Krogoth

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  1. Quote:
    Originally Posted by ClawsandEffect View Post
    Yes.

    I'm not 100% positive, but I believe it adds enhancement value to each power. It does do it globally though, it's lowering the end cost of Tough as well as the in-set powers.

    However, due to the nature of the bonus coming as a secondary effect of a power set, it will NOT be subject to ED (because it is not actually enhancement value)
    It is global, but how it works is a global endurance discount like vigilance or conserve power. You can track it in game with Combat Attributes, it shows up in the base section right under global recharge.
  2. As a preemium player I must say...

    I agree with all the No responses to this suggestion. It makes absolutely no sense for the developers to give free players access to the incarnate system.

    If they were to give access to any portion of the incarnate system to free players it would have to be only the unlock arc in ouroboros and only the alpha slot up to tier 2 (no level shift) to give players a taste of the system without any substantial part.
  3. Quote:
    Originally Posted by Dispari View Post
    Pyronic is the best for damage if that's all you care about.
    How are you determining this.
    These are the numbers:
    Cryonic, Ionic, Void: 428.36 + 20% chance of 160.63 (target caps: 32, 40, 24 respectively)
    Pyronic: 428.36 + 6 ticks of 80% chance of 21.42 damage (target cap: 24)

    I suppose Pyronic may out-pace Ionic and Cryonic if there aren't more than 24 enemies targeted.

    All these numbers, however, have very little effect on my response to the OP:
    Pick whichever one looks coolest to you, they will all slaughter enemies.
  4. Quote:
    Originally Posted by Garent View Post
    There's a better reason for not taking amplify. Because the combo already has so much +damage (the more damage buffing you get the less effective more damage buffing is) and because using amplify wastes the -res of previous attacks you've used AND makes your future attacks miss out of the -res you would've had if you hadn't used amplify, you actually end up doing about the same amount of damage if you use amplify than you would have if you hadn't. I've run the numbers on it before in a previous thread. On a rad/sonic, amplify just takes up a power slot.
    Rad/sonic doesn't have all that much +dmg.
    +95% slotting
    +25% AM
    +18% Assault
    +148% still leaves a large gap to the damage cap. And -Resist and +dmg stack in the most delicious of ways.
  5. Quote:
    Originally Posted by Desmodos View Post
    DM is weaker than other attack sets for building Fury
    Huh? DM to me has always been one of the best attack sets for building fury, the first two powers are like a buzzsaw.
  6. Krogoth

    Best VS Avs

    The easiest would be a Bots/Traps MM. They can and have taken down AVs solo with no temps/insps while running on SOs.
  7. Krogoth

    Merge IO Sets

    Quote:
    Originally Posted by Mega_Jamie View Post
    Also entroptic chaos chance to self heal, while not so full of awesome has its own hidden levels of awesome that AoEs would make super awesome (even if it possible for a similar effect with Call of the sandman and AoE sleeps)
    And decimation chance for buildup, which could self stack and drive damage to obscene levels.
  8. Krogoth

    -Dam Recipe Set

    Quote:
    Originally Posted by Slazenger View Post
    Please could we get a -Damage recipe set, there are plenty of powers out there that would benefit from this set. Fulcrum Shift, Rad powers, a few in the willpower etc. In my opinion there are more powers for -dam then there are for fear or def debuff, so why can't we have some more -Dam pls.
    3 Reasons why not:
    -dmg in powers is labelled as not affected by buffs and enhancements.
    -dmg is extremely powerful as it stands.
    The enhancements would need to be on the same enhancement schedule as +dmg making them overpowered.

    If they were to make -dmg enhanceable I would predict that all the powers effects would be cut in half to balance it, meaning you would need to enhance it to the ED limit to reach current numbers.
  9. Quote:
    Originally Posted by brickbat View Post
    Well for one, if you plan on using that combo, I'd recommend Omega Maneuver FIRST when it's up. Due to its Taunt, they would cluster nicely for your web grenade.

    As for the build, it looks solid, but if you plan on using that combo I'd suggest the venom/frag grenade to be taken from the Archanos Soldier power set rather than Crab spider due to weapon draw animation time.
    Plus the Soldier Frag Grenade does KD, while the Crab one does KB.
  10. Quote:
    Originally Posted by Roderick View Post
    Most Toxic attacks are Ranged/Energy or Melee/Lethal. Of course, there are exceptions (Bane Maces are Melee/Smashing), but if you're softcapped to all three positions or to S/L/F/C/E/N, you'll have roughly the same defense to Toxic attacks either way.
    That may be true for player toxic attacks but for NPCs it is a whole different story.

    The hyrda and Vahzilok ranged toxic attacks are flagged as only range.
  11. Quote:
    Originally Posted by Local_Man View Post
    while it is very hard to find a lot of Toxic typed defense
    Not only very hard, impossible.
    Last I checked there was no defense flag for toxic attacks. For pure toxic it is positional or nothing.
  12. Quote:
    Originally Posted by MindGame1 View Post
    I have been playing around with Mids to try to soft cap def on my FF/NGR defender but I am having trouble getting either all positional or all typed defense filled out. I would appreciate any help offered from those of you with a prediliction for build formulation. Would it require going rogue and taking Mace Mastery?
    How often are you in melee or allow enemies to melee you?
    On my FF/Archery defender I softcapped Ranged and AoE, while using hover and Force Bubble to deny enemies the chance to melee against me.
  13. Quote:
    Originally Posted by ultrawatt View Post
    O.o

    With lots of temps? What kind of brute, fire/something?
    Was SS/Elec, but it was before the green mitos were fixed to not be perma held from the getgo.
  14. Quote:
    Originally Posted by Sarrate View Post
    Krogoth is correct. A single pulse from a tower lasts 15s. Cages, on the other hand, last 30s. That means the best you could do is to keep Recluse unbuffed half the time.
    The pulse doesn't always occur immediately when the cage goes down and if Recluse is caged he is unaffected by it anyway.

    Typically if there are two cagers on the team, we will cage the orange tower then wait for the defense to drop then just keep refreshing the cage on recluse. Very rarely does the tower get to rebuff after he has been caged.
  15. Quote:
    Originally Posted by slainsteel View Post
    Seems to work fine though :-\

    We rarely drop red tower, and our teams are quite a bit of s/l damage based. Maybe we're missing something here?

    We gave up on caging a while ago - it's just faster to quickly get down yellow and green then just kill him. Usually with a good team we can get both down in about 1-2 minutes, so caging doesn't help much even if it worked.
    I have found caging to be reliable when needing to clear out the red and blue towers to keep the tank alive.

    I play a Force Field defender, so I cage the blue tower until the red tower is dead to allow for defense to actually work.
  16. Quote:
    Originally Posted by Stormfront_NA View Post
    Wow, what an interest concept...


    It never occurred to me, one could affect a tower in such a manner. I must admit my awe at your concept.

    Now taking the idea forth a bit, if we have 4 players that can do "affect self only" powers on the towers, technically that would bring Lord Recluse to normal, correct? And is so, then he could be defeated with out having to defeat the towers first, and that would be an awesome test!

    I am so excited...

    Sue
    There is a bit of a delay between the caging of a tower and the time the buff wears off of Recluse.

    That said with the right builds you really only need two players to try it. Grav/FF and Grav/Sonic can both intangible 2 towers at the same time.

    Some combination of 4 Grav, Dark Miasma, FF and Sonics with their "Only Affecting Self" type powers should be able to remove the towers from the equation.
  17. Quote:
    Originally Posted by Stormfront_NA View Post
    So the challenge, can you please post builds that can survive Lord Recluse in an STF, and not require the use of PvP/Purple IOs; do not require buffage or healing; no use of inspirations. and no earth tanks!
    Grav/FF or Grav/Sonic Controller, with Hami-Oed Cage.

    Dimension shift the orange tower, Cage Recluse... *Cackle*
  18. Quote:
    Originally Posted by Maroon Warlock View Post
    A peacebringer gains +DMG from each def/corr right? What if there was a team of 7 defenders/corruptors and one peacebringer? PB's get 10% DMG for each def/corr right? Adding to the fact that there would be absurd buffage and debuffing going on, would that one peacebringer always have an added bonus of 70% DMG? Is there a cap on how much a Kheldian's inherent can stack the same buff?

    I'm thinking of throwing together a team like this on Freedom for an ITF next week while on my corruptor >

    I would imagine a team of 7 scrappers/brutes/blasters/stalkers would make on Warshade feel like a god too... but yeah, is there a cap on such a buff?
    There are no caps on the buff recieved from the inherent besides the standard caps that apply to Khelds.
  19. Quote:
    Originally Posted by ByteBait View Post
    I guess I was a little vague. I would like to stay away from melee and pets. Defenders, corruptors (and most will disagree) blasters are a support class.

    So crabs or Dom? Is their a powerset combo that shines over the others that I should be looking at?
    Which Defender and Corruptor powersets have you been playing?
    There are many builds for them that can handle +2/x8 with ease, and simply laugh in the face of AVs and Giant Monsters.
  20. Quote:
    Originally Posted by Kelenar View Post
    1. Find a friendly Forcefield/ Defender to softcap me and my pets while we fight the pylon... and I don't know any Forcefield Defenders, and it might be a little difficult to get a stranger to help me with this and not interfere by attacking it.
    Which server are you on? I may be able to help.
  21. Quote:
    Originally Posted by Syntax42 View Post
    Unless Lightning Storm works differently from other pseudo pet summon powers, the answer is no. It will get a chance to proc when you first summon it, then every 10 seconds. If it didn't work like that, then my Sleet would be checking for an Achilles' Heel proc 5 times per second. I could be wrong and I will test it to see if it procs in the middle of the 10 seconds. I'm pretty sure I already did test it.
    Sleet uses a toggle to attack, Lightning storm has an attack that it fires off, they are different.
  22. Quote:
    Originally Posted by Scientist View Post
    Lets look at -resist debuffing, arguably the most important debuff for "hard" targets like AVs, since they resist other debuffs such as slow, -tohit and -regen to the tune of 87% at level 50.

    A rad defender, which is generally considered the "goto" choice for debuffing, debuffs resistance by 30% with Enervating Field. Ditto Dark defender with Tar Patch.

    A Crab who takes Mako for a patron gets -20% resist debuff from Venom Grenade plus -15% from Arctic Breath. It takes some good recharge to make Arctic Breath perma, since its only a 10s duration, but a Crab tends to build for recharge anyway. Total -35% resist debuff, better then the defender. A Crab can also slot an Achilles proc in their fast recharge, Tier 1 attack, and average another 10% or so, which only the rad secondary can do on a defender.

    So unless the defender takes Sonic as a secondary, the Crab can out debuff a rad defender for the main debuff needed for AVs, which is quite respectable performance-wise. The Crab is also inflicting damage during this, no animation time used to cast it.

    I actually looked at the numbers to compare my Crab AoE attack chain to a Fire blaster's primary, since Fire is considered top tier. A Crab takes about twice as long, ~11 seconds, to do the same damage a Fire blaster does in about 6 sec, assuming Fire Breath + Fireball + Rain of Fire. The compensation is from about 5 seconds in, all the rest of the team damage starts going up from -resist debuffing from the Crab, so the total damage from a team may well be higher over a fight that takes 10+ seconds then from a Fire Blaster + team. I ignored Defiance for the blaster and Assault + pets from the Crab, since I was looking for an order of magnitude type comparison.
    Rad is only the "Goto" set for AV debuffing because it existed before traps:
    Traps can:
    Set down 2-3 Acid mortars which stack with eachother: 53.2-79.8% resist debuffing
    Use Poison Gas Trap for: -1000% regen perma
    Stack Seeker Drones for: 53.2-106.4% damage debuffing
    and Pile on -90% recharge
  23. Quote:
    Originally Posted by warden_de_dios View Post
    If one of those numinas is the regen/recovery unigue you'll want to put it into health so you get the bonus all the time. If you put it into Aid Self you'd only get the bonus for 10 secs after you used the power.
    The Numina global lasts for 2 minutes not 10 seconds.
  24. Krogoth

    Traps Question

    Quote:
    Originally Posted by _Malk_ View Post
    Yes.
    A million times.
  25. Quote:
    Originally Posted by StormyDarkness View Post
    Maybe Mids is giving me incorrect numbers then. I'm getting trip mine's duration at 260 seconds with a recharge at 5.5 seconds and a cast of 5 seconds so the minimum is 5 seconds for recharge anyhow. Unless I'm missing something. It's been a long while since I've actually had a traps character.
    Recharge does not start until activation is done:
    260s duration
    20s recharge/5 (Recharge cap) = 4s recharge
    5s activation
    260/(5+4) = 28 is the most possible Trip Mines anyone can get out.