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Posts
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Joined
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In my opinion you'd be better going /Inv, since it has a better taunt aura than /WP. You'll find it annoying that the mobs will scatter just as they're about to die
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I don't see the Honoree ever being turned back to hero, but I dig the Faultline gang as a new generation of heroes.
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I'm still very ticked off about that pet recharge nerf too, but oh well.
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You can also see these stats ingame using the real numbers thing (or typing a [Power] in brackets), to get the base values. Once you have the base values you'd have to multiply them by 1.95x (to simulate damage enhancements) and then all the other damage buffs you have going (Fury, Rage, BU, FU, FE, SD, AAO, etc), always multiplying each one separately by the BASE value, then adding together
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Quote:Mass Hypnosis.no defender will ever come close to the speed of a fire/kin troller. being slower is not necesserally that bad (if we speak in term of some minutes more of course. if you need an hour...^^)
i rolled a kin/arch a long time ago. was a good idea on the paper. it turned to be horrible
the FS problem
mob.
you need to be literrally in mobs, and you have nothing in the set to prevent the incoming *** kicking you are going to take.
ok you have debuffed their damage, and you got a heal, but at RoA level you will always get hit by one or 2 mezz. and some mob even debuffed can still destroy you in 2 or 3 blow.
the RoA problem
first of all RoA even fully aimed and fulcrumed is not even vear blasters unbuffed level.
S/L damage are resisted by anything, and def cap is simply too low. (i assume that throwing pbu in that would not help at all)
don't even think of eliminating a spawn with your RoA alone.
more than that, the real main problem for me with RoA was the time there is between the moment it aggro the spawn (YOU aggro them) and the time the first arrwos kicks in.
usually mobs will have run toward you when the first damage is dealed, making the mob being outside it's area of effect.
if you add to that the aggro you made with fulcrum , a kin/arch will have terrible problem to find a safe way to do the FS+RoA combo.
for me a dark or a trick arrow / arch would perform almost better. i mean safer, and with pbu , aim and the - res those set can provides; your damage would be almost equal
AND you would have something to ROOT the spawn.
wheiter dark/ or trick/ would be better, i don't know.
the -to hit of dark and the fact ark servant could work as a aggro magnet (that would helps to keep the mob packed) is appealing.
i don't know trick arrow well
well like anyone i know it's horribly annoying glue patch of doom
but concerning how well it could debuff mob to add in safety or in damage dealing i have no clue
as usual, sorry for the bad english, the grammar ... bla bla bla ^^ -
Quote:I guess he gets that because we know that Scrappers and Brutes have different HP caps, while he doesn't even know the real value of his beloved VEAT's hp cap. Kids these days are so angsty, but what can you do?Lol....how do you go from a forum post to saying you're a better player?
But yes, VEATS have the same HP cap as Scrappers while Brutes have the same as Tanks.
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Quote:Let's not get those panties in a bunch lady, I was just pointing an incorrect bit of information you included in your post. That response was unnecesary and definitely not very mature, I must say.You want to nitpick? I guarantee I can outnumber and outplay you.
My point is that veats have a low beginning HP but quite a high HP cap compared to other AT's.
Dispute THAT,Captain Obvious. ExcuuUUUUuuse me for not being more specific. Look it up yourself.2606 is a magic number....... especially with capped def in the LOL pve game.
LOL PVP too......
P.S. Your screenies are bs. You should have been smart enough to edit the combat logs when you were dinkin around in Photo Bucket <3
And as for outnumbering me? well you are one person and I am one person, don't see how can that be possible. Outplaying me? nope. -
Kin/Arch/Psi has been an 'underground' farmer for a while
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No, because it's not constant. Different enemy groups have different spawn rules.
Back then it used to be that a 6 man spawn wouldn't have bosses for most enemy groups, but that changed recently-ish -
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You don't get the set bonuses from the level 50 IOs you have slotted when you exemp down to level 46 or below (unless they're purple or PvP sets). You do however still get the full effects of any procs you have slotted (chance for damage, regen/recovery for 120 seconds, etc) as long as the power they are slotted in is available to you
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Yeah, PB got nerfed (and its +KB component removed) along with acrobatics before i13, probably in i12 or so
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Patron power pools aren't locked anymore
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I started doing x8 spawns of the weaker enemy groups (Council, Freaks, Warriors) on my Elec/Fire Tank (lots of AoE damage, good survivability and decent end management) at level 25, with the increased inspiration tray.
Do you actualy need to stop at 22? some of the most valuable IO set recipes start at level 25 -
I think that map is also present in Viridian's arc, where you have to rescue Tub Ci (head of the Tsoo)
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Controller, Dominator, Blaster, Corruptor, Mastermind, Defender
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Elec/Shield or Fire/Shield for both sides (Brute and Scrapper)
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