Pitho

Legend
  • Posts

    468
  • Joined

  1. Pitho

    Spines...

    Spines pretty much needs lunge, impale and ripper to have a half decent single target chain. Ripper comes at 26 so, that'll take a while.

    Definitely wouldn't want to run a spines in praetoria with how long it takes spines to get good.
  2. Quote:
    Originally Posted by BunnyAnomaly View Post
    I go for a year and a bit and Johnny Butane is still trolling the forums whining how Scrappers do more damage than Tankers. Why isn't he banned already? Every thread he touches turns to crap.
    I have him on ignore, if more people did that he wouldn't have anyone to talk to.
  3. It sometimes lingers sometimes not, as far as I can tell.

    But don't quote me on that cause I haven't exactly extensively tested it.
  4. Pitho

    Blaster Brute

    Quote:
    Originally Posted by GavinRuneblade View Post
    But then again a lot of melee attacks are pbaoe, so I'm not sure.
    Melee set PBAoEs like footstomp check melee def, ranged set pbaoes like short circuit/inferno check aoe def.
  5. Quote:
    Originally Posted by Heraclea View Post
    It is an excellent set for non-defense based tanks. If you approach 50% resistance to any damage form, damage debuff is quite powerful.
    So, how many times does it have to be said it's not any better for resistance tanks than defense tanks?

    It's not like tohit debuffs and defense.
  6. Quote:
    Originally Posted by Grey Pilgrim View Post
    Not sure, but are you trying to imply that the animations are too long... that the gathering energy part is as long as the whole activation for other attacks?
    No, other attacks punch slow.

    Quote:
    Originally Posted by je_saist View Post
    Resistance based armors, such as Fire, Dark, and Electrical Armors, benefit the most from Kinetic Melee as the damage debuff component has the equivalent effect of increasing resistance values.
    You don't understand how damage debuffs work, it's not like defense and tohit debuffs.

    Say someone has 60% damage resistance, and they debuff an enemy's damage 20%. They'll take 32% of the enemy's damage, not 20% (enemy does 80% of normal damage, and 40% of that damage isn't blocked by the damage resistance).

    The damage debuff and overall mitigation of kinetic melee is still nice, but doesn't help resistance sets any more than it helps defense sets.
  7. Quote:
    Originally Posted by gameboy1234 View Post
    Also, I really like the global recharge on my Widow, and I can't think of any other melee defense set that provides global recharge, so it would be unique to EA also while indirectly boosting damage too, like Invul and SD do.
    SR, the original set that had quickness.

    Electric armor, added later, was given quickness clone (called lightning reflexes)

    And then later they add the VEATs and they get their own quickness clones called Mental Training.
  8. The whole gathering energy animation KM has takes about as long as other powersets take to throw a punch.
  9. Quote:
    Originally Posted by Tangler View Post
    Is it the rock armour that fits the concept? How about having an alternate costume that uses the stone textures, and then picking a powerset equally suitable (like invuln) that you don't dislike playing?
    Also shield defense has a stone shield option.
  10. Quote:
    Originally Posted by heffroncm View Post
    With my Hero, there were radio missions and safeguard missions to do,
    Don't need to do those hero side to get contacts.
  11. Even just basing it off the fast people would be better than 2 merits per arc, I think.
  12. Quote:
    Originally Posted by BloodFairy View Post
    I don't know how people can afford ios on so many characters other than for the final 50 slotting. I mean I have work and stuff, playing at 15-20 min bursts now and then, never was able to get far in crafting and money sucks in this game like all mmos.
    The Market.

    I have a level 29 scrapper that I haven't transferred any inf to from any other characters of mine, and she has 600 mill+ inf.
  13. Quote:
    Originally Posted by Neogumbercules View Post
    +HP means you'll be healing for more each time as well as regening HP at a greater rate.
    Max hp means you regen more, but it doesn't boost your self healing at all.
  14. Was thinking more about the last week or so, for some reason I thought all the people running arcs in beta would be enough to give them a decent baseline to set the rewards based off of and replace the placeholder merit amounts.

    Of course, they also tend to be *Very* reluctant about raising rewards on things.
  15. Quote:
    Originally Posted by kirbyrockz View Post
    Correct me if I'm wrong, but I don't get what you're saying here. I thought that the system takes your highest stat into account when it comes to ranged vs positional. If I'm at 45% Melee/Ranged/AoE defense, doesn't that count Psionic damage, as well? And SR almost does this by itself... doesn't that make this not much of a "weakness?"
    There's abilities that do psionic damage that are ONLY typed psychic. Everything in mind control, for example. Not particularly sure what else besides mind control is pure psychic type.
  16. Hrm, that means the big trial added this issue probably still has placeholder merits too.

    Makes me wonder what the rewards team does with their time.
  17. Quote:
    Originally Posted by GlaziusF View Post
    See also "Astoria in D Minor"
    Please don't resort to semirandom wtfery like this arc does.
  18. Quote:
    Originally Posted by Starcloud View Post
    There's also a Spirit of Slot Machines; unlockable contact in St. Martial.
    The St Martial contact was some sort of intelligent slot machine that some villain made as part of some plot a while ago. Its second arc has you saving its creator.
  19. Haven't done any praetoria arcs yet but....are they still only giving 2 merits per arc?

    I thought that was just placeholder until they put in the real arc merit values.
  20. The proc will only check every 10 seconds in a damage aura.
  21. Just logged onto a character to find one of the fame bulbs says "Your fame for this heroic deed will be forgotten in 24 minutes!"

    This should be the message they show ALL the time, I think, instead of the "you've been famous for x amount of time".

    It seems like this message I've just seen currently only shows up in the last hour before a tip can be gotten again.
  22. IMO, WP has good survivability for basically everything in the game, and goes well with pretty much any flavor of support you can team with. Main issue on its own is facing heavy defense debuff enemies, it has only moderate amounts of def on its own and its def cascades down fairly fast. WP gets good resistance and defense to psychic, along with its high regen rate. Gets a +perception buff in the defense toggle (helps vs late game arachnos smoke grenades). Also gets fear and confuse status protection, which, although rare, are handy to have sometimes.

    Invuln has REALLY good protection to smash/lethal, decent to fire/cold/energy/negative, and absolutely crap to psychic.

    Praetoria throws psychic enemies at you REALLY early.

    WP gets most of its defenses earlier than invuln does. Invuln doesn't really feel good as as set until 28, when you get invincibility. For willpower each power is yet another layer of survivability, invuln is *extremely* dependent on invincibility. Willpower also gets a passive + max hp power and fast healing, which is really nice for early game. Also being able to skip/put off fitness for a while is really nice for willpower early on, cause it gets quick recovery at level 20 and you don't have to spend power picks on fitness to get it.

    TLDR: Invuln is great if you want to beat up romans all day long late game, WP is good for everything else.
  23. Quote:
    Originally Posted by sprintstnyc View Post
    Heh, I build my low-level scrappers and brutes like glass cannons, I typically don't start picking other powers until I can get a decent attack chain going. I pick up the anti-mez power as soon as it's available but otherwise I wait til the teens before really building out my defenses.

    ALSO, note that Integration, Regen's anti-mez power, is ALSO a HUGE buff to passive regen, so you will want to get it and slot it the moment you get it. It's not like one of the usual anti-mezzes that you just stick an endurance reducer in it and forget about it.
    Fast healing: +75% regeneration (all is enhanceable, enhanceable to a bit under +150%)

    Integration: +150% regeneration (100% of this is enhanceable, enhanceable to a bit under +250%)

    Health: +40% regeneration (there are likely better things to do than slot health. There are some exceptions to this, but if you've slotted the above two slotting health has minor returns)

    Also, anything that reduces the incoming damage to regen helps it a lot. Defense/resistance. Conveniently, regen gets a power that gives a lot of both for a short time called moment of glory. Medium recharge though.
  24. The passive regen based armor set is called "willpower" (has some resistance/def to help give the regen time to work).
  25. Quote:
    Originally Posted by StratoNexus View Post
    Well, a few issues a go they added slow resist to temp protection (although its pretty small) and this issue they added end drain resists to Consume.
    Fighting one of the new freakshow bosses (forget what the name is, but they use electric control), the lack of recovery debuff protection still hurts.

    Every other set that gets one of those protections gets the other as well (dark armor, stone armor, elec armor, invuln, although invuln doesn't get much of it). Still, nice to have something the set didn't have before.