JD_Gumby

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  1. Quote:
    Originally Posted by Torrynt View Post
    You are going to run into some of the same problems that I did with a Kin/Rad. Little to no mitigation...
    Plenty of mitigation with Assault Rifle. It's not at all team-friendly mitigation, except for Beanbag (not a power to skip, I find, since I mostly solo), but knockback (ie, Slug, Buckshot, M30 Grenade and Sniper - an excellent lead attack if things are too spread out for Buckshot, M30 or Full Auto) is still damned useful in that respect.
  2. JD_Gumby

    Energy/Devices

    Quote:
    Originally Posted by Mithos_Aurion View Post
    Is Gun Drone worth taking now?
    *shrug* I like it, even if I forget to bring it out half the time. :P While it only does tier 1 level damage every 5 seconds while it's out, every little bit helps and it does seem to sometimes draw a bit of aggro.

    Quote:
    Are Caltrops still useful on a Ranged build for the 'fear' to reduce amount of incoming attacks while enemies flee?
    Yep. Of course, put it in the direction of foes that you just want to keep off you while you handle others since hitting them with other attacks will give the fleeing ones an attack back at you.

    Quote:
    Do I really need Cloaking Device or ANY stealth at all? Its just more of an end-drain, and I've never been that interested in toe-bombing- I simply drop a mine around a corner and pull if I need to weaken mobs first.
    Well, other than 'toe bombing' and getting yourself in position to start your attack without being noticed, it's not all that useful in combat. For general travel, though, I love not having to fight everything on the way or be constantly taking hits.
  3. JD_Gumby

    Vator Bug

    If they still exist (just no longer on your list), using powers that can affect allies (as opposed to having to target a listed pet/party member) can bring them back. Alkaloid in Poison, for example, brings back my Thugs every time (though I have to target them individually).
  4. Ninja Run, with 3x slotted Swift & Hurdle, gets you (in the early 30s) around 51mph running, 62mph jumping (from using my Jump Pack, I see that it's generally 3-4mph lower than my jump speed cap), and 43ft jump height.

    The only real problems with Ninja Run are that you have nowhere near the air control as with Super Jump or Combat Jumping, nor the excellent Stealth component of Super Speed, so will tend to get tagged a lot more as you're hopping or running around, which can be dangerous.
  5. JD_Gumby

    Ninja Run Blues

    Quote:
    Originally Posted by Rothb View Post
    Though Ninja Run + hurdle + quickness(or without quickness) + sprint is faster.
    You don't have nearly as much control in the air with Ninja Run as you do Combat Jumping/Super Jump, which makes dodging around obstructions a fair bit tougher, which lowers your speed a fair bit.
  6. Quote:
    Originally Posted by Warkupo View Post
    People use Mids for the same reason they use a calculator; It's easier than writing everything down by hand.
    Only when you want to figure out the slotting for sets and stuff. Otherwise, when you just want to make sure you get your powers in a good order rather than just going by the seat of your pants every levelup, writing it down is far superior than alt-tabbing out to Mids all the time.

    Quote:
    Originally Posted by Warkupo View Post
    People who stick to builds some other guy has proclaimed as 'the best for dps' are, ironically, not min/maxers. They are just people who would like to be using the most powerful set.
    Also those who are just not good at building and who would just like to play - far easier, and less time-consuming, to go with builds pre-planned and tested by others, whether they're the current flavour of the month or otherwise. Of course, this type of player generally inquires about builds after they've chosen their power sets...
  7. JD_Gumby

    A DP question

    Quote:
    Originally Posted by EricHough View Post
    Considering the reduced secondary effects that you get from the different ammo types DP needs to have at LEAST as good a DPA as energy blast - as it is, you give up way to much for a small amount of flexibility, at least for a blaster. I think DP is a decent set for defenders and corruptors because they are not as reliant on killing quickly and can leverage the ammo types to match their buff/debuff set.
    Hmm. So it's not just me who's finding his DP Corruptor & Defender attempts to be more successful and survivable than his Blasters, eh? (my DP Blasters faceplant regularly and I've yet to get one to L10 without massive frustration, yet my DP Corrs & Defs seem to level faster than the other Corrs & Defs I've tried and haven't yet faceplanted...)
  8. Yep. Striga. And t'Hell with geting the Atlas Medallion quickly - +5 max Endurance isn't all that great and can easily wait 'til you're level 35 or 40 and can mow them down without effort.
  9. Quote:
    Originally Posted by Miladys_Knight View Post
    Indeed. You may wish to try your concept as a Mind/Psi dominator instead. Far from under powered its one of the better combinations on red side.
    Still has the same problem against machine foes, though, with only Telekinetic Thrust offereing any non-Psionic damage.
  10. That is about all you can do, really - get the two attacks with Smashing damage and avoid machines as much as possible (so avoid Arachnos, Council, Nemesis, and Malta(?) missions). I think many Psionic foes also have a decent amount of resistance to Psionic damage.

    Of course, that's as a last resort and only if you're *really* wanting to play the combination. Otherwise, I'd say dump Mental Manipulation if you want to keep Psychic Blast - pair it with Energy Manipulation or something and start taking the melee attacks at level 22+ (about the time you start running into machines regularly enough to worry about).
  11. Just wondering: when I'm in a Flashback arc, is the zone I'm in the real thing or just a personal copy? Only just started today and both Flashbacks I've entered have been on Striga Island, not the most populous zones at the best of times, so it's kinda hard to tell. :P
  12. Are you sure you were at the right banner (the solid one on an eastern pillar) and that you were actually close enough to it?
  13. Quote:
    Originally Posted by Mr. DJ View Post
    reason to take Stealth and Invis...uh...maybe PvP Stalker or simply a IO mule for a LotG 7.5% rech
    ...or you want to position yourself for best short cone usage, snipe from within range of your other attacks, travel through a zone without having to fight everything along the way (or at least getting tagged by everything other than Snipers and Rikti Drones along the way - many times I've been almost killed just passing through areas without those two), etc.
  14. Demon Summoning will come whenever Issue 17 hits.
  15. Quote:
    Originally Posted by GavinRuneblade View Post
    in every other aspect, CJ not only trumps stealth, it stomps stealth.
    Except, of course, Combat Jumping is completely and utterly useless when going from A to B without fighting or getting tagged by nasties along the way (except, of course, for snipers and Rikti Drones; fortunately they're not everywhere). Yeah, I know it's not as sexy as extra combat mobility or decent immobilization protection (7.44 on my L41 Blastard, I see), but it is useful
  16. JD_Gumby

    Ninja, Run, Nao!

    Well, all MM pets get Super Jump, so all they really need is non-combat land speed - it'd be awesome if you didn't always leave them behind because you made the mistake of choosing Swift.
  17. JD_Gumby

    Dual Pistols

    Quote:
    Originally Posted by Madam_Enigma View Post
    I'm enjoying the large amount of aoe and cone attacks so far.
    Eh? It's got Empty Clips (short cone), Bullet Rain (targetted AoE), and Hail of Bullets (PBAoE). Hardly a 'large amount of aoe and cone attacks'.

    In that respect, it's the same as Archery: Fistful of Arrows (short cone), Explosive Arrow (targetted AoE), Rain of Arrows (location AoE).

    Assault Rifle wins as far as the 3 mostly-Lethal sets go: Shotgun (short cone), M30 Grenade (targetted AoE), Flamethrower (short cone), Ignite (small location AoE), and Full Auto (long and narrow cone).
  18. Might as well take 'em. They're quite useful since you won't have any area of effect attacks 'til you hit 32 and take Hail of Bullets (and that's point blank, so you still won't have any ranged AoE).

    Gotta remember that, despite each hit being relatively weak compared to your other attacks, you're hitting multiple foes and thus they're actually more powerful than most of your other attacks. Not to mention the mass knockback, chill or damage reduction they give (depending on your ammo) you to act as mitigation.

    And the aggro is no more than any other attack, except under certain circumstances (for example, when you're in a large group with a Brute/Tanker that doesn't have an aura yet), since most of the time attacking a single foe in a spawn will aggro all of the critters in the spawn (unless one's around a corner and out of sight or a long ways away with its back turned or it's a group of masterless Vahzilok corpses).
  19. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    The only quick-recharge ability in Traps is Web Grenade, which is one of the least visually impressive powers in the game, is single target, and which I mostly only use for catching runners, keeping AVs in place, or grounding flyers. Not much point in spamming it on anything but the AVs, as the duration is long enough.
    There's plenty of point in using it against every target you can - that -recharge is actually very nice to lay on everything.
  20. JD_Gumby

    Pets and Sets

    Easy way to check: get a cheap set pair with a bonus type that would show on your own Combat Attributes panel, put it in a pet, summon that pet, and finally look for the bonus in the pet's Combat Attributes...
  21. Quote:
    Originally Posted by konshu View Post
    Lady Jane is better than Fusionette, because we only have to save her ONCE.
    That and she doesn't send the enemies we're fighting to the other side of the room, away from our melee characters.
  22. According to help.ncsoft.com...

    "Although they are labeled for specific games, PlayNC/NCsoft game time cards are usable on any of our games. However, you must use a game time card specific to the territory of your game account. You can use a City of Heroes, City of Villains, Lineage, Lineage II, or generic PlayNC/NCsoft Game Time Card for any of those games."
  23. Quote:
    Originally Posted by Techbot Alpha View Post
    If so, looks like I'll need to waste a vet-spec to switch to something useful like Leaping or Teleportation.
    Save your respec and just change to a second build at the nearest trainer (unless, of course you already used that second build and made it have the same problem).
  24. Or just drop that mission, wait 3 days and drop the next one he appears, and then never, ever, EVER take Darrin Wade's arc ever again. Should've realized that the game giving you a free contact in Sharkhead was too good to be true. :P