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Posts
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Joined
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Quote:The only thing that really disappoints me about Sister Psyche being in that rotation is that it's at the place in time where most players will be getting their Very Rares, so your ascension to the highest tiers of the Alpha Slot will coincide not with stopping the vile Lord Recluse in his own nest and Saving the World, bringing down the Invincible Reichsman and his fascist army, or defending the world from a horde of alien invaders, but... by stopping a plot by a bunch of punks with metal spikes and prominent nipple rings to level a city block with what functionally amounts to a giant subwoofer.I am very glad that they are doing the lower level S/TFs as well. Did people really think that the devs would rotate between the miniscule number of level 50 S/TFs?
Feels somewhat anticlimactic. -
Gleeeeeeeeee!
This is the kind of thing I've been hoping for since I signed on. No more making vague approximations and covering "muzzles" with Reaper scarves and rebreathers; my animal characters can show their faces!
The 23rd is going to be a glorious day; My SG is even starting a static animaloid team the week this comes out. ^.^ -
Quote:On top of that, I sure as hell ain't waiting until April to pick up my Animal Pack.I disagree.
I get 5-600 merits on a good raid, 1-200 on a crappy one. I don't even alt that much, compared to some people, and I don't have the time or inclination to run 2-10 raids on every character I want the Vanguard pieces on, and an extra raid or two for those that use weapons. And I always get the salvage sack. Plus there's the Costume Change Emote and HVAS for those characters that want them. That's not really what I'd call "easy". And getting them without raiding is even less "easy".
And if my character concept calls for one of the pieces at character creation? Too bad, come back when you're 35.
And while we're on the subject, how many Merits do I have to turn in for the Vanguard Mini?
Really, what you're doing is the same as the kid who opens their Christmas present and breaks it beacuse it's not what they wanted. do you consider that acceptable behavior?
If you really don't want the Vanguard Pack, cancel your billing, and don't resub until the day after your account expires. Problem solved. -
Okay, so she actually has to hit you to suck up tons of HP. I was wondering about that on both my positional-defense scrapper and my Illusion troller; Guess I will continue to not hold back!
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Quote:I'll take this one.If you're at the cap, what does it matter? If Tanker/Scrapper is good, and Brute is the same as Tanker/Scrapper, then Brute cannot be bad.
Every AT has what are called Damage Scalars, which is a measure and multiplier of the base damage of their attack powers.
For melee:
Scrappers have 1.125;
Tanks have 0.8.
Brutes have 0.75.
Brutes deliberately have a low damage scalar in anticipation of their damage being enhanced by Fury.
Now, you're also aware that each AT has a damage cap:
Scrappers have 500%
Tanks have 400%
Brutes have 775%
And at their respective caps, Brutes do slightly less damage than Scrappers. However, Lightning Rod and Shield Charge are what are termed pseudopet attacks, which generate additional temporary entities which produce the attack effect. Or something along those lines. Bottom line, for purposes of this conversation, Pseudopets have a damage cap of 400% regardless of the AT generating them.
So, yes, they all cap out at 400%. But, 400% of a Brute's relatively weak damage scalar is drastically less than 400% of a Scrapper's damage scalar.
4.00 X 1.125 = 4.5
4.00 x 0.75 = 3.0
2/3rds as much, even.
Ergo, Lightning Rod and Shield Charge are stronger powers when used by Scrappers, and these are easy caps for a Scrapper to approach between AAO, enhancements and Build Up. The Brute's large damage bonuses will be frequently wasted against the pseudopet's cap. -
As I view these images, I find myself forced to reflect on the fact that as far as we've come as a species, civilization cannot currently generate enough electricity to adequately fulfill the data storage requirements necessary to fully store the number of "e"'s I wish to attach to the following necessarily abbreviated sentiment:
Squeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eeeeeeeeeee!!!!! -
Mind/Ice is one I never see brought up; It seems unusual enough and on paper it actually looks reasonably strong, sharing Psyche's -Recharges, decent AoE and unusual damage type benefit, having fast-casting single target damage chains, and taking Energy's Power Boost for extended mez effects. Can any Dom experts vouch for or strongly suspect that it holds great endgame efficacy?
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In the endgame, /Shield is incredibly strong, but new players should be aware that getting them to their softcapped higher echelons requires a substantial investment of Inf that a new player probably won't have, and a long trek to the top with a character that isn't going to be that sturdy. I love Shield, and the ludicrous amount of damage it can put out there, however.
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Quote:I was that player, and I would conduct further testing if the servers weren't down. Hopefully, though, the issue's been resolved!I'd like to see some more info from the Ill/* you cite (who maybe was also using Phantasm at the time?) and the Elec/Elec Brute (who perhaps was Elec/Elec/Mu and had the Mu Guardian pet?)
My theory so far has seemed fairly solid (and is cast-iron for my own experience - I can run with all my level shifted bots so long as only Drones get the L32 upgrade and no other type) -
Quote:Well, I did some testing earlier today on the two characters I'd shifted.There's a thread in City Life about this problem. It looks like the problem has to do with level shifted pets.
If you can't summon any pets, you shouldn't have any problems (though I'm not sure how this affects pseudopets summoned by powers like Burn or Lightning Rod).
My Ill/Rad Controller [Spiritual Total Radial Revamp] may have been personally been responsible for Mapserving Independence Port, and later (when it occurred to me that testing server disconnect bugs on the most heavily populated map at the time may not have been a Good Idea(tm) >.>; ) Dark Astoria - and in the latter case, I checked, the character was the only one present in the zone. This all occurred during combats with grey-con mobs in which her Phantom Army was heavily involved; just using her attacks did not, after some 5 minutes, result in a crash, whereas the Phantom Army caused a crash on all occasions within that timeframe.
My Fire/Shield Scrapper [Musculature Total Core Revamp] experienced no crash issues in any of a number of zones I had her fight inside; She was able to mow down zombies in Dark Astoria more or less nonstop. pseudopet attack Shield Charge was utilized and presented no issues. I even had her summon a Shivan to test the pet hypothesis; No crashes occurred. -
Quote:I will say that my Fire/En Blaster handled that EB fight solo. The Honoree was more difficult, but mostly because he flies. This meant I couldn't pull my Ranged Defense Hoverblast crap, and that Power Thrust only caused him to spin briefly, (and only half the time, I think he has KB resistance) so that I couldn't keep him on PermaKB. It took a couple purples to survive to the point where I could blast him into a fine smear.Honestly? I'm curious how any of the Manipulation sets would handle the Holtz/Honoree fight in Mender Ramiel's arc. A Devices Blaster can lay down a huge stack of Trip Mines, pull one of the EBs, summon a Gun Drone, lay down Caltrops around the Mines, and the EB is half dead before it's even within fighting range.
The Manips all have Immobilizes, but both EBs still have ranged attacks and you still have to take them out from 100% health. Ice has Ice Patch, Mental has Drain Psyche and TK Thrust, and Energy has Power Thrust, although I can't remember how much resistance EBs have to various status effects. I imagine Elec and Fire would have the worst time of it.
Holtz, on the other hand, was just flattened like a small rodent under industrial construction equipment. The Captain was just being flung around the room the whole time. -
Alright.
I like to think of this as a situation that does not happen particularly often, but... I have no idea what the hell I'm doing here.
Well, okay, I'm exaggerating, but I'm sufficiently confused in a manner searching didn't clear. Let me explain.
I just created a character who has finally settled on her powersets, Demons/Thermal. I'm more of a Scrapper player, but I have some pet control binds here and am aware that Demons/Thermal is effective - I believe the phrase is "A beast" - but I've got no idea what to do with the endgame slotting and setting to achieve those higher levels of efficacy.
The resistance aura IOs, ember shields, innate numbers and Thermal shields give the demons what ultimately adds up to a lot of resistance, but do I just rely on them to do the tanking and forget the massive effort needed to build my own defense? Or do I still jack my defenses as high as possible at the expense of things like global recharge, as I did mostly in the build below?
Additionally, I know that the demons themselves have endurance issues but I keep hearing that Pet Damage IO pieces that have an EndRedx component do not fully help them as much as actual endurance IOs, requiring set breakups for maximum efficacy, and this only helps confuse the issue.
The presence and choice of an Alpha (Cardiac Radial Vs. Spiritual Radial) in the endgame compounds matters.
I guess what I'm asking is, does this look remotely sane and are there glaring areas for improvement? Assume money is not an object up to but not including PvP IOs.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Alopexa Kaizona: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Corruption -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(33)
Level 1: Warmth -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42), Numna-Heal(43), Numna-Regen/Rcvry+(43)
Level 2: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(7), BldM'dt-Dmg(7)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(48)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(9)
Level 10: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx(34)
Level 12: Summon Demons -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/Dmg(13), SvgnRt-PetResDam(15), EdctM'r-PetDef(15), EndRdx-I(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 16: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(34)
Level 18: Hell on Earth -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-+Res(Pets)(31)
Level 20: Power of the Phoenix -- RechRdx-I(A)
Level 22: Crack Whip -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
Level 24: Thaw -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Forge -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(36)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Heat Exhaustion -- RechRdx-I(A), Acc-I(36)
Level 38: Melt Armor -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(39), ShldBrk-Acc/Rchg(39), ShldBrk-DefDeb/EndRdx/Rchg(39), ShldBrk-Acc/EndRdx/Rchg(40), ShldBrk-%Dam(40)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(42), P'Shift-End%(50) -
Quote:Maybe not on LGTF, but having multiple ranged attacks makes Apex a lot more fun.Honestly I don't see the need for 2 Ranged blasts for a Scrapper, even running a LGTF. I also run all Scrapper LGTF and still don't see the need for them.
And I'm with Brand. I just like having the option. -
If you want to dive in and kill huge mobs and nuke things, take /Fire. Consume is a jewel for a nuking blaster even if you barely consider all the other PBAoEs it offers. You'll either munch purples like popcorn or die a lot standing in the middle of those mobs, but so what? That's why Rise of the Phoenix is in the Epic pool.
If you want a more survivable build using hoverblasting and setting for ranged defense, take /En and all your AoEs. Power Thrust will let you solo any EB without sufficient KB protection; Boost Range will let you pull some very silly things (250 foot snipes, anyone?) and it also makes Fire Breath from Okay into Bloody Awesome. -
Quote:It depends on what you call a Significant difference.Is there a "significant" difference between the two? Or would you say its negligible?
Quote:Brute's fury affects the DoT on FM's attacks while crits don't take it into account
That said, Stolid's other points are valid. Resistance-heavy sets can shine on Brutes because of their higher Resistance cap, and more HP and regen is always nice. But since i18 made Fury generation easier-but-less-powerful, the real question is: Do you want to hit harder or live longer?
This is because Shield is amazing on Scrappers. Due to the higher Scrapper damage scalar(1.125 vs 0.75) and damage buff multiplier(1.0 vs. 0.8), Shield Charge is far stronger and Against all Odds benefits the Scrapper much more. Furthermore, as a Defense-heavy set, the Brute's resist caps don't get the opportunity to assist the Brute very often. -
The title says it all! One of the ultra-rare Gladiator globals is on sale, set at Lv10 for ease of slotting! Yes, not only can your Lv50 purpled out Incarnate monstrosity reach higher echelons of universal defense, but your Lv7 brain-children will be able to wear it with pride, secure in the knowledge that he or she or whatever is almost certainly the most expensively kitted out lowbie on the server!
Starting bidding at 3Bil; the best offer that comes in by midnight CST on 12/22/10 will be accepted.
Post here or send offers to my PM box or to @Kyria Shirako in game! -
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Shield benefits Scrapper far more. The two offensive jewels, AoO and Shield Charge, are magnified significantly by the Scrapper's 50% higher damage scalar (1.125 vs. 0.75) and AT damage bonus multipliers (1.0 vs 0.8) Shield Charge, as a pseudopet, also has a maximum damage value of 400% instead of the Brute's cap of 775% or the Scrapper cap of 500% - and 400% of a Scrapper's damage bonus is >much< more than 400% of a Brute's.
Furthermore, as a primarily Defense-oriented set, the Brute's higher Resist cap doesn't help said Brute in the wide majority of situations.
As for Fire Melee, the fact that Criticals don't benefit Fire Melee damage ticks (Except for Incinerate, which is a very happy attack with which to critical) means that Scrapper Fire Melee is about an average of 2% weaker for it, which is not a massively significant difference.
By choosing Scrapper, you're getting an incredible amount of extra damage at the cost of a couple hundred hit points, which the rapid kills could, I conjecture, easily make up for in terms of overall survivability. -
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I would need three heads and six extra pairs of hands to do the amount of facepalming required by the situation.
Some have been; Dsorrow was quite civil in his first post, but being civilized is failing to correct your wild misconceptions. If the words of even knowledgeable posters are going to fall on deaf ears, one might as well at least get some enjoyment out of it.
To that end, I submit this link for consideration. -
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Quote:Actually, that's a really good question, now that I think about it.There is a really good chance I may do that too, though the idea of getting that top ST attack chain for my fm/sd does sound really really appealing. So many decisions!
Which does more damage, Incinerate->Cremate->FS with a high-tier Musculature, or taking a Spiritual to allow the use of Incinerate->Cremate->GFS? -
Quote:Hey!ItÂ’s called min/max mentality. These are the types than have never done a Bio, call their toons the same name but with a 1 or 2 or 3 after it and use the same costume on everything but change the belt and boots
. God forbid it take me 1.7 second longer to kill 15 mobs.
Min-max mentalities and creative bios, names and costumes are not mutually exclusive. One could argue that if you really love the character, wouldn't you do everything you could to make them as terrifying as possible? -
Quote:I know some people who've been using a teal-blue Radiation Blast to cover as a Water Blast set. The defense debuffing and the whole torrential-bypassing-of-defenses things actually kind of makes sense for the theme, as does the knockback-causing cone emerging in a wave. That said, a blast set with proper water effects >would< be awesome.Water blasts!
Also the staff set.
Those are the only things that I really personally feel like I'm missing.
And add one more on the stack for a Polearms/Staffs set...
As well as, with the new customization sets, perhaps "Staff" and "Gun" costume options and emanation points for powersets to represent wizards and Tech blasters with fantastic weaponry! -
A number of people have suggested a Martial Arts-themed Blaster secondary to allow for more gymnastic blasters and go with the gun-fu of DP, and also to allow another option for purely Natural blasters that isn't Devices. Devices is not appropriate to all Natural concepts (John Woo/Chow Yun-Fat-type action movie characters, for example, are not generally equipped with cloaking devices and targeting drones and are somewhat more likely to kick you in the face) and underperforms in the current game paradigm.
Melee stuns, ST and PBAoE attacks, and the ever-important Focus Chi would find places, as they've pointed out; plus the animations already exist.
Quote:But I'd say it's not completely irrelevant. This thread is about things that cannot be covered by recoloring and a little imagination, but allowing Mastermind pet costuming eliminates the need for a lot of niggling intermediary options. There's a two-year-old thread stickied in the Mastermind forums about the staggering array of possibilities that would need to be accounted for without customization.I'd also like to see some pet customization for Masterminds. We have pretty good pets in terms of powers but they don't fit every character concept as well. Mercs might need a small buff.
Power customization, and argued to death thingy...
If one were to allow for the admitted pipe-dream this possibility represents, a perhaps more specific question regarding Mastermind primaries emerges: "Which potential Mastermind pets do not have weapons or powers that could be reasonably covered by the existing power setups of Assault Rifles/SMGs; Pistols/SMGs/Molotov cocktails; Martial arts, katanas, and ninja stars; Evil dark energy and vomit; Lasers and missiles; and elemental potpourri."