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Posts
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Joined
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Quote:I've managed to resist temptation when reading other posts of yours up until now, but I'm going to finally crack and ask.....Yeah, but the way pet AI is at the moment I've had purple bosses running from me from being brawled.*
What are the asterisk's for in your posts?? Every time I get to one, I automatically look for footnotes at the bottom and somehow feel cheated when I don't find any -
Quote:This has been driving me nuts on my Traps/DP defender. I thought it was caltrop's fault at first so stopped using them, which just made things worse. I ended up doing a bit of testing on different mobs, and it seems most likely to happen on mobs with a single, slow-recharging attack. So * Buckshot, Headman Blaster/Rifleman, etc. I've had them run off to the other side of the map on warehouse maps, only to stroll back a few minutes later.Well I don't think things are supposed to flee from it but some mobs will head for the hills
I seem to vaguely remember reading something about mob AI stating that if they're being hit with a lot of DoTs and don't have an attack recharging soon that they go into 'flee' mode. But it's very fuzzy so it's either from a very long time ago, or a dream.
I have noticed that it only seems to happen once the mortar has stacked it's DoT up a few times, so maybe making it non-stacking would sort out the issue - I think I could live with losing those ticks of 0.142 damage if I didn't have to chase mobs all over creation.
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Quote:No, stacking in this game is overpowered, always has been. A single DS MM is no more overpowered than a single Thugs MM. It's the stacking of -Res when you have 8 of them that gives that appearance. Same thing would happen (and did happen) with an all Thugs team. Ever seen an all Rad superteam in action? Or an all VEAT team soft-capped to everything using TO's?Demon summoning is overpowered as it stands, and just about everyone but the devs seems to know it.
Thankfully the Devs seen to have the foresight to wait until all the excitement has died down, so they can judge how the set performs in normal circumstances before they do any more balancing to it. -
I don't have a Dev link but the formula as far as I can remember it was:
+1.5% Damage per level up to a maximum of +30% at level 20
-0.5% Damage per team mate up to a maximum of -10% at level 20
Levels 1 to 5 are slightly different since you start at +6% at level 1, but from level 6 onward the above should hold true. -
Had an awesome time. I particularly liked the sneaky way Mod08 told all the heroes they were needed in Talos, only to have a truckload of signature villains waiting for us right where we zoned in from Ouroboros
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Thanks for clearing that up and yes, I was talking about the mobs other than the anchor. Oh well, I'll /bug it in-game - maybe if they get enough of them they'll fix it
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Hi all,
Firstly, apologies if this has been asked before but I did a search, checked known issues etc but didn't find anything.
Is the lack of any kind of visual effect on mobs surrounding the DN anchor an intentional change or some kind of bug? I rolled a Dark/Sonic defender today and at first thought it was because I was using custom colours but even changing it to the original setting doesn't show anything.
This doesn't happen with my Rad's debuffs which makes me think it's a bug but I though I'd check and see if this is common knowledge (been away from the game for about 6 months).
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Believe it or not I wasn't trying to flame you, just pointing out what (I assume) Vynce was referring to in his post.
As for the whole SG thing, I don't mind that you left and honestly hope that you found one with a more stable roster. I just get annoyed when people leave the SG without so much as a "Thanks folks" or "Cyas around". Bio did the exact same thing after getting lord knows how many 50s with our help. It just irks me a little when people do that.
Anyway, like I said grats on the 50 and the baby and GL. -
I think he might be referring to the last time you were on TS, got told the TF was full, logged off without saying anything and then removed all your toons from the SG. Just a guess though.
Oh and grats.
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One thing to remember with Quicksand is that is also has an autohit 25% defense debuff. I open practically every fight with it (from around a corner if possible
) and find it makes a massive difference in how many mobs Stalagmites + Stone Cages hits.
Although I haven't faced them yet (only 33 atm) I imagine it would help a lot with those blasted bubbled-up Rikti drones too. -
I'm normally among the first to criticise the Devs for making stupid changes to the game (I5 and ED for instance
) but credit where credit is due, you guys really nailed it with the recent Domi changes.
My Mind/Psi had been sat at 42 for the last 6 months or so until 2 days ago when I decided to give her an airing as most of the SG had leveled new toons up to that level. I've hardly put her down since and have been playing with a rather stupid grin on my face most of the time. I actually feel like I'm contributing to the team now, using Domination as soon as it recharges (which is damn fast with Hasten), rather than the once or twice a mission in the old days where I felt more of a leech than anything.
I wouldn't be surprised if we got ner...erm, balanced downwards in a future update, but for now I'm enjoying this character more than ever, so Thank You.
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Just on a side note - how does PB/Megalomaniac interact with Domination? Does Domi double the duration of the mez taking enhs into account while PB just doubles the base duration?
Sorry but the 5 entries for Domination on nofuture are a bit confusing.
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Hrmm, I've been doing some more reading on the powersets, only to realise that /Psi is bad. Really, really, really bad I mean
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Well at 42 my Mind/Psi is my highest level villain (getting anything past 38 is a major achievement for me these days) and I can honestly say I've never found Psi to be a bad set.
Psi Dart as already pointed out, is incredibly spammable and a great way to build domi. Mind Probe/Subdue both do decent damage. TK Blast and Mental Blast are probably the 2 most skippable powers in the set, although since the animation changes Mental Blast isn't as bad as it once was.
Psychic Scream got me killed the first time I used it. The cone is quite deep and you can easily aggro a second group if you're not careful. The damage isn't anything spectacular, but it does have a very nice -rech on it.
Drain Psyche. What can I say. Absolute gem of a power. Especially since they fixed it to accept acc enhancements. 2 acc / 2 rech / 2 end mod and a few mobs and you can drop the fitness pool altogether. My Dom never had stamina and thanks to this power could quite happily control and blast away to her hearts content while keeping and entire group locked in a corner with TK.
Psi Lance - it's a snipe. Some people love em, some don't. I ended up respeccing out of it as I hardly ever used it.
Psychic Shockwave - it's an AoE, recharges quickly, does decent damage, can disorient and halve recharge on affected mobs. Oh, and it also has one of the highest (if not THE highest) chances of dropping toggles in PvP. Did I mention it was AoE?
While the damage on the set isn't anything amazing, it is one of the least resisted (until the late game anyway) damage types in the game, which means your damage output is pretty consistent no matter what you fight. Bots and Carnies are a pain, as are Nemesis (confuse resistant) but aside from those I don't remember having any problems. -
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What's the point of a stealth-based assassin if you can see him coming half a zone away?
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Some might say the same about a Stealth based hero. There are a couple of really good Stalkers that rarely use Hide.
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Except (and feel free to correct me if I'm wrong as I'm only on my second coffee), there aren't any Hero AT's based enitrely around the concept of stealth and striking from the shadows. I just find it bewildering when people complain about not being able to see Stalker's given that that's the core concept behind the AT. Whether Cryptic should have introduced this type of AT and PvP zones at the same time is another thing entirely
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I find it hilarious to be standing around and have a stalker MISS on his AS...
even though - yes you know it to be true - I'm more often than not a lone empath... yes.. attacking an empathy defender is very manly *rolls eyes*
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Sorry but they're simply playing to the strenghts of their AT. Also, some people might say that a lone empath standing still in a PvP zone deserves to be AS'ed -
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Is it just me or is Sirens all very one sided for Stalkers now. It seems to me he who moans loudest gets everyone else nerf'd. Even with Perception,Assault & Tactics to see a Stalker with Hide & Stealth on is very hard to do and if he has Grant invis on top of the other two as well, You may as well give up. You have more chance of meeting the Pope than you have of seeing the Stalker.
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Well I don't PvP much but was in SC last night on defiant with my claws/sr scrapper and to be perfectly honest stalkers need to be able to stack stealth powers. The zone was completely dead so a couple of the SG switched to their villains including a stalker who was built for PvE so only had hide.
With just the +perc from Focused Senses I could see him coming from half a mile away! In fact, being claws I could hit him with Focus before he even got into melee range, never mind getting an AS off. He used his freespec and took stealth and it suddenly became a whole lot more interesting. Even then, once he attacked and became visible it was still pretty easy to take him out.
After a while another EM/SR stalker turned up, and I think this guy PvP'ed a lot, because the fights were a lot tougher. He managed to kill me a few times, but I took him down a few times as well (CM and Fort really are a Stalker's worst nightmare), we both enjoyed it and even had a nice chat afterwards. My point is, if he hadn't been able to stack stealth powers then the fights wouldn't have been nearly as enjoyable for either of us. Stalkers are meant to do just that - stalk. What's the point of a stealth-based assassin if you can see him coming half a zone away?
Also, don't just rely on damage auras to protect against stalkers. Use your head, and the environment, to your advantage. In SC last night I stayed in the water nearly the entire time. Seeing ripples moving towards you with no apparent reason is one hell of a defense against getting AS'ed. Yes, a Stalker with Fly won't leave any ripples, but it's a lot harder to AS a moving opponent while flying so it's still a very useful tactic. -
Meant to post last night but forgot. So thank you Kin for organising this (or trying to at least, some people refuse to be organised
).
Was a lot of fun (even the countdown on Scirocco at the end - it had me looking at the icon for Lingering Rad and shouting "Recharge you [self-censored]"). Big thank you to all who stayed until the end and especially Tyl for the multiple rezzes in the last fight (forgot how squishy I was).
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Yep, my Mind/Psi seems a lot more fun since I7 too. I used Drain Psyche as a Stamina substitute pre-I7 but it could be a real pain at times. I think I loved it and loathed it in equal amounts. Now it's just awesome
. Although after my first ever PvP experience tonight in RV I think I may need stamina if I ever decide to more than dabble
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And lets not forget the changes to confuse - no more standing there for what seems like a week after using it before using another power. Now if I could just stop making new alts every 5 minutes I might even get her to 50... -
Sounds like it could be interesting
. I'll come along on my Rad/Rad if you like.
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My point is this...anyone who says taunt is needed (unless they are a granite tank) doesn't have a clue about tanking, I'm sorry but they don't. It is USEFUL but not needed.
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Well I have stone/stone tank (19 atm) and took Taunt at level 10 because it WAS needed. The reason being even with 2 accuracy enhs in each of my attacks they were missing enough to make holding aggro with just Gauntlet problematic. Throw the movement penalty from rooted into the equation, and a ranged, auto-hit aggro grabbing power really shines. I haven't take Mudpots yet because of the end cost (will be picking it up at 22 after I get Stamina) but I definitely won't be dropping Taunt even when I do.
The question really should be "Is a Tank who can't hold aggro still a Tank?". My answer would be no. As for Taunt? Well it's a personal decision. In my case I think it was needed (maybe that means I don't have a clue about tanking. I don't know, you'd have to ask the people I've teamed with). But since the Tank's role is to maintain aggro on themselves and mitigate damage to the rest of the team I don't see the point in not taking one of the three tools we are given to perform our primary role. To quote AvP (yes, I did actually watch it
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It's the same principle as a condom. I'd rather have it and not need it, than need it and not have it.
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Drain Psyche from Dominator Psi Assault set also has -recovery (-regen too) but not sure to what extent. After I7 it'll even take accuracy enhancements too
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Yeah never had much trouble with Stygian, but Extract Essence used to drive me nuts sometimes with mobs fading after you'd clicked it but before the pet spawned in
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Anyway, if you do manage to kill something let me know how you get on desecrating their corpse.
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What about WS powers that rely on defeated enemies to function? Specifically Stygian Circle and Extract Essence. Are these completely useless in PvP, since I presume most people click "Go to Hospital" fairly quickly when they die. Do their corpses fade immediately or stay around for long enough to use either of these powers?