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Posts
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Joined
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With SSK when the leader of a TF is higher than the max level of the TF everyone will be fighting at the max level.
That said you can still change the difficulty of a Task Force after you start it. -
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The Achilles proc and the bruising effect don't stack with themselves, they are powers that are granted to the target, they do however stack with any other resistance debuff effect including each other.
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It could be the chat display for the mag 2 stun effect going off is incorrect.
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Where to start?
First, pick up another one of sonic's single target attacks, 1 attack will not cut it.
Pick up a shield from the APP/PPP pools, they are much stronger than tough/weave.
Repulsion Bomb is an attack and should be slotted as one.
Force Bubble and Assault are over-slotted, 1 endred in each should be fine. -
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Mid 20s PPD (namely the equalizers and ghosts), Minions that:
Completely remove Recharge, Move Speed, Resistance, Defense, and Tohit.
Luckily after 35 or so they stop spawning and you get the squishy little Psi-Ops and Awakened Divisions. -
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Quote:That and the Steel Canyon Fire both outdo 'The I Win Button', which according to The Tomax power quantification does 11 ticks of 4284 damage.Does beta testing count? Then I vote for "Touch of Lady Gray: Chance to One-Shot"
When the game is forced to display the damage in scientific notation, you know you've won.
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5 slots
Acc, Rech, Rech, Achille's heel proc, Devastation Proc -
Quote:Photon Seekers predate Seeker Drones, essentially it is the Seeker Drones that are watered down damage, debuff focused form of Photon Seekers.Level 32
Photon Seekers = Seeker Drones
Well, except that they're on steroids. The Photon Seekers deal a HECK of a lot more damage. And there are three of them instead of 2. Makes sense that they'd deal much more damage, as this is a damage focused set.
Quote:Light Form = Power Surge
Actually, I think Light Form is older that Power Surge, at least release wise. They're essentially identical with the exception that Power Surge has a hold capability to it. There is mez protection here, but it comes coupled with both an absolutely massive Recharge time, as well as a pretty big crash at the end. -
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I am not sure about Poison Gas Trap's affect in PvP, but in PvE it is autohit so Accuracy slotting is a moot point there.
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Quote:If Scrappers did have KO Blow a full crit from it at the damage cap would just barely nudge out your GFS number.Nah, Energy transfer is stronger. And for Scrappers, Greater Fire sword.
Forgive me if I'm wrong, but this is about what I think it is.
GFS: 2201
Inferno: 2721.5
Blizzard with average scourge: 2927.925
Blizzard with full scourge: 5005
@ -300% Res
GFS: 6603
Inferno: 8164.5
Blizzard with average scourge: 8783.775
Blizzard with full scourge: 15015
(158/.8)*1.125*2*5 = 2227 -
Quote:If it still works, against a single target it is the top:From Hidden with as much +dmg as possible: Build up > Placate > Double Assassin's Strike.
I don't believe they've fixed that bug but if you use Placate while hidden, there's a 10% chance for base AS dmg x2 + assassination bonus damage.
Probably not the most damaging but putting it on the table
(139+250*2)*5 = 3195 -
Quote:Corruptor Blizzard at the Damage cap if it Scourges every tick after the enemy hits 50% will do more. Supposing the target had enough HP to need the full damage about 3750.Lightning rod can't crit.
Also, Inferno from a Fire Blaster does the most damage if it's DoT sticks while he's at the damage cap.
EDIT:
Inferno does 2721.5 damage at the damage cap if the DoT sticks.
The highest non-nuke attack is a scrapper's Greater Fire Sword with Fiery embrace and a crit at 2201 damage. -
Quote:Is this Power Build Up you are considering? Power Build Up also acts like Power Boost and would double the effect of Fortitude allowing it to softcap nearly on its own.Hello Everyone, your opinions please.
My current team is a pair of Emp's, I am playing with my buddy and we're Pacted.
We're trying to decide which power we should take, as we only have space for one, either our BuildUp type power or CJ.
With Perma Fort and Manouvers and Hover we're around 36%, Hover is not slotted yet so your looking at 39% perhaps without any IO's. So the question is, do I take CJ which you can slot up another 4% to hit (I belive) 42% to all or go with the +Acc/Dam of a power that you can have like 10 of every 25-30 seconds?
I should metion that we are also running Assault on both Characters.
Keep in mind that as an Emp Duo we have virtually unlimited End and massive HP recovery so which would be the better choice in your opinions? We will slot some IO's as time goes by but they are expensive (some of the sets anyways) Thunderstrike being one that will put our ranged well past the cap. -
About the only synergy between FF and Archery is the fact that Force Bubble keeps things at range and Archery is an all ranged set.
Pretty much everything Fulmens said is accurate.
Basic Slotting is simple:
Defense powers: 3 Defense/1 End
Slot attacks
For IOs if you want personal Defense the sets I prefer are Thunderstrike, Detonation and Red Fortune. A good place to look for IO slotting examples is here. In fact my old build for FF/Archery is there. -
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For my Forcefielder I am thinking:
-Boxing
-Tough
-Weave
Going from 45% defense Ranged/AoE to 45% defense Ranged/AoE/Nrg/Neg/Psi/Fire/Cold with 66% resist S/L behind it and a few extra enhancement slots. -
Quote:Ah this thread again, I guess it is that time of the week.What are you thoughts on improving the following Travel Powers? My friends and I have discussed this topic frequently and I do not know if it has ever been posted (or recently been reposted).
Flight - change Tier 4 to Speed Flight or Super Flight: High speed flight meant for traveling only, not combat, where character is unable to attack and drift effect is larger than normal once forward button is released. I believe this would be a more popular power and more commonly used than the current Team Flight power which I have only seen used in playful fun settings.
Teleport - change Tier 4 to the same Team Teleport rewarded as the Veteran's reward, with a recharge time of 1 minute. This would prove to be more valuable to the players and more useful as a Teleport Power Pool.
Leaping - Tier 4 Acrobatics - enhance slightly to provide a 'ninja run' like speed/jump bonus but not as large of a % increase as ninja run. This power is good as is and the suggestion is simply something that would add some flair w/o breaking game mechanics IMHO.
First thing changing the base mechanics (how a power inherently works) is a bad idea and thankfully Castle has realized this (the "Cottage Rule"). A while back Castle made some changes to some APP powers that were generally taken less often, while on the test server there was a backlash of people who liked and used those powers (hence we have 5 powers in APPs not 4).
I for one would be very upset if Team Teleport were suddenly changed from a power I find useful into a copy of Assemble the Team. If, however, you said expand the travel pools with an additional choice for the final power I could I agree with it.
Now as for the powers themselves.
Speed Flight, probably would not happen. I suppose a power that immediately put the user to the fly speed cap could be made again (Quantum Flight does this), however, the fly speed cap is already easy to reach so the power would remain mostly untaken.
Assemble the Team clone, I would see no problem with this power being added to the pool.
Ninja Run clone, Like the flight power I don't see many people taking or using a power like this (since they would already have super jump).
And you didn't list a power for the speed pool. -
Somehow people do occasionally hide the status window, even though it isn't flagged openable or closeable. The only way I know of to bring it back is the slash command: /windowresetall
Have him type that in his chat box and hit enter. -
Quote:Where are you getting this information?The damage bonus on Against All Odds is higher for Tankers, as is the damage on Shield Charge.
Scrappers get +12.5% from the first target and 6.875% per target from AAO
Tankers get +10% from the first target and 5.5% per target
Scrappers deal 150 base damage in the smaller radius of shield charge and 106 in the larger at level 50
Tankers deal 113 base damage in the smaller radius of shield charge and 80 in the larger at level 50
Damage wise the tanker will not compete -
Quote:The problem for the archer being ofcourse the 4 seconds of animation before anything takes damage. Quite often when teamed with archery blasters with my DP blaster I have killed the pack with HoB before RoA lands.The jury is out on whether Archery (or DP) is going to get some dev attention (either Arch down or, more likely, DP up) but, yes, the difference between Arch and DP is going to be rather noticeable even before 50 simply because RoA is friggin' nuts. You can close the gap a bit with Incendiary Ammo, but you're still going to lag behind. There's also the issue that you don't get Aim with DP, so you're going to be missing a bit of burst damage capability.