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Posts
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I used to team with a Mind/FF Controller a lot. I always felt like he brought a lot to the team, especially since we were temperamentally able to take advantage of the sleeps (i.e., we didn't constantly cast one-slotted Rain of Fire on everything he'd just slept).
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I don't have Mid's here, but a couple of quick observations:
Typical slotting would be 4-slotting the toggle defenses and 3- or 2-slotting the passives. You've 3-slotted your toggle defenses. Are you getting to the ED cap for defense (56% enhancement) from them?
You've 4- and 6-slotted some of your passive defenses. These have a lower base defense than the toggles -- you might be (I can't verify in Mid's right now) getting less for the slots than if you simply switched the slotting with your toggles. Also, you have -knockback IO in one of them.
In fact, you have THREE -knockback IOs slotted, despite the fact that Practiced Brawler negates knockback. I strongly recommend taking them ALL out.
Crippling Axe Kick and Eagle's Claw are both oddly slotted, probably under-slotted. It looks like you're going to be light on offense...you've only got 4 attacks, one of them underslotted for recharge (Touch of Death is notoriously low on recharge) and two of them underslotted for damage. Slotting Kinetic Combat in main attacks, to get half the defensive bonus but commit only 4 slots, makes sense only if you use the other two slots to really fill out the power. I've done it, but used a Mako quad and triple or the other 2 slots, for example. And you might get more defense bonus and better offensive enhancement out of six-slotting a positional defense set like Makos or Touch of Death...and it would be cheaper. And if you can manage to get to the soft-cap without using all your main attacks, I prefer to frankenslot them for best total enhancement.
You've 4-slotted Physical Perfection and put some enhancement in, but left Health at one slot. Health is twice as effective as Physical Perfection and the enhancement should go there first.
You haven't added any slots to Stamina; how's your end recovery? You might want to at least yank that third slot out of Conserve Power and toss it into Stamina; it's spilling over the ED cap in CP and Stamina would get full benefit from at least one more IO.
The slotting in the Leaping pool seems extravagant. That's a lot of slots. I know there's some nice stuff in there, but evaluate carefully whether that's the best use of precious, precious slots. -
Eh. I was satisfied with being finished at 50. But nooooooo...so many people kept pressing for more, specfically not just content but more stuff to do to advance your 50, stuff that would take a while so they could keep playing abd getting tangible rewards for their 50, not just influence and recipes.
So here we are. It is, by design, supposed to take a long time. That's the only reason it was worthwhile developing; if everyone finished it in the first few days after release, it would be pointless. -
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Speaking in general terms and not specifically about archery, which is a "newer" powerset, it's misleading to ask if sets still have redraw issues. Sets originally had NO redraw issues, and redraw was added to the game, partly at the request of players. At least one legacy set, Spines, does NOT have redraw issues because it was never adjusted, and as a result it's somewhat slower and clunkier (because of the "baked in" redraw times).
So "redraw issues" per se are newer than not having redraw issues, and are generally an improvement over not having redraw issues -- because the delay only happens if you redraw now, whereas before it was part of every attack even if you did not redraw. -
Quote:That's "new" though. For a long time it did not do that, then suddenly it started. One has to assume that since it a) worked fine and b) was a lot easier to read before the "bouncing up and down" began, it must be a bug of some kind (since no human being would deliberately redesign it to function that way.)Except if you have a lot of bonuses, the attribute monitor ranges from annoying to maddening to use.
I know why it does it, because the bonuses are implemented as short buffs that overlap for a split second so there's no gap, but it's still frustrating to try to look at details for an attribute at the bottom of one of the categories just to have it bounce around all over the page. -
Quote:I think it's my fault. Sorry guys!This is one of the weirdest things I've seen on the forums. Someone trolling with math.
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This is huge, and an under-recognized benefit of inherent Fitness. Tight builds not longer have to put off critical powers in the teens and at 20. This not only means that some builds that were too tight to be able to take an Ancillary pool can now do so, since they no longer need to be cramming in Weave at 41+, it also means that critical powers and prerequisites can be shoehorned in before SOs. I'm really enjoying that aspect of the change.
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Quote:I'm not really arguing either side here, and I'm not sure myself if I miss the bonus list, but I think the people who ARE happy it's gone feel that it did, in fact, 1) violate people's privacy and 2) hurt someone, inasmuch as it enabled some people to scan some aspects of everyone's character slotting and kick players who didn't meet some arbitrary standard.I don't understand people who say that information should be suppressed because they don't personally see a good reason to know it.
There are only two reasons why information should be suppressed. 1) It violates someone's privacy 2) It could hurt someone. Any data that does not fit those two categories should be as open as possible and I can't understand why someone would advocate to hide data simply because they don't see that knowledge as necessary. -
Another issue you might be having is that you must defeat the first arbiter on the ramp BEFORE the other arbiter becomes a mission objective, and then defeat that one BEFORE freeing the Bane Spider, and then defeat both fortunatas BEFORE extracting the Bane Spider. Unlike some missions it's entirely sequential. If you run past that first arbiter and look for the Bane Spider I don't even think he spawns; I couldn't find him. Gotta do this one by the book.
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Quote:This is nitpicking at its finest, but I personally would characterize the Avoid mechanic as a control rather than a debuff per se, since it affects AI decisionmaking. I don't know what it's classified as in the program code, however.Others have commented but I'll give a little more detail. Rain of Fire (and similar powers such as Ignite, Caltrops, Freezing Rain etc.) causes enemies to be hit with an Avoid debuff.
Regrading the OP, I agree that Rain of Fire is acceptable and fun to use, but, as is so often the case, time and place are everything. "That'll do, pig," was cute in the movie Babe, but won't go over so well when the state trooper hands you a speeding ticket. Shucking your clothes off is perfect on the night of your honeymoon; less so at high tea with the elderly Queen of England.
Similarly, if the team is relying on a Tanker to gather mobs tightly around him, it takes a few seconds for the mobs to shoot their ranged alphas and then close in on the Tanker. Wait until AFTER they cluster around the Tanker for best effect; and early Rain of Fire may keep the enemies so widely scattered it really does interfere with AoEs. If the team is corner-pulling and/or using a Controller to lock down mobs, let the mobs clump up and get locked down before Raining on their parade. And so on.
Rain of Fire is a fine power, but it's a much better power for teaming in the hands of a smart Blaster. -
Quote:Thank you all for the replys. I had heard PVP sets were as expensive as purples, but I didn't know the Javelin sets were PVP. Is there a way on mids to know what is PVP, or did I just miss something way obvious?Quote:Your other option is to look at Paragonwiki to know what all of the PvP sets are.
This is the master list I use for most set IO questions I have. But if I am confused about something, it's good to look in-game, in the market interface, in Mid's, and ask around.
This is also a nice source when looking for specific bonuses (for example, "Category:Sets that improve Melee Defense"). -
My hopes to respec my MA/SR Scrapper have been on hold ever since the new changes to Martial Arts, while I struggle to decide which attacks I want, and remain hanging fire despite the lovelyoptions to pick SR's many powers earlier now that Fitness is inherent.
I like knockback and I recognize what great mitigation it is while thwe boss ragdolls around helplessly on the floor and gets a few more kicks to the head, so it's hard for me to want to get rid of Crane Kick. But I also like the new Cobra Strike. And I've always like Eagle's Claw for looks and herd-hitting, even before they improved it with the crit boost. Ib fact, I like every attack in the set, but am willing to part with Thunder Kick because of it's low burst damage.
So my attack chain consists of (in no particular order):
Storm Kick
Crane Kick
Crippling Axe Kick (I can take this out if knockback is counter-indicated)
Eagle's Claw
and my AoE attacks are
Eagle's Claw to set up
Dragon's Tail
If I add the lovely new Cobra Strike, I'll have a lot of attacks -- since I already have a lot of recharge cranked up AND Hasten, it seems kind of silly to give up, say, 5 slots in Health (3 green and 2 uniques and the regen and endurance therefrom) to get an attack which will essentially by idle unless I just feel like using it. But..I do like variety.
I have seen many people assert that the new MA is really good for mitigation, without actually seeing anyone go over in detail why they're saying that. I assume that the best way to maximize the mitigation in my case is to drop Crippling Axe Kick for Cobra...but isn't Crippling Axe the new hardest-hitter?
I'm kind of floundering here, and would appreciate any insights or preferences anyone has to share about Martial Arts, particularly as paired with SR.
Thanks! -
What I don't get about this alleged experiment (aside form the bizarre slotting and obvious intent to "prove" a specific point) is that you used a Force Fields/Energy Defender against a single boss.
A mature Force Fielder totally owns a single boss. Mutliple foes can present quite a challenge, but just ONE guy is all-but-helpless against you if you use any of several different tools. The two easiest would be Force Bubble or Force Bolt, either one.
MY FF/Energy Defender, built more conventionally, used to farm the Winter Event missions for my own amusement. Snaptooth is an Elite Boss, and a hard hitter -- much stronger than the Rikti scum you tackled here -- and he was completely helpless, spending most of the fight upside-down and ragdolled, flattened against a wall by Force Bubble.
And that was before IOs. AND before the Defender damage increase in Vigilance.
I'm not some kind of super-genius. You can do this too.
A FF Defender may not be the ultimate warrior, but in this case you have the perfect character for lopsidedly crushing a single boss. Slot normally -- not like your first posted build -- and it'll not only be doable, it'll be easy. -
Quote:I predict that a lot of people will act like they know and argue about it, though. :PFor giant monsters, rikti pylons and invasions. Will you become more powerful relative to them? Or will they scale up with you?
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If you exemplar below 45 (including Oro arcs) Incarnate abilities won't apply, so if you like doing that, there still may be a point to slotting as if Incarnate did not exist.
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Quote:I would say "constantly, enormously useful," when solo, and "very useful" on small teams, and "somewhat useful" on large teams, and "limited in use to self-protection" on large steamrolling teams.Right now, I dislike Trip Mines for two reasons:
1. Their original officially-stated design is like traps, set down either alone or in fields for enemies to run through after the fact. This is a design which is very rarely useful, and even more rarely useful as designed.
But I guess if you only play on large steamrolling teams and never need to defend yourself, it could seem like they're rarely useful. But don't large steamrolling teams tend to make a LOT of powers less useful? -
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Quote:Could it be possible, that instead of appearing next to the portal at Oro we appear somewhere away from it?
The reason I ask for this, there are times players port to Oro and go AFK, at times the entire area about the portal is heavely congested by AFK players and their pets; thus making it very difficult at times to click on the portal to go on. By having the players appear, say on the left side near the temple, they would be away from anything significant and not be on the way of other players.Quote:I actually prefer appearing right next to it because when I'm using ouro as a quick travel path I like being able to go Atlas<click>Ouro<click>Peregrine. Rather than Atlas<click>Ouro<run run run click> Peregrine.
If it were balanced right, people could warp in, turn around, click the portal, and zone out to new areas rapidly, but people who warp in and park (because afk or whatever other reason) would automatically slide downhill and collect somewhere away from the portal. They could walk back up the semi-slick hill to the portal easily enough when they return to controlling their characters. -
The only unique-looking term I see there is "inpVel." Googling that gives a bunch of topics on valve control and "Computer Simulations - Finite Element Program." Do you have some kind of simulator on your computer that could be running in the background? Like "Seti at home?"
It's vaguely possible (if this isn't anything you're doing intentionally) that the machine has been hijacked remotely by someone using it for distributed processing. Might be worth running the usual suite of antivirus/adblocker/anti-malware apps and doublechecking that your firewall is in place. -
Redemption: "If you are already a Hero/Villain and have never changed your morality, your first morality mission will give you 60 reward merits."
Reward screen:
[NPC] Your Mysterious Double: Surely we can discuss this?
Mission Accomplished
You gain 34,625 influence.
<Your Supergroup> gains 344 prestige.
You received 50 units of Reward Merit.
Is the text of Redemption's dialogue simply out-of-date? -
And 23% sounds about right for fully-enhanced Tough on a Tanker. But only to smashing and lethal.
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Might want to just roll plain white salvage nowadays. My goodness!