JuliusSeizure

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  1. Quote:
    Originally Posted by Jibikao View Post
    A full team that fails to finish a tough TF is not because it lacks ST damage. It's because it lacks debuffs/buffs. If your team has decent debuffs/buffs, any Blast or Melee set can complete. You do not need Martial Art or Dark Melee to kill a hard boss.
    I disagree. Teams that fail to finish most strike forces do such because they either lack -regeneration or single target DPS, which against an AV are pretty much one and the same. Almost all other buffs and debuffs can be tossed out the window for the most part. (But -resistance makes a huge difference as well.)
  2. JuliusSeizure

    Thugs and END?

    Are you using IO sets or going with SOs or basic IOs?

    A good value to shoot for is 40%, which can easily be exceeded with multi aspect set IOs. In fact, if you socket pet sets like Blood Mandate, you won't have to worry about anything-- damage, accuracy, or endurance. Just socket the set and enjoy the added defense on you MM.
  3. JuliusSeizure

    Bodyguard

    Quote:
    Originally Posted by Dark_Impact View Post
    Passive does not trigger bodyguard.

    Roderick has pretty much everything right. The only thing that I think you have wrong is pet resistance on bodyguard damage. I'm pretty sure that the damage a pet takes due to bodyguard cannot be resisted in any way (aside from what you yourself resisted when the attack hit you). In your example the pets would take 17. I'm not 100% sure on that, but close enough for government work.
    I too am pretty sure that damage that pets receive from BG mode is not resisted because the damage loses its typing once split.

    Quote:
    Originally Posted by Roderick View Post
    First, Bodyguard is active whenever my pets are in Defensive mode, and within range, correct? And Bodyguard is the same range as Supremacy, 60'?
    Line of sight is also required.
  4. My experience is that it does less damage if you are used to immobilizing a spawn in a tight clump, but far more damage otherwise. This is because the Fear effect that used to cause scatter has been removed and there is a significant initial splash damage.

    It's probably a buff for the majority of players, and a significant nerf for those of us on the forums that were used to clumping and immobilizing. I wouldn't hold my breath for it to be addressed...
  5. I would also recommend slotting Terrify as a damage skill. The targeting geometry is pretty much the best in the game, and the damage is very respectable.
  6. Base empowerment buffs (recovery/endurance protection) and crafting a Recovery Serum should solve almost all of your problems.
  7. Quote:
    Originally Posted by brophog02 View Post
    The shurikens are actually quite good. In fact, it can be more important to keep the genin out of melee for added AOE, than to allow them into melee.
    Exploding Shuriken has activation priority for Genin. This means that even if they are in Melee range, they will use their AoE attack whenever it is available.

    You can test this on the targeting dummies in RWZ and see that they will chain melee attacks then toss an exploding Shuriken every 18 sedonds or so.
  8. JuliusSeizure

    Blaster Nukes

    Quote:
    Originally Posted by Samuel_Tow View Post
    Thunderous Blast deals -40 endurance points to the caster PER TARGET affected.
    Oh man-- that's a bummer.
  9. JuliusSeizure

    Blaster Nukes

    Isn't Thunderous Blast already a mild version of a true Nuke at least as far as the crash goes? It is listed as having just -40 endurance on self while other nukes are -100% endurance on self. This makes it one of the better nukes in the game.

    I feel that this is a change that all true nukes should have. Bottom out recovery, fine, but don't drain all endurance as well.
  10. Quote:
    Originally Posted by Scin_Device View Post
    If I have capped range defense would it be smarter to go with resistance type epic shield instead of defense to s/l?
    It really depends. How much defense to SM/L do you have before adding an epic shield? What is your AT and what shields can you take-- specifically, can you take Scorpion Shield?

    Let's take an example: You may already have 12%+ Smashing/Lethal defense with Weave, Combat Jumping, Gaussian's, Steadfast, et al. If you were a defender, this value would increase to 35% by adding a socketed Scorpion Shield. That's roughly equal to 70% Sm/L resistance as far mitigation goes, so it's far better to go defense than resistance because you are able to stack mitigation with the ubiquitous availability of defense in this game's system.

    The important thing about Scorpion Shield is that it also adds Energy defense, and Energy/Negative is paired with Ranged in the IO system. You could very possible make a toon that has 30%+ defense to Sm/L while being softcapped to Ranged/Energy. That is a far better route than taking a resistance shield.
  11. Quote:
    Originally Posted by PumBumbler View Post
    Did not know this information...if this is CB info shouldn't it be under NDA?
    I am not in closed Beta. It's entirely speculation on my part over how a level shift SHOULD logically occur for MMs. It makes no sense for the MM to invest in incarnate slots, and potentially be level shifted 52+ at some point way in the future with all 10 incarnate slots, while having his pets run around at 50, 49, and 48.

    What we know is that there is supposed to be a level shift attached to the alpha slot (see: GR website for a complete tree). We also know that there is an inspiration that applies a level shift-- this one will probably not apply to the pets (see: inspirations tab at BM/WW).
  12. Quote:
    Originally Posted by Jibikao View Post
    Oh I didn't read this part until now. I like this idea. Alpha Slot needs to improve pets more than improving the master. The level shift for tier 1 to become -1 level is very nice.

    I can totally imagine once everyone has full Alpha Slots, MMs will be the weakest because the pets don't scale well with set bonuses/alpha slots. Who cares how much your pets can do when they get one-shot so often.
    Pets and the MM should all level shift at the same rate. If your MM is level shifted to 52, then your pets would hopefully level shift to 52-51-50 for tiers 3-2-1 respectively.

    This aspect should definitely be tested throughly once open Beta hits. But I see no reason for a piecemeal level shifting as that poster suggested. If the MM shifts up one level through an alpha slot, then all of his pets should shift up a level as well. (Note-- they will still be levels 48, 49, and 50 but treated as higher level foes with regard to the purple patch.)
  13. Quote:
    Originally Posted by Megajoule View Post
    I don't see how you're supposed to tag all the downed cops OR rescue ____ (who, like most escorts, moves at a slow jog and then whines that you've left him behind), let alone both, in the extremely short time limit. Suggestions from those who've actually done it?
    Team.
  14. It would be nice if Pets received some form of innate AoE defense, as they do get wiped in short order on higher end TFs.

    There is also a clear gap in performance between Thugs/Robotics and all other pet sets, with a direct correlation to the very significant amount of defense that their LT tier pets grant. And if you notice, the combinations deemed to be most powerful always involve stacking MORE defense or ToHit debuffs on top of this innate advantage.
  15. Quote:
    Originally Posted by Jibikao View Post
    For example, if I put it in Genin (I think it's the best choice since they have no damage proc and they attack the fastest), when the proc happens all 3 Genins get the Build Up.
    It appears to be what you posted here. If Genin A procs, then Genin A-B-C all get the benefit rather than just Genin A.

    Given this, it's probably best slotted in a Tier 1 or 2, unless you have an AoE heavy tier 3 pet that can chain multiple such attacks.
  16. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    I have 5 MMs, 4 controllers, 1 Dom (With his pets ) at 50. It affects all tiers, its more effective in some then others.
    That's great news! Thanks so much for sharing your info.

    Quote:
    Originally Posted by ChaosExMachina View Post
    But it rarely starts except as a result of that big AOE due to its low chance.
    This seems to indicate the the proc checks once per target hit by an AoE attack, and not per attack initiated. So if Fireball hits 4 targets, the there is a 1-(.83^4) chance that Build Up fires, or roughly 53% chance of casting Build Up.

    If the proc checks per target hit by an AoE attack, and it buffs every pet in a given tier, then Summon Demons might be superior to Demonlings because of the targeting geometry available to the Tier II Demon AoE attacks (Fireball 15' radius, Hellfire Burst 15' radius, Fire Breath, Breath of Hell Fire, and Hellfire Aura.) That amounts to a significant uptime for Build Up.
  17. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Last I checked it when it proc'd it affected all pets of that Tier. Its better served in pets that attack fast and often. Example: Fire Imps, Phantom Army. Its been a while since I've even used the proc, so if you have evidence otherwise to its change I would like to see.

    I don't have a demon MM myself, but IIRC the tier 2 pets buff resist/heal and deal a good amount of damage. IMO I would frakenslot them to maximize these roles, a random damage buff wouldn't do as much.
    That's the big difference. If it buffs the entire tier, then I will put it in the Demonlings-- far more effective there. If it buffs the single pet that activates it, then the Hellfire Gargoyle is tops in my book.

    I recall a lot of posters stating that it buffed all pets summoned by a skill when a single pet's attack initiates the proc. So if a single Demonling activates the proc, then all 3 receive the benefit. It's superior on them if that's the case. I might just have to check it myself as I have 2 different answers so far.

    Also, I am splitting the full set into two sets of 3 for 32% regen and 6% max hp. So the question is ultimately how am I dividing the IOs and who gets stuck with the proc.
  18. JuliusSeizure

    SR Brute...WTF?

    Quote:
    Originally Posted by _UJ_ View Post
    So should I bother getting the -to hit debuff power fomr epic set just for these occasions over physical perfection?
    You would need a socketed Elude running and Darkest night to make a difference (45% soft capped, 70% Elude, 16% Darkest Night). It works, but if your build is like most other players and you have skipped Elude then altering your strategy is best.

    Pull if you can. Target Crystal LTs with an Knock or mez that you have. If you happen to see a Crystal LT enter the summoning animation, immediately pull back and grab a fresh patch of earth to make your stand.

    Quote:
    Originally Posted by EricHough View Post
    Whats worse is that the DE in the tip missions have a base to hit that is higher than standard - even with out the summoned crystals. Apparently they are the Praetorian version of DE or something like that and are tougher than the standard DE. All my characters with softcapped def were seeing around 20% to hit values from DE mobs in tip missions with no summoned crystals in sight.
    Interesting. I'll have to take a look at that.
  19. Thanks for the info Gavin. I will probably put it on my tier 2 pets instead of the tier 1 thanks to your clarification, as the Hellfire Gargoyle is a raw damage dealer and the proc will also benefit the Ember Demon a bit.
  20. Quote:
    Originally Posted by SpittingTrashcan View Post
    Well, off to reslot I go.
    How close are you to Pain Bringer? That skill solves any issues the Prince might have, but when you are teamed it generally works best on a Blaster/Dom/Corrupter.
  21. JuliusSeizure

    SR Brute...WTF?

    You were fighting Devouring Earth. The crystal Lt.s will summon a buff pet that grants large amounts of +ToHit to every enemy in range. Enough +ToHit will cut through soft-capped defense like butter. Be sure to kill the Lt.s and their summoned buff pets as fast as possible or take Elude and socket it for defense.

    What you were missing is just how powerful some of the non-fluff level 30-50 enemy groups are. Is it fair that certain enemy groups can cut through defense and/or resistance like butter? I generally feel it is. At least you aren't resistance based and having to deal with Longbow debuff grenades every 3 missions or so.
  22. Because you have pet damage sets slotted, the Demon Prince is only having the endurance of his attacks reduced. If an attack doesn't do damage it doesn't have reduced endurance cost. Since he runs Chilling Embrace and uses Shiver every time it's up, these skills will drain his endurance in short order.

    One level 50 endurance reduction IO might have a better overall effect than 95% from pet damage sets.
  23. Mu wins by a wide margin for AoE damage as it has Ball Lightning and Static Discharge.

    Soul has Gloom, which offers some of the best single target DPA.
  24. Are your pets soft capped? If not, then go with Nerve.

    If they are already soft capped (Protector bubbles, your bubbles, Dispersion Bubble, Pet Set proc), then it would make the most sense to use Musculature or Cardiac. You will not be gaining all that much by layering more defense on top of already soft-capped pets, but stand to gain significantly if Nerve brings them to the cap.
  25. I read some time ago that when this proc fires it will buff every pet summoned by the given ability. Is this true? It both doesn't make sense and makes perfect sense at the same time, and I am nearing 50 for my final build and debating where to put it. If it's true, then the tier1 pets make make the most sense on my build.