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Posts
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Joined
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Quote:Jumping with Hurdle + NR is faster than running with default slots in Swift+Sprint+NRok at level 48 on my one blaster he only has hurdle and just the base slot in it with a jump IO slotted plus ninja run and he jumps at 60mph so that's still faster then capped fly. I don't much care for the style of run with some toons so I go the jump route.
And besides, if you're just using him for farming, it's not like you're going very far. -
Quote:Well, yeah, but... LOLStalkersIs Claws a "top-tier" AoE set? Just saying it's unlikely the AoE effectiveness of the set has anything to do with it not being allowed with Shields. It's all to do with the animations being compatible, as others here are pointing out.
Unless you're a Stalker that is, in which case it's because the devs hate you. -
well, there are 2 names you need to put in the set, the "Display Name" and the "powerset name"
Honestly, the Powerset name doesn't actually matter at all from a functionality standpoint if all you're trying to do is put together a new set.
That being said, I *think* you can set the powerset name after you restart mids. -
yeah, funky bug with mids, it's been that way for a while.
What you have to do is create the set like you did, save, it will give the error message, save the database, then quit mids and re-start it, the set will then show up and you can continue editing it. -
Quote:this.Actually both the Magic and Tech origin attacks do energy damage.
Basically, your choices for lighting if you don't go Tech/Magic are as follows
Controllers:
Fire Control (duh)
Illusion Control (phantasm can light it)
Fire Epic
Primal Forces Epic
Defenders:
Archery - Blazing Arrow
Assault Rifle - Flame Thrower, ignite
Electric Blast
Energy Blast
Radiation Blast
Electric Mastery
Power Mastery - though not until Total Focus
Corrs
Archery
Assault Rifle
Electric blast
Energy blast
Fire blast
Mu Mastery
MMs
Mercenaries
Ninjas
Robotics
Thugs
Mace Mastery
Mu Mastery -
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PVP in this game has always been lousy.
That being said, I did PvP occasionally prior to the complete rebalance, because, sure, my controller may have been useless against a brute, but he could destroy a blaster or corruptor, meanwhile, my brute or tank were pretty useless if I couldn't get to you, but if you let me got to melee range, you were toast.
Rock-Paper-Scissors worked better than "everyone's rather pathetic and nothing is particularly good at much of anything" -
I used to think the LRSF is hard, but honestly, I've failed far more STFs than LRSFs, because quite frankly, Ghost Widow and Recluse cheat.
anyway, the reason I say I used to think it was hard is I had not teamed with the the world renowned Smurphy on an RSF, who taught me the easiest way to deal with the phalanx, the best part? no special builds required
1. get soft capped defense, ideally through team buffs, since then you have extra insp room, but if not, at least 3 mins worth of purple inspiration soft cap
2. get some good resistance, ideally through a sonic or thermal, but orange insps work well too, preferably mediums - larges, get 4 of these
3. for the rest of your inspirations get 1 green, 1 blue, 1 break free, 1 awaken.
from there it's pretty straight forward, pop your inspirations (2 oranges for the first minute, 1 for the other 2) and take out the buffers first, then take out Positron, then, whatever you think is the most dangerous target.
Naturally when you wipe, re-buy your inspiration stocks and try again. You *will* whittle them down over the course of 3-5 wipes. Shivans, etc do help, but are not necessary. -
It really depends on what defender I'm playing.
My Emp/Energy soloed on invincible, though not too often, it was mostly a "hey, look what I can do"
my TA/A really likes -1 or +0/ 6-8 no bosses, Rain of Arrows is so wonderful with that.
my rad/son usually will do +2-+3/2 no bosses -
I'd argue that dam/mez is as important as acc/mez, perhaps 2 acc/mez, 1 dam/mez? for a dark/rad, 1 acc/mez is more than enough, or if for some reason you can afford to run tactics, same thing.
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I'll go with the Quicksand/Earthquake combo, yes, 2 powers, but both of which cause the group to stay in place, as opposed to RI, which requires outside assistance for more than 1 target to stay in the debuff.
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I rather like Earthquake for a similar reason, most people don't realize it has a tohit debuff in it.
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Quote:wrong, it's autohit. Thanks to the fun fact that I've actually played ELA on both brute and tanker to the point of getting Power Sink, I can guarantee itUm. No.
Power Sink Blaster: 1.00 accuracy check
Power Sink Brute: 1.00 accuracy check
Power Sink Stalker: 1.00 accuracy check
Power Sink Scrapper: 1.00 accuracy check
Power Sink Tank: 1.00 accuracy check
Power Sink Defender Epic: 1.00 accuracy check
So... that's pretty much every version of Power Sink other than the Corruptor and Dominator Patron set (that I can't show because I don't have a level 41 in either class).. and I'm betting they have accuracy checks too.
City of Data supports this on every AT that can get it, note the "Entities Autohit" is labeled foe.
Accuracy always has to have a numeric value, there is no numeric value for autohit. -
Quote:This is a bit of a matter of contention.It should be noted that purple patch is in effect and AVs seem to have a default of "boss" level protection against Sonic Cage/Dimension Shift's phase. You have to slot two of the relevant (acc/mez) S/HOs into both of the ST cage variants in order to have high enough magnitude for the STF's +4 AVs.
Controllers can get away with slotting 2 Acc/Mez hamis, however, Defenders have lower values for the cage magnitude, and therefore may require the third. -
Quote:actually, WP works best with AoE sets, since if you kill off all the minions at the same time, your survivability stays fairly consistent.I don't like regen based toons, and a largely regen based toon without a heal sucks. I don't like the idea of being at less effectiveness because I don't have ten minions around me at all times. I also love sets with good AoE, and the fact is that RTTC and AoE are working at cross purposes.
technically your durability drops when all the minions drop, but since incoming damage also drops, it's a non-issue. -
Quote:Any defensive set less potent than granite is teh gimpIt's awesome?
Not sure who you're talking to, because Willpower is awesome with a side order of win.
When I was starting to plan out how to IO my WP/Mace tank there was a wonderful mini-guide on the forums about the best way to make WP work, unfortunately it seems to have been eaten by the forum monster. I suppose I should try to write one of my own, since I know the ideas behind the guide, but basically, try to build for as much +regen and +hp as possible. -
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I am well aware of Dark and Storm's survivability, both of which have a fair amount of -res, so, provided you slotted right (ideally, getting Tar Patch and Freezing Rain double stacked) you can move along fairly well. The issue with dark is that most of the Dark Miasmists I see take the Dark secondary which is not a great solo set because of DoT and mostly AoE damage.
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Wow, so much to talk about
Quote:I'm not sure I can put a numeric value on that, but I'll ramble a bit.Letting an Empath use Fortitude and
A question for Psyonico - numerically, how effective is your solo empath compared to any other solo Defender, or other character you've run? Just as a ballpark figure.
I'd say my worse solo Defender experience was Cosmika - Sonic/Energy with Fighting pool and a solo-oriented build. She really did feel about 70% as effetcive as say Kin/Elec, FF/Sonic and maybe 50% as good as the better soloers like Dark/Rad or Storm/Ice.
Firstly, when I ran my Invincible Carnies mission, I completed it in just under 10 minutes without any deaths, Catwhoorg was kind enough to lend his namesake Claws/Regen scrapper to run a similar mission, he came out about 20 seconds ahead of me and had 1 death (no running back from the hospital, self rez) So this tells me that I am running fairly high on the strength.
The issue I have putting a number down is what difficulty I solo toons on. For example, I solo my emp on +2 with spawns at about x2 - 3 and Bosses on, my Rad/Son, probably my "strongest" solo defender solos spawns at +3 with team size at x2-3, no bosses, meanwhile my TA/A solos at -1 - 0 with team size at x6, no bosses, they all run at about the same speed and my emp doesn't feel any lack of mitigation, but since he can handle something the other two don't, it makes up for the slightly lower numbers, he can solo larger spawns or higher levels, it just starts to slow him down.
For reference, my two best soloers are my WP/Mace tank and my Stone/ELA brute, the tank usually solos at +2 x 6 and the brute at +3 x 3, purely for AoE/ST reasons, compared to my defenders, they're probably about 25-35% faster.
Quote:I know this was directed at Psyonico, and no disrespect to the OP for the minor hijack,
But I have an idea for which I will be starting a thread on (soon, I hope), to explore an idea that attempts to isolate Defender primaries with regards to their ability to effect survival (Both Solo and Teamed). I am hoping that you, Psyonico, Laughing Man, StratoNexus and everyone else with an interest will assist in isolating more powersets than the ones I am most familiar with.
I was kinda inspired by Bill Z Bubba from the scrapper forums with how he was able to isolate DPS on different powersets using a logical framework.
Similarly, FF, in my experience, is more effective than Sonic at providing survivability, but there are certain circumstances (last mission of the STF, all of the ITF) where Sonic far outshines FF
You also come into a minor issue when dealing with Buffs vs Debuffs and enemy conning, Debuffs will, for the most part, come ahead in the -1 - +2 range, but I'm willing to bet buffs will come ahead in the +3 + range because of the purple patch.
There is also the issue of kill speed vs survivability, Kin has the lowest survivability rating, but thanks to the incredible increase in kill speed, it doesn't need as much in terms of survival buffs/debuffs.
To sum this all up, I could probably put together a spreadsheet showing survivability on the various sets (I have each defender set leveled to at least 29) based purely on numbers, however, factoring in +DPS and large scale healing (ala empathy) makes those two sets difficult. Sets with a single heal are relatively easy to rank.
Quote:Awesome! Can't wait!
My line of thinking here was that conversations on these boards often go (for example):
"Gravity is underpowered"
"Oh no it isn't! My Gravity Controller does just fine! He kicked *** in the RWZ last night etc."
This is a mature game, and its kind of unlikely that any one powerset will be 50% as good as any other overall, maybe 80% is the kind of variance we have now between sets at a real push.
For Defender primaries there's still quite a bit of scope for further variance when you take soloing into account because some sets are just plain made to work with teams, so we could be seeing that kind of 50% effectiveness drop.
I'm also really interested in proving my pet theory that Sonic sucks worse than Empathy solo, despite having four functional powers instead of three
Anyway, back to pets.
I dont have the little energy wisp combat pets Vet rewards unlocked yet. Has anyone ever had any success leveraging them to help a Defender solo, eg sticking Disruption Field or even Sonic repulsion on them? I understand they're pretty fragile, but they could help a bit there.
I did this once with the Clockwork pets from Faultline - dragged them out to help with a tricky boss on my Sonic Defender, aminly for the -Res field.
Are there any other tricks like that? eg regularly using Shivans? -
Honestly, I solo all of my toons to some extent, and although he's not the best, my Emp/Energy is anything but lacking solo, I've posted the vids of him soloing many times.
I know, extreme example because *gasp* I took and slotted attacks, but that's where the fun is. -
because some people insist on taking a travel at 14...
switch insulation and fly. -
My TA/AR is only level 9, so I can only speak from a hypothetical standpoint.
TA/AR, although perhaps redraw intensive, is a strong AoE combination, OSA, Flame Thrower, Buckshot, M30, Ignite, Full Auto, Disruption Arrow... yeah... Anyway, the way to deal with it is the same as any TA/non-Arch combination, fire your debuffs, then your attacks so you aren't continually redrawing.
The big issue with TA/AR that I see is lack of solid mitigation. my TA/Ice has eaten quite a bit of dirt thanks to Ice Storm and Frost Breath, it would just get worse when you stack on more AoEs.
TA/Dark is a very popular combo for playing well, the extra To-hit debuffs really add to survivability and getting Life Drain is also a plus. On top of that, with Dark Pit you can go for Dark Mastery and Oppressive Gloom to get a lot of AoE damage mitigation in the higher levels.
TA/A is popular, but it lacks synergy. my TA/A felt pretty lackluster before Rain of Arrows, which made everything better, but honestly, if you're in it for RoA, you're better off going Kin for Fulcrum Shift, or Rad for, well, being rad, or storm for the stronger debuffs, etc. -
Sonics are pretty rare for a few reasons.
1. people veered away from the sets due to the physical reaction thing, even with the change, the stigma is still there, even if it just becomes a "i didn't even think about sonic" thing
2. Thermal - While Sonic is a great set, you can get a lot of the same mileage out of thermal, to top it off, you get -regen, -damage, heals and a rez, it just kind of makes the set more popular, sort of a "why should I roll a sonic when I can roll a thermal" thing.
3. Endurance, and this is a biggie, Sonic uses a lot of endurance between Disruption Field and Sonic Dispersion, both of which you run all the time, other sets either don't run all their toggles all the time, or have means of off-setting the consumption (Rad)
4. Bubbles - some people really hate the whole buff-every-four-minute thing, FF, Cold, Therm, and Sonic are less-used sets because of this.
Personally, I love my Sonic/Sonic and I have considered rolling others (a rad/son corr perhaps?) but the end consumption thing is a real big issue (I've always wanted a fire/son controller, but I don't think it's possible without skipping one of the 3 big toggles in the combo) -
Quote:Bingo.
The problem isn't level 4s in the zone. It's team leaders recruiting level 4s.
And maybe that level 4 wasn't "locking out a level 35" but rather no level 35 wanted to join.
Taking away player options is rarely a good idea.
Oh and yeah, get rid of the AE building and move it to P-D
Exactly.
I regularly run co-op teams in the RWZ because I feel like running one of my 50 Hero/Villains and all of my friends are on the opposite faction.