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Quote:Your SG buddy is full of beans. Run in, build up, hit AS and wait for the giant numbers. Make sure you're not in a position to get stomped afterward.Bit of a noob question, but it's become a point of contention ...
In what ways can Assassin Strike be interrupted?
A SG mate of mine gets annoyed when I enter a spawn with my brute BEFORE their AS, claiming it wrecks it.
(chance for crit only, not full AS)
I contend that once the AS is started, only movement by the stalker itself or AoE damage would interrupt it, not any initial movement of the target. I also don't want them to get creamed by a partial alpha from the aggro.
Can anyone give me a good analysis of AS mechanics? What's the best way to coordinate an attack? -
Quote:I'll admit that Dark isn't great for AoE aggro unless you're a wizard with Shadow Maul, but isn't that what taunt auras from secondary sets are for? Didn't I mention that already? If you have a good secondary taunt aura, anything else is just bonus if you do your job as a brute right. Factor in APP/PPP's and you get even more AoE aggro options. Did you forget that?And your not even trying to counter my arguments. I AM naming Dark Melee as a crap set when paired with a Fire/Kin corrupter, and when the OP specifically asks for the most powerful blend. Dark is so far away from being optimal in that combination I don't know how you even manage to delude yourself into believing it is.
All the other sets recommended don't require taunt to hold aggro. They have actual real AoE's. If you want to hold Aggro with Dark, you waste a power on taunt.
Dark Melee has good single target damage, but *thats it*. And it's not even the best Single-Target. Fire has the best. And Fire actually has an AoE.
You play Dark for all the little extras it brings, extras that are rendered redundant by a Fire/Kin. Oh wait, I already said this exact post. But then you ignored everything I said. Who's trollin who now? -
As it's been mentioned before, the devs won't give us that for one simple reason:
Pimp MMs.
You think I'm kidding? With the Magic pack, how many new MMs would you see with a pimp theme and nothing but women for pets? :/
Dumb people are why we can't have nice things. -
The problem is aggro. Taunt is a very valid solution. Your posts don't hold water, Candlestick, but thanks for demonstrating my earlier point to another poster than you're naming Dark Melee as a crap set. Bad troll is bad.
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I find it to be a great pulling mechanism. My biggest plus as an Elec/Rad is being able to lead an entire group into Static Field and shut them down with sleep and my toggle debuffs. Jolting Chain is a great way to pull an entire group rather than the off chance of just having one guy break off. It's also a good butt-saver if you suddenly find yourself getting hit. Gives you just long enough to heal/pop insps/immobilize and run like hell.
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Quote:But it DOES extend the duration. With Soldier and Spec-Ops having both Achilles and ToLG, its pretty much a given that the -20% resist will always be on what you are fighting. and the +70 damage goes off like crazy.
I dont think its a solutions since you shouldn't have to rely on IO's to make your damage for you, but at least it makes my merc damage dealers in the end game. I also added 4 BM and 2 Soulbound to my Commando ( Dam/End and Chance for BU ) to also add to the damage.
Brain fart ahoy: ToLG? -
Quote:I'll just copypasta what I had in the other thread...Static Field is one of the best powers in the set, and in the game as far as I'm concerned...
This is me as a solo level 13 Elec/Rad controller, fighting (and beating) EIGHTEEN even level minions at once. (Screw you Seer 0001! I hate you and your ambushes!)
(Imagesnip)
I tried to back off the EB after the first ambush triggered, but my stupid NPC helper blasted her down below 50% and I got 2 waves of ambushes at once.... grrr.....
Static and Jolting Chains kept them all slept or on their butts while Conductive Aura and Chain Fences kept them drained dry. SF also kept me full on end for the entire fight, and it was a LOOOOOOOng fight whittling them down with Tesla Cage let me tell you. (At this point I didn't have any of the Radiation debuffs, so it was strictly Electric and 3 purples that saved my bacon.)
Just this one power makes the set for me.
On a more serious note, a friend and I (both Elec/Rad controllers) decided to do the Stop Metronome mission from Alec Parson (Praetoria). Somehow we flubbed up the spawns, and were baffled as to why we were only seeing two minions every few minutes.
Then we saw the room with 9 Clockwork bosses. We took a deep breath, laid down Radiation Infection on the one closest to the middle, hid behind a wall and dumped Static Field. All 9 bosses ran to us and passed out. We then laid down Enervating Field, locked them in place with Chain Fences, and began laughing with joy as all of their endurance drained to nothing and they all just stood there gawking at us. It took us a good 20 minutes, but we burned them down one by one until we'd killed all 9 bosses.
We were level 14 at the time. ELEC RAD ALL THE WAAAAAAY -
Are you getting the Assertion Failure thing or is it just crapping out on you? At the moment the mac client's cider wrapper has a giant memory leak somewhere; it only holds up so long before the leak becomes too much and it gets squashed by it's own page-outs.
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Quote:As Bright said, Taunt can be taken at 12. And I didn't judge my post on that one alone; all the previous posts regarding Dark Melee make it sound like a piece of crap. I happen to run my 50 Dark/Dark/Soul harder than any other toon I have (and I have a few FotM's, guilty pleasure) and it's just ridiculous watching the numbers I spit out.So you disagree with everything except the one point you admit is correct and then argue about? Dark Melee has good single target but Fire melee has better unless you're surrounded by Soul Drain fodder. Dark/ gives up AoE damage for utility; utility that isn't needed if you've got a /Kin following you around.
No-one has said that Dark Melee is 'cruddy', just that it is 'not the best' ST damage (which is true without well saturated soul drain on a high recharge build, the damage buff of which would dilute Fulcrum's effectiveness); that it doesn't have an aoe that can attract the attention of an entire spawn on a reasonably short timer; and that when paired with a /Kin the unique features of the set are unnecessary.
EDIT: And any taunt aura available will help with aggro control, whether it's Death Shroud, Evasion, AAO, RttC or any other taunt aura. It's a matter of good communication between friends so Mr. Fire/Kin doesn't fling Fireball before the brute gent here has a good hold on the enemies. -
It's really too bad you think that. I find Static Field to be one of the best soft controls in the game.
Go sit in the corner. You've made us all sad.
On a more serious note, a friend and I (both Elec/Rad controllers) decided to do the Stop Metronome mission from Alec Parson (Praetoria). Somehow we flubbed up the spawns, and were baffled as to why we were only seeing two minions every few minutes.
Then we saw the room with 9 Clockwork bosses. We took a deep breath, laid down Radiation Infection on the one closest to the middle, hid behind a wall and dumped Static Field. All 9 bosses ran to us and passed out. We then laid down Enervating Field, locked them in place with Chain Fences, and began laughing with joy as all of their endurance drained to nothing and they all just stood there gawking at us. It took us a good 20 minutes, but we burned them down one by one until we'd killed all 9 bosses.
We were level 14 at the time. ELEC RAD ALL THE WAAAAAAY -
Quote:I beg to differ with everything but the note that Fire Melee has more damage. Dark Melee's ST damage is way more than you seem to believe. And you're INCREDIBLY wrong about the self heal becoming obsolete with a /Kin. Have you seen the damage Siphon Life does? Did you miss the change to that power way back when it happened? A Fulcrum-Shifted DM/SR would be like an untouchable single target buzzsaw. My 50 Dark/Dark/Soul eats AV's alive, and his defenses (at least from what other players have told me in fits of frustration) "shouldn't be able to do that". Please consider all facts and do a little more research before telling someone that a very powerful powerset isn't powerful at all.DM does very, very little to protect an squishy aggro generator like Fire/Kin. The AoE's are on long timers, and /SR doesn't get their taunt aura until lvl 20. And again, the single target damage is *not* the best. Fire takes the cake there. The main *perks* of Dark Melee is the self heal, Dark Consumption, and touch of fear, all powers that become obsolete when teamed with a Kinetics.
Disclaimer: If you've leveled a Dark Melee Brute to 50, gave him top notch non-purple IO sets, and still believe Dark Melee is cruddy, then I don't know what to tell you other than somehow, somewhere, you did something wrong. -
Quote:I've never been able to get Bodyguard to work. Dechs, if you know why, would you care to PM me? It's one of those things I've never been able to wrangle.This is what you want. Bodyguard mode makes this trivial.
On topic, however: While I would like Munitions, I love chill mastery. Just specced into it this week. Unfortunately, Ice Blast isn't properly unlocking the other powers, so I had to take Flash Freeze to get Hoarfrost and the armor. Hoarfrost combined with Triage Beacon and bodyguard mode makes for an incredibly tough mastermind.
Surveillance would be incredibly powerful, but masterminds can already solo GMs, so it's not needed. This would just make it faster. -
Quote:As a /Kin enthusiast, I'll offer my strategy on Speed Boost.I just came back for GR, having been away a year or so.
I, a Fire/Kin/Fire (since I dinged last night and took Fireball) got my first recent team last night at 40, with a group of mostly 50's just doing this and that missions in PI.
I was trying to follow what I felt was a logical flow of my role(s), but the pace was so fast I didn't get to one thing before the mobs were dead, or the next ability recycled.
What I would like to know (from veteran players) is what order should I prioritize all my powers for being the most helpful when things are going all nutso. Also, since FS and Transference are based on the number of mobs, I felt like I did not have a good understanding of when to hold off on activating to wait for the right mob count.
Here is a list of what I perceive to be my key powers/roles. I have listed them in order of my guess of team importance.
Fulcrum Shift (but when to hold for next pack?)
Control (Char ST, Fire Cages. Flashfire AE)
Transfusion
Keeping People Speed Boosted*
Transference (if teammates blue bars look sad)
Damage (Recasting Dead Imps, Hotfeet on, Fireballing)
Keeping myself Siphon Speeded
Keeping myself Siphon Powered
*Special Note on Speed Boost: It's a great buff, but people don't seem to care enough any more to sit still to get it, or at least no one seemed to notice if I cast it except one guy.
Should I throw the other things out the window to chase people down to give it to all 7 teammates every time it drops? This sounds like a real life job lol.
Any tips or ideas would be appreciated.
Thanks!
Only give SB to people who look like/actually are chowing through endurance the fastest. The Stone tanks, the BS/SR scrappers, anyone who has an absurdly end-heavy combo/build should get SB. No one else. Now if you somehow (with the new side-swaps) get on a team of WM/SR brutes, you may be hard pressed to hear anything other than 'SB plz'. :P -
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Ever seen three Static Fields layed in one place, all with different colors? Holy crap man.
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So if Evasion is the taunt aura, why would you label it as skippable?
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I definitely prefer the new sounds. After playing my Elec/NRG blaster and Elec/Kin corruptor, I can safely say I got sick of hearing the ZEEEEEEEEEEEEEEEEM and the SPIZZAT and the SST SST SST SST and all the twangy squeaky crash-cymbal-cartoon-noise sounds.
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Quote:I don't think it's worthless. The resistance debuff isn't great, but the defense debuff is no more than okay. Plus it's a really nice way to grab the attention of another spawn while you're currently fighting another. And it's thematic to fireIt lasts as long as the in-set version, but the debuff values are extremely small and the recharge time is long. As anything other than a set bonus mule it's more or less worthless.
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Quote:Can someone plz post up some Fire/Fire Tank builds from Mids? I need SOLID one strictly for farming AE and drop missions.
Thanks,
-Kib.Quote:its always been fire/fire(this is assuming your not boss farming with a buncha nubs in the ae.if you are then never mind my post and suck up your nerfed xp.)
I don't advocate AE farms. I had to go through the stupidity of the Meow Farms and the insurgence of AE Babies, through the hordes of Fire APP blasters dumping Bonfire in every spawn and saying it was "good DPS". If you're going to farm, play the game and farm, don't sit in the AE.
/rant -
Quote:With the recent changes, and seeing how incredibly my Fire/Fire brute has performed, I've decided to roll a Fire/Fire tanker and bring him redside. I think it'll be interesting to play the other side on the same side.^ 100% agree. My Fire/Fire can farm way faster than any other tank, especially with the new FE and Burn . Hell I dont even need Fireball anymore because FE , BU , Burn and FSC and all up to+1 are dead. I throw a Combustion at the end just because I dont want the icon on my bar to get lonely from lack of use
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Quote:Well Mr. Dad, some people think that paying 15 bucks a month entitles them to be a giant buttsack to whomever they deem worthy of blaming. In my years of MMO playing, the Paragon Studios Dev Team has to be the best out of all aspects I can imagine, the biggest being player satisfaction and actually listening to customers.FYI to the OP, calling the devs retarded is foolish. They work hard and it shows. I don't know why you think the devs have this mystical switchboard where they can just change portions of the game on the fly lickity-split. They do their darn-dest to keep moving the game towards perfection (which is honestly a impossible fight with any MMO) and berating them doesn't make them want to work any harder.
I agree with you wholeheartedly. Calling the Dev Team a bunch of retards is uncalled for. It'd be nice if the reason MeleeMadness wasn't replying to his own thread anymore was because a Mod came down on him like the clenched fist of a furious deity. -
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Major Incantation: Mercs/Dark
Soldiers: Pvt. Pentagram, Lt. Leyline
Medic: Cpl. Corporeal
SpecOps: Specialist Samhain, Sgt. Seance
Commando: Col. Cauldron
Blackjack Anderson: Thugs/Traps (rerolled to Pistol/Dark corr)
Thugs: Rick of Spades, Lucas of Clubs
Arsonist: Tim of Hearts
Enforcers: Joker Mitch, Joker Bradley
Bruiser: Dr. Eux (homage to my dad)
PZX-121: Bots/Pain
Battle Drones: P-01/P-02/P-03 Fletcher
Protector Bots: X-01/X-02 Stabilizer
Assault Bot: Revenant Prime
Lord Ath'Zim: Demon/Dark (continuation of my Dark/Dark/Soul brute)
Demonlings: Ik'thun (fire), Znar (cold), Tnet'th (hellfire)
Demons: Ktar'ag (Ember), Mo'koril (Hellfire)
Demon Prince: Tchologoth