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Cause its a email address?
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DOH! -
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Electric Fence was bugged on test for a while. They had made a decimal error, so it was draining 10x as much as it should have. Sadly, that bug never made it to live
[/ QUOTE ]Yes, it looks like a decimal error, however it is nice tht it drains in ticks. The powers that do this are reat at combatting recovery without actually using -recovery powers.
Plight
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Quote me:
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For Shannon here is the list of endurance drain numbers:
Charged Bolts 10
Lightning Bolt 10
Ball Lightning 10
Short Circuit 35
Zapp 15
Tesla Cage 5
Voltaic Sentinel 5 per shot
Thunderous Blast 55
Electric Fence 90 in 4 ticks (25, 20, 25, 20)
Charged Brawl 10
Lightning Field less than 5 per tick
Havoc Punch 10
Lightning Clap 0
Thunder Strike 0
Power Sink 35
Shocking grasp 35 in 5 ticks (10, 5, 10, 5, 5)
Shocking Bolt 10
Static Discharge 5
EM Pulse 50
These numbers are with an even con minion iirc. Found this from US boards, pretty handy but it gives the general relations to drain.
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Yeah thanks for that! but guess who already had themthanks for looking out for me though! I tend to take figures and then go test them for truth as not many people actually do and sometimes they can have slight errors and thats exactly what i wanted to do.(i rarely ever min/max but I put all these figures into my microsoft excel and then go and work out my min/maxxing). Without proving them to myself as right they dont stand so i normally always have to self test. But its from this info i did wonder if electric fence was under-rated or maybe there was meant to be a decimal place somewhere
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LOL there was a decimal place in it then, always pays to check things out for yourself i say! -
I can't view it i dunno why.
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i wish i had your version of herobuilder but i dont but here is a more explanatory breakdown of my thoughts:
All attacks = 2 acc, 3 dam + (endurance slot pre stamina but a recharge or accuracy post powersink).
Charged Armour and conductive shield = 3 damres (unlikely you will need endurance slots once you have hastened powersink but if you can spare them add 1 per armour at a time but never have 3 the 3 rd does so little and there is always a better place for slotting elsewhere imo)
Combat jumping = 1 def buff
Static shield = 2 end slots max
Grounded = 3 dam res
Build up = 3 recharge 3 tohit is great!
Sprint = 3 runs great
Lightning Reflexes = 2 runs great
Hasten = 3 rechg
Health= 3 heals
Stamina = 3 end mods
Conserve Energy = 3 recharge
Powersink = 3 recharge 3 end mod
Powersurge = 3 recharge 1 res
Aidother or Stimulant (I prefer stimulant with just 1 interrupt as Id sooner clearmind a corrupter or mastermind so that they can heal themselves or run)
Aid self = 1 int 2 rechg 3 heals (minimum)
Superjump = end/jump
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I have no doubts the whole mission can aggro you but as for you aggroing them all at once thats different.
Do a test for yourself, run around "without" mudpots on through a mission and see how many you can get to actually be chasing you at any one time. Allow as many as possible time to catch up and then have them hitting you. You should only get as much as 17 wanting to kill you at any one time. Others would ignore you. Then turn on mudpots and have a friend attack and see how many of the 17 you can actually keep using those mudpots only. (You should be only able to keep 10 if they still are in your mudpots after the friends few attempts).
About mudpots though, the power will send out a taunt pulse every so often, if you lack the taunt duration in the mudpots then your friend may be able to get aggro from you as there maybe a window of no taunt duration between pulses that a foe may escape through.
It basically means you can only have upto 17 specifically after you and it takes a steady supply of taunts to keep it that way. -
Oh darn i wish i'd known as we had a team put together tonight about 8 and done it, if ya hadnt got to do it i could of asked ya, but if ya did then great.
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For Shannon here is the list of endurance drain numbers:
Charged Bolts 10
Lightning Bolt 10
Ball Lightning 10
Short Circuit 35
Zapp 15
Tesla Cage 5
Voltaic Sentinel 5 per shot
Thunderous Blast 55
Electric Fence 90 in 4 ticks (25, 20, 25, 20)
Charged Brawl 10
Lightning Field less than 5 per tick
Havoc Punch 10
Lightning Clap 0
Thunder Strike 0
Power Sink 35
Shocking grasp 35 in 5 ticks (10, 5, 10, 5, 5)
Shocking Bolt 10
Static Discharge 5
EM Pulse 50
These numbers are with an even con minion iirc. Found this from US boards, pretty handy but it gives the general relations to drain.
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Yeah thanks for that! but guess who already had themthanks for looking out for me though! I tend to take figures and then go test them for truth as not many people actually do and sometimes they can have slight errors and thats exactly what i wanted to do.(i rarely ever min/max but I put all these figures into my microsoft excel and then go and work out my min/maxxing). Without proving them to myself as right they dont stand so i normally always have to self test. But its from this info i did wonder if electric fence was under-rated or maybe there was meant to be a decimal place somewhere
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One thing i've noticed whilst playing the build to lvl 13 is that i've probably gotten Unyielding too early, as of yet i've not needed it at all, maybe should have left it until the very late teens early 20's?
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There are plenty of mezz effects post 5, its highly possible you could of had it on and not realised it is doing something for you, either that or you have missed tanking frostfire, magma, mages, calibans, the list can go on and on really. Pre 5 you would most likely only ever be disoriented at the most but unyielding also offers extra resistance which is also something you cant notice without taking the same attack twice with it off and with it on and noticing the damage you have taken. -
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I think the order of slotting is more suited to a brute really. The primaries are what make any AT the AT imo. I'd slot to make the primaries real good first and then make it so i am putting the primaries to use in teams like i would with any AT.
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My personal advice is that lvls 1-10 slot attacks only regardless what AT you are. This is to make soloing possible. After lvl 10 start slotting defensive powers. I have found that for soloing your way thru the early game you want the attacks slotted (of course you want the powers themselves, what Im saying is that basic slot is enough). Having TOs in defensive powers isnt worth it. Only after you get DOs you want slots in the powers.
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Well i did go on to say this:
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If you solo, duo or trio (well small teams) you are better off seeing to the secondaries,
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that method of slotting that i suggested is to be able to armour up on DO's well at 12. -
I hate colours, i had to rebuild it on my herobuilder but thats a good thing. I can build and look at the attack chain. I am gonna have to ask questions as i am helping min/max a friend who to make life hard is pvp/pve. Its just little things but i do have queries.
Electric Fence leaves me wondering if this is an under-rated power but i'd wanna test it with 3 end mods in it as i dont know yet myself.
Lightning Field a hide breaker used pre 30 could lead to endurance issues as its unslotted for endurance i wouldnt fight with it on.
Combat Jumping, def buff or jump are better imo, an endurance slot for a power thats 0.7% eps doesnt compete compared to slotting for anyother effect. Especially with your endurance recovery capabilities.
Super Jump thats ok, i like end myself i have no need to jump that high and it helps to end recovery during travel easier.
Aid Other, i like stimulant with 1 interrupt and use it on the guy who actually does the defending so that they get to become unmezzed and can get back to it perhaps healing alot better than what my aid other would (pve). i've felt good about myself when the defender has said zzz and i have sorted it as my scrapper.
Shocking Bolt,shocking grasp and tesla cage are 3 powers i'd need to know about to accurately compare them although taking shocking bolt for charged armour is understandable. What i dont know is the duration of shocking grasp and i dont know what tesla cage has over shocking grasp in pvp.
Ball lightning is something towards pve imo as its high end cost multihit, you could of chose charged bolts as a singletargeter with much lower end cost for slightly less damage output but good for low level dps "but" you have enough attacks to make up a good enough attack chain with ball lightning as a now and again filler at 50.
For sustained endurance draining its thumbs up, but i dont know if shocking grasp would be better than tesla cage and whether or not electric fence is a useful endurance drainer. -
I'm not going to take away from the fact that you have spent a great deal of time in RV and that i know it has come to be the benefit of others (most importantly).
I try to be of benefit to others but some people would rather learn for themselves, not learn or not care. I tend to not team with any of these 3 types as i am just wasting time, if someone said to me "here's how to do it" i'm all ears. -
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Is this OT?
Plight
P.S. In a newspaper today I saw this headline
"PLIGHT PWNS BOTTY AND SHANNON IN A 2v1 PvP FEST!1"
odd that
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Lol that is odd considering Shannon since her last meet has been doing tests against her own elec/elec/elec friend and getting to know them a lot better on paper and in pvp (plus only needed to remind herself to just take blues anyway) you'd think she'd of stood a chance! -
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I beleive I have killed more signature villains than anyone on the EU servers, I killed them on the US test, 2 US servers, Union and the EU test server.
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Oh god i'd hate to burst your bubble.....
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Working for myself, having a professional interest in COx and the nature of my personality which is all or nothing I spent pretty much all the time that I7 went on test laying the smackdown on (and being pummeled vigourously by) the RV AVs on EU and US test for various reasons that I am not going to go into.
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Its a tricky statement to make, i'm not disputing nor trying disrepute you or even compete with you on anything but i do know that you for spending alot of time fighting them and me for a lot of time tanking, scrapping and being a defender against them (i always like to get to know my AV's) for our personal reasons were not the only ones. -
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I chose stone because it was the primary that I felt could take the most beating. I wanted to stand in the middle of 20 +3s and take it all.
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But then unfortunately they made the aggro cap 17 -
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Not sure if you got the imm-power yet, i suggest to take it also. AVs nowadays are still plain stupid then once they are immobilized they will not do a single melee attack anymore if you just stand abit in distance.
Works great against infernal (with is ubah aoe axe) and mothermayhem (the one with broadsword).
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LOL i guess Battle Maiden got bored with her broadsword and lent Mother Mayhem it.
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I beleive I have killed more signature villains than anyone on the EU servers, I killed them on the US test, 2 US servers, Union and the EU test server.
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Oh god i'd hate to burst your bubble..... -
Powers that i have made no comment on have been changed in order to go somewhere towards making a couple of my suggestions come nearer about and has made the build worse in other ways. The build i was trying to help you evolve has gone pearshaped because for one powersink as it was as 3 rechg 3 endmod was fine, its great for PvP in fact its one of the defining powers. What i am saying is if i had made no comments about a power then i am suggesting you should leave it as it is. If it aint broke dont fix it.
Once again 3 slotting defense buffs in combat jump and keeping it that way will do next to nothing for your build each slot adds 20% extra to a 2.5% defense power thats (2.5/100*20)3)+2.5 so with 2 extra slots combat jump has gone from buffing you 2.5% to 4% those slots are better off elsewhere imo than spent gaining an extra 1% in defense
I built 2 of these elec/elec brutes up to 40 on test and did pve and pvp, powersink is an amazing power to have in pvp. Why 2? lets just say elec/elec any AT has extra challenging dimensions to min/maxxing. I drained foes completely so they couldnt hit me and gained survivability from that.
I actually had just charged armour until lvl 10, purely because i basically saw nothing but smash and lethal unless it came from a boss and i could just pop an insp for them.
By the time you have both powersink and conserve energy there is no need for stamina but it could be worth having recharges in the attacks instead of any end reduxes if you have all 3 endurance buffing powers.
Stamina at 26 is alittle late imo but your choice of powers and when to take them is down to your play but slotting is maths.
Aid self: you can fire it off whilst being burned by a DoT attack sometimes, it is easy to use in a fight timed right, i normally try to use it after a 1/3rd of hp is lost saving insps for when i am down too low to risk it. Less greens can = more rages.
i admit its a tight build and the balance must be gained from doing high burst damage, survivability and be ready for the next guy. i cant find a herobuilder with elec/elec brutes buildable so i cant make one, without hours of typing:P Its good to help end drain a foe (they have to hit you more) but it can lower your dps too providing a moment for the foe to also get a heal recharged etc or have say containment kick in.
i cant see there being a smash and lethal hole, its not a little one that tough would fix anyway, the cost for return with tough on anything other than a tanker is a bit mehAid self if you auto it can cost alot over time but it works against all damage types and endurance shouldnt be a worry for an elec/elec with stamina most of the time.
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Personally, I thought the photons rocked if you just cast them in the middle of a big group of foes. Highest BI of any "attack" in the game.
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My PB has no planned build but i think i am actually past halfway of wrecklessly making a good one imo. I didnt know what to get next but i think i do now! -
I think the order of slotting is more suited to a brute really. The primaries are what make any AT the AT imo. I'd slot to make the primaries real good first and then make it so i am putting the primaries to use in teams like i would with any AT.
Taunt at lvl 10 helps an invuln put their primaries to use for the team, that i like.
If you solo, duo or trio (well small teams) you are better off seeing to the secondaries, but if you get invited to big teams there could be most likely more of a meatshield expectation than the damage dealer expectation. I dont know if the slotting order is the slotting order but the build has more survivability with a beat them as you greet them attitude than you would have herding enemies so that the rest of the team can be at their most damaging in general.
I would 3 slot stamina straight away and take haymaker before knockout blow for better dps and gps (gauntlet per second). Without knowing what your intentions are or how you play i cant say much more than i have.
I would of 6 slotted dullpain, 3 slotted temp invulnerability and 3 slotted unyielding by lvl 12 personally, basically nothing else would of seen slots. -
Well i very much doubt i have helped in every way (well i know i havent) as the final touches have to come from you, but im glad to of been of some assistance.
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3 slotted fire shield + 3 slotted tough= 70% damage resist.
However, due to the resistance cap of 75% you are only 5% less resistant with ED if you slot that way.
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The resistance cap is 90% for tankers and 75% for scrappers i believe. -
I am an sg leader in The Phalanx, Black Dragon Society oh heck i got lots of toons with high positions in many sgs and i am a sg ldr of 5 of them but sgs are set up to keep friends and likeminded people together. Now in our sgs we like all types of people in order to be an sg that offers anyone else at least something. I dont like to see people fail, it really gets me down. I dont like making peoples life harder than things need to be as people are people behind their toons who dont like to have to do things over and over or spend hours at something when it could take just 20 mins.
Wasn't it lieutenant uhura that said the "the needs of the many outweigh the needs of the few".
It would take someone to really go against the grain of the sg members interests to warrant a kick. -
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Fire/fire is a matter of aggro management. The big hitting attacks are aggro, and both sets are AoE based. What they mean is, fire/fire is BRILLIANT at drawing aggro. It irritates tanks (especially lumbering, slow stones) to no end, because they have to keep saving your behind.
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I gave up trying to save fire blasters behinds a while ago. If they insist in throwing in an AoE before I've gathered up the agro then they get to live with the consequences. Usually works out great. The fire blaster Benny Hill's away with have the spawn behind him and I mop the rest up into a nice tight group and let the rest of the team take them out in safety.
Then, after the remainder of the spawn has killed the fire blaster and comes back, I gather them up whilst the blaster is getting tp'd back and rezzed.
Awfully decent and self sacrificing of him
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i just say to people when i tanking "no one else pull but me and if you pull it you tank it" it usually gets a result. -
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However Hover and TP do. Plus Air Superiority is one of the best pool power attacks.
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Erm i said synergize, how many cats or wolverines do you see flying and teleporting about? they jump high and run fast which is why i said leap pool and speed pool as being more compatible in concept. -
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1. Anyway the dark melee's heal as ive heard is [censored], whats the maximum you can get off in a heal and at what rate, slow or can u slot it fast to make up the amount of healing?
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It does do damage and heal so its endurance cost is going to be high so having any faster recharge than ots 15 sec base will end drain you. An advantage over aid self does exist in which you dont lower your dps as much through using it and do damage and -acc debuff at the sametime. How good and useful it is will come down to the rest of the build
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3. I did look over stone melee but since i plan on taking dark armor as 2nd will i drain end like hell or is it playable? more overall since the days when I played CoH only thing I heard about dark that it was a real end drainer.
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it is, slotted right, playable but you are better of taking stamina and dark consumption.
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4. If I go electric melee with dark, might sound over optimistic since having trouble believeing this myself, but will I be able to do _ok_ end transfer with electric melee?
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not substantially good from the electric melee alone, with elec armour fitness is possible to forget about once ya have powersink.
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5. And electric armor looks nice, but saw someone writing about it being [censored] at taking damage but awesome at draining it?
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Its not bad resistance, you have no heal which is more of a problem but elec relies on keeping foes endurance down to avoid foes and at the very least causing their heaviest endurance costing powers which tend to be their best ones naturally unuseable.
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6. Another thing with electric melee, does it do good enough damage, if you read on them it seems too many are on the lower part then the rest of the damage sets, think I saw 1 extreme damage while others have 1 extreme and/or superior.
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Not all sets are as good as eachother in great damage because each set has attacks that also do in part add to survivability aswell to varying degrees.