GavinRuneblade

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  1. Quote:
    Originally Posted by Death_Volt View Post
    I've been rolling up various Dom combos lately and found a particularly fun trick that might interest folks who want to get a little more out of Gravity. Using Hover, Lift and a Melee Attack, you can bring some unique joy to Grav that not many other sets can do. Couldn't find anyone who had posted about it before, so I figured I'd start up a new thread. Mind has Levitate and could definitely do the same trick, but Mind is already horribly powerful (also thematically, I think it works better for Grav).

    Instructions:
    Step 1: Hover over mob of baddies so you're out of melee range
    Step 2: Lift one of them up to you.
    Step 3: Smack it with a Melee attack of your choice.

    Benefits:
    You avoid melee combat which isn't Grav's strength.
    You can use a powerful melee attack that you might skip with a ranged build.
    Maximum enjoyment as you fling enemies up to whack them in the face. (think of whack-a-mole)
    Grav can Immobilize and you will still be able to Lift them into the air.

    Cons:
    Lift won't work on foes that you have Held as your holds have -KU.
    Lift doesn't always lift straight up.

    I've been using it with Plasma Ball, my lvl 22 Grav/Elec, and I find it works great for lowbie survival. Elec seems to be a good pairing as it has a hefty damage output and animates quickly. Elec also has the added bonus that it has a great, wide-cone attack in Static Discharge which will work as a nice AoE while you float above the mob. Not sure how well this will work with Singy, though. I could also see Grav/Thorns working out very nicely.(Thorntrops and Fling Thorns would be killer while you're above a group)

    Anywho, I encourage you to try this out if you have been discouraged by Gravity's faults as it is just downright fun.
    That is cool.
  2. Quote:
    Originally Posted by Errant View Post
    Also, while I didn't state it, was also thinking of the issues the non-Defense sets have with Placate within combat. It's rather difficult to obtain controlled Crits when 50% or more of attacks are going to hit you. Alternately, lower the timer on [Hide] again. Make it so it IS viable to pause, gather your wits/strength/focus and then strike swiftly again. 4 seconds, 6 seconds? What would be a good baseline to make it attractive to get that 100% Crit chance?
    I've had a few thoughts. Like placate making the next attack from anyone crit on the placated target, while still putting the stalker hidden. Good for teams, good for solo. If you have a resist set, then you placate the target you plan to hit. If you have a defense set you are more free to placate a second, and crit your primary. Again, good for resist, good for defense. Balance Problem: doubles the potential damage output of placate. Personally, I don't think it is a huge problem. Possibly weaken the target-based crit to only 50% or 33% damage instead of 100%. Dunno. Math is not my strength.

    Quote:
    And being forced to Scrap... if that's the goal, then why have Stalkers? While I enjoy beating face with all of my toons (even most of my ranged get played as melee), if the design of Stalkers forces you to "Scrap" to be effective... why have the Stalker AT? Tweak the AT and the mechanics within to make it so there's a choice, instead of straitjacketing into a less than optimal role.
    Stalkers are not squishy scrappers. Stalkers are supposed to be blappers. Melee blasters. We get compared to scrappers including by the devs themselves and that confuses things quite a bit in a not entirely helpful way. At this point, I think the AT needs to be re-envisioned. Beyond the scale of what was done for dominators and defenders with just simple changes to the inherent.


    Quote:
    (Hell, even their other Signature mechanic, [Hide], can be duplicated by ANY AT with a combo of 2 outta 3 on Stealth power/Superspeed/Stealth IO. And any PvE mob with +Per/player targetted Ambush negates either [Hide] or stealth regardless of how sneaky you are)
    It is worse than this. Several ATs are BETTER at hide than stalkers because they have unsupressed stealth and we don't. Also, some enemies (Rularuu eyes, rikti drones, knives of artemis) ignore stealth from all sources.
  3. Quote:
    Originally Posted by Fennec View Post
    The two times (so far) I haven't been able to get the badge, it was due to the low number of spawning zombies. On one team we only had 80-something zombies when the timer ran out. And on another, with high DPS basically 2-shotting all the zombies, we finally got #99 to spawn with only 27 seconds left, not enough time to kill the AV.
    Wander around the graveyard, don't stand in one spot. Don't run too fast, but move around a bit. I found that standing still seriously reduced spawns, and the superspeeders didn't trigger many either. me walking in circles around a patch got lots and lots.
  4. Quote:
    Originally Posted by CinderSpawn View Post
    Just remember that going to Ouro can kick a Vig from the team since they end up going to the blue Ouro.
    Vigilante's can pull back to the mission entrance when you get to the pulling the Patrons stage. Then leave safely that way once the ambushes start. if there's only one or two that shouldn't impact triggering the ambushes significantly (unless they are critical buffers/debuffers or the tank).
  5. Quote:
    Originally Posted by Gospel_NA View Post
    Good post, thank you.

    I'm certainly looking forward to blaze now.

    I'm really liking how fast the combination feels. All my low level attacks animate quickly and recharge quickly as well. I'm actually burning through my end bar pretty quickly. Domination is turning out to be a great tool at low levels, especially as secondary endurance bar.
    /fire has a few tricks for that as well. Slot flares a bit (doesn't need all 6) and you have a fast filler that's low on the endurance. blaze-flares-blast-flares is pretty sustainable and quite good damage. blaze-immolate-blast-repeat is almost unholy in terms of damage output once you have the recharge to keep it going.
  6. Quote:
    Originally Posted by SchroedingerCat View Post
    this is because those procs wont work in a pet. the only pet procs that work afaik are % to damage and the chance to build up from the pet IO set.
    To make what Biowraith said a little more clear, pets have many attacks, not all attacks take all IO set categories that the pet itself does. For instance, the Lich can take hold sets. But the bonuses and procs from hold IOs will not test or apply to the fear power. Even the acc/end will not apply to the fear power despite the fact that fear sets come with acc and end bonuses. If you slot a proc from a fear set and don't see it function, it's not because the proc doesn't trigger, it's because it only checks to trigger on the fear power. All the others it doesn't exist at all.

    This is why Hammio's have been repeatedly recommended. And why the chance for negative is so great: it tests on all but one power.
  7. Quote:
    Originally Posted by Jibikao View Post
    Any dev that paid attention to the set would say "mmmm, I wonder if a melee set needs 7 freaking ST attacks?" I am not an expert but even I'll think that's too overlapping.
    I can see a place for it if they had sufficiently diverse effects. Like stuns, fear, knock down, DOT, or whatever. Then you could pick attacks that compliment your secondary. Going /dark and taking the stun aura? Get an attack with 50% to stun and nail lieuts. But as you said, they didn't spend the time and think through it. And what we have doesn't work as well as it could.
  8. Quote:
    Originally Posted by UnicyclePeon View Post
    Cool. Its all good. You could put a damage purple set (Ragnarok) in it too if you want. I never particularly noticed anything wonky. But I appreciate the info.

    Lewis
    Ragnarok again only benefits two of the powers. Creepers is a pseudo pet with 4 abilities. a cone, melee, ST range, and aoe. All of them slow, but only the ST range immobilizes and only the aoe and cone are targetted aoe's. Putting in a set IO only benefits the powers that can take that set. Hence the power of hammio's in creepers.

    This is different from most pseudo pets like lightning strike for Electric Melee, where the power that summons the pet and the power the pet attacks with are the same.
  9. Quote:
    Originally Posted by Blastblaze View Post
    I dropped the Weapon Mastery pool for Body Mastery. Freed up some slots and gave me some excellent powers to deal with what has been an issue for me through the first 23 levels: endurance. I don't want to use anything flashier from among the ancillary pools because of concept, and I didn't see anything in the patron pools that warranted the 8 day investment that is side-switching both ways.
    Start villain and swap to hero at 36 after unlocking patrons. Unless the character already exists.

    But the really good options in the patron pools are:

    Waterspout in Leviathan
    Shadow Meld in Soul

    And all of them with the pet 6-slotted with blood mandate for ~8% defense or 4 slotted with expedient reinforcements for recharge bonus.

    There're a few others. Like PvP the sharks are awesome.

    anyway my first comment would be to put numina into health before miracle. The end difference is tiny and the heal you will notice with the level of defense that you have. If at all possible scrounge one ore slot so you can have both in health and put a perf shifter into physical perfection.

    I don't know if you have anything that really needs the level of recharge you're packing so pulling all the slots out of kick (which is a set mule really) and using those elsewhere should help a lot. If you do, I recommend putting the kismet accuracy into hide.
  10. Quote:
    Originally Posted by Intrinsic View Post
    Non-VIP's also cannot pay rent on a SG base, though nowadays that's probably even less of a carrot than incarnate content.
    Well... The one-month fee to pay SG rent is set at $15. On the plus side you only have to pay every other month when your energy is shut off. So $7.50.

    That's one way to look at it.
  11. Quote:
    Originally Posted by The_Overlord View Post
    Basically, I can't agree that life begins at 30. Having got there and beyond at last, it feels distinctly... underwhelming. Like I've finally collected all the coins for my collection, but now I don't have anything to do. I've got capes, auras, four costume slots, all the primary, secondary and power pools (except ancillaries) that I want... there really isn't anything I care about anymore.

    It's probably mostly a case of that character being a brute, but I got a blaster to around 34 and it felt about the same. Am I unusual?
    I think a little, but nothing wrong with that. =)

    I find I like the slots more than powers most of the time. I don't want a power that barely works. I want to 6-slot everything. Heh.

    That said, I've never been able to cram enough powers into my stalkers. They usually have enough slots, but never enough powers. Especially at low level.

    For me, I don't mind the new power every 3 levels instead of every 2. If I have fun playing, then the levelling is irrelevant. Unless I have some reason I need to be a certain minimum level. Like I wanted to get a character out of praetoria to play with my friends or something.
  12. Quote:
    Originally Posted by Wing_Leader View Post
    I presume the only reason to slot up Stamina for four P.Shifters is to get the 2.5% Recovery set bonus? The Rech and Acc portions of two of those IOs is otherwise worthless in Stamina. Is that 2.5% really worth burning an extra slot in Stamina for?
    I lost the post where someone was kind enough to give me the numbers, but the optimal end/sec slotting for stamina per number of slots:

    1: Perf Shifter Proc
    2: Perf Shifter Proc Perf Shifter EndMod
    3: Perf Shifter Proc, Perf Shifter EndMod, Common EndMod
    4: Perf Shifter Proc, Perf Shifter EndMod, Perf Shifter EndMod/Acc, Perf Shifter EndMod/Rech

    And yes the rech and acc are wasted, but the endmod is not, and the bonus from the increased endurance is greater than the impact of additional endmod post ED. Plus, as a side bonus, you not only regain end slightly faster, but you have a slightly larger pool as well.

    Somewhere there is a post with this advice and the actual end/sec each slotting gives. But I can't find it and lost my link.
  13. GavinRuneblade

    Stuck in SSD2

    As I recall, look for a room under the stairs to the second floor area where you trigger the guard fight.

    I have a really hard time finding and remember where this thing is and I've done the mission 7 times. Kind of embarassing.
  14. Quote:
    Originally Posted by Fritzy View Post
    It is removed in the current Beta.
    What about the one in the Hollows?
  15. Quote:
    Originally Posted by StarGeek View Post
    I'll agree that doing this in a populated area is bad, but the spawns do despawn after about 2 minutes and there are plenty of unpopulated places where you could do this without causing problems to other people.
    The issue is that many people do this in populated areas, not unpopulated ones. and as mentioned, often they are at the level cap for the zone and drag their mobs into other groups who are now fighting +3 or higher enemies in addition to their own group. It is excessively rude.

    That said, I have seen a few polite people in the warzone doing this. Looks pretty effective there are a LOT of doors out there.
  16. First, you mean "trusting" the "trustworthy" badge was a vet badge and is now a paragon reward badge.

    Second, the wiki says that if you run it multiple times you should be able to flip between the badges but not have both at once. It does not appear to be hero-villain related.
  17. Where did you see a reference to Rikti in 1960?

    I'm wondering if maybe that's the date the aliens (Battalion but I don't have a reference for the name) found their world and not the date the Rikti came to Earth.
  18. If I'm playing my stalkers, I don't care about AoE. So MA would not bother me. I guess I'm biased becasue my dark has no AoE and my spines AoE sucks hehe.

    For claws, Eviscerate and Spin are so much a part of the experience for me that it is why I miss them when I tried my claws stalker.
  19. Quote:
    Originally Posted by EvilGeko View Post
    For the last month, every time I start a Task Force I add the following line to my recruiting tells: - Stalkers needed and appreciated - people who play on Justice will verify that I do this. In over 20 TFs I have not had ONE stalker join my teams. Despite literally begging for one.

    I think the playerbase has given up on the AT.
    When I'm recruiting, I usually PM a few stalkers. Most tell me not interested. But I always try.
  20. I look at the choice of call to justice or frenzy as a choice between cake and pie. I'm not sure there's a wrong decision. I do happen to like frenzy better, but I'd never complain about call to justice.

    now, those vigilant and rogue excuses for a power... I don't even put them on my power tray anymore.
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    Well they said "soon", so I don't think it was unreasonable for people to assume that they meant with the next big game patch (21.5)..
    Anyone who thinks "soon" means "next patch" hasn't been paying attention for the last 7 years. That's why "soon" is usually followed with a "tm". "soon" pretty much means "we hope to have it by this time next year, but don't quote us on that"
  22. GavinRuneblade

    Sooooo Dark?

    Quote:
    Originally Posted by Shadey_NA View Post
    On the other hand, I don't think i'll try CoF on my Spines/DA scrapper. Something about 2.44 e/s unslotted and without fighting pool leaves me nervous.
    The standard advice is if you can afford the slots fear is great. If you can't give it at least 5, skip it. Having use /dark on over 6 characters, I can say that the common wisdom is bang on the money. With the slots it is a great power. without the slots you do not want it. low accuracy, huge endurance.

    But I always give it the slots because I hate mobs running away. Fear means after a few seconds they stop and cower. when they start again (if they're not dead) they run in a new, random direction. Sometimes that's right back at me. This is a huge benefit.

    also, I'll chip in to say anyone who thinks either oppressive gloom or cloak of fear inhibit fury, possibly haven't played a brute since the fury changes and almost certainly have played a /dark brute. Like Dechs said, the first round of attacks will get you up there, after that, your attacks make sure it never drops.

    Mine is axe/dark and with the knocks fear and stun he still has no problem with fury. None. And I suck as a player so it really is a case of if I can do it, and you can't there is something seriously wrong happening.
  23. What he said.

    I personally love darkest night. and Gloom truly is amazing. Dark oblit hits a little soft and has a high endurance cost. But it works.
  24. If you're 6-slotting divine avalanche anyway, why not go for the mako set? You'll lose the bit of extra lethal def, but it doesn't boost smashing anyhow, so not THAT big a deal. Plus it's a godly power out of the box. Or do the combo pounding/pulverizing that you did for Soaring Dragon. Cool slotting idea by the way.

    You could also toss in a hammio. I love those.
  25. First, don't use kinetic combat with /nin. Kin combat is for s/l defense. Also, you NEVER want to use just the 4 slots for your real attacks. It has waaaaayyyy too low accuracy. Swap out for some Mako and Touch of Death. Use Obliteration in place of Scirocco or Eradication if you can't find the slots.

    Don't take concealment. Get maneuvers/leadership instead.

    Drop speed for fighting and get tough/weave. Weave is awesome, and tough gives you several options for defense bonuses. Plus it is a huge survivability bonus. You have nothing that really needs haste.

    with weave, maneuvers, combat jumping, the steadfast protection and 6-piece Gaussians you're at over 15% def all. Added to your toggles you're in the upper 30s. Only need 2 or 3 good bonuses in each category to reach the cap from there.

    For stamina, if you are 3 slotting you want the Perf Proc, Perf end mod, and common end mod. Only use the end/rech and end/acc if you are 4 slotting. but you shouldn't need that. You should be fine with just two slots in stamina (perf proc and perf end mod)

    for health, I'd go with just 2 slots and add the miracle and numina's uniques and call it a day. Use those slots on your attacks.

    Caltrops: If you only put in one proc, make it the ragnarok chance for knockdown. Trust me on this. Best use of a single slot EVAR!!!!one11!

    Is it a major part of your character to use the shuriken? Because there are far better options for powers to pick.

    my advice on incarnate:
    Alpha: Musculature (or nerve if you are dead set on this low accuracy and using Kinetic combat)
    Interface: Reactive primary, diamagnetic if you team alot and everyone has reactive
    Destiny: the heal (no +hp version) one whose name I forget. This will be a much bigger help to you than barrier since you're already capped on defense
    Judgement: Void. you're in their face anyway so the PBAoE is fine, and the -dam version gives you enormous survivability combined with your defenses.
    lore: take your pick. drones or polar lights will be the least obvious ones visually.