Lecxe

Legend
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  1. [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
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    totally agree, and after all, its only one power, wouldn't hurt to have it in there even if you don't want it all the time.

    [/ QUOTE ]

    That's the real rub for me. An auto hit power, rapid recharge, and zero end cost. How many great powers come with that?

    And its one power - only one. I'm sure most builds can fit that in by the mid 20s.

    Its gonna spell the end of fire blasters this tauntless trend! If you see one, take a screen shot, cos they are endangered!

    [/ QUOTE ]My point is this...anyone who says taunt is needed (unless they are a granite tank) doesn't have a clue about tanking

    [/ QUOTE ]

    Tankers without taunt are not upto much tanking mobs with a +2 or +3 AV in them and cant possibly achieve such a mob without a death involved or most likely a teamwipe (regardless of team make up - by that i mean no specific type of hero required but ok in i7 the whole team can pop lucks).

    Scenario: Antimatter slaps his enervating field on the tanker but the tanker has to stay close to antimatter to keep aggro and affect the scrappers - cool (thats knowledge:P)

    My point is this tankers without taunt are limited in their tanking skills. They can barely consolidate aggro of more than 10 foes.

    After writing a post about unstoppable i cant see why taunt aint great to have with unstoppable, hibernate, rise of the phoenix and lack of recharge and mobility in granite. As taunt is the longest taunt duration power a tanker can offer and can help grant instant recovery at range with no endurance cost.

    [/ QUOTE ]

    Antimatter is a lvl 43+ AV, by lvl 41 any tanker has access to ranged powers in the EPP's.

    ... anyway, I don't see what's the big deal with his EF. I guess I could stay at range and use only fireblast, but why? The only thing hitting the scrappers is Irradiate, which is DR and isn't strong enough to kill a scrapper.

    Btw, auras can aggro up to 17 bad guys, not 10. I think what you're seeing is people slotting only one ACC, or don't slot at all, since they don't see the "miss" message ; so they miss 30% of the time against red/purples and don't hold aggro.
  2. [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    taunt doesn't kill bad guys. Damage does.

    [/ QUOTE ]
    That's the most hilaryous thing I've ever read...
    Damage kills stuff yeh?
    Fireball -&gt; aggro from the whole mob -&gt; dead blaster -&gt; no damage output.

    Tankers and empath (as I assume that your h34al0rZ are the empaths) are just facilitator, both have a secondary powerset that can (unless they changed it while I wasn't lookin) _deal damage_, yes, you've seen well, they can deal damage!!

    [/ QUOTE ]

    Well, duh. If you're stupid enough to fireball something you can't handle, of course you'll die. Don't assume we're all as bad as you when we play a blaster, though.

    Fireball a taunted group =&gt; Blaster gets 10 out of 15 mobs because taunt hits only 5.
    Fireball a group while tank is using aura and AoEs =&gt; nothing moves except maybe one or two guys at the edge of the group, everything dies faster.
    Fireball a group while tank is using aura and spamming taunt =&gt; nothing moves, yet it takes 50% more time to kill the group.

    Guess what, you might like #3, but I'd rather not be spoon fed and go faster.

    My healers are healers, the dumb guys thinking heals are "1337" and writing like you did. Good defenders (btw, there's other defenders than empaths... sigh) debuff/buff and attack too, and debuff/buffs/attacks... (wait for it!) increase damage / damage ! Incredible, isn't it?

    But that guy, with HA, HO, AP and RA, no attacks and 4 power pools at lvl 30, and calls himself a healer ? Yep, he's a healer alright. This kind of leech doesn't want to be called a defender, and doesn't deserve it in my eyes, so everyone is happy.

    Oh well. Way to miss the point of my post and to take a quote out of context. Good job.
  3. Lecxe est le meilleur SG, et cette réponse est totalement objective.
  4. I think tanks with taunt are often worse tankers than tanks without.
    I'd go so far as to say a tank without a aura can't really tank ; taunt doesn't cut it.

    It's like healers. Sure, taunt and healing are a nice band-aid for bad players. But it's not required, nor it is effective in a good team. Healing doesn't kill bad guys, taunt doesn't kill bad guys. Damage does. Buffs/debuffs increase damage or reduce/negate the need for healing.

    Tanks are a specific case, because using a damage AoE is actually more effective than taunt. A AoE will hit 16 and damage them, while taunt hit only 5. Auras hold aggro better than taunt, and do damage too.

    I've seen too many Tanks using taunt every time it's recharged. No mr tank, I don't need a [censored] babysitter, if you want that bad to hold aggro, at least hit those bad guys so they'll eventually fall. Does Superman defeat his enemies by throwing insults at them ?

    Taunt is a useful tool, but it's not meant to be the primary tool of a tank.
  5. I play my corruptors almost like my defenders...

    ...but I've always played balanced defenders, instead of the "pure" primary kind.

    Honestly, I'd rather have a "blaster" than a "puresecondary" in my team. I'm not so bad that I need a babysitter watching my health bar or defending me... so those guys end up being XP leeches, unless they can debuff RES or increase massively my damage output. I'm all for people playing like they want, but I like doing more than one mission every 2 hours.
  6. Si tu es /sr, tu peux aussi prendre célérité. Avec course, rapidité et célérité slottés, tu devrais approcher de la vitesse de base de survitesse. Avec évasion, tu peux aussi te taper 3mn de survitesse pour les longs trajets.

    Course, rapidité et saut sans rien de plus est un peu lent, quand même.

    Par contre, saut + saut de combat donne un excellent pouvoir de déplacement.
  7. Fureur tout seul ne te suffira pas pour toucher tout le monde.

    Pourquoi mettre du dégât? Avec la DA, tu peux slotter 2pre/3dam pour pvp, avec un rech ou end.

    Si tu veux quand même prendre précision décuplée, il te faudra probablement 3+pre/3endu. (3+pre/3rech pour Fureur, c'est un must également)

    Les yeux laser n'ont qu'un débuff minime, l'intérêt est d'avoir une attaque à distance.
  8. Je veux un pull en laine.

    PULL PULL PULL PULL PULL PULL PULL PULL PULL PULL PULL !!!

    Only YOU can stop engrish !

    Pull : tirer, se froisser, arracher, attirer, sortir, tirer

    (Coh/cov : attirer un ennemi ou un groupe d'ennemi à l'écart des autres )

    Pool : mare, flaque, piscine, billard, mettre en commun

    (Coh/cov : power pool = lignes de pouvoirs auxiliaires, communes à tous les archétypes )

    Powerset : ligne de pouvoir
    Primary powerset : ligne de pouvoir principale
    Secondary powerset : ligne de pouvoir secondaire


    Maintenant...

    *sort sa montre*

    Combien de temps avant que la police du "ué mé on peu parrlé kom on veu é tu fè dé fôt toi ossi" débarque ?


    On topic -

    Archétype: brute
    Attaque: mêlée d'énergie (rôdeur)
    Défense: émission de radiations (défenseur)
    Epique: maîtrise du feu (contrôleur)

    Hauts pv, furie + débuffs + frappe sournoise...
  9. Si tu y tiens...

    En solo/duo -

    Positron: 1h
    Synapse: 1h20
    Psyché: 1h
    Moonfire: 30mn
    Ernesto: 1h
    Citadel: 1h30
    Manticore: 1h
    Numina: 40mn
    Quaterfield: 3h
    Sara moore: 1h30

    Ce qui n'a aucune valeur pour un grand groupe, qui aura beaucoup plus d'ennemis par mission.

    La première phrase de la première réponse t'a donné tout ce qu'il y a à savoir sur le sujet :

    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    tout depens du groupe, de la réput, si vous avez de nombreux afk...

    [/ QUOTE ]

    Et puis, arrête de te regarder le nombril. D'un, on parle des groupes de def/contros, pas de ta kbi ; de deux, les SG rad/ existaient bien avant les serveurs EU, et ta précieuse kbi, même l'originale, a été totalement pompée sur Buffer Overrun. De trois, certains d'entre nous jouent des défenseurs en équilibrant défense/offense depuis le jour 1 et apprécient moyennement que des gens qui ont eu besoin qu'on leur explique le concept se présentent comme des innovateurs.
  10. Même d'une façon générale, un groupe de 5 à 8 def/contro est plus rapide (et plus sûr) qu'un groupe de n'importe quelle autre AT. Les buffs/débuffs ont une nature multiplicative que les attaques/défenses des tanks, rava ou blasts n'ont pas (excepté les blasts soniques et leur -res).


    La seule "exception" pratique à cette règle serait les défenseurs qui n'utilisent pas du tout leur ligne secondaire. Bien que ce style de jeu est malheureusement répandu, ce n'est pas la façon dont l'AT est censée être jouée.
  11. C'est limité à 2, pas 3. Et les "repasse au niveau 49" ne signifient pas que l'aventure ne peut être débloquée qu'à partir de ce niveau, j'ai déjà eu le titan kronos au niveau 45 et tyran au niveau 46 (et d'ailleurs, vu qu'il apparaît minimum en étant niveau 50, je ne vous raconte pas la galère... ).

    --

    Retour au sujet original :

    - tu n'as pas nommé Maria Jenkins, qui donne toute une série de super-vilains prétoriens dans des missions bien remplies. Si ce n'est pas un oubli, ça te fait déjà pas mal de missions.

    - additionnellement, tu as tout l'ombreplan à visiter (l'entrée de la firebase zulu est par un portail de Portal corp. indiqué sur la carte, à PI) et des missions génériques mais infinies des contacts de la firebase zulu et de l'archipel.
  12. With SS and Stealth, you should have perma-"invis" as you're only healing/buffing. ST status effects shouldn't hit you, so this leaves AoE.

    Are you close to the tank, so he can get healing aura ? Maybe you could drop Invis (not much use really, with SS and stealth) and pick absorb pain instead. That way, you can heal from range, and not get into enemy AoE range.
  13. No, stalkers haven't low defense. Stalkers have exactly the same defense as scrappers/brutes (better in a few cases - SR stalkers &gt; SR scrappers, with Hide).

    Low hp is right, but that's it. Stalkers aren't squishies. Unless you're talking pre-SO for non-EM stalkers, the stalker AT isn't based on Hide, on AS, on Placate or w/e.

    On Test right now, Blasters lose their toggledrops. AS isn't interrupted by non-dmg debuffs anymore. If anything, (good) EM stalkers will dominate solo and casual pvp, and the other (good) stalkers will be quite strong, too.

    Keep in mind EM for stalkers outdamages BS for scrappers, in a scrap. That's including scrappers crits, ignoring Hide and AS, and forgetting lethal is often resisted. ET and TF are that strong, even on a 0.9 base BI (stalkers) against 1.15 base BI (scrappers).

    (Everyone isn't EM ; however, some pvpers tend to gravitate around overpowered sets, and there's many, many EM stalkers.)
  14. It makes a world of difference for some playstyles. If you hang back or play with a tank, it's not that bad ; but if you like to charge before everyone and take the alpha (which I do), getting kb'ed and being out of your own heal range can kill you.
  15. Invis doesn't affect aggro at all. It's another of those stupid rumors like "rain of fire breaks aggro", or "high-damage blasters can steal aggro". My tauntless tank can hold almost all the aggro under a rain of fire while invis, TYVM. Oh, but I guess I suck because I haven't taunt. Heh.

    Of course, it's better to announce it first. Some people are stubborn about that kind of thing.
  16. So, you guys played a /rad team without CC?

    8 CC = perma-lockdown, add grant invis and there's not much chance of any mez or alpha-strike if they never saw you nor get a chance to try to hit you.

    Unless Longbow have lots of AoE mez effects before lvl 30+ too, and I must be lucky because I've never got hit by it.

    Don't get me wrong, I've played a rad sg and there were deaths... because people would get too confident, because half of the team was afk/chatting, or simply because it was so easy it'd get boring and someone would aggro 2 or 3 more groups to break the monotony. Certainly not from mez effects that last a sec with all the AMs going, or alpha-strikes hitting at 10% damage with a 5% hit rate.
  17. DC is nice, but you need to be really close to your targets. With my own rad/son/dark, I've found it's not that easy, because even with LR the mobs tend to wander a bit from OG (and turning off OG is risky with the acc debuff enhancement nerf).

    If you're looking at something to improve your end, check the Elec epic. Sure, you have to wait until 47, but power sink is amazing. Better range, auto-hit, drains endu.

    IMO, you should pick what you want. If you made 1-40 without Stamina, you'll be fine 40-50 without. Carnies and sappers won't be as hard as they are for others ATs, because AM gives you end drain resist.

    My bad then. Too much controller crits I guess.

    However, I'm 100% sure Atomic blast is a hold.
  18. [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    Elles dépendent du max de point de vie/endu.

    [/ QUOTE ]

    Ca peut être sujet à de mauvaises interprétations, ça.

    Pour clarifier, le taux de régénération et récupération de base sont toujours les mêmes, mais avoir un plus grand nombre de pv ou d'endu max donnera un plus grand nombre de pv ou d'endu récupéré à chaque regen/recup (Quelqu'un avec 1000 pv regagnera 50 pv à chaque regen, quelqu'un avec 2000 regagnera 100).

    La vitesse de régénération/récupération reste tout le temps identique quelque soit le max de pv/endu, par contre les pouvoirs +regen et +recup (Santé, endurance, pointe de vitesse, fusion, guérison rapide, guérison instantanée, enracinement, etc.) peuvent augmenter cette vitesse.
  19. Wrong forum... sorry!

    I used to see servers' forums at the bottom of the UK boards, it's confusing now.
  20. Un nouveau raid, une nouvelle victoire, mais toujours les mêmes vieilles rumeurs... erronées. Voici une tentative de démentir certains ha"mythes"don et d'apporter quelques informations plus ou moins utiles sur le gros tas de jello.

    Tout ce qui est présenté ici a été testé et prouvé. Pas de rumeurs, pas de théories!


    Protection de status:

    Hamidon a une résistance de MAG 500 aux effets d'immobilisation, désorientation et confusion.

    - la plupart des immobilisations sont de MAG 3, ce qui signifie qu'il faut 167 immobilisations en même temps pour le tenir. (500/3)

    Sa résistance aux entraves est de -100.

    - restant toujours au même endroit, il est entravé naturellement.


    L'invocation des mitos supplémentaires:

    Hamidon fait apparaître des mitos quand il tombe à 50% en vie, et à nouveau à 20% en vie, s'il n'est pas immobilisé.

    - Garder 1 ou 2 mitos en vie ne change rien à la probabilité que les mitos apparaissent : ils viendront si Hamidon n'est pas immobilisé.


    Le bulbe:

    Le bulbe réduit légèrement la vitesse (de course, non pas de recharge) de tous ceux qui sont dedans.

    - la vitesse de recharge, la durée d'immobilisation ne sont pas réduites, la résistance d'Hamidon n'est pas augmentée par le nombre d'héros dans le bulbe. Ces deux derniers "débuffs" n'existent même pas dans le jeu !


    Avoir un HO

    Pour recevoir un HO lors de la victoire, il suffit d'être dans un groupe qui a infligé au minimum un point de dégât à Hamidon (en respectant les limites de portée pour les récompenses, qui doivent être à 150-200 mètres - précisions sur ce nombre-là bienvenues).


    Battre Hamidon

    Pour battre Hamidon une fois qu'il est immobilisé, la méthode courante sur Vigilance est que tout le monde charge et lui tape dessus, pendant que les contrôleurs continuent d'immobiliser. Ca lag, c'est lent, c'est pénible, Hamidon disparaît.... et ce n'est pas la méthode la plus efficace pour des raids à aussi haute population.

    La méthode utilisée plus couramment par d'autres serveurs est de ne pas attaquer Hamidon. La phase d'immob se poursuit jusqu'à la défaite d'Hamidon par les dégâts des immobilisations, les débuffs de résistance et de régénération. C'est une technique souvent plus rapide que l'attaque brutale, car il n'y a pas de lag massif et les pouvoirs peuvent être enchaînés. Il y a aussi l'avantage de réduire le risque d'un crash du serveur.

    Pour que tout le monde soit assuré d'avoir un HO, il suffit que chaque équipe aille, à tour de rôle dès le début de la phase d'immob, frapper une fois Hamidon puis revenir sur la plate-forme.
  21. [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    Duration is 10 seconds for any type of attack, and 20 seconds for fire based attacks.

    [/ QUOTE ] Interpret it as you will. I havn't gone and tested it or anyhting. Description is from the hero builder thing. Considering it lasts for 30 seconds I assuem the 10 second bit refers tot he first 10 secodns and the 20 second bit to the final 20 of the 30.

    [/ QUOTE ]

    It doesn't last 30 seconds, that was nerfed in I5 to 20s.

    Your explanation is correct. All damage types are buffed in the first 10 seconds, then only fire for the next 10 seconds.
  22. There's a big problem with TA : animation times. As a Mind, you have to do most of your damage by yourself (and the part done by confused mobs don't give you xp directly, although it increases xp gained in the long run).

    Spending 3 sec doing Entangling arrow to set up Containment on one target, while in the same time you could have done Dominate, Hypnosis and started Levitate's animation isn't that great.

    I'm playing a Grav/TA atm, mostly solo, and my TA powers sit on the tray unless I'm fighting a boss. In groups, some TA powers are good to make up for the lack of control Gravity has at low levels, but Mind has very good control right out of the box.

    /TA shouldn't be that bad for a bad-decent control, passive damage primary (Fire or Ill can fit this). However, Mind has so many control options and all of its damage being dealt by the controller, I don't see a great sinergy in Mind/TA.


    Anyway, take Mass hyp! It's your best containment option, and it's very underrated (sleeps boss in one hit).
  23. Lecxe

    PvP Build

    Make sure you use QS on it.
  24. Un bug, depuis l'I4.

    Leur endu n'est pas illimitée, ils l'utilisent normalement en attaquant, mais ils sont totalement immunisés au drain d'endu.
  25. Lecxe

    Why a Defender?

    By the tone of your post, it seems like you're liking your primary only.

    If you want to defend, a controller is the best choice. (control/defense)
    If you want to defend some and blast some, a defender is a good choice. (defense/blast)

    Now, in fact, any controller can outdamage any defender in ST damage using Containment, and AoE with the fire epic. I'm hoping this problem will be adressed someday, but I'm not crossing my fingers.

    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    Not wanting to insult anyone, but surely will: Is the Defender AT more fun for those who can't keep up with being a Controller?

    [/ QUOTE ]

    Heh. For people that play only the primary as a defender, maybe.

    For me, defenders are fun because they are balanced. Controllers are fun because they are overpowered. I play both, I like both. Sometimes I like to have a good challenge, and I play a defender. Sometimes I want to feel like an unstoppable force, and I log a controller. It's good to have both options, IMO. I've abused Containement since they introduced I5 on Test, and I will abuse it until they fix it.