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Quote:Well, Astral hit 50 this afternoon and I opened up her alpha slot - but its going to take a few days at least (if not more) to get a T3 alpha crafted, let alone the other two level shift T3's, so later is probably better :-). I would imagine an all kheld lambda is going to need everyone with 3 level shifts, full pets and every bit of incarnate power they can get to make up for the lack of debuffs.Heh, no worries- I would honestly (now that I'm thinking about it) reserve the all Kheld lambda for some time in the future, when we can plan it out well enough in advance to get a nice-looking league full of perma god-moded, fully level shifted Khelds.
The last time we tried this (on Protector Day) only two of us had all of our level shifts, only two of us were perma-eclipsed, and (no surprise) it took us forever to kill the security guard and we could hardly dent Marauder.... So, it would be better to go in with a more developed game plan/solidified roster. -
Getting relatively cheap perma-dom is simply a matter of slotting as many different recharge bonuses as you can, keeping in mind the rule of 5: no more than 5 of any one named IO bonus stack. The addendum to that is that its the name of the bonus that matters, not the actual value - which is why you could stack 5 LoTG+recharges (7.5% each) and 5 of the 7.5% recharge bonus given by Basilisks Gaze, as they are different named bonuses despite having the same numeric value. The following recharge bonuses and sets are relatively cheap (compared to purples, for example) and can be slotted in the following powers in a mind/thorn:
LotG +recharge 7.5%: These are not cheap on the market but can be picked up fairly easily by running hero/villain tip missions to earn alignment merits - it costs 2 alignment merits per IO. They can be slotted in any power that takes defense IO's - hover, combat jumping, maneuvers, vengeance, stealth, invisibility, grant invisiblity. The most common way to get several of these is to take stealth, invisiblity and grant invisiblity - that only takes 1 power pool and gets you 3 LoTG's.
The other 7.5% recharge bonuses can be found in the Basilisks Gaze Set and are very cheap slot wise as they only take 4 sltos, put them in dominate and total domination. You can also get them from kinetic crash (KB set, 6 slots), Sting of the manticore (snipe set, 5 slots) and mocking beratement (taunt set, 6 slots) but I don't think any of those can be slotted in mind/thorn powers.
Next are the 6.25% recharge bonuses, which you can get from the following sets:
Decimation/Entropic Chaos: Ranged damage, 5 slots
Positrons Blast: Target AoE damage, 5 slots
Call of the Sandman: Sleep, 5 slots
Malaise's Illusions: confuse, 5 slots
All of these can be slotted in various powers in a mind/thorn dominator.
Finally there are the sets that give 5% global recharge:
Crushing Impact: Melee damage, 5 slots
Obliteration: PBAoE damage, 5 slots
Doctored Wounds: Heal, 5 slots
There are actually a lot more, but these are the easiest to get and slot. Crushing impact will go in skewer, Obliteration in ripper and thorn burst and if you want to pick up heal other/self for some heals you can put Doctored wounds in it.
As a final note, mind control has the ability to slot the 2 purple sets that tend to be the cheapest on the market: Fortunata Hypnosis can be slotted in Mass Hypnosis and Coercive Persuasion can be slotted in either confuse or mass confusion. You want to slot some combination of all the above sets so that you have at least 70% global recharge NOT counting hasten. That is the bare minimum for perma-dom and it really IS bare - if you don't fire off hasten as soon as it recharges or if you get hit by any recharge debuffs you will lose domination. I find at somewhere between 85%-95% is where I get comfortable and if you can get to 120% global recharge you will have perma-dom without needing hasten at all, although I have not been able to do that even with a couple of purple sets in my builds. -
Quote:The scrapper is probably going to have a slight damage lead, especially at the begging of a fight before you build fury. The brute is going to slightly more durable at the start and potentially a lot more durable if you can get perma-DP and all the +HP accolades, as they have higher base HP and max HP, which translates into a more HP regenerated per second. The scrapper does have a defensive advantage once you get to APP's/PPP's as they can take shadow meld in the soul mastery patron pool, which is a mini-MoG on a shorter recharge timer so you can alternate it with MoG and with enough recharge have a huge def boost at the start of every fight.-How does a Katana/Regen Brute stack up against a Katana/Regen Scrapper?
Quote:-What epic/patron would you recommend for a good balance between functionality and minimization of redraw? I get enough redraw from Regeneration as is.
Quote:-What would you say that the best brute Katana ST and AoE DPS chains are?
Quote:-What Incarnate powers would you suggest for a Katana/Regen Brute? From what I can see, Spiritual Alpha is a definite must because it boosts both recharge (for bringing heals back up faster) and healing/regeneration in general. I COULD try for Rebirth Destiny to pile on even more regeneration and play like an old-timey Regen Scrapper from days gone by, but I don't know the current numbers for regeneration/HP caps...
Judgement is really up to personal choice - there are pro's and cons to all of them, although for a melee type the cyronic judgement cone is going to be tough to use. For Lore, if you don't have a roleplay/thematic reason to get a specific one the cimerorans put out the most single target damage and have great heals, otherwise you could look for some constant def buffs in the pets. As for interface, the reactive -resistance + fire DoT is usually best. -
I agree with most folks that merging the AT forums would be a mistake but I also see a lot of suggestions to remove the Archetypes and Powers General Discussion forum and I completely disagree with this.
The general comment made is that the threads there could go to the appropriate AT forum - but many of the threads are NOT specific to AT's. Take the threads on stealth powers (all stealth powers, not just stealth), spring attack, group fly and fly/afterburner - these are all pool powers and definitely don't belong to a specific AT. Then there are the threads on specific powersets, like the current poison or kinetic melee thread - while those COULD go in an AT forum, which one do you pick as the threads are discussing the powerset as it is for ALL AT's that have it.
At most maybe 10% of these threads could be moved to a specific AT forum (yes, I pulled that number out of thin air - but its likely pretty close, if not an overestimation). The general discussion forum also has the most active discussions of any of the AT forums other than the scrapper forum, which is only so busy because its uber-build central - even brute players end up there asking about build advice.
I firmly believe that the last place on the forums that should be touched at all is the entire Archetypes and Powers section - while there are some forums with low post counts and activity, its not because the threads could go somewhere else, its mostly due to smaller counts of those AT types being played. These forums are the ones most specific to the game and are all the easiest to use now - I almost never see anyone starting a thread off with "I was not sure where to post this' in any of the AT forums, where other places I see that a lot. -
Midnight Astral is currently about 4 bubble short of L49 - I can see how far I can get her by friday. No promises - way to many alts keep attracting my already short attention span.
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Quote:I don't remember it being bright green and glowing. Mind you, its not hard to spot IF you know where to look and are not panicked because the timer has run down.The exit is RIGHT NEXT to the entrance. It's BRIGHT GREEN and glowing.
I don't understand how people can't find the thing.
The real problem here is that there is not enough info in the mission to know what to do - you have no way of knowing that killing groups of igneous will add to the timer, so most folks rush to the original exit, which burns up a good chunk of the timer, then if they don't happen to turn in the correct direction when they get the message about the exit not working they can easily miss the cave door, since they are not expecting it on this map. I first did this mission with 2 other very experienced players and none of us figured it out - I had to ask on global channels to find it.
The overall problem here is not that its hard to complete the missions once you know what to do - its that the first experience can easily be very BAD - and thats not a good idea for the first introduction to content the dev's are pushing as a 'bonus' for VIP's and that they want to sell to premium players. -
Quote:This just screams of being a bug FFM - did you bug it in game?I know I said I wouldn't, but I ran it 2 more times on my PB today, just to give it another chance.. The first time there were few Voids and I had little trouble, the second time there were even more voids than the original run through and I was squid paté.
Void spawning could do with some tweaking in here...
I think I ran it solo once on my warshade and I don't recall hitting anything that would kill me like that (L45 warshade) but I also kept my difficulty settings intentionally low (+0/x2 no bosses) because I knew that the arc scaled up in a really ugly way. Second and third times I ran it on my warshade where in all kheld groups for protectors all kheldian friday night - and while we did have a few deaths, I don't recall it being overwhelming, just tough. -
Quote:I don't have the game in front of me, so I'll ask: How much do respec recipes go for these days?
Last 5 sales as of 2:57 PM PDT are 160m; 133,333,333 (x3); and 175m.
As to the OP's request for more respecs - I can't imagine anyone being willing to do respec's over and over on a character. Unless you are such a low level that even bothering to respec is a waste of time, its an ugly, drawn out process. I have respec's coming out my ears (6 vet respec per character, up to 4 earned respecs in game from the respec trials and the villainside patron arc, which gives one out as well and as Zombie_man mentioned, 2-3 freespecs a year) and I ration them out carefully - not because I think I am going to run out, or consider them valueable, but because doing a respec is such a royal pain.
Personally, I don't see how having unlimited respec's is going to make a character any 'better' than the limited amount we currenltly have - if you suck at building a character, its really not going to matter how often you rebuild it, you will likely still suck. It takes longer than an hour, a day or even just a week of playing a build to really know how well it works. So if the OP is really desperate to rebuild constantly I say let him - anyone who spends all thier time in a respec menu is not going to be playing the game, so its a self defeating goal. -
Here is yet another build to compare and contrast - my fire/traps corruptor is L50, is at 50% smashing/lethal def and just shy of the sofcap in energy def ( 44.5% - which is VERY usefull in trials, since the dev's just LOOVE energy damage in trials). I went with the cardiac alpha, since i run a ton of toggles and despite everyone who claims traps is easy on the end bar, when you are double or triple stacking acid mortar and throwing out Rain of Fire whenever its up, you burn a lot of end. Scorpion shield + FFG + maneuvers puts you well over the S/L softcap without anything extra, and gives you nearly as much energy def so I pretty much slotted for recharge bonuses.
I have played him in a lot of end game content - incarnate trials (t3 in all powers), LRSF and STF (Master badge for both) and all other high level TF's and he pretty much rocks.
This build is not all that expensive - I almost never slot purples and all the really expensive IO's (LoTG +recharge, the Numina and Miracle Uniques) can be obtained via hero/villain merits fairly easily.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Dev'n-Hold%(46)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Dev'n-Hold%(50)
Level 4: Caltrops -- RechRdx-I(A), Posi-Dam%(46)
Level 6: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/EndRdx(13), RechRdx-I(13)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17), Range-I(48)
Level 10: Acid Mortar -- Acc-I(A), RechRdx-I(19), RechRdx-I(19), Achilles-ResDeb%(21), LdyGrey-%Dam(43)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 14: Super Speed -- Clrty-Stlth(A), EndRdx-I(48)
Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(23), LkGmblr-Rchg+(23)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(43)
Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(29), NrncSD-Dam%(37), Lock-%Hold(40), G'Wdw-Dam%(42)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(43)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(36)
Level 32: Rain of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg/EndRdx(33), RechRdx-I(34), EndRdx-I(34)
Level 35: Trip Mine -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(36), C'ngBlow-Dmg/EndRdx(36), M'Strk-Dmg/EndRdx(37), RechRdx-I(37)
Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(40)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
Level 44: Triage Beacon -- Dct'dW-Rchg(A), Dct'dW-Heal(45), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(48)
Level 49: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(50), S'dpty-Def/Rchg(50)
Level 50: Cardiac Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(39), P'Shift-End%(39)
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Quote:Very interesting testing gospel - thanks for doing it, although at this point I am not sure if we are seeing bugged behavior, by design behavior or some combo.I've been waiting a minimum of 15-30 seconds just in case. I do this to make absolutely certain that entropy aura has pulsed at least once.
On thing to keep in mind is that there are 3-4 different things going on with an EA brute:
1) The taunt in entropic aura which we know is there, even though the real numbers don't reflect it
2) The recharge debuff in entropic aura, which has the potential for notifying enemies as well.
3) the stealth in energy cloak
and possibly
4) brute fury - I have heard claims that fury can notify mobs to your presence, not sure about this though.
The last things I remember Synapse discussing in the EA thread on the beta forums had to do with fixing entropic aura so that the toggle did not turn off if you where mezzed (which is the usual behavior of toggles that have things like a recharge debuff in them - RttC in willpower will turn off if you are mezzed since it has -to hit in it), instead he coded the toggle to stay up but the recharge debuff to supress.
That doesn't have anything to do with the behavior when stealthed - but I don't remember any mention of changing things so that entropic aura's debuffs/taunt would not break stealth. Hopefully he did and your testing appears to bear this out, but it would be nice to get official redname feedback. -
Quote:Well, I ran it at L12 on two different brutes without to much trouble, although I also ran it knowing what to expect, went in with a bunch of purples and speed ran it, skipping all the extraneous fights except for the groups of igneous along the way out of the first mission. And while MM's do lose a bunch of power if they lose their tier 3 pet, any MM worth his salt should be able to handle this if they drop down to +0x1 with the pets you get at L20 and their secondaries.Some thoughts:
1. Masterminds lose a whole lot of their functionality without their T3 pet, and/or with only one of the T2 pets.
2. From what I've heard, very few characters or builds would have a hope of doing this content at 10, making the invitation to try it at 10 sort of questionable.
It seems to me that tuning this for 20-30 might have produced a more pleasant experience; people wouldn't be getting into it at a level when they really do lack most of their functional abilities, and people who had levelled to their T9 primary power wouldn't be trying to do without it.
However, brutes and MM's are argueably the MOST soloable characters pre-20, thanks to fury and pets. I have no plans to try this solo on my low level controllers, mostly thanks to the EB at the end, and I would not want to try it on a defender if I had one (obviously that would depend on the fender - a rad/sonic would laugh at the end EB, even at L10, something with a lot less single target damage and resistance debuff not so much).
I think the real problem is that if you DON'T know how to shortcut things ahead of time, you are likely to fail the first mission when the timer runs out (no biggie there, but annoying), die in the second mission when you are overwhelmed by the ambushes and be suddenly shocked by the EB at the end - especially if you are mostly used to blueside content which tends not to have EB's in them.
Worst is if you are a free/premium player who is entirely new to the game or is a very old returning player - the difficulty level in this story arc is a step above the difficulty in the rest of the game up to this point unless you had the bad luck to start in preatoria - and there is little to no warning in the intro dialog.
For something that is a bonus for the VIP players, the current rewards (2 hero merits the first week you run it, 1/week after that) make it worth running 1-2 times, although after we get higher level signature arcs I will probably never touch this one again. For something that the dev's expect preems to play cash up front, this is kinda sad - especially when the preems won't have access to the same rewards we do in most cases.
A lot of the problem here is similar to issues I saw in the new underground incarnate trial - the dev's are trying to fit new mechanics into a game interface that doesn't support them well and it gets very confusing. In the UG trial, there are so many gimmicks the UI can't warn you about all of them, so they try to fill you in with in mission chat - but that is hard to spot, is not easy to read while in combat and tends to scroll of if you aren't carefull.
In this arc they want to play cute games with secret doors and ambushes that are on a timer but the info in the UI is not clear enough to easily figure it out the first time through. It took me 2 runs to figure out that the timer in mission 2 is NOT a 'mission fail' timer like it was in mission 1. Instead I died to the ambushes, losing my temper and patience because PPD are UGLY for an FA brute when they spawn at 0x2 every 30 seconds and I figured I had failed the mission. When I came back from the hospital the fact that the timer had cleared, the ambushes where gone and the mission was still there - so I was able to figure out the tricks. If I had been a premium player who payed real money for this, I might have ended up quitting the game at that point. -
If you haven't filled it yet, put me down for something with debuffs - probably my fire/traps corruptor, Operative Abaddon, although I am pretty flexible.
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Quote:What recharge bonuses? You don't KEEP any of them at L20. Even LoTG +recharge bonuses go away if you are lower than L22, since the lowest level an LoTG +recharge IO can be is 25. I think I have had one character keep a single recharge bonus - and thats because it was from a throwaway set of basilisks gaze in char that where L12-20. That same character had exactly 2 single target attacks and 1 AoE usable in standard melee - because I included fire blast from the stalker APP in my attack chain to free up slots at lower levels, so solo combat outside of assasins strike was kinda ugly.What do you still have? Probably like 3 or so of your lowest tier attacks and of the huge recharge bonusses the average player runs around with only a fraction needs to remain to make a working attack chain out of those attacks because they have low recharge to begin with anyway since they're crappy attacks.
What do you need to do with this? If you set it to +0x1 you you need to kill precisely 3 bosses, 4 minions and 1 EB in the ENTIRE TF. Pop a couple lucks to grab glowies and survive the EB and nothing - and I mean nothing - should have an issue with this.
And killing 3 bosses and an EB is easy for some, extremely painfull for others. The arc is also only that simple if you know ahead of time whats coming - if you don't know whats coming, or don't like stealthing/speeding through an arc, then you end up having to do a LOT more - the ambushes in the second mission for instance are only skippable if you know already know you need to run ahead of them and/or bring a lot of purples, otherwise they can be pretty deadly - especially on villainside with PPD that drop your DEF like a bad penny. I couldn't click the glowies with all the incoming fire and 6-10 PPD at a time is ugly at L20. Now, I don't mind dying if I do something stupid but I didn't do anything other than assume that the dev's would put in ambushes that a solo character was able to handle.
My point is that there is NO reason to restrict this arc to L20 other than artistic sensibility or laziness. Pushing it up slightly higher, to 25 or 30 would clear up a TON of the complaints, let folks keep at least some of those IO bonuses and lose a lot less powers. -
My objection to this first arc is not so much the fact that I am exemplared, I build most of my characters so they can be almost completely effective as low as L30 and decent down to 25, its both the amount of exemplaring and the fact that there is no real warning (at least none that I remember)
I suspect most folks will expect the signature story arcs to be normal story arcs like I did and they aren't - they are mini-task forces just like the oro TF's and I don't recall any warning in the contact dialog about this.
Then there is the fact that we are exemplared all the way down to 20. Thats a really BAD place to be dropped to - a lot of AT's don't get decent attack powers until 26+, especially those who have their attack sets as thier secondary. Next, a L50 is going to find their enhancements operating at 55% of the normal value and almost no IO set bonuses operate at L20, since most good IO set bonuses are on L30+ sets, with a few on L25+ sets. Even when you build your character with examplaring in mind, its hard if not impossible to build one that can do it well at 20.
Really, its seems to me the only reason this arc was capped at L20 was to include the rock dudes (mind blanked on the name here, sorry). CoT go up to 50 and even lost go up to 30. Capping at L20 strikes me as pure laziness on the designers part - I would rather they pushed the cap up to 25 or 30 to allow more flexibility in who can play it without undue stress and pain. Doing that might have meant adding higher level rock dudes to thier group and while that would have taken a little more work I think it would have payed off in the long run, making the magma guys a better opponent group with a larger level range. -
Quote:Assuming you are talking about Tina MacIntyre and Maria Jenkin's arc's they WHERE revamped when preatoria was released - the current arcs you get from the two contacts use the new preatorian mobs, maps and AV's. While I haven't played Tina's yet, I just finished Maria's on my stalker and it is a fairly quick arc, especially for a stealther - I don't think there is a single kill all and most of the objectives are fairly straight forward and simple. The story might not be the best but it's simple, which leaves less room for them to mess up. I wouldn't rate it as one of the best arc's out there, but it wasn't bad either.I think the two blueside legacy Praetorian arcs are in the worst need of a revamp, and not for the sake of art assets (although it's a good point). Repetative outdoor "defeat all" maps, glowie hunts, etc. THe story behind it is good, but the execution was poor due to the limited tools from Issue 1. The sort of mission design mentality that existed when the developers thought that people would just go to Hazard Zones to wail on stuff all day. And we saw how that ended for Faultline
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Quote:I will second what Claws said and back it up with personal experience on my SS/Fire brute. I played L1-50 on her with only a single -KB IO and maybe once in a blue moon actually got knocked back. Then I got to incarnate content and spent a ton of time flying through the air until I slotted up 2 more -KB io's for a total of 12 points resistance - after that I was fine again. So 4 points should carry you through all the PVE content with only minor issues that can pretty much be ignored, then if you want to run incarnate content I would recommend bumping up your protection to 12 points at least - but I don't see any need for more than that.Fake Nemesis will knock you on your butt. I believe their staff attack is mag 11 or so. Don't bother with mag 8, as anything that exceeds mag 4 exceeds mag 8 as well. If you're not going to get mag 12 protection, I wouldn't go past mag 4, which will protect you from 90% of the PvE KB you're likely to face.
Also, not sure if you know this or not, but melee ATs get knockback resistance as well as protection. That means that any KB power that hits them will first have it's magnitude decreased by the resistance, then the protection will be applied. And the resistance is like, 10,000%. It's virtually impossible to knock back a melee AT that has KB protection built into it's mitigation set. (Fiery Aura, Dark Armor, and Ninjitsu have no inherent KB protection) -
Quote:Right now my Return to battle vet power is better than revive - it may only return you to 1/4 health and 1/2 end but it also makes you untouchable for 15s. At the very least Revive should be that good.Both seem like good suggestions to me.
2 would put the set more in line with the other self rez powers in the game. As you said, Revive right now is basically equivalent to a wakie... if you pop it, there's a good chance you'll go back down before you finish animating! -
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Has anyone else noticed that when you log an already existing character into the game that is out of the level range for the first ward the new contact pops up, claims to be added to your contact list but is not, in fact, added anywhere.
This makes it extremely difficult to find the frakking portals if you don't know where they are. I happen to know where the hero side portal is (talos, near the arena) because I took a l20 here there in beta - but I just spend 15 minutes on a villain trying to find the portal and finally gave up in disgust.
So - can anyone tell me where the portal is on villainside - both zone AND a good enough description of where it is that I can find it? -
This screams leftover from the days when it was an immobile turret. I would bug it.
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Quote:Cast time is 1 sec with no interrupt (at least it was on beta last time I looked). Its really fast to summon the gun drone now. You lose a buff - but gain a combat castable power. At least for me, when I tried to summon it for a buff the other folks in my group tended to kill everything in front of me before I finished - unless I went way ahead and drew a ton of fire whenever I misjudged the timing. Even solo, it blew my usual 'stealth in, buff up, drop RoA tactic because it alerted the enemies to my presence. I find the 25% or so damage buff from trip mine to be more reasonably balanced with the casting time and use that as my 'mini' build up, so having the added damage without spending 7+ seconds locked in an animation is nice.FF would be a tid too powerful for a support set of blaster (no other set gives such huge buff party/league wide), drones is very viable.
But 6.6 for 5 sec? Whats the cast time now, since even sniper powers seem to give more then that.
It looks like they basically removed the interrupt (6 seconds) and left the rest of the cast time alone. -
I will probably move some lesser played characters there as well, but with the upgrade to 48 possible character slots, I have a long ways to go again before filling up protector.
Not that I didn't make a good start on it yesterday, started 6 new alts :-) -
Quote:Not only scourge but base damage as well - unless they changed it at the last second the defender version of RoF had its damage adjusted down for the defenders lower AT, where the corruptor version is the same as the blaster and does a lot more base damage.I asked people's thoughts about which might be better a few weeks ago. I was unanimously informed that the corruptor version would be superior due to the Scourge effect, especially on RoF.
I don't know why the difference here - all other rain powers where either left at the blaster level for both (ice storm and blizzard for example) or if adjusted down it was done for both corruptors and defenders (the corruptor/defender rain of arrows both do roughly the same damage, even if it is less than the blaster version). -
Quote:You should probably update the note on poison trap so that it only lists only the most recent removal of the interrupt time and not the old, no longer valid reduction in intterrupt time to avoid confusion.Poison
- Poison Trap: Reduced this power's interrupt time from 4 to 2 seconds. This power now deals minor damage over time, will hold foes instead of put them to sleep and will reduce the affected targets' recovery while they're within the poison gas. This power now accepts Hold enhancements and IO Sets and Damage enhancements and Melee AoE IO Sets and can no longer accept sleep enhancements and IO sets. Additionally, this power no longer has an interrupt time.
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I have thought about syncing my second accounts global (Magik13) with my primary (Midnight Mystique) - but I happen to LIKE Magik13, so probably not going to change.