GavinRuneblade

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  1. Quote:
    Originally Posted by Largo View Post
    If you need a spot to put some of your Touch of the Nictus, put them in Siphon Life. But keep the Kinetic Combat chance for KD proc in there, its very thematic. The animation looks like it lifts the guy up and drops him on his back, just from you curling the bicep...excellent.
    In terms of playstyle I can concur that my experience matches yours in many respecs. I use Opressive Gloom, however, and you use Cloak of Fear. Either way its great mitigation.
    I went with cloak of fear because oppressive gloom is useless on lieuts and bosses since I have nothing to stack with it, whereas cloak of fear will hit anything even an AV with a tohit penalty (although it is a very small penalty on EB/AVs, at least it is something). Also, the stun makes them wander away while the terror means they run for a few seconds then stop and cower. The best part of cowering is that it lasts longer than the activation time of assassin strike. Muhaha.

    On Kinetic combat, I don't use the proc, I am a sucker for maximizing damage. Also I exemplar A LOT (I run the level 14 spy hunt almost 4 or 5 times a week) and so overslotting for damage is actually valuable. I can imagine the knock would be cool though.
  2. Quote:
    Originally Posted by Largo View Post
    Most of the readers of this board think Dark Armor is the worst stalker secondary ever invented. Therefore they have no advice to give someone who wants to follow this unpopular path.

    I play one and love it.

    My only advice to you is I don't think you have enough endrdx or recharge in Dark Consumption.

    That power needs frankenslotted to maximize Endrdx and recharge first and foremost, then acc, then fit in what ever health you can. You dont need much to fill up the bar off of only 2 or 3 foes.

    I think trying to put 5 TotN in it is just asking for trouble.
    I was thinking of putting in more end red from the Theft of Essence set. As it is with the proc, I usually do ok. This is the slotting I have now for the power so it is as much a bit of laziness in not wanting to pull out existing IOs as strategy. You're probably right though, I know I do sometimes hesitate to use it because it takes, I think 19 endurance with my slotting, and I still don't have Marshall yet so only 107 end points to work from =). I'll check my stash see what Theft's I have that have an end reduction component to them.

    On people not liking dark, yeah, that's true on all ATs, which is funny to me. On commons and SOs it is ok but sub-par. Fully decked out it is pretty awesome. There is a great threat on the tanker forums right now talking about Lord Recluse ripping through top-end defense tanks and Dechs chiming in every now and again to say "neener neener poo poo" each time the defense sets complain about recluse's huge tohit bonus and end drain.

    With my current gimpy build, I can run this scrapper on x6 groups and the only thing that is a problem is my lack of AoE damage making it grindy and slow to kill them all. MG-Smite-SL-Smite is spectacular at killing things, but it does take a while to plow through a dozen enemies that way =) I neither want to nor plan to run her on x6 or x8, but it is nice to know that when the team wipes, I can hold the line until they recover, and that's my real goal with the build.
  3. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Well did the respec last night. Didn't know I had 3 of them just waiting to be used. Probably due to how old the character is. And now I still have 3 to mess around with

    ...

    hmmm. Could pull out the defense LoTG from CJ and leave off the Kismet and the +recharge while still keeping my defense 40+. Could use that slot for WR. I could then replace the Multi Strike on HS with an acc/dam Scirocco's Dervish to get the 10% regen back.

    Thanks for the help guys!!!
    Can you post your final build long-form for those of us on Macs who can't look at it in mids?
  4. GavinRuneblade

    Fire/Earth Build

    Quote:
    Originally Posted by DarkWanderer View Post
    That's fine. Okay. I rolled a LotG 7.5 on normal merits last night. Will save it.
    If you can, it is ALWAYS better to convert to alignment merits rather than normal. Luck of the Gambler is 240 normal merits, or 100 normal merits +40 million inf if converted to hero/villain merits.

    For the one you got, you could have two and be half way to a third.

    Even on random rolls, 20 merits = 1 recipe. 50 merits and 20m inf = 5 rolls when converted to hero/villain merits.
  5. GavinRuneblade

    Too much Alpha?

    Seems to me that most people are missing the real balancing act the Developers are trying to walk.

    Short version:
    Comparing the incarnate powers and levels to level 50 characters is missing the point. You need to compare them to theoretical level 52s 55s, and all the way up to a theoretical level 70.

    Long Version:
    In most MMOs the level cap goes up. From what we've seen the Incarnate slots carry temporary level adjustments, making us act as if 51, 52 etc. Think about the difference between a level 45 Malta Gunslinger and a level 50 Malta Gunslinger. Think about the effects on a player leveling up from 45 to 50, getting 2 new powers and 9 slots and the extra HP, higher damage numbers, longer Mez powers, etc.

    Does slotting the top end damage in the alpha slot equal the same increase in damage output of going from 45 to 50? Not even close. From 50 to 55? No, but the two pseudo levels help a ton in that category.

    If we assume that all of the incarnate slots will have +2 level shifts then the pseudo level cap is eventually 70 +whatever you can do with those super inspirations.

    Do 10 buffs and powers with no extra slots to modify those powers equal the power of following the existing progression of moving players from 50 to 70? Based on the alpha slot, I don't think so. Getting an extra 6 or 7 powers plus 30+ more slots would be vastly more powerful than anything I have seen from the plans for the incarnates. So, it looks like they are keeping the power low while giving us increases. And they can create threats all the way up to an equivalent of level 70.

    The risk they are against, is what happens to the existing level 50 content when someone brings their incarnate onto a team doing the Arachnos Patron arc, or the ITF, or a mothership raid.

    The difficulty slider only goes down to -1 but up to +4 because -2 enemies are getting really weak, -3, -4, -5 not worth anything. but making all content -20 (or -16 if you run at +4) is going to have some serious impact on gameplay.

    At the least I'll be curious to see if when you run with the top boosts slotted it impacts your experience. And is there an "exemplar" effect if you run normal content with a "pseudo-70" incarnate in a team of non-incarnates. I'll be interested to see how it all plays out.
  6. Quote:
    Originally Posted by Master-Blade View Post
    You are so silly. I told you in the game chat yesterday about it. Then you thought I was joking and ran off to read the patch notes. haha
    o.O

    Weren't me. I only logged in for 10 minutes on Weds, not at all on Tuesday. On Weds, I was on a level 12 in praetoria and never chatted with anyone.

    There are dopplegangers of PLAYERS now too, not just characters?

    Someone go give Aeon a beatdown just on principle. Even if he's not behind this!
  7. Quote:
    Originally Posted by Nyx View Post
    I am currently on Vertue server and I do very much enjoy the groups I have had, but it seems that most of those groups seem to happen on the blue side.

    The Red side seems devoid of life. I play at all hours of the day, so It cant just be time issues, but low level villain teams seem sparce, and even mid level or high level seems so very quiet.
    Short version: If you want a team, don't ASK for a team, ask people to join you. Works every time.

    The key thing is that I have found the people who play villain-side are much less likely to start a group. Blueside you'll see a couple people post "level 20 XXX looking for team!" and after the second or third person says they need a team, someone will stepup and start it. Redside, I have seen the same six people all asking for a team for 30 minutes non-stop, none of them offering to start one. Sometimes it gets really pathetic.

    If you say you are looking for a team, Redside, you are likely to be screwed and not likely to get one. If you say you are starting a team, you might not always get 8 people immediately, but you will get people.

    Also, learn to use the teaming tools. Don't broadcast, use the find teammembers and start with the people who are looking for anything.

    Best zones for teaming Redside:
    Cap au Diable
    Sharkhead Isle
    Grandville is a distant third

    As of this post (but it changes so look down in the virtue server forum for the up to date list) list of active teaming channels:
    Virtue TFs 2010
    VirtueUnited
    Virtue LFG Alpha

    Virtue runs heroside hami raids on Saturdays, Villain on Sundays. There are always multiple runs, they are announced in the above channels. Cape Radio runs Mothership raids and other cool events regularly also.
  8. Was that a stealth addition to i19 or have I been an idiot since i18?
  9. I'm using one of the builds from Alien's thread, specifically the "cheap version of my current warshade". Works quite well even though it's only partly filled in.

    I recommend learning on -1/x4 rather than x6, I found that worked best for me to have few enough that I could tell what I was supposed to do, but few enough that mistakes weren't insta-kill. Also, council newspaper/scanner missions are a good way to get practice with warshade tactics, at least it worked for me. Axis America would be better because of no warwolves, but haven't found them repeatable so easily. Maybe an AE arc...
  10. Banished pantheon take bonus lethal damage as well.
  11. My DP/Traps rushes into melee against full spawns ahead of the group. She isn't built properly and tends to die a lot, but it's awesome fun, and when it works three or four spawns in a row, it really pisses off the brute and makes him/her start moving faster as we race to see who can take the alpha first. Sometimes turning a slow team into a two-person steamroll.

    I LOVE the combo of corruptor plus melee.
  12. [QUOTE=Kiwi;3367277]Well, if i remember correctly DP can only do about 30% of their damage as toxic, with the other 70% being lethal. Meaning most of the time my damage will still be significantly reduced.[quote]

    EVery analysis I have seen shows that in 100% of circumstances, even against enemies like demons who have huge fire resist and sizeable cold vulnerability, you will do more damage with the fire ammo than any other.

    The only other reliable source of toxic is spines and VEATs and they get very small amounts of it mixed with huge amounts of smashing/lethal damage.

    So toxic isn't really an option for us yet. I always did wish that rad was energy/toxic mixed. But oh well.

    @Kondo:
    Quote:
    Quote:
    Originally Posted by GavinRuneblade View Post
    But aren't many Cold attacks mixed with smashing damage? And the ice swords do some lethal don't they?
    this would be more of a consideration for mobs with high defense to certain types of attacks. the small amount of smashing damage in the cold attacks won't reduce your over-all damage output that much, still way better than using an attack that is all smashing/lethal. but it might cause you to miss a few more times than you would with an all cold attack
    Good to know, thanks!
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    Quote:
    Originally Posted by graystar_blaster View Post
    I can be the only one!!!
    No, there can be only ONE!

    Gimme the prize!
    You have to track him down and cut off his head to get the prize.
  14. Quote:
    Originally Posted by Johnny_Butane View Post
    It's a giant F.U. to melee in general and to Tankers specifically.

    None of the melee ATs can stand next to her long enough to really contribute significant damage. If Scrappers and Brutes can only muster hit and run jousting, why not just replace them with a ranged AT who can be attacking at all times, not just when the death puddles decide you should. Woe to the Stalker who tries to use AS.
    Timing is everything. As mentioned she can only create a few flamespots and when the ones near her vanish you have time to get in and hit. We had a stalker on one of my teams and he As'd her multiple times. He also died multiple times while doing it =) but it's all good fun.


    Quote:
    If you're a Tanker on this, you're reduced to a taunt-bot. No, worse; you're a taunt-bot that has to run around like a &!*#ing ant being chased by a magnifying glass on a sunny day..
    Sort of. From what I saw, one of the flamespots reliably appeared under our tanker. which means at least one fewer damage dealer had to run instead of attack. At at least one flamespot was not directly under her thus allowing melee in to contribute. And he did a great job herding the swords and warriors which let our corruptor and blasters AoE them down safely. He also ensured that she chased him and didn't go running off after the squishies who were busy blasting her.

    So it is a kite fight and not a tank-and-spank. Doesn't mean you don't want a tank, doesn't mean your role is only as a taunt-bot.

    The flame spots are not Maiden's only damage. Her attacks have a 40%+ chance to hit softcapped characters and she can 2 (or 3 depending on build) shot a SR scrapper. I felt a lot safer the time we took her with a tank. Yes the flames got him once. The time we used dual scrappers one or both were paste the whole time. Several times it wasn't the flames that got them (us as I was one) it was maiden herself.

    Long story short "too late!" On this fight, the tanks role is different, that doesn't mean the devs hate you or that it isn't important.
  15. Toss in combat jumping you can run it with hover.

    Also, @ the OP, don't complain about fly, you can stick a full set of zephyr in there and get some more defense out of it. While it isn't as good as it used to be, it is still the best AoE and Ranged defense you can get for 2 slots not counting Basilisk.
  16. Quote:
    Originally Posted by Starflier View Post
    My guess would be Cold, followed by Fire. Definitely not psi though.
    But aren't many Cold attacks mixed with smashing damage? And the ice swords do some lethal don't they?
  17. Quote:
    Originally Posted by Master-Blade View Post
    Just so you are aware, this is actually a bad example because Dull Pain is not a +regen power. If you add Heal to Dull Pain, your total hp goes up, and your regeneration (hp/sec) only goes up because your regeneration percentage is still the same. Higher hp will mean more hp/sec anyway, regardless if the actual regeneration percentage went up.

    That said, this specific example wouldn't necessarily prove that Spiritual Radial Boost actually affects Regen rate unless Dull Pain was left out of the equation, or if the actual percentage rate was used instead of hp/sec.
    That's why I included my "base" numbers. Those went up. Meaning no toggles or powers running, my HP/sec increased with the spiritual radial slotted. No dull pain, no +HP in the equation.

    Edit, Does Fast healing or any other regen auto power give +hp? Hmm.

    I could hit IH by itself and give numbers with and without radial slotted. That should cover it right?
  18. Redownloading doesn't help. I tried it. Both re-installing from CDRom and from online download. I tried reinstalling over the existing files and I created a whole new application.

    Problem is still present. And very annoying.
  19. Anyone have any advice or help on this one?
  20. Quote:
    Originally Posted by BrandX View Post
    Oh, how I love the look of the Rularuu Broadsword, the set just seems slow to me. It's the only Primary I haven't gotten to 50 on a Scrapper.
    It is slow enough to make me sad when I play it. But in reality it's not worse than Super Strength or Stone Melee. If you can enjoy those on a tank or brute, you won't be bothered by the speed of BS.
  21. Quote:
    Originally Posted by Local_Man View Post
    Huh? (No offense intended, but I thought it was slightly amusing.)
    =) Heh, that's what I get for editing without paying attention.

    Edit, and none taken.
  22. My BS/Regen fights them at +1-2/x4 without needing any click powers to beat most spawns. I therefore estimate that BrandX is right and /willpower is probably the top set to handle them.

    /regen is good also if you have the reflexes (which I don't, I really wish I could magically transform my /regen into a /WP).