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Posts
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Quote:^ThisI'm not going to make the same mistake as last time. I'll worry about what's in the booster and what I can make with it if and when it comes out. I'll reserve my right to get excited about future boosters if and only if a current one has impressed me greatly.
See also : "Custom" Power Animations -
Quote:Theoretically it should need people within range, which is going to be a bit of an issue given what it does.Can't say for sure, but I believe that, like any other toggle, it will only have a chance to fire once every ten seconds.
I have no idea whether it would require that a target be in range or not.
Only way to be sure is to test it though. -
Quote:I don't really understand this to be honest. The uniques cost a fortune and don't give you much extra over slotting Stamina up instead. Numina gives you 10%. An even levelled SO in Stamina gives you 8.33%, a level 50 common IO in it gives 10%.I will often 3 slot Health with just the three uniques (two of which boost recovery), and then leave the default slot in Stamina and put the Performance Shift proc there. If I'm still desperate for End (like on my Katana/Dark scrapper, which seems to be soul crushingly End heavy, even with just a couple toggles on, let alone the whole bunch), I'll put an extra slot for the Performance Shift: EndMod IO
I certainly understand using them in addition to fully slotted stamina (that's what my Fort does), but not instead of. -
I know it does but the two aren't mutually exclusive, you can slot both of them, 3 End Mod IOs and the Performance shifter
(This is what I used to do back when the Performance Shifter was relatively dirt cheap, starting from about level 35, when the Enhancement value from the 3rd Common IO is a lot more significant) -
Quote:DSorrow is right though, Damage resistance also resists Damage debuffs. So when you hit them with Kinetic Melee -dam debuffs they may well have a bit of resistance to it depending on their own resistances.I am not talking about -damage resistance, I am talking about lowering the AV's damage output by reducing the amount of damage they produce.
AVs certainly don't have any special resistances to -Dam though. -
I assume that's why it's a Pack, so that they'll be in at character creation.
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The third will still be giving you about a DOs worth of enhancement won't it? 2 level 50 IOs is only about 85% enhancement value, I'd be inclined to slot the third to wring another 14% or so from it. When you've got End woes and slots aren't too tight every little helps.
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Quote:One interesting thing is that -Damage doesn't stack with +Resistance in the same way -ToHit stacks with your defense.http://paragonwiki.com/wiki/Patch_No...#Kinetic_Melee
Most of the Kin-Melee debuffs last for about 5~7 seconds on a scrapper. So you'll likely only be able to layer two to three debuffs consistently. Of the Kin Melee attacks most have a debuff of 5.63% damage. Burst has -11.25% damage debuff. Repulsing Torrent has no debuff attached.
Ergo, you'll be bouncing around 11%~18% sustained damage debuff on a single target.
Assuming that Damage and Resistance are different sides of the same coin, this would give kinetic melee about the same incoming damage mitigation as the Tough pool power does against smashing / lethal damage.
Is it noticeable?
Yes, it can make a large difference in survivability.
-Damage is more like another layer of protection, rather than stacking with a current layer (in the same way Defense and Resist are two separate layers of protection)
In other words if you have 50% resistance and do a 50% damage debuff an attack of 100 damage which hits you will still do 25 damage. That 50% damage debuff is actually acting like a 25% resist buff in this case. -
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Taken from Avs second post :
Quote:Where's the Vanguard Shield? That's included, right?It also includes the following weapons customizations:
Assault Rifle, Axe, Bow, Claws, Dual Blades, Katana, Swords.
Finally, the Vanguard Costume change emote is also included. -
Quote:Paragon City PD aren't a new faction though. They're just a pain in the ****. Never had much of an issue with their Praetorian counterparts.I have to wonder if new content is being designed around the idea of heroes being much more powerful than they used to due to IO's.
I.E. balancing around IO's.
That or balancing around the idea everyones playing a scrapper or brute.
Ghouls are a bit more binary. My Broadsword/Fire scrapper and my Ice/Thorns domi eat them alive (and hated Praetorian Clockwork). Some of my other Praetorians completely hate ghouls. -
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This is the logical way to go about answering the question. Theorycrafting about it will get you nowhere really.
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Quote:Erm, no it doesn't. Power Boost will affect things that Dominate won't (for example Elec Controls chaining confuse and draining aura) because it works by affecting the AT modifiers for mezzes and some buffs/debuffs.Energy is very economical to permadom, if such things interest you. Ironically, permadom makes powerboost unnecessary, but that's the price of progress.
Also PB & Domination will combine anyway, which is great for the AOE Holds. -
Quote:Personally I love this idea of releasing Vanguard parts in a loyalty pack. Being able to make Vanguard weapons from the off is a great perk, I've a hatred of the fact that most unlockables aren't account based so if you think of a character concept which would use them you can't actually make it (for 35 levels in this case, which is about half a characters lifespan).Bad pack again, even if it is free... but bad again like the other emote one and the origins one too. I have listed a bunch of very good ideas before.. actually posted them on another mmo comic book site too (newer one not the old one) and they put a lot of the stuff in back in beta, that made it to the actual release of the game. Yet in here - no.
At least this back should have included a choice of which existing costume pieces we could get. The vanguard stuff is ugly and easy to get. Would have been better if it was the Roman stuff, since some of us 3 am people who have no one to group with will never get our hands on it. Or like I said a choice per account , example: Roman, Vanguard, whatever else junk, i forget now. Would have been better.
My Broadsword/Fire scrapper can have a decent looking Fire Blade. My level 4 Shield/Ice tank can have a decent looking Tech Shield now. -
Quote:Actually there's one good reason to get Whirling Hands if you use Confuse a lot, the damage it does to the wide area means you'll earn more XP off confused enemies which defeat each other.Being a Mind/Energy who loves his job, I am going to sell Energy to you.
It depends on how often you foresee yourself using AoE controls, and how much you want AoE attacks. If you use AoE Controls a whole lot, Power Boost's usefulness cannot be overstated. It's quick-recharging, and basically once you use a control with it, you can forget about whatever you mezzed ever coming to. Solo, I use it lots with Mass Hypnosis. It's basically Domination without the Mag boost. If you want to skip most of your AoE mezzes, and rely on TK and Terrify for your mezzing needs, Power Boost will sit there unused most of the time. I have used Mind/Energy every which way I could think of, and IME, it works best without TK, and with Total Domination and Mass Hypnosis. Mass Confusion is mandatory.
Beyond just Power Boost, though, it also depends on how much you want to solo. Energy is by far the safest set to solo with because you have so many safety nets. All of your best attacks have a high-to-100% chance to either stun or knock back, in addition to doing great damage. Power Push is not only extremely accurate (+40% accuracy with no slots), it does good damage (Bone Smasher pre-revamp), and is insanely fast to animate. It also serves as your primary boss-tosser, enabling you to sleep-push-hold-sleep-hold for safe, effortless mez stacking out of Domination. Mind has Levitate that can also do this, but Levitate has lower damage, does its damage slowly, and doesn't have a whopping +40% accuracy bonus.
Energy's not going to beat Fire in terms of raw damage, but it comes damn close in Single-Target output. Total Focus can one-shot minions, and what it doesn't kill gets stunned (barring bosses).
It also depends on what you want to play the set as. Energy can do all-range, but it shines in melee range, especially with Combat Jumping to help you joust. Fire is the best all-range set there is, bar none, but it lacks the safety and utility that other sets provide. Psi is just a beast all day long, but when you find enemies that resist Psi, it gets resisted hard, and oftentimes you will see enemies with both Psi resistance AND defense, so since your Holds are also Psi, you'll want a secondary of a different damage type so that your character doesn't have a single point of failure. Energy and Fire are far more reliable in that regard, being uncommonly resisted types that are rarely defended against, while a whole enemy group that you commonly see from the 30s till the end of the game has Defense against Psi.
However, Energy has crap for AoE, even now that Whirling Hands is better. Whirling hands is still the only AoE attack it has, and it's not a good AoE attack on its own. With APPs, it becomes a good part of an AoE chain, but I advise against using it you only want one AoE attack. Fire and Psi both have far more options for AoE attacks, so if that's important to you, don't pick Energy unless you don't mind waiting till the 40s to get an AoE chain.
Coming from a Elec/NRG Domi this is pretty useful, mightn't be as of much use to a Mind domi where the wide-area confuse isn't up nearly as much (but on the other hand is way more effective when it is). -
Quote:It's been noemalized, so its 15 foot like the other PBAOEs now. It's a fine PBAOE nowadays, pretty much middle of the road domi pbaoe.So, is Mids and even the In-Game Info screen wrong when it lists Whirling Hands (and all the other Dominator PBAOEs) as having a 15' radius then? It wouldn't be the first or last time that the description of a power was not corrected to match it's actual effectiveness. That's twice the diameter of a normal "melee" PBAOE if 15' is correct. Not that I'd use it for the Confuse, but you can hit an awful lot of enemies (max 10) in a 15' PBAOE Radius and make this a worthwhile power.
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The only thing I can think of is combining it with a chance for sleep power, one which doesn't use a pseudopet, like Poison gas arrow. Even then I wouldn't be sure its worth it for that alone.
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Quote:Solo? I always found my Warshade a drag solo. To the extent that they wouldn't solo at all. Teams were always much more fun and entertaining.I'd vote to go with an MFing Warshade (guide linked in my sig). The vast array of tools available to a warshade are just overwhelmingly awesome.
The build I've found best for the sort of soloing the OP mentions was my Dark/WP Brute. He waded solo into a fight during the Darren Wade arc and hadn't spotted purple conning Sigil and a Prelate boss (along with the Pariah Anchorite I had spotted) and came out the other end. A stupidly tough build with excellent single target damage. -
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Quote:That's why I don't use the Lich sacrifice myself, he just Fearsome Stares them, nerfs their ToHit into the ground and then whittles them away, healing himself with Life Drain as he goes.For a while I was trying to get my lich killed to summon the spirit with the highest pet. I would send it in and watch it's heath dip precariously low and then stop and start rising. Then me and the other guys would run in and see a group standing around doing nothing while the lich blasted them for negligible damage.
At that point my glass cannon zombies could eat them with no danger. I wouldn't want to try that at /X8, but it's silly how much control they have.
Stupid Lich and his stupid sense of self-preservation. Die for your master damn it, I want to rip your soul screaming from your body to fight on for me. It won't hurt. I promise*
*promise not guaranteed -
Bloody Malta.
I don't mind being stunned really, I play Controllers and Dominators so it's fair play that the enemy should be able to mez back.
The bloody duration and spam of those AOE Stun Grenades though. Yeesh. My Hovering Plant/Emp controller had 4 of them stacked on her over the weekend, and they last aaaaages. Talk about annoying! -
Quote:With the exception of my Fire/Rad/Stone controller I agree with this statement.I play plenty of controllers and enjoy them.. Dominators are simply a different breed.
I only realised last night that my Fire/Rad/Stone controller has basically been a Dominator in disguise the whole time in terms of playstyle. -
Quote:Are you claiming Masterminds don't do enough damage, or tend to struggle for End?I've never understood why it's ok for MM attacks to both suck AND cost so much endurance. I wouldnt mind the current damage (I don't on Alpha, for example) IF the endurance matched that. For the end cost im paying, though, I should be doing about double if not triple the damage they are doing right now.
Personally if I was changing MM blasts I'd make the secondary effects work along the lines of Whip attacks, make the secondary effects more useful for Masterminds. "Useful" secondary effects for MMs would probably be -Resist (which we have in Whips), -Regen (for Laser attacks maybe), -ToHit (increase this for Dark MMs), -Defense (because Henchies can be -1 / -2, but along the lines of Rad Blast / Thorns in terms of magnitude) and maybe -Recharge along the lines of Psi/Ice Blast. -
Don't forget the Spirits. It's worthwhile letting a Henchie die every time Soul Extraction is up in order to get a Ghostie out too, they're pretty effective. My Necro had it basically perma (in fact I've had 2 ghosties out at once occasionally for a few seconds). Spirits don't have any AOE but they do bring more ranged damage (which stupidly long range), a melee hold & damage power which hits hard and a Life Drain.
Which Henchie you sacrifice is up to you, the higher tier the Henchie was the more HP and Damage the ghost will do. I used to use Zombies simply because getting a Zombie to die is trivially easy (Go attack that spawn). However if you do it with a Knight it's interesting to note that you only have to apply the Second, level 32 upgrade and he'll have all of his powers (due to the fact that the upgrades cause model switches for Knights)
As others have noted Knights should always be in melee. You want them doing those hideous Broadsword attacks on things. If you can stick an Achilles Heel -Res proc into them as well so much the better, each Sword attack will have a chance to proc then. I have Goto Defensive bind for getting Knights in close (after which I'd use "Attack Aggressive" on whatever I wanted to die).