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Posts
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Joined
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lol thanks I didn't even know there was such a thing.
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How can you be sure they are working? Sorry if I don't trust the game to be bugfree by this point.
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I have 3 level 43+ masterminds, merc/traps, bots/ff, and bots/storm.
Trust me, good players typically don't want MMs on their team for difficult content, and knockback is part of the reason. The other is just how annoying the pets can be, as well as the accidental agro.
Now that the fast way to level up is via AE farms, MMs, especially bots after the 32 upgrade, can be very difficult to deal with. The best way is to get someone with a -kb aoe root. If you can't then there will be issues.
It's really a load of bullcrap that they put so much kb in pet powers, there's really no need either. This is something where we should really petition the devs. If you want to keep kb, then have them reduce it to knockdown in pve. -
Couldn't find info on redtomax about this power.
Without leveling one to 38, I wanted to know:
Can you apply this effect to multiple pets given enough time? Or is there a duration or limitation of one pet?
What are the hard numbers on it's effects, and if the answer to the above is that it can be on multiple pets, do those effects stack? -
I knew this once, but in what order is damage resolved?
Specifically, if I was attacked for 100 damage when in bodyguard mode with 20% damage resistance to that dam type.
a. 80 damage is spread evenly between pets and self.
b. 100 damage is divided among pets and self, with the self damage portion reduced 20%. -
in pvp dim shift will only last 2 seconds before enhancements.
singularity might be able to knock some chars around, never really used it.
people have told me kb is better in pvp now but honestly the only heroes I've seen have plenty of kb resist.
I hate to say this but if you are fighting heroes you prob won't be happy unless you roll a regen or nin stalker. -
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Hot feet, if you are in melee, not only causes damage over time to the foes without you having to spend any time animating it, it also provides mitigation. Hot feet carries an 'avoid' effect, which causes mobs to try and get out of the area. Unfortunately for them, they don't move that fast when under the effect of hotfeet's slow, so they mostly spend their time running verrrryyy slloooooowwly out of the area and being distracted from attacking you. Basically, the trick is that it's a damage and mitigation power rolled into one.
It's almost like a defense shield in that it cuts down on the total number of hits you take while using it - the catch is that it only works in melee. However, doms in general do their best damage in close, so imo that's not much of a drawback - the end cost is the bigger concern to me, and it definitely needs endredux slotting.
[/ QUOTE ]
I always figured they'd only spend time running when they didn't have an attack ready. -
I figured each pet only did one hold. but they do multiple?
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how would it stack to mag 23, according to mids it has 6 holds at 10 sec intervals with base duration of 7.5 seconds, that with holds slotted would only be mag 6 for a little under 5 seconds on and then 5 seconds at mag 3.
Let me know what I'm missing.
Also does it benefit from domination since it's a summon? -
Do the holds from VG stack together when they overlap (mids has it firing off a hold every 10 seconds)?
And if you slot hold in it, will it hold lieuts and lower for the entire 60+ seconds? -
I'm just trying to understand what hot feet would do for me, what the appeal is etc, cause I don't understand it currently.
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Sometimes mobs just warp to your location. Perhaps you missed them and the warping has nothing to do with the tp foe part of the power.
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What's everyone's opinion on these. I hear good things, but I am considering skipping them. I'm taking all ranged powers if it makes a difference, and the recharge on cinders makes me question it's usefullness next to flashfires.
Now if cinders was a mag 4 with double the duration (without having to pop dom of course), that would make a nice power despite the long recharge. -
I'm not asking for the devs to devote a lot to this, let's just remove the -acc penalty and we can worry about the rest later. Even if it's only useful to pet classes while solo'ing that's pretty good.
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bad post, but the conclusion is true, everyone knows it, especially the blaster players who will defend to the death their right to be overpowered on these forums.
Honestly, this game has revolved around blasters since day one and it's absurd. -
I'm fairly certain most of this enthusiasm is a placebo effect.
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You don't have 55% melee def after DR, that's for sure. I don't know what your DR numbers are, but you didn't post them.
It's prob easier for a widow that plays more like a stalker, but a fort is a weak version of a blaster in pvp, without defense, we're done.
Maybe if they'd rework forts so we have some super snipe ability that will crit when done from hidden, then maybe we could just hope to outdamage someone, but as it is now, no. -
you could slot no acc if you have aim or buildup and still hit 95% of the time.
Or you could slot 1 acc and have kismet and hit over 75% of the time.
Defense does almost nothing now, unless there's some special formulas we don't know about that effect ATs differently. I had over 48% def after DR on my fort and it was a joke, 90% of all attacks hit me. -
Anyone know a formula for this or any ideas at all at how it diminishes as stacked on another player?
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if you are going to do that, just remove the debuff, oh wait, that's stupid.
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I'm not sure how relevant this sub-discussion is.
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The graphic for this toggle is large an intrusive, can we tone it down so I don't see the stuff flying in my face when super jumping around, or obscuring half my character? Just a little adjustment it needs.
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don't bother, of course most of you know this, most of you would have told me this had I asked anyone about it, but I was just wondering how much defense I could muster in PvP and if it would matter at all.
It doesn't.
In PvP it translated to 48.8% or something like that. I was a little dissapointed having reworked my entire build and had really only gained 5% more than I had at the start.
But I thought to myself, hey, that's still a good number, maybe I can be elusive to heroes.
I wasn't.
Obviously buildup + aim was going to make that a joke, but here was what was really aggravating to me. When a blaster attacked me without aim or buildup, they still somehow had a 55% chance to succeed at range (with LAZERBAEMS!). I can't even imagine how it worked out to that. Maybe some sort of emp buff? (sorry a little noobish on heroside stuff).
Moral of the story?
Give up, give up nao.
Edit, edited the title to be more clear. It's not a melee char, I can't just user stalker tactics. -
It still doesn't make sense. That's like being able to fireball your own team.