-
Posts
442 -
Joined
-
*If you have Dark Miasma, everyone assumes you're too emo to pick for the cheerleading squad. (My D3 is a cheerleader...and an avatar of a dead goddess of death.)
*Teachers never buy the "I sneezed, and my homework caught on fire." excuse...even if you're a Fire blaster.
*Spines--old-style spines, at least--make you the butt of endless phallic and banana-related jokes. (Kind of like here....)
Not a list, but you might want to check out PS238, by Aaron Williams at Do Gooder Press. It's a comic book about metahuman children (and one non-metahuman boy who really wishes he were someplace safer) in school. The archive starts here. -
Because most of the defender community here is neither lazy nor inclined to enjoy periods of boredom interspersed with slightly-less-boring buffbot activity. It's not that the rest of us don't understand where you're coming from--it's that it's a place many of us have no desire to be.
-
Quote:Sure...but does it say how those waters get there, all the way from another zone?I absolutely love the theory, but I believe the introductory mission for Kora states they're fed by the red waters of the Cascade Archipelago.
(And that's assuming they actually know the secrets of the Kora--isn't that why we're gathering it for the researcher?) -
Quote:Here's my Epileptic Tree theory on the Kora fruit:Here's the thing, though - the Soldiers of Rularuu don't eat the fruit. They don't just guard it (originally, they didn't guard it at all, but people farmed it, so...), they collect it. But what would they need it for if not to eat? To feed someone? Who? All the aspects seem like they're either stark raving mad or completely powerless.
Note that the Kora, although it appears to be a plant, apparently grows only in caves--dry, rocky caves, at that. Such a situation is not conducive to plant growth; there's little or no water, no sunlight, and very limited nutrients. Yet somehow they produce fruit so nutritious that it sustains the natives and noticeably increases the effectiveness of superpowers. Where does it get the means to do that?
I submit that the Kora is not a plant in itself; it is, instead, the fruiting body of the Hortha vines, those mysterious hyperdimensional plants that link distant parts of the Shard together. The fruiting bodies sprout in sheltered places, and receive nutrients via tiny, invisible dimensional channels from the main bodies of the vines, which in turn feed on energy currents between different regions of the Shard*.
The Soldiers guard and collect the fruit because they need mature fruit to plant to more Hortha vines, which they can cultivate to link in currently inaccessible areas, like the Garden of Memories and the Factory Cubes. Clearly it's possible for some creatures to reach those regions, since the Reflections and Wisps appear in the zones we know, but that doesn't mean it's easy. The sheer distance (physical or metaphysical) between the four Hortha-linked areas and the unlinked areas may be part of what's keeping Rularuu in check; the tenuous connections with the Aspects that dwell there make it more difficult for Rularuu to pull himself together.
In other words, the Kora is essential to Rularuu's eventual restoration, which would be a Bad Thing. So....
Go. Farm. Eat Kora.
*Edited to add: The portals added to link Firebase Zulu to the other zones are interfering with the Hortha vines' ecosystem, which is why current Kora fruit harvests are less potent than they once were. -
Congratulations on sticking to it. I have a few specific responses to your comments below--not to diminish your accomplishment, but to provide some perspective from someone who has walked this road before.
Quote:IOs and difficulty settings make things quicker and easier, but are not strictly necessary. My emp/dark grew up before such things were added to the game. (Hami-Os were very nice once he could get them, though.) You, too, can solo +3 bosses. You might want to pack a lunch, though.1) Empathy is not the best solo oriented set, and it may well be one of the worst solo-oriented sets.
This was something I knew going into the quest, but the challenge was to solo all the way into the end game
with the powerset. And I have proven to myself that this powerset combo can do it. That leads to the
conclusion that any combo can do this, thanks to IOs and in-game difficulty settings.
Quote:4) SO.. How can empathy be improved ?
My first thought is regarding the two auras. If I remember correctly, they were able to be made perma
at launch. And with the increase in the timers and ED they are no longer able to be perma'd.
Perhaps this was done as just a global effort to prepare for ED and IOs, and these 2 powers just got hit
along with all the other "unstoppable" category of powers, but RA is a level 18 power, Regen Aura level 26.
They should be able to made perma. Especially when you consider how important they become to an empath's build. This would free up so many options for an Empath when it comes to slotting. If you look at my builds you will see a significant percentage of my IOs are recharge with the main IO focus as recharge. And realistically, this is the ONLY way to play the powerset. Not as much flexibility there as there could be.
My emp/dark is actually fairly light on recharge bonuses, by the way, though he does have Hasten. As I've mentioned before, in high-level solo play, he very rarely needs the auras at normal difficulty levels. I usually use them for EBs and +2/+3 bosses, but not much else. They see more regular use on teams, if only because they make everyone feel warm and fuzzy, and I wouldn't mind having them more often for that.
Quote:A global dmg boost would be an easy fix, but one which would allow an Empath to actually blast more would make more sense. For instance, making more of the buffs PBAoE like Accelerate Metabolism. I know I have stated this before, but I am even more convinced that as an empath, I will be doing one of the following on a team;
A) Keeping as many people buffed and healed as possible and doing little to no blasting or...
B) Blasting and keeping a minimum number of heroes buffed and healed.
This is a crappy choice. And even though I dont feel put off by being a support character.
A long play session of managing buffs can be very straining on my senses.
A little more damage would be nice, but the devs would have to dance around it carefully, to avoid stepping on Corruptor toes, because then the Corruptors would undoubtedly lurch back and stomp Blasters' delicate little piggies, and pretty soon everyone would be mad at everyone else again.
Quote:So... Fortitude should be a 4 minute buff, with a longer recharge. Clear Mind, even though many folks would disagree with me, should become a PBAoE like Accelerate Metabolism. If Empathy had more defensive powers like other powersets, I would not suggest this type of change. But Empathy offers 1 tier of survival (Healing and Regen) which when stacked against the other three tiers: Avoidance, Mitigation and DPS/Speed is arguably the worst at actually keeping you alive. So giving Empathy an AoE mezz protection would seriously help their solo experience without changing the team strength overly. But would remove many, many, clicks from the teaming experience of an Empath. Thus letting them blast more during that free time.
Your proposed CM change is almost certainly not going to happen. We have begged Castle for changes to CM repeatedly, and he looked down and whispered, "No." Well, more specifically, he said that CM and similar powers are not intended for use as proactive buffs, but as release powers. I consider this pure, refined, high-grade yivshish for a number of reasons, but Castle has not been persuaded. -
Quote:Or use Castanella and McKnight, as the accessible Midnighter contacts. You wouldn't even have to give the actual contacts anything new to say--a popup message from them would do. Something like thisWell, put them outside the door then, to keep the Latin Student company - or even make Azuria the info giver - as long as she doesn't forget
"You may know who I am. You may not. It does not matter. What matters is that I have access to certain mystical information, which indicates that an inimical force is attempting to establish a foothold in this world. You have the power to stop it, for your own sake if not for others. Seek out the Banners. Defeat the creatures that defend them, and bring them down."
would help, even if it doesn't offer enough backstory for my taste. -
When my TA/A was a lowbie, I played him when I specifically wanted slow, methodical gameplay--more like a Thief-style game. Sneaking around, picking off mobs one at a time, usually by 'porting them away from their spawns; I got really good at using Teleport Foe in the process. It took me several evenings of play to solo the Posi TF that way, though that was back when TA was new, and hadn't gotten any buffs yet.
-
D3=Dark/Dark Defender. A Dark Miasma/Dark Blast/Dark Mastery Defender would be a D4 (which I've tried, but found that Dark Mastery doesn't synergize as well with the secondary as I'd like).
These are interesting builds, as thought experiments. I would never actually build either one, though. As Siphon pointed out, the damage is terrible--slotting Tentacles and Night Fall for immobilize or debuff? I can sense my D3 cringing in her logged-out sleep at the thought. (Also, why take Blackstar if you're not going to slot it? Do you just hate your endurance bar that much?)
The other big factor is that there generally doesn't seem to be much point in building a D3 specifically for defense. Sure, a little helps against things that slip past or resist your debuffs, or for alpha strikes, but a D3 has other ways of handling those cases. For everything else, you're generally going to have mobs' to-hit chance floored regardless. I suppose the defense could be valuable in PVP; I wouldn't know, since I don't PVP myself, but I understand that to-hit debuffs are much less effective against other players. Is that the intent? -
Bio, I think you'll find that your epic will make a significant difference in your solo gameplay. I use the Psychic pool on my Emp/Dark, and it makes enough difference that I very seldom use the RAs while soloing; they just aren't necessary against anything short of an EB. Shocking Bolt and Power Sink, in conjunction with Tesla Cage and your other drains, should accomplish something similar for you.
-
Okay, I've criticized someone else's build, so now I'm offering up one of mine for people to poke holes in. This is a first take on a final build for my Traps/AR, and it's designed for high defense and lots (maybe too much) offense. With Maneuvers and FFG active, it's over the soft cap for ranged, over 30% for melee, and around 38% for AoE.
Any thoughts?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Midnight Keeper: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Caltrops -- Posi-Dam%(A)
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/EndRdx(45)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(46)
Level 4: Buckshot -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/EndRdx(17), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(50)
Level 6: Acid Mortar -- ShldBrk-%Dam(A), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-Acc/Rchg(15), ShldBrk-DefDeb/EndRdx/Rchg(15), ShldBrk-DefDeb(23), ShldBrk-Acc/DefDeb(50)
Level 8: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(13)
Level 10: Super Speed -- Zephyr-ResKB(A)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-Acc/EndRdx/Rchg(34), Cloud-%Dam(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Sniper Rifle -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(23), ExtrmM-Dmg/ActRdx/Rchg(33), ExtrmM-Dmg/EndRdx/Rchg(46), ExtrmM-Acc/Rng/Rchg(48)
Level 24: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-Stun/Rng(27), Stpfy-Acc/Stun/Rchg(27), Stpfy-KB%(29)
Level 26: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31)
Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36)
Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 41: Tactics -- GSFC-Build%(A)
Level 44: Power Build Up -- RechRdx-I(A)
Level 47: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
Level 49: Force of Nature -- S'fstPrt-ResDam/Def+(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
tl;dr version: What Rush said.
Quote:Cloud Senses offers about the same recharge and ranged defense bonuses (slightly better defense), as well as other minor bonuses that are about as good as the Stupefy set. To get the defense bonus from the Stupefy set, however, you have to slot the knockback proc, which isn't something I really want in a pet with the Traps set, especially not a pet that's going to be soaking the alpha for me--I want things bunched up, not thrown out of my trap zone. If I'm going to slot a proc in the power, I'd rather have a damage proc than knockback, and the Cloud proc is for negative energy damage.What about the Stun set (whose name eludes me) that has sweet bonuses including 6.25% recharge and 3.13% ranged def? Is that gimping Seekers for what they do best? Honestly, I've always viewed the power as an alpha absorber and if it happened to do something, great. So I've just slotted it for bonuses.
In terms of enhancement values, the recharge and endurance reduction are pretty much a wash. Cloud gets your Seekers recharged a couple of seconds faster, and Stupefy makes the power about 1 end cheaper--neither a big deal in a power that's up about every 35 seconds.
So, bonuses and proc preferences aside, it comes down to whether you want to slot the stun, or the to-hit debuff. Stupefy gets you a pretty nice stun duration (13-16 seconds, depending on enhancement level). Cloud gets you -19% to-hit, which is also pretty nice. The stuns from two seekers going off can potentially stack with each other; I'm not sure if the to-hit debuffs stack--they may, if the seekers count as different casters.
One seeker debuff, fully slotted, offers fairly reliable 19.1% mitigation for 40s against most mobs; one fully-slotted seeker stun (assuming you're not fighting any bosses), offers an average 25% mitigation for 16 seconds. I've done some casual calculations, assuming a steady rate of incoming damage (since the seekers absorb the alpha for you) from mobs hit by a seeker.
Average mitigation in a 1-minute fight:
To-hit debuff slotted, stun unslotted: 16.48%
Stun slotted, to-hit debuff unslotted: 15.53%
Neither slotted: 12.62%
Average mitigation in a 30-second fight:
To-hit debuff slotted, stun unslotted: 26.60%
Stun slotted, to-hit debuff unslotted: 26.63%
Neither slotted: 20.80%
Average mitigation in a 20-second fight:
To-hit debuff slotted, stun unslotted: 30.35%
Stun slotted, to-hit debuff unslotted: 33.30%
Neither slotted: 24.55%
(This doesn't include the damage debuff, which offers significant mitigation independent of these values.)
So, on the average, stun has an advantage in very short fights, and the debuff has the edge in longer ones. For the most part, they're pretty even. The thing that really puts me off enhancing the stun is that it's unreliable. Sure, it will sometimes offer much greater mitigation, but sometimes it won't offer any at all. I'd much rather push the relatively reliable mitigation from the debuff, especially since it effectively stacks with the defense from my FFG and set bonuses.
You can slot whichever you like, and the power will still be quite useful, above and beyond its alpha-soak and bonuses. I just prefer Cloud Senses. -
Quote:I'd say you'll eventually want the Cloud Senses accurate to-hit debuff set, which offers excellent enhancement as well as good bonuses (particularly the ranged defense bonus). Cloud Senses only goes up to level 30, so you could plausibly have it all slotted by then, but I imagine it would be relatively expensive.Slotting options for seekers while leveling? I currently have acc and rech and devastation proc that is a bit wasted(will respec out of it).
In the meantime, the main things to slot it for are accuracy, to-hit debuff, and recharge. You can slot it pretty effectively with 1-2 Accuracy, 1 To-Hit Debuff, and 3 Dampened Spirits (Recharge, To-Hit Debuff/Recharge, To-Hit Debuff/Recharge/Endurance). The set bonuses are very minor, but this should get you good enhancement values on the cheap. -
Quote:And in all the stores...If they were Starbucks, they'd be in the hazard zones too.
And there's be one on each university campus, too.
And in the train stations...
And in the restrooms of the existing locations...
(Sorry, I'm particularly anti-Starbucks at the moment. I had a work assignment that left me stuck in one for the better part of the week...and I hate coffee. It smells like burnt skunk.) -
Quote:Oy. 1-(1-p)^n. Sorry, I've apparently been having a severe probabilistic brain fart, and you're absolutely right....so the chance that it *does* go off at least once is 100%-52% = 48%.
As to the accuracy enhancements, yes it's possible that it has an effect. I'm just saying that--based on responses from the devs on similar cases in the past--it's not supposed to. Perhaps "intended to" would be a better way to put it. We ran into this with HOs, I believe. (I think it was someone discovering that you could slot Ribos into resistance debuff powers to enhance the debuff, but I'm not sure.) An early version of Acid Arrow allowed damage enhancements slotted in it to enhance the resistance debuff, too, as I recall. These cases were not working as intended, and the devs made changes. Apparently, they haven't felt the need to tweak Mind Link to prevent the slotting you describe, so maybe they don't object to such things now, but I would not want to assume that acc enhancements in the PGT work or (if they do) that they will continue to work.
All that aside, Lockdown is still a good set--probably the best set--to slot in the power now that proc-monstering it isn't so brokenly powerful. -
Quote:I wouldn't read too much into a field being blank, but I'll concede that it's possible. I haven't been able to verify whether or not it affects every mob caught in the initial blast, but I will be keeping an eye on that as I play with the power more. Whether it actually is autohit or not, its accuracy is unenhanceable, which means that the accuracy component of an IO (or HO) isn't supposed to affect it.Um, not sure that this is completely true. Check out the CoD page for the poison trap gas. While the second power (the -regen/-recharge/pulsing hold/puke - BTW, chance to hold is listed as 2%, and chance to puke at 1%) lists 'Entities autohit' as 'Foe', the first power (the initial hold) doesn't. I have never seen CoD to be inaccurate (even if it is occasionally out of date), so I'd be inclined to trust it. Now, it may still be the case that the accuracy component of the lockdown IOs don't affect the power, but the initial hold doesn't seem to be autohit.
The 2% value for the secondary chance to hold is out of date. That was the value before the devs decreased the tick-rate and made the power stop spawning a separate gas pet for every mob in range, so that people couldn't make a proc-nuke out of it. When they changed the ticks to 1-second intervals, they increased the chance to hold so that the change wouldn't nerf the intended effects of the power so much. I don't know what they changed it to, but my guess is that it's around 4-5%. It could be as high as 8% (which would have been a logical value), but I don't think it is.
Quote:Also, regarding the proc's interaction with the continuing hold effect - since that power is treated as an auto, the proc will only have a chance to go off once every 10 seconds. On the other hand, to go off the proc doesn't actually need the 2% hold effect to fire - it only needs to be slottable in the power, and it will have a chance to go off every time the power is used (or once per 10 seconds for autos/toggles) - all procs work like this. So, it'll just have a 20% chance to go off at 0s, 10s, 20s, and maybe 30s (not sure on that last).
Interestingly enough, it'll actually have two chances to proc on each target at 0s - one chance from the initial hold, and once from the auto power. So, you actually have a roughly 37% chance to hold a boss right off the bat, taking into account both proc chances plus the 2% hold chance.
On the whole, Lockdown looks pretty good for the power, even if the acc is wasted. -
Quote:Lockdown looks good for PGT on paper, and certainly the bonuses are nice. I've indulged in some geeky analysis of the combination below, if anyone is interested. This is based on my understanding of the power and the proc, which could be flawed.Yes-ish. You want those Holds to stack up and to do so is to increase their durations.
For my PGT, I plan on putting in a full Lockdown set. That Ranged DEF bonus will come in handy, plus the Hold proc will be very nice.
To review what Poison Gas does, we start off with the fact that the Poison Gas entity has two powers that affect other targets (it also has a resist-everything power and a despawn power):
The first power applies a 6-second Mag3 hold to all mobs caught in the AoE. A full L50 Lockdown set will enhance this to nearly 12 seconds, which is nothing to sneeze at. The Lockdown proc has a 15% chance of applying an additional 8-second Mag2 hold to any target caught in the initial burst, so it gives you a 15% chance to hold a boss for up to 8 seconds right off.
The second power is an ongoing effect that ticks once per second. It applies the -regen and -recharge, and has a fairly small chance of triggering another 6-second Mag3 hold. It used to be 2% per tick, but that was when it ticked 4 times/second; the devs increased the chance when they reduced the tick rate. I don't know what the new rate is, but say they bumped it to 5%. You get another 10 ticks before the initial hold wears off, so that would give you about a 5% chance of holding a boss for 10 seconds, and the chance increases in 5% increments to about 50% for a 1-second hold. This effectively resets every time a tick triggers a hold on the boss.
For the tick power, the proc only has a chance to fire when the hold effect triggers, so there's about a 0.75% chance of the proc firing on a given target on a given tick. That's about a 22.5% chance of it triggering on a given mob during the full duration of the gas--not too bad, but not overwhelming. It is, at least, higher than the chance of the effect triggering on a single hold.
There is enough recharge in Lockdown to make the gas near-perma without any further recharge buffs, which is nice.
All of the effects of the gas are autohit, and the power does not accept accuracy enhancements. That means the accuracy component of the Lockdown IOs is wasted. -
As to the general problem, it would be nice if Synapse were to provide more details about the character he used to test the drop rates. We know the mission he used, and others have collected data contrary to his results from that mission, so maybe it's something about the character used. Maybe it's related to using/not using pets, or something even weirder.
In fact, just on the basis of a bizarre notion, are those of you seeing the reduced drop rates collecting your data on characters with customized powers? Synapse, was your character stock or customized? I know there's no logical connection between the two, but that is the other big thing that changed besides the difficulty scaling. If it's not because the drop code changed, and it's not tied to difficulty scaling, then there has to be something really odd and unexpected affecting it.
That's pretty odd, but it doesn't seem to be the same thing the others here are talking about. Most of the data collected seems to point to salvage drop rates being normal, but recipe drop rates being significantly lower than they should be. It could be something peculiar to that character--how many recipes drops did you get, and are your other characters coming up short on salvage? -
I took on Dr. Vahz with my level 18 Traps/AR last night. I was half-expecting the sort of epic running battle I got when I soloed him with my TA/A way back when TA was new. Sure, he's weak to lethal, and I had a resistance debuff...but my TA/A had those advantages, too, and was forced to kite him all over the map.
Vahz folded like a cheap suit. I believe it's the first time I ever soloed an EB on a defender without using any inspirations at all, and I never dipped below half health. I know Vahz is about the easiest of the AVEBs, but I still find this rather promising.
Quote:I finally got your build loaded (Mids keeps breaking on me, for some reason), and looked over it. It's not really a bad build, but there are some design choices in it that I wouldn't have made. What follows is just my opinion, of course--build however you like--but I think some changes would make the build significantly more effective.So here its is: My trappers build, it´s not final but a good step ahead
I would never willingly skip Tenebrous Tentacles on any build with Dark Blast. It's a major part of your AoE damage, it's an excellent immobilize, and it's even easy to turn into a proc-monster. Tentacles + Night Fall is the minion melter combo. It should go particularly well with Traps, since--as RiverOcean pointed out--it can be used to keep the mobs in your trapzone when they would otherwise run away.
I can understand taking Life Drain, as it offers a little healing to cover damage that gets past your traps, but I have never liked the power. You may decide it's worthwhile, but I would drop it in favor of Tentacles.
Night Fall is underslotted. It will provide most of your overall damage, so you should enhance its damage to the break point. I would suggest adding the Posi Damage/Recharge, at least. The Posi proc is pretty nice in it as well, and would give you a 9% accuracy bonus for the set. I actually slot 5 Posi IOs (skipping damage/range to make it easier to use with Tentacles), which gets me the recharge bonus as well.
In your primary, you skipped Trip Mine. I really, really recommend finding a place in your build for this. Trip Mines will provide a major chunk of your damage in the later levels, I believe, whether you toe-bomb with them or set up minefields and pull mobs into them.
You took Stealth, which I avoid these days. Stealthy play works well with Traps, I find, but you already have Super Speed, which provides half of what you need. I would recommend slotting a stealth IO in Super Speed or Sprint instead. It doesn't cost extra endurance, doesn't debuff your speed, and it doesn't tie up a power and pool choice. The only things you lose are the defense buff (half of which suppresses with your stealth) and a place to slot Red Fortune IOs for bonuses; the first three RF bonuses are pretty minor, and you can get the two good ones (recharge and ranged defense) back by moving two of those slots to FFG.
Slotting Performance Shifter in Stamina for bonuses isn't very efficient. The accuracy and recharge components are wasted, and the bonuses aren't that good to start with. Two level 50 generic EndMod IOs will get you fairly close to the ED soft cap. You could slot a third to get the last 16%, save the slot for something else, or slot the PerfShifter proc in the third spot.
That's probably more than enough to consider for now. -
-
I have found one minor annoying thing about the set; it seems to make mobs run away like crazy, and once they're out of the slows, they'll run halfway across the map. I had to chase Nocturne all over the place last night. I assume the panic is due to a combination of the Afraid effect on the caltrops, the DoT, and the -recharge preventing mobs from queuing attacks.
Of course, it's not all bad, since it supplies part of your mitigation--every fleeing mob is one that's not attacking you. Still, the scattering effect and the fact that the mobs run out of your debuffs isn't ideal, so I try to use the knockback from my AR attacks to toss them back into the trapzone. -
Quote:Street hunts that require you to defeat mobs in a specific area in which those mobs don't spawn. I'm looking at (or through) you, Kelly Nemmers.Street hunts in a different zone from the contact, the only exception being the Rikti in Crey's Folly hunts from Steven Sheridan, since he's right next to the door and it's a quick way to get his number. Street hunts of more than 30. Street hunts that you have to do to progress with a story arc, that must be done in a specific zone (so you can't just grab a paper mission with the appropriate enemy group).
She gives you three hunts that require you to defeat mobs specifically in the Misty Woods area. The Tuatha are easy, since they actually spawn heavily all through the area. The Fir Bolg and Red Caps, not so much--you might find one or two right at the edges that qualify, or that wandered in. To complete the hunts, you have to pull them in before you finish them off. That's particularly screwed up in the case of the Fir Bolg hunt, as the ostensible purpose of the mission is to keep them out of the Woods. -
Quote:The sleeps have to hit you first, and the defense from multiple FFGs should keep most of them off of you. I got hit once or twice with sleeps, as I recall, but it didn't matter much--our defenses stayed up, so I just waited the mez out with stuff whiffing around us.FFG offers Stun, Hold and Immob protection. Of course, the Lost would have bypassed that with their AoE sleep. Traps still gets you protection from the two most deadly mezzes, though.
As to solo or 1-to-a-team defenders being irrelevant...no. I find defenders quite soloable; they often require more patience and strategy, but they can get the job done--I soloed the Posi TF with my TA/A back when they were new. A single defender can turn a team around, too, although they won't usually turn a perma-teamwipe PUG into a juggernaut alone. It's just the contrast with the outrageous power of an all-defender team that makes lower concentrations of defenders look weak. -
I just got off a level 14-ish 8-person PUG in Steel that had 4 Trapfenders, including my Traps/AR. One of the others called it a "rainbow wrecking ball". We ran about 20% over the defense softcap most of the time, and every spawn got at least two mortars and a PGT or two. I didn't bother to check the difficulty setting, but it was a target-rich environment--as many Lost and CoT as would fit in the halls, generally, with a generous helping of purple bosses. The only thing that even slowed us down was a portal room, and that was just because we wasted some time mopping up worthless behemoths.
-
Quote:Thanks to a really boneheaded decision from the Tenth Circuit Court of Appeals, Novell has had to file for an en banc review to get this confirmed. The Tenth Circuit panel that SCO appealed to ordered a jury trial to determine if the vague maunderings of the contract somehow conveyed unspecified copyrights--which is flatly contradictory to the letter of the law and to established law from every other circuit that has touched the subject. If the Tenth doesn't overturn that on review, it could well go to the Supreme Court. Such foolishness can't be allowed to stand.
-
Quote:I've noticed some Vahz zombies doing the classic monster movie shamble--the stiff-legged, arms-forward zombie walk--instead of their usual walking around emote. I'm not sure when that started, but I don't recall seeing it before I15. I think it's great.Edit to add: I'm betting it was an i15 addition but I only recently saw a new set of idle to active animations for the Vahz. All of them are on the ground as if dead, including the reapers and mortis. When you agro the group, all will get to their feet quickly and begin attacking. But at least one reaper will get to a funny pose on one knee with arms outstretched that makes as if to say "BOO!!" The whole thing looks like a corny version of drive-in monster movie scare tactics. I kept agroing such groups and chuckling last night, just to see that animation over and over. In my head as they did it I was saying "Bulahblahbla!!!" (<-- bad scooby doo style vampire vocalization)