Dechs Kaison

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  1. Quote:
    Originally Posted by ArcticFahx View Post
    No. Hugely overpowered compared to what we have now. If 18 seconds of re-buffing every 4 minutes (360 seconds) is a "pain in the butt", play something else. I don't want my bubbles to require me to gather the team, and spend 45 end on each.
    Honestly, I do play something else. I've really only played "active debuff" AT's, so I don't have to refresh shields and such. I have played a kin/ defender, but SB isn't like FF in that people don't die when SB wears off. I'm just tired of the buffing AT's "forgetting" or just being too lazy to keep the shields up. Also, it gets difficult to rebuff during longer AV fights or raids where the team can get spread out.

    Quote:
    Originally Posted by Rajani Isa View Post
    "Sorry Joe, can't afford to buff you right now, otherwise I won't have enough endurance to maintain my toggles! Sucks to die, huh?"

    Is what I see happening.
    That's exactly why I said they should last until you zone. You don't need to re-buff mid fight.

    This does become a problem when people die, because they will need to be rebuffed after rezzed. Masterminds already deal with this, because if one pet dies you have to resummon and then re-equip/upgrade one pet at the cost of 6. It sucks, but we still do it, and I feel it is a worthwhile tradeoff.
  2. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I'm sorry, OP.

    After you said farming didn't exist until IO's and Recipes, I was unable to take your post seriously. Do some homework before posting.
    This.
  3. I would like to see most single target buffs converted to a targeted AoE buff that lasts until you zone. Much like the MM henchmen upgrades, rather than a single target refreshing buff, make it a one time cast AoE that costs more endurance. I believe the effects would be mere QoL improvements, and would not create a significant shift of balance to the powers. This suggestion is for buffs that are on a long timer already, such as shields and speed boost, but not the short duration increase density or the long recharge buffs like frostwork and forge.

    Example scenario: Start of mission, FF defender uses his two shield powers, then can focus on using his attacks (to include primary powers) for the rest of the mission. The group splits up for a second because two people don't want speed boost, and the /kin controller buffs the group that wants it. Now the granite tank doesn't have to spam SB PLZ.

    Potential abuse: Rikti raid. Everyone gets every buff forever. Raid is now unstoppable. Low level character gets buffs from high level friend in passing, and now is free to street sweep with near impunity.

    Possible solution: Convert these buffs so that they can only be cast on teammates, just like Recall Friend.

    Additional possible solution: Make the buff wear off if you leave the team. This, however, would be a pain for the devs to code.
  4. Quote:
    Originally Posted by Prof_Backfire View Post
    How does running out of fire power prevent you from dropping caltrops?

    Don't apply logic to powersets. It's a losing battle.
    Well, obviously because you're too exhausted to reach into your bag-o-tricks and pull out a handful...?
  5. Quote:
    Originally Posted by BBhumeBB View Post
    I would be surprised if trip mines moved in relation to their setter. The whole gimmick with trip mines is that they stay where you put them until they time out or something sets them off, no? That's the only such power I have besides caltrops (and my archery/dev blaster does love them both so) so can't speak to the others. But I would be surprised, and indeed dismayed if those came along with me via any movement mode. Their utility is based on the ground in which I lay them to create a killing zone, not their position relative to myself.
    Don't worry, nothing moves trip mines. As I stated, they basically made all immobile traps 100% immune to teleport effects.

    The ONLY thing that can be TP'd is the already mobile FFG.
  6. I'll throw out my slotting:

    One achilles heel -resist proc. Invaulable.
    Three Touch of Lady Grey and two Shield Breaker, priority on recharge and accuracy.

    This gave me 5% in recovery bonuses. Very nice if you're avoiding stamina.
  7. Quote:
    Originally Posted by Spiritchaser View Post
    Presumably you do a small country domination arc

    Then you get a slightly bigger one if you really want

    To collect and trade.
    YES!

    My bots/traps could take over France for practice, then move onward and upward to a better defended third world country.
  8. Quote:
    Originally Posted by Djeannie View Post
    They'd have to set it so that if you swapped to a crab build whatever costume you were in would have its back item replaced. That's it. Had wings, now you have the backpack, had a cape, now the backpack.

    Conversly when you swap out of crab form you'd get your back slot item back. So you could have a bane cape on other outfits.
    Unfortunately, it can't "save" your back slot item when it changes to the backpack. It will replace it with the backpack in every sense of the word, no getting it back.

    The best they could do is "You forgot to change costumes before changing your build, so you lost your cape/wings. Now you need to go to the tailor to fix it."
  9. Dechs Kaison

    Power Boost

    Quote:
    Originally Posted by Weatherby Goode View Post
    PB can affect pets, but most of the Traps pets are set to ignore caster buffs. Only WebNade and Caltrops will be affected by PB.
    Damn! How awesome would a PB FFG be? Two minutes of 30% defense...

    But really, I have a question then: If my caltrops are slotted for knockdown, would it be powerboosted to knockback? What about the chance for hold proc that can go into webnade, does that benefit from PB?
  10. Quote:
    Originally Posted by Spiritchaser View Post
    The thing is, I don't just want to destroy heroes for the sake of destroying heroes.

    What I'd like to see redside, and preferably see outside the context of AE, would be the addition of arcs or missions with a grander scale then just knocking over a bank or breaking up bits of a city.

    ...
    I'm with you on this. Where's the world domination story arc? How about a Crey or Malta takeover arc? When do I get the usurp Nemesis and command his army to true victory arc? Where's the [my character]'s Victory zone?

    Ok, some of that is a bit outlandish, but I would like to do more than rob the bank for my broker.
  11. Quote:
    Originally Posted by Cuppa_LLX View Post
    on the RWZ
    Since SSK works on team leader nd RWZ WAS open to 35+ let me sk you something. what is the minimum you would see working for raid? for me id say 22 would work so how hard would it be to brodcast "raid teams forming 22+ only PST) I've seen raids NOW that broad cast "45+ only" even though the zone lets in 35s so how is it much of a change?
    Well, at 45, there's a chance you could still help even if the group didn't have SK room. At anything less, and you're more of a liability than anything. That could be why you see those broadcasts.

    As long as there's SK room on the raid teams, I've seen 35's joining. It becomes a pain, though, trying to make sure you stay in range of your lackey/mentor. Especially for any pet classes (dom/troller/MM) where the pets can die because of the sk range.
  12. Quote:
    Originally Posted by Laevateinn View Post
    I don't think it's silly for weapon sets to suffer from nuke crashes. It's pretty reasonable to be out of ammunition after firing off a billion arrows or your entire magazine and need to reload.
    But how would that affect your secondary and pool powers?

    I am a kin/archery defender. I completely emptied my quiver, and now I can't use fulcrum shift.

    I am an AR/pain dom corruptor. I emptied my magazine and can no longer heal my team with bullets?

    I am an archery or assault rifle blaster. I'm out of ammunition, so now I can't fly or jump really far.
  13. Quote:
    Originally Posted by macskull View Post
    If it shows up in your pet window, it'll come along when you use Team Teleport (Acid Mortar, FFG, Poison Trap, and the like). I think Trip Mine actually does too but I'm not 100% positive.
    No, nothing ports with you.

    I have a bots/traps MM with Teamport, and it leaves behind my acid mortars, triage beacons, trip mines, everything but the FFG.
  14. Quote:
    Originally Posted by Blpup View Post
    TP foe and challenge is good so they wont kill your pets and ppl tend to run so TP foe is good and doing 2 builds will be alot
    First, in PvP, people don't go for your pets, they go for you. Kill the MM, the pets die.

    TP foe doesn't do anything anymore. If it hits, they teleport to you phased. You can't do anything to them, and they get the chance to run away.
  15. Quote:
    Originally Posted by MaestroMavius View Post
    Greetings Masterminds, for my 1000th post I decided to pose these questions.

    My Necro/Dark is sitting pretty at level 38. I'm currently only using SO's with the occasional IO thrown in. He has around 11 million on him and can get another 2 million if needed.

    My main focus is going to be taking on AV's solo. The AOE damage scares me though. Is there some frankenslotting to increase melee defense?

    Being Necro/Dark, is there a tried and true slotting technique that is preferred? I've heard that I should get a KB protection IO but I don't really seem to get knocked back that much...

    What Procs get the most use with this combo?

    Thanks for any help!
    I have no experience with necro/ past level 24, but I do have a good feel for MM's in general.

    From what I've seen, to take down an AV, you need a very specific build. You'll need challenge to keep the AV's attention on you. Stamina is a must since the battles will be so long. Hasten could also be a necessity because it lets you pump out more dark servants and drop more dark patches.

    Tactics: Keep your pets out of AoE range of you. This puts them outside your heal, but as long as you keep the AV's attention, they shouldn't need it. Maybe move in to them for a heal every once in a while, but realize that you're going to endanger them to do that. Be sure to keep them in range of supremacy though, for bodyguard mode and damage bonus.

    Slotting: Zombies are simple, acc/damage all the way. Easy to ED cap even without sets. Give the Grave Knight's an achilles heel proc. That -resist is incredible against AV's. After that, slot with acc/damage from different sets until you're at the ED cap and then fill what's left with tohit debuff. Your best defense will be stacking -tohit debuff. To that end, you'll want accuracy, damage, and tohit debuff in the lich, with priority to accuracy and tohit debuff. Don't worry about holds for him, since an AV is not going to be held. I would slot the dark servant for tohit debuff as well, along with capping the recharge and adequate accuracy.

    Also, it'd be good to fit the unique +defense and +resist pet damage enhancements where you can. I'd suggest zombies, since they have the least "extras" to enhance. Also, throw the unique +defense and +resist recharge intensive pet enhancements into soul extraction.

    That's all I got, hope it's accurate, and good luck!
  16. Quote:
    Originally Posted by Prof_Backfire View Post
    Why is it silly just because the other weapon sets don't have it?
    It's silly because having an endurance crash after using your weapon is saying YOU expended all your energy to nuke.

    I mean, that works for inferno, where the fire comes from you.

    But this is a gun. An outside source. Somehow draining your energy.
  17. Quote:
    Originally Posted by Hart View Post
    I dunno, I was getting slaughtered trying to tank +1/+2 longbow in a 3 man group. 2nd or 3rd mission of the Ghost Widow patron arc. I did okay for most of the mission, but toward the end I had to take the alpha for two packs at once.

    That was all of maybe 8-10 targets, which is much less than I'd have to tank in a group of 8, and the flamethrowers and Spec Ops grenades went through the zombies like a hot knife through butter. That was the first volley. Even getting the one heal I queued up off, I didn't live through the second volley from the stuff I had missed with the fear.

    Maybe what I need is an explaination of the term 'tankermind' - does that mean tanking for your own minions, or actually tanking for a team? Maybe I'm just trying to do too much?
    Quote:
    Originally Posted by Panzerwaffen View Post
    Well, one thing you should be doing when facing AOE heavy opponents, is doing everything possible to keep the AOE's focused on you, and not your pets. This will require you to be careful with positioning, as well as the ability to not just get initial agro but to keep it as much of it as possible. A MM really can't 'tankermind' without taking the Presence pool, in my experience. Challenge is a single target taunt with a fast recharge, while Provoke is an AOE taunt with a much longer recharge time. Both need to make to-hit checks, so need to be slotted with accuracy.
    I'm going to add to this. Granted, I am most experienced with bots/traps, so it may not be relevant.

    I use Provoke to keep attention, and generally do ok, until the AoE's start dropping. I don't have to worry unless they're auto-hit patches. Longbow flamethrowers and Nemesis are particularly nasty in regards to this. Even the best tankerminds can faceplant if they're not being very specific with their pets.

    What you need to do is use the goto command to keep pets out of AoE range when the enemies hit you, but they have to be close enough to be within supremacy for bodyguard mode. Stand too close to your pets, and they take two hits for every one, dying off quickly and leaving you to be shredded like you're the AT with the lowest hit points. Stand too far away, and you faceplant like you're the AT with the lowest hit points. Oh that's right, you are.

    Luckily, Bots are ranged, so I don't have much trouble controlling them. With zombies, I imagine it's much more difficult to survive because they'll tend to run into melee, which will either be too close to you or too far away.
  18. Quote:
    Originally Posted by Hart View Post
    @#$%. That's what I needed to know.

    So what I actually need here is Maneuvers, Tough/Weave and my patron shield. Hard to fit in if I want Provoke, though.
    Meh, I'm not going to say you need Tough/Weave. -tohit is every bit as good as defense, except that some mobs (read AV's) resist it.

    Don't get me wrong, those defense/resist IO's are wonderful when you're getting slammed with AoE's that hit your minions with damage and shared damage.
  19. Quote:
    Originally Posted by Emberly View Post
    Does my damage resistance reduce the total damage shared or only the portion I receive? Like if I get hit with a 100 point attack and I have 50% resistance, do we all share 100 points and I resist 50% of my share, or do we all share 50 points?
    You share the 50 points.

    Let's say you AND your henchmen have 50% resist to smashing. A smashing attack hits you for 160 points, your resistance brings it to 80 points. That 80 points is then shared amongst your henchmen.

    You get two shares of damage, so 20 points. Your henchmen each get one share of damage, so 10 points. (Add it up, 20 + 6*10 = 80 from above, just to check) That 10 points that each henchman takes is irresistible.
  20. Quote:
    Originally Posted by Deacon_NA View Post
    I'm working on two different Robot MMs right now (Traps and Poison), neither is 50 (39 and 43 respectively) so I can't speak from experience as a 50, but I understand the Prot bots make good use of the Acc/-Def/-ToHit HOs.

    Prot bots have the Seekers, right? So that HO will enhance the -ToHit from them.

    I could say more, but I may be delving into "discussing exploits in the forums" territory, which I'm going to refrain from. What I did do was explain the expected manner that HO will benefit you more than just for Accuracy.

    Once 50 (or 47), I'm going to go for 2 of those HOs and get my DMG enhancements to 90+ % and throw in a Heal IO.

    I'm probably going to drop Repair for Aid Other and take Aid Self.

    If you do find yourself with a surplus of slots, I like adding a 2nd End Red into one, or both, of the upgrades. On a Stamina-less build (as my Traps is), a summon (or 2) + 2 upgrades can be prohibitive mid fight.
    Prot bots have seekers, but I'm not sure if it's worth enhancing their -tohit. +Defense is the most important thing I can get out of them. Anything else is icing.

    I thought about aid other, I really did. Shorter recharge, could work on bonus pets (teammates), it seemed nice. In the end I decided that it was worth it to have a heal that works at range, now as opposed to after I get close enough and after the interrupt but now it's too late, the bot is dead. And now I'm thinking about hasten, which will be my fourth power pool, so no luck there.
  21. Quote:
    Originally Posted by Hart View Post
    How does this work with the special +resist aura IOs? I slotted both of the defense and one of the resist special pieces in my Necro/Dark, but I still can't take an alpha - Fearsome Stare, queue up the heal, I'm dead before the heal can go off.

    Actually, maybe someone can direct me to a recent tankermind guide that better explains these IOs and how to build?
    Erm... you're not doing something right. With 6 pets, you have effective 75% damage resist. You should be able to survive just about any alpha.

    Try starting off with darkest night to floor their -tohit.

    EDIT TO INCLUDE: As far as the resist/defense IO's. They only work on your pets, they don't give defense and resistance to you. The pets cannot "dodge" shared bodyguard damage, and they do not resist it either.
  22. Quote:
    Originally Posted by Soap View Post
    Like when they used to tell us that power appearance customization was impossible...
    THEY NEVER SAID IT WAS IMPOSSIBLE.

    They said it would take way too much work for the small crew they had.

    Hire a bunch of people and give them two years to work on it, and things change.
  23. Quote:
    Originally Posted by Chaos Creator View Post
    Your rifle has just overheated. Would you like to keep firing?
    Yes, Your rifle explodes and you are dead
    No, You wait to do anything else for a bit.
    Quote:
    Originally Posted by Dispari View Post
    How does that make YOU tired and unable to, say, perform melee attacks or run an armor toggle? Also, if you just catch your breath by using an inspiration, your gun is no longer overheating!
    Quote:
    Originally Posted by Chaos Creator View Post
    You raise valid concerns for which I have no answer.
    This is why I suggested greying out the pulse rifle powers for a few seconds. It simulates the overheat, but doesn't lock you out of other important powers and prevents the inspiration circumvent.

    It would be a ***** to implement in the code though.
  24. http://wiki.cohtitan.com/wiki/Shield_Customization

    EDIT: Most of your questions will always be answerable by going to the wiki first.
  25. Dechs Kaison

    Team Teleport

    Quote:
    Originally Posted by Tired Angel View Post
    One strategy is with a Kin who Team TPs the team into a mob and then uses Fulcrum straight away. The rest of the team then lets loose with their AoE attacks and mob is gone!
    Oh.

    Oh my.

    I'm so doing this with my kin defender.