Dechs Kaison

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  1. Quote:
    Originally Posted by Kahlan_ View Post
    But like I said, games like Aion, CO, etc run flawlessly on top settings.
    It doesn't add up to me.
    Try a defrag. The updater tends to fragment files like a ****.

    Edit: I can't believe they censor that word. I mean, it's just an M, an F, and two Os.
  2. Quote:
    Originally Posted by Celestial_Lord View Post
    Build me a Thugs / Force Field Mastermind, strictly for PvE. The budget is four billion infamy. Go.
    Ok, so how about you give me one billion infamy, and I'll go through the effort to make you a three billion infamy build.

    That would be worth my time to do.
  3. Quote:
    Originally Posted by Kylie View Post
    Well, the title says it all really - i have a Bots/Traps MM (lvl 25 atm) and i'm getting a bit annoyed by the AI controlling my Protector Bots. They seem to engage enemies at range first, and then run in to melee range (either in Offensive or Defensive stance). As far as i can see, they dont even have a melee attack, so why are they behaving this way? Is this a problem for all of you Bots MMs out there or am i missing something (like i usually am!) The Battle Drones seem to be perfectly happy to stay at range, and im soon to find out how the Assault Bot behaves...
    I run into this all the time. Rigorous use of the goto command is a remedy.

    The Assbot is great at staying behind, even though sometimes I'd rather he did smack the enemies in the face.
  4. Quote:
    Originally Posted by Blood Spectre View Post
    Longbow are not the only source of -resistance villain side either. Spend any amount of time in St Martial and you'll encounter ungodly amounts of Wailers, which are all Sonic, all the time.

    So yeah, Red Side has plenty of - Res to go around.
    Between Arachnos and Longbow, I'm pretty sure that, suffice to say, Redside has [your weakness].
  5. Quote:
    Originally Posted by Kurugi View Post
    I do plan to take the leadership toggles (assault and tactics at least). I only count 2 unique pet IOs, unless there's 2 more in the other pet set, which for some reason mids' won't let me select.
    There are four unique IOs, two are from "recharge intensive pet" sets, which is why I say they have to go in gang war. Gang war is the only power you have which will accept "recharge intensive pet" sets.

    Quote:
    Oh, and does tanking for my pets mean I need to take provoke, or just open the fight myself with them in BG mode? Kinda hard for me to take any new pool powers as I already have 4 (Leaping, Fitness, Speed, and Leadership).
    You don't need provoke. I'm going to say you don't need fitness either, though. So as usual, your mileage may vary. My bots/traps runs with teleport, presence, leadership, and hasten. I don't use provoke unless things get really ugly (say, aggroing an extra spawn of malta).

    Quote:
    I currently have my pets planned to have 4 acc/dam/end IOs and two procs. That's how a friend suggested I slot them, but the only thing is doing it this way the damage isn't ED capped (it's at 79.9%, assuming I use max level enhancements). Could just swap one out for a pure damage one which would put me at the cap. Still doesn't leave any room in Enforcers for a defense debuff enhancement, unless I replace one of the procs (Achilles' Heel -res and LG neg damage) with one, of course that might not be necessary since with TA I can debuff defense myself (-24.7% with Acid Arrow and -25% with OSA).
    First, I'm not saying to slot defense debuff, I'm saying slot defense buff. Combining that with the unique IOs will almost soft cap your pets to everything. Invaluable protection, which is why I suggest taking maneuvers to push it to the soft cap. That last 5% will be incredible. Read the guide in my sig for an explanation of why.

    Personally, I would replace at least two of the acc/dmg/end with just acc/dmg. Your pets don't need that much end reduction. My protector bots have two common defense buff IOs and one healing IO. The rest is blood mandate sets, and I don't miss the damage output from them. I feel it's worth it to be unhittable.

    It would be nice to keep the achilles heel resistance debuff though.

    Quote:
    One last thing, my Thugs/Bruiser only take KB enhancements aside from the pet sets, so my options for procs in them is limited. Right now I was planning on a chance for smashing damage proc and the +rech proc, but how effective is the +rech for pets? I probably will opt to slot the other 2 uniques instead of one of the procs, just wanna know which is more effective.
    +Rech does nothing for pets. They are completely unaffected by any recharge modification, plus or minus. I'd go with the uniques, ED cap his damage, throw in one acc common and call it a day. Thugs in particular don't need much acc because of enforcers, especially if you take tactics too.

    Quote:
    P.S. Sorry for sorta hijacking your thread
    Totally OK. I'm glad I could help. If, in fact, I did.
  6. Quote:
    Originally Posted by LordXenite View Post
    In my experience, no one has the time to monitor what everyone else is doing or how they're contributing to the team effort, and if you do have the time, you be may playing an Illusion Controller...
    Or Bots/FF.

    But really, LX, you mean to tell me you can't monitor exactly what each member of your team is doing, mathematically comparing who is contributing more, and offer suggestions to improve their tactics... all while doing the Warshade Dance?

    I thought you were better than that.
  7. Quote:
    Originally Posted by SpittingTrashcan View Post
    It is supremely unnecessary to dismember the accepted meaning of "force multiplication" in order to justify the usefulness of scrappers on teams.
    Truer words have not been spoken.

    No one here is debating whether a scrapper is useful.

    We're saying that a scrapper is, by definition, not force multiplication.
  8. Quote:
    Originally Posted by Luminara View Post
    "Pets? What pets? Those aren't mine! I logged in today and they started following me around! I think they're assassins, but they're, like, the worst assassins EVAR. Every time they try to kill me, they miss and end up killing something else instead!"
    This was hilarious.

    And I'll take my bots away from the black market when you pull me to the arena over it, thank you very much. And turn off your quills.
  9. You would imagine correctly. I'd suggest rolling a stalker so you have single target damage as well.
  10. Quote:
    Originally Posted by New Dawn View Post
    I'll accept it. I had asked without accusation. It appears to me that some anonymous people on the board may lack integrity.

    Let me put my statements another way though.

    4 + 4 + 4 =

    That's addition right? Only if you choose to view it that way. I don't do things slowly, I don't have to care about the rules other people give themselves, so that may as well be a multiplication to me.
    You can't use a blanket statement like that to say that all multiplication is really addition. At the bare bones of it, multiplying four by three is the same as adding four plus four plus four.

    Let's say a scrapper is a four. Let's say a defender is a 4 too. If you "add" three scrappers together, you get 12. Fancy that, four times three. If you multiply a scrapper by a defender, you get 16. That's four plus four plus four plus four. They are different operators.

    Put another way:

    4 + X = ?

    4 * X = ?

    The above statements do not equal each other except in one case. Other than that, no matter what X is, so long as it's greater than 1, multiplying is always better.

    Put even another way:

    If you take any two integers and add them together, then you take those same two integers and multiply them, you will get different results. Unless your two numbers were both 0 or 2.

    The point is, multiplication is different from addition.
  11. Dechs Kaison

    Yay yay yay yay

    Quote:
    Originally Posted by BigFish View Post
    + 1
    I'll do this too.
  12. Quote:
    Originally Posted by Kurugi View Post
    I've actually got a question about this. To be able to be a soloing force on a MM do you really have to focus on personal/pet defenses? I'm sure that's important no matter what but I'm not sure to what extent. I've got a Thugs/TA MM at 27 atm, and while I do have a planned build for him it's mostly focused on procs and recharge (I'm a recharge junkie and like to have as much recharge on just about any toon I make, plus TA has quite a few longish to long recharging powers).

    I'm mostly a team player but being able to solo effectively and efficiently I think would add an extra layer of fun and challenge to my MM, so I was thinking of using my 2nd build for this purpose if I needed an entirely different build for this.
    You don't need to focus on anything so long as you tank for your pets. Just leave them in BG mode and take the alpha. Nothing will survive long enough once you've put the -resist arrows down. Thugs are especially resilient with all the leadership buffs from enforcers, and if you take those powers too, the stacking is great. If you have all four unique pet IO's, you'll be practically invincible.

    Quote:
    Also, on the defense/resistance unique pet IOs, are these bonuses specific to the pet you slot them to or are they universal for all your pets?
    Universal. If you put all four in gang war, even if you never used it, your pets would have +20% resist all and +10% defense to all, as long as they were in range of the aura. I think it's the same range as BG mode (somebody verify this).

    You'd be better off spreading those IO's around though, so that gang war can still be powerful. Two of them have to go in gang war, the others are best put in thugs and bruiser. You need all six slots of enforcers for acc, damage, defense buff, and maybe one +tohit buff.
  13. Noooooooo! I was going to post this!

    Good show. I generally don't like CAD, but I read every update anyway for the little gems like this.
  14. Quote:
    Originally Posted by Kelenar View Post
    Level 48+ is especially bad, since level 49 nets you a power that you can't possibly fully slot and level 50 gets you... three slots. Whoo boy.
    If you happen to be running a Kheldian with three or even two forms, you'll work for hours to take every slot you can get your hands on!

    Otherwise, yes, I agree with you.

    My only redside 50 (bots/traps) made it there by pure greed... At level 32, I had every power and slot I wanted. But I wanted purples. I wanted merits. I wanted more prestige. I wanted it all. I ran ITFs and LGTFs like mad. Getting the exp was totally inconsequential to the end goal.
  15. Dechs Kaison

    6-Kheldian ITF

    So I'm curious. How do you do it?

    Is this a pre-determined thing? I mean, I know about your All Kheldian SG, so do you only grab khelds that you know, or is it a global broadcast, anyone accepted kind of thing?

    Do you make the team up of specifically built PBs and WSs? For instance, is one PB specifically built as a support role, with leadership and medicine pools? Is someone "designated dwarf/tank" and another one or two "designated nova/DPS"? Or do the khelds on your team just build the way they like and show up?
  16. Open up your powers tab, then at the top left click Combat Attributes.

    Then right click the attributes you want to display.
  17. Quote:
    Originally Posted by SunGryphon View Post
    No, it's not. Newly-rolled Level 1 characters don't have 5 years worth of badges and accolades. Newly-rolled Level 1 characters also take up yet another character slot. Also, if you want a character with the same name, you either need to delete or pay for a name change, neither of which are very appealing.
    Ah HA! I get it now. Thanks.
  18. Quote:
    Originally Posted by Grill View Post
    Nope I guess I need to appologize now!
    No you don't. I totally understand a bit of rage in response to my earlier comments.

    I was an ***, I said I'm sorry, you still felt pretty upset but with good reason. It's all good.

    We cool?
  19. Quote:
    Originally Posted by Dispari View Post
    Wait, damage is a hard control? Doesn't that mean every Scrapper set has hard control then? Because no Scrapper set lacks in damage output.
    Hard control ... FROM RANGE.
  20. Quote:
    Originally Posted by SunGryphon View Post
    Again, the solution to this is to have the newly switched character start at level 1.
    But...

    That's the same as rolling a new character...
  21. Quote:
    Originally Posted by LordSquigie View Post
    I came across a battle in Steal Canyon between 3 level 13 5th Column minions and 2 level 12 Council Minions. That was the only one I took the time to notice, but it does seem the odds are stacked against the Council.
    Yes, my point is that this seems to be intentional. The 5th are supposed to be making a comeback, not just an uprising. The devs seem to be making it a point to say that this insurrection has potential, and is in the 5th's favor.

    One level makes a ton of difference. 5th get hit less often and take less damage from Council, but land more hits and hit harder.
  22. Quote:
    Originally Posted by AngryRedHerring View Post
    1. Beds - that don't look like someone was tortured on them. I'm trying to make guest rooms, and I hate asking folks to sleep on that wicker cot.

    2. Pinball machines - they're in Pocket D! We can afford them! (Dream scenario-- attached minigame. Would be happy with-- click it, and it goes "bing bang bong".)
    These two, and:

    3. Casino Tables - Also in Pocket D. Just put a prestige price on them and give them to bases. Can't be that hard!
  23. Quote:
    Originally Posted by LordXenite View Post
    Then again, becoming better than everyone else thanks to advice everyone else has given you after they've worked out the details... doesn't truly make you better, does it?
    "If I see farther, it is because I stand on the shoulders of giants."

    I believe it was Archimedes who said that.
  24. Is it just me, or is the Council spawn always one level lower than the 5th Column spawn that it's fighting?