Microcosm

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  1. Quote:
    In order, the DPA attacks for Stalker Electric Melee after accounting for server ticks are:
    Chain Induction (1.111 damage scale/sec)
    Lightning Rod (0.866 - assumed near the center)
    Jacob's Ladder (0.812)
    Charged Brawl (0.795)
    Assassin's Shock (0.789)
    Havoc Punch (0.769)
    Thunder Strike (0.571 to primary target)

    So, as 2 of the top 3 DPA attacks in the set - and the other one is on a 90 second base recharge, how do you think they do at high levels in Electric Melee?
    This is why I love Siolfir.
    Quote:
    The scrapper experts say that on high recharge buils, C. Brawl is better than Havoc Punch in terms of DPS.
    It is, but the recharge required is enormous. Below that recharge threshold, using Havoc Punch in your single target chain is better; you could use Charged brawl at lower global recharge levels, but you would have wasted time waiting for Chain induction to recharge. Havoc does higher damage but lower dps, so until you can get that pause to go away Havoc is the way to go.

    Your single target attack chain, btw, not counting LRod should be: Chain Induction-->Havoc Punch-->Jacob's Ladder-->Havoc Punch, repeat.
    At stupidly high recharge values replace the Havoc Punches with Charged Brawl.

    So really, for optimal performance you need to get everything in your primary except one of the first or second tier punches, depending on how much recharge you have. Sorry, but that's just the way it is; try skipping a travel power maybe.
  2. I believe the radius of thunderclap is the same as hurricane, so if you are planning on keeping hurricane up then it is probably quite useless for you.
  3. If it works, it works; I'd rather have dark embrace though, since it covers resistance holes from steamy mist while doing the same smashing/lethal as shark skin
  4. I dunno, I think it might be slightly underpowered compared to wet noodle melee.
  5. What kind of money are you wanting to put into it? My planned build shoots for a combo of Ranged/Aoe defense, as much defense as I can get into the pets, recovery, and recharge. Requires a couple of purple sets and maybe some PvPO's.
  6. What is your secondary?

    Simply put, Chain induction is great and adds to your ability to pump out single target damage; Jacob's Ladder is good for both your AoE needs and helps your single target chain as well in a set lacking massive single target attacks. Thunderstrike takes way too long to activate for its single target damage, and is possibly the worst power you have to use against a single target. I assume by mu vet power you mean the blackwand or the mu bolts from the patron set. Chain induction, Jacob's Ladder, and Havoc Punch/Charged Brawl are your single target powers; just so happens that the first two might also hit anything else around.
  7. I think maybe having any HO in it might mess it up, since every time I tried I had either a Cyto or Lysosome in one of the slots. When I get access to test server again I'll try to figure it out, thugs are softcapped without the enhancement anyway.
  8. Quote:
    Originally Posted by Fleeting Whisper View Post
    Lysosomes do NOT affect Enforcers. I'm not sure what other "this should work through the HO exploit but doesn't" instances there are, but I know Lysos in Enforcers does not work. Use Membranes or Cytoskeletons.
    I had a cytoskeleton in before, it was the first HO I tried.

    Eiko, are you seeing their defense modified in the enhancement screen or in the combat attributes window? Mine will show up in the former but with no change to the latter.
  9. Looking at their attributes, not mine. Also, the first time I noticed this I slotted them and then summoned them, then resummoned them to check, and checked all pets that should be affected by it; 8.43% defense from each (the base for the lvl 49 lieuts) every time. At the moment, I have removed all defense enhancements since they were not working, but I do have a Lysosome in there for kicks. Because of the way HO's work, this should affect both the -def values from their attacks and the +def buff from their maneuvers, but the latter is still not affected. The Lysosome actually should also affect their tactics for the same reason, but I haven't checked that yet...

    Edit: Tactics aren't showing any change in value either. Interestingly, the stats from the "Detailed Info" in the enhancement screen are showing the expected enhancement to the lieuts' maneuvers, it's just the combat attributes window that still shows the 8.43%. (Their tactics value is showing the flat base 2.5% in both windows). Could just be a glitch in the combat attributes window, but it could also be that somehow the enhancement isn't actually applying as the game expects.
  10. Quote:
    Powerboost, for any AT
    Power Build Up makes power boost a slap in the face to most powersets *cough* doms.

    Most awesome?
    Eclipse
    Shadow Meld
    Lightning Rod
    Hurricane (properly used)
    FFG
    MMs' poison trap
    Accelerate Metabolism
    Mind Link
    Gang War
    Ice slick
    Seeds of Confusion
    Carrion Creepers
    Drain Psyche
    Hibernate
    Waterspout
    Tar Patch
    Smoke Flash (MM)
    Divine Avalanche
    Chain induction
    Power Sink
    Power Build Up
    Stygian Circle
    Venom 'nade
    Against All Odds
    Rain of Anything
    Blizzard
    Trip Mine
    Enervating Field
    Radiation Infection
    Weave
    Air Superiority
    Ninja Run
    Blue Wisp Pet
    Hasten

    I think that covers it, though not in that order necessarily
  11. Well, mine don't show any difference in the combat attributes window when they have no defense enhancement, when they have an SO defense enhancement, when they have a non-set IO defense enhancement, or when they have an HO that enhances defense. At 50, all those scenarios are showing me the same defense numbers from their maneuvers.
  12. A really effective farming shade needs very high recharge from expensive sets, nova form, and dark extraction at least. If you start removing those things your speed will start going down, and speed is the essence of farming (for example my friend's Stone/energy tank can "farm," but it takes so long to defeat the mobs that there's no point). I agree with the above that it's better to solo farm set to 6; set to 8 is possible but can be really difficult to keep your pets alive through the whole thing. The best thing about Farmer Shade is that the same build is great for the rest of the PvE game, it's not just a one-trick squiddy.

    Try posting a build you've come up with that you like and we can critique it.
  13. base should be ~305 damage on a boss pet, from redtomax's database.
  14. As far as I can tell, however, they don't benefit from slotting +defense enhancements
  15. Quote:
    Originally Posted by Delta_Strider View Post
    You can also watch their buff bars. The buff will appear with the Quickness icon(Pink icon). This seems like a no-brainer, though. The patch notes clearly state that the pet has to be 50... But will not enhance the pet as long as the summoner is Level 50... Which seems to mean that it's not working.... Even though the patch notes says that it's now working... So then they must only buff the pet if it's level 50... unless the- AAAAUUUUGGGHHHH **** IT!
    Right, but might as well test it since he's already got it slotted; would not be the first time the devs "fixed" something and it worked differently from what they said in the patch notes. On a side note they should change it to work anyway; I understand the difficulties of allowing a non-50 pet to benefit from a 50-only enhancement. However the player is 50 and the set is a PET set, so the PET class should be able to slot the ultimate PET set in its PETs, but that's just crazy nonsense, right

    Edit: Also, if coercive persuasion can't be slotted in jounin for the same reason (or any other, really), they should change that too, IMO.
  16. Microcosm

    Quantum Flight

    Yes the portion that's over capped speed does nothing. However, the point of this power is its phase component; I think they over did it on the flight speed to make sure the speed is capped when you use it, so you can get the heck out of Dodge before the phase wears off.
  17. Quote:
    the purple pet set does work in lower tier pets because i have my ninja mm slotted with purple set in tier 2 pets
    It should be easy to test if that is proccing correctly, just watch the jounin's stats cause it should proc somewhat frequently. It would be helpful to know if is working in non-50 pets because this comes up all the time but nobody can say definitively if it works or not.
  18. Well if you can slot it that would be extremely cool and help a lot with the ninja's lack of aoe. I originally intended to do it myself, but didn't see it in mid's which is why I asked.
  19. Quote:
    if you went traps you would be forced to take a slowing and -fly power.
    Traps has -fly in webnade and slow in caltrops.

    Also, from earlier in the thread, are you sure you can slot the purple confuse proc in Jounin? The only IO options I see are pet damage, kb, defdebuff, and tohitdebuff.
  20. Interesting build, although it pains me a bit to see some things like greater fire sword and fire breath left out. Without studying it too heavily, I would change it to this:

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Scorch -- Hectmb-Dam%(A), Hectmb-Dmg(9), Hectmb-Dmg/EndRdx(9), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Dmg/Rchg(15), Zinger-Dam%(19)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), HO:Enzym(5), HO:Enzym(7), HO:Enzym(15)
    Level 2: Dampening Field -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(3)
    Level 4: Power Shield -- LkGmblr-Rchg+(A), HO:Enzym(5), HO:Enzym(7)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(40), Mako-Acc/EndRdx/Rchg(46)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
    Level 16: Energy Protection -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/Rchg(17)
    Level 18: Boxing -- Rope-Acc/Rchg(A), Rope-EndRdx/Stun(33), Rope-Acc/EndRdx(36), Rope-Stun/Rng(36), Rope-Acc/Stun/Rchg(39), Rope-Acc/Stun(39)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(34), GA-3defTpProc(46)
    Level 24: Energy Cloak -- LkGmblr-Rchg+(A), HO:Enzym(25), HO:Enzym(25)
    Level 26: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(42)
    Level 28: Energy Drain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(29), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(33), P'Shift-EndMod/Rchg(34)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
    Level 32: Combat Jumping -- HO:Enzym(A), HO:Enzym(33)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36), HO:Enzym(37)
    Level 38: Build Up -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43), Apoc-Dam%(45)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(50)
    Level 47: Summon Widow -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(48), S'bndAl-Dmg/EndRdx(50), S'bndAl-Build%(50)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 2: Ninja Run



    Higher recharge, still softcapped, and adds some good proc chances. Darkest night can help the whole team out if you have someone buffing your endurance, but it can be traded back for dark oblit to help aoe if you promise to put some slots in it
  21. Depends entirely on what powers the pets themselves have. Traps, Dark, and Storm top my list though.
  22. Not an exploit, they have allowed it to become a feature; this does not mean they will not necessarily change it in the future. Refer to posi's statement that accompanied the fourth year anniversary calendar (if you can find it; it got completely lost in the forum migration). This statement came long after Castle's that's quoted on the wiki.
  23. Well, the defense available from BS complements anything. Why is energy standing out to you? Generally typed defenses are more difficult to build for than positional; positional also covers most psi attacks, which energy is going to be weak on. The heal from the set is ok when surrounded but really weak against a single target. If you like the look and feel of the set, that's fine, but if you are thinking energy is a stronger set than others, that's not really true.
  24. RoA and Full Auto are completely different from the other nukes, and being crashless is only part of it; those two are outliers that are just far superior. Detonator is comparable to the regular nukes, as previously stated, the lack of a crash and safety of use being made up for by longer recharge and having to waste a pet. Compare RoA to the other nukes and they don't stack up either.

    Trip mine is indeed an overall more useful power, though the time it takes to place them and their interruptibility are some negatives that detonator doesn't have. Trip mine is also generally more useful than, say, Nova for the same reasons you listed.

    Bottom line is detonator is "balanced" except for the bug, it just might still not be desirable for you. Only nukes on blasters I usually take are RoA or Blizzard (that one conditionally), as I generally find the others not worthwhile for me. Heck, I'd much rather have detonator than the corruptor's Time Bomb, which is just another version of trip mine only not as good. Doesn't mean detonator's in my build though, because it isn't.