Garent

Legend
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  1. Quote:
    Originally Posted by Robo_Knight View Post
    I kaboinked my Laptop
    >_>
  2. Quote:
    Originally Posted by Adaptionist View Post
    wont the immobs from scorpion help alleviate that?
    Scorpion's immobilize is just fine for the job, but your web grenade is better than it since it animates faster. The advantage of electric fence is that it deals damage as well as immobilizing. This means you don't have to worry about keeping multiple immobilizes on the GM at the same time. It'll just happen as part of your normal attack chain. With the apocalypse proc in shriek, you probably do more damage using electric fence in your attack chain instead of shout.

    I don't know exactly how much damage the disruptor contributes, so it's up to you if it's worth it or not.
  3. I think you definitely want to switch to electric. Traps sometimes has a serious issue with causing enemies to run away, and if you want to mess up GMs you'll need to keep it in place. Just take shout's slotting and put it into electric fence. Shriek-scream-shriek-fence is only slightly less damage than using shout, so don't be afraid to use it as an attack.
  4. Quote:
    Originally Posted by Veslin View Post
    I'm considering Psychic or maybe Ice. Both debuff recharge, I believe (not sure about ice), which is something dark doesn't do terribly well, and both have control-type effects. I'm just not sure which is better for what I'm looking for, or if there is perhaps a secondary I am missing that controls a bit and debuffs something other than To-Hit.
    Sounds like you're looking for a defensive (but not redundant) blast set. Your options are pretty much dual pistols, energy, psychic, and ice. Sonic has a couple of nice control powers too, but I have difficulty calling it a defensive set considering that its secondary effect is clearly offensive.
    Of the four options I gave, ice blast will do the most damage. Its slows aren't super powerful, but on a defender you'll notice the difference and its control powers aren't bad.
    Psychic has the best debuffs for sure. Psionic tornado and psychic scream together will put enemies at the recharge floor. Its drawback is that there are six different attack powers you need to take (mental blast is unskippable) and taking all those and slotting them really tightens the build and leaves you wanting at lower levels.
    Energy blast can do a ridiculous amount of damage mitigation if you use it properly, however it's not easy. Dark miasma is reliant on enemy grouping, and doing something as simple as using energy torrent from a bad angle will ruin it.
    Dual pistols has toxic ammo, which stacks very well with the damage debuff that dark miasma has. Darkest night combined with empty clips and bullet rain results in 62.5% damage debuffing.
  5. Corruptor damage is only slightly higher (about 15%) than a defender's. They have scourge, but whether or not that helps them much depends on their specific set. Fire and ice get a huge boost from it, but sets that rely on DoT like dark blast get very little difference. Meanwhile, defenders have a 25-33% advantage in buff/debuffs over corruptors, depending on the specific type of buff/debuff.

    It's something that's very open to interpretation. I've heard plenty of people on both sides saying that one is clearly superior than the other. What it boils down to is that corruptors have superior caps to their abilities, while defenders reach those caps more easily.

    As for dark miasma, it's widely considered to be the best buff/debuff set in the game overall, so don't feel sorry for it.
  6. Garent

    Empathy Opinions

    Healing aura should never be put on auto. It has a specific radius, and if you want to heal people with it you need to be in range of them at the time of casting. Its animation time can also get in the way of you attempting to heal people with heal other.

    It's dumb to call someone a loser over something like this, because your worth as a person doesn't hinge on your ability to play this game, but I can tell from your post that you have a problem with juggling all your powers. You shouldn't be using clear mind on every person on the team, and you definitely shouldn't make it a goal to have it doubled up on everyone. A single application of clear mind is enough to make someone impossible to mez in most situations, and melee archetypes have their own status protection and don't need it from you. As for fortitude, you shouldn't just automatically put it on scrappers. If it's well slotted, you can have it on three people at all times. Blasters probably benefit from fortitude the most, but pay attention to who on your team is taking the most damage and give it to them. Strategic fortitude use will make your team take a lot less damage.
  7. Quote:
    Originally Posted by Biospark View Post
    P.S. I realize that if this is possible, I would need to be a full Hero/Villain on the proper build if I ever respecced again.
    It doesn't work this way exactly. Ancillary pools are available to all characters now. They aren't hero only. On the other hand, -unlocking- patron pools requires you to be a villain/rogue, but the pools themselves don't require it. This means that once you complete your patron's first story arc and get their badge, your character will continue to have access to the patron pools even if you switch alignment.
  8. Right. I just wrote accuracy without thinking.
  9. Get rid of the quartzes as soon as possible. DE are a really bad matchup for defenders and controllers because they throw out mezzes and you need quick damage to take down the buffing objects they summon. If you're not sure what one does, the right click info will tell you.

    I'll try to make a list from memory.
    cairns- buffs resistance
    quartz- buffs accuracy
    tree- buffs regeneration
    mushrooms- buffs status resistance
  10. Garent

    Knock Back/Down

    I used to use the healing proc in mass hypnosis, and it can go off multiple times with a single casting. It didn't make any difference for me though, so I ended up dropping it.
  11. Empathy/ice should work well. All of the powers in both are potentially useful, but some are definitely more desirable than others.

    You asked about pros and cons of the sets. Empathy is a really useful set in a lot of situations, but if you're on a team that doesn't need much healing, your only contribution might be fortitude and adrenaline boost. However, ice blast can make up for this because it's one of the more damaging blast sets. Even if you're in a situation where your team's health bars aren't budging, you'll still be able to contribute a lot through buffing and blasting.

    The power which you absolutely must get is fortitude, and the power that you most likely want to skip is blizzard. Everything else will depend a lot on who you ask. In my opinion, absorb pain should be skipped since if anything isn't healed to a satisfactory amount by heal other, you can just put another one on them with very little delay. Bitter freeze ray can be pretty safely skipped, though it's not useless. Freeze ray is pretty good for shutting down troublesome non-bosses, but it's not required.

    You do want to be grabbing all three single target blasts as well as both frost breath and ice storm (unless you're really bad at using cone powers, in which case frost breath won't help you).
  12. Quote:
    Originally Posted by Teldon View Post
    That furry brute was just asking for it with those clothes he was wearing. WOOF!
    I'm glad Teldon enjoyed it as much as I did
  13. Quote:
    Originally Posted by Gargoyle_KDR View Post
    Has anyone tested to validate if you must unlock the Alpha Slot for each build of a dual build?
    You won't need to unlock it multiple times. It's considered separate from the three builds.
  14. I don't think it's a fair assumption to say that since there was proliferation in issues 12 and 16 that there is going to be more in 20. Two pieces of data is not enough to make a pattern. Issue 12 came out in May 2008 and issue 16 came out in September of 2009. I could use this to say that the next round of proliferation is in January 2011 and it would be just as arbitrary and inaccurate as saying that issue 20 will likely contain proliferation just because 12 and 16 did.
  15. And I'd like to issue a formal apology to Hawkeyed for forcing him to wear that outfit.
  16. Ice armor alone wasn't the reason. It was Ice armor along with ice melee.

    The recent fury changes mean that this isn't really a big deal though. Even my stone melee brute with his area knockdown and stun spamming can build fury now.
  17. Quote:
    Originally Posted by Hawkeyed View Post
    Something that is tasteful...
    Darn. So much for my entry of a hairy biker guy.

  18. How would you like hawkeyed costume suggestions to be submitted? Costume files in e-mail? Screenshots in the thread or through PM?
  19. Quote:
    Originally Posted by DrMike2000 View Post
    Sonic Defenders give about 57% Res to allies when slotted, 40% is the Controller/Corrupter value.
    I think the set's solid defensively at higher levels, but it has an issue with some useless powers which causes it to be pretty underwhelming at low levels since 15-20% resistance isn't significant. Sonic siphon, sonic cage, and disruption field are all really questionable at low levels (though inherent stamina will make disruption field easier) and clarity is very redundant at the level you get it.
  20. Quote:
    Originally Posted by je_saist View Post
    Okay. It looks like I'm going to have shut down some more ugly green things under a bridge.
    Since you are using the plural, and I'm one of two people who responded to you, I assume you're talking about me. I'm not trying to troll you, and I'm sorry if it came out that way. I just stated in my post what the intended behavior of the level pact system is, and I specifically mentioned a bug as one possible explanation. There were no personal attacks or anything in my post, so I think it's a really big leap for you to be calling me a troll.
  21. The way to tell if a damage buff will affect a pseudopet is what the duration of the buff is. Pseudopets don't simply copy over your damage modifier. They copy over all the buffs you have -including- their duration. Let's say you use aim and fulcrum shift then put down blizzard, and to keep it simple let's assume they all go off at the same time

    Aim lasts 10 seconds, blizzard lasts for 15, and fulcrum shift lasts 45.

    When blizzard gets summoned, it'll inherit aim and fulcrum shift. For the first ten seconds, it'll be getting the damage bonus from both aim and fulcrum shift. After that, aim will wear off and blizzard will only have the damage bonus from fulcrum shift.

    Vigilance doesn't have a notable duration. It's constantly rechecking how many people are on your team and replacing its values. I don't know exactly how long its duration is, but I'm willing to bet that vigilance will have no effect on pseudopet powers.
  22. Quote:
    Originally Posted by je_saist View Post
    Patrol Exp only applies to the player, not to the level pacts. So when you are burning through that Double EXP, your controller will be enjoying double exp, while your defenders will not.
    This is not how patrol XP works. If everyone is logged out for the same amount of time, they should be getting the same amount of experience unless there's some kind of bug with level pacts.

    The only other explanation besides a bug or some of them being logged out more than others is that the defenders are dropping more often and getting more debt. All archetypes use the same experience table.
  23. It's probably next on the list of things defenders are going to get proliferated. There hasn't been any word about when the next set of proliferation is going to be though.
  24. Quote:
    Originally Posted by Straenge View Post
    I used to have moonbeam before I took snow and I rather enjoyed it but found little use to it other than a first strike or while teaming
    moonbeam's long animation time prevents it from being competitive in a situation where you're trying to deal as much damage as possible. Its only use is for starting a fight with a really big single target attack.
  25. Ouch. That's a tough time for me, but I'll try my best to be there.