-
Posts
1021 -
Joined
-
If mid's is correct (it usually is) at level 50 there's an additional 33.5 lethal damage if targeting drone is active... unenhancible. That unenhanceible flag is going to make it pretty minor late in the game, but the OP was asking for the absolute maximum, so add 33.5 to those numbers if you're running targeting drone.
-
Targeting Drone increases the damage of a sniper rifle. I remember reading that a while ago is some patch notes. I don't remember the increase %.
-
I've played many soft-capped toons... sappers have never been an issue on any of those toons. I'd say ranged-defense plus using "/targetcustomnext enemy alive sapper" as a bind or macro as the ultimate stopper to sappers.
sidenote: I like using a macro for my targeting instead of a bind so I can edit it quickly for different situations. -
This whole idea of guest writers is fantastic. It's good for the game and good for the writers, too. I wouldn't now any of these guys' work prior to them writing their arcs. Now I've heard of them and have done some internet seach work to learn who they are. Judging from this thread and some ingame chatting I saw last night, there are a lot of players who like me, are learning about these people for the first time. I'd like to see more of this. A lot more.
-
Quote:I assume you mean Drain Psyche?So how do you guys slot this power? Just asking so I can compare notes. This is for PvE of course
Seems like there many different ways to slot it, I see some folks slot it to ignore an end crash when they nuke, some others slot for +regen others are slotting for +recharge.
Which is the prefered method?
I 4 slot it with: 2 recharges, Theft of Essense Healing/Recharge, Theft of Essense +endurance proc
I've got a lot of global accuracy and I tend to use aim before DP... otherwise I'd probably add accuracy in it. -
I think on the regen side, there's not a big differerence in gameplay between enhanceing your procs and not... but on the endurance side, this could be significant. I like it.
-
If you have a dog that can PL you, I really don't see why you care so much about this other guy.
-
Quote:Combat jumping and Hover have the same defense bonus.I've got a Sonic/Ice blaster I play on occasion. Which power is better Flight or Jumping? Jumping gives some good defensive bonuses.
Superjump moves faster then Flight, but you have to deal with landing and going over/around obsticles... flight you can just go up and cruise from one spot to the next. In general superjump gets you where you're going in less time then flight.
Air Superiority is a fantastic filler attack with 100% knockdown (with a bit of recharge you can permanently knockdown a single target with this attack. Jumpkick is a much beloved attack that unfortuately is still not all that good.
Group fly is worthless except as a set mule... acrobatics uses endurance to give you something you can get from IO sets for free. -
Quote:Obliteration is 3.75% melee and only 1.88% smash/lethal.This is entirely understood. The problem is that slotting Brawl with KC -- the only other remaining melee attack -- would hit the rule of five for the 3.75% S/L defense bonus anyway (3x oblit, 2x KC slotted already).
Conceivably, Katten, you could take Stealth instead of Hoarfrost for defense, though it still wouldn't get you to 45%. It might be smarter to think that you'll have killed everyone before they can take advantage of your defensive holes. -
Shouldn't the title of this post be "I would suckerpunch your grandma for a dirty fighting powerset?"
-
Oh.. and while we're at it... put the 'real' level of each player in the display next to the AT icon.
-
-
if you're blapping.. you might be annoyed by hover. It isn't convenient for moving from melee to melee. It's doable, but if you're used to playing a melee class that switches targets quickly.. you're probably not going to like it. It's good enough to get around maps and hover blast... but when moving around within a spawn to melee it lags behind hopping/sprinting around.
-
Quote:I agree... go for more S/L and that will make you more survivable overall.This is a bias and a personal preference, but I would much rather have S/L very near or at the cap rather than have it a 37% and a mixture of other type of defenses. You can see the qualitative difference between 40% and 45% pretty easily. The difference between what you have in 37% and 45% is huge.
That does mean that you will have some encounters where the S/L defense won't be any good at all, but that doesn't mean you're helpless in that situation since you can still blast, apply mezzes and use soft controls.
A good way to get S/L I haven't seen mentioned specifically in this thread is kinetic combats in melee attacks. It's only 4 slots and very much worth throwing 3 slots in a mule you'll never use. I even have brawl slotted in my fire/mm toon. -
this is a beat to death topic so my input is pretty meaningless... but I can honestly say if my blaster had status protection, the only reason left for me to ever join a team is just to show off.
-
Quote:I'm not nearly as passionate about his topic as the OP... but I do agree I would prefer to have the team order stay the same and just put a little icon by the mission owner.I think you know what I meant. It's a shoehorn of the new mechanism into the old display mechanic no matter what. If your usual interaction with the system is in a Task or Strike Force, its the team leader who always gets the outdent at the top of the list.
We don't need the team window to tell us what's going on with the SSK system, and the way its doing it both detracts from the utility of the team window and confounds long-standing methods of using it, based on whose missions the team is running.
The team order in the list should either be fixed as it was pre-I16 barring individual SKs, or much more configurable, as suggested by StratoNexus. Pointlessly indenting all people who aren't the current mission holder, and reordering the team each time a new person's mission is selected is confusing and uninformative. -
Quote:I support this move.In the interest of cleaning up AEA, and returning it to it's intended purpose, I have created a new channel on Infinity called Infinite Chatter. On IC, you will not be censored, you will never be banned, and you many chatter on inanely until your fingers cramp. I hope this will allow the rest of us to use AEA as Gabz had hoped.
My desire is for a channel where teams are easily found that doesn't include conversations about R-rated topics. I've muted AEA on several occasions for this reason. I don't want to force people to play/talk in a certain way. However, I can also wish for what I want, which is to game and play in a family friendly environment.
If you haven't already, I'd suggest adding a MOTD to AEA directing folks to the new channel. -
The above build uses GSFC's in concentration, then maxes out smash/lethal defenses. GSFC isn't doing much for you there. It's not +2.5 to all.. it's +2.5 to all positional defenses. I'd put those slots somewhere else.
People are going to disagree with me, but personally I think World of Confusion is one of the best mitigation powers blasters get. Adding it to my fire/mm build this weekend made a very noticible jump in my survivabilty. -
Quote:Actually.. I don't think the Invul scrapper needs to avoid the hold. with dull pain and resists you'll live through it. The issue would be holding agro for the duration of the hold, and if all the other scrappers are soft capped, it's probably safe for one of them to have agro for a few seconds until the invul can begin taunting again.Maybe I'm biased (well, okay, I'm hugely biased), but Actin, my DM/Inv, stands at 56.5% S/L and 51.5% E/N defense when 10 enemies are in range, i.e., after a bane summon by Recluse, and is without a doubt ahead in terms of self-healing (Dull Pain + Siphon Life). I think I could probably cram a bit more defense for those two categories in the build if I ignore Fire/Cold def and/or remove a bit of recharge (or drop a fortune in a PvP IO). Plus the alleged Shielders with grant cover and/or manoeuvres, I don't see a /SR scrapper tanking Recluse much better than her.
As far as GW goes, Unyielding + Unstoppable puts one at 27.6 mez protection, an Escape gives 20 for 90 seconds (so you'd need four), and with 8 scrappers at the softcap beating the snot out of her at full tilt I believe it should be possible to drop her before unstoppable runs out. Why bother with Stimulants? -
Isn't ghost widow's hold a short range PBAoE? And can 1 guy with stimulant stack enough to beat it?
I tend to agree with the idea of resistance based scrappers running stacked maneuvers.... I'd look at a bunch of dark/fires running maneauvers with IOs and accolades to boost hps as much as possible. Damage is not an issue, so the goal is to make sure nobody dies. -
If you're having trouble surviving long enough, you can increase your survivability by standing outside his melee range. NPC's have the old 5ft melee range while players have 7ft. It's quite possible to stand at that range and have an AV never bother to close the gap those last few feet to hit you with melee. Infernal's melee damage is much much higher then his range damage. (It's not as drastic as, for example, bobcat, who only has 1 ranged atttack, but it's still quite significant). It's easier to pull this stunt with dark since you can also be immobalizing them, but I did it vs infernal with a dual blades toon.
-
I'd asked before for a costume ignore tag. I can see it extending to powers now also. What I'd want would make someone's costume choice and power choices go generic. I'd specifically use it for people who decide it's great to run around pretending to be naked, or some form of sex slave, and now for people who think that the "dark" option looks so awsome and they have to use it whenever they can. (it doesn't look awsome.. it looks like someone wrote on my monitor with a black crayon).
However, I should add, that most of the problems I had with the dark auras were in the first week after i16 launch. I think a lot of people decided they couldn't stand the ugly-stick powers themselves and changed back to something less disrupting. -
There's plenty of methods to move and pull and use tricks to divide spawns. Normally we don't talk about them on this forum because we're all gung-ho stand and fight type players... but that other stuff is certainly not illegal. Prior to IOs, I used to play a dark/regen scrapper with teleport foe, air superiority, touch of fear, and a bag full of hit-and-run tricks to basically attempt to never get hit. There's no reason we can't employ those same guerilla tactics now with more sturdy toons. It's actually a lot of fun. A good understanding of mission geometry and NPC pathing and agro is a very powerful tool.
-
I frequently see new players commenting on how they can't find teams or any other players on this game. Since most of this game is instanced, and there's rarely a reason to go back to newbie zones as a high level toon, it makes sense that the population is invisible to the typical new player. Usually the best suggestion to give them is to join a global channel where they can find players talking, forming teams, asking questions, etc.
My suggestion is to have a serverwide global channel that all new toons are automatically on when they start. I'd almost suggest that "broadcast" be serverwide, because using broadcast is much more intuitive then talking on a global channel. However, I think there are obvious abuses with making broadcast serverwide, and having a zone channel is handy for other purposes.
Perhaps another option would be to make Atlas Park broadcast and Galaxy City Broadcasts a global channel that can be monitored and talked on to by anyone in the channel to facilitate players helping players.
Really, there's dozens of ways to do this.. mainly I just think something needs to be done. -
I highly recommend getting air superiority and using it as much as possible. At about 45-55% recharge it can keep 1 target permanently knocked down. That helps tremendously with getting from the early game to the late game when your mitigation gets shored up.