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Posts
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Joined
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I jumped on my old PvP dom today and I noticed that I have the Mystic Fortune power on him, however, none of my other toons have this. Can anyone explain how this can be true? I bought the Secondary Mutation with Paragon Points a couple of weeks ago, but not Mystic Fortune. I only found this out when I needed to move Secondary Mutation from the powers list to my tray, and I noticed Mystic Fortune was sitting right above it.
Coincidentally, someone gave me a fortune right before I saw it. -
Quote:They also have the ability to give us special powers that allow us to revoke powers that they pets can use (i.e. brawl). It would be nice if ranged pets did not spawn with brawl as one of their powers by default, and we had to activate a power or something to grant/revoke that power to them. I would love love love to see this happen on my ranged masterminds.It seems as though pets only move in when there is a gap in their ranged attacks. so shouldnt the easy fix be to adjust their power recharge times so that there is no gap? why is this so hard to fix? why do i never hear this mentioned at interviews with the devs?
Unfortunately, I don't think it wouldn't stop the ranged pets from running into melee range of targets. -
I have tried that along with /petcom_pow "Seeker Drones" dismiss and both do not seem to work. It may be because the seekers are dumb pets, meaning you cannot use regular mastermind pet commands with them. I think of them as suicide fire imps seeing as how you can't control where they go or what they are going to do. All you can do is lead them into stuff or dismiss/release them.
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Quote:Actually, the debuff is applied whether they are killed by something else or their detonate power. The debuff is a power that the seekers have that can only be used once defeated. Them detonating is simply them wanting to get close to a target to activate their suicide power so that the debuff-after-defeat power can be activated.Basically the seeker drones summon, will probably float around for a few seconds before running into a foe and detonating. If they are killed by an enemy then they don't detonate but they usually detonate before they are killed. All the debuffs are contained in that detonation. As people have said before, the drones are a good damage shield while you run in to set up your poison trap.
This is good news in that you don't have to worry about AVs or bosses one-shotting them before their debuff is applied. Also, if you dismiss the seekers from your pet window when theya re right in the middle of a spawn, they will die and their debuff is cast immediately. Dismissing them this way acts as kind of a remote trigger. I use this method when I need to debuff a big group of tough guys or an AV right away. Unfortunately, I haven't found a bind that I can use to ONLY dismiss the seekers and leave my other pets alive. -
After running a few more missions, maybe it's just my imagination. Maybe someone go through an explanation as to how how reactive works? If I have a tier 4, does it grant me and my pets a 75% chance for extra DoT, or does the chance apply to each tick of DoT, or both? The in game description is pretty vague.
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I noticed that after the latest publish to game that my pets are doing noticeably less damage now (bots/traps). It's funny... when my bots used to open up on big groups, it's almost like the group literally exploded. But now, it only LOOKS like the group explodes, then I have to whittle them down with other stuff afterwards.
I was doing a BAF earlier today and I really noticed this. I usually door sit with my MM on those, and nothing really ever gets far at all, but I noticed today that things seemed to run right past me this time.
At first I thought maybe they just decreased the amount of procs that happen in AoE attacks. However, after I did some testing in a +0 x4 rogue tip mission and in the arena with a second free account, it seemed at though the procs are severely held back in pets compared to before. For example, I use electrifying fences on my second account toon in the arena and the dots ticked all 5 times, almost every time I use the power. However, my un-upgraded assault bot's attacks were lucky if the reactive proc would DoT for more than 2 ticks. The same was true for all of my pets, including caltrops. I then tried using electrifying fences back to back, and I noticed odd behavior. If I used it for the first time on my other toon, all five ticks would work. If I used it right after the initial attack, sometimes it would get to 3 ticks, often times just 2. It's very strange.
I am fairly sure this was not the case before the most recent patch. I do not have the other damaging interface powers yet. Other factors besides pets may be working behind the scenes here that I do not know about.
Is anyone else experiencing this issue? -
From what I have seen from my bots/traps MM, it seems to stack from different pets and powers. I looks as though it's not limited like the -res and other interface components that grant the enemies temp powers.
When I exemplar down to do low level TFs (mid to high 30s), the difference in damage output without the reactive interface working is clearly visible once my bots open up on mobs. -
Did it work at one time and stop working? Or did it never work for you?
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Quote:I have 5 Unbreakable Constraints in my PT, and the proc from that set seems to work every now and again. The Lockdown proc is great in there. More often than not, I hold entire groups including bosses with that proc in PT.Procktrops were nerfed if you still have 6 damage procs in your caltrops they should still work but when you respec more (all but 2 i think) will be unslotted and you wont be able to put them back in.
Posion trap is the same deal. Put a full set of Lockdown in there and call it good.
EDIT: Forgot that the damage procs in Poison Trap was changed to not work at all but the damage procs in caltrops DO work. If you have any doubt turn on your chat loging do a mission and then search your chatlog for the procs name.
However, procs in trip mine don't seem to work and I also heard somewhere that procs in seekers don't work either. I have a set of Armageddon in there and the proc has never fired once. I made a post about it in the Market/IO forum asking people to help me confirm it, but people there either only care about bragging how much fake money they have/have given away or no one has a /traps or /devices toon that is willing to help test some kinda simple. -
Quote:You probably meant to say Cytoskeletons, and if so ignore the rest of my post.Yes. For clarification:
...Maneuvers similarly cannot accept anything Lyso's enhance, but it can take the endredux portion of Enzymes which allows Enzymes to "accidentally" boost the defense of Maneuvers (as well as the tohit of Tactics).
Going by what City of Data has, it seems that the Enforcer's Maneuvers power only accepts Defense enhancements, so only Membranes and Cytoskeletons (They only provide 20% defense) in Enforcers since Enzyes is a Defense Debuff, ToHit Debuff, and End Redux enhancer.
Source: Enforcer's Maneuvers -
Quote:Lysos don't work in Protector Bot's shields, but Enzymes do because they accept End Reduction enhancements for that power. I have 2 slotted in my ProBots and it works great.From a quick glance, a couple of comments:
1) with 45% def to all positions, a resistance shield would provide more total mitigation in an AV fight.
2) The Enzymes are not going to do what you think they're going to do. I don't remember if I've tried Enzymes, but I've tried Lysos (Acc/-ToHit/-Def) in an effort to improve Def and To-Hit. Doesn't work with MM pets, or at least in the Enforcers and Protector Bots I tried. Again, I don't remember trying it with Enzymes, but I don't see why they would behave differently. -
Nice build. I have a thugs/traps I build a while ago that is now out of date, but it was pretty fun when I was actively playing it.
Just a side note about the Enzymes in the Enforcers: I do not think Enzymes will work for enhancing their defense b/c City of Data shows that the only enhancement accepted in the Enforcers' maneuvers is De fence, not End Red. or Def Debuff. I believe I tired this some time ago and came to the conclusion that Enzymes didn't work. Someone might want to confirm this using pet combat attributes before you go out and spend the money. -
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If you have the money, you can also slot Membranes into PB. Slotting three of those into PB will increase the Defense and ToHit enhancement of PB by 60%. Also, there is no ED cap on that for slotting HOs into PB. If you wanted to go nuts and slot six Enzymes in there, PB would increase the effectiveness of Defense buffs by 200% and ToHit buffs by 120% .
Edit: I just tested this again, and it seems the HOs in PB are effected by the ED cap. 3 Enzymes in PB (about 100% to Def enhancement) yields around the same result as 6 Enzymes (200%, ED capped to around 100%). I did the testing with fortitude on my troller. So if you wanted to get the most out of it, 3 Membranes and 1 Enzyme would bring the Def and ToHit values close to 100% extra enhancement in PB.
I last tested this with Golgi, Membrane, and Enzyme HOs on the test server several months back, but I'm pretty sure this still works.
Edit: I just tested this again on the test server, and it seems that the HOs in PB are effected by the ED cap (at least Membranes and Enzymes are, I am not sure about Golgis). I'm not sure if there is an upper cap on how much someone can enhance a power's attributes (kinda like the recharge and range cap). I don't have Clarion on my Controller, so I couldn't do further testing.
I did my testing with fortitude on my Controller using a veteran pet (not in a PvP zone).
Without PB, fortitude gave my pet 17.5% defense.
With PB, fortitude gave my pet ~31% defense.
With 3 Enzymes in PB, fortitude gave my pet ~44% defense.
With 6 Enzymes in PB, fortitude gave around ~46% defense.
My testing quick testing concluded that three Enzymes in PB (about 100% to Def enhancement) yields around the same result as 6 Enzymes (200%, ED capped to around 100%). So if you wanted to get the most out of it, 3 Membranes and 1 Enzyme (at level 50) would bring the Def and ToHit values close to 93.3% extra enhancement in PB.
Controllers have the strongest power boost available, which gives +122.93% enhancement to attributes. The Mastermind's power boost is around half that. Slotting power boost with three Enzymes increases the effectiveness of Defense and ToHit powers by ~240% instead of ~123%. So on Masterminds, that would be around 130% instead of 65.56%. When talking about Farsight, it would equate to another 6% defense for a Mastermind.
Also an interesting note for people who like to PvP with ranged pets, Centrioles (last time I checked several months ago) worked for improving your pet's power ranges along with their damage. Combine that with Clarion and for 30 seconds your pets' power ranges would be ridiculous... However, someone might wanna verify that again. -
As far as I know, PB doesn't increase defense on powers that have an enhanceable +resistance component, so it shouldn't affect steamy mist at all. Also, I don't think tornado will inherit your current buffs as lightning storm does, but I am not 100% sure of this one.
In normal PvE play, I can't see power boost being needed on a stormy most of the time. Power boost works well on non-toggle powers with long durations such as farsight from /time or bubbles in /ff. -
If you have auto powers turned off in the team window, you will not see the FS buff icons. Try right clicking a buff in the team window and make sure the display of auto powers is not disabled. This feature is also in the options towards the bottom of the General tab.
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Update:
I have also noticed that the interface incarnate powers do not work with pets that active powers upon death such as seeker drones and trip mine. Multiple times I have tried trip mine and seeker drones on mobs and not once did the interface powers trigger. However, the enhanced damage from my Musculature Core Paragon alpha slot was working properly.
I wonder what other powers are affected similarly... -
I'm no pro when it comes to powers, but I'm pretty sure that the target that get Fulcrum Shift applied to it gives out a damage bonus to everyone within 25 feet of said target. It seems as though you are close enough to six of the hellions, but the four back look like they are more than 25 feet from you. Also, your teammate is a little further back than you are, so I would assume one of the hellions on the side were farther than 25 feet from him.
That's my take on it. -
Thank you for the suggestions.
When I was doing my testing, I was observing both my combat logs and pet combat logs while also looking at the number above the critter's heads. I would have seen the Armageddon proc go off if it was working correctly trip mine.
The trip mine has a 50% chance to do extra lethal damage, which I was seeing in the pet combat logs. However, there was no mention of the extra fire damage from the Armageddon proc.
Maybe it has something to do with the fact that the pet triggers it's death when something gets close to it, and the power is configured to go off on it's death. I have noticed this behavior in seeker drones also. If I were to deploy my seeker drones in the middle of the group and then immediately dismiss them, their debuff power would trigger right after the dismiss command was given because it's set to go off upon the critter's death.
I don't have procs in my seeker drones, but somewhere on boards someone was complaining about procs no longer working in seeker drones. Coincidence?
-Simon -
Have they fixed Mind Control/Total Domination for Controllers yet? I'm pretty sure it has a 7.5 second duration also.
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I'm guessing that, since no one has replied, that this is a bug or no one else has trip mine with a purple set in it. I'll send a petition in game. I know nothing will happen, but just in case.
-Simon -
I couldn't find the answer anywhere on the forums using search, so I'll just post the question here.
I was running around Talos using trip mine (slotted with five Armageddons including the proc) on big groups while I was waiting for someone, and I noticed that the Armageddon proc I have in it never seemed to go off. I must have used it on 20 different enemies and I never saw a mention of the proc going off in my combat logs. So I thought maybe it's the same thing that was affecting the Soulbound proc several months ago where it wouldn't work in pets that were below level 50.
I quit the team tried the same thing while at combat level 50 and proceeded to run around and blow up several more groups. Same result as before. I then went into my tip mission, popped demonic, and set a mine right in the middle of a big Freakshow mob. Same result.
I know this proc used to work on my thugs/traps in caltrops when it accepted PBAoE sets, but that was some time ago. In fact, I think it still may be slotted in caltrops on him...
Is this working as proc intended? I already know it doesn't affect players in PvP. Maybe they made more adjustments to it other than that? Can someone confirm or deny what I am experiencing? I'm sure I'm not the only one to use it in trip mine. I really can't see a reason to disallow the proc from working in trip mine, so I'll treat it as a bug for the time being.
-Simon
Update: I just tested Caltrops slotted with this proc in my thugs/traps (built in i15) and it still works in that power. I can't see why it wouldn't also work in trip mine... -
If you have access to First Ward, you can pick up a temporary group fly power (which has no end cost) and test stuff with your pets there. All you have to do is go around killing the Hamidon Seed's Poop (I forgot what they were called) that occasionally drops out of the sky (I forgot what they were called). Each time you kill one, you get additional time on the power. It's also a big zone to test Group Fly in.
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I love my bots/traps and bots/dark, but I hate how the pets feel that they must go into melee range to use the 100ft range laser beam on the target's face...
Several months ago (maybe even all the way before GR was released) they were fine. It's funny how some things become broken and never get fixed.
Oh well, I still mow through stuff even if I have to resummon a Jihad-o-Bot every now and again.
-Simon -
Quote:Depending on how much the AVs are debuffed and if you're actively tanking all of the AV's aggro, I find Bodyguard mode pointless in the BAF. On my Bots/Dark, I just order them to keep attacking one AV or I sometimes split them up between the two of them on the final phase. If the AV happens to hit me, it's so low as to be a fart in the wind. I have yet to die in a BAF, including the times where my idiots teammates had me sequestered. That being said, if I noticed something about to hit me really hard (like the guard towers of death), I had BG mode at my fingertips ready to go.Wow I didn't know about the pets. I actually was Tanking Darkstar at one point and I got one of those super inspirations choices. I really, really just have zero clue about what the rewards are and if they are good or bad. Still trying to wrap my head around this whole new system.
But I am big on follow Defensive and then force my pets to attack after provoking mobs onto me. Basically my pets are reacting to me getting attacked. Which means that sucks for me.
No wonder I wasn't getting too many reward with my defender and such..
-Simon