Siolfir

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  1. Quote:
    Originally Posted by Prof_Backfire View Post
    It goes against every bit of good sense and spirit in power design in the game.
    Which means it's definately going in.
  2. Siolfir

    Mids question

    Easy way:

    Options->Advanced->Database Editor; Main Database Editor.

    Left hand column: select Stalker Defense
    Middle column: select the secondary you want to change
    Right column: select Hide, click Edit below the column

    On the new window, go to the Effects tab; delete everything that suppresses when Attacked.

    Hard way:

    Annoy St0n3y until it's an option to show the suppressed values.
  3. You can also use the power analyzer (or surveillance) and look for yourself: drones have a 45' perception radius. It's just not affected by stealth.

    As for the Placate... it's a nice trick if there's only one drone and you want to (reliably - since a purple will work just as well most times on a defensive set) get off an AS on something in the spawn (or sneak by to an objective), but on my Elec/Nin I just LRod into the group and then play. I'm more likely to use the Placate on the one mob that always seems to be facing the glowie from within perception range when the rest of the spawn is in a spot where they wouldn't aggro.
  4. For the most part I don't bother with the search comment box, or if I put anything in, it's "no blind invites" (or "blind invites blindly declined", which is what it is on my thugs/traps mm).



    A few of the exceptions:
    • Energy/Storm Corruptor (named Clooless Noobie) has "what does this box do?"
    • Elec/Elec/Mu Brute: "like a bugzapper, only cuter!"
    • Ice/Kin Corruptor: "ADD - you have been warned"
    Oddly enough, I rarely ever get blind invites on the first character - it's happened once since I've had her. The last one has since been replaced by simply putting "Poor Impulse Control" as the badge title - on most of my characters, come to think of it - and letting people figure it out for themselves.
  5. Quote:
    Originally Posted by Jeava View Post
    Hiya all

    This has nothing to do with anything, but I was doing some missions last night and the dialog I got during one was just to funny not to share. Thought you'd get a chuckle for those who havn't seen this one.

    “…Oh what has science wrought? I sought only to turn a man into a metal-encased juggernaught of destruction powered by the unknown properties of a mysterious living crystal. How could this have all gone so wrong?”

    Doc Buzzsaw
    If you like Doc Buzzsaw's arc, you have to run Vernon von Grun once you get to level 45.

    EDIT: and don't forget to say hi to Becky, the Tarantula Mistress! (better you than me...)
  6. Siolfir

    Redside Heroics

    Quote:
    Originally Posted by Teeth View Post
    I'm sure there's a way or two that someone could harshly abuse the ability to change builds even once per TF in the middle of a mission, even if it's badly interruptible. Nothing comes immediately to mind--can you not just WW-port out at that point, change builds, and Mac-port back?--but that's probably what they were worried about.
    Swapping builds recharges every power you have. That could be somewhat exploitable, if allowed anywhere - particularly during a mission - and on a relatively short recharge.

    And I would like to issue an apology to Scythus, since I did go back and check more than just the past few replies. I should've gone back a bit further, but while I could set aside Sam's responses due to prior name recognition (and the white and red avatar) I didn't have a similar mental link with Scythus. The obnoxious and insulting responses I remembered from the first two pages of the thread were from someone else, and they blurred together after a few pages to where I responded to the one who was still posting.

    I may not like making mistakes, but at least I'm willing to admit to them.
  7. Siolfir

    Redside Heroics

    Quote:
    Originally Posted by Scythus View Post
    My opinion that "it's stupid" is not flamebait. It's my opinion. Flamebait would imply I was deliberately trying to illicit a negative reaction from you, which is frankly not the truth of the matter.

    You are correct that I would still recommend option A, however.
    So my opinion that "you're stupid" is not flamebait as well, then. I don't care how you react, I merely think that you're not nearly as creative as you think you are, and that your expression of disdain for someone who doesn't fit into your narrow definition of "How Things Should Be(tm)" shows a rigidity of thought which is to be highly discouraged.

    It's also my opinion that every time I see one of your posts in this thread that it serves only to belittle or demean someone, but apparently you're merely expressing your opinion. Thus, since that's not an issue, I decided to express my own.
  8. Isn't it amazing how quickly this turned into an argument on semantics when the exact criteria listed for what "Tanking" meant in regards to the thread is listed in the OP? Essentially it means, "ability to herd".

    If you don't agree with their definition, that's nice. But that's the one provided in the context of this discussion, so if you don't like it you can take your purely subjective definition elsewhere (because the whole definition of "Tanking" is subjective - there is no objective definition of a term that means so many different things based on context).

    And for what it's worth, a Tanker "tanking" does not mean that nobody else is going to take damage; there are plenty of AoE attacks that will hit anyone nearby, and they can sit there and spam Taunt all day and if they don't do something else my Blaster can, has, and will still pull aggro off of them.
  9. Quote:
    Originally Posted by Talionis View Post
    By tanking I mean:

    Pulling large amounts of toons, to one tight location, and then hold them there so the Area of Effects can unless heck. And live to see another day against the toughest mobs?

    I'm betting we'll see some TankerMind builds that are pretty good at the job. What else would surprise us?
    Based on this criteria, any well-played Storm (as well as many other debuff sets). Herd them together, keep them there long enough to be killed, if anything gets out toss (/taunt) it back in.

    "Tanking" is a very loose criteria, and if the idea is just to grab aggro and get people to stand in a tight spot for 10 seconds at a time so the AoEs can destroy the spawn anyone can do it. My Fire/Fire/Fire Blaster does a remarkable job at collecting aggro, inspirations keep me alive through it, and any nearby corner means everything is bunched.
  10. I stagger Charged Brawl in between Chain Induction, Mu Lighning, Ball Lightning, Jacob's Ladder, and rarely use Havoc Punch on my Elec/Elec/Mu. She hasn't been respecced since before Energize was added, though. If I were redoing it I'd aim for a little more recharge and skip Havoc Punch. The rest of the chain fills itself out fairly well with the patron attacks and Lightning Rod.
  11. Quote:
    Originally Posted by Clouded View Post
    As an aside to Starsman's charts...you'll note the Electric Blast is near the top for Single Target Damage and people have whined about the set's lack of a 3rd ST heavy hitter power. So either the chart is flawed or people's perception of what is overpowered and underpowered is skewed by their own self wants.
    *shrug* The charts make assumptions, some of which I disagree with. I'm curious how the single target damage accounts for Voltaic Sentinel's contributions, since it doesn't necessarily shoot the single target you want it to.

    And Ice Blast is in a far lower position than it should be - for Corruptors at least, where the animations on the single target chain are 1 sec, 1 sec, and 1.07 sec for Bolt/Blast/BIB. Given decent recharge, it's very close to Fire (and higher if you don't give the DoT time to burn out on Blaze) for single target.

    But I'd imagine that everybody forgets about Ice Blast anyway, since there are posts here saying how wonderful it is to have a hold at low level on a Blaster. How about one 4 levels earlier, that has a shorter recharge and instead of requiring heavy slotting to permahold a lt, can permahold a boss with the same slotting?
  12. Quote:
    Originally Posted by Silas View Post
    Recycled or not, he's still wrong. SD is significantly better for Scrappers than it is for Tankers. The one advantage Tankers have is the higher hp pool and that its easier to softcap for them.

    So. Easier to softcap. But since its still easy for Scrappers to softcap, so much for that.
    Which leaves SD Tankers with a bigger hp pool and AAO buffing their piddly base damage. As well as a low damage Shield Charge. Okay, cool.
    And yet, the Tanker's Shield Charge (and base damage) is still higher damage than a Brute's - and the contribution of AAO is completely washed out in Fury and rendered irrelevant when you consider any set with a damage aura has that aura buffed by Fury. I agree that if you go ahead and softcap Scrappers are the clear winners (crashless nuke on a 90 second recharge?), but Brutes, not Tankers, got the short end of the Shield stick.
  13. Looking at the PvE build, some of the things which I would personally change:
    • Smoke Flash: The power is "okay", but not great, and is highly situational. In any situation where Smoke Flash would save you, Caltrops, Blinding Powder, Water Spout, or Hibernate will also work, and usually work better. And you're taking all of those powers. Recommendation: move Caltrops to 30 and/or take Combat Jumping with that power selection.
    • Barrage vs. Energy Punch: Entirely based on personal preference, but Energy Punch is slightly higher damage per activation (used for extended chains), costs less endurance, and is available more often. With Barrage, you're more likely to waste endurance on overkill and if you're in an extended fight you take a(n admittedly unnoticeable) drop in DPS.
    • Power order in the patron pools: You have Hibernate before Water Spout? Neat trick that Mid's is letting you do it... but the game won't. In any case, now that I said that Hibernate is much better than Smoke Flash earlier, it's also a mostly wasted power choice in PvE. Stalkers can be built for good survivability, and while it may be nice to ride out Retsu crashes, that makes it far too situational for a build which you can just go ahead and softcap and have Retsu-level defense all the time without a crash.
    • Sha slotting - take the Steadfast -KB out of there. It's a great place for the defense unique, but you get better mileage out of 5-slotting Doctored Wounds, and putting a Karma -KB in any one of several defense powers (like, for example, Hide - to replace the LotG End/Rech you have in there) or if you have the budget for it get the Blessing of the Zephyr -KBs and shuffle slots (out of Smoke Flash, maybe?) for extra AoE defense and more KB protection.
    • Agree with the above poster on range slotting Placate. If you need to Placate something from that distance that isn't coming in close, duck around a corner.
    • Defense: with Hide suppressed (ie, when you'll actually need the defense), your defense numbers are 40.3% melee, 39.1% ranged, and 29.1% AoE. I know they're ridiculously expensive, but Blessing of the Zephyr sets can help you out here. If you're planning on not worrying about the softcap and just using Retsu as needed, then you're good (and have a good reason for Hibernate, although the Demonic accolade works almost as well).
    • Stealth IO: completely useless in a PvE build for a Stalker. If you're planning on doing the dual build for a PvP build anyway, use it there where you can get something out of it. Nothing in PvE can see a Stalker in Hide unless it ignores any level of PvE stealth anyway (examples are Rikti drones, Knives of Artemis, and iirc real Shadow Cyst crystals).
    Those are just my observations. Other than that, it looks solid enough. I tended to slot out Blinding Powder for Coercive Persuasions on my /Nin Stalkers - all of the set bonuses are useful, especially the 5% ranged defense, and the proc turns BP into Seeds of Confusion - but over the past month the price on those increased by more than a factor of 10 and I'm considering respeccing my DM/Nin to get the set off for my Mind/Energy Dominator.
  14. I personally think that anyone that says they can't afford it is simply making an excuse. It's roughly 50 cents a day, at full price. Buy one less soda a day from the vending machine. And if you "only play 4 or 5 hours a month?" If you go to the movies twice in a month, you get roughly 4 hours of entertainment (usually less), and pay more.

    It's an entertainment expense.
  15. Quote:
    Originally Posted by srmalloy View Post
    This makes the power much less attractive by making it inherently riskier to use than any other nuke except Full Auto, which has a much lower recharge time.
    It's riskier than Full Auto as well, which has the virtue of being a cone (you want to be far away from them so you can hit more).

    I've described Dual Pistols as "meh numbers, but fun". Meh means "nothing stands out about it" - it doesn't do anything well, other than look pretty; sure it does -dam as a potential secondary effect, but the durations are too short (meaning you don't get a lot of use from it on the AoEs) and the tier 1 doesn't get it (so you can't stack it to a great extent on one mob), so I tend to discount that aspect completely. The damage split is too small (as has been mentioned) to allow the changing of ammo types to make a significant difference in the damage output. Hail of Bullets is too random in the damage dealt, and has you vulnerable for the entirety of it - on my DP/Traps I have less issues, but she also has Force Field Generator giving defense and mez protection, and honestly I fill in with Trip Mine frequently for more damage in the same amount of time.

    But she's fun to play. And I play to have fun. So the set works for me despite the "meh" numbers, although I'd like to see something changed to give a reason to play it beyond pretty animations.
  16. Quote:
    Originally Posted by Arcanaville View Post
    The devs have stated their definition of farming multiple times, at least where it is specifically used in this context: farming is problematic to the game. And that definition is this:

    Farming is the act of performing the same task repeatedly, specifically with the sole or primarily intent of generating the maximum amount of or significantly higher than normal levels of in-game rewards.
    I'd have to go back and check it, but if I remember the quote exactly right, this isn't quite what Castle had to say on the subject. If I'm remembering it right, the reward was the entire intent, not just the primary intent, and "fun" wasn't part of the equation (since he did clarify that some people find repeating content for speed runs and whatnot fun). If I'm remembering the post right, he also said that it was his personal definition and not an NCSoft "official stance", too, and I haven't seen any other redname post with a definition of farming.

    But yes, he did say that in the context of doing something that you don't find fun repeatedly solely in order to receive higher than normal rewards, that was "farming" and was bad for the game.
  17. Er, I'm probably missing something, but afaik it's been that way since the Defiance changes. Fire Blast has an animation that's 1.2 seconds, but the root time is 1.67 (for Blasters) to match all of the other tier 2 blasts. So if you're getting almost a half second of nuisance after the animation where you're still rooted, it's working as intended and does the same thing in PvE.

    For Corruptors (and probably Dominators), I'd imagine that for less work in the animation department the "Dark Fire" probably links to the same (ie, Blaster) animation for all of the ATs, and gives the same root time; they should have a 1.2 second animation, which is why you shouldn't have the issue with bright fire (same animation, painted different) or the original colors. Giving the Blaster version of the animation to Defenders when it was ported over is also why the Defender Ice Blast has a 1.67 second animation vs the Corruptor's (or Dominator's) 1 second animation.

    Long story short - if it's longer than 1.67 seconds (adjusted for animation sequence timing - ie, arcanatime - to 1.848) then it's a bug. If it's not, then it's WAI.

    Or someone could PM BAB and see if he can look into it. I'm just guessing based on what I remember of the changes for Defiance 2.0.
  18. In order of highest ending level:

    Pyrrhic Victory, Fire/Fire/Fire Scrapper, 48-50
    Beyond Help, SS/FA/Mu Brute, 38-44
    Annoying Nooblet, DP/Traps Corr, 15-40
    Inattentive, Emp/Rad Defender, 28-38
    Seismic Siren, Earth/Earth Dominator, 32-37
    Passive Aggression, Sonic/Cold Corr,19-22*


    * - level pacted, partner offline
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    According to that chart, the average HP needs to be 90% on a full team for the half discount. If it truly only needs that sliver to fall from the 100% category, then it is being useful. I didn't know that. Consider myself enlightened.

    However, as team size decreases, the benefit drops too rapidly to rely on. Additionally, my point still stands that vigilance rewards failure.
    I can be in a duo with Fortitude, Adrenalin Boost, and Regeneration Aura on the only other person on the team and still get a 10-15% discount when I monitor it, despite the fact that their hp never stands a chance of dropping below the point where I'd have to use a heal.

    It gets a bad rap because there are so many other ways to build with endurance in mind, but it offers a nice discount. And with a single person with Carrion Creepers, the discount is capped.
  20. Quote:
    Originally Posted by Dechs Kaison View Post
    What's my vote for the worst power?




    Vigilance.
    My emp/rad, who runs through missions constantly doing something, while running sprint (with stealth IO) and Superspeed, with no endurance reduction slotted, disagrees.

    And I've got to go with Black Hole/Dimension Shift as well. Sure, it serves a purpose... griefing the team you're on. I asked someone to remove it from their tray and forget they ever took it on a Sister Psyche TF where they were using it as it recharged. I felt that response was nicer than just kicking them on the spot, which was the only other option I was willing to tolerate.
  21. Quote:
    Originally Posted by Silas View Post
    If you really wanted to go proc crazy with it, I'd put the Achilles proc, the Lady Grey proc and one of the PBAoE damage procs in it and then 2 Obliterations (triple and quad) and a Multistrike Dam/End/Rech.
    That's how it's slotted on my rad/kin (the PBAoE proc was the Oblit as well, since I don't have an armageddon proc to toss in).

    The only attacks with just one damage proc in them are the nuke and Cosmic Burst, and every attack has an Achilles. She's a lot of fun to play, since I just jump right into melee with her and cut loose... although now I get myself into trouble on my emp/rad trying to play the same way.

    But 5 procs, 1 acc? Nah. Giving up the extra slot for a chance for +tohit is silly IMO, and you want end/rech to go with the accuracy so your procs go off more often, and over a longer timeframe without stopping.
  22. A couple of days late to the party, but there are a few AVs that get 100% resistance to Smashing for periods of time. In those cases you have to be able to get them before it recharges... Wretch is one (there were some screenshots a long time ago showing that the EM Brute soloing him was doing 0 smashing damage for a bit of the fight, and only hurting him with the energy portion). I think the Honoree doesn't quite get to 100% resistance but is close enough to not matter, and others have been listed in the thread.
  23. Quote:
    Originally Posted by EvilRyu View Post
    I was thinking of going DP/Kin on a corrupter so that in groups the damage will be high and you get scourge. <snip> Or possibly DP/MM so that I can at least use drain psyche right before the tier 9 so that I have a chance to live thru it as a blaster. If I do the set as a defender I was thinking Cold or Traps/DP for the good resists debuffs for grouping. What do you guys think. At this point there are just too many possible choices for this that make it too difficult to choose.
    When it was on test, I made a DP/Kin Corruptor prior to the level bump, and played her some at level 38 after the first bump. I found that Fire Blast/Kinetics (which I already have a 50 of) was far more survivable, just due to being able to go back to blasting immediately after Transfusion when it was needed (and it will be needed). The redraw time and longish animations leave you a lot less leeway for error, and Kinetics is a set that doesn't give a lot of play - sure it does well solo, but it's all about timing.

    As for the DP/MM - that was my original thought for live, knowing that I'd have Drain Psyche that I use once every 30 seconds instead of Transfusion once ever 4, and Build Up gives me a nice boost without needing to be in the middle of the spawn...

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Traps is probably also a good contender. Most of the time you can cast your Traps powers at the start of combat and then focus on blasting.
    ... and then I made a DP/Traps Corruptor, since the person I was teaming with wanted to make a Corruptor. She's worked out pretty well, since I drop an Acid Mortar or Seekers to take the alpha, the FFG helps keep me alive while the spawn drops, Poison Trap is very nice for when I'm in the middle of the spawn and want to use Hail of Bullets without getting hit, and Trip Mine (which I just picked up today) gives me another source of AoE burst via toe-bombing to clear out spawns before they stop choking.

    Yes, another primary (such as any of the "summon" ones) would get better use out of what Traps has to offer, but you don't pick Dual Pistols because it's "teh uber", you pick it for the flash and show.

    Quote:
    Originally Posted by ClawsandEffect View Post
    I'm going DP/Kin corruptor.

    Damage and recharge buffs by level 10, both on somewhat long recharges so I don't have to constantly spam them. Siphon Speed, IR, and Ninja Run all combine to make a travel power completely redundant. In the late game I won't ever have end problems. And it has a PBAoE nuke (which is crashless?) that I can make awesome with Fulcrum Shift.

    If I need to hit Transfusion I'm okay with the redraw in order to keep me alive.
    See my comments above about my experience on test with DP/Kin - then again, if you aren't soloing, then the long redraw and animations are far less of an issue since you're not the sole focus for the whole spawn. Also, the randomness of the damage on Hail of Bullets means that several times in the middle of a spawn of 5-7 mobs, I'd hit Fulcrum->Hail, and nothing died. At +1. With an animation that long, you really need things to drop rather than hit you for the entire time.
  24. Quote:
    Originally Posted by Kilgoth View Post
    You must have played a different Energy Melee Set than me, because for my EM/Fire Brute the Stun of Whirling Hands helped greatly, not to speak of all the single target stuns that can be stacked on Bosses or even EBs. All you have to do is not to believe that everything's gonna be stunned once you start fighting but go with the expectancy value of stunned foes. You don't HAVE to push your difficulty to unimaginable heights just because you can.
    Well, to clarify, whether or not there's "enough" mitigation is purely opinion. However, here are the points that affect mine:

    Whirling Hands has a 30% chance for a minion level stun in an 8' AoE. This is not reliable AoE mitigation in my mind - it doesn't work on Lts or higher, has a small radius, and has less than a 1 in 3 chance to even get minions. All that, and it's a short duration, too!

    4.5 - 5 seconds (BS+ET or TF) to stun a boss != good single target mitigation. Air Superiority takes less than 2 seconds to achieve the same result - taking one mob out of the fight - and you can permanently juggle anything without KB protection.

    Taking 150 damage every 8-10 seconds for using the only reason to take the set = -mitigation. No other set penalizes you for trying to increase your DPS; even Fire Melee simply lets you swing away without hurting yourself. Prior to Energize, I frequently had to stop using ET on my EM/Elec simply due to killing myself with it in situations where I couldn't get Aid Self off (fighting Knives of Artemis, for example). Once you take ET out of the equation, Energy Melee isn't even close to competitive for single target damage.

    Now, if you're fighting even-con mobs, who cares? Anything dies quickly with Fury built up, and you've got two attacks that can one-shot minions (and non-resistant Lts) with EM. Sure, on teams you'd rather have a set with better AoE since the issue is killing a lot of weaker things then, but Patron Pools can cover for that. Of course, at that point does it really matter that you happened to pick EM for a primary?

    Also, I'm not saying that EM can't be workable, and you can't have a character with enough mitigation with it as a primary. What I am saying is that you'd have better mitigation with almost any other primary, and it's debatable about Fire Melee if you use Energy Transfer a lot.
  25. *munches popcorn, takes legal dictionary from Neuronia*