Donna_

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  1. Does anyone know what buffs and debuffs continue to effect their target at the higher value after powerboost is used, and then expires.

    For example, Forcefields cast upon their target after powerboost will continue to give 38.5% def after the 15 secs of powerboost expires, the shield will stay at 38.5% for the full 4 minute duration.

    The one that I am particularly interested in is Darkest Night, powerboost and apply does the -to hitt drop to the standard value after powerboost expires ?

    And if anyone has the chance to post a list that would be wonderful.

    Thanks
  2. Quote:
    Originally Posted by MLEdelen View Post
    First it was the Fire/Kin Controller, but they nerfed that.
    No they didn't.

    Quote:
    My Elec/Shield Scrapper used to be able to hold his own in a group of baddies set for 8 people with no bosses, and could manage with bosses in there, but now he gets hit like he has no defenses at all.
    You are probably fighting mobs that do -def there was no shield survivability nerf.

    Quote:
    So I ask, what is the newest best type of toon to make before I waste time and inf on a toon that will suck!
    Fire / Kin

    Elec / Shield
  3. Quote:
    Originally Posted by macskull View Post
    Mids will show stealth only, not perception. Also it's impossible to self-cap stealth on a VEAT - the cap is 857.25 feet, and you'll get 500 from Mask Presence/Cloaking Device and 300 from a stealth IO, leaving you 57.25 feet short (you cannot run Stealth and Mask Presence/Cloaking Device at the same time). Nevertheless, it's very rare to see a Fortunata with Mask Presence since the only attacks Forts can crit from hide with are melee and that's not what a Fort is for, especially in PvP. Most are running pool Stealth instead (for phase shift, but it's also 389 feet of PvP stealth on its own, leaving you at 689 feet stealth). The one possible way to do it is to add the base empowerment buff on top of Stealth/stealth IO, which should get you to the cap, but only lasts an hour. However, the base buff does not suppress, like Invisibility, so it's useful in that regard. Nevertheless, it's really not worth going out of your way to build around the stealth cap because percep-capped players will be able to see you from around 300 feet away anyways.

    Regarding figuring out perception radius in feet when given a percentage: the amount of perception provided by pool Tactics varies by AT (same as the tohit value). There's a simple way to calculate this, though: a 10% perception radius increase amounts to 50 feet of extra perception at level 50. We know this because the Rectified Reticle +perception IO grants a 20% perception bonus, which works out to 100 feet at level 50. Basically go off your base perception radius (500 feet) and figure percentages from there. Let's say Tactics gives you 63% perception bonus:


    So we see that a 63% perception bonus amounts to a 315-foot increase in perception radius. To percep-cap a non-VEAT we'd need to add (1053 - 500 = 553) feet, which comes out to (x * 500 = 1053; x = 2.106) percent total perception radius, or about 110% extra perception on top of base. To percep-cap a VEAT we'd need to add (1260.6 - 500 = 760.6) feet, which comes out to (x * 500 = 1260.6; x = 2.5212) percent total perception radius, or about 152% extra perception on top of base.
    I't would be faster for me to PL a Veat, slot it and check combat attributes than the time it would take for me to get my head round what you just said.. lol xD
  4. Quote:
    Originally Posted by CrazyJerseyan View Post
    At the top of your build, hit the 'VIEW TOTALS' button; goto the Misc Buffs page to see stealth values (middle) and the Status page to see perception values (bottom).
    Been looking at that, it's under the resistance part of the Status tab, and obly gives a % of perception debuff res... I'm looking for the number in "feet"... like on my stalker I have 1143 Stealth (cap) and 1142 Perception, therefor either 1 insp or secondary Mutation Acute senses allows me 1153 ft (Perc Cap for stalkers)...
  5. Actually i'd like to see the ablility to set missions to +5 or even +6's...

    For big teams of kitted out veterans, 54's can still be a little soft.

    I know this doesn't effect Praetoria and until we are able to access it on a toon higher then 20 we won't know, but it's still something i'd like to see added as an option.
  6. Few Questions, hope someone can help me out.

    1) Is there a way on mids to see how much Perception and Stealth measured in ft that your toon has.

    2) What values does each power give, for example Stealth = "x"ft,

    3) Does anyone have a Fortunata build that has 4 aspects I am after, Softcapped to Ranged def, 857 ft of Stealth, 1260 ft of Perception and Web Envelope from Mace Mastery.

    Thank you in advance anyone who can shine some light on this.
  7. Done this with mine too... here's the finished build. Works like a charm.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast
    • (A) Decimation - Accuracy/Damage
    • (7) Decimation - Damage/Endurance
    • (7) Decimation - Damage/Recharge
    • (9) Decimation - Accuracy/Endurance/Recharge
    • (9) Decimation - Accuracy/Damage/Recharge
    Level 1: Subdual
    • (A) Gravitational Anchor - Immobilize
    • (3) Gravitational Anchor - Immobilize/Recharge
    • (3) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (5) Gravitational Anchor - Accuracy/Recharge
    • (5) Gravitational Anchor - Immobilize/Endurance
    Level 2: Fire Ball
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (11) Positron's Blast - Accuracy/Damage/Endurance
    • (11) Positron's Blast - Accuracy/Damage
    • (13) Positron's Blast - Damage/Recharge
    • (13) Positron's Blast - Damage/Endurance
    • (34) Javelin Volley - Chance of Damage(Lethal)
    Level 4: Telekinetic Thrust
    • (A) Kinetic Combat - Accuracy/Damage
    • (25) Kinetic Combat - Damage/Endurance
    • (46) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    Level 6: Rain of Fire
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    • (17) Positron's Blast - Accuracy/Damage
    • (17) Positron's Blast - Damage/Recharge
    • (19) Positron's Blast - Damage/Endurance
    Level 8: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (19) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Chance of Damage(Energy)
    • (21) Positron's Blast - Accuracy/Damage/Endurance
    • (23) Positron's Blast - Damage/Range
    Level 10: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (15) Luck of the Gambler - Defense
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (27) Red Fortune - Defense/Recharge
    • (27) Red Fortune - Endurance
    • (29) Red Fortune - Endurance/Recharge
    • (29) Red Fortune - Defense
    • (31) Luck of the Gambler - Recharge Speed
    Level 18: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (48) Kinetic Combat - Damage/Endurance
    • (48) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    Level 20: Drain Psyche
    • (A) Doctored Wounds - Heal/Endurance
    • (23) Doctored Wounds - Recharge
    • (31) Doctored Wounds - Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (33) Doctored Wounds - Heal/Endurance/Recharge
    • (33) Performance Shifter - EndMod/Recharge
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense/Recharge
    • (46) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance
    Level 26: Assault
    • (A) Endurance Reduction IO
    Level 28: World of Confusion
    • (A) Coercive Persuasion - Confused
    • (36) Coercive Persuasion - Confused/Recharge
    • (36) Coercive Persuasion - Accuracy/Confused/Recharge
    • (37) Coercive Persuasion - Accuracy/Recharge
    • (37) Coercive Persuasion - Confused/Endurance
    Level 30: Blaze
    • (A) Apocalypse - Damage
    • (37) Apocalypse - Damage/Recharge
    • (40) Apocalypse - Accuracy/Damage/Recharge
    • (42) Apocalypse - Accuracy/Recharge
    • (42) Apocalypse - Chance of Damage(Negative)
    Level 32: Mind Probe
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (45) Kinetic Combat - Damage/Endurance
    • (48) Kinetic Combat - Damage/Recharge
    Level 35: Concentration
    • (A) Recharge Reduction IO
    Level 38: Psychic Shockwave
    • (A) Armageddon - Damage
    • (39) Armageddon - Damage/Recharge
    • (39) Armageddon - Accuracy/Damage/Recharge
    • (39) Armageddon - Accuracy/Recharge
    • (40) Armageddon - Chance for Fire Damage
    • (50) Fury of the Gladiator - Chance for Res Debuff
    Level 41: Flash Freeze
    • (A) Fortunata Hypnosis - Sleep
    • (42) Fortunata Hypnosis - Sleep/Recharge
    • (43) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (43) Fortunata Hypnosis - Accuracy/Recharge
    • (43) Fortunata Hypnosis - Sleep/Endurance
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense
    Level 47: Aim
    • (A) Recharge Reduction IO
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    • (36) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
    Level 0: Ninja Run



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  8. you will find it alot easier to get teams and such if you join some of the chanels, there are a few good ones like.

    Sals Badgehunters
    Union Chat
    Union TaskForce

    These should allow you to hear whats being organised and setup along the way.

    As certain levels along the road to 50 there are Strike Forces (groups of missions from a character contact) that have a minumum number of players needed to complete it.

    "The Beast Beneath the Mountain" from Virgil Tarikoss is level 15 to 20
    "Pirates of the Sky" from Silver Mantis is level 20 to 25
    "The Temple of the Waters" from Operative Renault is level 25 to 30
    "The Spider Weaves his Web" from Mender Tesseract is level 25 to 34
    "The 5th Column Overthrow" is from Mender Lazarus is level 30 to 39
    "The Crystal of Serafina" from Ice Mistral is level 35 to 40
    "Time's Arrow" from Imperious is level 35 to 50 (my personal fav)
    "Lord Recluse's Strike Force" from Lord Recluse is level 45 to 50
    "The Lady Grey Strike Force" from Lady Grey is level 45 to 50
    "Thus Spoke the Reichsman" from Barracuda is level 45 to 50
    "Trading Places" from Mender Silos is level 46 to 50

    Doing solo content and teaming here and there and doing these Strike forces on the way to 50 will greatly increase your leveling and also make you some good friends along the way.



    Welcome back
  9. Donna_

    FX of Powerboost

    Quote:
    Originally Posted by Carnifax_NA View Post
    For your example (Deflection Shield) it sticks around for the duration of the Shield (4 mins). Ditto with something like Fortitude.

    Your big bubble would only get it for 15 seconds though (ditto with the PPP Defense Shield Black Scorp has) because they are toggles, and Cold Defenders are out of luck altogether because it won't affect that at all due to the minor Resistance each shield also gives AFAIK.
    Ah cool, so secondary effecting shields don't benefit for the whole duration.

    Thats quite nice for Forcefields then... Soul Mastery on a bubble fender means that you can powerboost shields and give your team 38.5% def ! :O

    Just to pick a secondary now... hmmm
  10. Donna_

    FX of Powerboost

    I am liking the fact that in GR, Defenders now can access a powerboost other than the very long recharging Powerbuildup.

    But can anyone tell me if I powerboost, and use for example Deflection Shield... does the increased defense stay on the target until the shield expires or, only until the powerboosted time runs out (15sec)

    Thank you in Adv for your answers.
  11. Quote:
    Originally Posted by TQQ_TIRED View Post
    Ok, hear me out, lets just give up on PvP as a whole. If the entire PvP community just rolled the best PvE toons they had we could just have PvE competitions. We could do team Speed-TFs competitions, which team can run said TF/SF faster. We could do 8v8 Speed Master TF/SF matches, which team can go through the fastest without deaths.

    I believe this would be a great idea, as well as increase the PvE community(which lets face it, player-vs-enviroment is lacking players).
    I stopped reading here.... just to say.

    STFU,

    It's people like you that makes pvp fun, when you wander into Rv for a badge that is.
  12. Quote:
    Originally Posted by Redlynne View Post
    Okay, I *know* this can't be done currently ... so this is only a proposal, not a "I can do this!!" post.

    What if ... you could use Wormhole on Foes that have been Dimension Shifted?

    Specifically ... what if you could not only use Wormhole on Foes that have been Dimension Shifted, but use of Wormhole on Dimension Shifted targets would "end" the Dimension Shift duration? Meaning ... you use the Wormhole to pull Foes OUT of Dimension Shift?

    Net effect ... Dimension Shift + Wormhole becomes a combo attack, denying hostiles the opportunity to alpha strike.

    Tricky part ... deciding if Wormhole should be able to pull out and "un-intangible" Foes under the effects of all phase shift-y powers ... or just Dimension Shift.

    Measure ... counter-measure.

    If nothing else, being able to "cancel early" the effects of a Dimension Shift via Wormhole would dramatically improve the usefulness and utility of Dimensions Shift. No?



    Castle?

    War Witch?
    I sorta agree, I would aslo say that caging powers should be toggles with the same maximum duration as they have at the moment, but with the option to drop early.

    I would also like to add that Wormhole would be a beautiful power if they took away the knockback effect, I understand the story of flying out the wormhole but knockdown would be so much better, no team is going to thank you to TP the whole spawn and scatter them all... We have all come across the newbie storm fender that likes Gale and Hurricane.... this power has the same issue.

    So please, toggle cages... and Knockdown Wormhole.
  13. Quote:
    Originally Posted by Fiery-Enforcer View Post
    I would've chosen my Fire/Psi over anything else before the Dom changes, but not anymore. As far as not having immobilizes, it's not messy if you have a taunt aura which Brutes, Tanks, and some Scrappers get.

    My SS/Fire rakes in about 650k inf/minute (almost 40 mil inf/hour) in normal content and eclipses almost 2 mil inf/minute in certain non-exploitive AE farms. I'd like to see a Fire/Kin or Dom do that.
    I'd like to see a sheet showing 650k /min

    Here was my last one...

  14. I'd back my Controller or Dominator over a brute/scrapper farmer any day...

    My Fire/Kin Solo's +3/x8 and it's fast, very fast.

    non immobilising farming is messy and reduces efficiency.
  15. Oh thank goodness someone else feels this way too, I hate demons masterminds with their screetching minions at WW.... it doesn't cause me any lagg but the noise bugs the hell out of me.

    Wouldn't be the first time i'd gave someone abuse in /local because of their ignorance.
  16. Wild Animals

    Tigers, Lions, Bear etc "oh my"!
  17. Stop being narrow minded with regard to Fire being awful in PvE.

    It may be true but it rocks in PvP...

    Same as If I wanted a PvP blaster i wouldn't be picking Assault Rifle, it's situational and just because it doesnt suit your situation doesn't make it bad.
  18. Quote:
    Originally Posted by JD_Gumby View Post
    Eh. The end/s of Sprint isn't so bad. Then again, my builds aren't so tight that I can't afford to put a second slot in it to have both stealth and endurance reduction (in fact, my AR/Dev would be getting said extra slot for reduction sometime today when he hits 45 - IF I thought he neededit. He's only got a 0.74/s (0.69%/s) drain with Sprint, Combat Jumping, Cloaking Device, and Targetting Drone (both at 0.19/s) as his only toggles, so it's not really a problem. Don't even need much in the way of blues and the cost is worth it to be able to toe-bomb)
    Build for pvp and you will soon wish to g*d that you could have an extra slot here n there
  19. Ah didn't know there was a nerf to come for sleet :S thats a shame it really looked like a good choice as Ice Storm doesn't hit like Fireball.

    Is it a bug in mids that it doesnt accept Def debuff io sets?
  20. Dominators have been gifted the most wonderful APP's and now im spoilt for choice >.<

    What is going to be most effective for Aoe damage output...

    FireBall and Rain of Fire

    or Sleet and Ice Storm

    Rather that opinions if anyone can number crunch the dmg, Rech, etc etc I'd love to know which one will make the biggest impact...

    it's going to be on a Plant / Psi btw.
  21. Quote:
    Originally Posted by macskull View Post
    PvP used to follow PvE travel suppression rules but that was changed with I13. Now all movement is slowed by a granted autopower that lasts a certain variable duration. However, standard arena settings have that turned off so you get no suppression at all (i.e. always moving at full SS/SJ speed). That's generally the reason I run SS.
    Plus Sprint is a free slot... I find I can't always fit a +Stealth into either SS or SJ cause its takes up another slot when sprint is sitting there empty otherwise.
  22. How do these changes effect MA in pvp ?
  23. Donna_

    LF.TankBuild

    I actually hate that language so much >.<
  24. Almost everyone uses mids, anything that they post would probably be in that form, i'm guessing thats why you are struggling for replies....
  25. Donna_

    LF.TankBuild

    Anyone got a Tank build that has Capped Hp after DR ?

    Got a 50 Invul/SS and 50 WP/SS...

    Either would do if it's possible to get these to the new 3500+ cap.