ShoeTattoo

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  1. I believe that quant / void energy attacks are resistable now. If you take your energy / negative energy shield (quantum shield), quant and void attacks will hurt less when they hit you.
  2. Tri-form PBs and Warshades have the highest peak performance--in terms of damage, survivability, and versatility--compared to alternatives for each. Between PBs and warshades, warshades have the higher average and peak levels of performance, overall, for pretty much any variant you can build (all-human, bi-form, or tri-form). However, PBs have a higher minimum level of performance because their buffs don't rely on the nearby presence of defeated enemies. And, you can get a viable solo build and be a good contributor on teams no matter what combination you choose.

    If you'd enjoy lightform, then a bi-form PB or all-human PB will tend to work out best because you'll want to slot up your human attacks, and probably some utility powers as well. It would be very difficult to slot up nova and dwarf, and then still have enough slots left over for you to get the most out of light form. Lightform gives you mez protection while its up, which makes a nova/human build a little more versatile and survivable than it would otherwise be.

    To answer another question you pose, shifting into dwarf or nova turns off all human-form toggles and you need to turn them all back on again when you switch back to human form. You can use binds to partially alleviate the need to re-toggle, but if you have more than one toggle you'll find yourself frequently re-toggling, when fighting in human form. This annoyance alone can be enough to sway some toward going all-human (which is perfectly viable as a PB or WS, even if you don't spend a fortune on IO sets).

    Regarding IO sets, slotting IO sets to boost recharge tends to help a PB more than slotting to boost defense because you tend to *really* notice the difference in damage potential when building a PB for recharge. Having the heals up more often is also a major boon.

    On the subject of damage, PBs and shades have lower human form damage than a damage specialist such as a blaster or scrapper. But, their damage is better than sufficient for PvE gameplay and it is not "low" when compared to all ATs.

    If you go tri-form, "dancing" makes them as effective as they can be, once all three forms are reasonably well slotted up. I often use all three forms in a single battle and I've also fairly often used all three forms multiple times in longer battles. If you're trying to maximize team survivability and speed, you'll be re-visiting which form to take during battles on a routine basis, making split-second decisions according to what each situation in a given battle seems to require or reward.
  3. To add a few ideas of my own to the very well expressed thoughts of Justaris, those who want "the ultimate build" often self-identify, putting their desire for the most dominating / powerful build possible into the thread title and/or the OP.

    Most people treat COX as a pleasant pastime, and not as an important focus for their daily efforts. They're typically happy with "good enough" or "not sucking", and are not concerned with optimizing anything about their approach to the game (their builds, their use of the markets, their general knowledge of the game, or their playing skills).

    Optimization isn't at all interesting to me and I make no efforts to optimize anything about how I approach COX; I have no apologies to offer for that choice, either. Still, those who want to optimize aren't doing anything wrong; if somebody wants to optimize, good for them and hopefully they have fun doing it.
  4. ShoeTattoo

    Nec/FF disaster

    Quote:
    Originally Posted by Celestial_Lord View Post
    I thought Repulsion Bomb was still KnockBACK on Masterminds? I know it's Knockdown on Force Field Defenders and Controllers now, but I could have sworn it wasn't changed for Masterminds...
    I just logged off from playing my necro/FF MM and I can say that repulsion bomb provides knockdown, not knockback.
  5. ShoeTattoo

    Fire/Thorn??

    Yes, fire/thorns is good on teams.

    Fire gives adequate crowd control and good damage (for a dom primary). Thorns does good AOE damage, for a dom assault set, which is particularly helpful in teams. It also debuffs mob defense, which helps teams move more quickly. Aim will help your controls hit more regularly when you really need them to hit, as well.
  6. ShoeTattoo

    Nec/FF disaster

    Here's another way of building a necro / FF. This isn't necessarily any better than other ways, but I'm happy with how it plays.

    This MM is only level 36 at the moment, but progressing well through the game. Buying one of the 5% defence unique IOs made a big difference for gameplay for this particular MM (I still have bids out for the other one). I may not bother with the resist uniques, as even without the second 5% defence unique this build is already very resilient.

    The slotting is pretty much what you would expect, with frankenslotting where such options were available. The only potential surprise is that the sixth slot for grave knights and zombies is currently a vanilla heal IO, which makes a noticeable difference for minion survival against multi-boss spawns and EBs. I may get an achilles heel proc later, for the grave knights, if damage becomes an issue (it hasn't been lacking so far, though). Also, I've not missed personal force field at all, with life drain currently three-slotted for acc, heal, recharge, and a little endred. Finally, a three-slotted hover allows me to deflect a lot of AOEs away from my minions (especially for alpha) and it covers the knockback hole, keeping dispersion around my minions and teammates even against knockback-heavy opponents.

    +---------------------------------------------
    + Built with SuckerPunch's Online Planner
    + http://www.cohplanner.com
    +---------------------------------------------
    Name: Unnatural Forces
    Level: 50
    Archetype: Mastermind
    Primary: Necromancy
    Secondary: Force Field
    +---------------------------------------------
    01 => Force Bolt ==> Empty(1)
    01 => Zombie Horde ==> Empty(1),Empty(3),Empty(3),Empty(5),Empty(5),Empty (7)
    02 => Deflection Shield ==> Empty(2),Empty(9),Empty(9),Empty(25)
    04 => Insulation Shield ==> Empty(4),Empty(11),Empty(11),Empty(25)
    06 => Enchant Undead ==> Endred(6),Endred(7)
    08 => Life Drain ==> Empty(8),Empty(34),Empty(37),Empty(40),Empty(40),E mpty(43)
    10 => Swift ==> Empty(10)
    12 => Grave Knight ==> Empty(12),Empty(13),Empty(13),Empty(15),Empty(15), Empty(23)
    14 => Health ==> Empty(14)
    16 => Hover ==> Empty(16),Empty(17),Empty(17)
    18 => Maneuvers ==> Empty(18),Empty(19),Empty(19)
    20 => Dispersion Bubble ==> Empty(20),Empty(21),Empty(21),Empty(23),Empty(46)
    22 => Stamina ==> Empty(22)
    24 => Fly ==> Empty(24)
    26 => Lich ==> Empty(26),Empty(27),Empty(27),Empty(29),Empty(29), Empty(31)
    28 => Soul Extraction ==> Empty(28),Empty(31),Empty(31),Empty(34),Empty(34), Empty(43)
    30 => Tactics ==> Empty(30),Empty(33),Empty(33)
    32 => Dark Empowerment ==> Endred(32),Endred(33)
    35 => Repulsion Bomb ==> Empty(35),Empty(36),Empty(36),Empty(36),Empty(37), Empty(37)
    38 => Aid Other ==> Empty(38),Empty(39),Empty(39),Empty(39),Empty(40), Empty(43)
    41 => Dark Embrace ==> Empty(41),Empty(42),Empty(42),Empty(42)
    44 => Soul Tentacles ==> Empty(44),Empty(45),Empty(45),Empty(45),Empty(46), Empty(46)
    47 => Soul Storm ==> Empty(47),Empty(48),Empty(48),Empty(48),Empty(50)
    49 => Vengeance ==> Empty(49),Empty(50),Empty(50)
    +---------------------------------------------
    01 => Sprint ==> Empty(1)
    01 => Brawl ==> Empty(1)
    02 => Rest ==> Empty(1)
  7. I'm glad an effort is underway to improve upon past measures of AOE damage. I've found past efforts disappointing because the simplifications made promoted misunderstanding about the relative in-game value of different AOEs (ignoring the amount of area covered by an AOE when calculating damage, calculating damage for one foe while ignoring the maximum number of targets, and ignoring the gameplay implications of cone / PbAOE / AOE distinctions).

    Probably the influence of the amount of area covered by an AOE on damage needs to be weighted on a sliding scale that is determined by spawn size. Values for AOE area coverage that are not weighted according to spawn size will inevitably be misleading because the effect of AOE area coverage is directly and heavily influenced by spawn size. If an interaction term can be worked out for area covered by an AOE and the maximum number of targets, then we'd be a significant step closer to AOE damage calculations that reasonably approximate the truth.

    Incidentally, I agree with the decision to use enhancement values when calculating damage. It makes the numbers easier to interpret, as they can be compared against mob hit points to determine how many hit points are left after an AOE volley.
  8. Quote:
    Originally Posted by PrincessDarkstar View Post
    I thought the uniques worked even if the pet wasnt summoned?
    That is correct, at least in my experience.

    I've got defence / resistance uniques slotted into soul extraction on my necro/FF and necro/poison MMs. The uniques function 100% of the time, whether soul extraction is ever summoned or not.
  9. You can pull out the numbers for zombie resistances by getting to the character creation screen and looking through the details. Incidentally, this brief thread already contains a surprising amount of misinformation about zombie resistances, which you can easily verify by looking at their resistances in the character generation screen.

    As for whether alkaloid is enough, it won't keep up with EBs / AVs with good AOE or PbAOE damage, or with multiple-boss spawns. But, it will be adequate to more than adequate in most other solo or small team situations. Alkaloid will probably disappoint on large teams with less than fully capped defences (or close to capped), even if you have good reflexes and can switch targets quickly. Consider purchasing the IOs that boost pet defences and/or resistances, to help alleviate some of the pressure to use alkaloid. Also, six-slot alkaloid fairly early in your necro/poison MM's career, with a generous helping of endurance reduction, as you will use it a *lot* over the course of fifty levels.
  10. ShoeTattoo

    Ninja Run

    I bought the booster pack and I feel like it was worth it just for Ninja Run, with the other goodies as a bonus. I'm finding Ninja run acceptable as a travel power, when paired up with hurdle or sprint with an appropriate enhancement in the base slot of either.

    I especially like Ninja run with my stalkers (not a big surprise), for my dark melee / energy aura brute, and for my all-human warshade who is always using shadow cloak.
  11. HEAT-specific epics would be a helpful way to make the end-game better for both types of khelds (the Epics of the Epics!). A HEAT-specific power pool or two (available at level 6) might also be worth exploring, and would give players more opportunity to enjoy whatever was generated, compared to epics.

    PBs could be offered a power pool with teammate buffs/heals that were better than medicine pool, but not as good as "purebred" buffers. Warshades could be offered different kinds of teammate buffs and/or a selection of debuffs. The pool powers / epics offered could focus primarily on human form, but could also, perhaps, offer the opportunity of some variation in how khelds function when in the forms (All aliens look identical and are capable of exactly the same things, when humans aren't? Huh?).

    It may not be a popular view, but I like the knockback in solar flare. It feels all super-hero-y and stuff, it doesn't have 15 magnitude knockback, and PBs on the whole still have less knockback than energy blast (and its still a popular blaster primary). I hope solar flare doesn't get homogenized with footstomp and that PBs keep a little of their own flavor.
  12. ShoeTattoo

    Demon set

    I don't see any bad fits, thematically.

    I was thinking demon / poison would be a particularly nice thematic fit, though.

    Also, /dark tinted red would probably look good.
  13. I've had three observations about the new walk power.

    1. I really like it.
    2. I was confused about why all powers toggled off when walking.
    3. It will be great if/when we can use our other powers when walking.

    I'm particularly fond of how walking would fit nicely with the (over?)confident villain / hero walking in to kick some opposing butt.
  14. ShoeTattoo

    Ninja Run

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Why do you need +Def while traveling?

    Ninja Running is a travel power. A mix of Super Speed and Super Jump. It's not a combat power like Combat Jumping.

    As for why it's mutually exclusive with CJ... have you ever tried to use Super Jump alongside CJ?
    So, how's the travel speed on Ninja run, then?

    Is it really super speed + super jump, or a scaled down, slower version of each without air control when jumping?

    If it is possible to have an effective travel power at level 4, it would probably be worth $10, at least to me.
  15. Quote:
    Originally Posted by MinMin View Post
    Day 23 - On and off
    One of those days where I'm on and off all day but never for very long. I finish off the Ourobouros missions as well as the last couple of Lt Demitrovich and I start on Diviner Maros. Seismic Smash proves its worth and when I eventually ding 29 it really becomes a force to be reckoned with.

    I do have one aesthetic issue at this point though:

    Stone Spears ... SMASH.
    Stone Mallet ... SMASH!
    Heavy Mallet ... SMASH!!
    Seismic Smash ... um ... where's the SMASH ... there should be a SMASH!!!

    Can't argue with the maths; the numbers DO look impressive. But where's my SMASH sound effect and the screen shake?! One of the main reasons I've got this far is the sheer visceral pleasure of the Earth Assault melee powers, and this one is a big disappointment on that front.

    So I'm heading towards 30 (albeit slowly, I think I'm 2 bubbles in), but at this point I'm not sure what to take at that level. I'm tossing around Crush, Crushing Field, Dimension Shift (ha!) and the Medicine or Teleport pools. If I take Medicine I'll probably skip Mud Pots, but I'm thinking I want to take it to see if I can make it work as a Proc holder.
    As one thought, crushing field might pair up nicely with mud pots. Crushing field will reduce the tendency of mobs to wander when stunned (less "mud in your eye" for mobs if they wander) or to saunter on up to Capella and muss up her hair and her boulder-throwing technique, if they're not stunned or held. Plus, crushing field plays very nicely with fissure and, if you ever decide you'd like to try it, with tremor.

    Random thoughts, hopefully helpful and with a full money-back guarantee -- If you're not satisfied I promise to pay back everything I've received for this advice ten times over, in fact!

    PS: I always focus on the overhand double-fistiness and the earthy stuff that emerges on my dom's arms, plus the big jump downward in mob health, when I use seismic smash. I had never noticed the lack of screen shakes before. I'm not sure whether to recommend the same approach I'm taking so you don't feel the lack of SMASH so acutely, or to feel a little silly that I never noticed the lack of screen shakes before you pointed it out.
  16. Quote:
    Originally Posted by AlienOne View Post
    Except there is a major difference between what I believe to be "intended design" (based on interviews from Devs when they were first interviewed) and what you think the Devs NOW think is "intended design" (based on what your friends say the Devs say now).

    If Geko's interview (way back when they first introduced them) is ANY indication as to what the ORIGINAL intended design is... We're doing it EXACTLY like they originally intended us to: which is, to pick and choose (whether it be tri, bi, or human-only) how to play our Khelds, WITHOUT pigeon-holing us into HAVING to play with the other forms in order to "be effective."

    If this is the case, then I truly hope the Devs stick to the ORIGINAL DESIGN, which (I think) lends itself to more options.

    The day they decide to nerf human-only players like myself in order to make tri-formers "more viable" or pigeon-hole Kheldian players into playing tri-form is the day I quietly leave the game for good.

    "Alien"
    I like choice as well.

    Khelds are interesting to me in part because they don't pigeonhole easily. They're highly flexible in how they can be built and played.

    I hope the devs keep the overall balance of utility and power roughly where it is, vis a vis human form versus other forms for khelds.
  17. Quote:
    Originally Posted by GangstaBlade View Post
    Hi. I have a problem trying to find a secondary that i can use that doesnt use heals as a main power. I want to use poison or traps but I die really easy at low level and that sort of not make me not wanna use it. Is there a way to use poison or traps with needing to use heals very often?
    Bots / traps is very easy-to-manage combination if you'd rather not spend time healing. The protector bots will heal other bots for you on a regular basis, in addition to giving out defensive bubbles to reduce incoming damage.

    /poison will have you slinging the single target heal on a regular basis, in contrast to /traps which doesn't even have a heal (just a +regen power that you place once every 90 seconds or so, after heavy slotting for recharge).
  18. There's nothing wrong with looking at numbers to help you figure out whether you would enjoy a human-only PB. Still, if you look at numbers to help you figure out whether or not you would enjoy a given AT or build, then the attractions of a human-only PB (and a *lot* of other builds in the game) may never make sense to you.

    On a similar note, I've never much cared for opera or hip hop. I know that others like them, I don't fully understand why because no matter how somebody might sing their praises the reasons just don't register and stick with me very well, I've reached a point where I'm fine with that, and I spend my time thinking about other things.

    This is probably not the answer for which you were asking. But, maybe its the answer that makes it easiest to get on with your day.
  19. Quote:
    Originally Posted by _Sinner_ View Post
    Thinking of inky and Gravitic Emanation. How good is the disorient on them? Can I stun a Lt with just one or would it take both? I assume to stun a boss would take both? And how reliable is the stun on emanation? does it happen pretty often or is it more like a bonus that only happens on occassion? I know, lot's of questions :-) Thanks
    Inky Aspect essentially neutralizes all minions you approach, and any that approach you (as long as your shade isn't mezzed). Best of all, you don't need to use any activation time to mez minions, for as long as you can keep inky aspect up. Gravitic emanation stacks with inky aspect to stun bosses.

    If you pick up the stealth power, you can play your human only shade as a kind of "stalkinator" (stalker + dominator), opening with gravity well on lieutenants, or with grav emanation + inky, followed by gravity well on bosses. A stalker's assassin's strike is quite a bit more damaging than gravity well and a human-only shade gets no mez protection, of course. But, as a human only shade you get pets and waaaaaay more control and utility powers than a stalker could ever have, plus gravity well holds everything less than a boss in one application and it doesn't require that you be hidden to hit at full power.

    If you play a human-only shade as a corruptor with minimal to no controls, you may get frustrated by how frequently your human-only shade is reeling around drunk (ie: stunned), sleeping on the job, or unable to move at all (held). If you have a high tolerance for watching your character being unable to defend himself, perhaps that wouldn't bother you, though. Play whatever you enjoy, at the end of the day, but do remember that a human only shade with minimal controls has no reliable counter to mez, other than repeatedly chewing on break frees.
  20. Quote:
    Originally Posted by Brynstar View Post
    I don't know why you have such a problem with Stone Spears the damage is exactly the same all most of the other tier 1 ranged attacks from the other sets. It actually does more damage than flares or psi dart. It's a pretty good attack.

    Tremor is a mixed bag. the damage is right for the recharge/end cost and it has better mitigation than say Whirling hands, but the animation does make it less desirable.
    Four commonly quoted criticisms about Stone Spears are the long animation for a tier 1 power, its low DPE, how mobs need to be on or near the ground for it to be effective, and how the /earth dom needs to be on the ground to cast Stone Spears. On the plus side, the one clear advantage of Stone Spears over other tier 1 assault set powers (80% knockdown) is definitely helpful. The animation itself may or may not appeal. Still, even among those who highly value the knockdown and who have a favorable opinion about the animation, I suspect that those who choose earth assault do so in spite of Stone Spears, and not because of it.

    I like Tremor. I know the DPA is not as good as other dom AOEs, but I don't care about that. To me, the animation looks cool, I really like how "smashy" it feels, and I like having another "damage + damage mitigation" tool in the earlier levels.
  21. The ability to buff pets meshes nicely with the ability to use arctic fog to get pets close enough for them to initiate and take alpha. This is helpful for all controller primaries (except mind/, of course), and particularly helpful when facing opponents that frequently mez.

    The heavy -resist in /cold ultimately makes primaries that do significant damage even more effective at soloing (fire, illusion, gravity), once the mid-30s has been reached. Plus, the knockdown, slows, and -recharge in /cold help to increase the damage mitigation capabilities of all the primaries.
  22. Quote:
    Originally Posted by Renardine View Post
    Thank you! I am looking forward to this character... Icelandic folklore is full of cool myths of the hidden people Elves, trolls and the like.. Thanks Again...
    I'll throw a positive recommendation for "Shiver" into the mix, from the ice primary. After the alpha, it substantially reduces incoming damage by reducing mob recharge. Also, and unlike arctic air, shiver can be used when going into melee would be highly dangerous because of mezzes or dangerous AOEs being aimed at your melee teammates.
  23. Quote:
    Originally Posted by Lazarillo View Post
    Currently moving along on my latest Dominator, into the mid-20s and regardless of anything else, I'm really loving the SMASH-y feel of Earth Assault. Based on hearsay, though, I've pretty much given up on trying to stack Mud Pots with Hot Feet, and that's left things open for me to include one more filler attack to use.

    I'm trying to decide between Ring of Fire, Hurl Boulder, and Air Superiority. All of them are nice for keeping enemies on the ground, and I can see distinct advantages and disadvantages to each of them. RoF and Hurl Boulder will give me range, and be helpful with enemies trying to escape, but the former negates /Earth's knockdown while only doing its damage over time rather than up front, and the latter does knock BACK, unlike my other attacks, which is a bit of a pain, since I'm mostly melee focused. AS lacks these issues, but it's yet another melee attack, and it'd be nice to have something extra to use against enemies that try to run (Spears works fairly nicely, unless I'm fighting Longobow Eagles or Freak Juicers, since they prefer to FLY away).

    I'm fairly torn about which to use. I don't really need a filler attack - perhaps that could be seen as Stone Spears offering a blessing in disguise with its general slowness - I'm looking for something I can use to finish of weak enemies and, again, keep fliers from causing me too much trouble. I'm curious what everyone else's experience would suggest.
    I like hurl boulder on my /earth doms. It fills a niche other powers cannot (my dom is on the ground, something is in the air), and it fits very nicely with the "smash!" feel of the set.
  24. ShoeTattoo

    First MM

    Quote:
    Originally Posted by Orehrepus View Post
    I am the type of player to play a toon regardless if it's not the strongest. But I do like to have some influence from experienced players. I have been tinkerng with creating a mastermind. What do I need to know? What is their role on a team? I have it narrowed down to necro or merc's for role-playing purposes. I know other MM's are better but I want to play something I will like. I am either going to go with Necro or Merc for my primary with either Pain Dom. or Dark for my secondary. Can I get some feedback with these suggestions? Thanks guys and gals!
    If you have the influence to buy the resist and defence IOs for your pets, a necro / pain would be very sturdy in the PvE game. Lich helps to fill in for the lack of mob controls in the /pain secondary. Necro/dark is well known for being powerful, as well.
  25. ShoeTattoo

    Bind Not Working

    Quote:
    Originally Posted by Steel_Shaman View Post
    I've been setting up several binds for my warshade and found one that isn't working at all. I've looked it over and don't see anything wrong with it. I was hoping that someone knew a way to get it to function. The bind is:

    /bind t "target_custom_next cyst$$target_custom_next quantum$$target_custom_next void$$target_enemy_next"

    My goal is to have it auto-target any quantum/void/cyst in a spawn, and if there is none there just target a regular enemy. Well, I've confirmed numerous times the bind simply doesn't work. I'm in game looking at a Galaxy Quantum right now and the bind just skips right over him. Any ideas for getting the keybind to behave itself?

    Thanks in advance for any tips!
    A frequent reason for a correctly typed bind to not work in-game is that the quotations in the bind that are copied into the game chat function are in Windows format, instead of plain text format.

    One of the possible cures is straightforward. Save your bind files as plain text files. Open them in a text editor (not MS Word), then copy & paste out of them into the game chat function. That way, you'll avoid Windows formatting issues, such as with quotation marks.

    There may be more elegant solutions that others know about and that are more efficient. But, this is what I do and it will definitely prevent Windows formatting issues from messing up your binds.