EricHough

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  1. On my fire/dark corruptor I slotted 4 cloud senses (to hit debuff, acc/to hit debuff, acc/rech, to hit debuff/end red/rech) and a siphon insight (acc/end/rech) for the global recharge in cloud senses (6.25%) plus the accuracy that the regular to hit debuff sets do not have. This gives me 60% acc, 57% rech and 44% to hit debuff plus some end reduction. However cloud senses are not cheap these days, so psylez's suggesions are not bad although the lack of accuracy might be an issue - you might consider 5 dampened spirits plus an accuracy IO. I don't know if mm supremacy affects pets in secondaries or not - if it does, then you won't have to worry about accuracy as much as a corruptor.
  2. Quote:
    Originally Posted by Muon_Neutrino View Post
    On a side note, while bodyguard *does* stop working if you hit your attack/defensive macro, they'll only be out of bodyguard until that target dies. Once the target of an attack command drops dead, the bots will automatically revert to following you - which puts them back into follow/defensive and bodyguard. As long as you keep track of the batte, if you're careful you can use this to quickly drop a troublesome target without too much danger.

    This is true but not complete - you don't switch back to bodyguard mode when the current target dies but when you lose aggro - so if you are fighting a group of 3 mobs and issue an attack command for one of them, you will not go back into BG mode until all 3 are defeated. I think if you get an add while fighting the current group that will keep you out of BG mode as well.

    The best way to make sure you are in BG mode is set your pet window display to advanced mode then check the pet status icons in your display - if the first icon for each pet is set to defensive (grey shield) and the second to follow (yellowish arrow) or stay (yellowish hand) then you will be in BG mode. You will notice if you issue an attack command without actually switching to aggresive mode that the first icon stays the same but the second switches to the attack my target icon (yellow crosshairs/bullseye) - you are out of BG mode until this switches back.
  3. Quote:
    Originally Posted by Hopeling View Post
    As I understand it, as long as the basic idea of the power stays the same, it's not violating the Cottage Rule. The most significant example that I can think of is when Electric Armor's Conserve Power was changed to Energize. Its cooldown was reduced, the duration was reduced, the endurance reduction value was reduced, and it was given a heal and +regen buff. Changing a nuke to a mini-nuke would be a much less significant change, basically just readjusting the damage and recharge and removing the crash.

    Having used Lightning Rod and Shield Charge, I have to say that true nukes feel lackluster in comparison. A tier 9 power shouldn't be a gimmick you only sometimes might want to use.

    It might be possible, considering Swap Ammo.

    Basically, as long as you are not changing either of the following two things, you are not going to be violating the cottage rule:

    1. The level at which a power can be taken
    2. Removing IO sets/enhancement types that the power currently accepts (although clearly you can ADD new types, as the change from conserve power to energize in electric armor clearly demonstrates since they added the ability to slot healing IO sets).

    The goal of the 'rule' is to prevent any existing builds from becoming invalid so that a respec is not required because of a change.

    So, if the dev's wanted to it would be pretty easy to change all the existing nukes to be more like Archery's RoA or Assault Rifles full auto without even coming close to violating the cottage rule.
  4. Blasters solo amazingly well up to the late 20's because they get all their best attacks early on, have the highest ranged damage modifier of any AT and get the added boost of defiance which generally provides a 20%-30% damage boost most of the time. In the late 20's the mob HP start to catch up to blaster damage and soloing becomes a lot more difficult unless you play one of the more defensive secondaries, go with a hover blaster or can get into a do or die mentality - i.e. you have to be willing to get in, unload all your best attacks and hope you don't die/take too much damage before you kill things. If you want to play a defensive blaster do one of the following:

    - Take ice or devices as your secondary. Between ice patch and shiver you can get a lot of damage mitigation. Devices gives you caltrops, cloaking device and trip mine. Use cloaking device to get into decent strike range for all your best attacks (plus it gives you a decent base to start stacking def), caltrops to keep mobs out of melee range and trip mine at your feet so that if they DO close to melee range they get blowed up.
    - Go with a more defensive primary like sonic, the sleep you get at 18 was made for a cautious blaster.

    Corruptors start out a lot more slowly as they need to leverage their secondary to stay alive and increase their damage, which means that they will tend to burn more end at lower levels than blasters and so level slower, at least outside a group. However, when a blaster starts to slow down a corruptor will finally have a good array of offense + defense and be ready to go to town plus they add more to a group then a blaster. If you want a good solo corruptor though you probably want to stick to one of secondaries that helps you out as much as a group, which means that the best ones are dark and rad, with traps and storm right behind them. The other secondaries are not going to be as much help solo - while many people love to push certain secondaries because they allow you to solo AV's or GMs, keep in mind that this is like 1% of the game and usually the sets that do well at this are late bloomers, like cold, which doesn't help you out much solo until you have benumb, sleet and heat loss - which means you are not a good soloer until L35 at least. Thermal and pain have similar problems - you get nothing but heals and shields until 28 or later on both sets.

    For primaries, you want one that puts out a large amount of damage - fire and sonic are the best here. Archery is nice once you get RoA and decent until then and ice blast starts out slow but picks up once you get bitter ice blast (plus it has two of the best AE attacks for corruptors - ice storm and blizzard, which do awesome damage provided you can keep the mobs inside the area of the rains). Dual pistols, energy blast and rad blast are all good, middle of the road sets with nice gimmicks (multiple damage types for DP, huge amounts of knockback for EB and -def and lots of AE for rad blast). Dark and electric blast are kind of the outliers - dark has great controls and debuffs but its damage is kind of anemic, electric blast is probably bottom of the barrel for primaries.

    My recommendations for the best soloing corruptors would be: Fire, Sonic or Archery / dark, rad or traps.

    A defender is going to be roughly similar to a corruptor but start out a little more slowly solo, until the full damage buff from vigilance kicks in at 20. At that point I expect the two to be very similar except the defender will add a little more to groups and the corruptor will be better at killing hard targets where scourge can really kick in. The same powerset combinations will work for both.
  5. Will likely bring my tank, Andromache, as usual, although I could bring my widow these days since she is a vigilante so she can do Hami's on both sides. Any plans for EoE farms ahead of time?
  6. Quote:
    Originally Posted by Aura_Familia View Post
    One caveat. As a Rogue you can't START the arc for patron pools. If you were a villain when you started it you should still have access, as you stated.
    Have you tested this, or are you just making an assumption? Rogues should have access to any story arcs/contacts a villain does, just as vigilantes have access to hero story arcs. So a rogue SHOULD be able to start the patron arcs. If they can't I would consider it a bug.

    EDIT: I hate it when I only get half of what I am thinking into my post - to finish my above thought, if you have tested this and rogues cannot start the patron arcs then, barring dev confirmation that this is by design, I would consider it a bug and bug it as such.
  7. The only problem I see with making fitness an inherent is the thought of having to respec 50-60 characters - not looking forward to it.

    I also wonder about the mechanics behind it - are they going to give us all 4 powers for free, or just pick one of swift/hurdle for us? Will they be slottable? Are they just going to give us stamina? If the powers are not slottable, then where am I going to stick my miracle/numina unique's.
  8. Seriously though folks - do you really think it makes sense for the dev's to design this bright, shiny new set of starter zones and then, after 20 levels of bright and shiny, tell new players that they have to go through all the old, not so shiny, frequently painfull content to unlock the 2 special AT's?

    I think its a HUGE mistake to force them to do this. Considering that its only the new players that are going to be hit by this - even someone who has been playing for just a little while prior to GR will already have characters on either or both sides its the new folks who picked up GR with the promise of the cool, new zones as an improved starter area that will then have to go back to the old, sad zones.

    Also, for these new folks, the 1-20 ride is also NOT going to be the 'fast' 'easy' ride that all the folks praising the dev's for yet another silly decision like to claim. They are NOT going to have a large community of in game friends to PL them, they are not going be familiar with all the easy ways to level, especially through things like the old, stale blueside content. Redside won't be as bad at least, it is still a fairly nice ride although I expect a lot of folks will be turned off by the dingyness of the zones, especially after the bright shiny of Praetoria.
  9. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Since scrappers and stalkers get an auto recharge on CS crits, they can easily stack power siphon for some big damage buffs. Tanks and brutes don't get that ability though, so they are stuck with a power that does less than build up on a longer timer. If in the description power siphon says it will stack up to 5 times, but the recharge won't allow it on tanks and brutes, what is the point?
    Keep in mind that stalkers/scrappers give UP something for the instant recharge ability - they give up normal crits on on concentrated strike. In fact, stalkers even give up their usual auto-crit from hide/placate on CS.

    See also Siolfir's post about how PS works as you completely misunderstood that.
  10. Quote:
    Originally Posted by Sokyoku View Post
    Sweet, thanks Stale. I almost forgot about the calander.

    It sounds like there are no objections, so Saturday it is. Now, the only question left is what time? I would suggest somewhere in the neighborhood of 7-8ish PM (EST). My schedule on Saturday is usually pretty flexible, so any time in the afternoon works for me. Again, just let me know so I can deal with GF aggro accordingly.
    With the Hami raids at 6pm eastern it might be best to schedule the SFS at 8, that way if the raid runs a little late folks can still make the SFS.
  11. Quote:
    Originally Posted by dmcfarland907 View Post
    I don't know about all that. My crab is squishy compared to my huntsman in the terms of survivability. Maybe its the way I built him.
    The primary difference between a bane and crab hunstman is that you trade cloaking device, surveillance and build up for fortification, serum and aim.

    So you basically exchange extra def (5.5% fully slotted), single target debuff and a build up with lot of redraw (swapping between mace and gun = annoying) for full tank status protection (except KB), decent resists (great resists to exotic damage actually), a heal/hp boost and an aim with slightly less redraw (you have to pull out the gun but don't have to pull out the mace - so it is more easily used in mid combat).

    I would say which one you want to do depends on personal preference. The bane build will be capable of stealthing, do slightly more single target damage with the debuff of surveillance stacked on venom grenade and the extra boost from build up, if you can stand the redraw. The bane will also be easier to softcap or get close to softcap, as 5.5% def to all from cloaking device is really nice. The crab will be a little tougher, if not as easy to softcap, and will have a nice tool in the heal.

    On my huntsman I went with a mace bane as an alt build - they make awesome hard target killers and are great for soloing story arcs, where the huntsman is the ultimate group character and a decent farmer. I levelled up a second soldier that I made into a crab so my huntsman build wouldn't have to put up with the crab legs.
  12. Quote:
    Originally Posted by Panzerwaffen View Post
    Funny you should mention that.. I was thinking about trying to put one together for next weekend.
    Well, my huntsman already has a master STF badge (and he was my first character to get it, strangely enough) but my rogue widow would be happy to join an all VEAT STF.
  13. EricHough

    CoP Trial Run

    Well, I don't badge at all but I love to try new things - so I will try to be there with my widow, who usually has nukes - although the current ones will probably be used in the villainside hammi on saturday.
  14. EricHough

    Ugh, WHY KM!?

    Quote:
    Originally Posted by Arcanaville View Post
    The reason why tough is considered usually good to add to resistance sets - in the sense of more good than the obvious good of adding it to anyone - is because if resistance stacking. If you have no resistance and you add 18% resistance on top, you will take 18% less damage (to smash/lethal at least). But if you already have, say, 30% resistance to s/l, adding 18% on top reduces incoming damage by 26% relative to not having it. By the time you get to 50% resistance, you're reducing incoming damage by 36% relative to not having it.

    -DMG doesn't stack that way with +RES. -ToHit *does* stack that way (more or less) with +DEF.

    Adding -DMG to a resistance set is good, but no more good than adding it to a defense set to a first order approximation.
    I see what you are saying - since the -damage is applied before the damage hits you, then your resistance is applied they don't actually stack, where -to hit and def are all figured in the same formula.

    So if I had 50% resistance to damage and an attack did 100 points, I would take 50 points. If I added 10% resistance to that (like from tough), I would only take 40 points. However, a -10% damage debuff would reduce the incoming damage to 90 points and I would then take 45 points instead of the 40 I would have taken if I had stacked resistances.
  15. EricHough

    Ugh, WHY KM!?

    Quote:
    Originally Posted by Arcanaville View Post
    The last theory is that you're a Scrapper, so you just can't lose, so you should pair it with whatever secondary you think is awesome this week. Thus, KM/Willpower, KM/Shields.
    This is the theory I generally subscribe to as well, however it seems to me that if adding tough to a resistance based set is good, then adding -damage is also good. Not as good as adding -to hit to a def set maybe, but still good.

    Quote:
    Me, I'm going KM/Fire because I want to see Power Siphon and Fiery Embrace.
    Same here, it seemed a good way to play both the new melee set and the old but improved armor set, since I didn't have any /fire toons still around on live.
  16. Does anyone know what IO sets Sleet in the Ice mastery APP takes? Mids shows it as taking ranged damage and slow - which can't be right.
  17. EricHough

    Best Part of GR

    The best: a merged market and being able to email items between characters of all alignments.

    I do actually quite like all the praetoria content but the enjoyment is tempered by the lack of access to the rest of the game while you are in praetoria (no SG's, no going to the other zones until you hit 20, no task forces until you hit 20) and the fact that the merit rewards for the stuff in praetoria are so pitifull I don't see any reason to run the content much more than once, maybe twice. Often enough to take all the possible branches at least.
  18. A vigilante is a hero who cares more about punishing the guilty than protecting the innocent.

    A rogue is a villain with just enough empathy to care who they hurt but to much greed to stop committing crimes for a living.
  19. EricHough

    Ugh, WHY KM!?

    Quote:
    Originally Posted by DreadedByMoon View Post
    Well, back to my original asking. Given what I have said in my OP, would regen be best for me from what opinions you can put together of what I had stated.
    I would say that any of the secondaries that are either fully or at least partially resistance based would be good (so electric, dark, fire, wp and invuln, maybe shields a bit). The -damage in KM's attacks will effectively stack with any resistance you have to further reduce damage you take, just like the -to hit in dark melee stacks with def sets.

    Regen will also be good but you won't get quite as much synergy with KM as a set that already has resistance. If you like regen, I would say to go for it, but if you are really looking for synergy go with something that starts you out with good base resistance. If you want a 'regen' based character that will synergize more with KM I would go with willpower - you get decent resists, especially to smashing/lethal that will combine well with the -damage and you get some nice def and regen to back it up.
  20. Quote:
    Originally Posted by The_Coming_Storm View Post
    Make sure the mission you actually get is the correct one. The system is bugged and may give you a mission from a totally different tip. If it is wrong ABANDON FROM THE MISSION WINDOW and reaccept it.
    Now that you mention it, that may be it - the tip talked about saving a villain so I could turn her good, the mission had me planting bombs. It didn't click in my head at the time but that does sound like a more vigilante than hero option.

    Will play around with it and see if that is the issue. At least if that is the real bug I can drop the ones that don't give me the correct missions.
  21. I just got my bane to rogue status yesterday and today starting working on hero tips for a full round trip. I got a tip in peregrine, accepted the heroic option version (which was the only one offered) and ran the tip. When I finished it I did NOT get a point in my hero alignment bar and the little circle in the public fame section shows as a vigilante action: specifically, when I mouse over the public fame icon for that tip it says "you have gained fame for your actions as a vigilante"

    Anyone else see this? Is this just an odd quirk or am I blocked from going to full hero until they get the system working correctly (which is kinda stupid, since this is at least 1/3 of the GR release).
  22. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    as it should be
    Why? If its just because its a tier 9, ******** - I have heard over and over again that a powers tier should not determine how good it is, it all depends on how the power balances in the set. Claws is awesome WITHOUT shockwave, its insanely good with it.

    I don't even think RT needs to be AS good as shockwave, just not as bad as it is now - it is inferior to shockwave in 4-5 different ways:

    Slower cast time
    Less damage
    Narrower cone
    Unreliable KB (80% vs shockwaves 100%)
    More knockback (mag 3.6 kb vs shockwaves 1.5 or so - don't have exact numbers in front of me right now)

    The only debatable point is the last item, on the other 4 RT clearly comes out far behind shockwave. I don't see why it has to suck on so MANY accounts - it isn't like KM gets a lot of other AE. Heck - RT doesn't even get any of the special features all the other KM attacks get - it doesn't debuff damage and it doesn't give you a damage buff when power siphon is active.

    Seriously, every time I look at repulsing torrent I have to wonder WTF the devs where thinking - as a control power, it is unreliable. As a damage power, it sucks. It does't get any of the standard secondary abilities that KM attacks get.

    Give me 100% KB even if you have to reduce the damage and I might take it, although a wider cone would be preferable as well. Give me more damage, even if you have to reduce the KB chance and I might take it. In the first case it would then be a reliable control power, in the second it would at least do decent damage, in which case I would count the KB as a bonus.
  23. My huntsman, Midnight Renegade has already gone Rogue, just entered paragon city for the first time this afternoon.

    I was going to leave him at rogue so I could use him to run both TF's and SF's but with the travel options being limited to visitors, I may go all the way to hero then to vigilante, as travel is harder in paragon city than the rogue isles.
  24. EricHough

    CoP Attempt

    I am in - I will probably bring Andromache, my shield/SS tank. She has all 3 nukes, originally for this saturdays hammi raid but I can burn them on this and get more.

    EDIT: Global is @Midnight Mystique
  25. Quote:
    Originally Posted by American_Angel View Post
    If all items are returned, does that mean if I bought an IO, slotted it, but the seller has not claimed the money yet, my IO disappears???

    Also, what if my character is maxed out on influence that he carries? What happens to the refund???? Is it history?
    The only 'canceled' items are ones that are listed for sale but not yet bought. So if you bought an IO and slotted it you still have the IO - the seller will still have a listing in the 'sold' window that shows the inf. However, if you had an item listed for sale that was not bought it will be moved to the 'sold' pane (I think - it won't show up in the 'listed' pane anymore) with the list price as a refund, not the sale prices.

    Basically they canceled all items still listed for SALE (not sold items) and refunded the listing price.