Nalrok_AthZim

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  1. Quote:
    Originally Posted by timetwister View Post
    Were all sleeps made to keep ticking or just this electric one?
    This is the only Pulsing sleep patch I've ever seen in the game.
  2. Nalrok_AthZim

    MM Wish List

    Quote:
    Originally Posted by Diggis View Post
    I have been thinking about this and it occurred to me that clones would be strange. I'm fully in favour of summoning pets that look exactly like you, however your powers are to summon pets... so having clones they would be able to summon pets... you see where this is going.
  3. Quote:
    Originally Posted by Rylas View Post
    Just a nit pick here, but EVERYONE has the same defense cap. .
    Taken from Paragonwiki:

    Dominator Level 50 Defense Cap: 175%
    Brute Level 50 Defense Cap: 225.05%


    :/
  4. Quote:
    Originally Posted by timetwister View Post
    what does static field do?
    Puts your enemies to sleep. And, it pulses, so even if you wake them up they go right back to sleep. So if you cluster a bunch of baddies and then put Static Field under them, they'll zonk out. If you stand in the Field next to them with Conductive Aura on, you'll see them run out of endurance within seconds. You'll also have Endurance back rapidly. Use Electric Fences and you'll be able to keep them there, Static Fielding and Electric Fencing them until they die. It's slow but sure.
  5. Quote:
    Originally Posted by Jibikao View Post
    Sorry, when I play Brute, I care about the Fury bar. I am annoyed when it drops and I am very happy when it's up high. If I don't care about Fury, I see no point in playing Brute. No, Fury doesn't come to me. Fury comes when I try to maintain it by either drawing aggro to me or constantly hitting. Fury doesn't come to me "free". I don't know where that logic "Fury comes to me" comes from. And I am weird in a way that I hate seeing fury dropping. Yes, I am paying too much attention but this is the reason why I don't make a lvl 50 Brute. I've made 4 lvl 50 Stalkers... hehe


    Brute is over-rated. Brute only has a bit more health than Scrapper. I actually mostly play Stalker and when I take those defensive shields, my Stalker survives well enough. If my Stalker can, so can Scrapper.

    I am sure it's easier to maintain Fury now but I think Brutes in general are quite over-rated especially in comparison to Scrapper.
    It's all subjective. This thread needs to realize that.

    Fun.

    Is.

    Subjective.

    I will always loves my Brutes more than my Scrappers.
  6. Quote:
    Originally Posted by Gilia View Post

    I found "That's a fact" hilarious because that sort of statement never contributes any value.
    Except what he said was a fact.
  7. Quote:
    Originally Posted by timetwister View Post
    Also, it creates a fair amount of aggro, how can i mitigate it?

    Triple slot health? Manuevers? Combat jump? Should i take acrobatics also?
    Static Field.
  8. Quote:
    Originally Posted by Ryltaar View Post
    Ok, so there's probably something I didn't understand...

    My previous statement about res/def caps are based on this :
    http://wiki.cohtitan.com/wiki/Limits

    max resistance to damage :
    Tanker/brutes = 90%

    Defense :
    Tanker/brutes = +100.43% at level 1 / +225.05% at level 21+

    Max Health regeneration :
    Tanker/brutes = 2,100% at level 1 / 2,500% at level 20+

    Max Hit-points :
    Tank : 3534 / Brutes : 3212.7

    Now, there's probably more to it than just numbers, that's actually why I'm asking :s

    Thanks for your help
    Right, but as I said, Tankers initially have higher numbers IN their resist powers. Take, for example, Shield Defense on a Brute vs. Shield Defense on a Tanker.

    Brute
    Deflection: 11.25% Defense to Melee, 11.25% Resist to Smashing/Lethal

    Tanker
    Deflection: 15% Defense to Melee, 15% Resistance to Smashing Lethal

    Tankers have stronger defenses by default across the board.
  9. Quote:
    Originally Posted by Gilia View Post
    Where is this 135% coming from?
    Fury.
  10. Frankenslotting 6 IO's worked for me.

    2 Acc, 2 EndMod, 2 Heal.

    You could probably do it differently.
  11. Quote:
    Originally Posted by Jazra View Post
    Actually I didn't take Snow Storm yet. I thought it unnecessary to slow them down, as the Chain Fences will keep them in place and why slow down their attacks when they will be slowed down by their lack of endurance anyway? Mistake? Am I missing something?

    Good point, actually. I suppose at that point the only use you'll get out of Snow Storm is keeping the enemies Electric Fences missed from running away, if that makes sense. Plus it's a nice debuff to have in case you run across mobs who have a high resistance to end drain.


    Oh, I like that a lot! I will definitely be trying that out. Thanks muchly!

    Also, thanks for the encouragement MentalMaden.
    A) Good point, actually. I suppose at that point the only use you'll get out of Snow Storm is keeping the enemies Electric Fences missed from running away, if that makes sense. Plus it's a nice debuff to have in case you run across mobs who have a high resistance to end drain.

    B) It's fun! You can't see your cloud anymore if you do it right, and every few seconds this giant bolt of angry smashes a bunch of guys on their butts. The first 2 weeks I did it, I laughed every fight.

    "Yaaahhh! Get the hero, get the--" *WHAMF*
    "Hahaha, you fell."
  12. Nalrok_AthZim

    Bugged Bodyguard

    So why is the easy way not being mentioned?

    If a mob is under a form of control/Mez, and your pets stop attacking... Why are you choosing not to press the Attack command button? He's mezzed! Kick him while he's down! Seriously, explain that one to me because it doesn't make sense.
  13. Quote:
    Originally Posted by Jazra View Post
    Ever since I heard about Electric Control coming out I've been wanting to make an Elec/Storm, as it seemed to fit together for thematic reasons. So I made one in Praetoria and have been having a lot of fun with it so far, but I'm starting to wonder if, moving in to the future, I've made a horrible horrible mistake.

    Electric Control requires, at least as far as I have seen, a lot of mob management. Keep them all in close in Conductive Aura, keep them all placed in the Static Field, all bunched up for Jolting Chain, and everything is all hunky dory. In fact, doing that with Ghouls, who love to run up close, I have been able to survive massive attacks more or less indefinitely. Praetorian Clockwork, who all fight from Range, have been giving me a huge headache.

    But Storm is all about chaos and being ridiculous. It's been fine so far up to 20, where I have been using my new Hurricane to push outliers in to my Static Field, but what happens when I have a tornado or two out there throwing people around, or a Lightning storm blasting people across the room? Seems like it will be negating my electricity entirely.

    Anybody have any experiences in making this work, or will I have do be doing either electric control or stormy stuff, but not both? I can see having a lot of fun keeping Group A over there locked down with a static field, or Synaptic Overload, while I get down and dirty in the middle of group B with my storms. Any other thoughts?
    Actually, if you do things right, you'll have more fun than a barrel full of monkeys wearing fake clown rainbow afro wigs.

    Imagine that for a few seconds, if you will.

    Okay, now that you've seen that, I can see a lot of fun happening with Elec/Storm, ONLY so long as you use Hurricane and Tornado as emergency powers, not all-the-time powers. Here's some fun ideas:

    Synaptic Overload + Steamy Mist
    Static Field + Conductive Aura + Snow Storm + Freezing Rain
    Freezing Rain + Snow Storm + Electric Fences + Jolting Chain + L-Storm
    All of that + Gremlins!

    A trick I used to use on my Storm/Dark Defender (before I made the mistake of deleting him) was to use Ninja Run, jump really high and at the peak of the jump cast Lightning Storm. This way, Stormy doesn't knock BACK, but knock Down (directionally at least). Make sense?

    I think if you pay attention to your surroundings and do very little to scatter spawns, you'll be fine.
  14. Quote:
    Originally Posted by MentalMaden View Post
    I just look at confuse as another form of control that will make at least one (or more) of the enemy not attack me. And while you are much more survivable after PA, that doesn't mean deceive doesn't have it's uses. Confusing buffing or debuffing enemies to give YOU their buffs or debuff their friends is a very nice tactic that can really shift the tide of a battle, or produce some good comedy i.e. enemies with hurricane or earthquake or those that spawn pets that turn and attack their maker.
    Agreed, it has it's uses, I won't say otherwise. I've just found that Ill/Kins play too fast and furious for me to have enough time to use it. By the time I've noticed an enemy buffing other enemies and decide to make him my little minion, my Phantasm has either knocked him flat or my Phantoms have beat him to a pulp OR my Spec Terror is making him crap his pants.
  15. Nalrok_AthZim

    claws/??

    Quote:
    Originally Posted by Jonas1974 View Post
    how exactly does this work?......all i know is that spin attacks all enemies in melee, and burn scorches the ground so enemies that follow you take damage.......so cant see how they work together
    Read up on Burn changes.

    When you cast Burn, it does a large amount of Fire damage and then ticks away for a ton of smaller ticks, usually 6-15 depending on damage buff/Fury. So Spin and Burn would literally eat entire groups alive.
  16. Quote:
    Originally Posted by Unassuming Gentleman View Post
    i've heard PA is pretty much game changing so that may change my priorities a bit.
    It is. Phantoms are quite literally the best tanks in the game. They spit out a strong taunt, do great damage (provided you/they finish enemies off) and they're pretty much a giant form of confuse, as I mentioned earlier. Enemies won't be attacking each other, but they will be doing absolutely nothing as they try to kill three unkillable pets.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    Let's see if he's right.

    Stupid_Fanboy gave us the damage mods: 1.125 for scrappers, .75 for brutes

    T_Immortalus gave us the 75% fury and 10% crit rate

    I'll throw in build up for both being slotted with 3 rec-red SOs. 10 up, 46.2 recharge, up time of 28%. Scrapper gets 100% buff, brute gets 80%.

    1.125 * (1 + .95 + .28) * 1.1 = 2.76

    .75 * (1 + .95 + .224 + 1.5) = 2.76

    Damn, Castle is good.
    /thread

    We just got Bill Z'd.
  18. Quote:
    Originally Posted by Ryltaar View Post
    Hi everyone,

    I need somme advice about Shield Defense + War Mace Brutes and Tanks.

    I started a SD/WM tank, lvl40 so far, and I like it (playstyle, survavibility etc...). But I was wondering something...

    My main goal is to be the main tank in TF's and such. So I chosse tank. But when I see the numbers on both archetypes, I'm a bit confused :
    - they have the same resistance cap
    - same defence cap
    - 300 max HP difference
    - Same aggro cap (17 mobs)

    Therefor, as Shield is a defense type powerset, you can basicaly achieve the same def/res caps as a brute and as a tank right ? But Brute have rage (that's really nice).

    So I'm seriously considering rolling a WM/SD Brute, so my question is :
    for these specific powersets, and the fact that I want to be main tank, should I play a Tank or a Brute ?

    I have no "end-game" experience, so I'm asking those who have. If the tank efficiency in TF's is really better than a brute, i'll keep my tank. If not, the extra damage is always welcome.

    Thanks for your help,
    Ryltaar
    Tankers have higher defense/resistance numbers in their armor than Brutes, for one.
  19. Quote:
    Originally Posted by Fomsie View Post
    It does give a healthy bonus, yes. You do know that it does nothing against certain types of damage, right?

    The point is that it would greatly help Stalkers, especially in the close quarters, mass chaos team situations when AoEs are flying to actually be able to make use of, you know, their inherent ability? You know the one... only does a lot of damage while hidden, right?

    EDIT: And just to add, of the 50's I have and play, 3 are Scrappers, 2 are Brutes, 1 is a Tanker... none are Stalkers. This is just what I have seen in my 40 levels as a Stalker and in many times of teaming with them and seeing their usefulness hampered compared to the other melee ATs. It is currently too easy for a Stalker's main offense and defense to be not just hindered, but completely nullified.
    Are you talking attack types? AoE is a positional defense. It doesn't discriminate against damage types, be it fire, cold, smashing, or whatever (unless power info states otherwise; see SR).

    And please don't talk down to me. I know what a Stalker is capable of. I know what Assassin Strike is. I know what you're attempting to get across to me. Problem is, I don't believe you're wording it correctly. A little respect, if you don't mind.
  20. Quote:
    Originally Posted by Test_Rat View Post
    Mercs is pretty dismal huh.

    Are the Slotting advantages (Debuff, proc due to the -Def effect) availabe to mercs enough to make them competative?
    Slotting Achilles' Heel: Chance for -Res in the Soldiers and SpecOps actually does make a difference.



    Not enough of one to make them jump any higher on the list though.
  21. Quote:
    Originally Posted by MentalMaden View Post
    No, no, no, no..............untrue. Do not be fooled by that old wives tale. This looks like a job for LocalMan...........sound the alert!

    LOCALMAN! Oh, LOCALMAN!

    He has a whole speil on deceive/confuse and XP.

    Long story short....as long as you are doing damage to mobs you'll be getting xp just fine. Let a deceived mob do all the damage......sure you'll get less xp, but when are you really going to do that? Confuse is your friend....embrace......love it.....pet it......call it George.
    I had it for a while. Once I got Phantom Army I stopped using it altogether. I was too busy Blinding and Spec-Wounding to care enough to use it. Once you have your enemies attacking what is essentially a really hard-hitting figment of their imagination, there's no real need to have them attack themselves.
  22. Quote:
    Originally Posted by Torrentor View Post
    I agree with this. Xcept I may put ninjas ahead of bots pre-32. The speed they kill at is amazing, but that may be biased because I have /dark. /dark made a huge diff for my ninjas...
    Dark makes a difference with anything :P
  23. Depends entirely on the Secondary, IMO.

    But if I had to...

    Pre-32 Buff:
    Demons
    Thugs
    Bots
    Zombies
    Ninjas
    Mercs

    Post-32 Buff:
    Bots
    Demons/Thugs (tied for 2nd place)
    Zombies/Ninjas (tied for 3rd place)
    Mercs

    Even with attacks, pet sets are pretty universally ranked this way from what I've seen. There may be a few discrepancies here and there, but some sets are just better at AoE spawns than others. The MM attacks don't change very much in terms of whole-package consideration.
  24. Quote:
    Originally Posted by Unassuming Gentleman View Post
    Thanks man,

    I took deceive because it was my only way to tank larger spawns when soloing. I think my plan is going to be to hang onto it until I can reduce the recharge time on PA to the point where they are doing the bulk of my tanking with close to no downtime.

    Although I really try not to use deceive more than necessary because it gimps my xp.

    Thanks for the advice!
    Not a problem. Your best bet with Phantom Army is to slot a Recharge Intensive Pet set, and to start normal slotting with Recharge and Accuracy. Phantom Army has a nice taunting effect, so when they run in you're free to move in and start controlling. At 26 you'll get Spectral Terror, which is a monstrous soft control machine. Dump it before entering any fight and it'll make your job a whole lot easier. Enemies will not only be cowering in fear, they'll have their ToHit debuffed quite hard. They'll hit less, across the board! Coupled with Phantom Army you'll be free to do whatever 75% of the time you're in combat.
  25. Quote:
    Originally Posted by Fomsie View Post
    My ideas to "fix" Stalkers...


    3. Leave Hide as the T1 power, but adjust it so that it does not break from indirect damage(AoEs, caltrops, etc), if you were not the target of the attack, it does not pull you out of hide, even if it does damage you... you still take the damage/modifiers though. This allows you to actually make use of your inherent power in large group settings where lots of collateral damage is occurring(assuming point 2 is applied as well).
    You do know that Hide gives a fairly colossal AoE defense buff when not suppressed, right?