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Posts
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Joined
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Quote:I'm not really sure how Thunder Strike gets its single-target guaranteed critical, but I think it's rigged as the opposite: an AoE power where some of the effects don't apply to its entire AoE range. I believe that's how Tanker attacks are rigged, as well. Actually, how DO Tanker cones manage to spread gauntlet around the affected target? Do they even do that?
For a quick guess on no sleep... I'd say it works in a fashion similar to what shield charge does, like a double targeted AoE where the smaller main AoE deals significant damage and the secondary, larger AoE deals another effect (damage, taunt etc)...
if I'm thinking clearly atm, shield charge has one 10' and one 20' AoE, so it's probably done in a similar fashion with powers like punch-voke or thunder strike making the smaller AoE an X-foot radius/X-target max and the larger AoE Y-feet/Y-Target max... a 1 foot radius TAoE would, for example, only hit 1 target... that being the anchor of the TAoE, I think.
In the case of thunderstrike, you activate the power and it summons 2 targeted AoEs... first is tagged with a tiny radius and guaranteed critical, while the 2nd has a larger radius and different damage scale. Either that or, maybe it just spawns a pet on the original target that casts an AoE effect?
OK, time for bed now I think... -
The NCStore REALLY needs to implement some sort of shopping cart option where you can add/remove multiple items to a list and purchase them all at once. It's extremely unfortunate that you can only make a single purchase every 24 hours (using the same card) and you can't even change the quantity, like if I wanted to buy multiples of a booster for each of my accounts at the same time... I only have 1 card, can't do it... so it has to go over the course of a week (which I never finish doing)
I still need Science for my main account and Mac for my secondary... my wife also needs a number of the ones offered in the saleI'll likely never get around to purchasing all the boosters for all my accounts since I can't make a bulk purchase.
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I'm also in North America and have been getting auto-logged out of the forums. It happened two or three times in the past month or so, then all of a sudden the past week and a half it's happened at least once every time I load up the forums or switch threads, it's also happened a number of times in a single session. every time it happens I need to login again and tick the "save password" box... 10-20 minutes later it kicks me out and I need to login again.
I haven't received a message saying my password is incorrect though, yet. -
Hmmm... I hadn't even noticed the perpetual night until I saw this post.
Then again, I kinda live in perpetual night because I'm normally asleep during the day. That, and I spend a majority of my playtime in the Rogue Isles -
Quote:and that is taunt enough, if you're just looking to get the enemies attention on you to build fury it works fabulously. if you're trying to get a mob of range-preferred enemies up in your face so invincibility is saturated, it's very useful. of course, you can always break LoS among other things to bring ranged enemies in closer. thing is, you had repulsing torrent in there...Hey that looks pretty good! I still never take taunt though, with KM/ I figure a focused burst to the face will be taunt enough, lol.
Don't really need any KB blowing mobs away from you (and out of your defense aura). I suppose it could be decent mitigation towards a psi enemy or something, just not MY first choice... I'd rather take taunt and free up those slots for other powers and set bonuses.
Quote:I'm debating over dropping the passives though, well, resist elements at least, that one and resist energies seem too small to help out a lot, have they changed at all or are they still the same?
I'd have to ask, Why drop them and what would you replace them with? -
Quote:There were some very confusing patch notes about this. IIRC, they said that they reduced the self-damage component from scale 2.75 to scale 3.0, which makes no sense. I don't recall seeing any corrections or further explanations of what actually happened.
Ahh, now that you say it I do remember reading that patch note, but brushed it off as a text typo... I suppose I'll have to check if there's a newer version of Mids available and whether or not it's different. Not really keen on the idea of burning a respec on my Dom just to look at the in-game numbers -
Quote:Conserve Power will prereq laser eyes and physical perfection, which in turn opens up ET from 47. since the only 2 powers he didnt list are CP and PP, I'd gather he has them as the prereqs. to get LE and ETI'm confused about how you can take laser beam eyes and energy torrent, since you only have one power choice left and they both have prerequisites.
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Quote:Well, that line above got focused accuracy crossed of your list... it has a very high end cost.I'd like to stay clear of anything costly to my end. Here's are my choices:
Resist Energies
Hand Clap
Boxing
Focused Accuracy
Laser Beam Eyes
Energy Torrent
Hand Clap, to me.. is not a useful power for Invuln/* tanks.
Boxing.... Why? is your attack chain disfunctional? I could understand if for a pre-req to tough or weave... but aside from that, why? The tier 1 attack in ANY primary is better, and thats before the consideration of bruising.
Laser beam eyes/Energy torrent - both decent powers, from what I've heard... never took either on a tank myself, and probably wouldn't if I only had 3 slots to add to them... which you do at 49.
Quote:Resist Energies would be the obvious choice but from what I understand the benefit isn't all that great. What would you guys suggest?
Resist Energies provides some endurance drain resistance. Not much, but when you have the choice to have SOME or NONE... what is the obvious choice?.... there are lots of Malta Sappers waiting for you
Having said all that, I've no idea what you plan on doing in your build... you apparently didn't take tough or weave if you're considering boxing at 49. although you may have used Kick as a pre-req for them, but no one does that here, at least not that I've seen, except for me.
If you're good on survivability and are just looking for a set-mule, any of the above could be good depending on what you want to do. Though, regardless of what you want to do, I'd say you probably can't go wrong taking resist energies, unless you really need more damage or another 2.5% e/n defense to softcap or something... even then, I'd probably go with RE. -
Not to threadjack (sorry Jibikao
) But what and when were the changes to Dom Energy Transfer? also, does anyone know if Mids was updated with this change? I have the latest version and there *looks* to be either a discrepency in the power between AT's or a pretty big downside to having it on a Dom.
According to Mids (I'm using v1.8 - updated 16/08/10 fyi) Looking at Energy Transfer across the AT's have access to it looks like this:
In the Tanker Secondary (tier 8) it does 294.2 base damage at 50, and causes 166.8 damage to self
In the Brute Primary (tier 9) it does 275.8 base damage at 50, and causes 156.4 damage to self (the lowest self-damage across every AT, wth?)
In the Stalker Primary (tier 8) it does 253.6 base damage at 50, and causes 166.8 damage to self - (which is the same as the tanker version, with subpar damage in comparison to every other AT)
In the Dominator APP (which, granted, APP is somewhat different than a primary or secondary) it does 266.3 base damage at 50, and causes 219!damage to self - (huh... is this correct?! so aside from the fact the every single AT deals more damage than a stalker, which is an issue in and of itself
.... the Dom version of ET deals more damage to the Dom than any other AT?)
this really just doesn't seem right to me... am I missing something? also, not to nit-pick, but why the hell do brutes get the lowest damage to self? They have the 2nd highest HP in the game. All I can do looking at this is scratch my head and think *if this is correct, what were they thinking?* -
did a quick little rework for something a bit more respectable.... kept the basic build, power choices and levels the same, except i tossed repulsing torrent and took taunt instead, not only is it great for pulling ranged enemies into your aura... but it's useful for fury building too, and it helped free some slots to toss in other powers, of course.
I did throw in a number of PvP-IOs... however, they're just additional fluff to a reasonably solid (and somewhat cheap) build. You could of course replace the smashing haymakers with kinetic combats for an overall higher smash/lethal defense (and higher cost)... that would get you about softcapped to smash/lethal with a guy or three in range of invincibility.
You shouldn't need to free any additional slots for health/stamina etc as inherents, just throw a regenerative tissue: +regen in health and performance shifter: +end in stamina... along with your average runspeed/jump etc in swift/hurdle and call it a day. grab up the +health and +end accolades too, i didn't add them, but they'll be more of a help and should wipe away any concerns you may have about endbar performance combined with the 3 perf. shifter procs. I assume you're worried about endbar performance, as you took Energy Mastery's 2 endurance powers only... personally I probably would have gone with Soul Mastery for Gloom and Darkest Night
Oh, and you could replace the 2 rectified reticles in Invincibility with 2 Gaussians, I'd suggest a ToHit Buff/Endred and the Chance for BU proc... for a little extra damage buff now and again... however, you'll lose a little bit of S/L defense, but you'd get that back if you changed the haymakers to Kin combats anyway. something to think about.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
GOGOGO: Level 50 Science Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Quick Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(23), P'ngS'Fest-Stun%(31)
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx(7)
Level 2: Body Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(19), P'ngS'Fest-Stun%(31)
Level 4: Smashing Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(17), P'ngS'Fest-Acc/Dmg(25), P'ngS'Fest-Stun%(34)
Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(46)
Level 8: Power Siphon -- Mocking-Rchg(A), Mocking-Taunt/Rchg(34)
Level 10: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/Rchg(13), Aegis-Psi/Status(21)
Level 12: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(27), RctvArm-ResDam/Rchg(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(29)
Level 16: Super Speed -- Winter-ResSlow(A)
Level 18: Burst -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg/Rchg(33), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39)
Level 20: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/Rchg(21), Aegis-ResDam/EndRdx(23), S'fstPrt-ResDam/Def+(45)
Level 22: Boxing -- T'Death-Dam%(A)
Level 24: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(43), RctvArm-ResDam/Rchg(43)
Level 26: Taunt -- Mocking-Taunt/Rchg(A)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(33), Rec'dRet-ToHit(34), Rec'dRet-Pcptn(43)
Level 30: Focused Burst -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(40), Thundr-Acc/Dmg(42)
Level 32: Concentrated Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(40), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Stun%(42)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), SW-ResDam/Re TP(36)
Level 38: Unstoppable -- GA-3defTpProc(A)
Level 41: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod(46)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(46)
Level 47: Physical Perfection -- P'Shift-End%(A), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48), Panac-Heal/+End(48)
Level 49: Weave -- LkGmblr-Rchg+(A), SW-Def/EndRdx/Rchg(50), SW-Def/EndRdx(50), SW-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
I rarely play virtue server, but i frequent quite a few others and haven't noticed any significant amount of spiders/widows not taking the TT powers. well, maybe TT: Leadership....
Then again, I don't personally care all that much what powers someone else chooses on their alts, and don't often check others' powers unless there's something amiss in their playing, like extremely frequent deaths, or causing trouble for the team, extra aggro etc.
In the case of kicking people off your team after inviting them, it's extremely rude, IMO. If they're constantly causing teamwipes, or being rude themselves, that's one thing... and even then, I'd likely try hashing that behavior out first.
On a side note, if anyone is so bold as to tell me what powers I should take on my alts, they're welcome to pay my sub fees too... put up or shut up, ladies. -
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Hearsay is the biggest detriment to your gaming experience. If you wanna try a blaster, try one... and see for yourself. 90% of the crap people spew here is dead wrong for anyone other than themselves. -
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I was gonna do a big ol' rant... but why bother. Just lemme know when you guys switch over to free subs and an item store... when i'm saving $600 in yearly sub fees, maybe I can afford to buy glam-trash that serves no purpose.
a decent array of costume pieces plus a temp power is one thing but... EMOTES? really? -
That's asking for a big (and highly unlikely) change, especially considering there's no tradeoff for the increased radius.
Making HoB a 40' radius PBAoE actually would make it OP in nearly every sense. You'd be able to hit 90-100% of everything in a room on about 80-90% of the mission maps in use, with zero effort, every 40-60 seconds (even lower with a /kin)... with mini-nuke (and possibly fulcrum-shifted) damage.
Aside from that, it would be the ONLY 40' PBAoE in the game... there are no others... which means that a change like this will likely never happen, ever.
Now maybe... just MAYBE... something like this could be balanced by decreasing the damage output by roughly 50%, increasing the recharge to double what it is, and increasing the endurance cost to somewhere around 30-40 end... but then, who in their right mind wouldn't skip it alltogether?
sorry, but I've gotta say badidea:nothanks -
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Dangit, Impish beat me to it while I was image editing XD
and yes, editing the lighting color can cast a tint on items/objects in the room -
You can adjust the room lighting options to darken things up a bit without making your walls black... you can even choose the color of the lighting, it doesn't have to be white light, it can be green, pink, whatever. you can also lighten or darken each lighting source by section (top, middle, bottom) and have them all different colors if you like, and of varying intensity. i'll drop an image as an example:
If you'd like some help in-game, just send me a PM letting me know what server and side, and how to contact you etc. -
I've never made a 2nd build strictly for exemplar friendliness... But I generally keep some level of ability to exemplar, just in case I want to run a lower TF with a particular toon. For the most part though, if I'm going to do, say, a level 30 TF... I'll grab one of my alts closer to that level. Then again, I have a large stable of alts.
Personally I think it would be a waste of time and resources making a duplicate build just for exemplaring. Slotting level 30-35 sets should allow you to exemplar pretty well, while getting ED-capped slotting at the same time for one or more of your enhancement values. The difference between a level 30 acc/dam/rech set IO and a level 50 one is like.... 3.8% enhancement, which is barely nothing.
A dual build I'm currently working on is for my /Invuln tanker... on one build I've built up about 50% psi resistance (which /invuln has none to start with) and the alternate build has softcapped smash/lethal defense with 1 enemy in range and hard capped smash/lethal resistance (well, VERY close to it, at 89.5%)... both builds should exemplar well into the low-mid 30's while sacrificing very little in the way of enhancement value or set bonuses. -
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Pretty much what everyone else said. More options = Good -
Quote:Since you described your example as an anecdote, which is defined as "a short account of a particular incident or event of an interesting or amusing nature, often biographical"I'd like to add to this little thread with my own anecdote:
In one Kahn TF, I told the entire team to focus on Reichsman and not worry about the other AVs.
Three of them were dead by sheer AoE splash damage by the time Reichsman dropped.
I'll take it that you meant this isn't a common occurrence on random PUGS that aren't made up of excellent AoE damage, support and aggro control.
The OP was asking specifically about bosses, and I used an AV as an extreme example, but in that light, allow me to pose a question... how many times have you fought an AV (and to a lesser extent, a boss) and the minions/Lts were still standing afterwards?
I think the general consensus is to do as much damage as possible to as many things as possible in as short amount of time as possible... whether that's focusing on a boss and having everything else go down easily with splash damage, or taking out the small fries first, the same general rule applies... the lesser enemies will be taken out of the picture first, in almost every case, including your Kahn TF example... the ones with less HP were terminated with splash, but they still went down first nonetheless.
As others have said, it's dependent on what you have to work with... personally I've found that the entire team is better served by having the minions and Lts go down first. On AoE heavy teams its not generally a thought process, target the toughest enemy and kill everything else with splash (provided they're grouped up and you can)... then pick off the remainder if there are any. but on teams that don't have as much AoE, or enough to do that kind of area damage, or the enemies are spread out and there's no way to feasibly group them at the time due to a number of factors (like the controller/dominator AoE Immobing them while they're spread apart) it's better in almost every case to focus on the lesser enemies first.
In the end, if everyone's on the same page and working together well then you likely won't be having any trouble regardless of when the boss is taken out. -
Quote:And if you're on a team that has little or no AoE? Sounds like you're assuming every team has tons of AoE, or everyone only plays with others they know who are built for heavy AoE... if you have it, sure why not use it... but what if you don't? How about when you're on a completely random PUG that may or may not be optimal for mobs that you're facing? Still leaves it situational at best, IMO.Yes, we are.
Minions, LTs and Bosses lingering around will be dead from splash damage long before AV is taken down. -
This is one of those little things that I could use Now, as I have a number of SG/VG's on different servers that are still empty... and chances are, by the time I get it, I won't be needing it anymore... but C'est la vie
Great little helper reward for those eligible for it though, IMO
any 75 mo. vets wanna come help me build some prestige anywhere? -
I usually leave bosses for last because, well, everything else dies faster... and dropping 10 minions is going to mitigate more incoming damage than killing 1 boss, who will (most times) only be attacking 1 person at a time (usually the Tank!... if they're any good.). sure they have some burst damage, but all those minions running around are like a big ol' constant AoE the whole time you're focusing all your efforts on the boss, making it easier for that boss to 1-2 shot you after the minions weaken you up a little.
Put it this way.... When you're fighting an AV, does the whole team sit there and focus solely on the AV, ignoring the minions, lt's and bosses that are lingering around? or do you take out the small fries fast so you can focus on the larger threat? A mob with a Boss(es) is no different IMO, take out the small fries quickly and then deal with the big guy.
*Edited to add:
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I already posed a few questions regarding supergroup and base funcionality, but something else came to mind that I'm curious about and I *think* it falls into your area of expertise, so here goes...
Is there or will there be any amount of chance that we'll be able to have destructible enviroments out in the open zones (i.e. non-instanced areas)?
I'm not talking about using a KB power to knock an enemy into a car and have it receive damage from the enemy hitting it, the physics and coding for that would probably require a completely new engine... although that would be pretty awesome... but maybe something like whats in the redside Mayhem missions? -
QR:
Not sure if it's "the best" but I absolutely love my Ninjas/Dark Miasma. The Resistance debuffs in /dark work wonders with the S/L attacks of the ninjas. Alternately, I've heard Nin/Storm is pretty good, and /Force Fields would probably make for a good secondary also, since the ninjas have inherent defense to stack with the shields. -
Quote:Level pacted people have to have synchronized amounts of xp. Note how when a level 1 pacts with a level 5, the level 5 stop gaining xp ENTIRELY until the level 1 catches up. Say this happens with a level 35 and a level 40 toon trying to pact; leaving the lvl 40 toon not gaining any xp until the 35 catches up might be inconvenient.
In cases like the one you mentioned I think it would be inconvenient, at the least. There are other circumstances where it would be a great feature though. For instance, it would allow the alts my wife and I had pacted to re-form their pact again. Our pact was broken when we transferred the alts to a new server during the free transfer period. We were both aware that the pact would break, but it would have been nice if we were able to reinstate it after the transfer. Now I'm currently 3 levels higher, because I play more often than she does.