Inashi

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  1. This happens consistently with my characters when changing between costumes that have different heights on them.

    Same height = no issue, provided you're in idle animation already.
  2. [ QUOTE ]
    Thorn Caster with the Crystal Staff have a 20% damage debuff.
    Agony Mages have Siphon power with another 20% damage debuff.
    Death Mages have Twilight Grasp with a 10% damage debuff.

    Arachnos has fairly widespread Psi resistance among the Fortunatas, Wolf Spiders, Bane Spiders, Drones, Arachnobots, Tarantulas, and Crab Spiders but not the Mu.

    [/ QUOTE ]

    <shrug> maybe that was it. I've never had any of that have a noticeable effect on any other character, but it's possible.
  3. No damage procs, no IOs at all, actually. Not even fully SOed yet.

    Further testing has me thinking it wasn't a doubling, but an intermitent halfing. Like I was getting some big damage debuff. But I don't know of anything like that from the spiders or circle in the low 20's.
  4. [ QUOTE ]
    I haven't noticed anything out of the ordinary on my 50 Fire/Psi/Mu

    [/ QUOTE ]

    It's happening consistently with my 22 Fire/Psy on the first 2 single target blasts and Mind Probe, which are the only single-target assault powers I have at the moment.

    They all deal extra damage 100% of the time if the target is immobile, held, or stunned. The extra damage is consistently the same, and occurs wether I'm in domination or not.

    So far I've tried it on Arachnos and CoT and it worked on both.

    Psychic Scream, my Primary set powers, and both Sands of Mu and Blackwand do not get the boosted damage.

    That's what I've had on hand to try it with so far.

    *edit* sigh and now I'm having a hard time reproducing it.

    Here's what I was seeing: Mind probe would hit for ~45 damage. Then I put a hold on something, and it would start hitting that thing for ~90 damage.

    When I went to re-check it again, it's hitting for ~90 all the time.

    Same character, no changes in slotting, no insp usage.

    Only diff is this was happening in newspaper mission and now I'm trying it in normal contact missions and the world <shrug>

    I'm so confused
  5. That's the thing. It's 100% of the time for me on single target psi assault attacks. I've taken to rooting stuff even if it's next to me just so Mind Probe does double-damage.

    But, it doesn't work at all with Psychic Scream. I'm not high enough to test PSW, but I'd bet it doesn't get it either.
  6. I noticed recently that my little fire/psy dom alt was getting double-damage from some powers sometimes. Wondering what was up I fiddled around and narrowed it down a bit. I mean, I don't recall anything about chances to do double-damage being mentioned anywhere in patch notes or from devs or from in-game help texts, and searches don't turn anything useful up. But here it was.

    What it turns out, is that all of my single-target Psychic Assault attacks, both ranged and melee, are getting the Containment effect of double damage against anything with a control in effect. Char, Ring of Fire, stuns are all triggering it. But it doesn't effect the Area Effect attacks or Primary set powers at all. and there's no big pop-up text or seperate damage number listings to indicate it.

    Since I couldn't find it documented anywhere, I'm not sure if this is a bug, or intended. If it's intended, then it'll change a lot of how I was building and playing my Dom. More then any other changes from the recent re-tool, in fact, seeing as I was taking a more AE-centric set. Of course, it may be it was there for ages and I never noticed it before from being mixed in with the Domination damage boosts.

    So, am I just crazy, or what?
  7. I'm an advocate of using OT:O pre-24. It frees up some of your very limited slots available at those levels to beef your attacks more with damage and end redux. It's not stellar, but pre-22 it's as good as adding an extra slot with a DO to every attack power you have (even ones you can't slot as Madam_Enigma points out).

    After that though, I'd only consider keeping it if you don't plan to start slotting IOs anytime soon, and even then I think it's a tad on the "iffy" side. On the bright side, it meshes beautifully with Follow-Up, Mind Link, and TT:T which all give To-Hit bonuses that are multiplied by the bonus from OT:O to give a bigger net gain. That could open some interesting build options with little or no accuracy slotting in attacks and lots more +dam, +rech, and end redux piled in then usual.
  8. Inashi

    Widow survival

    At low levels, what I found made it work for my widow was combining the TT:Assault with Follow-Up and even CT:Offense. Then slotting the attacks for end and damage, leaving my other bonuses to provide most of the accuracy.

    It worked quite well. when Lunge is hitting for 90+ with no outside buffs and no insps running using only DOs... well, it goes a lot easier. Just kill things quick and prioritize who needs to be dead *now*.

    After 22 it just get easier and easier. Mine is sitting at 37 with near-perma mind link. It kills faster then my brutes ever did, and I've about got the end issues wiggled out to go entire large missions non-stop with no rest and little or no insps.
  9. Well, mind gives a little more raw control. But Illusion has goodies like superior invis to help you dictate things. And Ill/ has the multitude of pets to draw aggro off you. However, you need to keep up the heat more will Ill/ since a good chunk of it's damage isn't real and will fade pretty quickly.

    Ice/ might actually offer better pacing. Lots of controls, including soft ones like Ice Slick. Plus it offers slows in virtually every power and some great enemy speed reducers like Arctic Air and Shiver. Couple it with /Storm and you've got a multitude of ways to control the fight.
  10. If you want something close to turn-based, I would highly recommend a Robots / Traps mastermind. Seriously, it's way more turn-based feeling then anything force-fields.

    Find your spawn, set your traps, trigger and watch the show. You're very safe with high +def between protector bots and force field generator, you've got lots of neat tricks to pull while solo, and you have some nice options for teaming even (including some of the best alpha-eating options around with Seekers).

    It is deffinately a slower pace, but it's very safe, and leaves a lot of wiggle room for trying different things out and allows you to dictate your pace pretty easily. Plus you get an army of giant death robots, which always a plus in my book.
  11. A quick search didn't turn anything up, but has anyone noticed that the Mastermind version of Web Envelope doesn't prevent knockback?

    I can use it to immobilize a lot of guys if they're bunched up good, but as soon as the bots start shooting, the webbed enemies start getting tossed around like rag-dolls. Which is annoying if you're trying to keep the immobilized enemies in the incendiary rockets' burn patches