Blue_Fenix

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  1. For the purposes of powers like Stygian Circle, it's nice to have a rough idea how long the enemy's corpse will stick around after defeat. I've noticed, however, that the time is not consistent for all enemies. Most humanoids seem to stick around for a while, but many robots and ghosts do not (Arachnos and Rikti Drones, and Circle of Thorns Spectres come to mind). I've also noticed that some enemies who appear to be associated with mission triggers may vanish as soon as certain triggers happen.

    Is there any data on how long corpses stick around? Or a list of which ones stay and which ones don't?
  2. Quote:
    Originally Posted by False_Fiction View Post
    If you're too worried about gimping some powers because your lacking slots, consider dropping one of those ST attacks (on which you'd spend 5 slots) and grab Grant Invis and/or Invis for a easy LoTG+Rech proc.

    I don't have mid's at work so that's about the only tip I can give for now.

    EDIT: You could actually use the bonus finder on Mid's. It might make your task easier.
    Thanks for the tips. I had forgotten that Invis and Grant Invis ALSO take LoTG. I don't really feel like I can skip any of the ST melee attacks, though, as those make up the majority of my damage output (at least, I think so), though I could certainly underslot or not slot at all Stone Spears.

    As for the bonus finder on Mid's, it looks like every +Recharge bonus except LoTG is on the 4th or 5th slot, and the only 4th slot ones are for Hold powers (which I've got 2 of) and something else obscure that I don't have or wouldn't want to slot (like Knockback, maybe?).
  3. I've been working in Mid's to see if I can get my Electric/Earth dom I'm currently playing to Perma-dom by 40. Here's a rough outline of what I've planned:

    * Combat Jumping, Maneuvers, and Stealth all as mules for LotG +7.5%
    * The single-target and AoE holds 4-slotted with Basilisk's Gaze (+7.5% rech each)
    * Stone Spears, the three melee attacks, Mud Pots, and Fissure all 5-slotted with damage sets that give either 5% or 6.25% rech.
    * Synaptic Overload 5-slotted with a Malaise's Illusion for another +6.25%
    * Hasten 4-slotted with the highest Recharge IO's I can get.

    Total, I think I hit something like 75% or 80%, which I believe is enough for perma-dom. Of course, a few powers will be underslotted, but I can deal with that as I level into the 40's and get more slots.

    What I'm really worried about is whether I'm missing any other sources of +Recharge that would be better than the stuff I'm already using. Is there a mule power or particularly slot-efficient set I'm forgetting about?

    Any other suggestions?
  4. I'm looking for a chart of each attack's animation time with and without Momentum for Titan Weapons. Does the info exist out there anywhere? My search-fu is weak today.
  5. Blue_Fenix

    TW/Reg

    Well, all Regen characters are going to be on an HP rollercoaster (take a big hit, heal it all back). TW in particular, though, has a minor issue with Regen - clicking on all those self-heals interrupts your attack chain and may make you lose your "Momentum" buff at the wrong time. If Regen isn't working out for you, I recommend giving WP a try.
  6. Quote:
    Originally Posted by SinergyX_EU View Post
    Give me 1 place where to see power animations and power specs prior release? (beta only had it for a few days). pathetic excuse.
    They had a preview video up on the site, as well as some player-posted ones on youtube, so there's your animations.

    As for seeing the exact power numbers, I do agree that is a valid complaint. Your best option there is to get the latest MIDS update (which is already out) and investigate the powers there.
  7. First off, do you have Swap Ammo, and if so, what ammo are you using? Using the firey ammo can add significant (though still not OMG) damage over the other options.

    Secondly, remember that damage over time never *feels* as good as instantaneous damage, even if the numbers are the same.

    Finally, I have definitely heard of people being happy with DP corruptors. The debuff numbers for the Cryo and Chem ammo is better on corrs, at least.
  8. Quote:
    Originally Posted by SinergyX_EU View Post
    I only got 1 question, where to get my 800 points back.. Serious what a waste of money that was, they said it was unique and all, but all i see is a SS/brawl/MA stylish play with followup style 'buildup' (since you can stack that to 3 also but has longer duration).

    I serious serious serious hope Staff and Titan will be some decent quality.
    Go send a petition or email to NcSoft and see what happens then. You never know when you might actually get a refund.

    Honestly, though, if you feel it's that similar to SS and MA, I have to ask if you feel Dual Blades is too similar to Claws, or Warhammer and Battle Axe are too similar.

    To me, Street Justice has a unique feel for the following reasons - It's not full of kicks like MA (yes, I know there's some alternate punches). The combo building is its own little minigame. And the animation doesn't look as 'super' as Super Strength does (Footstomp, to me, is *especially* hard to justify on a Natural character).
  9. Quote:
    Originally Posted by Colt_Martin View Post
    If I slot a % chance of damage in a toggle, that chance applies to each enemy effected by that toggle, every 10 seconds, and it's also ONE power. Why would % chance of build up work any differently? I get a To-Hit buff for each enemy within range, up to 10 enemies.
    If you slotted Invincibility with a toggle that affected your enemies, it would have a chance once per enemy, yes, because a separate targeting roll occurs for each enemy. However, the chance for buildup affects yourself. You are only one target of Invincibility, so it only rolls at you once.

    In any case, having 10 separate rolls for the build-up to occur would be fairly overpowered anyway. If it worked like that, I'd expect to see it all over the Brute/Tank/Scrapper forums as advice for every Invuln character.
  10. Quote:
    Originally Posted by Colt_Martin View Post
    My understanding of the %chance proc enhancements is that when slotted in toggles or "always on" powers, they check for the proc every 10 seconds. If I slotted my Invulnerability power sets T6 "Invincibility" with a "Guassian's Synchronized Fire-Control: Chance of Build-Up" I think that, every 10 seconds, I would have a 5% per enemy within range of getting the build-up effect, to "Invincibility"'s maximum of 10 enemies. Thus, if surrounded by 10 or more enemies, around 50% chance of build-up every 10 seconds.... Does this actually work??
    Nope, it doesn't. At least, not the way you're supposing. The proc will check once per 10 seconds, yes, but it's only slotted in ONE power. Having multiple enemies in range does NOT cause multiple instances of the Invincibility power; it causes the Invincibility power to give you multiple buff icons and stronger buffs. Thus, the proc chance will still be 5% every 10 seconds.
  11. Quote:
    Originally Posted by Not_Rhino View Post
    I have a 50 elec/elec brute, though granted he has no IO investment so I'm not swimming in x8 enemies on every mission, so that could be a large part of it, but I find that Thunder Strike rarely hits more than three enemies, simply because the enemies don't all conveniently bunch up together, instead preferring to spread out and surround me.
    There are tricks to making them group up more nicely. Try running around a corner as you pull them, or jump over the ones behind you and back up a little. Just a second or so of re-positioning can get you an extra couple of targets in each AoE, no problem.
  12. Oh, and just for starters, here's all the scrapper numbers copy-pasted from the character creator (set to level 1):

    Scrapper

    Initial Strike

    Average Damage:11.89 Damage Per Activation Time:11.11 Damage Per Cast Cycle:1.96 Activation Time:1.07s Recharge Time:5.00s Endurance Cost:6.03 Accuracy:1.00X Power Type:Click Target Type:Enemies Power Range:7.00 ft. Effect Area:Single Target Attack Types:melee, smashing 11.89 smashing damage on target 5.00% chance for 11.89 smashing damage on target Only against minions and underlings 5.35 fire damage on target Only using Fiery Embrace 30.00% chance for 0.67 magnitude knockback on target

    Heavy Blow

    Average Damage:11.89 Damage Per Activation Time:11.11 Damage Per Cast Cycle:1.96 Activation Time:1.07s Recharge Time:5.00s Endurance Cost:6.03 Accuracy:1.00X Power Type:Click Target Type:Enemies Power Range:7.00 ft. Effect Area:Single Target Attack Types:melee, smashing 11.89 smashing damage on target 5.00% chance for 11.89 smashing damage on target Only against minions and underlings 5.35 fire damage on target Only using Fiery Embrace 30.00% chance for 0.67 magnitude knockback on target

    Sweeping Cross

    Average Damage:15.38 Damage Per Activation Time:9.21 Damage Per Cast Cycle:1.59 Activation Time:1.67s Recharge Time:8.00s Endurance Cost:8.53 Accuracy:1.00X Available Level:2 Power Type:Click Target Type:Enemies Power Range:7.00 ft. Effect Area:Cone -- 7.00 ft. radius 50.00 degree arc (5 targets max) Attack Types:melee, smashing 15.38 smashing damage on target Only at Combo Level 0 16.14 smashing damage on target Only at Combo Level 1 17.22 smashing damage on target Only at Combo Level 2 19.22 smashing damage on target Only at Combo Level 3 5.00% chance for 15.38 smashing damage on target Only against minions and underlings 20.00% chance for 3.00 magnitude stun for 4.80s on target Only at Combo Level 0 23.00% chance for 3.00 magnitude stun for 4.80s on target Only at Combo Level 1 26.00% chance for 3.00 magnitude stun for 4.80s on target Only at Combo Level 2 30.00% chance for 3.00 magnitude stun for 4.80s on target Only at Combo Level 3 40.00% chance for 0.67 magnitude knockback on target Only at Combo Level 3 6.92 fire damage on target Only using Fiery Embrace

    Combat Readiness

    Activation Time:1.17s Recharge Time:1m 30s Endurance Cost:5.20 Accuracy:1.00X Available Level:6 Power Type:Click Target Type:Self Effect Area:Single Target +20.00% to hit for 10.00s on self unresistable +62.50% strength to all damage for 10.00s on self Ignores buffs and enhancements unresistable

    Rib Cracker

    Average Damage:13.53 Damage Per Activation Time:10.17 Damage Per Cast Cycle:1.85 Activation Time:1.33s Recharge Time:6.00s Endurance Cost:6.86 Accuracy:1.00X Available Level:8 Power Type:Click Target Type:Enemies Power Range:7.00 ft. Effect Area:Single Target Attack Types:melee, smashing 13.53 smashing damage on target 5.00% chance for 13.53 smashing damage on target Only against minions and underlings 6.09 fire damage on target Only using Fiery Embrace -11.25% strength to all damage for 5.00s on target Ignores buffs and enhancements -7.50% resistance to all damage for 5.00s on target Ignores buffs and enhancements

    Confront

    Activation Time:1.67s Recharge Time:3.00s Accuracy:1.00X Available Level:12 Power Type:Click Target Type:Enemies Power Range:70.00 ft. Effect Area:Single Target Attack Types:ranged +400.00% taunt for 11.25s on target -75.00% strength to range for 12.00s on target Ignores buffs and enhancements

    Spinning Strike

    Average Damage:15.78 Damage Per Activation Time:8.77 Damage Per Cast Cycle:0.89 Activation Time:1.80s Recharge Time:16.00s Endurance Cost:15.18 Accuracy:1.00X Available Level:18 Power Type:Click Target Type:Enemies Power Range:7.00 ft. Effect Area:AoE -- 6.00 ft. radius (10 targets max) Attack Types:melee, smashing 7.89 smashing damage on target Only at Combo Level 0 7.89 smashing damage on target after 0.40s delay Only at Combo Level 0 8.29 smashing damage on target Only at Combo Level 1 8.29 smashing damage on target after 0.40s delay Only at Combo Level 1 8.84 smashing damage on target Only at Combo Level 2 8.84 smashing damage on target after 0.40s delay Only at Combo Level 2 9.87 smashing damage on target Only at Combo Level 3 9.87 smashing damage on target after 0.40s delay Only at Combo Level 3 50.00% chance for 0.67 magnitude knockback on target after 0.40s delay Only at Combo Level 0 57.50% chance for 0.67 magnitude knockback on target after 0.40s delay Only at Combo Level 1 65.00% chance for 0.67 magnitude knockback on target after 0.40s delay Only at Combo Level 2 75.00% chance for 0.67 magnitude knockback on target after 0.40s delay Only at Combo Level 3 5.00% chance for 15.78 smashing damage on target Only against minions and underlings 30.00% chance for 3.00 magnitude terrorize for 6.00s on target Only at Combo Level 3 7.10 fire damage on target Only using Fiery Embrace

    Shin Breaker

    Average Damage:16.81 Damage Per Activation Time:12.64 Damage Per Cast Cycle:1.80 Activation Time:1.33s Recharge Time:8.00s Endurance Cost:11.86 Accuracy:1.00X Available Level:26 Power Type:Click Target Type:Enemies Power Range:7.00 ft. Effect Area:Single Target Attack Types:melee, smashing 16.81 smashing damage on target -40.00% run speed for 8.00s on target 1.60 fly protection for 8.00s on target -40.00% strength to jump height for 8.00s on target Ignores buffs and enhancements -40.00% jump speed for 8.00s on target 5.00% chance for 16.81 smashing damage on target Only against minions and underlings -7.50% defense for 10.00s on target 7.56 fire damage on target Only using Fiery Embrace

    Crushing Uppercut

    Average Damage:32.60 Damage Per Activation Time:15.02 Damage Per Cast Cycle:1.20 Activation Time:2.17s Recharge Time:25.00s Endurance Cost:14.35 Accuracy:1.20X Available Level:32 Power Type:Click Target Type:Enemies Power Range:13.00 ft. Effect Area:Single Target Attack Types:melee, smashing 32.60 smashing damage on target Only at Combo Level 0 34.22 smashing damage on target Only at Combo Level 1 36.51 smashing damage on target Only at Combo Level 2 40.74 smashing damage on target Only at Combo Level 3 5.00% chance for 32.60 smashing damage on target Only against minions and underlings 3.00 magnitude stun for 6.00s on target Only at Combo Level 0 3.00 magnitude stun for 6.30s on target Only at Combo Level 1 3.00 magnitude stun for 6.90s on target Only at Combo Level 2 3.00 magnitude hold for 7.80s on target Only at Combo Level 3 3.00 magnitude knockup on target 14.67 fire damage on target Only using Fiery Embrace
  13. Quote:
    Originally Posted by MAD UMLAUTS View Post
    All of them available for all at's before i buy it. That's what i want them to do and what they should have done already.
    Ok. I may go type some of those up at some point, but that's a lot of info. I suggest you post in the dev or suggestions part of the forums to try to get some dev attention on this issue, if it bothers you that much. Eventually, MIDS will be updated with the numbers as well, so you can check that once it happens.
  14. Quote:
    Originally Posted by MAD UMLAUTS View Post
    Here is my first look:
    Open paragon market. Not able to view any numbers on the set.
    Go into character creator. Not able to select it since its locked and thus cant view the numbers.
    Not buying it.
    What numbers do you want? I can look them up and post them all for you.
  15. Quote:
    Originally Posted by masterpiece View Post
    Where's a "don't be a hater" icon, song, etc. for all you who already are giving StJ a bad vibe.
  16. Alright, I've run my Street Justice brute (Captain McHero) up to level 10 now, and I thought I'd share some important info I've learned.

    Damage, animations, and recharge times all feel solid so far. This set is great for a Natural hero.

    The combo system does NOT require a specific order of attacks like Dual Blades does.

    Your combo level is clearly displayed as both a "1", "2", or "3" buff on your buff bar and a red "Combo Level X" message in the corner of the screen. When you are at combo level 3, finishers in your power tray are highlighted with an orange circle.

    Builder attacks do NOT increase your combo level on a miss. However, missing completely (hitting zero targets) with a finisher does NOT reset your combo level to zero either. So, if you have Combo Level 3 and miss with one finisher, you can just try another.

    One disappointing aspect of the combo system, however, is that the combo level buff goes away after about 5 to 10 seconds if you do not execute another Street Justice attack. This means you will often finish a mob with combo level left over, only to see it go away in the time it takes to get to the next group of enemies. I could also see it being an issue with very clicky secondaries or when debuffed with -recharge or -end such that you have trouble chaining together a full combo.

    On the other hand, all the finishers are still completely competent attacks when used at combo level zero. They still do good damage with decent secondary effects. You just need full combo level to get the most out of them.

    The Combat Readiness power (at least on Brutes) gives +20% to-hit buff, +50% damage buff, and sets you to combo level 3. This is most useful at the start of a fight at low levels, but I can see it used a higher levels to do a Finisher - Combat Readiness - Another Finisher for some significant burst or AoE damage.

    There's a nice variety of secondary effects - knockdowns, stuns, -Def, and even some -Damage and -Resist. The Finishers have their secondary effects massively improved by high combo levels.

    The set feels nicely balanced between single target and AoE. This isn't Claws or Spines for AoE by any stretch, but it's also not Martial Arts-style ST focused either.

    I have heard, but am not certain, that the Assassin Strike power for Stalkers gives 2 combo levels instead of 1, for faster building-up to a finisher for them. The also get a standard Build Up instead of Combat Readiness, I believe.

    I don't think this set has any particular synergy with any given defensive set. It's well-rounded enough to go with anything. That said, a taunt aura will help keep enough enemies in range for good AoE with two AoE finishers.

    Any other questions? I will be happy to answer whatever I can to help people decide if they want to buy this new (and awesome!) power set.
  17. Quote:
    Originally Posted by Wing_Leader View Post
    I recommend giving him $5 so he can obtain the tier 2 reward token and unlock email, trading, /tell, and so on.

    Seriously, a single $5 investment in the game shouldn't break the bank for anyone.
    Ok, so buying $5 of Paragon Points would get him access to those things via having 1 reward token? That sounds like a decent option.
  18. Quote:
    Originally Posted by Impish Kat View Post
    I think you can still "drop trade".... maybe drop a few high level SO's on him, and let him sell them at the store?
    I will try that. It definitely didn't work when I tried to do that with inspirations last night.


    Also, while I do have high-level characters, I specifically rolled up a new one to play with my friend. We're running missions at his level, so he can get the full experience of the contacts, story arcs, etc.
  19. So, I understand that free-to-play characters are very very limited, partially as a way to prevent RMT spam.

    However, I'm a VIP playing with a free-play friend. I want to make sure he has enough Inf to buy enhancements at the appropriate levels....

    But he can't send or receive in-game mail, and I don't think he can trade either!

    So, how can I, as a VIP, help my free-to-play friend afford his enhancements? You all know just how fast your XP gain can outstrip your Inf gain when you're on large teams, and without AE, a high level character, auction house, salvage drops, etc. he's gonna be as poor as the hobos in King's Row.
  20. Pretty much everything in the game can be done one-handed with just the keyboard. Keymappings, binds, and macros are your friend.

    There are keymappings in the options menu for turning left/right/up/down, which is a bit clunkier than mouse look, but it will do.

    Additionally, moving the left hand slightly to the right, to ESDF as your movement keys instead of WASD opens up a world of possibilities. In addition to binding powers to 123456, you can also set up binds/keymapping for QAZ, TGV, and X and C.

    For example, I use QAZ and GV for powers, T for targeting, and X for downward movement when flying. I use W and R for strafing, but he could easily bind those to look up/down instead.
  21. As the title says, I'm considering taking another stab at rolling up a Stormie and wondering what, if any, blast sets have particular synergy with it. Dark Blast comes to mind due to Dark Pit + Thunderclap giving you a way to stack AoE disorient. Any others?
  22. Quote:
    Originally Posted by _Pine_ View Post
    Why would you use Touch of Death Melee set? Energy Aura is a Typed defense set and Touch of Death is a Positional defense IO bonus.
    Positional defense IO bonuses also give half the value as Typed (and vice versa). There are cases where either there isn't a Typed-bonus set for what you want for that power, or the other bonuses besides defense are better in one set over another.

    Also, this particular build above uses Weave, Combat Jumping, AND Maneuvers, so it's pretty high defense already before adding set bonuses. Avoiding Kinetic Combat and using Touch of Death means somewhat lower Smash/Lethal defense, but it may be over the softcap anyway, so it doesn't matter. Touch of Death is cheaper, too (unless you just use A-Merits).
  23. Thanks, JohnP. Your build gave me the idea to add Maneuvers in and see what I could pull off with that in place.

    I decided to go Soul Mastery for concept reasons, and because I suspect Energize + Energy Drain will be enough to keep me endurance-stable without needing Physical Perfection. I also decided not to bother capping defense to Negative (I'm ok with chewing a Purple Pill if I have to against certain foes). End result: the caps I want with 85% global +Recharge (again, with no purples).

    Code:
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    |-------------------------------------------------------------------|
  24. I'm pretty sure there are NO Scrapper ATTACK powers that require you to be on the ground to activate. The only other powers I know of besides Footstomp are stuff like Fault from Stone Melee and some powers from Earth and Plant control, none of which are Scrapper powers.

    That said, Grounded from Electric Armor only provides its benefits when 'near' the ground, which means it still works while hovering, but only if you're literally as low as you can get.