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Posts
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Joined
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Quote:I have 80% of my guide up, if you find it'll be worth a read.Well, I'm definitely not married to Repel, it was just a case of "I've got to choose another power from a list of stuff I really don't want". Maybe drop it for combat jump?
Speed boost is another power I don't really want but on the VERY rare occasions I get talked into teaming I suppose I'll be expected to have it.
I can see dropping a slot from Inertial reduction and the End Red slot from Fulcrum shift to add a couple of recharge to Siphon Speed. I think that I probably wasn't using SS to all of it's potential on my other Kinetics controller.
Looking at Performance Shifter versus Efficacy Adaptor I can really see your point. Both sets give the same damage bonus plus EA gives you 5% recharge with all six slotted. A little closer to a "sorta Perma" character.
Thanks again for all the input. I've been playing for 3 years now and just really got into the mechanics of building a few months ago. So far I've tweaked an Inv/SS tank and my bots/traps MM and both are far outperforming what they had been!
*points to sig* -
Quote:... what? What.. what is this, I don't even...Your point is that I decided not to build for DPS but rather burst damage? Pretty lame argument.
Go pick up that argument with my MA/SD scrapper with slotted Aid other, Maneuvers/Tactics and an extra slot in Resuscitate. Guess that means a MA scrapper can't be built for DPS...
Seriously, where are you going with this? -
Quote:Well you have me there, but unfortunately that AoE effect isn't damage. It's just a temporary debuff that does indeed help with soloing/teaming. Problem is, the big part of AS is just that: AS. The -ToHit and 'Demoralization' aren't what's killing things, it's the Special damage from Hide. So while it has the potential to be an AoE debuff it's a single target attack.Assassin's Strike/Slash/Blow/whatever. It is the power the devs changed to help alleviate the single target slant. The AoE portion of that power is an enormous benefit, solo and teamed. And it is not a small AoE.
Quote:Yet it doesn't. Otherwise, no one would be playing Energy Melee and no Scrapper would be asking for it to be proliferated.
Quote:The basis for your argument relies on the opinion of some forum posters and therefore a minority of the actual players. There are no statistics or facts there to counter any type of point.
... argument.
I don't want to split Whirling Hands into two things. It's a PBAoE power that has generic PBAoE 'whirling' damage and a rather negligible secondary effect. Because other 'whirling' PBAoE powers have more noticeable/useful secondary effects, I consider them to be better than Whirling Hands due to the added mitigation they come with. The only exception is, again, Typhoon's Edge, that has no secondary effect unless used in the Sweep chain. -
Quote:But... it's true. I don't build my Tankers for damage, I build them for survival. Sure, it takes hella long to kill stuff, but I don't die do I? I didn't build my Stone/EM Tanker to do damage. I built him to take on the toughest of the tough and not die. His argument was not to invalidate an AT (don't know where you're even getting that), it was to invalidate your point.This is about as idiotic an argument as when BillZ said Stalker shouldn't be considered when thinking of ways to rebalance Energy Melee. If your argument is to invalidate an AT, you've just lost.
Quote:Oh, what's that, in-game numbers? For Whirling Hands and Whirling Axe, they deal 41.7 dmg on the same radius and number of enemies? What's that about Whirling Mace? It deals an extra 5 dmg points? (some CoD links there too, incidentally, the damage of those attacks are about as much as a tier1 attack...exactly, in fact).
I won't even bring up Typhoon Edge, Tremor and a couple other PBAoEs that people are whining about. Again, I'm not putting those attacks down, I'm just pointing out the hypocrisy. I like my whirling attacks solo and think they're great on teams too...but so is AS great on teams. They'd suffer the same in a situation where a team is plowing through content and you're a hypocrite if you think otherwise.
May I ask what you're referring to? -
Quote:I know how BG works; I was just pointing out that your post could be misread as just you doing the attacking and keeping your pets at Follow when they try to defend you. Sorry for the mixup D:Both, Nalrok_AthZim. My pet hop to the butt kicking as soon as I'm attacked (whether I take damage or or not a different story). That's how bodyguard mode works. If there are a few targets left, I'm not getting attacked much, or there is something that needs to die fast, I'll command my pets to take it out.
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Quote:So.. I'm sincerely hoping you're letting your pets do the attacking. o_OTypically, the Def based melee were getting bubs, but once I started being in melee range with them, my big bub and maneuvers will typically be more than enough. The Def based Tank though... he gets bubs. In the case of my incident, the newbie shield tank (confirmed) wasn't getting buffs because he wasn't actually taking the alpha or agro for that matter. Come to think of it, he didn't die anyways. But, yes, I do bub the tank.
As a Ninja/FF MM, I do have other things I could be doing besides buffing teammates. Things like, attacking come to mind. Did I mention that my pets bodyguard me most of the time and get near capped def? They die a lot less bubed. Lets me spend more time attacking and less re-summoning. -
This reminds me of the arc given by Rebecca Flores.
Do you know how many times I had to read "Boom baby!" from Destroyer Blast Masters?
Over 35. I counted in my chat log. And halfway through that they killed me. So I came back to about 17 Blast Masters clustered in one spot.
It's not fun to die by 17 Burn patches. -
I'm actually at a quandary as far as what I'll be picking up on my Dark/Dark/Soul Brute. I'm thinking I'll finally cave and try the Fighting pool. (Definitely doing that on my Shield Tanker.)
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Quote:You know what's disgusting? Inherent fitness is going to allow me to get Oppressive Gloom in the build, which won't require additional slots to be effective. And Build Up, which won't need additional slots. And Quicksand, an AoE -def debuff that doesn't need slots to be permanent.
The stuff in my video just got trivial. -
Kinetics
Transfusion
Ranged, Foe -End, -Regen, Team Heal
This is your first power in your secondary set. Guess what? You're stuck with it! Guess what else? It kicks butt! Transfusion is a beefy Targeted AoE Heal power. Recently they changed the icon to Single Target, but it's still AoE. Wierd, right? Anywho, Transfusion needs a living target to go off-- if you cast it on a target and it dies during your cast, you don't get the heal. This is seen as a bug, and is incredibly annoying. Use it wisely and aim well, and you'll keep your team alive indefinitely.
TIP: Always try to cast Transfusion on the biggest, baddest, ugliest enemy in the fray. Why? Well for one, the big-bads tend to live longer than minions and lieutenants. Two, Transfusion has a seriously hefty Regeneration debuff! Sick of that AV getting health back? Drop this on his head and watch him die, and your teammates live! It's a transfusion--get it?
TIP 2: ALWAYS slot this baby for accuracy! Always! If you miss, no one gets a heal!
Slotting: 2 Acc, 2 heal, 1 Rech
IO Slotting: Touch of the Nictus, the whole set minus the bonus proc.
Rating: *****
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Siphon Power
Ranged, Foe -DMG, Team +DMG
Siphon Power opens up to you at level 2, which is pretty freaking early. I can safely say that I took it a little later when I didn't want to pick up Deceive. It's a pretty handy little buff that applies a 20% damage debuff to your target of choice and a 20% damage buff to anyone near you. I'm not entirely sure if damage debuffs are affected by the Purple Patch, since there's no mention that they could be, so stack this on any enemy you want to do less damage.
TIP: I try my best to run near damage-dealing teammates before firing this off. More damage to the damagers is always a good thing!
Slotting: 2 Acc, 1 or 2 Rech. You can 3 slot this, or 4 slot this. It's all to your taste.
Rating: ****
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Repel
Toggle: PBAoE, Foe Knockback
Repel is a high-endurance power used to send enemies flying when they get near you. As an Illusion/Kinetics controller, you will not want this power. It will knock away your most important assets: your enemies. You need enemies to heal, enemies to buff your damage, enemies to restore endurance and gain recharge from. The further away they are, the less you're going to get out of Kinetics as a whole. Some people enjoy this power. I however can't urge you enough as an Ill/Kin to skip it.
Slotting: 1 EndRdx
Rating: *
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Siphon Speed
Ranged, Foe -SPD, Self +Recharge, +SPD
Siphon Speed is a fantastic little utility. It literally siphons speed from the target. Unlike Siphon Power, this guy only affects you. Sorry, no AoE speed buff. A nice 20% boost to your recharge cranks up your powers, and a wicked fast run speed boost hits you as well! A lot of people (including myself) use this as a pseudo-travel power.
TIP: Combine this with Hasten. Seriously.
Slotting: 2 Acc, 2 Rech
Rating: *****
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Increase Density
Ranged, Ally +Res(Smash, Energy, Disorient, Hold, Immobilize, Knockback), -SPD(Special)
Take this power. Take it and team with it. Every team you have will love you for it. Increase Density grants massive resistance (and usually immunity) to the main status effects. Cast it on squishies to keep them from getting mezzed/knocked out of the fray. Cast it on Brutes/Tankers/Scrappers to increase their S/L resistance and provide yet another level of survivability. Cast it on your Phantasm to keep his happy behind from getting taken out of the fight! Cast it on your Spectral Terror and watch it say "Unaffected!" Just testing to see if you're paying attention. :P
Slotting: 2 Resistance Buffs
Rating: *****
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Speed Boost
Ranged, Ally +Recharge, +SPD, +Recovery, +Res(Slow)
This is why people want you on their team. Think I'm kidding? I've had people say they won't invite me as a /Kin unless I have Speed Boost. Besides, who doesn't like free Recovery? That's they key here: free RECOVERY. This power boosts the run speed, recharge, and recovery of any teammate you cast it on (except pets, they get no boost to recharge).
TIP: Stone Tankers/Brutes will love you for this power. It negates their run speed penalty and nearly negates their recharge penalty while in Granite Armor. See someone slowed, or out of endurance? Hit them with this! Don't be afraid of it, the more you keep it up on teammates the faster your team will blaze through enemies.
Slotting: 2 EndMod
Rating: *****
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Inertial Reduction
PBAoE, Team +Jump
Inertial Reduction is simple: It's like giving your entire team Super Jump. This was a skip power for me, as I never had much use for it. However, it's useful to other players for a variety of reasons. It can be taken in place of a travel power. It can be used to help a team reach a place they can't get to, or speed up their movement through zones. It's also fun to stand in a densely populated zone and cast this on clusters of low level players. They love it, let me tell you.
TIP: I skipped this power in favor of Hasten.
Slotting: 2 Jump, 2 Rech if you decide to take it and use it to it's full extent.
Rating: *** (Useful to some and not others)
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Transference
Ranged, Foe -End, Team +End
This is another reason teams will love you. Transference is Transfusion for your Endurance bar. That's right, you hit a bad guy with this and BOOM! Endurance for all! With the right slotting this power will instantly fill any endurance bar to full, whether it's at 50% or 0%. It will also completely drain the endurance from any target lower than a Boss. And unlike Transfusion, if the target dies mid-cast you don't lose the benefits.
TIP: This power absolutely shines when used in conjunction with Power Boost from Primal Forces Mastery. With it, you can easily blast over 70% of an EB/AV's endurance clean out of their bar. If you have an Electric Control teammate, be sure to ask their help! If you couple Transference with the end-draining capabilities of an Electric controller/dominator, you'll find yourself fighting an extremely tough enemy with no endurance to attack you with.
Slotting: 2 Acc, 2 EndMod, 2 Rech
IO Slotting: Performance Shifter and/or Efficacy Adaptor
Rating: *****
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Fulcrum Shift
Ranged (Targeted AoE), Foe -DMG, Team +DMG
This is it. This is why you rolled a Kinetics character. This is the mack-daddy of all team buffs, the king of killing, the sultan of slaughter, Fulcrum Shift. This power siphons 40% damage from a targeted group of foes and returns it to you and your teammates! Anyone near the caster gains a significant damage boost, and anyone close to the targeted group gets 20% per foe hit!
TIP: Be absolutely sure to slot for accuracy! I've seen Fulcrum Shift miss and it's not pretty. The trick to using this to it's best effect on an Illusion Controller lies in Superior Invisibility and the Phantoms/Spectral Terror. While they're busy distracting the enemy, you sneak in and drop Fulcrum Shift, allowing the full potency of the power to affect your damage. I run my Controller at the damage cap (300%) almost constantly when in a mission, even solo!
Slotting: 2 Acc, 2 Rech
IO Slotting: None needed! Slot for the basics and this power shines alone!
Rating: OVER NINE THOUSAND stars -
Quote:No, I quoted your post for the fun of it. :/Are you talking to me? Is it your suggestion that AS is proof that Stalkers are single target focused?
Of course I am. Stalkers are single target oriented, not single target focused. Some Stalkers have AoE, and the playerbase is well aware. But Stalkers get AS, the single most damaging single target melee attack in the game when executed from Hide. How does that not denote an affinity for being a single target oriented AT?
Please note that I'm not saying they are purely single target. I'm saying that Stalkers lean towards single target, as most of their attacks (including proliferated sets such as Broadsword) have had AoE's removed and replaced with the signature Stalker powers. Example: Whirling Sword replaced with AS. I don't mean directly, but the set lost Whirling Sword in favor of either AS/Placate.
Stalkers are oriented to be single target dynamos. They are not meant to be AoE machines. If they get AoE, excellent! They still have a predetermined affinity for being single target, and AS is a prime example of that. -
Actually, they probably do. The thing is, Axe has more AoE than Energy and Whirling Axe is far more noticeable after you've already laid down an AoE. I suppose if I took Dark Obliteration on my Energy Melee Brute I'd see some difference with Whirling Hands. However, without considering outside sets/changes, Whirling Hands doesn't do jack squat for me.
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Shield/Axe Tanker, 36% positional defense across the board.
+0/x8. -
Quote:Endurance Reduction to reduce the end/sec of the Toggle. Recharge to allow it to come back up faster should you detoggle. All toggles are like this. And you can't boost the resistance of status effect resistance toggles. Never have been. See Wet Ice in Ice Armor.Well I was happily levelling along my /NRG brute in praetoria this morning when I realised that Entropy shield has a bizarre list of allowed Enhancements:
Endurance Reduction
Recharge Time
Now the thing that is strange about this to me is that Entropy Shield is a toggle, so why would I want to put Recharge enhancements into it? The power gives you status resistance so is there a reason that I can't put Resist enhancements into it specifically?
Just a bit confusing, anyone care to enlighten me?
Also, are there any more of these bizarre slotting choices in NRG that I have yet to find out? -
"Ow, ow, can't run! Ow! O-"
BEEP BEEP BEEP
"WHAT THE--"
BLAMF
Quote:Whirling attacks that are really no better than the infamous Whirling Hands?
Also I highly doubt Stalkers will ever get Fire/Ice Melee. Ever.
Argument invalidated by Assassin Strike powers. -
Ignore that moron, as he is wrong.
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Quote:Would you be considerate enough to buff a defense-based tank? Or any melee toon for that matter?So, I'v been playing with a Ninja/FF. I went for a Tankermind sort of build on the fly. I have a lot of fun with it. I bubble my pets and get them to near softcap with he help of my big bubble and maneuvers. What makes me a jerk though? A good portion of the time, I don't bother distributing bubble to the rest of the team. I give them as needed usually. If there is a Tank or Brute, I usually pass them some bubbles unless I'm doing my Tankermind thing. Got a blaster or Corr that gets in trouble a lot? Give them the range/aoe bubble. The point I'm making is, I don't feel the need to buff EVERYONE every 4 minutes.
In the time I've played like this, I've only had ONE bad apple... a few nights ago. They proceeded to berate me, piss, and moan... after they booted me several missions into the team (that was doing really well considering the tank was a newbie and the DS/Dark MM got into trouble from time to time). I could go on and on about how I was taking alpha and dishing out damage, but it didn't seem to matter.
Now, I come here tot he boards and see some saying that they avoid buffing sets because they don't want to do pets and players every 4 minutes. I say SCREW THEM! The effort put into min-maxing the team, in my opinion, is wasted for the most part. There is no sense in shielding a blaster or defender that's doing fine staying out of trouble, thanks to a well played tank or a great controller.
Should I have been shielding that MM? Maybe. Could that MM been played better? Perhaps. Am I mostly getting something off my chest to see if others feel like I feel? Absolutely. -
I'm going to be the guy who says no to Repel. As an Ill/Kin enthusiast, I have to tell you that taking and using Repel will absolutely ruin your experience as an Ill/Kin. Being an Ill/Kin means you have to be in the thick of the fight, right in the middle of spawns so you can successfully be affected by your entire Fulcrum Shift. Using Repel will fire everything in every direction and make every utility you have useless. Transfusion? Fulcrum Shift? Transference? None of them will affect you since nothing will get close. I'm nearing completion with my Ill/Kin guide; check it out once it's in my sig. I'll post it when it is.
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Quote:You're right, it is 512. Oops. So yeah, I think we have identical machines as far as specs are concerned. All of my updates are installed; Software Update tells me it's all clear when I run it.You listed your Macbook Pro as a Core i7 with nVidia 300M and 256 mb of VRAM - is that correct? The Core i7 model has 512 mb of VRAM according to the Apple Store (that's what I have). I'm checking to see of maybe the amount of VRAM has to do with the crashes.
I see two errors in the log.
The first I'm familiar with - Error 12 means not enough memory handles available, pretty much the cause of every CoH Mac crash. For some reason Cider (since forever) hasn't been releasing video memory properly, which is why /reloadgfx works (it forces a release of all of it) and why it causes a crash eventually. The increased frequency of the crashes is a mystery so far.
And the 2nd error seems to be because Transgaming left some debugging code in there and it's broken, which explains the Assertion Failure.
Even so, if we're using the same Mac and the same OS version (you did run Software Update didn't you?) and the same client build (4462?) it should behave the same unless you have something drastically different from me, or our game Preferences are different somehow.
Edited to add: I trashed my game prefs recently and did everything your troubleshooting guide recommended. Should be all the same save for what startup items we have, I suppose. -
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And another...
Sep 20 18:18:39 Base-of-Innovations cider[826]: cider(826,0x710fb400) malloc: *** mmap(size=16777216) failed (error code=12)\n*** error: can't allocate region\n*** set a breakpoint in malloc_error_break to debug
Sep 20 18:18:39 Base-of-Innovations cider[826]: cider(826,0xa07a8500) malloc: *** mmap(size=16777216) failed (error code=12)\n*** error: can't allocate region\n*** set a breakpoint in malloc_error_break to debug
Sep 20 18:18:52: --- last message repeated 46 times ---
Sep 20 18:18:52 Base-of-Innovations cider[826]: cider(826,0x710fb400) malloc: *** mmap(size=16777216) failed (error code=12)\n*** error: can't allocate region\n*** set a breakpoint in malloc_error_break to debug
Sep 20 18:18:57: --- last message repeated 268 times ---
Sep 20 18:18:57 Base-of-Innovations cider[826]: cider(826,0xa07a8500) malloc: *** mmap(size=16777216) failed (error code=12)\n*** error: can't allocate region\n*** set a breakpoint in malloc_error_break to debug
Sep 20 18:18:57: --- last message repeated 1 time ---
Sep 20 18:18:57 Base-of-Innovations cider[826]: Cannot load Interface Builder file 'NSAlertPanel' -
Quote:I love it.I have a lowbie Elec/Therm and I'm trying to figure out if JC is a long term power or not. Teaming in Praetoria, it seems kinda useless cuz most mobs are too far apart and I don't often see it jumping much. Then again, the few times I've soloed, I can gather a bunch around me w/CA on sucking up end, and kinda spam JC & Chain Fences til things die (or I run out of end, which is more likely). I can totally see this working far, far better in later levels w/more recovery and better slotting all around.
What do more experienced Elec controllers think of JC? Useful in bigger groups? Too little damage? Takes too long for all the jumps to happen? -