Carnifax_NA

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  1. Quote:
    Originally Posted by Soundtrack View Post
    Hello all,

    Well, I got my elec/elec dominator to level 20 and I have to say that Paralyzing Blast has left me a bit underwhelmed.

    I did a search on here but found nothing really addressing the usefulness/uselessness of the power... except that I think one person said it could be skippable in the "What powers should I skip in elec" thread.

    Just wondering how many of you took/use PB and is there a "best" way to slot it?

    I've used it a few times, particularly when I have domination and I can definitely see it as a "Oh no!" power to get myself out of there... provided it hits... but other than that, the long recharge makes me wonder if it's really worth the "oh no" times..

    Thanks for any advice you're willing to offer.
    3 Acc/Recharge/Hold IOs (say level 30ish ones to start, they're surprisingly cheap. or at least were a few months ago when I was slotting my Ice/Psi Domi) and a Lockdown Recharge/Hold. Or 4 Acc/Recharge/Hold if you prefer. Or just a Recharge to max that out.

    I slot all my AOE Holds like this and it makes them very worthwhile. I remember running the Clone arcs on a PuG at level 29 and people being worried about the idea of fighting 8 boss versions of our Widow leader.

    Domination + Glacier = Non-fight from the off.
  2. Quote:
    Originally Posted by Dz131 View Post
    wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).

    Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game.

    Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter.

    the only exception I think is pvp because you're harder to take down.
    Highlighted the bit which shows how wrong you really are (but at least you seem to be somewhat aware of your ignorance to some degree).

    Tankers have higher defensive modifiers than Brutes. Around 32% higher (which is a bigger number than 10%, just to clarify it further for you). A resist shield which gives 26.5% on a Brute gives 35% on a Tank.
  3. Quote:
    Originally Posted by Fulmens View Post
    My impression is that they usually DO patch on maintenance days. I could be wrong- it's your peak playtime, you pay more attention than I do. I've only reported one very serious bug in the system (I could have gotten 50 characters to the inf cap in one day) and they had a fix through to live in about 24 hours, resulting in a patch on a non-Thursday.
    Well there's a patch happening today, which is a non-Thursday.

    I thought usually Thursdays were maintenance days and Tuesdays were patch days. Which makes sense because if anything horrible does occur due to a bad patch you aren't frantically applying a counter-patch / band-aid on a Friday and then basically buggering off home for the weekend.
  4. Quote:
    Originally Posted by Partsman View Post
    Why wouldn't they be able to? The announcement said that everybody will have access to Going Rogue for 4+ days, and that is just enough time to switch over a character. Unless they somehow lock out just that feature...
    Hmmm. This is an interesting point alright.

    I'll have the chance to duck EU side and maybe also move a Brute or two Blueside in the process. Interesting
  5. Finally!! About bleedin' time.

    (ooops, lapsed into a Dublin accent there)
  6. Carnifax_NA

    Fire/Trick Arrow

    Quote:
    Originally Posted by Scarlet Shocker View Post
    Does PGA stack in repeated applications?
    Afraid not. It is marked not to stack (for some reason) and the -damage is a direct effect power rather than via a Pseudopet (the pseudopet part seems to be only to make the clouds, or a relic of beta).
  7. Quote:
    Originally Posted by BrandX View Post
    Obsolete, I wouldn't say that.

    However, lately, I can swear it seems like there are less tankers around, but I don't think they'll ever be completely gone.

    For one, some players would rather have the survivability over the damage. Tankers win in that area.
    Personally I haven't noticed much of a drop in Tankers really. Any PuG team I've joined since GR tends to have one or two on it still. Even last night a Hero Tips mish I joined (until the electrics in my house tripped) had two of them.

    Not many Khelds around though, unsurprisingly. May have to pencil one in for my next alt (must... stop... rolling... alts...)
  8. Quote:
    Originally Posted by BrandX View Post
    I have to say, for the game to be a challenge, expect some powers the enemies use, to break the rules of the player allowed powers.

    As for the enemy smokes, there are work arounds for it...like...grabbing some +Perception powers.
    Or just popping a yellow. That's the easiest way to nullify them.
  9. Plant/Fire is a decent choice too. Plant basically makes spawns eat themselves and Carrion Creepers is incredibly noticable.

    Plant/Anything really. Plant/Thorns would be interesting too, if you don't mind being covered in spikes. Thorns can look less ridiculous nowadays. Plant/NRG is more single target focused but you can hit hard, and Power Boost seeds and the ranged AOE hold which is nice.

    Earth/Fire is the bomb as well though. As is Mind. Can't really go wrong with any of those 3 in terms of silly amounts of Control (Earth has more hard AOE, Plants is mostly focused in Seed and Mind has silly amounts of soft control and single target control).
  10. Siphon Life isn't technically an "impressive self heal" in itself, the individual heal amount isn't fantastic. However since it hits so hard and you'll be spamming it whenever it's up it basically becomes an incredibly useful self-heal for basically no DPA downtime (so as Dark says it almost functions as a regen ability).

    Either would be good. Dark/WP is a beast with few weaknesses. Dark/Inv should be better at absorbing *most* alphas though (provided they aren't all Psi that is).
    But occasionally you'll hit an enemy type where you have to tread a little carefully. Willpower is a jack of all trades, so other than spike damage you'll have fewer peaks and troughs.
  11. Quote:
    Originally Posted by Nethergoat View Post
    I don't bother flipping those, but I do pick them up cheap and craft 'em for giant profits.

    =D
    This fries my brain personally. Why do people pay such a premium on buying things pre-crafted?

    I'm a lazy swine who likes to Frankenslot rather than worry about sets, yet even I take the time to get the individual bits and craft myself. It's trivial to do, especially with the new "Find Salvage" button (previously it was fiddly)
  12. Quote:
    Originally Posted by Misaligned View Post
    Erm then why mention the lack of damage that hasn't been there since i15?

    Why not toss in the it doesn't increase your agro cap as long as we're pointing out the things it doesn't do?
    Because I was pointing out the thing it no longer does, not everything it doesn't do. The thing it no longer does which was also historically the chief reason anyone wanted to get double / triple stacked domination in the first place.

    I didn't mention the mez because historically that was never really a goal for anyone aiming for double domination (because it doesn't add to it). I was basically assuming the OP was talking about double/triple dom with familiarity of it from the pre-i15 days, which mightn't be the case and pointing out why it's different (and basically not very useful) nowadays.
  13. Quote:
    Originally Posted by firespray View Post
    I'm actually waiting to start quite a few characters until inherent stamina gets here. I'm not too fond of the <20 game due to endurance issues, so I'm waiting til I19 to start a few characters in the hopes that they'll be more fun then.
    I'm here too. I'm even feeling the pinch on my mid-20s characters because I know once the inherent comes in they'll have 3 extra power choices in the period where typically you've omitted some nice powers in order to squeeze Fitness in.

    So really I'm mostly playing those characters which are pretty much "done" anyway, two early 40s ones, but I really want to play the lower level ones as well.
  14. Carnifax_NA

    Fire Armor good?

    Fire Armour is significantly better for Brutes nowadays. The two changes to Fiery Embrace and Burn mean Fury works far, far better with them now. I'd love to be able to quickly try out my Stone/Fire Brute now with them (but they're in my idle EU account unfortunately).

    The forthcoming changes to Stamina will also go a long way to ironing out the severe pain of Fire Armour in the teens.

    I do think you need to box somewhat clever with it still and pick a primary that is going to pick up some of the survivability slack for you though.
  15. Carnifax_NA

    Why?

    Quote:
    Originally Posted by Gilia View Post
    As it was already pointed out twice, World of Confusion does exist for Defenders, Controllers, and Corruptors... AND Dominators.

    Who does that leave?
    Blasters (Lightning Field)
    Scrappers (Quills, Death Shroud)
    Tankers (Lightning Field, Fiery Aura)
    WS (Orbitting Death) / PBs (neither get EPPs)
    Brutes (Death Shroud, Fiery Aura, Lightning Field)

    If you keep in mind that epics are not supposed to duplicate the powers in the primary/secondaries then I think the only real question is why don't Masterminds get one?
    Granted you could still do it without using the EXACT same powers (give Death Shroud to Blasters or whatever), since they get Static Discharge which is a cone blast (like so many others in their sets). I think it's that the function of each of the damage auras is the same and they didn't want them to stack up.

    VEATS get copies of Brutes', even if that's not right in this case.
    It would be counter productive for a Stalker, the same reason these powers aren't in their secondaries.

    Just imagine a Spine/Dark scrapper with Quills, Death Shroud, and an Epic damage aura...
    It wouldn't really be counter productive to a Stalker now since a lot of auras now have a special "surpressed when hidden" toggle. But it would have been when the Stalker pool powers were being decided upon.

    As for why Masterminds don't get one, no idea. I've no idea in general what whomever was thinking when they crafted the Mastermind PPPs, they're all over the place and not very useful (giving them the Blaster APPs suits them more though, either by design or happy accident).
  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Touch of Fear is a must-take power. I don't care if it doesn't do damage.

    11.25% ToHit Debuff unenhanced. 'Nuff said. Put Siphon Insight in it, including the Chance for +ToHit.
    Frankenslot Siphon Life with Damage, Accuracy, Recharge, and Healing. As much as you can afford/possibly stick in it.
    Don't put Immobilize in Midnight Grasp.
    Depending on how well your character manages Endurance, you may or may not need Dark Consumption. It's a decent AoE, but it's made to refill your endurance bar. Watch your blue and take it if you need it.

    I have more info on Dark Melee in the guide linked in my sig.
    My Dark/WP had Touch of Fear for the first 20 levels, it was a great power to use then. Once they'd matured and had SOs I just didn't need it any more, I respecced it out for Taunt because Taunt doesn't need any slots particularly and it gave me a ranged AOE move for grabbing enemies attention on teams and thus getting shot at (as well as reducing range) to boost fury and encourage things in nice and close to send my Regen through the roof.

    The problem with ToF is that you don't really need it most of the time once you mature, and EBs and AVs (when you might) have the PTOD which will nullify 85% of it.
  17. Quote:
    Originally Posted by Silas View Post
    -Def debuffs are often undervalued, but I think they're great. Another benefit is that you can slot an Achilles -res proc in either QS or EQ. Huge AoE + -res proc = hooray
    Just Earthquake I'm afraid. QS (nor any of the other Earth controls) can be slotted for -Defense unfortunately.

    You're choosing between two of the top performers in either AT really, in this case there is no bad choice.

    Fire/Dark does feel more powerful from the off though, the first 20 levels you are stupidly powerful.

    Earth/Fire takes longer to get there, Domis tend to be slot-tight until at least the early 30s. But it's an excellent team combo, but doesn't necessarily stack well with other control on the team (excess control is generally redundant).

    Fire/Dark is more of a power multiplier thanks to the debuffs and the massive AOE, so for end-game SFs etc it's probably the better choice.

    But both are excellent.
  18. Carnifax_NA

    Why?

    Quote:
    Originally Posted by ClawsandEffect View Post
    Yes, let's give Fire/Kin controllers another damage aura to pump up with Fulcrum Shift, that wouldn't be overpowered at all!

    Yes, I was being somwhat sarcastic there.

    The ATs a damage aura would be at all useful for already have access to them. Brutes, Scrappers, Tankers, and even some Blaster secondaries all have damage auras available to them.

    Controllers get Hot Feet, and a number of other PBAoE auras with various effects. You could make a case for letting other controllers have a damage aura, but that would automatically make it available to Fire controllers (you can't disallow certain powers to one set but allow them on others, that wouldn't be fair) Another damage aura on the highest damaging controller combo (fire/kin), would be borderline or outright broken.

    The last thing a Defender or Corruptor wants to do is spend time in melee range long enough for a damage aura to be at all useful (a couple ticks in the course of a fight isn't worth the end cost of running an aura)

    I suppose the long and short of it is that the ATs that would benefit from a damage aura already has them available.
    I reiterate. Controllers DID get a new PBAOE Damage Aura back in i14(ish), World of Confusion (as did Defenders and now Corrupters).

    It only does 60% of a normal damage auras damage (and no containment) though, and is generally reviled.
  19. Carnifax_NA

    Why?

    Quote:
    Originally Posted by Atago View Post
    Maybe it was a bit ambiguous. I meant Epic and Patron POOL Powers.
    There is : World of Confusion. Controllers, Domis, Defenders and Corrupters can get it.

    Most other ATs have a chance of getting one in their primary or secondary anyway.
  20. Quote:
    Originally Posted by Firewasp View Post
    Is there any place that shows the damage a pet makes? I couldn't find this on MIDS. It doesn't even show what mm pets do.
    Red Tomaxes site on CoHTitan lets you click through to see power totals.

    You can also use the "Detailed Info" links on the character creation screen ingame to get a list of pets powers and damage I think.

    For controllers the answer is Fire Imps as far as I know, simply because there are 3 of them and they attack pretty quickly. After that I'm not sure, possibly Stoney from Earth Control. He hits hard.

    Warshades flufflies also do excellent damage.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    So you'd think, but everyone I've teamed with on this mission treated it like a rush for the boss, ignoring dead end rooms, chambers off the beaten path, corners and other locations where enemies might be, but you don't necessarily have to pass through to get to the "end" of the map. In one room my team blazed through, I found two hostages in a room off to the side that they'd have missed and then had to backtrack for, and in another I found a hostage in a hole in the ceiling.

    I've done this mission dozens of times and only had to backtrack twice, both times to locations I remembered I'd forgotten to check when I came up short. Yes, it's a long and involving process, but it's a large mission.

    *edit*
    That's not to be a dick and criticise you in particular. But in my experience, many people suffer for not exploring side rooms, and then go ahead to curse the missions for having them.
    I pored through the map, backtracking and exploring every (so I thought at the time) nook and cranny. If it'd been 21 glowies I'd probably have heard it as I passed as well.

    Nowadays of course I'd have found it pretty easy thanks to the change where it would have shown me that last damned one cowering in an obscure corner somewhere once I'd found the rest.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, that's one of my most favourite missions, and I'll explain why. Every time I get on a team doing this mission, I get to listen to people whine and complain like babies, ignoring my reassurances that it it'll be just fine and that I'll help them through it. Sure enough, they rush ahead and I have to mop up behind them, usually finding on average 10 mystics that they missed because they didn't look. By the end when it's all over, it's satisfying to see their bewilderment as to how this wasn't as difficult as they thought it would be this time and being unable to understand why.

    It's one of my favourite missions because it actually requires you to explore all those little rooms that most people just assume hold nothing of interest. There's nothing hidden in it. You just need to look.
    Wow. I never thought of looking for them. Silly me.



    On the plus side it may have been horrendously boring but the repeated attempts did mean I know know the spawn points for CoT maps like the back of my hand now.
  23. Rescue 21 Magicians from the Circle of Thorns


    Had this one on Carni for months and months (it was before we could drop missions), could never find the last one.

    After a while I just started to wish the CoT would get a move on with their damn ritual. I mean ingame they had those magicians hostage for YEARS!!!
  24. Quote:
    Originally Posted by Manic_Aggressive View Post
    I remember using my Illusion controller on a PUG to educate them on just how nice it was to have confusion as an option. After the first spawn, they all happily waited for me to lead off the fight making the Sorcerer a non issue. It really sped the fights up.
    I remember a lowbie Mind/Psi Domi I had LKing up on an SG team. I was about level 8, the rest were 23 or something, so I felt a bit useless with my 2 or 3 weak attacks plinking away.

    Right up until the moment I confused a CoT Bezerker boss, he proceeded to Ice Patch & Ice Sword all his friends and everyone was saying "Wow. I want a pet like that".

    Always fun when people are standing around looking at the scary AV while you plonk confuses on them. Purple triangles come down, AV suddenly decides one of the spawn said something funny about their mum and murderizes the lot of them. (Clockwork King on the LGTF is an excellent choice since he likes to lead with a nuke).
  25. Quote:
    Originally Posted by Misaligned View Post
    Not speaking about double or triple stacked. I'm really just curious about why I see a lot of people listing the benefits of Domination as:

    End filler
    Mez protection

    And that's it.

    Domination adds mez and mez duration. To me, that's the defining portion of the power, yet it seems to be the part that gets forgotten outside in the cold freezing its little toes off (ok - went too far there ).

    I also see a lot of people who leave out the extra mez from Domination comment on the lack of +damage. I know that's a very old mechanic, but why mention that and not the mez that's added from hitting that shiny button?

    There was a post a while ago where someone was saying that it was a waste of their time to use domination because of the following:

    It was an activation that could have / should have been used to do a damaging attack
    It doesn't boost damage any more
    They didn't have end issues - why do they care about the end refill?
    ST Hold + AoE hold was fine for holding bosses

    I really, really am just curious why the extra mez is often left out when discussing Domination.
    Erm, because we are discussing double stacked domination, and why anyone needs it nowadays, not the advantages of domination in general. So the boosted mez isn't really relevant.

    The boosted mez is one of the best things about Domination (although Ice, Elec and Earth domi mightn't agree 100%) but double stacked domination doesn't add to that.