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Posts
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So, thoughts on restructuring the Guide?
All non power specific information could be moved to an appendix, with links, so that will remove a lot of the text. For individual powers, would you list a basic followed by "advanced information" or would you have all of the "basic information" together, and all of the "advanced information" together?
And then the question would be what information would you want in the basic section, and what information would you hope for in the advanced section?
Color options to replace the red:
Choice 1
Choice 2
Choice 3: suggest an alternative. -
Quote:Hmm, I did not know that about the stun and sleep duration bonuses, interesting. Personally, I tend to spam O2 boost (need to work on those healing badges somehow) and although I think storm has better panic buttons for group situations, if there's one particular person I need to save, and can't get there quickly with hurricane on, O2 boost has a precision that I find the rest of storm's powers lack.Quick notes on my O2 Boost playstyle.
I don't really care about the healing effect, but I absolutely adore the status protection buff. Consequently I slot Golgis and spam it much like Clear Mind. For this type of usage, recharge reduction is optional (you're spamming it regularly but not faster than the 4s base recharge allows), while endurance reduction is important (the healing pretty much ensures you're getting no Vigilance ever). Recharge reduction is nice if you continue spamming during combat, and find you want to be able to throw out a fast O2 Boost as a heal between uses of it as a buff -- Storm has better panic buttons IMO though, so I skip the recharge slotting.
Also, this is minor, but if you have Stun or Sleep duration bonuses from sets, they should add a tiny bonus to some of O2 Boost's effects. Power Build Up too FWIW.
And I know that was a lot in there, but I mention the necessity of endurance if you choose to use it as a buffalthough I don't mention not needing recharge.
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Well, part of my hope was to try to create a pseudo complete guide that would have the answers to all of the questions in one place so that you wouldn't have to go hunting for them.
perhaps a beginners and advanced version? -
Well, I've been playing Storm Defenders (Well, okay, I'm a one toon kind of guy, Storm Defender) since March 2004, and I have often considered writing a guide. Over the years I have jotted down notes here and there, but I always felt like there was someone out there more qualified than I was to write a guide. Well, I've now been playing my storm defender so long I think I could play him while asleep, and although there may be more qualified people out there it seems like a new guide is in order. Plus soloing an AV on my Storm/Psy gave me a big ego.
However, when I started to write, I realized I had a lot to say, and wondered if anyone would really care. So I thought I would post sections as I go along to find out what people are interested in getting from a guide. I assume a basic understanding of the game, but not knowledge of how the mechanics work. So Below is my section on O2 Boost, and I would appreciate feedback on what you look for in a guide.
Is this "OMG WT? Too Long", do you wish it was organized differently, do you wish there were more numbers, more qualitative information/anecdotes, more information on leveling up, etc. Vigilance isn't explained and should be! ED doesn't need an explanation. Your color choice is HORRIBLE! You get the idea. Any feedback would be appreciated.
02 Boost:
Activation Time:2.27s
Recharge Time:4.00s
Endurance Cost:13.00
Available Level:1
Power Type:Click
Target Type:Friendlies
Power Range:80.00 ft.
Effect Area:Single Target
Effects:
@lvl 50: heal for 177
8.65 stun and sleep protection (60 seconds)
86.5 end drain protection (60seconds)
173% sleep resistance (60 seconds)
+108% perception (60 seconds)
Should I take it?:
YES!
Storm Defenders tend to have strong opinions about taking O2 Boost or not. I fall strongly into the, "If you didn't take O2 Boost you have no business being a defender!" camp. Unless you are planning on soloing, but then I hate gale, and would rather take O2 boost anyway.
Basic Slotting:
I suggest taking O2 boost and slotting it to the ED cap for recharge and heal. If you have slots to spare, or find that it is using too much endurance, add an endurance reducer. Because you have an inherent power that provides an endurance discount whenever your allies hurt, you may find the the endurance enhancer is entirely skippable. If, however, you find that you tend to use O2 Boost primarily as a buff, when your team is at full health, you may want to consider slotting it for endurance reduction.
What is this ED cap?
After buffing the attribute of a power to a certain point, through enhancements (set bonuses and external buffs are exempted except in pvp), the enhancements start to become less effective. For attributes in class A, meaning a lvl 50 SO provides a 33% buff to that attribute for a level 50 character(these include damage, recharge, accuracy, and endurance), this starts to happen at 70%. However, up until buffing an attribute 88% the enhancements are still 90% effective, and are 70% effective up to 95%. Once you cross the 95% threshold, enhancements are only 15% effective. Thus, the ED cap means 95% or the equivalent of 3 even level SOs.
The Heal:
At low levels, this heal is mostly a band aid that washes away when it even thinks there might be water coming (read not especially effective) but once you have access to higher level enhancements this can actually be quite a powerful heal (especially if you take Power Build Up from the Power Mastery Epic Pool which provides a 98% heal buff). With 95% boost from heal enhancements that's 345 points of healing and with Power Build Up it's ~520 (that's slotted heal other level). that's not too shabby, although you can only get 3-4 heals off at that level, depending on slotting. Although certainly not Storm's most powerful damage mitigation tool, usually storm's defenses are centered around certain anchors (wherever you happen to be with hurricane, your snow storm anchor, and wherever Freezing Rain and Lightning Storm are cast) and often teammates are not near these anchors. Rather than needing to run across the battlefield to a teammate on the other side (which may not be appreciated by your teammates if you're running hurricane, and may not be smart if you're pinning an enemy in a corner), O2 boost allows you to target an ally that is outside of your "storm zone". It will also have an immediate mitigation impact, making it one of your fastest damage mitigation tool. Especially on teams with more experienced players, who are already used to keeping their characters alive on their own, O2 boost is often the only healing required on a team (especially if you are using your other tools correctly).
The Stun and Sleep Protection:
In addition to providing a heal, O2 Boost also provide, stun and sleep protection, sleep resistance, end drain and -recovery resistance, and +perception. Unfortunately these buffs only last one minute often making it impractical to keep everyone on the team supplied with the buff. However, the buff is not something to be overlooked. If fighting enemies that are known to have high levels of stun and sleeps (Freakshow and Malta for example) it can often be good to keep those players without mez protection (squishies) buffed, especially if you notice that certain people seem to have a play style that gets them mezzed more than others. At the low levels, you encountered many enemies (Freaks and Lost) that have significant stuns often before many non-squishies have taken their mez protection. This makes O2 Boost invaluable at lower levels.
A Word About Mez Magnitudes:
The way mez's work in the game is that if the magnitude of a mez exceeds your level of mez protection, then you are subjected to that effect. For example if you have 2 points of hold protection and are hit with a magnitude 2 hold with a 6 second duration nothing happens. If however you have less than 2, say 1.9, points of hold protection, then you will be held for 6 seconds. Mez protection vs. mez magnitude however is calculated ongoing, so if at any point your protection exceeds the magnitude, you will no longer be under the influence of the mez. Thus, casting O2 boost on someone after they have been stunned, frees them from the effect. The same can be said for sleep, although any heal or attack will bring a player out of sleep, but, being able to preemptively prevent sleep is a special feature of O2 Boost. Note, that the mez protection from O2 boost can stack with itself, so multiple applications will increase the targets sleep and stun protection!
A Word About Mez Resistance:
Now mez resistance has no impact on whether or not you are held, but it will impact how long the hold lasts. If you have 50% hold resistance and are struck by the 6 second hold, you will then be held for 4 seconds. "Wait 4, seconds!!???" you may ask! Shouldn't that by 3 seconds? Well, no. The duration of a mez is calculated according to:
Duration/(1+x) where x is your mez resistance.
So if you have 100% mez resistance then the duration of the mez will be reduced by half:
Duration/(1+1) = Duration/2.
50% Resistance means:
Duration/(1+.5) = Duration*2/3.
Although not significant, it is worth noting that the ingame numbers report in an odd way. The reported reduction for any individual resistance assumes that it is the only resistance whereas, because of the inverse relationship, you get diminishing returns from additional mez resistance. This is why the total (true) duration listed is not 100%-the individual duration reductions.
The duration of a mez is calculated when the mez is applied that way if you have a toggle that provides mez resistance that would be shut off by the mez, you still get the mez resistance the toggle provides. Thus adding mez resistance after you have already been held, does nothing, except to help with further mezzes which you may need to endure. Note, also, that the O2 boost provides both sleep protection and sleep resistance. So even if your buffed ally is slept, they will only be slept for 1/3 of the time.
The Endurance Resistance:
When fighting endurance draining enemies (Malta and Carnies) it is often a good idea to try to keep those players without endurance drain resistance especially those who play in melee range buffed. An 86.5% (at level 50, it scales up from 37.5% at level 2) end drain resistance basically negates the effects of Malta scrappers and carnies. This can be especially vital if a tank on the team is susceptible to end drain, as the complete end drain that the Malta Sappers are capable of can shut off a tanks toggles causing him or her to fall very quickly and leaving the team to cope with aggro for which it is not yet ready. Also, if you have evil friends like i do that make you play their AE arcs with minions that have energy absorption from ice armor (Which drains endurance and is auto hit) you will be very thankful for O2 boost.
The +Perception:
Although not the most useful aspect of O2 Boost, you will find this bonus helpful in PvP situations and against the handful of enemies (Arachnos Night Widows for example) who use blind. Perhaps the most useful application of this is to O2 Boost npc allies. This way they can see you with Steamy Mist on so that you don't need to turn it off to have them follow you. This, unfortunately, does not help against non targetable allies.
Advanced Slotting:
First to answer some questions about the unique Heal IOs:
If I put, the Numina's Convelescence/Miracle/Regenerative Tissue unique in O2 boost, will it affect the ally I heal?
NO! If you put these enhancement O2 Boost then whenever you heal an ally the buff will applied to you for 120 seconds. Casting O2 Boost again, will refresh the buff. Thus, these enhancements are much better put in health (which you had better take, because you won't do very will without stamina as a Storm Defender) where they will fire every 10 seconds, refreshing the buff and giving you effective permanent bonuses.
What about the Panacea unique?
Yes, this one will have a chance to proc on your allies, but it will only go off 20% of the time and provide them with 7.5 endurance and ~60 health (I am too cheap to own one of these procs, so the amount healed could be off, but don't expect astronomical numbers).
So what should I slot in O2 Boost?
I find that recharge is the lifeblood of Storm, so if you have the money for the panacea set, put 5 of them in it(I'd keep the unique for myself in health) for the 7.5% recharge bonus, otherwise go with Doctored Wounds for the 5% recharge bonus. I would leave off the endurance/recharge because ideally you will have plenty of global recharge, and since recharge is an inverse relationship, it is subject to diminishing returns. As already discussed, endurance in O2 Boost is less of an issue because of Vigilance. If, on the other hand, you are going for a high defense build, you might consider 5 Miracle for the 1.88% AOE defense, but I wouldn't. -
Quote:Just because the person using the term does not realize the origin of the term does not mean the term is suddenly inoffensive. Consider for example the term "gypped". Although this term is now widely accepted to mean "to swindle" without people giving a second thought to its ethnic connotations, there are people for whom the term is still cringe inducing and offensive. Just because "the majority" have decided that the term is fine to use, does not mean that it no longer has negative connotations, and I believe does not mean we "the educated" (who know its origin) should suddenly condone the term.As I've argued elsewhere, in most cases I don't think it's actually linked to homosexuality anymore. 'Gay' has developed a second meaning (of 'lameness') and I suspect that many people who use it this way are ignorant of the words derivation (though if pressed I'd guess that they'd realise/guess it).
Languages move on. And loving language I'm often in a dichotomy over whether to embrace the changes or resist and uphold disappearing standards! On this I don't use gay in the lame-sense, but can see that it has become common enough to be a seperate definition with vanishing links to homosexuality.
Quote:BTW 2 - AFAIK queer is seen as a reasonably acceptable synonym for homosexual. But as queer previously meant 'odd' isn't that actually derogatory even though accepted by many homosexuals as being fine? -
Quote:I just wanted to emphasize this thought.First of all, the ATs play differently, and the attitudes they engender can vary greatly. For example, a lot of people aren't going to join a team as an MM with the same mindset they'd keep to were they playing a Defender (many MMs I've teamed with have been much more focused on their own entourage than on their teammates). And if I'm playing a Controller, control is going to be my main contribution to a team. My secondary is just that... secondary. After all, if I wanted to play a Defender, I'd've played one. I'd say teams that expect Controllers, MMs, and even Corrupters to behave as Defenders will oft times be disappointed.
The reason defenders will not become obsolete is because the people who choose to play defenders choose them because they want to play a buffing/debuffing/supporting role. Once upon a time you might have played a defender simply because you wanted Psy blasts or Dark Blasts, but that is no longer the case. When building a team, if a player wants buffs/debuffs, they are still likely to go with a defender. Of course these generalizations aren't going to apply to the entire playerbase, but if someone chooses to play a corruptor, chances are that they are going to be very interested in blasting stuff, likely to the detriment of their buffing. There will be players that want to play a support role who will choose to play a corruptor because they don't see the loss in the effectiveness of the buffs to be significant, but to assume that all corruptors fall into the category of characters that want to buff/debuff is foolish.
Naturally, there are some defenders that would rather blast than buff/debuff, but i suspect there are fewer defender blasters than there are corruptor buffers.
Also, as to the claim that defenders can't solo, my storm/psi defender solos on Unyielding (difficulty setting 4, to earn more drops and because invincible is too easy) and is looking forward to being able to up the difficulty several notches come i16. Granted, storm is one of the more offensive primaries, but I would not generalize that defenders can't solo. My storm/psi defender has a much easier time soloing than my ice/ice tank. -
I'll just add my vote for "A more visible graphic would be nice"!
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Well, I had originally started with Siege because I have enough energy resistance I don't need to worry about the consecutive hits like I do from Marauder, but the 75% psi resist makes him very slow to work down, although using the blackwand it's probably doable if I have the patience.
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So, I've been wanting to solo an AV for a while now, and finally got the alternate build on my storm/psi fleshed out enough to try soloing one. And after many failed attempts, I finally succeeded. I didn't use any inspirations, but did fall back on Gaes of the Kind Ones to refill my endurance and, at one point, panicked when he was near death and used Eye of the Magus for the added resistance in case I got hit near the end.
Of course I picked Marauder who has a weakness (-20%) to psi, only has one ranged attack, and is easy to immobilize. Thus I suspect the immobilize and fire strategy won't work against most AVs, but it felt good to at least be able to say I solo'd one, even if it did require a lot of luck (Two hits in a row would take me out, so I needed to hope the defense held long enough to regen back to the point where I could take another hit). My next goal I think will be to tweak the build a little bit so that I don't need to use Geas, and then maybe i'll worry about trying to take down another AV. (I plan to gut accuracy and AoE defense in favor of recharge and endurance).
Planned additions to the current build (before remodeling) include the achilles heel proc, the acc/dam/rech Apocalypse to LS (although I will need to sit down and run the numbers again to make sure that's still the best place for the set), the PVP +def IO in charged armor, and the panacea in health (by pulling a slot from one of the travel powers)
For anyone that's interested, this is the build I used (I can also post the intended future build if there's interest):
Hero Profile:
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Level 1: O2 Boost HO:Golgi(A)
Level 1: Mental Blast Thundr-Acc/Dmg(A)
Level 2: Subdue Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), TotHntr-Dam%(5)
Level 4: Snow Storm EndRdx-I(A)
Level 6: Steamy Mist LkGmblr-Rchg+(A), LkGmblr-Def(7), S'fstPrt-ResDam/Def+(7), Aegis-ResDam(19), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam/EndRdx(48)
Level 8: Freezing Rain Empty(A), LdyGrey-DefDeb/Rchg/EndRdx(9), LdyGrey-Rchg/EndRdx(9), UndDef-Rchg(17), UndDef-Rchg/EndRdx(17)
Level 10: Hasten RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Hover Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx(50)
Level 14: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Swift HO:Micro(A)
Level 18: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina EndMod-I(A), EndMod-I(21), P'Shift-End%(21), P'Shift-EndMod(46)
Level 22: Will Domination Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43)
Level 24: Telekinetic Blast Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40), ExStrk-Dam%(46)
Level 26: Tornado BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(39), BldM'dt-Dmg(39)
Level 28: Maneuvers RedFtn-Def(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx(37), RedFtn-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 30: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 32: Lightning Storm Apoc-Dam%(A), Apoc-Dmg/Rchg(33), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(34), EndRdx-I(40)
Level 35: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 38: Assault EndRdx-I(A)
Level 41: Electric Fence Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Charged Armor Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(45), Aegis-ResDam(45), Aegis-Psi/Status(45), Aegis-ResDam/EndRdx/Rchg(46), Empty(48)
Level 47: Group Fly Zephyr-Travel(A), Zephyr-ResKB(48)
Level 49: Power Sink P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(50)
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The Suggestion in i15 was that those people that tested i15 would be heavily favored in future issue's closed betas. The announcement about Veteran's being teir one beta testers was with respect to Going Rogue.
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Wrong forum Orion, you'll have better luck in the Controller Forum
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Quote:Actually Manticore posted yesterday looking for more CCG help, so I appreciated GBE having all of the devs linked.Scooped
And trust me, besides Castle and BAB, you really don't want to waste your time searching for posts from the other devs... they just post that infrequently. -
Quote:The Wiki is correct, the IO will great the endurance to the enemy.Originally Posted by TerseJust wondering: if I slot "Performance Shifter: Chance for +End" on Transfusion and it Procs, who gets the +End? The enemy I hit with Transfusion (counter-intuitive but they are the 'target'), anyone in the healing radius or no-one?
Anybody know for sure?
Edit:
Paragon Wiki tells me "This IO will grant endurance to enemy targets if slotted in an enemy-targeted power", so I think I found the answer.
Now I'm hoping someone will come along and tell me Paragon Wiki is out of date/wrong and this enhancement will actually be good for my kin/ defender. -
Quote:Like many people have already mentioned, you seem to have had an extremely unfortunate Katie experience. All of the TF's merits are based on how long it takes on average for a team to complete a particular TF. The reason the Katie Hannon TF gives so few merits is because back when there was a random roll for completing, people became very efficient at the TF. It is not uncommon to do the TF in 20-30 minutes.Originally Posted by magnus1did the Katie Hannon tf last night. a pug team, we had 4 team wipes, several other deaths, then finally on completion we recieved 9 merits. not enough for a merit reward roll.by my calcuations you would have to do this tf 8 times to get a reward roll. the risks were way more than the rewards here. i know some people say they could do it in less than an hour, but with all our deaths we took over 2 hours to complete. wont be doing this one anytime soon!
In the first mission you only need to defeat Mary 10 times and the rest of the map can be ignored. In the second mission you can have someone stealth through, port the team to Amy, and just take out the one spawn. The third Mission you need to defeat all. In the fourth misison, free Katie, and then fly high to lead her back and skip the ambushes.
Because so much of the TF is skippable (you used to be able to bypass fighting Mary entirely, but no more) by teams, the TF really can't be worth any more merits than it is. -
Quote:This is very true! Remember Hurricane doesn't need to be run all of the time. I find it's better saved for situations when you need it, since it is an endurance Hog. Also, the -tohit debuff which is what you really want lasts for 10 seconds, so you can tag enemies and then turn it off if you need to.Originally Posted by PeacemoonHaving said that, I would becareful with choosing too many end heavy powers early on. Running Snow Storm, Steamy Mist and Hurricane all at once will be very taxing on your endurance.
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Quote:WHOA!! While it is true the Snow Storm and Freezing Rain both debuff recharge and movement speed, Freezing rain also debuffs defense (-30%) which can cut right through a Paragon Protectors MoG, and anything else with high defense or tohit debuff (CoT Daemons for example). It also provides a 35% resistance debuff which means more damage for you! It also provides Knockdown for damage mitigation. Sure it provides -recharge (50% which when stacked with snowstorm will floor the recharge on even con mobs which is -75%) and movement slow but those are just icing on the cake.Originally Posted by SStingraySnow Storm and Freezing Rain mostly do the same thing, they slow the movement and recharge of opponents. But Snow Storm is a toggle, and Freezing Rain is a summoned patch that lasts 15 seconds, and debuffs for 30 seconds. Even with the reduced performance Masterminds get from the toggle sets, I actually found myself respeccing out of Snow Storm and using those enhancement slots to put 3 slows and recharges into Freezing Rain. It is easier on the endurance.
Quote:Originally Posted by SStingrayHurricane is a massive to-hit debuff in the hands of a Defender. Even without that, anything in range gets a 5% chance of being knocked down, 4 times a second. So between that and freezing rain, an opponent can be knocked down so often that he doesn't get any chances to approach or hit you. That is excellent for your survivability. The only issue is that you'll need Stamina and a lot of endurance reducers to have any endurance to actually attack with.
Quote:Originally Posted by SStingrayTornado and Lightning Storm are both rather interesting. They are both big damage powers that summon entities to do damage for you. Tornado is its own worst enemy. It does little damage per tick, but ticks very fast. Unfortunately, it also does some extreme knockback, so often foes go flying before they take significant damage from the tornado. Lock down the opponent with Electric Fences or an Earth Controller's powers, and the tornado can shred opponents quickly. Lightning Storm is more manageable as it simply lightning-bolts anything in the vicinity for heavy damage about once every 4 seconds. It does knock back. But since the storm is immobile, the knockback is predictable, and you can use your hurricane to push opponents right back into the middle of the storm. Unfortunately, it's a disadvantage having the storm immobile as well. You simply can't move it by any method short of resummoning it at a different location. The storm is untargetable.
Just a clarification on LS though, it will fire one bolt every just over 5 seconds (~5.17) but the bolts are actually small AOE capable of hitting up to 5 targets. Also saying "resummon LS" is misleading. Resummoning LS will actually summon another Lightning Storm, so with enough recharge you could actually have 3 (might be able to make 4 if at the full recharge cap) our at the same time. Likewise with tornado. Also summon LS above enemies to turn the Knockback into Knockdown.
As to Volka's suggestion of going /Storm, although personally I prefer Storm/, the additional control tools can make Storm easier for someone new to the set to play.
Now back to your actual /ele question. The only serious problem with /ele, is what Garent already alluded to, and that is that /ele doesn't have a good single target attack chain which may get frustrating. If you have vet rewards, you can fill out your attack chain with those since LS's massive -def debuff meanst that even though you can't boost their accuracy they'll almost always hit. In addition people have mixed feeling about -end, since, especially in the later game, you'll find that enemies are often dead before the -end has an impact. -
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No. Just you.
It'll have the chance to go off once every 10 seconds as long as Tactics is toggled on.
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It will also have a chance to trigger when tactics is first activated, not that it makes it much more useful. -
5 years for my Storm/Psy defender to get it with no farming.
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...Many a times i've seen in team chat "Wow! I just hit him for XXXX, how amazing am I" and I usually make some comment about stacked Storm/Sonic/and Dark debuffs having something to do with it.
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Now just throw another defender primary in there like TA or Rad and you would be completely unstoppable.
I have seen snowstorm on a tarpatch with glue on the floor. That was amazing, a virtual hold.
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I fondly remember back befor the movement speed floor was added, it was easy to hold Vahzilok and Banished Pantheon Zombies just with snow storm. They would end up stuck in their running animation but wouldn't be able to move anywhere. -
Safe mode will turn your graphics settings all the way down and disable a lot of the graphics options. I had to play in safe mode for years while on my old laptop since it would have trouble overheating.
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**Sighs**....some things never change. But things do approve. I haven't heard of anyone getting booted from a team for not being an emp recently, which used to happen regularly, so yay for that. Although I'm sure someone will have a story about that now
As to how to educate players, I honeslty don't think it can be done. Just keep playing a stormie well, and maybe people will learn. Of course, they often just think it's their own awesomeness. Many a times i've seen in team chat "Wow! I just hit him for XXXX, how amazing am I" and I usually make some comment about stacked Storm/Sonic/and Dark debuffs having something to do with it. -
People were finding the reporting of mez resistance in game confusing, so in game now reports -duration instead of mez resistance, which I'm not entirely sure really makes things any clearer. Mez duration is determined by duration/(100%+res%) and therefore mez resistance does not provide a fixed reduction. It used to be that 100% resistance = 50% duration was the mez resist cap, but that has been raised to ~10,000% mez resistance not that you are going to get anywhere near that value.
So in short 100% means 1/2 mez duration 200% means 1/3 and 10,000% means almost no duration.
If you are looking to further reduce your sleep duration, the Aegis unique provides 25% resistance and the impervium armor non-unique provides 7.5% but because of the inverse nature of mez resistance effects, many find these global IOs to not be worthwhile.
If the Aegis was your mez resist is would provide a -20% duration, if the impervium armor was your only mez resistance it would provide ~-7% reduction in duration. If you already have other mez resistance, these values will be less...although the real numbers in game didn't reflect this last I checked. -
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Task Force
<ul type="square">[*]Manticore Task Force: 1st Mission no longer spawns level 40 Paragon Protector Elites (This is a level 30-35 Task Force)[/list]
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Mmm ... I just tried to do this TF on live the other day. There were level 40 Paragon Protectors in more than just the first mission. We defeated the ones in the first mission, but were unable to complete the TF due to level 40 PPs with difficult power combinations in a later mission (in KR).
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This problem is not just on the TF. I've had to abandon two lvl 30-35 crey missions because a lvl 40 elite mysteriously spawned in them. If the fix was applied to crey in general, GREAT! If it was only that one mission, this probably needs more attention.