Master_Martial

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  1. the problems with these powers are that they are the key features of 2 power sets.. shield defense has become popular because of its offensive capabilities.. and lightning rod is supposed to be the top power for electric melee

    the fact that at level 50, both power can be out damaged by 2 "weaker" powers..

    there is no excuse for the damage cap on these powers, when even a tanker with burn can walk in and out damage them...

    they should of been designed at targeted location aoe's with teleport secondary effects. it may make for a slightly laggy animation due to the chain of commands being executed but they would function on a level that is befitting the "superior" damage class they are said to hold.. and not be out damaged by a "moderate" damage power.

    most power sets have an "end all" ability.. blizzard comes to mind.. now it does have a long recharge, but the damage it outputs is simply destructive, a 500 point base at level 50

    truth of the matter is.. a Signature ability of a power set, should not be so flawed
  2. just to help the situation a bit.. i thought i'd pop 20 red insp and fight 3 identical lvl 51 lt's (3 because i killed them in 2-3 hits each)

    http://i289.photobucket.com/albums/l...magereport.jpg

    now.. i'm sure most of you can see where these skills listed as "superior" are falling far behind.. actually had a person tell me they've never seen a 500 damage thunderstrike.. well. mines slotted for stun, not damage.. and its there

    even chain induction puts lightning rod and shield charge to shame.. and this was not at damage cap even.. this was maybe 500% not 775 as a brute could have
  3. Master_Martial

    possibilities?

    Quote:
    Originally Posted by Silverado View Post
    Which Blaster powerset has Lightning Clap?
    electric manipulation secondary



    so.. general verdict is go for a defensive build? lightens the load on my wallet significantly..
    thanks everyone
  4. Master_Martial

    possibilities?

    I miscalculated the first set of numbers, base average dpm is 23k. not accounting for resists and such, forgot that cooldowns follow cast times, not cast initiation.

    slotting for defense would make the character more sturdy but doing so removes alot of recharge, so I can slot for either perma hasten, and fastest dps.. or slower, and more survivablity
  5. Another option is that they make every skill with a crash something useful.. sure you get a nice boost of defense, or damage.. but reducing all damage to -10k%, or losing all end.. kinda a put off.. i personally NEVER take any power with a crash.. its the only reason i re-rolled my ss tanker into a brute and avoided SS

    if they could just make every available power semi-useful,. there would be no need for new powers..
  6. Master_Martial

    possibilities?

    eh, if nothing else my build will make ITF go by like a leaf on the wind lol
  7. Master_Martial

    Best aoe dmg

    I personally have both an ss/shield, fire/fire, and elec/shield. SS has a major drawback when it comes to dps... in that rage crashes causing your damage to floor with -10k% every 30 seconds for 10 seconds (with 155% recharge ) making it more of a "burst" dps

    burn and all that is nice, but you sacrifice alot to be able to have that.. fire is fairly squishu

    elec/shield has a small glitch in that shield charge and LR, have lower damage caps.. so your thunderstrike will rise over BOTH of them in terms of damage. and chain induction can only just 4 times, and wont jump from a target that it kills, with a good build/recharge, lr->thunderstrike = a dead group.. sc-> thunder = 2nd dead grp.. rinse repeat

    and all behind the nearly unstoppable defense of shield

    also.. on elec/shield.. bosses arent a problem.. either pull them to the next grp and end up fighting 1-2 at the end of the map. or CI-thunderstrike- havoc.. dead bossy if ur dmg is half decent
  8. Master_Martial

    possibilities?

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    That's not actually true. Ignite does have a mag 50 Afraid but you seem to be getting that confused with Terrorized. Afraid means that the NPC AI will prioritize running away until no longer affected by the Afraid. However if they cannot run (due to being immobilized for example) they will attack normally.

    There are three affects with similar names: Avoid, Afraid and Terorized

    Avoid and Afraid are AI only effects, enemies will attempt to get out of the patch causing the effect if possible but other than that will act normally. Terrorized is a soft mez effect halfway between a Hold and a Sleep. Enemies Terrorized will not do anything unless attacked, after being attacked they can act normally for a few seconds before the terror effect reasserts itself. I'm not certain what the difference between Avoid and Afraid is they both seem to cause enemies to leave the area but besides that I'm not sure. I think it might be that Afraid prioritizes moving over attacking and Avoid doesn't but it's hard to be sure.
    hmm, thought they would be stuck running in place trying to escape..
    another option is AR/EM/MU.. just hand clap them while immobilized with fences to mitigate the KB and aoe stun them .. less aoe dps though
  9. Master_Martial

    possibilities?

    Quote:
    Originally Posted by StrykerX View Post
    AR / Fire / Mace or AR / Fire / Mu could both use the AoE immobilize together with Burn, Ignite, Flamethrower, Blazing Aura, and Hot Feet to unleash a truly massive amount of fire DoTs on a group. I'd use Mace for that and try for high S/L defense though... you'll take a lot of melee attacks.
    winner.

    the mids dps report is insane.. around 30-40k damage in a minute all with just aoe
    but the defense you pointed out is not that important, for one reason.. ignite has a 50 mag fear.. so after its immobile, i just make it cower in fear

    and with a chance for hold proc in the immob, further increases survivability

    *edit* also with with full auto back in about 20 seconds, its up for every group
    and obviously you play this alot like a controller
  10. Master_Martial

    possibilities?

    while all good guesses only one of you is half right. it is an AR build. it is not, however, an energy manipulator. and the build does utilize an aoe immobilize, but not for knock backs\


    so AR/*/??
  11. Master_Martial

    possibilities?

    i'll be a bit generous, it uses a not so well liked primary set
    a fairly common blapper secondary
    and could use either mu or mace..

    the key is in how its actually played. and why its played that way/what power combinations give it potential
  12. Now as some people may know.. there are "hidden" damage caps on certain abilities.. specifically, anything that is calculates as a summon.. lightning rod, shield charge, all pets.. have a damage boost cap of around 250-300%..

    This is most evident on a brute.. damage cap 775%, and yet around 200% boost my damage from LR and SC level off.. and my thunder strike quickly rises over them, maxing out at around 350 damage higher.

    this isn't about balance, its about what players are given versus what they are told they're getting.. I don't really see having AT appropriate damage caps on these abilities increasing the power of the characters they effect at all.. it actually brings them in line with what some other powers *blizzard, burn* can do

    they already have a recharge thats expensive to get reasonable.. yet burn is capable of being permanent and with fear removed, a powerhouse..

    dont bring a flame war to my thread... simple yay or nay and a validating reason..
  13. Master_Martial

    possibilities?

    So I was messing around on mids.. and discovered a new possibility. with alignment changes opening up PPP and ancillaries.. new concepts can emerge..
    this thread has two parts...
    1) guess what my character concept is.. *hint* its a blaster

    2) post your newly discovered combinations that make for fun times.

    I will give a new hint every 3 days, with a full reveal if i ever get the character fully slotted the way I've planned. or if somebody guesses
  14. Master_Martial

    Farming archtype

    Quote:
    Originally Posted by Another_Fan View Post
    Of all the ways you can run content soloing produces the smallest amount of inf/item. So unless the farmer is destroying their drops and just keeping the inf, they are driving prices to a lower point than a team of 8 doing the same things would.




    Large teams have a per kill multiplier. A team of 8 gets a multiplier of 2.5 so that team would need to kill at less than 40% of the rate of the solo farmer. More importantly drops depend only on kills. A killed enemy does not drop 2.5 times as much stuff for a team of 8. So no matter how fast or slow the large team goes its always producing more inf/item.
    While this is true, the fact is that in a team, the drops are split between the party members. so (using architect map values as a reference) that there are 32 groups, of 20 mobs each, (using my tanker as a timer) at 2.5/3 groups per minute, depending on technique. that is 70-80 kills a minute, meaning (roughly and leaning towards slower runs) 12 minutes a clear.

    so those 640 kills could drop any manner of things.. and solely for you


    now on the same map. same mobs and all of that. a team of 8 has to split the drops from those 640 mobs. now they may clear it in half the time, or even faster. but the chances of getting anything substantial drop dramatically

    so basically.. if purely farming inf, and not drops. teams are the way to go.. but if seeking rare drops.. solo will shine every time. not entirely uncommon to pull 2-3 purples in a day or 2. more if you dedicate significant time to it and use the best map/mob/technique combo.

    dragging a few bosses or lt's from grp to grp is efficient, in that you maintain an aoe based killing stream , incorporating minions and stragglers from the previous grp into your initial dps burst at each new group.
  15. Master_Martial

    Farming archtype

    I myself have 2 tanks and a brute.. fire/fire is retired, but with burn being viable may return..


    now onto my bread and butter. I have a SS/shield tank. and an electric/shield brute..

    truthfully, mids brute vs in game tank (brutes in process of slotting) brute matches defensive measures hand for hand.. and since lightning rod and shield charge have a 300 or 400% damage cap, that is overlooked..
    the difference comes into play style.. for instance, excluding hand clap for obvious reasons.. SS has quite a few draw backs.

    Rage, while capable of double stacking for 30 seconds with no outside sourced recharge, has a 10 second window of -10k% damage, every 30 seconds.. now on average, my tank can clear 5, 8 man groups with bosses, in 2 minutes, from first rage to first rage crash.

    following that initialization, every 2 minutes, you have 40 seconds of downtime, due to no damage output.
    tanks inherently have a 400% damage cap, (base= 100%, enhance can = 100%, 2x rage = 160%, against all odds = 55%*maxed*)


    on the other hand, brute has no crash, assuming the correct primary is chosen, and you avoid silly skills like one with the shield or any other temp buff with a - end/hp/damage crash.

    for instance, (again ignoring LR and SC for low damage caps *proven in the field*) I can put out a third strike of >= damage with thunder strike, the skill that proved the damage cap of LR and SC in my test, every 10 seconds (5 sec recharge, 5 sec activation) with 180% recharge that I maintain damage cap.

    with the correct flow and a steady supply of mobs, this is easy to do via inspiration micro management

    If you would like to discuss in extreme detail, or get a build, or help starting a nest egg fund to work from. contact me at my global handle @Master Martial

    cant give away all my secrets on the forums xP
  16. Now before the flames consume the topic, I do not mean alternate animations.. I mean literal change of animations.
    the key item I'm talking about is the requirement of being immobile to use some abilities.. most notable on shield charge, lightning rod.. and other location targeting powers.

    I think the reason for this is quite clear.. I may not be a heavy role-player, but I like to do some fancy moves to spice up the monotony of running missions..

    this varies from running around with ninja run, flip jumping above a horde of mobs then bolting down from the heavens like a bolt of lightning, as the power would imply. to pulling a hammer down with shield charge from mid super jump...

    on that note.. we should be able to modify the teleport range on charges.. even just standard io's...
  17. I have a SS/shield and i'll just say one thing.. call me when u get tired of rage crashing every 30 seconds and putting a dead halt on all dps and -20% defense
  18. I know this may be a bother but I'm just not familiar enough with databases yet.. could one of the more knowledgeable fellows add accelerate metabolism, and possibly some other common buffs into say.. the temporary powers section so we can see how builds will benefit from grouping. I've tried adding it as an inherent but I cant for the life of me get it to show