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Posts
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Quote:Whats worse is that the DE in the tip missions have a base to hit that is higher than standard - even with out the summoned crystals. Apparently they are the Praetorian version of DE or something like that and are tougher than the standard DE. All my characters with softcapped def were seeing around 20% to hit values from DE mobs in tip missions with no summoned crystals in sight.You were fighting Devouring Earth. The crystal Lt.s will summon a buff pet that grants large amounts of +ToHit to every enemy in range. Enough +ToHit will cut through soft-capped defense like butter. Be sure to kill the Lt.s and their summoned buff pets as fast as possible or take Elude and socket it for defense.
What you were missing is just how powerful some of the non-fluff level 30-50 enemy groups are. Is it fair that certain enemy groups can cut through defense and/or resistance like butter? I generally feel it is. At least you aren't resistance based and having to deal with Longbow debuff grenades every 3 missions or so. -
If you haven't filled out yet, I can bring my widow, Crimson Mystique. She usually has chem/bio nukes for hami raids, so picking up an extra is not a big deal.
I could also bring a tank (shield/ss), huntsman, fire/dark corruptor or a blaster depending on what you need - but would need a few hours warning to pick up nukes on them. -
Yup - all the PBAoE attacks where set to 15' radius and damage was evened out. The outliers are things like psychic shockwave, which still has its insane 1.97s cast time; Tremor with it's insane 3.3s cast time :-); Combustion and thorn burst which do more damage than all the others but over half of it is in a DoT. Whirling hands and ice sword circle are actually pretty middle of the pack these days.
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Quote:I am not sure its fair to say that Whirling hands is awful - its actually pretty middle of the road these days and does more damage than earth's pbae, tremor (doing 64 damage to tremor's 58). Keep in mind that ALL the PBAoE attacks in assault sets are now 15' radius and do very similar damage, with only minor differences, usually in activation time.It entirely depends on how much you like being in melee. Both sets have good melee attacks, but Earth is focused around being in melee, having three powerful melee attacks, but only two ranged attacks. Energy is more flexible and can do both range and melee fairly well, but Earth has by far the better AoE options (Energy's one AoE is so awful that some don't even acknowledge its existence).
If you can't decide based on mechanics, decide based on looks. By that I mean pick Energy. >.> I'm biased though.
Tremor probably is the worst PBAE attack a dom gets - it has an insanely long animation (3.3 seconds - slower even than combustion and thorn burst) and is all smashing damage. Now, earth assault also has fissure, which is a decent targeted AoE attack which does about the same damage as whirling hands and animates slightly faster, but again it's all smashing damage and compared to the cones in most sets is really short range, since its a small targeted AoE with a short range.
Really, both sets have limited area attacks and I would not pick one over the other based on that, since the new APP attacks that dom's get provide SO much better AE options. I would base my choice on Vids initial advice - if you want to go with melee then go with earth, otherwise go with energy. Earth's ranged attacks are SOO bad that I would definitely avoid it unless you want a melee only toon, however the melee attacks are really good - the two hammers plus seismic smash provides a lot of single target melee damage. -
Here is the build I am currently working on for my crab - kind of a mixed range/melee with perma spiderlings and disruptor bots up as often as possible. I didn't go for a third pet power as I needed to take more pool powers to get to my def up and couldn't fit in 3 powers from a patron pool. She is currently L47 but by L50 should have def of 45% melee, 46.6% ranged and 40% AoE with nearly 50% resistance to smashing/lethal damage and about 40% to everything else. Spiderlings will recharge in 218s without hasten, a lot faster if you keep hasten up as often as possible. I have a mix of melee and ranged attacks because I really like arm lash and frenzy - if you drop those for either pets or ranged attacks you will have to make up about 3.75% melee and AoE def somewhere, since I slotted a full set of multistrike in each of those for the DEF bonues (or just live with lower def)
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I will preface my points below by first pointing out that I DID mention you could do a crab huntsman just as easily as a bane huntsman in my original post, but its important to keep in mind that a huntsman build is really a concept build - making a soldier who just uses gun attacks and group buffs. Argueably dipping into the patron pool as much as I did violates the concept but not as much as attaching crab legs to your back does, at least IMO.
That said, the point of a huntsman build is to capitalize on the fast activating gun attacks while providing a ton of group buffs by combining the toggles in the soldier's secondary with the leadership pool. You can build a suprisingly effective character with just these powers.
Quote:I would agree that on a crab huntsman build you could substitute suppression for arctic breath - and I do agree that suppression looks cooler than arctic breath (heck - the appearance of both arctic breath and bile spray almost turned me off them entirely). However, one point you miss above is the fact that arctic breath includes a -15% resistance debuff which stacks on top of the debuff from venom grenade. On a group support build the debuff trumps anything else that suppression offers.Regarding Arctic Breath versus Supression though, to me Supression seems to come out on top. While its animation is indeed slower (3s versus 2.67s for AB - not considering Arcana Time), it does a bit more damage, so the DPA is nearly identical: 20.67 for Supression, 20.97 for AB, unenhanced at level 50. That .3 difference in DPA, though, is more than made up by Supression's arc of 60 degrees, which is twice as wide as AB's 30 degrees. I also think Supression looks much cooler, but that's besides the point.
Quote:Heavy Burst is faster (unless it comes with redraw) and actually has considerably better DPA than Supression: 2.67s activation and 22.85 DPA, about 10% better than Supression. It's all Lethal Damage though, very resisted, so I -still- prefer Supression's energy damage most of the time. HB's arc is also half of supression's, only 30 degrees.
Quote:Frag Grenade has the best DPA by far, with 1.67s activation and 38.92 DPA, it's pretty impressive compared to the others. Even factoring redraw and damage type in, it would still come out far ahead. It mixes in some smashing damage, too, which is not as badly resisted as lethal. It has KB, but WAWG counters that. It's 10 feet radius - half of VG's and as small as WAWG - is a little disappointing. I seem to always hit more targets with my arcs. But I'll agree passing up Frag Grenade is a debatable choice.
Quote:So, the only clear winners in the Crab AoE choices are Bile Spray (with VG) and Frag Grenade (even with the small radius and KB). Supression is better than Arctic Breath (nearly identical damage, twice the arc) and trades 10% DPA for a less resisted damage type, twice the arc and no redraw when compared to Heavy Burst.
In general, I would not recommend a huntsman build for the crab - if only because the crab has much better pet options (spiderlings are yummy) and some nice melee attacks and other gimmicks that give you a lot more options. With a huntsman based on a bane, it is pretty clear that venom grenade + arctic breath + bile spray is the best AE combo you are going to get (and you might as well take heavy burst for cleaning up the leftovers) since the areas overlap and you stack up an impressive amount of debuff before hitting everything with the toxic damage in bile spray.
About the only reason I can see for taking any gun attacks on a crab is if you can't stand the long animations on channelgun and longfang, in which case I would just take single shot and burst and live with the redraw for those two attacks. If you wanted to do a crab devoted to AE damage, I would go with venom grenade + arctic breath + bile spray + suppression and skip the gun attacks entirely - this gets you the nice -res stacking in venom grenade and arctic breath AND the huge area in suppression. However, I wouldn't consider this a huntsman build. -
Quote:Psychic Wail is an awesome attack - when you can use it. It does mini-nuke damage with no crash but its recharge is fairly typical for a nuke (360 seconds) so even at the recharge cap (400%) you are only going to be able to use it once every 72 seconds.So is psyhic wail and tornado not that great? Im leaning more towards Fortunata.
Psychic tornado is a decent AE - good area, nice range, good secondary effects (-30% recharge and knockup) but its got a long cast time and fairly high recharge/end cost for a targetted AoE attack (20s rech/21 end). Psychic Scream is actually slightly better - same damage, about the same activation but faster recharge and lower end cost and its cone is huge (60'). The best AE attack a fortunata gets is probably dart burst in the base widow line - fast casting and good damage when you include the DoT effect.
A fortunata's real strength is high damage single target attacks (mental blast, TK blast, subdue and domination), nice control options (domination, confuse and aura of confusion, which has only a 240 second recharge and can be up a lot more often than psychic wail) and group buffs in the secondary sets (leadership, mind link, etc).
While leveling up I would suggest going with dart burst and psychic scream for AE, then once you get into the high 40's take one of the patron pools with good AE - Mu mastery will get you a nice extra cone in static discharge and a good targetted AE with ball lighting, plus a nice ae immobilize. You can also go with soul mastery for another nice single target blast in gloom and some AE in dark obliteration. If you want to be a cone monster, go with leviathan mastery and pick up school of sharks, arctic breath and bile spray - all of them have slower animations (2.37s - 2.67s) by make up for it with HUGE cones - also, arctic breath does a resistance debuff (15%) while bile spray is toxic damage which is rarely resisted. -
For general all around chaos an illusion/storm or plant/storm controller would be a blast. I have a plant/storm and he's both effective solo and in a group - you just have to tone the chaos back a bit to suit the groups mood (or not if the group loves chaos). An illusion storm would be even more chaotic but I haven't tried one yet.
A */traps corruptor or trap/* defender is going to play fairly differently from most corruptors/defenders - a lot of running in and placing stuff but you have so many good powers its a lot of fun. Its also effective both solo and in a group, funny how that works out :-). You can go with archery, assault rifle or dual pistols if you want a classic 'natural' character or you can mix in something exotic - fire/traps for heavy AE damage, ice or dark blast for a lot of extra control/debuff, energy blast for chaos (although the KB in energy blast will knock things out of your traps - its would definitely qualify as an unusual combo).
If you want to get really chaotic go with an energy blast/storm corruptor/defender - probably not going to be as welcome in a group but the solo experience will be interesting - fun if you like KB. -
I have 3 Veats, a bane with dual builds for huntsman/mace bane, a crab and a widow who has builds for both nightwidow and fortunata.
For groups the huntsman build on my bane is my best character, he adds 20% def, 30% damage and 15% to hit to all everyone and can stack up debuffs from venom grenade, arctic breath and surviellance and does huge amounts of AE damage with venom grenade + arctic breath + bile spray, especially since VG and bile spray benefit from VG's 40% resistance debuff to toxic damage. However, you could build a crab to work exactly the same way - the only difference is that you would trade cloaking device (nice def + stealth) and surveillance for fortification (resistance) and serum (dull pain clone) - its really a style choice. In either case you want to go with the gun attacks + patron pool rather than the crab attacks as they all have faster animations.
The mace bane build is great for soloing and handing really hard targets but is probably the squishiest of the 3 characters - he can't keep things at range like the huntsman can and doesn't have the resistances of a crab.
My crab is currently a jill of all trades - she is sofcapped to all positions except AOE (40% to that), has 50% smashing/lethal resistance and 40% to everything else, has a good mix of melee and ranged attacks (arm lash + frenzy and the standard ranged attacks) plus she has two pet summons: Summon spiderlings will be perma when I finish her build at L50 (she is 47 now) and Call Reinforcement's disruptor bots will be up 2/3 of the time, more when hasten is up.
My widow can switch between a ranged psi-blaster with holds and confuses and a claws/sr scrapper with team buffs.
All 3 characters are fun to play and which one I pick depends on my mood. When I get my crab to 50 she might replace the bane as my heavy duty group support char but its hard to say. I use my nightwidow for hamidon raids - she has better status protection than the soldiers (who have a huge KB hole that is only partially fixed by -KB io's) and dishes out a truly huge amount of single target damage. The fortunata build is not quite as effective in doing either single target as the nightwidow or mace bane and the huntsman build does better AE but she has some interesting control options that make her different enough that its worth playing. -
Quote:I will also re-iterate some advice I gave earlier: right now recipes at anything lower than L50 are extremely tough to find at any price on the market because everyone is playing their L50's in high level TF's and farms for incarnate drops.Oh, I didn't read that you weren't yet 50. Well, frankenslot for now, but start looking toward the build I posted as you approach end game. Note that it will require you to do a temporary switch to villainhood, but in the case of a bubbler who wants more solo action, crime definitely pays!
So it may be a couple of weeks and even as much as another month until the market gets back to something approaching normal as the Winter event is likely to continue skewing things even after the incarnate frenzy wears down.
EDIT: As for raising money - Tex has given you the best advice if you are willing to grind in the AE a bit (or don't grind - play some of the dev choice arcs and guest author arcs - they are pretty good) but if you don't like AE I will again suggest running heroic tip missions to earn hero merits, picking up LoTG +Recharge IO's, crafting them and selling them. Its probably not quite as efficient as AE but I enjoy tip missions a lot. -
The DDR cap is definitely 95% - my dm/sr scrapper sits there all the time and my shield/ss tank hits it when active defense is stacked.
As for aid self - part of its cast time can be interrupted and I believe you can move during that period but it will interrupt the power, causing it to fail. Once you get past that part of the animation I think it will then root you in place - not sure though, have to test it on my blaster with aid self. -
One combination that has been overlooked is an electric/psi dom - add in drain psyche to end drain from electric control and you can floor a mobs end recovery in addition to draining their end, which means once you do get them drained they are going to stay that way. It provides a little bit more of a safety net.
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Some of my builds are still tight - most notably those that need a lot of slots for IO set bonuses (my perma-dom's, my ill/rad controller who is working on perma PA) but even those have loosened up a little with free fitness, as I was able to replace fitness on many of them with LoTG +recharge mules.
The biggest benefit I have seen even on the builds that are still tight is the fact that I can take some powers ealier in my build that I had to put off to squeeze in stamina by L20 - which makes exemplaring down much easier. I am one of those who still likes taking movement powers, mostly for concept but I always have a concept when I build my characters and this lets me fit one in even on the tightest build (ok - my claws/sr brute still isn't taking a movement power - but his concept didn't call for one anyway). Many of my characters can now run as low as L15-20 (posi and synaspe ) and have access to a very nice set of powers. -
Quote:Since Ultimo mentioned the character in question was L41 he was probably shopping for recipes in the 30-40 range and right now those are a little scarce, since everyone and their mother is running 50's for incarnate drops so very few mid level recipes are being generated. Its even worse since we went right into i19 after coming off the halloween event, although trick or treating should have at least generated the type of IO's he is trying to buy.level 50 Acc/Dam 6k
level 50 acc/dam/end 100k
level 50 acc/dam/rech 100k
level 50 dam/end 100k
level 50 dam/end/rech 250k (with one 10k sale in the mix)
level 50 dam/rech 250k
as of 8pm PST Saturday night.
if I were a bargain hunter I could go level fishing between 45-50 and get them cheaper.
Ultimo, you do need to have some patience though - even on a normal market you are not going to get everything you want at the drop of a hat. Since right now is not a buyers market (in the mid levels at least) its time to sell and raise cash. Run tip missions for hero merits, use them to buy LoTG +recharges, craft them and sell them. When I was looking earlier this week the L25 recieps alone where going for 200 million inf - that may have changed, but I usually got 140-150 million for crafted L25 in the past.
Also, if you have a store of reward merits and you don't like doing random rolls and hoping you will get lucky (which is what most folks suggest) you can still make a fairly easy and simple profit on them, provided you have some starting cash (about 45 million or so). Just convert them into hero merits: 100 reward merits and 40 million inf will get you 2 hero merits, convert that to an LoTG +recharge, craft it, sell it, net profit around 100 million. Not as good an overall return as you might get it you do random rolls and are careful about selling them on the market - but a lot less trouble and it doesn't rely on the RNG, which I hate with a passion.
So, use the next week or two to build up cash and put out reasonable bids on the IO's you want and let them sit. They WILL fill eventually.
EDIT: Also, if you are picking up hero merits on a regular basis the same 2 merits that bought you an LoTG +recharge can buy you a numina's or miracle unique. Now that everyone has fitness you can slot one of these with no cost to you in term of build since you have that nice free slot in health. The miracle would probably cover a large portion of your toggle costs, if not all of it and if you want a nice regen boost to go with the recovery boost, slot a numina's instead. -
Quote:I want to second the advise on hero merits - L25 LoTG +recharge IO's were selling for around 200 million the last time I checked - that is the recipes as well as the crafted IO's so you could probably make a decent amount of money without even having to craft it right now. Run tip missions to earn 2 hero merits, buy a L25 LoTG +recharge recipe and drop it on the market - bang, you have enough to buy as many thunderstrike sets as you need and it will take 4 days total. If you have to much trouble running the tip missions on THIS char, you can run them on a more solo oriented character and give the money to your defender.EDIT: As to how to be able to afford it, I have two words for you: "Hero Merits". I'm not suggesting you run hundreds of Tips to get all the pieces this way, I'm suggesting you run 20 Tips and get two Hero Merits. Then look at the market, especially at the Luck of the Gambler Global Recharge crafted IOs (not the recipes, the IO itself) and find out what level sells for the most today. Get one of those recipes for your Hero Merits, craft it and list it for about 100 million. Yes, really. Then wait a few days and cash in. You now have 100-150 million inf to spend on IOs. Repeat as often as needed. Inf is surprisingly easy to get on the market, if you're wiling to be a bit patient.
You can also get a numina +regen/+recover and miracle +recovery unique this way, both cost 2 hero merits just like the LoTG +recharge and will go a long ways to solving end problems. Now that fitness is automatically given you can easily slot one of those uniques in health at NO cost. -
The pattern I have seen here and on a couple of my chars is if you have enough vanguard merits to purchase a gra'i matter (sp?) you can run one TF that gives one of the comp's you need (ITF, LGTF, etc) and get enough shard drops for the third comp.
Even if you don't have the vanguard merits a good TF run will get you enough shards for 2 comps - my Widow got 8 shards in an ITF run (but then went ahead and did a mothership right after and got 600+ vanguard merits and 5 more shards - so one more ITF and she can probably upgrade her common to an uncommon). My tank did an ITF, got 4 shards + the TF reward and already had enough vanguard merits for a gra'i matter. My huntsman wasn't so lucky - we had to speed up his ITF run for someone who had to leave for work in an hour and he only finished with 3 shards total, but I took him on one of the repeat mothership raids we did on protector tonight and picked up 2 more shards). -
I second all the channels Ura mentions and will add Protector TFs as a good channel for getting on task forces or forming them.
Protector TFs was locked to new folks for a while - not sure if it still is or not. Try hitting up Black Leather Angel or Onry if you can't add yourself to it - they are the active channel mods. -
Quote:Any account hacking is likely to occur on the NCSoft account management web page for your master NCSoft account, not at the in-game login for any particular game. They likely run some script on the master account web page that detects certain actions as 'hacking' and then sends an alert to support and/or locks the account. That doesn't mean that the script is correctly detecting a hacked account - but ever since the master login bugs they had a while back I suspect NCSoft has been extremely paranoid.I fail to see how anyone could have gotten my login, much less my password. I am pretty security conscious.
Maybe it's just me, but I take what customer support tells me with a grain of salt. Perhaps it's because I have worked customer phone/email support that tells me to be suspicious. I would be willing to lay money on my account being secure.
The part that I didn't mention earlier was that I was playing the account when it was banned, so how could it have been "Hacked"?
Unless of course I wasn't me at the time. -
Another factor you could consider with origin is the enhancements Mr. Yin in faultline sells. He carries L13, 17 and 21 SO's that are origin specific. If you have any character that has done penelope yin's arc you can have them buy those and mail them to your global name for other characters to use - the ehancments he carries are:
Magic: Accuracy
Mutant: Damage
Natural: Damage
Tech: End reduction
Science: Recharge
The damage SO's are really nice - starting at level 10 its easy to get at least one SO in every attack and possibly 2, by the late teens you can easily have all your low level attacks damage capped well before you hit 22. -
I have to agree with hyperstrike - I read the forums pretty frequently myself but even then didn't see T's comment about the possible reschedule until late (like midnight) on Friday and figured one extra response wasn't going to help much. I suspect that due to the small percentage of folks that read the forums vs those who just watch for in game announcements that shifting the time/day of the raid is not going to work without a lot of lead time and appropriate notification on in-game resources (MOTD's on appropriate global channels).
It seems to me that now that the current raid leaders have a routine down fairly well you might want to consider training some backup leaders in case the issue comes up again - that way if kid is out, T could shift to leading the raid and someone else could cover the yellow aggro team or something similar. If you are coordinating over some kind of VOIP getting more folks on the same software/servers so you have extra backup would also be good.
I would be happy to fill in as a lead for either the yellow aggro team (blueside only) or melee spike team(blue or redside), I would just need a day or so warning so I can make sure I have prepped the right toon (Andromache for aggro, Crimson Mystique for spike). -
While I understand that making a post I19 version work with both old and new data files may be to difficult it seems to me that your proposed workaround is really bad - because it results in a character build file that is absolutely no good. It won't reflect what the character currently looks like, so using it to plan future levels won't do you any good, and it won't reflect what the character would look like after dropping the fitness pool via a respec. The primary reason I would have for opening up a pre-i19 build would be for characters that picked up the fitness pool before i19, are still leveling and don't want to respec right away. Hacking my build file and then using a version of mids that DOESN'T accurately reflect my characters build is uselss to me in this case.
It seems to me that a far better workaround would be to recommend keeping both an old version of mids and a new one installed and walking folks through setting up different save file paths for each copy - that way people can move their old, pre-i19 builds to a different directory or set up the new version of mids to use a fresh directory, then use either version of mids depending on whether they wanted to edit a pre- or post- i19 build. If you put up an set of instructions on how to do this on the mids web page AND kept a copy of the old version available you would solve a lot of problems ahead of time. This workaround has the advantage of NOT screwing over someone who updated MIDS without realizing that their old data files would be unreadable - they could just download the old version and install that along with the new version.
Whatever you do you should definitely add a warning to the upgrade prompt if possible - letting folks automatically update to a new version without first warning them that their old data files will be unreadable is a truly bad idea. -
Quote:You are correct Sam, Vet attacks pretty much do the same damage for all ATs, regardless of the buffs/debuffs - your description of how it worked used some game mechanics terms a bit loosely is all.Let me put it like that - do veteran attacks always do the same damage for all ATs or do they not?
The vet attacks appear to either ignore AT damage mods or work from a fixed set of damage mods (maybe pet damage mods?) They also ignore damage buffs/debuffs (as shown in the combat attributes window). However as far as I can tell they are affected by all other combat buffs/debuffs (accuracy, to hit, recharge, etc) which is good since there is no way to slot accuracy modifiers in them.
I find the vet attacks are best in the following situations:
1) At low levels when you don't have a full attack chain and beginners luck makes up for lack of acc slotting
2) At high levels when you have a lot of +acc or +to hit from powers/IO sets and you need a ranged attack, etc.
3) on low damage AT's that don't have a lot of attacks, especially those that have some way of debuffing enemy def like controllers.
4) on super strength brutes/tanks when rage crashes. Nice thing here is that since the vet attacks ignore damage (de)buffs you get full damage but they are affected by to hit/acc buffs so you get the +20% to hit from rage. -
I use the Target_Friend_Next command to cycle my targetting between pets - it isn't perfect, especially if your pets are moving around which can cause you to bounce back and forth between pets and if you are grouped up it will also cycle through allies in the group (and their pets) but it is a quick way to switch your targetting to a pet when solo. I map it to one key and my heal to another, like this:
/bind NUMPAD0 "target_friend_next"
/bind DECIMAL "powexec_name cauterize"
for a /thermal MM - this lets me hit numpad0 to cycle between pets and the del/. key next to it to use a single target heal. You can substitute any single target hal for cauterize. -
Quote:Oh, I agree on taking the first two ranged attacks - I just meant that if I could also use the tier 2 secondary power I might take it a lot more often - that would give you 3 hard hitting attacks that you can use to finish off the mobs pounding on you while mezzed, instead of 2 attacks and one rarely slotted immobilize. Unfortunately, I am pretty sure that its only the first tier in the secondary that works this way (I don't have any blasters I can test this on, so I am not sure).Except that last I checked only the first power in the secondary was usable while mezzed, not the second. If you can use mind probe while mezzed, I am quite impressed and assuming its not a bug, that would make me rethink some choices in a couple of my blasters.
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