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Posts
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Joined
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Quote:Yes the numbers above the heads, I put a ToLG chance for neg damage in my Soldiers a few years ago and I have never seen a 50, 60 or 70 above the head of what they are attacking. It is pretty easy to tell with them since all their damage is dot and small numbers. I figured a few minutes on a practice dummy would clear up if it is working or not.Not sure what you mean by "check damage on" (unless you just mean looking at the numbers popping above the target's head) but there are practice dummies in the Vanguard Base in the Rikti War Zone. I think they're in the alcove with Serpent Drummer, across from the targeting range.
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Someone said there was some sort of targeting practice dummy you can check damage on , something about RV. Is that true? Are they in the base?
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Quote:They fixed that in like i15 or i16. I have it slotted now in my Crab Spiderlings, they are 48 and fires off all the time. ( I can see the little pink icon beside there name in the pet window almost every attackIf your talking about the soulbound allegiance "chance for buildup" proc, its not just good for Mercs/Thugs, its required. Its the bomb diggity. But it has to go in Commando/Bruiser, if I understand this correct, it won't work on SpecOps and Soldiers because *they* aren't actually level 50, only the 3rd tier pet is.
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Wouldnt an obvious choice be Elec / Storm? Storm is also has a heavy end melee toggle with Hurricane and it sort of fits with all the Electrical parts of storm too.
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Quote:Um I honestly don’t think they were thinking PvP when they fixed this, it’s not always about PvP you know?It sucks even worse for Stalkers who have Freebird Stealth in Fly...
With perception on 24/7 and stealth capped only while flying, any chance
of getting an AS at all now requires it to be done in fly...
Yet Another "brilliant" Dev PvP idea.... Yuk
Regards,
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Most people in this game PvE and have seen many many threads in the last few years about "why does stealth stay on when I toggle it off, its screws up escort missions" Which is think is significantly more important than the lack of ability to gank some newb badge hunting in BB. -
On an unrelated note, man the Mu pet is super fun! Best decision ever for me to switch to villain and do the patron arc. He has a full set of Expedient Reinforcements and with Hasten and global I managed to get him down to 80 seconds down time. ( 320 rch, 240 dur .) Hits for 120 ish ( quite fast too ) and likes to stay at range. I heard it also heals but haven’t noticed yet.
Great addition for an xxx/emp who like to solo occasionally -
This is mine , also not very expensive and focuses more on the crab abilities and less on pools and Wolf. I tried to limit the toggles to the essential ones so you can keep up a sustained attack. It only has range soft cap but uses Electrifying Fences to hold the mobs in place for mass AOE carnage . I also really like the pets for soloing and can keep them out almost perma.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(15), Decim-Build%(19), Achilles-ResDeb%(43)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def(46), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(50)
Level 6: Hasten -- RechRdx-I(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(23), Achilles-ResDeb%(39)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(31)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(23)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Heal(45), Mrcl-Rcvry+(45)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(25), TtmC'tng-EndRdx/Rchg(25), TtmC'tng-ResDam(36), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-EndRdx(46)
Level 26: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dam%(29), Posi-Acc/Dmg/EndRdx(33)
Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(33), Dct'dW-Heal(42), Dct'dW-Rchg(43)
Level 30: Aim -- RechRdx-I(A)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dam%(34)
Level 35: Summon Spiderlings -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc(36), SvgnRt-Dmg/EndRdx(37), SvgnRt-Acc/EndRdx(37), SvgnRt-Acc/Dmg/EndRdx(37), SvgnRt-PetResDam(42)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-+Res(Pets)(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), Range-I(50)
Level 44: Tactical Training: Leadership -- GSFC-Build%(A)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
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Right now I have 4 x BM, ToLG Neg Damage and Achilles –res in Soldiers and Spec-Ops , I have 4 x BM, Sov Resist and Edict Def in Commando. This setup has worked pretty well for damage for the past few years, but after putting a Souldbound chance for Buildup in my Ill/rad PA’s and watching it proc like mad I was thinking of swapping it out on the Soldiers or Spec Ops. The problem is, 2 x Achilles ensures that I have the -20 resist up for the whole fight and the ToLG goes off quite a bit for 70 damage a pop also.
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Does anyone run a Soulbound Proc in their Mercs or Thugs? Have you tried a ToLG Neg Damage too? I Just don’t want to fork out 20+ Mil for something with limited gains -
Any issues with it? I can connect fine to the game ( tells me wrong version ) and all the web pages. Cant hit the patcher , just sits at connecting
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Is there a duration on it as long as its turned on? I clicked SS then Run ( which has the Stealth IO ) and was promptly shot at by a malta Sapper in the next room. I ran , waited 2 to 3 minutes then clicked run on and ran up to an engineer , he summoned the turret and started to shoot at me.... very strange
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Quote:I have focused more on Jack than Stony so maybe most of the issues are just Ice. If you get a chance take him out for a spin and let him do all the attacking. Maybe the base Jack is fine and its all the buffs I am giving him that are screwing up his timing, who knows.I dunno. I've been taking my Earth/Storm and my Ice/Storm out to play a lot recently, at least solo. I haven't noticed anything wonky. I've also been working on getting my Earth/Energy Dominator over to hero side.
Animate Stone is definitely fine as far as I can tell. Dude is chucking rocks, getting in and doing melee, throwing more rocks, doing more melee, etc. I havent been watching him closely but he has been jacking stuff up when I've been busy doing my thing. That is for both the controller and the dominator.
For the Ice/Storm, I only played a few missions, but my kill rate seemed fine. I didnt look at Jack Frost too close though, as I was kinda daydreaming about a respec and firing off my own controls and attacks.
But Stoney is definitely working just fine so far as I've noticed.
Lewis
I am going to take him through one news paper mission tonight and let him solo. I want to make sure it is a bug before I submit it. -
Quote:Not anymore it seemsI haven't checked my Ice/Storm or any of my Earth Characters since GR hit. A few issues ago, the Pet Recharge nerf was added specifically because pets were failing to cycle their attacks -- they would often get stuck with one attack, sometimes the ranged one. The excuse given for the nerf was that the Recharge seemed to be affecting the AI to cycle attacks, so they eliminated the ability to give Recharge to pets. After that, the pets seemed to be cycling their attacks.
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Quote:yeah, the problem with mercs is that they have absolutely no defences and no way to improve their resists. poor mercs always suffer as a result. their advantage of wicked debuffs is over shadowed by their inability to absorb damage. even with something beefy like pff their fairly squishy. I'll run some of the numbers on storm but I'd wager its still fairly weak
wish the devs would revisit mercs and tool them up a bit!
Huh? my Mercs have a 43% resist with their natural + Sovereign and a 15% def with Edict, Maneuvers + Shadowfall. Add to that Darkest Nigh 17% -tohit , Fearsome Stare 17% -to hit ( all modified ) and all of Dark Servants Debuffs stacked on that and EB can't hit my pets on a regular basis. I have watched Flamethrowers miss 3 or 4 times in a row while I stand there and giggle ( in a Archvillain way of course ( evil giggles )) -
I haven't really played my Ice/Emp for a few years so I thought I would dust her off and switch her to villain for a MU pet and I noticed that Jack is having brain farts in melee. He gets focused on one attack and one attack only, if its the 4 second Ice Sword thats fine , but if its the 10 second Greater Ice Sword or the 20 second hold it really really sucks. He just stands there doing absolutely nothing waiting for that one attack to cycle.....Whats up with that?
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Quote:Swarm missiles use the same patch as Fire Armor's Burn. It changed when Burn was changed.
I'll add it to my list of things to update.
Was this change added to Thugs Arsonist burn patch? haven't tested my thugs MM since patch.
Even if the damage went down I hope it did , I am so tired of the mass scatter he causes and I would like to not have to take a AOE Immob for this. -
I Tanked the Katie Hannon TF with my Mercs/Dark. We realized after we got all 8 people that we had 3 Blaster, 2 Scrappers, Defender, Dom and me so since I was a tankermind build anyway what the heck ( I respec to provoke at 10 ). With the earth dom, dark debuffs, provoke and bodyguard it was actually quite easy ( no deaths ).
P.S. oh ya I have one better! My medic actually killed Mary on x 4 with a punch to the head! Flex…..
P.P.S diidn't get any Cabal progress as Rogue thoughstupid bug. Had to go full hero to get Geas
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I know you already have a necro/dark but I find mercs/dark to be very good combo. Tar patch really helps with the damage and Dark Servant is amazing at close in heals. I handle the heals around me and with my darkest night, fearsome stare and fluffies mittigation powers you can easily solo all EB's and some AV's too.
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FE and BU have buffed Burn for more for over 2 years , maybe they changed it after you "shelved" your tank. Mine is 6 years old and he has never been shelved so I have lived through all the changes and nerfs
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Ok here is another one. If I group and do all 5 of others rogue mission, get all 5 fame but I have all 3 tip slots taken up, can I still get my morality mission? Will one of those tips in my contact list convert to a morality?
When I click on it it is still giiving me the option for a mission but I have all 5 public fame for the day -
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Quote:It does small smashing , large fire and 13 ticks of fireHi folks!
I'm working on a Fiery Aura tanker, and plan to take Burn. A couple questions, however.
1) The patch notes said that there is high initial damage, followed by a few ticks of damage. When I look at the details on the in-game power page, it still says 13 ticks of X damage over 10 seconds. The scrapper version's details have the initial burst, though. Which do I believe?
Quote:2) According to paragonwiki, Burn, at least pre-i18, did not require accuracy enhancements and did full damage. Is this still true? When I read the patch notes, I did not see anything saying that it does need accuracy now, but a post in the tanker forums hinted that it does.
Quote:3) I've never played a Fiery Aura tanker far enough to get burn, but from what I've heard, it does quite a bit of damage. When looking at the in-game details, however, it does less than scorch damage. Is this intended, and the only advantage for burn is that it is AoE? Or is it neglecting to include the initial burst?
Thank you all in advance for your answers.
14.4 smashing
138.2 Fire
7.2 x 13 ticks
total 246.2 damage
8.77 recharge with hasten and 6 Oblits +( 30% global recharge )
4.39 End
Compare this to FSC 190 damage and 7.02 recharge and 15.6 End , it is a keeper. -
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Quote:Why? I am soloing just fine with my level 12 DP/Kin corrupter on +0 / 1. All you have to do is finish in the time it tells you, so you dont get mass ambushes and be smart with your pulling in some rooms.Sadly the content isn't really team-friendly if you actually care about content. Of course, it's also not solo-friendly under any circumstances.
Sure some rooms have 20 things in them but they have very small agro ranges. ( to each other too ) I actually pulled a single zombie away from another one that was less than 5 feet away from it. Try doing that consistently in old content.
You just have to play smart and steady and not barge into everything like you did in old content -
Quote:It happens all the time , 4 times for me now. The tip missions are scripted that after you talk to or defeat X , Y will become clickable or destroyable to finish the mission. The problem is, Y does not load or is in a place that is unreachable or is still not clickable. In all 4 cases I would switch missions then switch back and do it again. 3 of them I finished the second time through, the 4th I had to do 3 times to get the scripted guy to load then the box to destroy.Hey,
Tonight has been rather frustrating. Something so simple as running a mission has proved to be problematic. My tip missions were bugged, and my morality mission. I cleared maps completely, no spawns left. I either got no glowies, or the mission objective was missing.
Anyone else having a problem?
*sad panda*
-Akia
I know it sucks , but welcome to GR open beta