Chelsea

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  1. [ QUOTE ]
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    base dmg buff 2.5% per npc hit (unehanceable)


    [/ QUOTE ]Are you sure it's that low? Seen much higher numbers reported elsewhere...

    [/ QUOTE ]

    You mean on nofuture.org where they tested the villain PPP Soul Drain with a Lvl 50 blaster ... yeah as if.
  2. FFG has hold protection except V sleep so theres no need to have acro which is alot lower mez protection than the FFG btw.
    And it does protect V stun but then again with AR/Traps you shouldn't be in melee range anyway
  3. I'd personaly take fly so it will get you out of melee range so you can snipe.
    Personal taste only tho.
  4. Soul Drains not that good .. Its a PBAoE meaning you have to be in the mob to get anything back.
    Secondly the returns are god awful.
    Base to hit buff 2.5% per npc
    base dmg buff 2.5% per npc hit (unehanceable)

    Since AoE's only hit a max of 15 npc's your looking at a 30% ish dmg buff, if your lucky (or unlucky) enough to jump in a mob of 15 npc's
  5. Chelsea

    Electric armour

    Grounded = PVE
    Acro = PVP
  6. Chelsea

    AR/Dev in PvP

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    defiance removes brutes very easily :P

    [/ QUOTE ]

    My Corr removes Defiance using Blaster very easily
  7. And not likeing something can mean having a crippled build and not enjoying it.
    Some powers have very good uses and can often mean life or death.
    Try to keep an open mind
  8. [ QUOTE ]
    Let's see..

    Why no M30 Grenade and no Buckshot ?
    I don't mind having only a couple attacks for a while as brute (did that with my SS/Stone), but as a corr, meh.

    For some reason, I don't want beanbag, don't ask me why, I just don't like it

    Last but not least, don't intend to take the medicine pool, I just loathe it. Instead I'll force my wife to have a heal (there's a mistake in my previous post regarding this btw, my partner will either be fire/RAD or ice/ice, both have heals )

    [/ QUOTE ]

    Both are little dmg and agro magnets ..burst and slug will recharge alot faster and do more dmg..besides when you get flamethrower+ Full Auto its all the AoE you'll need.
    Some ppl might argue the fact but its just my personal opinion.
    Beanbag can be a life saver as it can mean a chance to get off a snipe or not and is very good for stunning them damn nulls before they beanbag you !.
    If you don't want medicine i'd take the leadership pool - assault/tactics.
    Extra dmg and also a source of +per for them nightwidows who just love to use smokegren.
  9. Ah well if its another corr you'll defo want caltrops as that will be the only thing between you and the baddies.

    I'd probably swap stim for aid other in my build then.
    the FFG's def will help so don't forget it.
  10. Oh BTW just a small note about poison trap .. the hold time on it is really small and adding hold enhancers to it dosn't really help the hold time so don't expect it to be a long hold.
    Its mainly good for the -regen -recharge.

    Apparantly it got borked when the devs removed the choke/vomit part from it that was the actual hold.

    or something.
  11. i think i'd probably do this build for PVE

    Name:
    Level: 50
    Archetype: Corruptor
    Primary: Assault Rifle
    Secondary: Traps
    ---------------------------------------------
    01) --> Burst==> Acc(1) Acc(3) Dmg(5) Dmg(11) Dmg(19) Rechg(43)
    01) --> Web Grenade==> Acc(1) Acc(7)
    02) --> Slug==> Acc(2) Acc(3) Dmg(5) Dmg(11) Dmg(17) Rechg(40)
    04) --> Caltrops==> Rechg(4) Rechg(7)
    06) --> Swift==> Run(6)
    08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
    10) --> Hover==> Fly(10)
    12) --> Sniper Rifle==> Acc(12) Acc(13) Dmg(13) Dmg(15) Dmg(15) IntRdx(17)
    14) --> Fly==> Fly(14)
    16) --> Health==> Heal(16)
    18) --> Beanbag==> Acc(18) Acc(19) DisDur(46) DisDur(46) DisDur(50)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Force Field Generator==> DefBuf(22) DefBuf(23) DefBuf(23)
    24) --> Flamethrower==> Acc(24) Acc(25) Dmg(25) Dmg(27) Dmg(27) Rechg(37)
    26) --> Poison Trap==> Rechg(26) Rechg(29) Rechg(29)
    28) --> Stimulant==> IntRdx(28)
    30) --> Aid Self==> Heal(30) Heal(31) Heal(31) IntRdx(31) IntRdx(34) Rechg(40)
    32) --> Full Auto==> Acc(32) Acc(33) Dmg(33) Dmg(33) Dmg(34) Rechg(34)
    35) --> Trip Mine==> Acc(35) Acc(36) Dmg(36) Dmg(36) Dmg(37) Rechg(37)
    38) --> Seeker Drones==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
    41) --> Web Envelope==> Acc(41) Immob(42) Immob(42) Immob(42) Rechg(43) EndRdx(43)
    44) --> Scorpion Shield==> EndRdx(44) EndRdx(45) DefBuf(45) DefBuf(45) DefBuf(46)
    47) --> Ignite==> Acc(47) Acc(48) Dmg(48) Dmg(48) Dmg(50)
    49) --> Acid Mortar==> Acc(49) Acc(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Scourge==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  12. Well my build is purly PVP so might not work so well for your PVE Duo (and i'm reluctant to post my PVP build here )

    Traps is a very defensive set its all about putting things between you and the bad guys but then it also depends what your partner is playing.
    if your partner is say a brute or MM that can take agro i'd go for the cones and AoE's for max dmg in the AR set.

    For a squishy team you'd want single target dmg and maybe afew cones.
    Beanbag is a very good stun btw.

    Traps i'd say the keepers are.
    Caltrops
    FFG
    Poison Traps
    Mines
    The rest are skipable.
  13. Chelsea

    Dark / Elec

    [ QUOTE ]
    Here is a post I made which was meant to be a guide but I dont know whether anyone found it useful or not since there were no replies:

    [/ QUOTE ]

    Probably because its an awful build with 2 attacks lol
  14. I have an AR/Traps Aery its fun and isn't that bad in PVP
    I use everything and when you get to mines and poison trap things start getting very intresting.
    Yep Time Bomb sucks but the other powers are very good.

    /kin works to boost dmg/recharge time and uber dmg buff in fulcrum shift
    /rad is good for the acc/def/dmg debuff
    /Thermal has -def/-res/-dmg/-end debuffs
    /cold has -end/-regen/-dmg/-res-recharge/-spd
    /dark has -acc and afew holds
    /sonic has afew debuffs -def/-res and shields
  15. Chelsea

    Electric armour

    [ QUOTE ]
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    I think i read the same post by castle .. i'm sure he said something along the lines of jumpkick when it hits makes the other player go through the KU animation but theres no actualy KU and they can hit right back.

    Or something .. i've been asleep since

    [/ QUOTE ]

    Awww seeing the knockback when i used it sure had me fooled zzzzzz....

    [/ QUOTE ]

    where abouts did i mention knockback ?
  16. Chelsea

    Electric armour

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    All power mags are locked at a set mag and enhancers do not alter the mag in anyway .. i'm 100% sure on that.

    [/ QUOTE ]Even intangibility ones?

    [/ QUOTE ]

    adding enhancers to intangible power only alter the length of time a player or npc is phased.
  17. Chelsea

    Electric armour

    I think i read the same post by castle .. i'm sure he said something along the lines of jumpkick when it hits makes the other player go through the KU animation but theres no actualy KU and they can hit right back.

    Or something .. i've been asleep since
  18. Chelsea

    Electric armour

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    KB buff enhancements dont touch the magnitude though as far as I know.

    [/ QUOTE ]
    Be nice to know that for sure, though. I always understood that magnitude was tied to distance with KB, because there is no duration.

    I guess Power Boost would be another way to test it - its supposed to buff durations but not magnitude, so be interesting to see if a power-boosted Power Thrust could get through the status protection of Unyielding - did you try that? Might be a good indicator of how knockback actually works, technically.

    [/ QUOTE ]

    All power mags are locked at a set mag and enhancers do not alter the mag in anyway .. i'm 100% sure on that.
    Enhancers only alter the distance the target is knocked back.
    Power boost does the same .. that will only change the distance the target is KB'ed to.
    I'm pretty sure the only power that changes mag on powers is Domination on the Dom.
  19. Chelsea

    Electric armour

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    conclusion is that PVP players should take acrobatics instead of grounded.

    [/ QUOTE ]
    Yeah I don't think anyone can dispute that.

    Be interesting to see how other status powers did against a Force Bolt 3-slotted with KB-dist enhancements with both players at L50, seeing as that's supposed to be the best KB power for magnitude.

    [/ QUOTE ]

    KB buff enhancements dont touch the magnitude though as far as I know.

    [/ QUOTE ]

    Yep your right they only enhance how far the target is knocked back.
  20. Chelsea

    Electric armour

    [ QUOTE ]
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    Groundeds KB protection scales with your level btw so if some lvl 50 KB'ed a lvl 40 it probably will work thats why most ppl go with acro for the KB res in PVP.

    [/ QUOTE ]

    Tested the power thrust vs grounded with both players being lvl 50s. Brute got KBed.

    Basically this is just trivia and conclusion is that PVP players should take acrobatics instead of grounded.

    [/ QUOTE ]

    Its still bugged to i think or its been fixed i'm not sure.
    Still .. Acro is better for PVP.
  21. Chelsea

    Electric armour

    Groundeds KB protection scales with your level btw so if some lvl 50 KB'ed a lvl 40 it probably will work thats why most ppl go with acro for the KB res in PVP.
  22. You should of handed over Solaris like we said and nobody would of got hurt but nooooooo.
  23. My global is @chels and i'm currently ingame now on my Toon Akasha.
  24. [ QUOTE ]
    Yes, MM do indeed have a tree.

    Its called Arthur.

    [/ QUOTE ]

    Actualy its called Cecil !.
  25. [ QUOTE ]
    I figured that in full on frezied mode, 3x Super Speed and Hastened I would be burning end at an enormous rate.

    [/ QUOTE ]

    Clickfest is the word your after