PRAF68_EU

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  1. PRAF68_EU

    New Patrons

    Nemesis wrote all the tips on the info screen.
  2. [ QUOTE ]

    Lord Recluse

    Summon Bane Spiders Summons Bane Spiders
    Summons Bane Spiders to fight for you.

    Channelgun Ranged, High Damage, Energy, Foe -Endurance, -Recovery
    Your backpack has a built-in energy Channelgun which fires bolts of energy.

    Supression (Ranged) Heavy Damage, Energy
    The Suppressive Fire from Lord Recluse is all around you.

    Arm Lash Melee, Cone, Heavy Damage, Lethal, Foe -Defense
    Your Defenses have been lowered.

    Slice Melee, Heavy Damage (lehtal), DoT (Toxic)
    You have been poisoned.

    Spider Strike PBAoE Melee, Moderate DMG(Smash), Knockback
    The Foot Stomp has damaged you.

    Energy Smash Melee, Smash, Foe Knockup
    A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

    Energy Punch Disorient
    You have been Disoriented.


    [/ QUOTE ]

    These days LR is probably closest to a Crab Spider VEAT, but he has been officially said to be an MM in the past. His ability to summon Bane Spider Executors is probably his most formidable ability.
  3. They have, its called Conditioning.
  4. PRAF68_EU

    New Patrons

    He would use them, but they aren't in competition with him. Dreck especially is just a mercenry, with no ambition to world domination.
  5. PRAF68_EU

    Smoke Flash

    Yes.

    Placate and hide are two seperate effects.

    The Placate power does both placate on the target and hide on the caster.

    Smoke Grenade would set you up for an imediate AS if it hid you, which would make Ninjitsu far more powerful than any other stalker secondary (it's already too good).

    It does work well with hide, because the placted mobs won't attack you, so if you wait 8 seconds you will be rehidden.
  6. PRAF68_EU

    my cry for help

    Yeah, it sounds like it could be a case of poor slotting.

    I don't know many people who get an Energy blaster to 50, they usually get beaten up by thier teamates for redistributing mobs to the four corners of Paragon City long before that...


    Edit: You might try something like this build:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Level 50 Technology Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Devices
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Power Blast -- Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(3), Dmg-I:50(5), Acc-I:50(17)
    Level 1: Web Grenade -- Acc-I:50(A)
    Level 2: Power Bolt -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(7), Dmg-I:50(7), Dmg-I:50(17)
    Level 4: Caltrops -- Slow-I:50(A), Slow-I:50(19), Dmg-I:50(19), Dmg-I:50(21), RechRdx-I:50(21), RechRdx-I:50(23)
    Level 6: Power Burst -- Acc-I:50(A), Acc-I:50(9), Dmg-I:50(9), Dmg-I:50(11), Dmg-I:50(11), RechRdx-I:50(13)
    Level 8: Air Superiority -- Acc-I:50(A), Dmg-I:50(13), Dmg-I:50(15), Dmg-I:50(15)
    Level 10: Targeting Drone -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/EndRdx:50(27), GSFC-Build%:50(27)
    Level 12: Swift -- Flight-I:50(A)
    Level 14: Fly -- Flight-I:50(A)
    Level 16: Health -- Heal-I:50(A)
    Level 18: Smoke Grenade -- ToHitDeb-I:50(A)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(29), EndMod-I:50(29)
    Level 22: Cloaking Device -- EndRdx-I:50(A)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 26: Power Push -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(31), KinCrsh-Rchg/KB:50(33), KinCrsh-EndRdx/KB:50(33), KinCrsh-Dmg/EndRdx/KB:50(33), KinCrsh-Acc/EndRdx/KB:50(34)
    Level 28: Aim -- RechRdx-I:50(A), AdjTgt-Rchg:50(34), AdjTgt-ToHit/Rchg:50(34)
    Level 30: Trip Mine -- Acc-I:50(A), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(36), RechRdx-I:50(43), RechRdx-I:50(43)
    Level 32: Nova -- Acc-I:50(A), Dmg-I:50(37), Dmg-I:50(37), Dmg-I:50(37)
    Level 35: Sniper Blast -- Acc-I:50(A), Dmg-I:50(39), Dmg-I:50(39), Dmg-I:50(39)
    Level 38: Gun Drone -- Acc-I:50(A), Dmg-I:50(40), Dmg-I:50(40), Dmg-I:50(40), RechRdx-I:50(43), RechRdx-I:50(46)
    Level 41: Personal Force Field -- EndRdx-I:50(A), EndRdx-I:50(42), DefBuff-I:50(42), DefBuff-I:50(42), RechRdx-I:50(46), RechRdx-I:50(46)
    Level 44: Temp Invulnerability -- ResDam-I:50(A), ResDam-I:50(45), EndRdx-I:50(45), EndRdx-I:50(45)
    Level 47: Force of Nature -- ResDam-I:50(A), ResDam-I:50(48), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Time Bomb -- Acc-I:50(A), Dmg-I:50(50), Dmg-I:50(50), Dmg-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1394;599;800;|
    |&gt;-JED]]/TU`4Q^^VSKFU8QL3!H,"&amp;Z#@H$!\$$%#H@(Q@60!XI.ZS. UF6[)T2UL3YR^|
    |(/U_\%XP/_H[1=^,?-\^YYPR[N#&gt;;[//I3K_GWMO;=O_A34.(DRT1B-]HEEVW=!WH22|
    |=V)"MUN]5LU3HB(H28X'KIH&amp;S79-7:MJ53ZU`ZT[MV^*#=;CF&gt;M5NNUJ3GIF[9=&gt;E(V|
    |[-Z)WJQU6I:.\U&amp;K&gt;X9=-[P;.FZ,?7GL"UE-:%.]V2Y*AVWWF@/;[&lt;;%6NGY51D:5_-|
    |TQF#!2W";UWTCJXFLJ`U$33]TDA)NG;\-RXX?AD8X!$"5-)(9TR_DJ038(CBX="**@V|
    |S*'".55`6T`P]P5IM'/LB@&gt;ZY-!73'8]@AUA2(4-R@PU*?GP"B/'OT85/-^4AK[3/|
    |JBE/U*^J84AJ'U`.V%/JL&amp;TJ$4Y^V)4RD"I02G$G.J]`*8XE3J$MT%I-*4"J9G5&amp;FR3|
    |R^!(]PSDE.E//1DJ!3,T`U/]&gt;D:&ltQO:_R16O/48Z69)Z2GI&amp;=*N6.EJ_BJ\K`3-%#N|
    |`P7&gt;*[V"FLG#FK2KL^8`72SXM06&lt;YF&lt;Q35USY@!M`O.&lt; RU/NO#E`;X#SO(IYRETP!XB|
    |G7R9]AU=O@;L6:!L765-^+?=U_8"N`CV=4&amp;%)E998.;]^0L[BM5L46&amp;$5_'H-7.7&lt;*J|
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    |/N("J+[^[0[L8X+NH+80&amp;PBWF(HH@-TA(&amp;((X80"402D4:,(K*(=XCN'\9)YUH`|
    |-------------------------------------------------------------------|</pre><hr />
  7. PRAF68_EU

    Procs in Sleet

    Nope, procs have a chance of firing once every 10 seconds, regardless of how often the power they are slotted in ticks.
  8. PRAF68_EU

    New Patrons

    I don't think Nemesis, or the Center, or Countess Crey, or the Malta group would respond very well if Recluse tried to "have them killed". They might just decide they needed to do some bug hunting themeselves...

    As for Dreck, Dr V, or Tub Ci, they wouldn't concern LR one way or another.
  9. If it could be achieved without major time alocation, it would be nice to have a metric option.

    However, if it would be a lot of work, then the Imperial system is appropiate to the setting.
  10. VEATs don't get an inherent travel power because theya ren't locked out of any pools.

    VEATs are already better than keldians anyway, it's Keldians that need buffing.
  11. PRAF68_EU

    New Patrons

    Did you see my Meat Doctor PPP suggestion?
  12. I also get motion sickness in cave maps.

    Double in keldian nova form.
  13. The main problem is Novas wouldn't get much benefit from +dmg because they would hit the cap, and dwarf form would gain little benefit from +res because they are near the cap anyway, and almost no benefit from contollers +mez prot because they have shed-loads of mez protection already.
  14. PRAF68_EU

    New Patrons

    I think what most players want from any additiononal patrons is a non-arachnos option.
  15. Because of the bizzare way hate is calculated even players out of sight round a corner will sometimes aquire a little hate, and that is enough to sometimes cause overcapped mobs to come after them. I've seen it happen.
  16. [ QUOTE ]
    If my job is to secure the team and someone says A is 3* better security than B, then I'm going to choose A every time.

    [/ QUOTE ]

    The mobs can only aggro on the tank once over. Once all mobs are on the tank any extra taunting is wasted.

    The real restriction on aggro management is the 16 mob limit, and the real example of bad tanking is the tank who taunts everything in sight so they go over the cap and aggro is transfered to other team members.
  17. [ QUOTE ]
    There is more to taunt than just Rescuing people in trouble. Taunt allows squishies to stop diverting their attention from the mob (where they can unleash AoE hell - and, incidentally, save you) on onto the stragglers that are threateneing them.

    [/ QUOTE ]

    Yes, but all these things can be done (maybe less efficently) with taunt auras and punchvoke.

    Rescuing squishies in trouble is what the Taunt power does better than those other taunt effects.
  18. [ QUOTE ]
    --------------------------------------------------------------------------------

    some considerable difference you would have to agree.

    [/ QUOTE ]

    Most of the time it is a difference that makes no difference though, since they are all 1000x more hate than regular attacks. Unless you are in a "who can hold hold more aggro" competition with another tanker.

    [ QUOTE ]
    is it's set too mag 3,

    [/ QUOTE ]

    Taunt mag doesn't do anything though, it's only the duration that is significant. It's there because at one time not even the devs knew how taunt worked.
  19. Taunt aura comparison:

    1) Chilling Embrace: Radius 10', Tick 0.5s, duration 13.5s, autohit

    2) Invincibility: Radius 8', tick 1.0s, duration 16.875s, autohit

    3) Mud Pots: Radius 8', tick 2.0s, duration 13.5, autohit

    4) Blazing Aura, Death Shroud, Icicles: Radius 8', tick 2.0s, duration 13.5s

    5) RttC: Radius 8', tick 1.0s, duration 1.25s, autohit


    The very short duration means that it wears of as soon as the mob is out of range, and it also means it doesn't gain as much hate, (about 1/10th of as much in fact), so it will be trumped by other taunt effects.
  20. The taunt effect is the same, regardless of wether it comes from an aura, Punchvoke, or the Taunt power.

    Therefore the best way to hold aggro is an autohit aura with a 0.5 second tick - assuming you can keep all the mobs you want to taunt within the AOE.

    What the Taunt power enables you to do is taunt at range, which is very useful for rescuing teammates that get into trouble.
  21. It starts around the time the servers/your ISP/your computer breaks down.
  22. PRAF68_EU

    Taunt enhancment

    The Paragonwiki quote is basically what Castle said.

    There is nothing suspicious about Castle's post being missing, there have been several forum whipes since then.

    There is no such thing as Taunt mag, only duration. Anything in game that refers to the magnatude of taunt is in error, and actually means the duration.
  23. The clues are pointing to Incarnate being an epic (i.e. unlockable) Origin, not AT.
  24. This is an excellent, original, well thought out idea that would really add something new to the game.
  25. PRAF68_EU

    Taunt enhancment

    [ QUOTE ]
    Taunt mag decreases over time

    [/ QUOTE ]

    This, sort of. As much as I can remember of Castle's explation, Taunt duration remaining is a large multiplicative factor to the basic threat rating of the player to the mob: it's not a binary effect, although I was often said that it was before Castle figured out it was working differently.

    See Paragonwiki.

    [ QUOTE ]
    Taunt works by multiplying the Threat generated by attacks, with the multiplier dependent on the AT in question, the duration of the Taunt, and the character's proximity to the enemy. Recently[1] Castle create a thread revealing this fact, as opposed to the commonly accepted explanation (and description in the game documentation) that Taunt simply overrode all Threat.

    The Taunt power (and Confront, Calling of the Wolf, Warrior's Challenge, Challenge, and Provoke) counts as an attack, so that hate may be gained with just the damage-less Taunt. Attacks made after the Taunt is applied have their Threat multiplied by 1,000 * Duration (where Duration is the duration of the Taunt effect).

    AT modifiers, damage dealt, and proximity to the enemy affect the amount of Threat generated. While a Tanker or Brute should normally be able to build Threat much faster than any other Archetype (especially with the help of the Taunt in all of their attacks), Castle's post was prompted by Issue 11 testing with a Tanker using Taunt that was unable to pull enemies away from a Willpower Scrapper using Rise to the Challenge. The combination of the Scrapper's enemy proximity, pulsing Taunt, and constant damage far outdid the ranged Taunt by the Tanker. After further testing, Ghost Widow followed the code logic to discover that the game's internal documentation on the subject (supporting the "Taunt overrides Threat" argument) was incorrect.



    [/ QUOTE ]

    As for slotting, yes, if you slot taunt enhancements your taunt will be both stronger and longer lasting, so yes, do it, but Taunt+damage will hold aggro better than just spamming Taunt.