DarkSideLeague

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  1. Let's just say OCD and Procrastination make for a very big problem.
  2. Quote:
    Originally Posted by UberGuy View Post
    Indeed. The amount they increased the vet reward bonuses when they converted it to the Paragon Rewards system was so large that I have not availed myself of the Paragon Market versions. I don't need them. And you're hearing this from someone who plays solo on x6-x8 for most of his playtime, so I get lots of recipe and salvage drops.
    I bought all the Salvage, Vault and Enhancement trays.

    Not enough.
  3. Quote:
    Originally Posted by EricHough View Post
    I think the pattern is that powers that have 100% chance for a control can take the ATO, which is why subdue, midnight grasp and total focus can take it but psychic shockwave cannot. This is a total WAG of course, but it seems to fit so far.
    Subdue is 80% chance for immob.
  4. Quote:
    Originally Posted by Vimes_NA View Post
    While controller dark consumption has an 8ft radius, soul rain is actually 15ft (which is larger than what scrappers get afaik). It'd have about 50% uptime. Like temporal selection it's not great, but I don't have a lot of options unless I go with a different app. Maybe I should go with a different app though.
    My Ill/Time went with Mu, for what it's worth - My guy does the Statesman/Neuron mission and solos neuron each time as an AV with my Guardian.
  5. Quote:
    Originally Posted by Ultimus View Post
    It seems to have fallen off the map. Why is that? No changes were made to it, it still has a Mag 4 1.5 cast time with a Brawl Index of 9.8889 Seismac Smash.

    Have people simply forgotten about it due to new players influx? Or has new powerset releases since then bypassed Stone Melee making it weak?
    The animation times of the hammers were changed in The May 28th, 2008 patch:

    Quote:
    - Stone Melee / Heavy Mallet: Increased activation time to 1.63. This was done to allow the animation to return the player into the neutral position before activating another power
    - Stone Melee / Stone Mallet: Increased activation time to 1.61. This was done to allow the animation to return the player into the neutral position before activating another power.
    As a result, one of the few benefits of the set (not counting fault), the ability to throw out three attacks in about 2.5 seconds now takes over 4 seconds.
  6. Quote:
    Originally Posted by Chromium_Man View Post
    It's intended to be slotted in mez powers. The only way it can even be slotted in an attack is if that attack also has a mez component.
    Even then, it's not consistent - Psionic Assault Subdue takes Dominator ATO sets, but Psychic Shockwave does not.
  7. Quote:
    Originally Posted by Bosstone View Post
    Okay, one: We got a free respec just this past month for the 8th anniversary.

    Two: ...When did we ever get increases to salvage/recipes/auctions as a yearly benefit? Or character slots? I do vaguely recall slots, so I might be wrong on that, but inventory has always only been increased either by in-game badges/Vanguard, which haven't changed, or by veteran rewards, which are now Paragon Rewards and are identical to the old vet rewards but with added functionality.
    The Paragon Rewards stop after 38 Tokens - the amount of increased salvage/recipe/auction (some of which DID exist prior to the change) will never increase past that. When I said "Free Respec" I meant the veteran respecs that require going to Jack Wolfe or arbiter whatshisname.
  8. Quote:
    Originally Posted by docbuzzard View Post
    Yes, they are 5, 7, and 10 seconds, but even the 5 seconds is theoretically enough for the single target chain to stack up once (for a 60% debuff per defender).
    I like the stun from sonic attack - it's 1.5 seconds (faster than everything but amplify and shriek), and has a resistance debuff that lasts TWELVE seconds. It prefaces my attack chain solo/when I'm on debuff duty (like in iTrials).
  9. Quote:
    Originally Posted by Golden Girl View Post
    No it hasn't - you're getting the same amount of free stuff as before.
    Uh... we're not getting yearly character slots or increases to salvage/recipe/auction inventory, nor are we getting more free respec/tailor tokens.
  10. One thing to keep in mind for EA vs WP is whether you plan on tanking for group, such as in an iTrial - if so, keep in mind that EA's defense WILL fail periodically - even if you have 59% defense (my final EA build with purple brute ATOs gets around 53% S/L, with a single luck/darkest night covering the rest), they still have considerable accuracy. As such, be ready for incoming damage because you can get effectively one shotted (ACU damage patch + Anti-Matter's Irradiate = SPAMHEALSPAMHEALSPAMHEAL - PHEW).

    WP has a small amount of DDR - Heightened Senses gives you ~17% DDR, or one third what EA gets. WP is also much easier to ''Godmode" than EA - Eye of the Magus/Demonic can bring your Smashing/Lethal resistance to 70-80% (depending on Alpha and AT) and a single sonic, thermal or even kinetics (if facing smashing/energy) can take you from survivable to "Did s/he just tank 3 mobs at once?"

    EA is a LOT more work to make it a gamebreaker, but as long as you have an IO plan in mind, you can make it work.

    PS: Don't try tanking Siege with EA - those Turrets go ''loldefense''.
  11. Quote:
    Originally Posted by Madadh View Post
    Did I miss something, or is this wishful thinking?
    My Bad. Wasn't revealed yet.
  12. Water/Cold Corruptor, and maybe a Stone/Symbiotic Brute, along with a Plant/Nature Controller - OR, A Beast/Nature MM. Nature is REALLY heavy on heals and regen buffs, so it might work out.

    REDACTED.
  13. Quote:
    Originally Posted by Ukaserex View Post
    Not sure if you can see it that well, but they do keep the boosts through the conversion.
    My concern is whether the boosts go away if it's converted into a proc. Actually I'll go check that now.

    EDIT: It keeps it, but doesn't seem to do anything with it.
  14. DarkSideLeague

    Water Blast!

    Quote:
    Originally Posted by PRAF68_EU View Post
    I think it's more likely that Bio Armor will be a pay set and Water Blast a free-to-subscribers set. Simply because there are no defensive pay sets yet. The new tech for absorb is just as new as the new tech that might hypothetically exist for water.
    From what I understand, Water's mechanic is the same as Street Justice's combo system - some powers increase tidal mastery, and some consume tidal mastery. So it's not exactly "New".
  15. DarkSideLeague

    Bio Armor!

    Quote:
    Originally Posted by Hopeling View Post
    Since it's not even on beta yet, it seems safe to assume it's >2 months out. Possibly much longer than that.
    Out of the three new powers, two are melee oriented and VERY thematic with the elephant in the room. Water Blast seems like it'll be the next release IMHO.
  16. Quote:
    Originally Posted by Yogi_Bare View Post
    Yeah, I saw that and was hoping to find some stuff in the players' guides to reaffirm it but I haven't found any mention of that particular aspect yet.

    I was thinking 4-slotting Basilisk's Gaze (for the ACC, Rech and Hold) plus two End Mod IOs for a total drain.
    Many of my original builds had me socketing Unbreakable Constraint and a single resistance IO. My TW/Elec couldn't fit that many slots into the power.
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    I suspect it is a mechanic that will be used in the Symbiotic Armor set they are working on.
    It's also in Nature Affinity.
  18. DarkSideLeague

    Bio Armor!

    Quote:
    Originally Posted by JayboH View Post
    I don't think there is a toggle damage aura - it sounds like a click to me.
    It's a toggle for Brutes/Scrappers/Tankers. Minor Toxic DoT, and Damage debuff. Stalkers get a PBAoE *CLICK* sleep with a damage debuff. It is NOT a sleep patch (like the other person thought)
  19. Quote:
    Originally Posted by UberGuy View Post
    Doing so leaves you at around 7% less enhancement of that aspect. That may seem negligible, but on attacks with 4-second or lower recharge times, the recharge time enhancement is largely pointless. On a 4-second recharge, it shaves off 0.13 seconds of recharge time. Given how much of such short-recharge powers' cycle time is dominated by the activation time, and the nature of DPA's impact on chain DPS, you almost certainly do better with the pure enhancement in attacks.
    ...I don't slot Purple sets into 4 second recharge powers - that completely defeats the point of the massive recharge enhancement values.

    Generally, I slot Purple sets into whatever power has the highest DPA (In my Dominator's case, his Apocalypse set went into lift).
  20. Quote:
    Originally Posted by UberGuy View Post
    Assuming you slot five purple pieces and omit the <effect>/recharge (which is highly typical for everything but Coercive Persuasion).
    I've never heard of such slotting - I always omit the pure enhancement.
  21. Quote:
    Originally Posted by nytflyr View Post
    I would like to see them add another option to swap ammo... add a "hollow-point" round which converts the damage from lethal to smashing, leaving KB in place...
    Hollow point wouldn't do Smashing - it would do critical lethal damage.
  22. A thought occurs:

    This change seems to have a larger impact on those who slot entire Purple/ATO sets, rather than frankenslotting - Purple/ATO sets have some of the best bonuses in the game, but come at the cost of almost halving the rate of their set's proc. (Purple sets give 89.92% Recharge enhancement, and Catalyzed ATO sets hit the high end of ED, recharge wise).

    I'm honestly not sure if this is even possible, but what if slotting like enhancements raised the proc rate by a certain amount (like .67 PPM for each purple enhancement) to offset the recharge in the set? As it stands, almost more efficient to throw the purple proc into a buzzsawed power and go with the pure damage/mez enhancement in the purple set power.
  23. DarkSideLeague

    Bio Armor!

    Quote:
    Originally Posted by Leo_G View Post
    I'd also speculate that how much absorb one gains is based on a base number + a % of your max HP. Ultimately, ATs like Tanker and Brute will get a lot more out of +absorb but the one to take home the prize will most likely be Stalkers as they simply won't be the target of many attacks so their absorb will last until the +absorb clicks are recharged. Scrappers may feel penalized if they get a taunt in their aura which will draw attention to them and put them under more fire compared to what their absorb can withstand.
    I don't need to speculate - I tried out the PBAoE Absorb proc from the new Defender ATO set and it DID scale based upon the max HP of my allies - my 4Y Buffing Vet Pet got +1 Absorb, I got +~57, and a Vanguard Boss got over 500 (it was level 54 one at the base).
  24. Quote:
    Originally Posted by Golden Girl View Post
    To show the people that the tyrannical Positron and his Freedom Phalanx thugs can't protect them.
    "Sorry, my bad, forgot to move it out of tray" (My Fire/Ice Blaster actually does this every so often - he's kinda flaky, not evil)
  25. DarkSideLeague

    Bio Armor!

    Quote:
    Originally Posted by Oathbound View Post
    Were this Water Blast or Nature Affinity, I could tell you the exact numbers, but Bio Armor didn't really interest me, so I never got around to recording the info while we still could.
    Oh now I remember - Inexhaustible gave +10% Endurance half enhanceable, and a reasonable amount of HP, also half enhanceable.