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Posts
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Joined
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No idea if they'll stay clustered, but Group Fly has a hefty to-hit debuff.
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Suppressing/detoggling Fly and Hover would keep one of my characters out of the consignment houses entirely. As one of the Fair Folk, she flies everywhere -- walking is for mortals.
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This bug was introduced with Issue 17. It's well-known to the players, but nobody knows if the devs are aware of it.
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Did the defeats give PvP credit?
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Quote:What if they are the only member of the group?
If they do switch alignment all the way to polar opposite of the SG, leadership will pass to the next highest ranking/senior member of the SG. -
Quote:Have you ever played on a team with three Kinetics? Triple-stacked Speed Boost has everyone zipping around like hyperactive ferrets, popping nukes and godmodes like mad. Three sets of Transferrence means nobody will be out of endurance for long, while three sets of Transfusion makes the team almost impossible to kill. Even Fulcrum Shift stacks well, giving every enemy group a 75% damage debuff. Stack this with the tendancy for Kinetics defenders to take the complete Leadership set, and you've got quite a powerhouse.If you want a less 'doomy' approach then i'd suggest staying away from Kinetics. There are plenty of kinetics in the world. You'd be chugging along and then join a group conssiting of 2 more kinetics. Making you feel redundant.
Quote:Empathy or Kinetics are two other great Team Sets, but are difficult to solo. Kinetics (if done right) is extremely busy during team play. Between Fulcrum, SB, ID, Transfusion and Transference, you could find yourself with very little time left over to blast. On the right team though, Fulcrum + watch everything die in a fiery heap from your teammates, move to next spawn, repeat can be quite fun.
I don't deny that it's busy. On the typical large team, I'll fire off maybe one attack for every five powers from my primary, and that one attack is usually either Ice Storm or Blizzard. -
If you take these powers, you're probably going to want to take Provoke to go along with them, and look into the "tankermind" playstyle. You've got 40% defense to all, 75% effective resistance to non-AoE, and effectively 92% resistance to non-AoE smashing and lethal. Your bots give you more effective hitpoints than a tank, and with Triage Beacon out, you've got more regen than a regen scrapper. To top it off, you've got a pseudo-self-heal from your Protector Bots.
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Quote:There's a third way, but it doesn't get much mention: pop five Escapes (large version of Breakfree) per minute, which gives you 100 points of hold protection beyond your natural level. This requires a team that can take down GW in under four minutes, though, which is rather uncommon.There's two ways to handle GW, first if you have a kinetic, emp or sonic you can have them stack 6+ mez shields on you (increase density, clear mind or clarity) and sneer at her feeble MAG 100 hold. Yes, the mez shield does stack from one caster and as long as that teammate is reliable you're golden.
Lacking that you can pop a purple or two and raise your defense to 45%+ (actually 1 small purple puts you juuuust shy of the soft cap) and hope the random number gods don't hate you... all her attacks are negative energy. Remember you can never push a +4 AV's chance to hit you below ~12% thanks to their accuracy modifier and the purple patch.
You can also pop the Escapes reactively after her hold hits, but I don't know if you can get five of them off in time -- that hold hits like a freight train. -
The good news: survival should be on a par with other tanks.
The bad news: it's a lousy stone tank. You've managed to overcome some of the recharge and speed penalties Granite has, but defense is nowhere near the softcap, leaving you as Just Another Tank for survival, rather than the unbeatable juggernaut that Stone can become. Your attacks (particuarly Quick Strike) are badly underslotted, while utility powers (eg. Stamina) are overslotted. You've got a worthless power pick in Hurdle (granite tanks can't jump), and you haven't slotted Kick (with the recharge times you've got, you'll want it to fill in your attack chain). Physical Perfection is fairly superfluous -- the regen boost of 40% is swamped by Rooted's 200%, and if you turn Focused Accuracy off, the only reason you need the endurance is because you've neglected endurance reduction in your attacks. You've attempted to give Granite psi protection, but 11% defense and 10% resistance won't do much for you.
My recommendation is to start over. You need to enhance your powers for their primary functions first, and only then for set bonuses. The bonuses for a stone tank, in rough order of priority, are:
1) Global recharge (get it up to somewhere in the range of -20% to 0%).
2) Run speed (get it up to at least the 14.3 mph of a new character; the 21.5 of single-slotted Swift is better).
3) Energy/Negative defense (45% or so; negative energy attacks often carry recharge debuffs, which really hurt a stone tank).
4) Smashing/Lethal defense (45% or more; a few extra percent will give you protection against defense debuffs).
5) Fire/Cold defense (45% or more; fire and cold are relatively rare attacks).
6) Hitpoint bonuses (Earth's Embrace plus the accolade bonuses will cap your hitpoints, but EE won't be up all the time).
In terms of powers, you may want to take Rock Armor + Minerals to deal with psi-heavy environments. -
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Quote:No, the people running the arcs in beta fall into two categories:Was thinking more about the last week or so, for some reason I thought all the people running arcs in beta would be enough to give them a decent baseline to set the rewards based off of and replace the placeholder merit amounts.
1) Hardcore players using their knowlege of the game to run through the arcs quickly -- even if they aren't trying to do so.
2) Serious testers trying to break the game -- they might spend an hour poking at a mission to get things to go wrong.
Neither one is representative of how long it will take the average player to complete an arc. -
Assuming you're using Ninja Run as your travel power, it's a decent enough build. Personally, I'd change the common defense IOs in Dodge and Lucky into LotG Defense IOs for an extra 20% regen, and replace the Adjusted Targeting recharge in Follow Up with a (hopefully cheaper) common IO. I might also move one of the slots from Conserve Power to Agile to get another LotG 7.5 into the build, but that depends on how essential CP is to endurance management (which, in turn, depends on your play style).
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There's one exception: a perma-granite stone tank. Properly-slotted* Granite + Stone Skin will put you well over the resistance cap, and because of the way resistance debuffs work, you get little to no benefit from being over the cap.
*Note: people have a habit of not putting enough enhancement slots into Granite, or of using it as a set mule. If you're not getting at least 75% resistance and 30% defense out of it, you should re-think your slotting. -
I was wrong. It's only 30 hero merits.
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You've got depth perception. Even if you've only got one eye, you've got depth perception.
What you don't have is (presumably) stereopsis, which is only one of the dozen or so techniques your brain uses to judge depth. Unfortunately, it is also the only technique that current-generation 3D displays use. -
The reason it shows off the sense of depth is that the camera separation is too high for the depth of field. It's almost impossible to fuse the foreground, which means that if you concentrate on the foreground, the 3D effect falls apart.
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Quote:You've made the standard mistake: Granite is badly underslotted. It should have at least three SOs worth of enhancements to both defense and resistance: going from 40% defense to 45% defense doubles your survivability, as does going from 80% resistance to 90%.This is a build I'm working on. Toon is now at level 35. This is actually my 1st stoner I have taken to granite. The speed penalties have always made me pick other power sets, but this time I'm committed to see it through. The build I below focuses on speed and recharge bonuses. Right now I'm at a 101.5% speed bonus and 42.5% recharge. My question is, if I keep the speed and recharge up, am I opening up any other huge holes? I chose fire for the AoE's.
Suggestions?
It looks like you've also made the other standard mistake: you've tried to plug Granite's psi hole. Going from 0% resistance to 15% resistance gives you a negligable increase in survivability, at the cost of weakening the powers you're slotting for psi resistance. -
There are two types of procs in the game.
Normal procs (Gaussian's "chance for buildup", assorted "chance for damage", etc.) are checked every time the power they're slotted into is activated, or if the proc is slotted into a toggle or auto power, the proc is checked every 10 seconds. If the proc goes off, it does exactly what it says: applies damage, or gives you ten seconds of Build Up, or whatever.
Proc120s (the Numina's unique, stealth IOs, etc.) always have a 100% chance of going off. If they're in a click power, they give you 120 seconds of their bonus every time you activate that power (but they won't stack with themselves). If they're in an auto power (say, Numina's in Health), they will be activated every 10 seconds, again with the "no stacking" rule, making the effect permanent. If they're in a toggle (say, Unbounded Leap +Stealth in Sprint), they'll be activated when the toggle is, checked every 10 seconds (no stacking, as always), and deactivated when the toggle is turned off.
The behavior of Proc120s in toggles is what is changing in I18: prior to I18, they would activate when the toggle did, be renewed every 10 seconds while the toggle was on, and wear off 120 seconds after the toggle was turned off. -
Not quite. Alt+<number> activates that position on the middle tray of the group of three, while Ctrl+<number> activates that position on the top tray of the group of three. You can flip the trays to numbers other than 1, 2, and 3 to change a whole lot of bindings in a hurry. Tri-form Warshades can use this to great effect, and I expect most raid leaders use this to change which chat macros they've got active at any given time.
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There's one exception to the "seven active missions" limit: if you're running a task force, strike force, or trial, that's the only mission you can have active. All your other missions will be put on hold until you finish the TF/SF/trial.
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In no particular order:
* Magic-compatible animations for the Medicine pool (glowing hands, perhaps?)
* Tech-compatible animations for the Teleport pool (activate a device rather than wave your arms)
* Non-sword versions of the Fire Sword powers
* Kinetic-melee-style buildups for the Energy Blast powers
* A version of Headsplitter that doesn't feel like you're lifting a hundred-pound sword into the air
* Left-handed versions of things like Broadsword and Shield Defense
* Non-Tarzan options for everything with a "pound your chest" animation -
They're mid-level tech salvage, so any tech-like opponents between levels 20 and 39.
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Quote:You probably haven't encountered my stone tank, or several of the others I've teamed with. A well-built stoner can easily keep up with the rest of the team in missions (so long as the map doesn't require too much jumping), and you don't usually need your armor in between.Teleport is like the only way to travel in granit or if u have rooted on. But if u do not want those then i guess u can use some other form of travel but mind you those 2 are your KB prot, and other resistance. You can not use sprint while in those 2 either.
Incidentally, I took Super Speed as my travel power.