Krogoth

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  1. Quote:
    Originally Posted by Seldom View Post
    Energy melee and dark armor. High on endurance, but with plenty of mitigation...and with all attacks being stuns, the toggle stun makes any attack stun bosses in one shot.
    Stone Melee and Dark Armor. High on Endurance, Fault with the toggle stuns entire packs in one shot.

    Dark Melee Ninjitsu Stalker. Tons of control, turn almost any fight into 1 on 1.
  2. Quote:
    Originally Posted by Wiggz View Post
    For instance, I'd certainly enjoy underwater zones a whole lot more than finding out that my favorite character is going to have to change how he plays YET AGAIN...
    Except, as pointed out above, the devs who make zones are not the same ones as those who re-balance power sets. Castle can not spreadsheet up a new zone, BABs can not animate a code fix, and War Witch can't zone design a new powerset.
  3. Krogoth

    Shadow Shard

    I am seeing the same on an Nvidia card.
  4. Quote:
    Originally Posted by Computer View Post
    - 03-07-2006

    Lord help us if were told something is going to be fixed in the distant future.

    Perhaps I am remembering incorrectly but I thought at some point they said something along the lines of, "Ya it's a bug, but we don't care anymore."
    They did actually handle the concern brought up in that thread. At that time Defense Buff and Defense Debuff enhancements were on different schedules, they have since been changed to the same schedule (so the 33% defense debuff enhancement that was in those Hammi-Os became a 20% just like the defense buff in the other).

    Although I am not sure if the flaw was ever closed.
  5. Quote:
    Originally Posted by phenom44 View Post
    It is a very simple addition as well....Simply copy and add another tray below the current tray provided after completing respec. (no 6 month wait or programming red tape).
    Standard Code Rant applies.
  6. Quote:
    Originally Posted by Teeth View Post
    A straight answer! Thank you!

    Does caging a tower make it harder for Recluse to munch up the party Tank, or was that just an incidental comment?
    The Red tower buffs Recluse's Damage
    The Blue his tohit
    The Orange his Defense
    The Green his Regen

    They do buff some other things but those are the major aspects.
  7. Quote:
    Originally Posted by Teeth View Post
    Does that also apply to Recluse and his Lt.'s? I'm not clear on how to navigate enemy abilities in that site.
    For level 54 AVs you need >10 magnitude of Intangibility. A defender can reach this by slotting 3 even level Mezz HOs in their cage. Bear in mind that while the Orange tower is up it is unlikely you would hit Recluse with the Cage power.
  8. Quote:
    Originally Posted by Seraphael View Post
    When we already have Scrappers which puts Blasters to shame in the AoE department, Blasters are seriously beginning to look like a special interest group.
    What? Outside of Shield Charge, which has already been admitted to doing about twice as much damage as it should, Scrappers cannot hold a candle to the AoE output of Blasters.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    But doesn't Stygian Circle require DEAD enemies?
    And when (outside of AV fights) is a Warshade or Scrapper lacking in DEAD enemies?
    I'd be more concerned with Dark Regeneration requiring living enemies.
  10. Quote:
    Originally Posted by Diggis View Post
    While I don't agree with this change this statement isn't entirely true.
    Actually the standard code rant doesn't apply at all. People seem to have lost the meaning of the Standard Code Rant and I mean to correct this. The standard code rant is about making assumptions on how difficult changes can be, no assumptions on difficulty were made, thus it does not apply to the OP.

    I present the chart:
  11. Quote:
    Originally Posted by Wiggz View Post
    I appreciate the responses - obviously, Mids is whacked.
    Mid's looks spot on for me, are you sure you aren't looking at PvP numbers?
  12. Krogoth

    downtime?

    Quote:
    Originally Posted by Dechs Kaison View Post
    But it's Friday...
    You're Right I don't know where yesterday went. Ummmmm........ and where is my car?
  13. Krogoth

    downtime?

    Regularly Scheduled Maintenance

    Pay no attention to the man with no sense of time.
  14. Quote:
    Originally Posted by RedSwitchblade View Post
    EM is good for tanking even since the ET nerf, but I will say that EM is a tad slow, and without a TRUE taunt aura from DA (No taunt mag on death shroud) EM may lack a bit in the punchvoke category.
    Death Shroud does have a taunt mag for tankers. 13.5s Mag 4 applied every two seconds. I recommend checking City of Data and Paragon Wiki in the future.
  15. Quote:
    Originally Posted by RedSwitchblade View Post
    Dominators certainly got a boost, but they are not quite at Blaster levels. Blasters have a higher base, and their damage cap is (I think) twice of a Dominator's (800% vs 400%).
    The only AT with a damage cap near 800% are Brutes, Blaster cap is 500% to the Dominator 400%.
  16. Quote:
    Originally Posted by Justaris View Post
    Nitpicky nitpick: Since we have three distinct types of AOE powers (PbAOE, targeted AOE or "spherical" if you will, and cone AOE), I find that just saying "AOE" can be misleading. "Spherical" also doesn't work since PbAOE are likewise spherical. Hence I prefer to use the terms "PbAOE", "AOE" and "Cone", though I suppose "targeted AOE" would be more correct. And this is totally a semantic tangent.

    Short version: Take Gravitic Emanation!
    And technically Cones in this game are spherical as well, they are just sections of a sphere. But I agree with the take Gravitic Emanation sentiment.
  17. Krogoth

    do they stack?

    Quote:
    Originally Posted by Spazboy View Post
    so if ihad 3 SOs then added 3 IOs theyed still be dropped by a considerable percentage( the enhancements).
    If they all enhanced the same aspect of the power, yes. 3 Damage SOs and 3 Damage IOs would be dropped to ~110% damage enhancement from the raw >200%.
  18. Krogoth

    do they stack?

    Quote:
    Originally Posted by Spazboy View Post
    1 is there a max to how much you can increase a power? example: too your... lets say sting of the wasp you have 6 slots and you fill it with 3 damage SOs and 3 damage IOs which gives me over 200% enhancement to its damage would it cut off at 200? 300? or is the cut off point such an unrealistic figure none of us hafto worry about it?
    Enhancement Diversification does not care which enhancements you use but the percentage of the enhancement to a specific aspect of the power: Those 6 slots of damage would work out to slightly above 100% enhancement after ED.

    Quote:
    Originally Posted by Spazboy View Post
    2.(which is why im on the scrapper board) i have a regen scrapper, i was just wondering, if i have fast healing and healing (from fitness) and i max out both with 6 healing SOs(or whatever) would they stack or does a player character have a limit asto how much of a health regen buff he can have at any one point? like if i get 100%+ from fast healing and the same from healing then i get radiant aura....would they stack? or was my cut off point at like 200%?
    There is a limit on how much +regen characters can have from buffs, for scrappers the number is +2000%, which you will never be able to reach on your own. Since healing and regeneration are different effects I assume you actually mean Regeneration Aura and yes the effects will stack.
  19. Quote:
    Originally Posted by _Tux__EU View Post
    Ranged softcap build, 52.5% Recharge (more if you use purples). A few minor (IMO) power changes.

    Level 4: Darkest Night -- EndRdx-I(A)
    This the type of character building I don't understand:
    Why IO for the defense softcap and ignore slotting Darkest Night when you could get the same results using less slots and more cheaply, simply by slotting one power?
  20. Quote:
    Originally Posted by Seldom View Post
    THE best debuffs vs. AV's, in terms of effectiveness, are -damage. Mind you, this is just in reference to how much bang you get from the power after it hits the AV...AV's have reistance to all debuffs except -damage, so no matter what, your -damage debuff have full effect. All other debuffs suffer from 60-87% resistance.
    -Resistance is also not inherently resisted by AVs.

    Both -Resist and -Damage are resisted by resistance however, so if an AV has 50% resist smashing damage and deals smashing damage they will actually resist half of the damage debuffs applied to them. This does make for some interesting stacking of -Resist and -Damage if you can push the enemy resistances negative.
  21. Quote:
    Originally Posted by Necrotech_Master View Post
    i like this variation, with maybe a possible change of the fallout power (dont know if its possible to use a power other than rez on self when your dead)

    if it is possible to use when dead, then sure, i like all of it
    That is actually how Fallout was when the game was first released, it is certainly possible.
  22. Quote:
    Originally Posted by Twilight_Snow View Post
    Defender.
    Interesting because 2 Endos did not work to cage Ghost Widow on the STF for me.
  23. Quote:
    Originally Posted by Twilight_Snow View Post
    You can take a look at my post 2 months ago.
    Did you test with a defender or a controller?
  24. Just for a reference here is the build I originally ran on my FF/Archery Defender:

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Force Field
    Secondary Power Set: Archery
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Deflection Shield -- RedFtn-Def(A), RedFtn-EndRdx(3), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
    Level 1: Snap Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg(9)
    Level 2: Aimed Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/Rchg(11), Thundr-Dmg/EndRdx(13), Thundr-Acc/Dmg(13)
    Level 4: Fistful of Arrows -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/Rng(15), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/EndRdx(17)
    Level 6: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(46)
    Level 8: Swift -- Flight-I(A)
    Level 10: Blazing Arrow -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(23), Apoc-Dmg(25), Apoc-Dmg/Rchg(25), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(27)
    Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(43), RedFtn-EndRdx(48)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(39), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(40), Numna-EndRdx/Rchg(40), Numna-Heal/EndRdx(42)
    Level 16: Hover -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 18: Fly -- Frbd-Stlth(A)
    Level 20: Explosive Arrow -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(33), Det'tn-Dmg/Rng(33), Det'tn-Dmg/Rchg(33), Det'tn-Dmg/EndRdx(34)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(37)
    Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 26: Tactics -- AdjTgt-ToHit/EndRdx(A)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Repulsion Bomb -- Det'tn-Dmg/EndRdx(A), Det'tn-Dmg/Rchg(36), Det'tn-Dmg/Rng(42), Det'tn-Acc/Dmg/EndRdx(42), Det'tn-Dmg/EndRdx/Rng(43)
    Level 32: Force Bubble -- EndRdx-I(A)
    Level 35: Aim -- RechRdx-I(A)
    Level 38: Rain of Arrows -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(39), Ragnrk-Dmg/EndRdx(40), Ragnrk-Acc/Rchg(43), Ragnrk-Acc/Dmg/Rchg(45)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(45)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/Rchg(45), Aegis-ResDam(48), Aegis-ResDam/EndRdx(50), Aegis-EndRdx/Rchg(50), Aegis-ResDam/EndRdx/Rchg(50)
    Level 47: Ranged Shot -- Range-I(A), Range-I(48)
    Level 49: Detention Field -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 21.8% Defense(Ranged)
    • 16.4% Defense(AoE)
    • 35% Enhancement(RechargeTime)

    He has since been reinvested in (A much more expensive build), but if you are looking to make yourself as tough as possible this should give you some ideas.
  25. Quote:
    Originally Posted by Muon_Neutrino View Post
    Detention field is cool - I have it too, and while I don't use it often, it's useful on occasion. One thing - acc/mez hamis act to increase the intangibility magnitude, and I think you might need to slot some in order to affect some targets. I know, for example, that it doesn't work on elite bosses with no acc/mez in it. I don't know about the towers specifically or AVs in general, but you'll probably want to ask around to see if you need any acc/mez in it, and if so how many.
    To cage a tower requires no slotting. However, it is required if you would like to cage AVs. 3 Hammi Acc/Mezz are required for a +4 AV.