Dechs Kaison

Renowned
  • Posts

    6223
  • Joined

  1. Quote:
    Originally Posted by Ironblade View Post
    ...new combat mechanic involving reflecting a portion of the damage.
    It certainly would be interesting, but I recall reading a Castle post saying that this kind of mechanic is strictly outside the bounds of our current engine's capabilities.
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    It still can't synergize for Defenders. Why are you ignoring the output of the character, and looking only at the archetype?
    It can't synergize for defenders. Therefor synergy is not taken into consideration when evaluating the combination.

    It can synergyze on a controller. We're not playing football anymore, we're playing hockey. You need to figure out a good stick to use with the puck, you can't just use your hands.
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    The buffs in Empathy don't "synergize" with ANY of the Defender secondaries, but why is this not an issue for Defenders but an isssue for Mind Control?
    Because Empathy can synergize BETTER with any other primary for controllers.
  4. Quote:
    Originally Posted by Kahlan_ View Post
    Technically not true, as resistance debuffs do exist (but are rare, and resisted by resistance)
    I was ignoring all debuffs in my added statement there. The point is, the RNG doesn't get around resistance.
  5. Quote:
    Originally Posted by MutantX_7 View Post
    The thing is though, either a soft capped s/l build or a soft capped ranged build, only has 90% mitigation to 1 type of attack/ position. Completely soft capped to all postitions and/or damage types would be 90% mitigation, but you are leaving all sorts of room to either melee and AoE attacks with a ranged build, or any non-S/L typed attack with a s/l build. There are a plethora of things that can take down a single type of capped build, soft capping to a single position or type, is not as great as a /SR or /SD character. A blaster cannot have "/SR levels of protection" because they're DDR and hp scaling damage resistence don't exist for the blaster.
    Not only that, but even a ranged softcap blaster can get hit by a single melee attack that does -def and the whole thing comes crashing down.

    EDIT TO ADD:

    My take on the whole thing: Defense is easy to obtain because of its fickle nature. If you had 90% resistance, that resistance is always there. Every single hit will be reduced to almost nothing. With 45% defense, almost nothing will hit you, but the hits that do get through hurt a lot. Beyond that is the chance that two massive hits happen in short succession that kill you.

    With resistance, there is a well defined line of what you can handle. With defense, the line is blurry, and the RNG is what kills you.
  6. Quote:
    Originally Posted by Zombie Man View Post
    Keep in mind that in the last mission alone, there's about 1,500 foes that throw themselves at you. It's a great farm for XP, inf, and even Purple drops. Most times I've done this SF, someone got a purple.
    Are you serious?

    Quote:
    Originally Posted by Zombie Man View Post
    Keep in mind that in the last mission alone, there's about 1,500 foes that throw themselves at you.
    Really serious?

    Quote:
    Originally Posted by Zombie Man View Post
    1,500 foes
    Is it really this many? I can't believe my team killed that many Nazis in that short span of time. I just don't believe it.
  7. Dechs Kaison

    I Wanna Go BOOM!

    Quote:
    Originally Posted by filcher View Post
    Has anyone tried this strategy?
    Yes, I've done this once or twice.

    Quote:
    Originally Posted by filcher View Post
    And if so... How does it play?
    My usual procedure is the stealth in, eclipse -> mire -> Dwarf Mire -> a few single target attacks on the boss -> One more mire -> Damage capped Quasar. This tactic really only pays off in x8 spawns so you have enough things feeding your mires. It kills off all the minions who are in range and bottoms out your endurance.

    Quote:
    Originally Posted by filcher View Post
    What are the weaknesses?
    It's never going to clean out a whole spawn. Never. Even when damage capped by three saturated mires, some lieutenants survive the blast and most bosses do. Some enemies will be out of range. 5% or more will dodge. Quasar scatters the bodies so it's not as easy to find a great clump of corpses to Stygian Circle. It requires that you keep a blue inspiration handy. You still need to wait on Quasar to recharge.

    Quote:
    Originally Posted by filcher View Post
    How did you compensate?
    I hate relying on inspirations, so I'll sometimes pop Geas beforehand. I never really saw it as a reliable strategy, and now I only use Quasar in "Oh crap, we need to kill a lot of little stuff quick" situations. I use different tactics.

    Stealth in, Eclipse -> Mire -> Gravity Well a minion -> Unchain Essence -> Extract Essence -> Nova Form -> Clean up.

    If there's mezzers, Gravatic Emanation -> Eclipse -> Mire -> Gravity Well a minion -> Unchain Essence -> Extract Essence -> Nova Form -> Clean up.

    Or if there's mezzers, stealth in, Eclipse -> Mire -> Dwarf Form -> Scrap it out until the mezzers are dead and then go Nova to clean up.

    Sometimes I just stealth in, Eclipse -> Mire -> Nova Form and fly around blasting stuff until Eclipse wears off and repeat.

    My point is you will do much more damage with the two Nova AoEs than you ever will with Quasar.

    Quote:
    Originally Posted by filcher View Post
    What value is it to a team?
    It's not. That's what they have blasters for. They do the same thing you're trying to do, but better. The Quasar thing only works if it does the job in one blast reliably, or recharges in ten seconds. Ok, it's great that you can seamlessly recover from it, provided you bring extra blues, but you still have to clean up the mobs that are left, which are bosses. That means you need the rest of your powers to be slotted well.

    Quote:
    Originally Posted by filcher View Post
    Does it work (read as good as or better than a "standard" build) solo?
    I think I've answered this question already.

    You are a warshade. You are a blastanktroller with fluffy balls of doom that follow you. Use the whole powerset. You'll do much more for a team and for yourself.

    EDIT TO ADD:

    I don't mean to dash hopes, even though that is a good card (kudos if you know what I'm talking about). I'm just saying you'd more than likely be better off enhancing all aspects of your warshade, not just sacrificing everywhere to gimmick around a Quasar combo that doesn't even work.
  8. Just read the guide in my sig.
  9. Quote:
    Originally Posted by Laevateinn View Post
    That's odd; the thumbnails should link to Photobucket. I'll give you direct links.


    1 2 3 4 5 6 7 8
    Thank you.

    Impressive.
  10. I click them, but I only get very tiny pictures that show me no detail. What am I doing wrong?
  11. Quote:
    Originally Posted by Necrotech_Master View Post
    as far as i know its still 30, but i havent run it much since i16 game out (when i got the master run, and then it was 30, so doubt there were any changes)
    When I just did it Sunday night I got 30 merits.
  12. Quote:
    Originally Posted by Rajani Isa View Post
    I know for players Streakbreaker will always kick in... (Just takes a loooong time if you've less than about 70% chance).

    But I was WP, and I don't think any of our buffers were FF or Ice... so my defense was about 15%. And even without streakbreaker, there is that 5% chance.
    The streak breaker works as follows:

    Quote:
    Originally Posted by Paragonwiki.com
    Final to-hit : misses allowed
    >.9 : 1
    .8-.9 : 2
    .6-.8 : 3
    .4-.6 : 4
    .3-.4 : 6
    .2-.3 : 8
    0 -.2 : 100
    Auto-hit powers are not included in the system.
    Critters get the benefits of the system as well.
    The system does not track each power individually; instead it tracks every miss you make in a row, regardless of power (or target). Otherwise you could have nine different powers, each with a 0.95 to-hit, and if you executed them all in a row you could miss each attack (note a caveat at the bottom of the post regarding this).
    [AoE] attacks are considered distinct sequential attacks on indivudual targets for the purpose of the system (so if you [AoE'ed] two targets and had 0.95 to-hit for both, you be guaranteed to hit one of them).
    To determine the to-hit used in the table above, you take either the current to-hit, or the worst to-hit in your current miss series, whichever is lower.
    What this means is that if you have at least a 20% chance to hit, it will kick in and force your hit to land after 8 misses. At 70% chance to hit, it kicks in after only three misses. Anything less than 20%, however, and the streakbreaker will allow 100 misses. That's a statistical improbability, and the Law of Averages will kick in first.

    Each critter has its own streak counter. Each critter starts at 50% chance to hit you. If you had 15% defense, the final to hit is 35%. This means each critter can miss you six times before the streak breaker kicks in.

    I'm not arguing that if you get swarmed by a huge group that you're going to get hit a lot. All I'm trying to say is that sheer probability is what's killing you, not the streakbreaker.
  13. Quote:
    Originally Posted by Rajani Isa View Post
    Out of curiosity - do the ambushes purposely agro the stalker, or was I just lucky that time? (Oh look, a kill switch! Oh look, massive number of attacks to break through my defense via Streakbreaker! Guess which takes less time to happen?)
    Actually, if you have anywhere over 30% defense, the streak breaker doesn't do anything.

    EDIT: Even if you only have 15% defense, each mob attacking you would need to attack you 6 times before the code actually kicks in, since they have independent "streaks" running. If three hundred mobs attacked you once, the streak breaker could never kick in.
  14. I ran my first ever Reichsman SF this past Sunday on my Bots/Traps. If I hadn't heard that this SF was such a pain in the behind, I would think it's one of the easiest things I've ever done.

    The PuG I had was a perfect machine. Two corruptors, one MM, one brute, a dominator, a stalker and two night widows.

    Mako took the longest to bring down out of the AVs. I think somewhere around 45 seconds is an accurate guess.

    The brute held Reichsman's aggro the whole time. The rest of us just had fun cleaning up spawn after spawn after spawn until there were no more. Then we focused on Reichsman and dropped him in a few minutes. I think we had three deaths throughout the whole SF, none of them while fighting Reichsman or the other AVs.

    I'm not sure what made it so successful, but I'm sure it wasn't me.
  15. Quote:
    Originally Posted by Master-Blade View Post
    When you quit from inside somebody else's mission, the mission is no longer "Active" in your toolbar anymore, so SSK would no longer apply. I'm not sure if it would automatically show back up again once you invite the mission holder though. I suppose it's worth a try.
    Good point. I really don't know how the code would handle things.

    Quote:
    Originally Posted by Master-Blade View Post
    But an easy workaround for this is to grab the mission at the appropriate lvl, then PL yourself up a few more levels. Everybody will be SK'd to your new level, and enter a mission full of greys anyway.
    I think this is the best workaround suggested yet, though.
  16. Quote:
    Originally Posted by UberGuy View Post
    Actually... what happens if everyone gets into he mission, leaves team (but stays on map), and reforms on a higher-level person? In theory, can't the lowbie owned also leave team (likely leaving the map) and then be re-invited by the higher-level leader?
    Yes, but the team level would still be locked in as long as the same mission was active, much like task forces.
  17. Quote:
    Originally Posted by dave_p View Post
    Speaking as a part time Earth Controller, Quicksand isn't so much about the slow, but the -def. I wouldn't even drop it until I had a nice gathering around me, and then they're likely not moving much afterwards.
    This is a little bit what I was thinking, but mostly quicksand is a thematic addition. Get them clumped around me and don't let them get away. The -defense would only be good against high level opponents, but unfortunately, at that level they'd be highly resisting it anyway.

    Quote:
    Originally Posted by dave_p View Post
    To the OP, that's a hell of a job getting your E/N def almost capped. My dark tank is well near invincible w/just the S/L capped, but I'll have to re-examine him to see if I can get the E/N portion higher, tho frankly not at the expense of Fireball in my epic.
    Thanks. The way I looked at it was: Energy damage is my hole, and it's relatively common. I can't get the resists any higher, so I need to shoot for defense. At this point my biggest worry is fire and cold damage that's not tagged with melee or ranged, which is uncommon and I've got moderate defense and resists to it. Also I considered that AoE attacks generally do less damage than single target attacks. All in all, I think I should be able to tank anything.

    Quote:
    Originally Posted by dave_p View Post
    One thing I will say about your build--IMO, Dark Regen is overslotted for heal & acc. Since you're largely firing into a crowd, I rarely worry about Acc, and let's face it, you go from 0-to-full w/2 or 3 mobs, so I don't worry about the heal aspect much either. I like to frankenslot it to max the rech & end redux w/decent acc & some heal component (and the +end proc, of course), so hitting 3 mobs will get me to full instead of 2, but it'd be up 3 sec faster, and cost less end. I don't think the set bonuses you currently have in there are critical to your build, and my own frankenslotting gets the 2-bonus from Theft & Numina's so get some nice regen #s out of it.
    I slotted Dark Regen the way it is pretty specifically for two reasons.

    I really like the set bonuses. The 1.8% max end may not seem all that great, but every bit of max end also increases recovery, as well as the effectiveness of every other recovery bonus I have. We all know Dark Armor is manageable for sure, but not easy on the endurance bar. I'd like to not have to worry. More importantly, though, was the accuracy bonus from Nictus. This tank is really survivable, and should be able to withstand +3s to +4s. The problem then becomes accuracy, and my attacks with Kinetic Combat aren't very accurate against high level foes. The three accuracy bonuses in the build are very important.

    The reason I focus heavily on enhancing accuracy and heal is because I don't see myself having problems with crowds at all. I imagine my problem would be a single tough target that I don't have a lot of fuel for, namely an AV after his minions are killed off. In that case, I need the heal to be reliable and strong. Every time I need the heal, I want to be sure it's going to hit.

    Quote:
    Originally Posted by dave_p View Post
    Oh, one last quibble, I think I'd rather drop QS for Hasten, esp if you can spare 1 extra slot from somewhere else (like the Steadfast -KB in Dark Embrace, since you have the BotZs). When it's up, we're talking about dropping almost a full 7 sec from Dark Regen's recharge time, not to mention other goodies like FSC.
    I certainly see why hasten could be better than quicksand. My reservation in taking hasten was due to it introducing more endurance problems.

    Additionally, knockback protection. As I understand it, there's very few cases where 8 points will protect what 4 won't. Most of the time, if it is over 4 points of KB, you need 12 to stop it.

    Quote:
    Originally Posted by dave_p View Post
    Otherwise, kudos on your build.
    Thanks again for the compliment. And thanks for all the comments.
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    ...

    If the Khelds don't get APPs heroside, why would they get any villainside?
    Sorry Bill, my sarcasm didn't show up in my post. I guess I needed a few of these: or perhaps a .

    EDIT: Also, why on earth would I want to introduce redraw into my warshade? Or any epic pools at all, for that matter? He's bloody perfect as he is!
  19. I'm semi-aware of how power boost works with regards to powers.

    I know that doing Power Boost will affect click powers like Deflection Shield or Fortitude for the entire duration of the buff.

    I know it boosts toggle powers, such as defense buffed from Stealth or debuffed by Radiation Infection, for the duration of Power Boost only.

    How does it affect summon powers? Specifically traps.

    Will it boost the defense of Force Field Generator at all? For the duration of the FFG? Or just for the duration of Power Boost?

    How about Poison Trap and Seeker Drones? Does it boost the effectiveness of their -regen or -tohit?
  20. Yeah, I can't wait to give my Warshade the Scorpion Patron Pool.
  21. Here it is. At this point, I'm 99% certain that this is the final build.

    Taunt, softcap to S/L/E/N, no stun/fear aura, themed epic powers, and can exemp pretty well. My biggest hole is now fire/cold AoE damage, which isn't particularly common in PvE. Even so, I've got 20% defense to it, and 47% resist.

    Random question... Does quicksand generate aggro?

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1407;718;1436;HEX;|
    |78DAA554C9521351147D9D8190818C64624C48200943809DC3C2B204ABB04C55048|
    |A959A6AA08596D0A1BA838A2B3FC0955AE5CAADBFA08825969F61F90394C32FC47B|
    |EF69B2716957FA9C379CBEF7BEF3DE4BE3D94A44A917379416B9D5D61DA7B5A95B0|
    |786ED6FE87BE64E74A373DCDE3EB6ADC2866EED3A01A5541EF3AD15E3916139467D|
    |45B70F5A37EDC38E9D73671A46DB30EAB74DC33E413BB166ED1BB66175EB978D48B|
    |3D36993A46B198E33E476F6F6BBA6B587A9BB867E449D8474D6AC27A6636E9B6DB3|
    |7B925C3D3277EAABBADDDD6F3574A74B497254558DDE8F41028D5ED5F3AB1C35C69|
    |5270BAA125554AE0CAA08156A428990729F9E573589A654E49E50745D28BE21940C|
    |B9C155CFA74117852E0E5D12BAF2AEE2B0A7548C17C578BD1392C937099A12CA148|
    |53E91CEEFEAFCD00D4037004106F233D205344D1617C8787968300B4A0B85125E5E|
    |6A282A14490A0DD08E05115D05AB52D8670A14761386E3123B99121A1E06A58502F|
    |4E91074DAD01D192A6D097DA00831D7E7D86F0FE719F92334F60B6449A68943505B|
    |2845FE255CFF123F4557847C0631669E8B6EFEA9D020A54F218927F5CAC34323AF8|
    |50A6F8586295E1AF154FAB10C69F44DD6DDCA2CB6A8882D5AC4162D6E0A79499777|
    |2DC8C3F30998BD0CB3974B42594A318A78FE51145942E525545EC60ACB58E16C47C|
    |847D1C7DDE8E330B808836760F0020C3E271B2711DD337921F10A88BE003773212E|
    |168E4D6139152CA782E55470E26A387179924FBBF269C86B90D7209F857C16F2377|
    |440AAAE59D5AF52D1FC37D039CAFC227441FF0E73AECF73EFE53A65688575F768D4|
    |7F88F58BDF85B234B304B1B6849965CC8CF9FAD78C7EF4A8BBFF8C347DFD2BA6341|
    |9A9F9FA57FABF9ED3C865AEE03ADFF74D8626DFE82D6EDD6778C0DD87DCD2B9B5CD|
    |B0C3DDDE59FFEBD8152EE82AC33586EB0C2F591408138419220C430C518618439C2|
    |1C59061186178C7D0FB0B474AF90F|
    |-------------------------------------------------------------------|
  22. Quote:
    Originally Posted by Steelclaw View Post
    Hey, it's a party and everyone's welcome to grab the Karaoke mic...

    That one was good and I about fell out of my chair after reading the Defenders one.

    Sometimes I laugh... other times I smack myself in the forehead and say "Why didn't *I* think of that?!"
    Don't mind me, I'm just jealous of everyone else's creative prowess.
  23. This thread alone inspired me to play a Dark Armor tanker, just to see how bad it is. Before I slotted common IOs, I could only run two toggles at a time, it seemed. With proper common IO slotting, I could basically run any three. My tanker is now level 22, and I run all the toggles, all the time, without problem.

    I may have cheated, though. I bought the ToE proc and put it in Dark Regen.
  24. Alien, I am always impressed by what you're able to accomplish, but I can't help but think you'd do even more if you switched into Nova on occasion to really lay down some hurt.

    Quote:
    Originally Posted by AlienOne View Post
    At level 40+ (with Eclipse and Stygian Circle in your arsenal), your tools available to you as a Warshade become much more diverse, and the sheer number of ways you can get a task accomplished multiplies many times over.

    Simple logic.

    "Alien"
    Then simple logic would dictate that you take the forms to keep even an even more diverse and larger number of ways to get a task accomplished?

    Heh. You do it your way, I'll do it mine. I keep all my options open from levels 1-50, thank you very much.