-
Posts
6223 -
Joined
-
Quote:Actually I think Thunderstrike is the one that spawns a pseudo pet. You do smashing/energy damage to one target, and the pet does the energy damage in an AoE.What makes Dark Regeneration so special that it has a chance to proc for each target hit? My friend slotted a Force Feedback proc in his Thunder Strike and it never procced more than once per activation. Is it that Dark Regeneration spawns pseudo-pets, or is there something else going on here?
-
I have the answer written up in my guide, let me fetch the snippet.
Quote:The 'Purpled Out' Set Build
I couldn't talk about this kind of build if I didn't have one, so for this section, all thanks go to Organica.
Look, we all know what the purple sets are and the best places to put them. The only really questionable one is Armageddon, which I believe should go in Dwarf Mire since it hits harder and faster than Sunless Mire. Quasar's an option, I guess. Regardless, that's all I've got to say about where to put them. What I want to talk about is "What good do they do?"
Not much.
No, really. I'm perfectly honest here, there isn't a whole lot of improvement over a build from the previous section that has permanent Eclipse. I mean, let's face it; permanent is permanent. Overall, the enhancement values are a bit better and you get an absurd amount of accuracy, fire/cold resistance, and recovery bonuses. You quickly reach the recharge needed, so you either frankenslot other powers with better enhancement or enjoy a larger buffer between Eclipses. There are, however, two really noticeable benefits.
The damage procs are probably the most awesome part of purples. When you can cap your own damage bonus, procs are pretty much the only way to get even more damage. Make no mistake, purples have the best of procs because they hit harder and have a higher chance to activate.
The second awesome part of purples is the exemplarability (I made that word up). Since the bonuses (and the procs!) stick around all the way to level 1, purples really allow for steamrolling low level content. -
I'll tell you why they do.
Unslotted, Teleport is faster than superspeed can ever hope to be. Teleport is a travel power unaffected by slows and immobilizes. Teleport can get through blocked doorways. Teleport does not require line of sight to get there. -
What I said was "a non aggroing 16 target confuse power and stackable single target confuse."
In fact, I meant to include all of those things. No set can do the things that Mind can do.
This is the problem with splitting a quote to misconstrue the intended message. Your fallacy has been exposed. -
-
Last I heard this particular IO is bugged and never works.
I cannot find any evidence/testing to support that, though, so take it for what it's worth. -
Woah, which one of those sets does position-less psi damage, an auto hit hold, a non aggroing 16 target confuse power and stackable single target confuse? Because I am missing out!
-
Is the character still fun to play?
Could you one day want to play him again?
If you answered no, just gut him and delete the character. -
That biform build is downright deplorable, to the point where I wonder if you're actually being serious or are just putting us on.
Don't slot nova attacks for defense debuff. Don't slot Nova form for anything. Your attacks need recharge and endurance reduction. You don't need to slot White Dwarf Step. Human form should not be useless. You don't need endurance mod in White Dwarf Form. -
I have a serious idea for a new tanker primary. It's been linked in my sig for about a year.
-
Coolest looking powers certainly go to Warshades.*
If you want to learn how to play them well, a good place to start is my guide, linked in my sig.
*Personal opinion may have affected this post. -
Thank you!
Quote:I'll mention one more: Go in with Nebulous Form running but with Shadow Cloak OFF. They will try to mez you, but they can't cause you're Phased!
Not sure if that will always work against Illusionists though, since they Phase as well.
Mind if I throw it in the guide? -
-
Not exactly. While I don't agree with the proposed changes you're talking about, the changes would in fact increase DPA, which is Damage Per Activation Time, the main limiting factor in DPS calculations.
-
Quote:The devs have not broken the cottage rule before that I am aware of. Most players simply have a misunderstanding of that the cottage rule is.If certain things are just flat out broken/un-fun/stupid, they should be changed. The dev have broken cottage rule before and they will and should if there are things that just need to be changed.
In the case of Bolt's recharge (as one of my suggestions), it's not really changing "cottage rule". Because if this is the case, then most of Dominator's Assault sets all violated "cottage rule" when they buffed them with more recharge, higher base damage. I simply call it "balancing".
The cottage rule essentially states that you cannot change what a power does. Energize was changed from conserve power, the most radical power overhaul we've seen. This added a heal and a +regen buff, but left the endurance discount intact. The cottage rule is why the discount remains.
The devs will not change the basic purpose of a power. They can add more utility, change duration, recharge, and damage values. But they won't change what a power does.
I think the quote that coined the phrase was "We won't change Build Up into something that will Build Up a Cottage." -
-
Quote:I agree that it is a very neat animation when turning on RI or EF with the Nemesis Staff out.and the Nemesis Staff isn't shoved back into hammerspace when toggling on Radiation Infection and Enervating Field with my Rad/Energy defender (which is actually really nifty).
However, the highlighted portion caused a chain reaction, after which you owe me a new keyboard, coffee mug, and a few wet naps for my boss, who not-so-conveniently sits across from me.
Also, a new job would be nice. -
This is bloody brilliant.
I would be willing to try this, as my Bots/Traps is a team teleporter. -
Quote:Slight correction: The number is actually 17.OP: It may be useful to know that you can only keep the attention of 16 enemies at once.
To expand a bit: There are ways that you can play with aggro. I did some extensive testing in an old freakshow map set to x8 with my tank and learned a few things.
You can have more than 17 enemies on your aggro list, but only the "top 17" will be allowed to attack you. I would jump into one spawn of enemies and aggro the whole group, then jump to a nearby spawn within range that the first group would follow. Some freakshow followed me, but many went back to their original spawn point. As I killed freakshow, however, those from the first group came back to me, without any actions by me. They were still aggro'd, but not allowed to attack until the others on the list were "removed."
This list is sorted, giving higher ranked enemies priority. If you are over your aggro cap, there is comfort in knowing that only the minions will stray from you and attack your teammates. The bosses would consistently follow me from group to group. Those left behind were always minions. This is very bad, however, when the one minion who strays is a sapper.
The list is also prioritized by who you have recently attacked. If you don't cause damage to an enemy when you are already at the aggro cap of enemies you have damaged, no amount of taunting will cause him to attack you. -
Quote:There's not a lot that can be done to account for stupidity, but in your example, there are things I can do.While I understand the sentiment, there are limits to how much control you can exert over teammates. If you jump in first to grab aggro and find that two Blasters shot before you reached the enemy, absorbing the alpha in return and dying, and three other teammates ran in different directions and are each now training separate crowds back to the team, far exceeding your aggro cap, you could well be the last one standing, but is it your fault?
One of the tanker's jobs is to pace the team. If the team moves quick, the tank needs to be quicker. Those two blaster will be trying real damn hard to get to a spawn before I do.
For overaggro, my tank has Quicksand and Salt Crystals. The former can be used as a sort of caltrops with more range. Enemies avoid it, or slow down through it, giving us more time to deal with what's in front of us. Salt Crystals' huge radius allows me to jump into a large group and put all of them to sleep. The duration on that is very long as well, giving a team the time it needs.
Granted, these powers have recharge times and I can't do that all the time. There's nothing can be done for a team that tries to get itself killed.
My point is that survival is merely beneficial, while holding aggro is the part that's mandatory. -
Well, the last thing Dark Armor needs is another buff.
Don't get me wrong, I'd love to see it. It seems consistent for it to have some secondary effect. I just don't think I want the Devs taking too close of a look at Dark Armor. -
Quote:Back then you also needed to be hit to generate fury. Now you only need to be attacked.I was in CoV beta. Jonyu (sp? - the dev assigned to Brutes) explicitly stated that both Spines and Ice were not given to Brutes because the -recharge effects interfered with Fury generation. Period.
Besides, brutes have access to Dark Armor which stuns or fears the majority of its foes. A set being "bad for fury generation" is no longer a valid reason not to proliferate. -
I would just like to state my feelings on something that often gets overlooked when building the toughest tank around.
The tanker who is the last man standing has failed.
I don't care how much you can survive, if you can't hold aggro, you're not a tank.
First to fight.
First to fall.
Never fall. (or, in my case, never fall without Soul Transfer being recharged) -
Because I hate doing the same work twice, here is an excerpt from my guide on how to deal with certain situations.
Quote:Mezzers
If you read that and thought "Easy, just go dwarf," then shame on you. You're bad and you should feel bad. Remember what you learned in Phase Three: you are all forms at all times. Thinking any other way limits your options; options are power. There are a hundred ways to deal with mezzing enemies, and dwarf only covers about six of them.
Mez them first. You have Gravity Well, a heavy hitting hold, and the means to single out that mezzer through stealth or TP foe if you took those powers. You also have Gravitic Emanation, one hell of a ranged stun for when there are multiple mezzing enemies. You may also have inky aspect if most or all of the minions are mezzers. If it's a mezzing boss, a healthy stack of stuns from aspect and emanation will do the trick. Unchain Essence can stun too.
Sacrifice Fluffy. You have pets that follow you. Either stealth or teleport past the enemy group and let fluffy take the mez. You might hurt his feelings, but that's fine because he's already a tortured ball of angst you ripped from a whimpering, delectable soul. How much worse can he really feel?
Kill them first. You have some very heavy hitting attacks from nova, especially if you carry a mire from the last mob. In fact, I've even run ahead to the next mob to saturate a mire, only to run back in nova and feed the mezzer his teeth. Yet another option is to open up with a (mired) Quasar.
Get inspired. Seriously, you have inspirations. You should be killing so many enemies that you will have trouble keeping an empty tray. Either a break free or a few purples should keep you mez free long enough to kill two full groups of enemies. Please look here for some handy methods to making the inspirations you want.
Wait it out. Generally, this is a bad idea, but you can always just wait for the mez to wear off. Maybe you don't want to waste time shifting into dwarf and then back into nova. Maybe you simply want to cackle madly while the enemies feebly attack your stunned yet impervious body, all the while getting pelted by your three floating furious fluffy friends. Eclipse is not a toggle, so the resistance it grants will not suppress while you are mezzed.
Die. Ha, you probably think I'm kidding. Little hint: Mez and debuffs go away when you die, and Stygian Return gives you ten full seconds of glorious, unhindered retribution. -
Join your server's global chat channels.
Don't ask to join teams, form them.