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Posts
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Joined
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My vote for StJ. Im levelling a StJ/WP and im loving it. The animations, the sounds, and the omgwtfcrushinguppertcutcritted
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Quote:Ok, thanks for the clarification, i was wrongOriginally, it followed normal spawning rules. However, people were bypassing hard missions by having everyone but one person log out, the solo player entering the mission and spawning the whole map (for 1), and then everyone else logging in and storming the map in easy mode.
The original fix was to make it so that the spawn size never dropped below the minimum for the Task Force. So for example, on a Manticore Task Force, the missions would never spawn for less than 7. However, this brought out the griefers: Groups of 3-4 players would join a Task Force, and then midway through, all quit, forcing the team to struggle through oversized spawns or disband and start over.
The final change was to make it as I listed above - spawns are sized for the actual team, but it counts everyone, even the people who are logged out. Since we can't kick the people who are logged out, some griefing is still possible, but it's less likely. -
Obviously we would be duoing most of the time, sorry if I didnt say that :P My emphasis on the solo thing is for those times when im not there, for whatever the reason.
I already started explaining her the different sets and ATs, and she ended telling me "you know what I like, you chose it for me". Thats why I am doing this :P -
I'm trying to make my gf like the game. Right now she is playing lotro, so she is not completely new to MMOs. She plays a Minstrel as main, and also has a captain, a LM, and a hunter (you see the trend of no meleers)
I've been thinking on what AT/set to start. I think corruptors is the answer. Has enough support to remind her of her lotro characters (minstrel, cap), and good DPS so she wont hate the game because of slow levelling.
That said. What would you choose? I was thinking on going Fire/Dark or Fire/Rad.
Fire/ is the easy option. I know she will love scourging rain of fire.
For the secondary, I must say that I'm in love with Dark Miasma, so I may be biased here, but I have the feeling that DM is an easy powerset (fear, heal when needed, DN if a lot of tough mobs, more fear, and the pet to let you slack), and very powerful. I know that rad is very potent but I just cant stand playing it so I dont know if it will make for a good levelling set. I know is very potent at end game and an AV melter, but I also know that /Dark can handle just about anything between -tohit debuff, fears, heals, and a pet
I would prefer not having to rely on sets that are late bloomers (like /Cold), or that to rely on buffing your team mates every X mins (because I know her and she will forget, also these sets are more suited for team play than solo play).
So any suggestion? Remember we are talking about someone new, no IOs, slow levelling -
Quote:Last I checked, they are making a lot of changes based on player feedback. Darkness Assault, Darkness Control, Staff sounds... they even gave us some choices regarding some powersThe thing is, you're assuming that the devs would have actually listened to the feedback and acted upon it in a manner that would directly address your issues with the thing being tested.
Talk to the people giving feedback about the current drop rates in DA. Right now it's a gigantic shell game for not a lot of reward.
Unless the problem is that they are not doing what you want them to do -
Quote:I think they changed it so they spawn size is set at the initial number of players, so if you start Synapse TF with 6 people and 4 of them leave the team, and the other one logs off, you will still be facing x6 spawnsThe enemy spawn sizes will be based on the number of players currently on the TF (including logged out players)
I may be mistaken, tho :P -
Quote:Actually, if you tell a program to do X, it will do X. If you tell it to do Y, it will do Y.I tell the game to do X, and it does X. Whether X is a good idea or not is itself besides the point. If I tell the game to do X and it does X, it functions as intended. If it does Y and Y is much better for the game, it does not function as intended by definition
The problem is when you WANT it to do X, and it does Y :P But sure as hell you told it to do Y -
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Quote:You could surely drag me into that. Im not the most experienced MM (a retired demons/dm and this, my bots/trap, which I dont play everyday), but I think I know the class pretty wellI am considering starting something along these lines in Virtue. Mostly, it was going to be a meeting of the masterminds hero-side to help new MM's with tactics, binds, ect. There are still many new MM's who don't even know how to set advanced pet controls, let alone understand BG Mode and simple binds and macros. I did see a bit of interest from random players but wasn't sure if I would be the best one to go about it since, even though I do have several MM's, I only have one that is even close to 50.
Still, if I can drum up enough interest, we could do a meetup and then a random TF every week or so. Maybe even turning the TF into a tactics exercise by just letting on MM solo a group while the rest watch to see the various options in control.
I was even considering making an MM 101 and MM Advanced Training arc in AE but, again, not sure if there is enough interest.
I dont see many MMs soloing a TF gorup (if its x8) at lower levels, and no before level 32 when most pets get their AoEs. But still, some tips&tricks could be shown (teaching people about focusing fire with a group of pets while keeping others for BG, for example).
You can count with me if I see this popping in Virtue global channels -
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Any of this running on Virtue? I have a level 30 bots/traps that would love seeing some of this
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Or for something completely different, you can try a MM
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Quote:I must confirm this. It sucks...but when Gloom or NFstarts scoruging...you know they are going to put some great damageNope, scourge chance for those abilities checks at the initial cast, not with every tick. Either the whole thing scourges or none of it.
It would be great if the scourge chance was calculated which each tick of damage, tho.
Question about Dark Dots (Gloom, TT, NF): Do they stack? Specially gloom or TT, since NF is very quick in dealing its damage and less of an issue. If I cast 2 TT, do I get the damage of both, of whatever part of the first TT damage which havent been applied yet is lost? -
Thanks for the advice!
Life Drain is mostly used as an attack, not for the heal (although is a nice perk). Otherwise my only ST attack would be gloom (unless you wanna fire moonbeam :P )
This char must have Dark Mastery. I could stand losing Recall friend, tho. I will try to fit the fightning pool. You gave me a few ideas -
Quote:No, you dont need an aoe -res debuff of 3s duration. You have tar patch for softening big mobsone last question, if I did take a whip attack, would you advice Crack whip?
Take the ST whip attack which causes the longer -res duration (Lash?), you will only need it for big, tough mobs, where your demons will be focusing fire -
Quote:Yes, I know that, is just I wanted some kind of safety net for resistant mobs, misses, or just aggroing an unexpected group (although it would be hard to be caught with TT, FS, or even HT as a backup, it can happen)I wouldn't panic to much.
You have Darkest Night, remember? It's -To Hit Debuff acts, more or less, as defense for you. Just remember, some mobs resists -To Hit, but for the most part Darkest Night can help you softcap or at least get you within purple skittle range, depending on what your fighting. -
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Quote:In whip case, you get a cool -res debuff to stack with tar patch, so you atacking one time = all your pets dealing more damage for a bit. Not badSome players like to take an attack but the damage seem trivial compared to pets and teammates that it's not worth while especially since you would take slots away from other areas to enhance it. But a whip is pretty cool.
I checked my DS/DM/Soul build and will not share it, as it uses the old HO exploit (using damage HO to buff both Damage and Damage resist :P ), and since I shelved this char 2 months ago, im not bothering with rebuilding it :P Sorry -
This is my proposed build.
I'm a few seconds off perma-hasten, and I couldnt get my defenses to 30%, which was my goal. Any idea?
Also, not sure if putting procs or just a posi blast set in TT. What do you think?
Thanks!
EDIT: Moonbeam is a set mule...I dont think I will need Dark Blast, Gloom and Life Drain recharge very fast
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Heal(7), Nictus-Acc/Heal(9)
Level 2: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(9), Mantic-Acc/ActRdx/Rng(11), Mantic-Dmg/ActRdx/Rchg(11), Mantic-Dmg/EndRdx/Rchg(13)
Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(15)
Level 6: Tar Patch -- RechRdx-I(A)
Level 8: Tenebrous Tentacles -- Acc-I(A), Posi-Dam%(17), TotHntr-Dam%(19), Cloud-%Dam(19)
Level 10: Howling Twilight -- RechRdx-I(A)
Level 12: Night Fall -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(17), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(23), Posi-Dam%(23)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Shadow Fall -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(27), HO:Enzym(27)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(31), SipInsght-Acc/EndRdx/Rchg(31)
Level 22: Recall Friend -- Winter-ResSlow(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(33)
Level 26: Life Drain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Decim-Build%(34), Theft-+End%(36)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), HO:Enzym(36)
Level 30: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/Rchg/EndRdx(46), GSFC-ToHit/Rchg(46), GSFC-ToHit(46)
Level 32: Assault -- EndRdx-I(A)
Level 35: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(40)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
Level 41: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam/Rchg(43)
Level 44: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(48)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 1: Scourge
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 9.88% Defense(Melee)
- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 13.94% Defense(Energy)
- 13.94% Defense(Negative)
- 3% Defense(Psionic)
- 14.56% Defense(Ranged)
- 5.5% Defense(AoE)
- 8.55% Max End
- 83.75% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 19% FlySpeed
- 128.5 HP (12%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 11.85%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 15% (0.25 End/sec) Recovery
- 42% (1.87 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 19% RunSpeed
- 2% XPDebtProtection
Set Bonuses:
Decimation
(Gloom)- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Twilight Grasp)- 20.08 HP (1.87%) HitPoints
- 9% Enhancement(Accuracy)
(Moonbeam)- 12% (0.54 HP/sec) Regeneration
- 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
- 3% DamageBuff(All)
- 7.5% Enhancement(RechargeTime)
(Darkest Night)- 16.06 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Night Fall)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Super Jump)- Knockback (Mag -4), Knockup (Mag -4)
(Shadow Fall)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Shadow Fall)- 10% (0.45 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Fearsome Stare)- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Recall Friend)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Life Drain)- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.45 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Tactics)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Dark Consumption)- 12.05 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.45 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Dark Servant)- Status Resistance 2.5%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Dark Embrace)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Soul Drain)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Vengeance)- 7.5% Enhancement(RechargeTime)
(Petrifying Gaze)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Brawl)- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
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Quote:In the old days, we used them to pull, or sometimes oneshot a minionAt this point, I hardly even remember why snipes were designed to begin with. Perhaps the original development team had a very different view of how combat would play out than the fast-past action of today (which would go a long way to explain Devices). In any case, they are pretty much a waste of a power.
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I guess the lack of responses means "this is as much defense/recharge you can get without more purples/pvp io" :P
(That, or everyone is playing with /Fire and there is no love for old good dark)