-
Posts
468 -
Joined
-
I haven't seen that yet. I know of one person that wants people pming em to message with their AT, but it's only as a mild reading comprehension check and not as a "I want specifics ATs" kind of thing.
-
Purples, for the most part, are good for getting recharge bonuses (also the non purple sets for ranged and targeted aoe are kinda crap). If you want defense you have to go with other sets that aren't purple.
-
Something interesting to note about necro, I believe it's the earliest MM set to get any AoE. Since the ranged puke from the zombies is a cone attack.
-
Yes, and on average doing the random rolls selling them, then using the market for what you want is significantly better than buying stuff directly. But less convenient.
-
Yes, they'll stack. Just remember the DoT has a max of 8 stacks on a target applied from *any* source. You can apply up to 8 stacks on a target, but any teammates with the proc also count towards the max. That's why some of the newer interface DoT procs will be useful.
-
Quote:If you're ONLY buying the recipes off the market, you'd be right. Thankfully there's the option of using Reward Merits and/or Alignment Merits to get a great many of the "you've got to be kidding me!" expensive items relatively cheaply with just a little bit of effort.
Doing alignment merit rolls and selling (crafting) the results will on average get you a significant amount of inf more than purchasing high value recipes outright. Like everything with the market, you pay extra for convenience (not having to deal with crafting and selling all those enhancers). It's a perfectly valid choice, but don't fool yourself into thinking it's cheap. -
Quote:Because Mercs do primarily lethal damage, it would be more production to take secondaries with resistance debuff such as Traps, Dark, Poison, TA, or Storm. Thermal has resistance debuff, but it's a long wait to get to the debuffs in thermal, although thermal does very well on the buffing/healing side of the ledger.
Resistance debuffs don't help lethal damage anymore than any other damage type, because of how resistance debuffs work. Enemy resistance resists resistance debuffs, so they work out to a flat % damage increase.
Quote:Each pet usually has something going on for them that you can work off of. Robot will give you a defense bubble, Demons give you some resistances and a light heal that cycles every 10 seconds or so. I think Mercs give you Maneuvers buff. You can leverage these powers when used with the proper secondaries. EG Robot Traps, Robot Force Field as the bubbles stack. Robots Dark similar because in a sense the -ToHit debuff works the same as defenses. Demon summoning Traps works as does Demons Summoning Thermal because of the resistances.
Thugs gets the maneuvers/pet leadership powers, not mercs. Mercs get extremely long cooldown aoe controls that are usually used at the wrong times, and a terrible "healer". -
-
Mid's is good for getting exact numbers on powers, usually. There's a bit of wonkiness with looking up pet type powers in it.
-
I have a demon/pain mm somewhere in the high 30s/low 40s that was doing very well. Did have the resist pet aura IOs to stack on top of the pain aoe resist clicky and the resists demons get from ember/natural resistances.
-
They can be used as a weapon for the Crab spider branch of arachnos soldiers. Who would have guessed?
-
Procs in nukes generally aren't really worth it, though, even if it does work.
-
Would also like to mention that leadership can be a good idea to pick on supportive characters. Maneuvers is only okay defense on its own, but stacks nicely with any defense buffs from you, teammates or that anyone has for their defense set.
For a bit of an extreme example, defender maneuvers slotted up gives about 5% defense. A friend of mine has 40% defense ranged/melee/aoe on his brute. That 5% defense brings him to the defense cap and halves incoming damage against him. Even on someone with no defense at all, I believe 5% defense is an average of 10% damage avoided.
Assault is a decent damage buff, and tactics can make hitting enemies much easier along with granting confuse protection. -
Flight speed can matter if you use hover in combat with a character. For everything else it's a convenience thing, more or less.
-
Rule of 5, the LotG global recharge enhancer acts as its own set bonus. Which is separate from the 7.5% recharge bonus some sets have. You could have 5 7.5% bonuses from sets, and 5 LotGs and get full effect, but a 6th LotG won't work.
-
Regen for brutes and scrappers can get quick recovery absurdly early (level 4). However, you'll have to manage your survivability.
-
Quote:They are? Where's this rule written? And who wrote it? Tons of games these days use a DLC system. Tons of games have expansions and content and bonuses you can't access without paying extra. Tons of games come with special pre-order bonuses and perks. In fact pretty much all the most popular modern games have stuff you pay for.
Heck, just our FTP model gives advantages to people who pay money. Are the devs obligated to give us everything for free because "it's a game?"
There's this game called League of Legends. It's a free to play game. But the only thing that's only purchaseable with money are purely cosmetic items (character skins). The other stuff purchaseable with money can be earned with points earned from playing the game. There money can buy you convenience or vanity. Not power. I hear that game is doing EXTREMELY well. -
So, I'm not completely back in ze loop yet, or maybe I just forgot something from a while ago, but how did War mace get buffed and when?
-
I've heard in another thread that the current rikti pylon soloing record is held by a crab spider, so I'm not too surprised.
Quote:Assuming you can afford all the enhancers in that build (I just notice one in particular that costs a lot), you're overcapping aoe defense by more or less *Exactly* the amount the defense debuff set in burst is giving you. You can afford to actually slot that power for damage or pick something else if you don't really want it. The three set of titanium coating in wolf spider armor also seems like a weak choice considering how little resistance you actually get out of that power. I'm sure *something* better could be found. Like say spending one slot to fully enhance stamina for end mod and getting an extra 7% recovery.Ah cool. Thanks for the info. I've reworked the build a bit and I think I actually came up with something really fun for me. A walking Arachnos army led by the Huntsman. I took Widow, Disruptors and plan on taking the Arachnos Lore pets. Should be really fun. -
Villain side I've had a team reduced to a cowering mess, and then taken apart by an illusionist Longbow boss (and his buddies) before. Spectral terror is nasty. Also spectral terror spams fear and might be able to overcome crab spider armor upgrade's protection, not sure.
Fear doesn't show up as often as holds/stuns, but very nice to have protection to it when it does. I think Tactical training: leadership is the only effortless team protection to fear power. Clear mind type powers are kinda annoying to reapply and can only be given to one person at a time, and the force field/sonic aoe bubbles are only immob/stun/hold protection.
To me, the beauty of a SoA is being able to support the team without having to do much more than be near them.
The only power I consider really mandatory is Tactical training: Maneuvers. Same end cost as a melee set armor toggle, 10% defense to everything before slotting for you and everyone even remotely near you. Venom grenade is *highly* recommended; resistance debuffs are extremely useful for increasing damage done to targets and the damage it does is extremely solid. After that it's all in how you want to build. My crab took only one more aoe power, capped ranged defense, has a full single target chain, both pet powers, and doubled up on all the leadership toggles. (The second tactics is only for if I ever go on an underground incarnate trial with her. Extra confuse protection.) So she gives 21% defense, 30% damage buff, fear protection, confuse protection and some +hit just from being nearby. -
I'm a fan of the ranged w/ pet army route myself.
-
Considering the lowest resistance can go is -300%, there's nothing I know of that can be resistance floored with just venom grenade.
-
Quote:Venom grenade and the Achilles proc stack. More damage resistance debuffs: more damage. I usually prefer to put it in a faster recycling power, though.The Achilles' Heel proc is useful for characters that cannot naturally debuff damage resistance, but you have Venom Grenade which delivers the same debuff 100% of the time.
My thoughts on the build are it does a bit too much chasing IO bonuses while forgetting to enhance powers for what they're good for. You could get a bit more than 2% def to all out of tactical training: Maneuvers if you did nothing more than put one more slot in it and stick a generic defense IO in it. And that's defense that's given to you, teammates, and pets. You could easily do that, while dumping omega maneuver (since you seem to be using it mainly for the recharge and ranged defense bonuses), and have 4 slots to put somewhere else. You could then, say, use 1 slot each on your pet powers to get full damage out of them.
If you want the set bonuses from reactive armor, swap the end/recharge enhancement for the Resist/recharge enhancement so you can have your resistance toggle fully enhanced for resistance. Same deal with tough. This barely touches the end drain of the powers(1.61/sec total end drain to 1.64, oh no!) and gets you an extra 3% resistance to smash/lethal, and 2% to the others that aren't psychic. -
Tactical training: leadership is handy just for the confuse and fear protection it grants to you and everyone around you (normal tactics gives confuse protection, but not fear). They're not the most common statuses used in the game, but they're used often enough to be dangerous. Also they're used by mobs in the incarnate trials. My scrapper gets hit by fear often enough that she wishes she had fear protection.
-
Quote:Sure, but AVs aren't going to have 90% resistance outside of temporary resistance buffs, and resistance debuffs always work out to be a fairly flat % damage increase against target because of how it interacts with resistance.I am under the impression that damage resistance resists damage resistance debuffs to the damage type that the enemy already has damage resistance to.
20% resist debuff against a target with 0% resistance: takes them to -20% resistance, 20% damage increase.
20% resist debuff against target with 50% resistance: takes them to 40% resistance, 20% damage increase
20% resist debuff against target with -25% resistance: Takes them to -50% resistance, 20% damage increase