Filth_EU

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  1. This is the game description and how it works seems clear to me:

    You can create a Creeper patch at a targeted location. The patch will snag foes, slowing their movement, and preventing them from jumping or flying. Additionally, a Creeper Vine will burst from under each live and defeated foe in the area and start attacking your enemies. Creeper Vines do minimal damage, but they can knock down your enemies and its poisonous thorns can slow your foes. Any foes that are defeated in the Creeper patch will also produce a growth of Entangle Roots that will Immobilize any enemies near the defeated foe. Recharge: Very Long[/b]

    So, how does it work? you see a group of enemies, target the ground they are on and boom a bunch of vines that look like tentacles burst out of the ground and start going crazy, enemies get tossed up in the air by the vines (Knockdown) if one or more get KO'd some Roots appear and immobilise a few targets.

    A power like this is close to an AOE hold - Ice Slice and Ice Patch are pretty similar. You have to remember the targets are being continually knocked down - if you've been the target of something like this you will know how powerful it is. The downside is anything that has resistance to Knockdown won't be affected.
  2. [ QUOTE ]
    Hm. When I was talking about accuracy I pretty much meant magnitude. I hardly ever miss my AoE hold, and I do not have any accuracy slotted in them.

    I know the difference in Immobilise / Hold, I just refer to both of them as roots. Mostly aftereffects from playing other MMOs I guess. xD

    [/ QUOTE ]

    I wasn't digging at you Ig, just trying to clarify the mechanics, as Hammerfall says the effects are based on these Mag rules not chance. None of this is stated explicity in the game. As for accuracy you should notice a sharp falloff if you're trying to hit targets a couple of levels and greater above you, and enhancers will improve this a lot.
  3. [ QUOTE ]
    Well, root as in...rooting them to the floor. In CoH/CoV it's called immobilised/hold. About the same thing really. xD

    [/ QUOTE ]

    These two are not the same thing. Each type of controller-like power has a magnitude which stacks (adds magnitude) with the same type but not with others.

    Immobilise powers (like Entangle and Roots) will prevent their targets moving and have other effects like -DEF and -Fly, but they won't stop the target from attacking and using powers.

    Hold powers (like Strangler and Vines) will completely paralyse a target preventing movement and power use. Holds will also break toggle powers.

    When you are fighting different targets have different magnitude resistances to these mez powers. Minions usually have Mag 1, Lieutenants Mag 2, and Bosses Mag 3. These magnitudes need to be equalled or exceeded for your mez power to work. Some targets also have resistances to specific mez powers as well.

    So, let's say you want to try and Hold a Boss. You have both Strangler and Vines as powers - each has a Mag of 2, which means if you hit with both one after the other and the powers both hit, the Boss gets Held until the duration of either power runs out.

    Let's say you only have Strangler and you want to Hold a Boss - it's possible to do this if you hit him once with Strangler, then again when the power has recharged - if the first Strangler is still affecting the boss (even if you can't see it) the boss will be Held until the first Strangler power runs out. This is only really practical when you have slotted Strangler for Hold duration and Recharge.

    If you have activated Domination the Magnitude of your powers is doubled - so the Mag of Strangler becomes Mag 4 - you can overcome a Boss with one successful hit.

    Applying Entangle after Strangler will not help you Hold a Boss or anything else because Entangle is an Immobilise and Strangler is a Hold power - they do not stack their Magnitudes together, however, It might be useful to use both because of the other effects of the Immob powers such as the -Def, -Fly and damage.

    As far as accuracy goes - the AOE immobilise and AOE Hold powers (ie.Roots and Vines) have much lower accuracy than the single target powers so will need to be slotted more for accuracy to be effective.
  4. [ QUOTE ]
    So far by watching the Union broadcast, and from my own experience, I've realised that Dominators are having a pretty hard time actually finding teams, and for solo they have a hell of a time. I'm not entirely sure what would keep anybody from teaming with a dominator (lack of damage output?), but I think it is mostly people simply not knowing what a dominator can do.


    [/ QUOTE ]
    It's good of you to do this Iguanaja, but I haven't found this myself, I can solo pretty well and don't have a problem with getting a team. A couple of days ago I was on a team with 4 Dominators and one or two other ATs, it was great (and in fact, perhaps that's what you should do with people posting here - team up together ;> ).

    My perception of this might be because I usually form teams and not join them unless I know the person inviting. I been reasonably successful as the opener for fights with an alpha strike of Seeds of Confusion backed up by holds, immobs and damage.
  5. Filth_EU

    Mudpots

    [ QUOTE ]
    Mud pots does not immobilise. I have pvped with both my stone tank and stone brute and not once has it ever immobilised something.

    [/ QUOTE ]

    It didn't used to - but the description of the power now says it does - check it out!
    ...except...I think I remember now it is an Immob Vs. Minions and I don't think this is a change. But then Tundra is saying it has worked in PvP as an Immob, the description says:
    "Immobilizing some and slowing others"
  6. Filth_EU

    Mudpots

    [ QUOTE ]
    I'm surpirsed it was an auto-hit in first place. I thought all auras made a to hit roll, but what do I know!

    [/ QUOTE ]

    It seems it used to be 75% chance to hit regardless of all other factors (such as level). This backs up how I've seen it working (although I estimated 80%); so now I assume it uses "normal" to-hit rules, using level and damage type (fire) for one I suppose.
  7. Filth_EU

    Mudpots

    [ QUOTE ]
    It should be noted that squishies can only jump out of it after taking a break free thanks to its Immobilise

    [/ QUOTE ]

    I had no idea it was an Immob, must test this, right after I used my respec :< the damage increase is nice.

    Kicking myself now for not seeing this change earlier, now don't have enough slots to improve ACC. Repeatable respec mission please Statesman. You can keep the gnome hat, Filth doesn't use clothes. ;<
  8. Filth_EU

    Mudpots

    In the past I have noticed Mudpots missing, although the hit% is very high. I'm guessing this is to do with Stalkers. In the lower levels I would slot 1ACC,2EndRed,3Dmg for missions, swoppping out Dmg for Taunt depending on team. Mudpots was a killer all the way up to Granite.

    The Slow effect is not that useful especially since there's no -Jump or -Fly component, if there was Mudpots would be great in PvP and offset some of the immobility of Stone; as it is it's only good as a way of breaking Stalker Hide - you just have to jump out if you're affected by mudpots Slow.
  9. Filth_EU

    My New Tanker

    Personally I find Stone Melee a ton of fun. I'm guessing it's mostly Mace you find naff?

    Stone armour has the best all-round protection from damage after level 32 but it slows you down a lot.

    From the rest, Invunerability will give you the most protection with mobility, Fire average protection but will deal the most damage, Ice is interesting but remember to quicksave before every fight.
  10. [ QUOTE ]
    I've just been reading a bit on the controller thread about acrobatics. How bad really is acrobatics for hold resistance? Is there much chance of holds/immob not working on me at all when using CJ and Acro?

    [/ QUOTE ]

    Acrobatics is supposed to be a mag1 mez resist against holds, which makes it useful in PvE but mostly useless in PvP.

    CJ looks slightly better because it offers more benefits - DEF, mobility and resistance to Immobs, not sure up to what mag it's good for though. Immobs can be as useful as holds in PvP, especially as some of them have -Fly components.
  11. There have been a couple of posts about this kind of build recently, and as mentioned in one of those threads there is a reasonable up to date (Issue 6) guide on the US forum here:
    Invul guide


    About your build, I don't think it's worth 6 slotting some of the armours like TI. I would put those extra three slots in your attacks rather than reduce endurance use in your armour.

    One of the things that I found out about Super Strength is that Punch probably isn't worth taking, it's better to wait and take Haymaker and then Knockout Blow; likewise Hasten is probably more useful than Flurry (although Flurry is funnier).

    I would definitely take Rage it makes a huge difference and combined with your big attacks like Knockout Blow it makes you into a very powerful attacker.

    There was a bit of misinformation about Hand Clap - it will not disrupt controller Holds but it does have a significant knockback which will throw villains away from you - something you probably don't want. The Stun component of the power is very effective though.
  12. Filth_EU

    Favourite build

    This is how I view the Secondaries:

    At high level (35+) Energy is the winner for single target damage, the two high level attacks it has are also mostly Energy damage which is less resisted (the other attacks are mostly Smashing). Good Stun effects as well.

    Fire has by far the highest AOE damage and good single target. No secondary effects.

    Ice lowest damage, best set of controller-like powers: -SPD, -Recharge, Hold, AOE Knockdown even a Sleep!

    Stone High single target damage, a nice AOE Stun, very entertaining to play.

    Super Strength attacks are very similar to Stone but on the whole not as fun to play. At high level probably has the edge over Stone because of Rage (which is like a nearly permanent Build Up) and higher damage AOE attack in Foot Stomp.
  13. I would say 2 hours tops...which by a strange coincidence is about the amount of time I have for tonight.
  14. [ QUOTE ]
    What time start, How long and any spaces left?

    [/ QUOTE ]

    I think about 8pm...so in 30 minutes - not sure how many yet, I'll be online from now.
  15. [ QUOTE ]
    What level is it for ?

    [/ QUOTE ]

    Apparently 30-34, anyone higher will be auto-exemplared down to 34.
  16. I can't do anything big on Sunday evening sorry At ;<
  17. Freaks Unleashed thinking about doing this either this evening (12th) or early afternoon Sunday.
    Anyone who can tolerate Freak stupidity is welcome. Snipering skills required.
  18. I would look at taking Fault and Build Up, both have worked out very useful for me. Fault is a great control power, Build Up gives you a significant edge with Damage and Accuracy - especially with lower slotting for damage.

    Since Rooted got endurance drain protection, I like to leave Sappers alone for the lightshow - they are of zero concern to a Stone Tank...but they might bother someone else on a team ;>
  19. Filth_EU

    Vines

    [ QUOTE ]
    vines should still be taken even if it dont last long it can make the diffrence in a fight

    [/ QUOTE ]

    Maybe, but you have to balance that against the slots, power and endurance you could use somewheres else.
  20. Filth_EU

    Vines

    I tried it with 3 SOs in beta - it still had a terrible duration (as I expect all Dominator group Holds will have).

    2 circumstances I can see it being useful - one:with Domination when duration will be boosted, two:in combination with strangler to quickly Hold a boss.
  21. Filth_EU

    S4 Grudge Match

    We really chose a great day didn't we? If there's any chance of playing this I'd like to.

    Sunday is the first window for me then any evening except Mondays from then. No idea what level of enthusiasm there is from the rest of the team; I know Shadowplay made a special arrangement to make yesterday's time :<
  22. [ QUOTE ]
    Unfortunatly it didn't seem to be on. I was at Atlas at the apointed time but I didn't see anyone else, so techniqully... I won...

    Where's my money?!

    No, but as I said I didn't see any others there so... I might have missed them, I might have been there at the wrong time...

    [/ QUOTE ]

    Didn't Prof cancel this weeks ago? He did so in this thread ten days before the start.