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Posts
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Before going completely over the edge on this issue, everyone, why don't we just wait for the beta to start so we can see exactly what's being changed, determine the effects of those changes and present validated, justified concerns to Castle. I'm no more excited about losing some of my favorite APP/EPP powers than anyone else, but until I actually know which powers are being removed, and what the replacements are, there's no point getting upset over it.
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I'd argue that, even though we don't know details, the very fact that powers are being replaced wholesale does, indeed, deserve the hue and cry now being raised.
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We don't even know that, actually. What we know is that the developers have discussed it, and are considering it, but until the beta actually starts, it's just talk.
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I'll have to re-listen to Castle's interview when I get home, but it certainly sounded like more than "just talk" to me. "Just talk," to me, is what Castle said about Domination changes some time back ("I'm looking at various things, like maybe this or that, but it's a good ways off if anything changes.") The WOOT comment was - again, to my ears - closer to definitive. IE, "Shields are coming as a new powerset, and APPs will have powers replaced as soon as a user logs in."
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Again, until anything is actually on a server where we can get our hands on it, it is just talk. They've discussed it, and they want to try it, but until it's on the test server, that's all it is, them talking about it. Unless a developer pops in and says, "The changes are set in stone", well, they aren't set in stone.
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Pre-closed beta, while there's still more time available, is a fully appropriate time to let these very valid concerns be known - even if it just shows the devs that they need to clarify what will be happening.
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Calmly, rationally, reasonably, yes? -
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Before going completely over the edge on this issue, everyone, why don't we just wait for the beta to start so we can see exactly what's being changed, determine the effects of those changes and present validated, justified concerns to Castle. I'm no more excited about losing some of my favorite APP/EPP powers than anyone else, but until I actually know which powers are being removed, and what the replacements are, there's no point getting upset over it.
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I'd argue that, even though we don't know details, the very fact that powers are being replaced wholesale does, indeed, deserve the hue and cry now being raised.
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We don't even know that, actually. What we know is that the developers have discussed it, and are considering it, but until the beta actually starts, it's just talk.
If we log into the beta and find that, yes, they really are yanking powers out of APP/EPPs, we still don't know for certain that those changes will survive the beta. It darn sure wouldn't be the first time that good, solid player feedback, based on testing, real data and calm discussion changed the developers' minds about something. Our developers aren't jerks, they don't make changes simply for the sake of pissing us off, and they've definitely proven that they care about us with all of the positive changes they've made over the years, so why not give them the benefit of doubt?
Positive, constructive feedback will give them the answers they need and help them determine whether or not some or all of the potential replacements need to be left alone. Screaming in their ears... that's not going to get us anywhere. -
Before going completely over the edge on this issue, everyone, why don't we just wait for the beta to start so we can see exactly what's being changed, determine the effects of those changes and present validated, justified concerns to Castle. I'm no more excited about losing some of my favorite APP/EPP powers than anyone else, but until I actually know which powers are being removed, and what the replacements are, there's no point getting upset over it.
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The Weapons Pool is one of my favorites, I sure hope I don't lose any powers from it due to the addition of Focused Accuracy.
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According to the podcast, they're looking at flat out replacing roughly 20% of the APP powers, and Castle did clarify that the powers absolutely will be replaced, not grandfathered, not added as a fifth power in the pools. Powers will be removed from the APPs, new powers put in their places, and as soon as you log in after the patch goes live, if you have a power that was replaced, that power will be gone, the replacement power will be there instead.
I'll wait to see what powers are actually going to be removed, and what their replacements will be, before raising a ruckus, but I am more than a little concerned already. I like my unpopular APP powers, I don't look forward to losing them. -
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Does lighting the slick cancel the original aspects of the power (knockdown/-def)?
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No. Oil Slick Arrow spawns several different pets, each with very specific attributes. Oil Slick Oil is the pet that causes the Knockdown, Slow and Defense Debuff, and it has a fixed duration of 30 seconds. Even if Oil Slick Target is defeated, which in turn spawns Oil Slick Burn, it doesn't change or remove Oil Slick Oil. That pet stays for the entire duration of the power, no matter what happens to the other pets. -
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I think the -regen issue is still relevant.
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It isn't. -
I've already sent most of these to Castle over the last few months, but they're worth noting here.
<ul type="square">[*]Some TA powers do not display hit rolls unless they miss (Entangling Arrow, for instance). Some TA powers do not display hit rolls at all (Flash Arrow (yes, it's significant, because other auto-hit powers give notification in the Hit Rolls channel)).[*]Acid Arrow: No Resistance Debuff graphic.[*]PGA: No Damage Debuff graphic.[*]Flash Arrow: ToHit Debuff graphic fades very early (or never plays at all), leaving only the Perception Debuff graphic as a visible method of discerning whether or not the debuff is still active.[*]Using the emote /e flex when a bow is drawn (TA or Archery) gives an animation of the bow firing (with no arrow), then puts away the bow and returns the character to the default "stand around and wait" animation.[*]Entangling Arrow: -KB lapses if the power is reapplied before the previous -KB duration ends, allowing KB to occur. Likely affects Ice Arrow as well.[/list] -
Third, and last for tonight, my TA/Dark, Parthenia. This character isn't level 50 yet, in fact, she's only level 12 (13 before i go to bed, if i finish this soon), but I always plan out my builds well in advance and rarely deviate from the plan unless I see a way to improve it.
This is an interesting project for me. Prior to the results I achieved with Soul Tentacles and Night Fall on Oxybeles, I'd all but given up on /Dark. It just never worked well in my hands before. But playing with ST and NF was so much fun that I wanted to try it again, so here I am, working on leveling up this character.
It took me a bit of thinking to come up with a reasonable character concept that could explain TA/Dark. Then I remembered the myth of Hades and Persephone. Perfect. There were never any stories about them having children, but, hey, it's a myth, nothing says I can't expand on it a little. Thus was Parthenia born, a daughter of ancient Grecian gods, wielding a magical bow and the terrible powers of her father. *queue eerie music*
The build itself is strongly influenced by the character concept. I'm skipping both of the single-target controls in favor of debuffs and a heavier reliance on my secondary's secondary, -ToHit. I'm also, for the first time in the nearly three years that I've been playing, diving into the Presence pool, specifically for the Fear powers. Not only are they incredibly well matched to the concept, but they'll also add to my survivability and give me some great IO set bonuses. I'll be taking Provoke instead of Challenge and trying to get a Perfect Zinger proc to put in it. That'll be useful when I'm soloing for endurance-free damage, and just because it seems like a funny thing to do, taunting a spawn and making some of them so angry that they blow a mental gasket.
One of my major focuses with this build is global Accuracy from IO sets. Why? Well, I just hit 33 months in the middle of June and got access to the Blackwand/Nemesis Staff. Prior to playing Oxybeles, I've never used Sands of Mu or the Ghost-Slaying Axe as a regular attack, just a low level filler to get me through. This time, I've got access to two extra attacks, both of which are thematically appropriate for the character (Sands and Blackwand), so I want to try working them into a regular attack chain. To do that well, I'm going to need quite a bit of extra Accuracy, and some Recharge would be nice. So for Parthenia, I picked IO sets that offered Accuracy bonuses and put a heavier emphasis on +Recharge than I typically do.
And, of course, Torrent. I have an almost unhealthy appreciation for Knockback, and it's a great place to pick up just enough -KB to satisfy me and a nice bit of extra +Recharge.
Again, no travel power. Really, you have no idea how much pleasure I derive from something as simple as just hopping across a zone.
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Parthenia: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb:21(A), DarkWD-ToHitDeb/Rchg:21(11), DarkWD-ToHitdeb/Rchg/EndRdx:21(11), DarkWD-ToHitDeb/EndRdx:21(15)
Level 1: Dark Blast -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:30(3), Thundr-Dmg/EndRdx:30(3), Thundr-Dmg/Rchg:30(9), Thundr-Dmg/EndRdx/Rchg:30(33)
Level 2: Gloom -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:30(5), Thundr-Dmg/EndRdx/Rchg:30(5), Thundr-Dmg/EndRdx:30(9), Thundr-Dmg/Rchg:30(33)
Level 4: Glue Arrow -- P'ngTtl-EndRdx/Rchg/Slow:49(A), TmpRdns-EndRdx/Rchg/Slow:49(13), ImpSwft-Dam%:30(46), P'ngTtl--Rchg%:30(46)
Level 6: Hurdle -- Jump-I:45(A), Jump-I:45(7), Jump-I:45(7)
Level 8: Poison Gas Arrow -- FtnHyp-Acc/Sleep/Rchg:50(A), FtnHyp-Acc/Rchg:50(15), FtnHyp-Sleep/Rchg:50(43), FtnHyp-Sleep/EndRdx:50(45), FtnHyp-Plct%:50(45), IComa--Rchg%:16(45)
Level 10: Combat Jumping -- Ksmt-ToHit+:16(A)
Level 12: Acid Arrow -- Acc-I:45(A), UndDef-DefDeb/Rchg/EndRdx:49(13), LdyGrey-DefDeb/Rchg/EndRdx:49(50), Achilles-ResDeb%:20(50)
Level 14: Swift -- Run-I:45(A)
Level 16: Tenebrous Tentacles -- Enf'dOp-Acc/Rchg:49(A), AirB'st-Dmg/Rng:49(17), Det'tn-Dmg/Rng:49(17), Posi-Dmg/Rng:49(19), Det'tn-Dmg/Rchg:49(19), Det'tn-Acc/Dmg/EndRdx:49(21)
Level 18: Disruption Arrow -- RechRdx-I:45(A), RechRdx-I:45(33)
Level 20: Night Fall -- Posi-Acc/Dmg:30(A), Posi-Acc/Dmg/EndRdx:30(21), Posi-Dmg/EndRdx:30(23), Posi-Dmg/Rchg:30(23), Posi-Dam%:30(25), Det'tn-Dmg/Rchg:49(46)
Level 22: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Acc:30(25)
Level 24: Provoke -- Zinger-Dam%:30(A)
Level 26: Oil Slick Arrow -- AirB'st-Dmg/Rchg:49(A), Det'tn-Dmg/Rchg:49(27), Posi-Dmg/Rchg:49(27), TmpRdns-EndRdx/Rchg/Slow:30(31), TmpRdns-Dmg/Slow:30(31)
Level 28: Torrent -- KinCrsh-Acc/KB:31(A), KinCrsh-Acc/Dam/KB:31(29), KinCrsh-Rchg/KB:31(29), KinCrsh-EndRdx/KB:31(31), KinCrsh-Dmg/KB:31(42), KinCrsh-Dmg/EndRdx/KB:31(42)
Level 30: Intimidate -- Abys-Acc/Rchg:33(A), Abys-EndRdx/Fear:33(34), Abys-Acc/EndRdx:33(34), Abys-Fear/Rng:33(39), Abys-Acc/Fear/Rchg:33(40)
Level 32: EMP Arrow -- G'Wdw-Acc/Hold/Rchg:49(A), EoCur-Acc/Hold/Rchg:49(34), Para-Acc/Hold/Rchg:30(37), Hold-I:45(40), RechRdx-I:45(43)
Level 35: Life Drain -- Acc-I:45(A), Dct'dW-Heal/Rchg:38(36), Dct'dW-Heal/EndRdx/Rchg:38(36), Dct'dW-Heal:38(36), Dct'dW-Rchg:38(37), Dct'dW-Heal/EndRdx:38(37)
Level 38: Invoke Panic -- Abys-Acc/Rchg:41(A), Abys-EndRdx/Fear:41(39), Abys-Acc/EndRdx:41(39), Abys-Fear/Rng:41(40), Abys-Acc/Fear/Rchg:40(42), RechRdx-I:45(43)
Level 41: Oppressive Gloom -- Rope-Acc/Stun:49(A)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+:25(A)
Level 47: Soul Drain -- AdjTgt-ToHit/EndRdx:49(A), AdjTgt-EndRdx/Rchg:49(48), AdjTgt-Rchg:49(48), AdjTgt-ToHit/EndRdx/Rchg:49(48), AdjTgt-ToHit/Rchg:49(50)
Level 49: Health -- Heal-I:45(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:45(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Next, my Robotics/TA mastermind. This was a fluke, really, I've never enjoyed playing villains very much. But some friends convinced me to start a character for teaming with them on Virtue, and I'd been wanting to try out Robotics since the first time I saw a Bots mastermind, so Bots/TA it was. I was just blown away by how fun this character was, I found myself playing her every night and often staying up an hour or three past what I should have.
I made a few unusual choices with this TA. I six-slotted Glue because I encountered a few EBs who resisted my Slow enough to convince me that it was worthwhile to make it stronger, and because I found myself fighting higher level foes more frequently (Slows are affected by the Purple Patch, like everything else, so against +1s and above, they grow weaker. buffing up Slow compensates for that devaluation). I also wanted some Endurance Reduction, and didn't want to give up my procs or have the recharge time climb back up over 30 seconds.
Yup, Junk Kick. I even used it for a while, in conjunction with the Sands of Mu veteran reward attack, but after I got to 41 and picked up Night Fall, I changed the enhancements to four Kinetic Crash for the -KB, then added two more when I had them to spare. I still keep it in my tray for low level badging, and because it's incredibly amusing to kick a critter waaaaaaaaaaaaaaaay up in the air.
Procs everywhere. I went completely proc-mad with this build. I had the extra slots and inf*, so I didn't have any good reason not to try a proc heavy build. Turned out to be a good choice, too, those procs deal more damage than the tier 1 primary or any of the pool attacks.
I know many villain players skip their PPPs, but Soul Mastery is such a wonderful fit for TA, I just couldn't pass it up. The -ToHit in Night Fall works in concert with all of the +Def and Flash Arrow's -ToHit, which in turn meant I had to worry less about keeping an eye on the robots' HP bars and could focus my attention on combat, where it belongs. Soul Tentacles is perfect for OSA, as it doesn't prevent Knockdown, and I could match the range to Night Fall's and still leave room for a couple of procs to compensate (alternatively, i could've slotted enough Dam/Range and the Dam/End/Range to do it that way, but the procs deal far more damage than ST could, even fully enhanced. i also didn't really care if it dealt a lot of damage, i just wanted the cone Immobilize).
I skipped Ice Arrow and EMP Arrow. Didn't see much point in having a single-target Hold with a terribly short duration and nothing to stack with it until level 38. Haven't missed either of these powers once.
And, no travel power, again. At this point in my Co* "career", I almost always skip travel powers unless a concept needs one. I just really, really like bouncing around with Hurdle and CJ so much that I do it with practically all of my characters.
Villain Plan by Mids' Villain Designer 1.40
http://www.cohplanner.com/
Oxybeles: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Battle Drones -- EdctM'r-Acc/Dmg:28(A), BldM'dt-Acc/Dmg/EndRdx:32(3), BldM'dt-Acc/Dmg:32(3), ExStrk-Dam%:15(9), Dmg-I:45(11), EdctM'r-PetDef:19(15)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Immob:28(A)
Level 2: Flash Arrow -- DarkWD-ToHitDeb:21(A), DarkWD-ToHitDeb/Rchg:21(5), DarkWD-ToHitdeb/Rchg/EndRdx:21(9), DarkWD-Rchg/EndRdx:25(11)
Level 4: Glue Arrow -- RechRdx-I:45(A), Slow-I:45(5), ImpSwft-Dam%:27(39), TmpRdns-EndRdx/Rchg/Slow:49(46), P'ngTtl--Rchg%:31(50), CtlSpd-EndRdx/Rchg/Slow:30(50)
Level 6: Hurdle -- Jump-I:45(A), Jump-I:45(7), Jump-I:45(7)
Level 8: Equip Robot -- EndRdx-I:45(A)
Level 10: Combat Jumping -- Jump-I:45(A)
Level 12: Protector Bots -- EdctM'r-Acc/Dmg:30(A), EdctM'r-Acc/Dmg/EndRdx:30(13), BldM'dt-Acc/Dmg:33(13), BldM'dt-Dmg:32(15), DefBuff-I:45(17), DefBuff-I:45(19)
Level 14: Swift -- Run-I:45(A), Run-I:45(40), Run-I:45(48)
Level 16: Poison Gas Arrow -- FtnHyp-Acc/Sleep/Rchg:50(A), FtnHyp-Acc/Rchg:50(17), FtnHyp-Sleep/Rchg:50(33), FtnHyp-Sleep/EndRdx:50(34), FtnHyp-Plct%:50(37), IComa--Rchg%:20(37)
Level 18: Maneuvers -- S'dpty-Def/EndRdx:23(A), GftotA-Def/EndRdx:24(19), Ksmt-Def/EndRdx:25(21), Krma-Def/EndRdx:24(23)
Level 20: Acid Arrow -- Acc-I:45(A), UndDef-DefDeb/Rchg:47(21), LdyGrey-DefDeb/Rchg:42(23), Achilles-ResDeb%:17(25), Posi-Dam%:44(40), LdyGrey-%Dam:42(48)
Level 22: Aid Other -- Dct'dW-Heal/EndRdx:34(A), Dct'dW-Heal/Rchg:30(25), Dct'dW-Heal/EndRdx/Rchg:34(31), Dct'dW-Rchg:30(39), Dct'dW-EndRdx/Rchg:31(40)
Level 24: Stamina -- P'Shift-EndMod:27(A), P'Shift-EndMod/Acc:28(34), P'Shift-EndMod/Acc/Rchg:30(43)
Level 26: Assault Bot -- BriL'shp-Acc/Dmg:32(A), EdctM'r-Acc/Dmg:29(27), EdctM'r-Acc/Dmg/EndRdx:28(27), Dmg-I:45(29), FrcFbk-Rchg/EndRdx:49(31), KinCrsh-Rchg/KB:49(31)
Level 28: Disruption Arrow -- RechRdx-I:45(A), RechRdx-I:40(29)
Level 30: Jump Kick -- KinCrsh-Acc/KB:32(A), KinCrsh-Dmg/EndRdx/KB:31(33), KinCrsh-Rchg/KB:33(33), KinCrsh-Dmg/KB:32(34), KinCrsh-EndRdx/KB:21(43), KinCrsh-Acc/Dam/KB:21(46)
Level 32: Upgrade Robot -- EndRdx-I:45(A), RechRdx-I:45(39)
Level 35: Oil Slick Arrow -- Det'tn-Dmg/Rchg:37(A), AirB'st-Dmg/Rchg:39(36), TmpRdns-Dmg/Slow:35(36), TmpRdns-EndRdx/Rchg/Slow:37(36), Posi-Dmg/Rchg:39(37)
Level 38: Aid Self -- Heal-I:45(A)
Level 41: Night Fall -- Posi-Acc/Dmg:31(A), Posi-Dmg/EndRdx:42(42), Posi-Dmg/Rchg:40(42), Posi-Acc/Dmg/EndRdx:20(42), Posi-Dam%:40(43), Det'tn-Dmg/Rchg:48(48)
Level 44: Soul Tentacles -- TotHntr-Acc/Rchg:43(A), Range-I:50(45), Range-I:50(45), TotHntr-Dam%:32(45), Enf'dOp-Acc/Rchg:46(46), Posi-Dam%:46(50)
Level 47: Dark Embrace -- S'fstPrt-ResDam/Def+:11(A)
Level 49: Health -- Heal-I:45(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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I've been so busy playing (both in-game and in other parts of the forums) that I haven't been paying much attention to this thread/guide. How about a few of my TA builds to spice things up?
First up to bat is Dancing Hawk, my tried and true TA/A. The concept here was Native American, thus no travel powers. "Runs like wind, leaps like deer!"
I'm still refining this build with IOs in mind. The last time I respeced her, I wasn't nearly as familiar with the Invention system as I am now, so I see some room for improvement with a little work and not much inf* at all. I always try to walk a fine line between solo and team-dependent when I respec a build, but I tend to lean more toward solo, just because I tend to spend a lot of time soloing.
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Dancing Hawk: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Entangling Arrow -- Acc-I:45(A)
Level 1: Snap Shot -- Empty(A)
Level 2: Glue Arrow -- RechRdx-I:45(A), RechRdx-I:45(3), ImpSwft-Dam%:27(3)
Level 4: Aimed Shot -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Dmg/EndRdx/Rchg:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Dmg/EndRdx:50(17), Decim-Build%:28(36)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(7), Jump-I:50(9)
Level 8: Poison Gas Arrow -- FtnHyp-Acc/Sleep/Rchg:50(A), FtnHyp-Acc/Rchg:50(9), FtnHyp-Sleep/Rchg:50(11), FtnHyp-Sleep/EndRdx:50(21), FtnHyp-Plct%:50(37), CSndmn-Heal%:22(43)
Level 10: Fistful of Arrows -- Acc-I:45(A), HO:Centri(11), HO:Centri(19), HO:Centri(34), Posi-Dam%:42(36), RechRdx-I:45(36)
Level 12: Blazing Arrow -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(13), Thundr-Dmg/EndRdx/Rchg:50(13), Thundr-Dmg/Rchg:50(25), Thundr-Dmg/EndRdx:50(25), RechRdx-I:45(42)
Level 14: Acid Arrow -- HO:Lyso(A), HO:Lyso(15), Achilles-ResDeb%:11(15), RechRdx-I:45(19), RechRdx-I:45(37)
Level 16: Assault -- EndRdx-I:40(A), EndRdx-I:40(17), EndRdx-I:45(46)
Level 18: Swift -- Run-I:40(A), Run-I:40(48), Run-I:45(50)
Level 20: Stamina -- EndMod-I:45(A), EndMod-I:45(21), EndMod-I:45(45)
Level 22: Ice Arrow -- HO:Endo(A), HO:Endo(23), Hold-I:45(23), RechRdx-I:45(29)
Level 24: Disruption Arrow -- RechRdx-I:45(A), RechRdx-I:45(42)
Level 26: Oil Slick Arrow -- Det'tn-Dmg/Rchg:50(A), AirB'st-Dmg/Rchg:50(27), Posi-Dmg/Rchg:50(27), TmpRdns-Dmg/Slow:45(29)
Level 28: Combat Jumping -- ULeap-Stlth:50(A), Krma-ResKB:16(31)
Level 30: Aid Other -- Dct'dW-Heal:40(A), Dct'dW-Heal/EndRdx:36(31), Dct'dW-Heal/Rchg:33(31), Dct'dW-Heal/EndRdx/Rchg:32(37), Dct'dW-EndRdx/Rchg:30(42)
Level 32: EMP Arrow -- HO:Endo(A), HO:Endo(33), Hold-I:45(33), RechRdx-I:45(33), RechRdx-I:45(34), RechRdx-I:45(34)
Level 35: Aid Self -- Dct'dW-Heal/Rchg:30(A), Dct'dW-Heal/EndRdx/Rchg:30(40), Dct'dW-Heal:30(46), Dct'dW-Heal/EndRdx:32(46), Dct'dW-EndRdx/Rchg:36(48)
Level 38: Rain of Arrows -- Posi-Acc/Dmg:29(A), Posi-Acc/Dmg/EndRdx:26(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/EndRdx:25(39), Posi-Dmg/Rng:49(40), RechRdx-I:45(40)
Level 41: Power Build Up -- AdjTgt-ToHit/Rchg:29(A), AdjTgt-Rchg:35(43), RechRdx-I:45(43)
Level 44: Aim -- AdjTgt-ToHit/Rchg:31(A), AdjTgt-Rchg:35(45), RechRdx-I:45(45)
Level 47: Tactics -- GSFC-Build%:42(A), GSFC-ToHit/EndRdx:40(48), EndRdx-I:45(50), EndRdx-I:45(50)
Level 49: Resuscitate -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
Lemme know what you think.
[/ QUOTE ]
I think you posted this in the wrong forum. Guides have power descriptions, slotting suggestions, build advice, general tactics, numbers, practically everything that's absent here. All I see is a build and some random opinions. -
[ QUOTE ]
With the help of a controller, I tested Rain of Arrows against level 50 Possessed Scientists just outside Portal Corp.
Each time, I would do a Rain of Arrows and the Controller immediately did a Cinders and we started counting the remaining hp.
Strangely enough, in 9 minions and 11 LTs, they all were the same, about 289 damage. Every single one of them received the same damage. I haven't seen any take the equivalent of 1 arrow's damage or 3 arrows damage.
So based on your explanation that the arrows depend on accuracy, it doesn't seem to relate to my experience. My accuracy on Rain of Arrows is at 89.7% and I have Targeting Drone, so I can't be inaccurate as to miss 3 consistently.
There also seems to be no hint to it being a chance for 2nd or chance for 3rd arrow even.
[/ QUOTE ]
I'll do some testing later this week. In the mean time, which server are you on? If you're playing on a server that gives you higher than average latency times, that may be artificially limiting the number of ticks (which is a known issue and not something Castle can fix at this time, unfortunately). -
[ QUOTE ]
I'm a bit confused with the ingame detailed information on Rain of Arrows.
It states the average damage at about slightly less than 300(enhanced), which indicates 2 arrows hitting(enhanced). Yet the description says 3 ticks of about 147 damage.
Your description says 1-3 arrows. I do think you are correct,
[/ QUOTE ]
It's definitely 1-3. Castle confirmed it when the question came up last year.
[ QUOTE ]
but what are the chances of the 2nd and 3rd arrow hitting?
[/ QUOTE ]
All three have the same hit chance. So if you're fighting a standard +0 critter, it's a base 75% plus any ToHit buffs you have active (Aim, Build Up, Tactics or Targeting Drone, for example), multiplied by whatever Accuracy you have slotted in the power.
I haven't looked into the Detailed Power Info on RoA yet (been a bit distracted with my Bots/TA mastermind and this shiny new Wolf Spider), but I suspect it's displaying two hits as an average, instead of the full potential of the power, because of the multiple hit checks. Presumably, it should do this for any power with multiple damage ticks that aren't auto-hit (like most Fire Blast attacks, which have DoTs with 80% chance to occur), as a means of giving the player a more reasonable estimate of the expected damage output. -
I wasn't awake enough to log in and check on the new bows before I had to leave for work, but I'm in the game now, on Dancing Hawk, and I'm displeased to note that neither (Rularuu or Talsorian) is available to me.
I have two Shadow Shard badges, both of which qualify this character for the Rularuu bow, but no bow. All Shard-related badges were supposed to unlock the Rularuu bow, but apparently only Visionary (100 Overseers) unlocks it immediately, and the TF badges aren't being counted unless they're earned anew (meaning, have to run a TF again to do it). Since it's impossible to earn Firebase Zulu Security Detail twice, that means I have to either go fight Overseers, or run a Shard TF, neither of which is really feasible right now (Shard TF at the times when i'm available to play is out of the question, and it would take me a week (or more) to defeat the Overseers necessary to get Visionary). So I can't give any impression or opinion on the Rularuu bow, and I have no idea when the bug that prevents existing badges from being counted will be fixed.
The Talsorian bow, it seems, hasn't even been added to the game yet. This is the one custom weapon, the only one, that I've wanted to see, to the point that I soloed almost every mission of the RWZ story arcs (as a TA/A with three toggles... bloody hell) just to save up enough merits to get it. Very disappointed. No clue when this will finally be implemented, but it better be soon, or my face will freeze in this frowny position. -
This is what I get for posting when my eyes aren't open yet.
There was a third change that directly impacts TA - Damage Debuffs and Defense Debuffs for defenders levels 2 through 49 were not using the correct AT modifiers. This has been corrected.
Additionally, I just finished checking on the status of the new bows. The Rularuu bow is not unlocking for Dancing Hawk, despite having two Shadow Shard badges (Firebase Zulu Security Detail and Protector of Kindness), so it appears that it will only unlock for players with Visionary (defeat 100 Overseers) or by running one of the TFs (again). No idea if or when this will be fixed, but I am definitely not up to the task of trying to solo another 65-70 Overseers to get the bow right now, or trying to drag enough people out of the new zone to try to get a Shard TF going, so... *shrug*
The Talsorian bow isn't available at all. No idea when it will be added, or why it was left out. This is the one I was really looking forward to, so I'm more than a little disappointed. -
Nothing significant to report with the release of Issue 12. The short description of Blazing Arrow has finally (at long last) had the incorrect claim of the power's reduced base accuracy removed. Explosive Arrow's Knockback will suppress, like control powers, in PvP. I believe these are the only two changes to Archery in I12 (just woke up, too bleary to go digging through notes to verify right now).
The Detailed Power Information is currently showing RoA's accuracy as 1.6. This will, hopefully, be fixed in the very near future, as it is horribly misleading.
Other than these few things, there are only a very tiny few bugs affecting Archery at this time (the biggest one being that the Defiance buff for blasters appears to be finicky in how quickly it is applied, much like the Immobilization from Entangling Arrow), none of which have any noticeable impact on game play and all of which have been reported to Castle (or will be when i send him my latest list).
Also, as noted by FalloutGirl, I left a typo in the recommended slotting for Rain of Arrows. Where it says "2 Accuracy, 3 Damage, 2 Recharge Reduction", it should say "2 Accuracy, 2-3 Damage, 1-2 Recharge Reduction".
There is one other change in I12 that does have an impact on Archery, indirectly. The new scaling calculation of ToHit at lower levels effectively renders Archery's inherent accuracy bonus almost moot. The increased accuracy will still be useful as the scaling ToHit buff reduces (starts at 90% at level 1, gradually scales down to base 75% at level 20), and at higher levels or in PvP where it allows slotting for fewer Accuracy enhancements, but the net effect, in my opinion, leaves Archery's secondary effect in a very questionable situation. In light of this, and the relative ease of acquisition of +Accuracy bonuses from IO sets, I will be lobbying for a change or addition to Archery to supplement or replace the inherent accuracy bonus. I will not, however, be throwing a hissy fit or quitting the game, or abandoning Archery as my favorite powerset, regardless of the results. It's still the best darn blast set, ever. -
With the release of Issue 12, the Oil Slick Arrow bug that causes pets and henchmen to run out of a burning Slick, and subsequently delay or even outright fail to attack foes, has been resolved. This is the only change to TA at this time.
A second change, that of zero aggro powers no longer causing Stealth suppression, affects TA due to Flash Arrow. Players should no longer draw immediate aggro if using Flash Arrow while within perception radius and using Stealth or a similar power or IO. Re-applying Flash Arrow while inside perception radius and not using a Stealth power or IO will still result in aggro when the Perception Debuff is re-applied, as expected (and intended).
There are a significant number of very minor bugs that will be addressed in the future, some I12-related (for example, OSA only displays the -MaxRunSpeed attribute in the Detailed Power Information panels, not the Slow or Defense Debuff), some I11-related (none of the TA powers appear to be showing hit rolls, only misses), some much older (the delay on Entangling Arrow's application of Immobilization). None of the existing bugs, with the exception of OSA's failure to ignite, have any significant (or even noticeable, in almost all cases) impact on gameplay, and all have been (or will be, when i send the next list to Castle) reported to the developers. -
[ QUOTE ]
I would like ask where you got your formula for calculating a modified recharge rate.
[/ QUOTE ]
Thousands of tests, hundreds of calculations, developer confirmations when she decides that there's something she needs to verify.
She's Arcanaville. She understands the mechanics of this game at least as well as the people who coded it, if not better in some respects. Really, questioning her math is like asking Albert Einstein to prove his work on E=MC². -
[ QUOTE ]
Luminara has a good one if I remember correctly
[/ QUOTE ]
http://i111.photobucket.com/albums/n...ncinghawk1.jpg
http://i111.photobucket.com/albums/n...ncinghawk2.jpg
Late for work, can't talk now, questions or comments answered later! -
[ QUOTE ]
as a note, most AVs and bosses don't resist Immobs so one shot will pin them.
[/ QUOTE ]
Web Grenade is mag 3, it will not Immobilize any boss or AV with a single application. Bosses and AVs require mag 4. -
[ QUOTE ]
[ QUOTE ]
Aid Other is on a 10 second recharge, Repair is on a 120 second recharge, so in the time you could heal one robot with Repair once, you could heal all six of your robots twicewith Aid Other.
[/ QUOTE ]
Luminara, that's incorrect. Recharge = Cast time + recharge.
[/ QUOTE ]
Okay. I'm looking at Oxybeles' build in Mid's now, it says Aid Other has a 2.93 second cast, Repair is listed as a 2.03 second cast.
So you could heal five of your bots twice and the sixth once with Aid Other in the time that it takes to use Repair once and wait for it to recharge.
That's still a tremendous advantage in Aid Other's favor.
[ QUOTE ]
Repair has its place. Assault Bot an inch from death? Boom, full health again.
[/ QUOTE ]
I still stand by my assertion. I'd rather heal it once for half HP, then heal it again 5-10 seconds later, and risk that 0.90 second difference and 5-10 seconds than try to heal it with Repair, have it die on me and lose the use of Repair for 60-120 seconds because it finished firing off on a dead bot, leaving me up the creek when the rest of my robots start suffering. -
[ QUOTE ]
could someone please confirm if slotting end reducers on a pet, ie protector bot, you sly little end hog you, helps the pet vs the cost of summoning it. I've been told yes and no in game.
[/ QUOTE ]
Endurance Reduction affects both the summoning cost and the costs of the powers that the henchmen use. Win win. -
[ QUOTE ]
What about Repair vs. Aid Other/Aid Self? I went with the Medicine Pool because that was the only way to get a self heal for me, but is Aid Other better than Repair?
[/ QUOTE ]
In my opinion and experience, Aid Other is better in every conceivable way and situation, with the sole exception being if you need a means of helping a robot recover some endurance.
Aid Other is on a 10 second recharge, Repair is on a 120 second recharge, so in the time you could heal one robot with Repair once, you could heal all six of your robots twicewith Aid Other.
Additionally, Aid Other's heal percentage is based on the mastermind's HP, not the target's, so even unslotted, it's very strong for tier 1 and tier 2 henchmen (which have less HP than your character). In my experience, one use of slotted Aid Other (62.59% +Heal from enhancements, which is less than two +0 SOs) will almost fully heal my Drones and restore more than half of the Assault Bot's HP. Repair is a full heal for any robot, but Aid Other will also fully heal a Drone (with appropriate slotting), and almost fully heal a Protector Bot, so the comparative value of heals in that respect make Aid Other comparable for five out of your six henchmen, and very good even for the Assault Bot.
And there's the issue with Protector Bots healing. In any situation where you have three or more robots in need of healing, you have a chance of finding that you just healed the same robot that the Protector Bots healed (since there is no way to tell what they're going to do). Aid Other alleviates this somewhat, because the cycle time is so short. It's not the end of the world if you and a Protector Bot overlap a heal, you can wait 5-10 seconds (dependent on slotting) and just use Aid Other on the next one. And Aid Other is interruptible, so if you're quick, you can stop it and heal something else. With Repair, you're just out of luck until it's recharged.
As for endurance... my robots have run out of endurance one time in 40.3 levels. That was when they had a -Recovery debuff on them and I didn't feel like waiting for it to wear off, kept pressing onward and fighting a few more spawns. I have 17% Endurance Reduction in each tier of my robots (from a single Acc/Dam/End set IO) and that's proven to be sufficient for even the longest fights I've been in.
Slotting for Repair or Aid Other would be similar, with Aid Other being very good even with as few as two slots, the same that one would typically dedicate to Repair (for two level 45-50 Recharge Reduction, to deal with the long recharge time), so even lack of available slots isn't really a reason to take Repair over Aid Other.
I tried both. I had Repair originally, then respeced out of it to try Aid Other. Aid Other impressed me with its comparative strength and ridiculously short recharge time. Repair impressed me... well, with its animation, and that was about it. -
[ QUOTE ]
Trick Arrow: loads of holds and debuffs, hampered by some minor bugs
[/ QUOTE ]
Bugs in one power, a power which cannot be taken before level 35, and in my experience, have very little effect on Robotics. The robots don't close to melee range frequently, and by the time OSA is available, it's frankly little different from the Burn patches that the Assault Bot creates with its missiles, so if it fails to ignite, the loss of damage isn't the end of the world, the damage output of the robots as a whole overshadows anything offered by OSA.
The only three other bugs of which I'm aware are Entangling's short (.033-0.67 second) delay before the Immobilize is applied to the target; Ice's failure to properly notify the player of a miss ("Miss!" text over critter's head is delayed by several seconds); and Glue's debuff patch disappearing when the focal target is defeated (but the debuff does not appear to fade from critters which have already been affected), none of which should have any significant impact on a mastermind.
[ QUOTE ]
and No Heal.
[/ QUOTE ]
Plenty of other options available for that, and TA's debuffs do contribute quite significantly to henchmen survivability, certainly enough to allow the Protector Bots to handle the role as "primary healers" in many, if not almost all situations.
Not trying to derail this guide thread, but TA is a very appropriate and powerful powerset for pairing with an AoE-happy, ranged primary like Robotics. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Oh, also...will cloaking device prevent the mobs from aggroing until after the 4 second firing animation from RoA is complete? or will they still start scattering the minute you point your bow at the roof?
[/ QUOTE ]
RoA already works that way, unless you're within perception range when you begin the animation. You receive no aggro, at all, until the RoA pet spawns, and the pet doesn't spawn until the "point your bow at the roof" animation has ended.
I spent a good few weeks just flying around Brickstown after I got my Archery/Energy to 34 (and RoA fully slotted), doing nothing but using RoA on spawns, and I never pulled aggro on any of the spawns until the RoA animation was over. And by the time the spawns reacted, they were all defeated and I typically took only one or two hits, if any at all. Works exactly the same in missions, spawns just don't aggro until the animation is over.
The exact moment of aggro is immediately after the player animation ("point bow at roof") ends and just before the arrows come falling out of the sky.
[/ QUOTE ]
Luminara, some observations I have made that you may wish to check or may all ready be aware of:
Sometimes when the pet spawns you can see a small flame where the center of your targetting reticle was. When the flame appears that is when the pet spawns and the aggro occurs.
[/ QUOTE ]
Correct, with a clarification. The flame that you're seeing is a buff on you transferring to the RoA pet. I'm guessing that you're seeing... Hasten. If you were running Assault, you'd see the Assault graphic on the RoA pet.
The RoA pet itself is totally invisible, but buff transference gives you a visible graphic telling you exactly where and what size the pet is.
[ QUOTE ]
If you are both out of all the Mobs aggro radius AND out of their line of sight they won't move at all after they aggro because the ROA pseudo pet isn't attackable.
[/ QUOTE ]
It's entirely random. The AI typically picks one of four options - attack, run toward player, obey Avoid (from the RoA pet), stare at player/pet. But I honestly haven't paid that much attention to how critters react when I'm using RoA... I'm watching them fall over in tidy piles for the janitor to deal with, or making little burbly noises as the pretty arrows come thudding down.
[ QUOTE ]
They will move if you did enough damage to get the run AI to kick in but didn't finish them off with the RoA but the direction seems to be random.
[/ QUOTE ]
That's the Avoid in RoA, as well as the "I'm hurt, I should run" part of the AI.
[ QUOTE ]
They will aggro on you if you step into their line of sight even after your threat level drops (or your stealth unsupresses).
[/ QUOTE ]
That's just how aggro works. It's exactly the same as if you Brawled one critter, then ran away. The critter will chase you until your Threat decays to 0 and/or the AI tells the critter to go back to its original spawn point.