Carnifax_NA

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  1. Quote:
    Originally Posted by Jharber View Post
    Just an update!

    The only thing I have not liked about my Elec/Psi so far is Psychic Scream. It just does not seem to work well with this set imo. I need to mostly be in melee for my aura to drain and I found myself having to force myself out of the spawn to use the scream. I spec'd out of that and went all ST for now which is incredible damage. I can't wait for the level 38 PBAE though! That will be amazing!
    ...
    Indeed. Psi Scream is the reason I mothballed my Ice/Psi.

    I wish all Domi cones were like Thorns one.

    Edit : Chance to Heal is a waste in Jolting Chain, it will only ever have a chance of healing you on the initial attack, follow-on chained Jolts jumping from the original target to others won't have a chance of healing you. This is the case with any "Affect Caster" type PROC in a chaining or Pseudopet power. Offensive PROCs (Chance for Damage or Chance for Mez) will work properly though.
  2. Quote:
    Originally Posted by Baarogue View Post
    I've looked around for this in the "FAQ" threads but apparently this isn't asked frequently.

    Obviously our pets benefit from Acc, Dmg, and control enhancements like Stun and Hold. But do they benefit from EndRed and Recharge or is that just for us? Do their attacks benefit from our global recharge, or only our own powers?

    I ask because I hear that mercs (my mm's set) suffers from too-slow special attacks, and was looking for a way to address that. I plan to make use of two Blood Mandate sets and a Sovereign Right set for the set defense bonuses and the resistance proc in Sov, but it appears none of the mm pet IO sets include any recharge enhancement. That's what made me consider global recharge.

    Is all this already spelled out somewhere?

    edit: So I just noticed it appears we can't even slot our pet powers for Recharge, so I guess the answer to that is, "No." But then I still wonder about global recharge. Are they immune to global recharge like some powers or what?
    All pets and pseudopets (patches you drop basically) are entirely immune to any form of recharge now, from any source. So there's nothing you can do to make them attack faster. The only plus to this is there's nothing the enemy can do to make them attack slower either.

    Also, Global & Set Bonuses in general only apply to you, not to your pets.
  3. Carnifax_NA

    What to try?

    I really enjoy my Elec/NRG. Hits like a truck and Elecs selection of quick recharging soft controls suits fast moving teams well.

    I even like the Gremlins, they're a nice addition in terms of more soft control via Knockdown and spreading the damage about a bit more. I've found them better than Fly Trap for example. Of the 5 Domi/Controller pets I've experience of I'd rate them right in the middle, ahead of Phantasm and Fly Trap but not as useful as Imps or Singy.

    Mind/NRG would be an excellent combo too, more ranged than Elec but with silly amounts of single target control. Seems to have a bit of a buzz around it at the mo as well on this forum.
  4. Quote:
    Originally Posted by Wayfarer View Post
    I could see Will Smith in the Richard Benjamin role in Westworld.
    He can do the theme tune. Just remix Wild, Wild West with the word "world" tacked on where needs be.
  5. Quote:
    Originally Posted by Inno View Post
    Does Fury show up entirely in the form of a contributor to DMG bonus?

    This may sound like a simple question, but I track several combat attributes and DMG is one of them. On the detailed view I see Fury under DMG as a contributor and just wondered if there was another effect or place it showed up.

    What is the current DMG cap for Brutes? Does it vary by level or any other factor at all?

    Other than just constantly clicking on powers and keeping the action moving, is there any other approach or tips to maintain Fury?

    Thanks!
    No, it's basically a Damage buff listed with the rest of the damge buffs in Combat Numbers.

    I can't remember offhand the current Brute damage cap, it was 800%, I think but it may have been pared back.

    Fury also builds from being attacked, so it's worthwhile attracting as much aggro as you can handle via aura taunts, punchvoke and, if you think you need it, picking up Taunt (I found Taunt very handy for my Dark/WP because Willpowers taunt aura has a much shorter taunt duration compared to others).
  6. Quote:
    Originally Posted by eryq2 View Post
    My point. Why does it matter what the market says? You are not compelled by the market to sell yours for the highest amount on the market. You are literally unable to? Wow, weak minded people 'round here. Monkey see, monkey do i think the saying goes....
    Do you know how the market interface works?

    If I stick something down for 5 Inf the highest bid still gets it. So in the case of purples they'll still sell for whatever crazy, whacked-out price the buyers are willing to pay for them.

    I sell nearly everything at 5 inf (including the only 2 purples I ever earned, one of which was a crap sleep one) and they still went for way more than that. One for around 50 million (this was back in i11 or so) and the crap one recently for 100,000 or so (it was the chance for placate )

    So unless you're talking about setting up some form of off-market charity shop channel I cannot see your point (in fact I'm willing to bet that if you did try and sell a desirable Purple on a channel a bidding war would break out and you'd still end up with about the same price as via the Markets interface).
  7. Quote:
    Originally Posted by Deacon_NA View Post
    I'll write a guide, my first one.

    Step 1: Toggle on Ninja run
    Step 2 (optional): Toggle on sprint or prestige power slide or whatever you use
    Step 3: Run and jump around!
    THIS GUIDE SUKS!!

    You didn't even include a sample build (with Purple IOs and hardcapped everything)
  8. Quote:
    Originally Posted by MaelwysAlts View Post
    Heh. You're right of course.

    I blame my PermaDom (it spoils you. really it does.) and a lack of sleep.
    Had a Brain Fart about the base mag, glanced at Mids to double-check and had the PvP Numbers on...

    (Immobs are Mag 4 though, right...?)
    Yep.

    I'm still tickled by Mesmerizes mag 3.5 sleep though, the original devs were so inconsistent and random with things.
  9. Carnifax_NA

    Fix Praetoria

    Quote:
    Originally Posted by Scirion View Post
    Open world, team based PvP, as it was in *a certain sci-fi-ish MMO based off a movie trilogy* was great. It worked. It was fun. I PvP'd ALOT.


    I don't forsee things working that way if they tried it in CoH. I forsee the above mentioned ganking (likely the newcomers searching for a sewer team being the first targets) under Atlas.

    I'll pass, thanks.


    However, I can't help but notice that nobody else has mentioned the graphical glitches in Praetoria... Am I (and a handful of SG friends) the only one(s) that experiences this?
    No, I get the horrible glaring white walls in the University. I also get shrubbery and vegetation being this very low res, blurry blob until I get close when the proper texture then pops in.

    Amazed neither has been addressed yet, I assume I must be in a minority with them or something.
  10. Quote:
    Originally Posted by MaelwysAlts View Post
    As has already been pointed out:

    (i) Controller AoEs are all Mag 3 (LTs/Minions). They have a decent chance of being Mag 4 (Bosses) due to the "Overpower" mechanic which is unique to Controllers.
    (ii) Dominator AoEs are all Mag 3 too. Unless the Dominator is in Domination, which doubles their Magnitude (to Mag 6) amongst other things.

    Single Target Mez on those ATs are all Mag4 base, meaning they'll one-shot-mez a boss.
    .
    Erm, nope. Most hard single target mezzes are mag 3 too. Single target Cage powers are mag 4 alright, and maybe sleeps but Holds and Confuses are mag 3.

    Edit : Checked Minds single target sleep. It's mag 3.5 () which is basically mag 4.
  11. Carnifax_NA

    Revamp Teleport

    Quote:
    Originally Posted by Samuel_Tow View Post
    Whatever benefits it may or may not have in combat, teleport sucks as a travel power. It's ungodly costly, hideously unwieldy and the MOST busywork of any travel power, and that's including Super Speed. It really doesn't need to be as costly as it is. I don't mind expensive, but not THAT expensive.
    1 extra slot and it's fine, 1 End and 1 Range and it's all good, especially now we've got inherent fitness (my Staminaless Necro/Dark did used to have issues with it previously). Personally I find SS much more annoying as a travel power in zones (stupid piers).

    Combat Teleport + Hurricane is great fun as well. I love blinking around herdicaning enemies back into the meat grinder.

    Mind you if they announced that Teleports End Cost is being halved I wouldn't complain.
  12. Carnifax_NA

    ITF question

    Quote:
    Originally Posted by Enyalios View Post
    Finally, if you have a grav dom with you (troller might work but never seen it done), you could have the dom get dominate up and use wormhole to suck him through. I don't know if it has enough mag without dominate up cause I've never seen it done without. This way requires an experienced grav dom to do it so not suitable for many teams.
    This is odd, Dominate makes no difference to the mag TP that Wormhole does, just the stun. So if it works for a Domi in Dominate it should work for a controller / domi without Dominate up.
  13. Quote:
    Originally Posted by Quinch View Post
    A ferry/speedboat sounds like a good idea. Indy Port is hurting for transportation improvements something fierce, and it fits with the theme of the zone.
    It means another line though as a ferry/speedboat wouldn't be accessible from train stations.

    I'd much prefer the Keep it Simple solution of just sticking an IP South station into the zone and letting people go from Atlas to IP South in one quick step.
  14. Quote:
    Originally Posted by Residentx_EU View Post
    How different do the powers work in PvP? I've been in recluse victory, etc? Is it that different? I may try this once just to see.

    But I understand the big picture, there's no sense in head to head if you don't have to. It would be unfair probably. In the last month, I gotten apoc damage, apoc negative, and apoc end/recharge, and Ragnorak damage.
    Well you can go "head to head" by having races doing runs of various PvE content.

    An all Domi vs all Controller TF event would be fun. Two teams at the one TF contact taunting each other. 3-2-1 go and away they go. Make a global channel so each team can rile each other as they go.

    PvP on the other hand isn't particularly fun, it's an obtuse and arcane mess of rules far too different from the PvE game to be worth trying IMO.
  15. Quote:
    Originally Posted by Dispari View Post
    Also Praetorian mobs can be jerks concerning Beginner's Luck. Resistance and Destroyers run around with +DEF powers which make them annoying to hit even when your base hit rate is 89% thanks to Beginner's Luck. On top of already having 3-4x as many attacks as regular spawns for that level range, with heavy debuffs and high damage melee attacks, they really don't need to be hard to hit too.
    Also Big Dogs. They might look, dress and sound like especially butch members of exclusively men-only back-street special-interest clubs but they're an utter, utter pain, especially to any sort of control based lowbie.
  16. Carnifax_NA

    Revamp Teleport

    Quote:
    Originally Posted by Techbot Alpha View Post
    Blasters? They are not pets. Ergo, they can manage their own buffs.

    My pets, while admittedly as dense as thick metal, are also very very good at applying the ultimate de-buff; Deadness.
    I just hover around in my little bubble shield of 'Haha you suck!' laughing at enemies and toe-bombing them, leaving ruin and devastation in my wake.
    I wouldn't touch team teleport with a barge pole with C4 stuck to the end of it.

    Oh, and the other answer is 'Pet control'. It's relatively easy, despite the pets pants-on-headness.
    I'll always love Team Teleport from remembering the fun times my EU Fire/Rad/Stone Controller and an SG friends Kin/Dark used to have with it. She used to scare the pants off any PuG teammates we got to tag along with us (they got used to it, eventually).
  17. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Looks like my video. :P *points to sig*




    Yeah, and why not play to your strengths? (Also the damage done by Rikti is Negative Energy, a slight hole in Elec/.)
    No, the damage done by Rikti is NRG. Other than Quantums of course.
  18. Quote:
    Originally Posted by SwellGuy View Post
    I think if you pursue the exploration badges you should see most of the cool sights there because it takes you to the shipwreck and thorn tree in Nerva, the big TV in Grandville and the casino in St. Martial among other locations.
    That TV sucks. All they ever show is "Everyone Loves Reclusie", 24-7.
  19. Quote:
    Originally Posted by Oldeb View Post
    He's part of the second crappiest thing to come out of the Paragon Studios era of this game, Fort Trident in Atlas. The only thing worse is The Crucible in Cap. Those two places are overwhelmingly below the standards to which the rest of the game seems to be held.

    If Black Scorpion is responsible for them I can only hope that he is never allowed to design a zone/write dialogue without adult supervision again.
    The Phalanx standing around beside the portals are awful as well. I assumed they were clumsy Nemesis Automatons from their dialogue.

    The entire place is chronically bad.
  20. Quote:
    Originally Posted by TankShock View Post
    Sorry, I meant ACC. Mids doesn't list an ACC % for them, which made me think it doesn't really do anything or works differently than normal ACC enhancements.
    Yep, the pet attacks do benefit from some Acc for both powers.

    Fly Trap does a bit of Defense Debuff but it's still a good idea to slot at least an SOs worth of Acc in there.
  21. Erm, I'm not sure where you're getting the idea that most AOE mezzes are mag 2, not mag 3. Any I know of (Flashfire, Stalagmites, Seeds of confusion, Wormhole, Synaptic Confuse-thingie from Elec) are all mag 3 and will affect Minions and Lieuts, assuming they hit. On a Controller they all have a 20% chance of doing an extra 1 mag as an Overpower (with perhaps the exception of Synaptic thingie), on a Domi all the ones I mention there benefit from Domination.

    There's no 50/50 chance of Lieuts shrugging it off, if it lands it hits, minions don't have a 25% chance of shrugging off a Mez effect either. Lieuts and Minions do not have some form of % based mez protection (in the game Mez Resistance does exist but it serves to lower the mez duration, not nullify / avoid it and I'm not sure many enemies possess it).

    The only issue really is bosses, which can indeed be a handful. An AOE mez on a controller still has a 20% chance of getting a boss from the off. After that it's a case of stacking before he kills you which can indeed be dicey (but again it depends, AOE Hold + Single Target Hold will catch him).
  22. Quote:
    Originally Posted by Deep Rootz View Post
    So basically its a waste to slot more than one? I plan on picking up sleet from the ice app so I can always slot it there later. Only reason I'm asking is I'm trying to come up with a build, and it will change some of my slotting choices.
    I think you'd get more milage out of it in something like Fling Thorns, simply because of recharges you'll probably have a better chance of affecting more people with it.

    Or Sleet and Fling Thorns, that'd work too, they wouldn't stack but they'd have more of a chance of affecting your enemies.
  23. Quote:
    Originally Posted by Toony View Post
    I have a gravity troller and she does just fine. Was one of my best soloers and the only one of my characters to solo AV's (PRE-IO's)

    I don't see whats wrong with the set outside of propel and dimensional shift.
    For a Controller I'm inclined to agree with this, Grav isn't that bad really. Sorting Propel (make it a very narrow cone and improve the animation time) and Dimension shift out, and maybe increasing the AOE of Wormhole to closer to other sets AOEs and it's done.

    On a Domi though it really needs more. More secondary / soft control built in somewhere, like Ice has. Doesn't need to be -recharge but it does need something additional added in some way.
  24. I'd be inclined towards a Mace/Invun Brute if you can pick a custom weapon model which suits the character. Or SS/Invun maybe. A melee brotherhood, like Veronica from New Vegas.

    A lot of that is based on the fact I've wanted to give Mace a run for a while now. In fact I've a tech outfit & name on a non-used level 4 Shield/Ice tank I might reroll into a Mace/Inv Brute instead.
  25. I know you are talking about Hazard Zones but my Praetorian soloer is a Broadsword/Fire scrapper. He was able to solo anything thrown at him (against Ghouls it felt like he was cheating). He then moved onto Dark Astoria when he reached Paragon City and spent about 8 levels harvesting zombies, the combo is again like cheating against Banished Pantheon (they like to get into melee range with you, and the poor buggers are vulnerable to Lethal and Fire damage)

    Layering the Defense from Parry with Fires resistances and fantastic early heal made him a pretty tough character, soloed Noble Savage in Praetoria and only Clockwork caused him issues (damn ranged NRG blasts). Arachnos also tend to make him cry.

    Level 32 now and last night he was on a level 32 team with 2 other scrappers and a Brute, most of whom seemed to be Shield, and he was the only one not to die somewhere along the line, fighting BP and then Council, this is without a tank or support character on the team (I think the Shielders were suffering cascading defense failure and had little else to fall back on).

    AOE Damage was a combo of Slice and Burning Aura and worked fairly well. Later on Burn and the Whirly Sword thingy combined with Build-Up and Fiery Embrace give you some nice AOE.

    Mind you I'd be more inclined to go Katana over Broadsword, simple because the longer animations in Broadsword can make it dicey timing Healing Flames sometimes.