DreadShinobi

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  1. Quote:
    Originally Posted by Amygdala View Post
    Second, people seemingly just stopped attacking at the second to last bomb and it took more than 10 seconds to take it out. I'm still not 100% sure why this happened. We seemed to be taking out the rest with ease and then the damage just dropped. If anyone could shed some light on why this occurred, it would be appreciated.
    If you're standing at 80 ft and you've got a league of people standing _behind_ you on follow trying to fire off 80 ft attacks, they can't, they're out of range. While I stayed on follow the whole time I noticed this a couple of times in the hallway. If you're right on the edge of the max range, it will take longer for people to start firing off attacks. I can't speak for the people that moved up ahead a bit, but it was probably just them trying to get into range, (I didn't see people move up that far ahead of you, which is why this is my guess). I'd just suggest standing at ~70(or closer) ft to make sure everyone is in range and/or just really make sure people are on follow, targetting you, with a ranged attack on auto.
  2. Quote:
    Originally Posted by BrandX View Post
    But TW pays for that. Easier to sustain the end use on Staff than it is on TW.

    DPS of TW may be 350 comapred to Staffs 200 (making up numbers here by the way) but if you can't sustain attacking non stop andneed to pause, you're going to lower that 350 top DPS.

    Now I'm sure someone has made a build that can sustain TW's DPS and has the awesome survival, but that likely limits one to a specific build.
    having a slightly tighter build merits having 75% more dps?
  3. Quote:
    Originally Posted by John_Printemps View Post
    So at the worst 240 (which is still higher than 198).

    ...

    200 DPS is not the highest Staff can output.
    I assume you are reffering to my runs. Just as an fyi I got 228 dps later on my staff/da brute, 198 wasn't my highest. This was using PS>SR>PS>SS on a brute without utilizing the 6th slots in my attacks for extra dmg procs. I never said it was the highest dmg possible, infact I quite explicitly said both stalkers and scrappers as well as people who fine tuned it with extra damage procs would see higher dps.


    As for your attack chain, I'm not sure, try it and report what ya get. I tried a chain with Mercurial but it didn't really give me better dps, the base damage is quite low on mercurial, the -res proc would not only have alot to make up for, but actually coming out positive over PS takes even more. The -res in DB works because the -res procs can already go in attacks that do good DPA whereas the -res procs in staff fit into powers with low DPA.
  4. Quote:
    Originally Posted by Scarlet Shocker View Post
    My understanding is that Ice/ is the best ST damage and Fire is largely AoE...

    my Ice/En does certainly kick proverbial and both sets do seem to have both ST and AoE attacks.
    Blaze is still better than BiB, which means Fire is better than Ice for ST. Ice is more ST focused than Fire, but that doesn't mean it's better. For /elec, /em, and /dm you're only going to use your t3 blast in a top ST chain.

    for fire/elec and fire/EM as an example, that is:
    Blaze>CB/EP>Havoc/BS>Blaze>CB/EP>SG(fireball for /em)>[Aim/Bu]>repeat.

    If you took the same attack chain and replaced Blaze for BiB, it would not only be doing less damage, but it would also require more recharge.
  5. Quote:
    Originally Posted by Memphis_Bill View Post
    /points out *lusca* was soloed before IOs.
    Lusca isn't really harder, it's just longer.
  6. Quote:
    Originally Posted by AzureSkyCiel View Post
    I dunno, I'd be kind of envious, also cute that she calls his ***** his "titan weapon".
    No, the funny part is she didn't mean it like sounds. The actual meaning of that sentence was that she was going to powerlevel her husband's TW brute, I have no idea how it turned out like that though.
  7. PS>SR>PS>SS for non-stalkers
    PS>SR>AS>SS for stalkers
  8. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I mean I don't agree that those defense/resistance totals could be replicated on a functional perma DP build.
    I didn't say that either 0.o I said he could have had those defense/resistance totals replicated with hasten added.

    I'm not sure how much global recharge he has outside of hasten, so I'm not sure how close he would be to perma DP with hasten added to his build.

    ATOs, if they follow trend, are going to continually make that easier though. Because ATOs combine ultimate recharge bonuses with ultimate defense bonuses.
  9. I'll 1up it.

    [Not Vent]Dread Shinobi: MOTD (2011-12-16 00:10:20): [Team] Kadylin: okay i'm gonna go pancake my husbands TW some more

    (censoring added)
  10. Yes, AV soloing existed before IOs came out.

    My first toon, ninja/dark mm did it quite easily, and so did my EM/Elec brute, although the brute was heavily HO'd.
  11. You're essentially describing pre i13 pvp.
  12. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I'm not sure if I agree with that.
    Has nothing to do with agreeing or not, he doesn't like the power. He didn't "sacrifice" hasten to get those numbers though, he could have just as easily gotten those numbers and had hasten in his build as well.
  13. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Misunderstanding- I thought you said earlier in this thread that it was a perma DP build.
    No, he doesn't run Hasten due to personal preference, so it's not perma drain psyche. But if someone was trying to mirror his build in some way it could certainly be added to their build.
  14. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Don't see global recharge or any indication of perma Drain psyche or damage resistance. I agree with your point, see the build I posted a few posts up. I just don't think this build you're mentioning has those defense totals stacked with perma drain psyche and a resistance shield. It just doesn't seem possible to make a viable build meeting all those requirements- The most reasonable thing I could do with perma DP and a resist toggle was 32.5% defense to all positions (which is actually better coverage overall anyways with just a small purple.) Building those numbers to 45% would require sacrificing recharge that would cost me perma DP.
    If you looked at the power tray you would clearly see Fire Shield toggled on.

    Also, it's not perma drain psyche, obviously though, he doesn't have issues with survivability.
    And his build can solo GMs, which as I quote from you saying before, is all the dps you need

    And as I've said before, even if Drain psyche is down, your health isn't going to instantly vaporize, especially if you have other layered mitigation like he has.
  15. Quote:
    Originally Posted by Beauregard View Post
    I'm not sure where you get the idea that eeking your way to 45 S/L confers some sort of invulnerability. It doesn't. There are spawns that 50+3 Tankers leap into and have to stay on their toes to survive. Virtually every high level spawn can rip through merely soft-capped defense like it isn't even there due to accuracy buffs coupled with defense debuffs.
    I never said anything about being invulvernable. I said that rchg debuffs and ST mezzes aren't going to magically survive a situation when you're defense fails. Although with that said Time has fabulous effective def debuff protection thanks to Time's Juncture.

    Quote:
    In any case, Ice/Time can hold AVs - hardly 'superfluous'. And it debuffs hit.
    Ice/Time can hold AVs when their PtoD is down. Fire/Time can also hold AVs when their PtoD is down. There is no advantage here going ice, and adding holds to your attack chain lowers your dps.

    Then ask yourself a second question: Is that hold actually helping me survive that AV? If you're able to survive the AV when their PToD is up why wouldn't you be able to survive the AV when their PToD is up?

    Quote:
    Blizzard does over twice the damage that Inferno does, it does it from range, it knocks down and hit debuffs everyone in the radius. So while I can understand not using Inferno, it makes almost no sense not to use Blizzard.

    Especially as Time. You have zero toggles from main sets (that you'd bother taking) and ~20% defense before you add in the primary -hit debuffs. Once you've dropped Blizzard, you've essentially paralyzed/killed the entire spawn so you don't really need to do much but watch.
    Both Blizzard and Inferno will wipe a spawn, the end result is the same. Just because Blizzard shows more damage in mids doesn't mean it's better than inferno at wiping a spawn.

    Time's Juncture, Maneuvers, Tough/Weave, Combat Jumping, Super Speed, Patron Shield will all drop when you nuke. But more importantly time is a very end heavy set and does not have a way to get on it's feet after nuking. Time is really just not a good set to be nuking on.


    Quote:
    The Hold allows an extra purple and/or Basilisk's - not a small consideration in a build that requires massive amounts of recharge. You can slot additional proc options into the various Ice attacks as well.
    You can get just as much rchg on a fire/time as you can on an ice/time. Even with the smashing dmg procs in ice blast attacks, ice is still under fire in dmg.

    Quote:
    The power you save is the fairly weak Time's Juncture that Fire needs for survivability but Ice does not.
    Time's Juncture is one of the best powers in Time Manip and the mere fact that you're dismissing it is terrible.

    Time's Juncture:

    Keeps enemies in your rains

    Protects you from defense debuffs. (in normal content, this means you're effectly immune to nearly all defense debuffs unless the enemy can stack another defense debuff in there before the first one wears off. Getting hit twice within 10 seconds (the standard duration for most def debuffs) is extraordinarily rare. Further between the time that you actually have 2 defense debuffs on you it is even rarer that your defense will actually cascade before 1 of them wears off. This effective defense debuff protection is one of the biggest reasons Time is as survivable as it is. Without that tohit debuff the set would merely be easier to softcap than other sets rather than actually being sturdier.

    Let's you hit an effective incarnate softcap for trials and DA.

    Allows for highly efficient herding. Due to the fast tick rate and large radius of Times Juncture it is quite easy to quickly herd up multiple groups of enemies.
  16. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I'm not sure if I can buy a viable build that hits perma DP softcapping 4 types and a position. 32.5% absolutely but hitting the 45% mark for everything and having DP perma you must be gimping enough things to a point where it probably wouldn't play optimally.
    http://boards.cityofheroes.com/showt...38#post4139538

    I never said it wasn't overall optimal or that there weren't sacrifices made, just that it was possible, and that a blaster _can_ have as much survivability as a melee at. Obviously you could also make a more balanced build with higher +rchg and just S/L softcap or just ranged, or S/L/R.
  17. Quote:
    Originally Posted by Combat View Post
    DPA Comparisons
    Thank you for posting this. Was really needed to really show what I've been trying to say for a while now.
  18. Quote:
    Originally Posted by Beauregard View Post
    Ice/Time is more survivable,
    Mezzes and rchg debuffs are largely superfluous when you're softcapped to everything.


    Quote:
    has more devastating AE damage,
    Explain to me how Frost Breath and Ice Storm are more "devastating" than Fireball, Firebreath, and Rain of Fire.

    A Time Manip really shouldn't be nuking unless you we're running an extremely specific build with ageless, but even if you were blizzard and inferno are even enough.


    Quote:
    is easier to slot effectively and requires fewer powers to make it function effectively.
    This honestly makes no sense. Both powersets need their lvl 1 power, t3 blast, aim, rain power, and then optionally take breath/nuke powers. All of those powers are more or less going to be slotted the same way. Fire then has fireball and Ice has Freeze Ray, Fireball being non-optional and Freeze Ray being optional. Are you really saying /having/ to take fireball is a disadvantage? And if you're rolling Ice Blast and not taking Freeze Ray, why did you roll Ice blast in the begining? The statement just doesn't make sense.
  19. Quote:
    Originally Posted by Emberly View Post
    but at 54 doesn't stuff resist the everlovin' out of TJ?
    Depends what level you are relative to them. If you are +3 it's not gonna get resisted. If you're +0 it will probably be cut a bit (too lazy to look up by how much), but you won't be +0 for long.

    Quote:
    edit: Regardless of this tiny derail, you should totally go Fire/Time, OP.
    Indeed. Fire/Time > Ice/Time
  20. Quote:
    Originally Posted by Emberly View Post
    Pretty easy to get 59% to all on a time ruptor, is it? I'll have to look into that, everyone loves Scourge
    Oh I didn't read incarnate softcap. 45% softcap is ridiculously easy to get. Additionally, any enemy affected by Time's Juncture will put you at an effective incarnate softcap. Getting to the Incarnate softcap isn't really a big deal because of TJ.

    Actually, speaking of the incarnate softcap, it's not really necessary for anything. Incarnate softcap just doesn't make a big difference, and pretty much the only content I do is incarnate content, and none of my toons have incarnate softcap nor do they have survivability issues.
  21. Quote:
    Originally Posted by Emberly View Post
    I dunno how fire/time is on a ruptor, but I assume it's awesome. My time/fire fender is a god. Incarnate softcap to everything, position and typed. Perma-hasten. Perma-chronoshift. No purple IOs needed! I wade in, and stuff just kinda melts. Fire/time ruptor would be great I'm sure!
    Fire/Time Corr is basically the same thing except the corr does more damage and get scourge rain of fire.
  22. Quote:
    Originally Posted by Codewalker View Post
    Close Mids if you have it open. If you don't, check Task Manager and see if there is a zombie Hero Designer.exe running, kill it if so.

    Or just be lazy and reboot before installing
    Durr. I forgot I never closed my existing mids. Thanks.
  23. I'm getting (multiple) errors when trying to install mids from the website.

    When installing the error I get is:

    Error opening file for writing:

    C:\Program Files (x86)\Titan Network\Mids Hero Designer\Hero Designer.exe <---The bolded part is replaced for almost every file in the download

    Click Abort to stop the installation
    Retry to try again, or
    Ignore to skip this file
  24. I generally prefer Fire Control as a controller set because of containment hot feet+fire cages for damage is really good for trollers. And while this can work for Doms too, they have many other ways to get good aoe damage going from their secondary, especially be /psi.

    One of the big advantages of fire cage spam for trollers is the grav anchor proc which provides massive amounts of soft control which is really great for controllers. On the other hand Doms typically work better with guaranteed hard control using Flashfire and Cinders more.

    One special thing about fire doms though is that the Dom ATO proc is incredible in Char the same way it is for Mind Control because of the 1.32 animation on their ST holds allowing them to easily weave it into their dps attack chains. The difference between trying to effectively fit a 1.32 sec char/dominate into your attack chain and trying to fit a 1.848-2.376 sec hold that every other set has is huge. It should be noted though that /Psi doms can put the Dom ATO proc in subdue unless you need the ranged defense from the set.
  25. TBH the greatest use I ever had for Oppressive Gloom was when running speed TFs were still in style (before i19). Being able to stun Surgeons on an ITF just by standing near them was quite useful, since you didn't have to waste time killing them and could just piledrive the appropriate target instead. Was also quite useful for herding the line of cimerorans on the roofs into the middle with the rest of the groups, since you could just run along the line of them and it would aggro all of them. Getting those extra cim kills from the line was necessary to hit the magic 120 number.

    Shaving off 2-3 seconds on a tf record? Totally worth it.