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  1. Quote:
    Originally Posted by Golden Girl View Post
    Unless it's off the edge of a building
    But very marginally since jumping gets additional acceleration from the peak of it's jump.
  2. Signpost

    BM farm?

    Don't know what you're talking about. Demon farm still exists, and Council Empire farm is arguably better than BM farm.
  3. Quote:
    Originally Posted by Nihilii View Post
    It lasts 20s. It doesn't last any longer for fire than for any other damage nowadays, but you really want to get it - it adds 45% base damage to your attacks.

    I.e., if you're doing 200 damage with FSC while under BU, you'd do about 300 damage with Fiery Embrace at the same time.
    Another thing to note is that because it adds damage as opposed to buffing damage like it's previous incarnation, it allows you to do more damage even if you are already at the damage cap.
  4. Quote:
    Originally Posted by Helluva_Goon View Post
    Wow!!!! This posting is very entertaining but also very knowledgeable as well. See!!! I am a farmer that has been farming with good-ole-fashion-FOTM Fire/Kin with additonal three fire/trollers, (fire/rad and two fire/sonics) on seperate accounts. They assists the main Fire/Kin on follow and auto attack to my target/s for additional quick damage burst, extra recipe bags as they drop and mainly for the 2x Disruption Field stacked (thats -44 resistance to mob from my damage) onto the FIre/Kin from /sonic for Demon farm.

    The bad side? Well one has mentioned that trollers simply cannot handle an ambush (especially in AE). Very true. Also, I would like to roll new type of toon to roll farms with and it is proven by everyone's votes and numbers that SS/FA Brute is far better. I do NOT like to rely on a single power to recharge vs having multiple AoE attacks and hard hitting ST damage so the ELM is out the window. [pl'ed #1]"why is he stopping? [pl'ed #2 replies] I think his LR is almost up!! [pl'ed #1] "hmmmmm that sucks" [pl'ed #2] "That ss/fa brute that pl'ed me last night was streaming thru this same mish non-stop, it was SICK" [pl'ed #1] Do yo have his global? LOL I don't PL folks for influ nor do I ever hardly ever invite anyone to my farms. Thats just me. If any in any case I may scoop a lvl 1 -5 up if he/she has like 18 month or so in Vet reawards for free runs. So I'm just saying.

    I am very, very eager to have one and so anxious to try out as I know it will fair well especially for the ambushes which my fire/kin falls almsot instanly to.

    Farming takes time to understand. It all depends on one playstyle and how to perform within. Fire/kins has quick burst damage - lots of it and too very nice control to meltdown mobs in between holds & immobilization. That is the surviving technique for the troller which leaves little time to activate a located area for mitigations or such because I know when performing with a fire/kin, it's a busy non-stop job but so dammmm fun.

    Brutes on the otherhand has a better survivability quite naturally and could do as much damage if not better (IMO more damage than any troller can). On the plus side, I can get Deeeeeeeeeeemooooons with it too once over Blue-Side. SO AE and Rewards? Gravy!

    So yes!!!! thank you all very much. I will do exactly this and post up my results later in some kinda not-so-distant future - LOL
    8D

    You got a little wiggle-jiggle on your belly mate, hehehehehe.
    Small fallacy there: ELM also has thunder strike, a shorter recharge AoE, though because of cast time and radius it's weaker than footstomp (recharge is slightly faster). ELM also has chain induction, though due to how it works it's weaker than a proper Aoe. It also has a melee cone in Jacob's Ladder.

    In short, if the ELM is not spamming AoEs, the player's either doing something wrong, or built wrong. (in fact, the core weakness of ELM is the shortage of ST attacks).

    On a separate note, what's the core strategy for you all farming? Currently farming tix on my lv 35 claws/fire brute (gotta get 3 sets of lv 35 reactive armors, along with kinetic combats and whatnot), and between followup, spin, burn, and recklessly converting insps for damage ones I can barely get a breather in. (doing -1x8 ambush with bosses since that gets me about 1400-1500 (capped from 1600) tix per run)
  5. Quote:
    Originally Posted by Terwilliger View Post
    All other things being equal, running should be faster than jumping.
    But, more friction!
  6. On a slightly separate note, Ignite also does the same damage on defenders, corrupters, and blasters, though it if course doesn't have the secondary defiance and scourging capabilities on the defender version. When considering damage scaling, and compared to your other attacks, ignite does absurd damage on a defender, even when taking into consideration the fear effect. (and still a lot of damage on the other two archetypes)
  7. Quote:
    Originally Posted by UberGuy View Post
    You're correct. Scrappers, Tankers and Brutes do all share a 0.5 ranged damage scale, but Stalkers have a 0.6.

    (In practice I guess this is moot, since nothing in these AT uses these scales any more, except as what I presume are bugs. For example, Scrapper Darkness Mastery cones are using the ranged damage scale, which makes them both pathetic and inconsistent with other epic cones not only in other Scrapper epics, but in use by other melee AT epics as well.)
    And of course a 0.5 scale for brutes actually benefits the brutes more, since their scaling takes into consideration their fury effect.
  8. Quote:
    Originally Posted by MayorOfAngrytown View Post
    @signpost, I like to have a purple around even with softcapped def and good DDR - there are some mobs that at big spawn sizes that can still take me into negative def pretty quickly, particularly PPD pb/battle armor mobs in villain tips. Although maybe /SR's ddr is that much better than shield's.

    For the record, I've stubbornly never taken the medicine pool as well. Of course I've not reconsidered that position now that the fitness pool has gone inherent, so that might change.
    SR's DDR is a LOT better. In general with average slotting, SR should have 95% (capped) DDR; All debuffs should be at 1/20 effect. Given that the debuffs should usually be hitting you about 1/10-1/20 of the time as well, just having a little more than 45% defense should serve as sufficient buffer. The real killer is to-hit buffs which DDR doesn't help with.
  9. Just a thought, given the rate of insp drops during a solo farm (very fast), would SS be at a disadvantage because it'd hit the damage cap far earlier than claws or anything else? (perma-rage means nothing when everyone else is at damage cap because of insps)
  10. Quote:
    Originally Posted by Siberian_Spring View Post
    My research in Mids shows me slight differences in Corr v. Def Traps.

    My question to my fellow forumites is this: Is there a practical difference in game play? Does the extra (unslotted) 3% in FFG make a difference in game? Same for the 6.6 additional debuff in Acid Mortar.

    If there's a real discernible difference, I'll go Defender. But if there's not, I'm going for extra damage.
    Don't forget that Defenders also get better def bonuses from power pools and epic powers, hence making it easier to softcap defenses.
  11. Quote:
    Originally Posted by Jharber View Post
    I have tough atm, but I only have it slotted with the +3def proc. Fire/SR has been extremely tight with powers and slotting. Yes it has excellent DDR, but that is not the problem. I just can't heal myself. It also seems every group I get in has no healers lol. I think it IS overall a good set, I believe I just prefer resist with a self heal.
    You could take first aid, though that's more power picks admittedly. Alternatively, you can just stock up on healing inspirations since you probably won't need def ones ever. (if at any time you actually needed a def one, it's because of to-hit buffs, which usually come in either negligible, or absurd amounts.
  12. Signpost

    Darkest Night

    Quote:
    Originally Posted by Vidszhite View Post
    Positive 10%, not -10%. Your damage can be brought down to 10% and that is the minimum.
    <--- fail at basic maths
  13. Quote:
    Originally Posted by Golden Girl View Post
    Yes, he seems to frown on quite a lot of things
    Someone should send him a large birthday cake to cheer him up. (and ignore suggestions from dominatrix)
  14. Quote:
    Originally Posted by Leo_G View Post
    Personally, I'm of the opinion of giving Stalkers the same edge the other melees have: AoE and offensive buffs. The sets with good/best AoE are generally the sets Stalkers don't have. Looking at stuff like Mace, Super Strength, Ice, Fire and armors like Shields and Fire which provide offense would help the parity of the melees more than you think.
    Though the removal of AoE options for stalkers may very well be intentional. I'd think it's more likely for control-based sets (and especially those which focus on single-target controls) to be proliferated to stalkers. I could see stone (sans fault), mace (sans whirling mace), super strength (sans handclap, rage reduced to build up), fire melee (sans breath of fire), and ice (sans ice patch) to be proliferated though. Fire aura is unlikely to be proliferated, and Shield would likely lose AAO if proliferated.

    /opinion
  15. Quote:
    Originally Posted by Golden Girl View Post
    There are only blue and red portals - Tyrant would frown on anyone able to time travel
    Then again Tyrant also frowns on anyone traveling to Primal to begin with (unless with the purpose of subjugating Primal).
  16. On that note, do Praetorians have their own Ouroboros if they get to level 25 without crossing over to Primal, then sneak into someone else's Ouroboros portal? (is that possible?)
  17. ParagonWiki seems to go through downtimes now and then, I wouldn't worry about it unless it's down for more than a day.
  18. Limits found here.

    Do note that some powers/abilities may use slightly different limits due to how the powers work. For example, pseudopet powers (rain-type attacks, patches, lightning rod, shield charge) all have max 400% base damage (excluding crits, scourge, and the like).
  19. Signpost

    SS/FA build

    Quote:
    Originally Posted by EricHough View Post
    In Mids, if you want to see the correct values for defense powers that suppress in combat (stealth, cloaking device, etc) go into options->configuration, then to the effects and maths pane. On the left hand side is a 'suppression' box with a list of effects you can enable, check the box for "Attacked" and that will cause you to show all the pure 'combat' stats and you will get the correct value for stealth's def.
    Good to know, but still I wouldn't like keeping stealth on for general purposes combat, where softcap is more important (in important fights, inspirations can make up for defensive shortfalls)
  20. Signpost

    SS/FA build

    Another nitpick: stealth only gives half that defense bonus unsuppressed.
  21. Quote:
    Originally Posted by Vanden View Post
    It's inconvenient to have to jump everywhere to get there faster. Yes I know you can use Sprint, but why should I have to spend endurance to run as fast as I jump? Since when is running more tiring that jumping?
    Be glad you don't spend end to jump at all..
  22. Signpost

    Darkest Night

    Quote:
    Originally Posted by Sagamemnon View Post
    Ah, interesting. Since darkest night has no damage component, does it mean its not resisted and they take full debuff?

    Thanks for the info.
    Darkest Night counts as a negative damage attack, even if it is autohit (due to being a toggle)

    Which is beside the point regardless. Typed resistance reduces -damage of that specific type.
  23. I know necrobump.. but just a thought. What sort of content would require a whole 50% def? The only reason I can think of is if softcap for future content will become a thing of a past.. (perhaps by having future incarnate content have base 75%-100% hit chance for mobs?)
  24. Quote:
    Originally Posted by ultrawatt View Post
    Paragon wiki is a great place to looks up mods for the ATs. Red tomax might have them too but i never use it.

    Also, in reality Scrappers>brutes>tanks>stalkers when it comes to melee dmg. (dont worry stalker lovers im only joking, plz dont AS meh) :P
    However, doms actually have the 2nd highest melee dmg mod.
    HEAT nova forms have the highest ranged dmg mod, of course blasters still do more dmg.
    1) I've searched that wiki everywhere but could never find the mods. Maybe a link would help.
    2) If we're talking about base damage, brutes have the LOWEST base damage, period. Brutes with fury however outdamage Scrappers so long as they can keep that fury bar high, if measuring equal attacks, with the exception of pseudopet attacks since those are capped at 400% base (and hence with equal damage bonuses, scrappers can potentially take the lead.)