a debuff, so I'm not sure how much this would help with gaining Aggro.
  6. Quote:
    Originally Posted by SinisterDirge View Post
    Am taking a look at it Aett. Few things I would change on the traps side. not familliar with AR. See some interesting possibilities with the combination though. Am guessing you want to keep it on the more inexpensive side?

    Will post a build and reasoning later. Work calls.
    Well, fairly inexpensive at first. I could throw a billion at the build if I wanted to, but I prefer to start off cheap, make sure I like it, and can then upgrade enhancements to purples and such as needed. For instance, if I really do like this build after a while, I would likely upgrade one of the Posi's Blasts to a Ragnarok. But I'd be interested in seeing any build, really, if it's improving on this one.
  7. Quote:
    Originally Posted by Roderick View Post
    Drowning in BLOOB? Is bloob a new powerset coming out, or is it kinda like Freem!?
  8. In-game? No. But you can always ask in the help channel. People are usually willing to help you understand all of the various acronyms. Or we can just tell you here. There used to be an acronym guide on the forums, just don't know how up-to-date it is.
  9. Hello all,

    As I am trying to level up a Defender to level 50, since it's not something that I've done before, I was looking through all of the new enhancement slotting opportunities. And the thought of a Traps/AR/Mace Defender caught my eye. Along with the changes coming to the Fighting Pool, making it easier to get Weave, it seems like I'd be able to easily soft-cap some stuff. Little did I know how much "some stuff" would be.

    Now, I know that Trip Mine and Time Bomb are usually regarded pretty low, but I do want to take Trip Mine at least for some fun while solo, even if I don't slot it all that much.

    Now, I made this build with Tough as a placeholder for Weave, but if I take Weave instead, it looks like I'll be Incarnate soft-capped (actually over) to S/L/E, normal soft-capped (or within a few percentage points) to Negative, Melee, Ranged, and AoE. I'll be able to heal every once in a while with Slug, won't cause massive knockback woes with the Overwhelming Force proc in M30 Grenade, and have perma-FastSnipe to help with ST damage.

    Here is my build so far:

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Half-Tec: Level 50 Technology Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Caltrops -- Ragnrk-Knock%(A), ImpSwft-Dam%(5)
    Level 1: Burst -- Achilles-ResDeb%(A), Decim-Acc/Dmg(5), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34)
    Level 2: Slug -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(3), SDefendersB-Dmg/EndRdx/Rchg(9), SDefendersB-Acc/Dmg/EndRdx(15), SDefendersB-Acc/Dmg/EndRdx/Rchg(27), SDefendersB-Rchg/Heal%(36)
    Level 4: Super Jump -- Zephyr-ResKB(A)
    Level 6: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(7), ShldBrk-Acc/Rchg(13), ShldBrk-DefDeb/EndRdx/Rchg(25), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(48)
    Level 8: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/Rchg(17), LkGmblr-Rchg+(23)
    Level 10: M30 Grenade -- OvForce-Dam/KB(A), OvForce-Acc/Dmg(11), OvForce-End/Rech(13), OvForce-Acc/Dmg/End(21), OvForce-Dmg/End/Rech(25), OvForce-Acc/Dmg/End/Rech(33)
    Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(15), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
    Level 14: Combat Jumping -- Krma-ResKB(A)
    Level 16: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(37), Ksmt-ToHit+(43)
    Level 18: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(19), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(29), RzDz-Acc/Stun/Rchg(43), RzDz-Immob%(50)
    Level 20: Sniper Rifle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48)
    Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40)
    Level 24: Boxing -- Empty(A)
    Level 26: Web Grenade -- Immob-I(A)
    Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(39)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Empty(31), Empty(40), Empty(46)
    Level 32: Trip Mine -- Empty(A)
    Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rng(39), Posi-Dam%(45)
    Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(45), Posi-Dam%(46)
    Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Web Envelope -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Hold%(45)
    Level 47: Triage Beacon -- Heal-I(A), Heal-I(48)
    Level 49: Aid Other -- Heal-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(7)
    ------------



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    Now, I KNOW that I can probably tighten this up a bit, and probably get a bit higher performance out of this. Triage Beacon and Heal Other are just garbage picks, since I didn't know what else to grab there, and figured they might come in handy every once in a while. But how is everything else slotted? Anything you'd move around or change completely?

    Also, while I will be going with Spectral Interface (the immobs should help with scatter a bit and should stack with Web Envelop), Pyronic Judgement, Rebirth Destiny, and probably some form of Assault Hybrid, I really have no idea what to go with for my Alpha slot. Any suggestions on that one?

    Thanks!
  10. And the Taunt in it lasts for a whopping 1 second even. As in, worse that Willpower's Taunt aura. I have asked the Devs several times about it, and I've gotten the stock "We'll look into it" response. No timeline for when this will be fixed. Each Dev I've talked to admits that it's probably a bug, I've told them exactly where the bug is, and still no fix. Sigh.
  11. Also, isn't Dark Melee one of the best top-end ST damage sets out there? Not THE greatest, but up there?

    OP: Slot Siphon Life as an attack, not as a heal, and you'll see a big difference in how much ST damage you can do.
  12. Quote:
    Originally Posted by _Klaw_ View Post
    Please answer.
    Don't think they cared if people did nothing but DFB. I think the OP was only asking for strategy from people who did.
  13. Aett_Thorn

    Stealth question

    Quote:
    Originally Posted by TankShock View Post
    But other Stealth powers still stack, correct? How about the Stealth proc? Been gone for a year, thought maybe a mechanic had changed.
    The Stealth proc will stack with the Stealth power or powers like Steamy Mist. Most other stealth powers will not work with each other, but would stack with something like Hide (if you ever tried) or Invisibility.
  14. Quote:
    Originally Posted by SpyralPegacyon View Post
    I see it this way: Look at Bruising as taking the damage of that tier 1 attack and then adding in up to 20% of the damage of every attack after that Bruising kicks in on. Defensive Sweep looks a whole lot better now, doesn't it?
    Defensive sweep only applies Bruising to the main target, not to everyone hit by it. Just an FYI.
  15. Aett_Thorn

    Stealth question

    Because they are mutually exclusive powers, and in their description, this should be apparent. As for the technical reason, I think they work like CJ and SJ, where the powers are taking up the same "slot," so can't be used at the same time.
  16. For me, I usually slot a full set of SOs at 27, and then replace them with standard IOs as I pick them up, replacing SOs as need be until I no longer need them. Then I replace the IOs with sets when I get those as well.
  17. You've basically taken everything from your primary and secondary sets, and I don't think you really need to. You can probably drop at least one single target attack which can free up some room for Acrobatics, as Claws said.

    If you're going to take Taunt, and use it, you're going to be the focus of attention of the enemies. But without the defenses to back it up, you're going to get pummeled. I would drop Taunt and Temperature protection and pick up either boxing/kick and Tough. This will give you more S/L resistance, which can help you out a bit. Then maybe pick up Weave in the 40s, which will give you some Defense as well.
  18. Aett_Thorn

    Archery?

    Net, while many of your points are valid, there are some counterarguments to them:

    1) Yes, they are click powers, but if we compare against other sets, depending on the fight duration, they are not necessarily cheap. Let's look at Radiation Emission, which will use two toggles and a click for it's debuffs. It will use 15.6 endurance + 1.56/second to maintain its debuffs. Lingering Rad will need to be recast every 30 seconds, so overall, it needs 2.08 end/second for debuffs alone.

    TA will use Flash Arrow, Glue Arrow, PGA, Disruption Arrow, and Acid Arrow, just to debuff. That is 7.8 + 7.8 + 10.4 + 7.8 + 14.56 = 48.36 endurance per debuff cycle, needing to recast powers anywhere from 20-30 seconds. Let's use 30 seconds. That's an average of 1.612 endurance/second. So you're only saving 0.468 end/second, which can easily be made up.


    If the fight lasts only 15 seconds, then TA is spending 48.36 endurance on that 15 second fight, while Radiation is spending only 39. So the "cheapness" of the set depends on the fight.

    2) TA will spend more of its time in a long fight debuffing. Since it doesn't have toggles, it needs to reapply the debuffs. Radiation only needs to reapply one power. Dark has two it will need to reapply. Time has three debuffs it can reapply (though it can also use time to apply buffs). TA has 5 debuffs it will need to reapply during the fight. Each of those has an animation time that is not being spent attacking.



    Certainly, TA has strengths compared to more toggle-heavy sets, but that can also have drawbacks (no pun intended). There is also the fact that TA uses more powers to get relatively the same effects as other sets. So while other sets can get some more situational powers, if you want to make the best use out of TA, you need to use a lot of powers most of the time.
  19. Quote:
    Originally Posted by Thirty-Seven View Post
    Now I just sound really picky... but the O --> 0 thing isn't close enough for my taste. Lowercase L and an uppercase i are identical.
    So still, why can't "Solid Hologram" work? You can have one with both Ls as Ls, and one each where an L is actually an I.

    Edit -> Ah, that'll only get you four. I see.

    Okay, so why aren't the lowest-tier pets Solid Holograms, the mid-tier pets something like Advanced Holograms (one with an L and one with an I), and the Demon Prince can be a "Perfected Hologram."
  20. Simple answer: there is no simple answer.

    There is a ton of content (now) in this game, from level 20 up. While there are some bad eggs out there in terms of content, most of it is pretty good. For instance, First Ward at level 20 has a good storyline to it.

    Using the "Find a Contact" feature can be handy, as it will show you some of the contacts for your level range. By doing that, you can get right into their stories (and can even teleport right to the contact). Since this works on either side, you can just pick which contacts you feel like meeting, and run some of their missions.

    Since you are VIP, once you choose a side, the signature story arcs (SSAs) are a series of missions separated into shorter (3-4 mission) arcs. You can start doing them at level 10, and the later parts of the arc are higher level, so you can kind of progress through them.


    If you're going for story, all you really need to do is avoid doing newspaper/radio missions and tips, since those are more self-contained missions. But I would go through enough of them so that you can affirm your alignment (hero or villain) so that you can get hero or villain merits from the other content you may run.
  21. Quote:
    Originally Posted by Starsman View Post
    Sure, that would work. Would not help this set in question but it sounds like something they may accept to be 100% cottage rule safe.
    Yeah, I mean, no idea if this would help the set or not. But it would allow you to stun a group, allowing you to use your longer-animating ST attacks in much more safety than you might have had otherwise.

    But similar things could be done to other powers without breaking the cottage rule, such as adding splash damage to TF or ET conditionally (or always), allowing each attack to have a chance for AoE stun, adding KD to Whirling Hands (adding an effect but not taking any away), etc.

    I do think that Stun is the easiest way to fix the set if we can ignore the Cottage Rule to a certain extent. If the rest of the EM attacks did some other secondary effect, it wouldn't be so bad. But the fact that every attack can stun an enemy, having ANOTHER single-target stun in the set really isn't that necessary. It's stun overkill.
  22. Quote:
    Originally Posted by Starsman View Post
    Aett_Thorn, I attempted to convince the devs about some changes that would retain the same level of power but change certain slotting options.

    The idea was shut down mainly on this, it was seen as too drastic even if nothing was taken away from a player.

    As you state, turning a ST stun into an AoE stun may be acceptable because that would not change the slotting options. If that attack also does dmage though... changing an attack also forces them to change it from accepting ST Melee Damage IOs to only accept AoE IOs.

    I am actually gambling that adding the damage in a conditional may make them accept the idea that no slotting requirement changes may be necesary.
    Well, you could change Stun to do an AoE stun effect while keeping it's ST damage, thereby keeping the IO set slotting options the same. So it would do an AoE stun, but only do damage to your target.
  23. Quote:
    Originally Posted by Rakeeb View Post
    It's very possible to design a set to react well to all sets of enhancements across the spectrum, from TO to DO to SO to IO and including Incarnate levels. The low end and high end aren't mutually exclusive when it comes to set balancing.
    Possible? Yes. Much more difficult? Yes. Just look at pure Defense sets versus layered defensive sets. You can easily add Defense with IO slotting, but it's tougher to add resistance to the Defense set, or get meaningful Regen on them. So a Resistance set might not be all that great on just SOs, but with Set IOs can be godly, taking far more damage than the Defense set can.


    Can it be done? Yes, but you need all sets to be able to compete equally with limited set options. Some sets benefit hugely from +Recharge, and others don't. How do you balance those?
  24. I don't think that it would break the cottage rule, as the power would stay the same for the most part, retaining only the ST-damage set IO capability, but would gain some effects only IF the target dies between the first check and the second check.

    And yes, you wouldn't see much difference soloing, where I think that EM is already doing fine, because you don't have the issues you have while teaming (i.e., you can't corpse-blast your own target, at least usually).



    Also, remember that the Cottage Rule is a guideline, and I think you're taking it much more strictly than even the Devs do. The Cottage Rule basically says that without overwhelming balance issues, no power will have its basic effects changed. So, basically, you can't turn an attack into just a stun, but you can add a stun to the attack without breaking the cottage rule.

    So, you can turn Stun into an AoE stun effect, or give it 4 times more damage, and you wouldn't be breaking the cottage rule, since you're not changing the basic function of the power. Conserve Power got changed to Energize without breaking the Cottage Rule, since it kept the End Discount feature of the power, and simply added other effects to it.

    Adding conditional AoE to an attack would change the power, but wouldn't break the Cottage Rule. The cottage rule is there to prevent the Devs from arbitrarily changing an AoE stun into an AoE confuse for no reason. But it doesn't prevent them from adding effects, or changing values to powers.
  25. Quote:
    Originally Posted by PRAF68_EU View Post
    The assumption is, if it aint broke, don't fix it.

    I.e. unless you can show something is clearly, without any reasonable doubt, underperfoming or overprerforming under reasonably achievable circumstances, you leave it alone.

    The link you posted is a good case in point. It clearly shows Spines performing well below the other sets. It has been confirmed that Spines is being buffed in issue 24 (yeah, it took 'em long enough...)

    It's unfortunate that it was only done for Scrappers and Brutes, as we could do with data on Axe and Ice.
    The problem with that is that we can't show for or against EM in practice, because there's no way to gather data on it. So it may be horribly broken in actual gameplay, but we wouldn't be able to show that because we don't have the data. Theoretical computations can only show you so much, and that's all that we, as players have access to. Or we can look at Rikti Pylon times with the various sets, and see how they do, but again, does that show you set performance in 99% of the game? Not really, no.