Siolfir

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  1. [ QUOTE ]
    Hey thanks for the info - I'll re-roll him. I've been watching carefully and charged brawl is pretty weak. Also I did get my first secondary power (toggle defense of some sort) and he seemed a little better but I'll reroll since he's so low.

    Veteran powers - unfortunately I'm still just a 15 monther... though I had played longer but apparently not =) Been gone a loooooong time.

    Thanks all!

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    Well, 12 will still get you Sands of Mu; be sure to pick that up.
  2. [ QUOTE ]
    I know *I* would be complaining if every Family LT's Full Auto would continue to damage me even after I killed them.

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    That's a bad example in that it doesn't create a pet. Think more along the lines of "why should I have to wait for the Spectral Terror from the MI in the boss spawn or all of these KoA caltrops to fade before the mission ends" - which you have to do - instead.


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    I guess we'll just have to accpet these limitations of gameplay design.

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  3. 1. If you're solo, the spawn sizes will be fairly small. This means that once you get level 6, you're golden since you can guarantee that one less thing will be in the spawn, or if you'd rather you can deliberately not kill a Lt to get the debuff.

    2. If you're solo, don't stand around to fight until either your defense or offense is mature. Duck out of LOS and hit them with a critical from Havoc Punch when they chase you.

    3. Based on your forum registration date, you likely have a couple of veteran reward powers. These help a lot at low levels and will do more damage than Havoc Punch, even if it criticals. As Sands of Mu is a cone, and has -tohit associated with it, you can use this to clear up minions. The Nemesis Staff can be used to keep a mob busy with the KB or the Blackwand can stack additional -tohit; if you picked the Ghost Slaying Axe I'm sorry.

    4. The perception of little/no defense is somewhat correct, but not in the manner you likely think. Your defense is okay initially but is completely negated by 2 hits from a lethal weapon (-7.5% defense each) - which nearly everything has at those levels, and I tend to simply run Hide and leave the toggles off until they become useful (usually in the teens/low 20s).

    5. Uhm, as for a sample levelling build, what level did you want your travel power, and did you want Stamina or not?

    Here's a semi-random power order:

    1 - Havoc Punch (Acc), Hide (Def)
    2 - Jacob's Ladder* (Acc)
    3 - +1 slot each in Havoc Punch and Jacob's Ladder (Acc in each)
    4 - Danger Sense** (EndRed)
    5 - +1 slot each in Havoc Punch and Jacob's Ladder (1 Acc ea)
    6 - Assassin's Shock (Acc)
    7 - +2 slots in Assassin's Shock (2 Acc)
    8 - Build Up (Rech)
    9 - +1 slot in Assassin's Shock, Havoc Punch (1 Acc ea)
    10 - Ninja Reflexes** (EndRed)
    11 - +1 slot in Assassin's Shock (Dam), Jacob's Ladder (Acc)
    12 - Placate, switch to DO slotting, 2 Acc, 2-3 Dam in each attack
    13 - +1 slot each in Havoc Punch, Jacob's Ladder (1 Dam ea)
    14 - Combat Jumping/Air Superiority/Hasten***
    15 - +1 slot each in Ninja Reflexes, Danger Sense (EndRed)
    16 - Kuji-in Rin (Rech)
    17 - +1 slot each in Ninja Reflexes, Danger Sense (Def)
    18 - Chain Induction (Acc)
    19 - +2 slots to Chain Induction (Acc, Dam)
    20 - Super Jump/Flight/Super Speed***
    21 - +2 slots to Chain Induction (Dam)
    22 - Kuji-in Sha (Rech), switch to SO slotting

    * - or Charged Brawl; I used Jacob's Ladder because it'll take out minions on a critical pre-AS and has a cone, but CB is better for scrapping.

    ** - these can be reversed easily, listed Danger Sense first because it covers 2 positions and melee is the easy one to avoid by playing games with the AI

    *** - power selection based on travel power choice
  4. [ QUOTE ]
    Just my 2 cents.

    I rarely use LR, and when I do its solely to mess with bosses/EB's/AVs so that it slows their recharge and regen.

    It's a good tool, just not a good crowd control tool

    [/ QUOTE ]
    Well, like the post above yours says, it works to keep things inside a rain power, but since those all have slows of their own to stack with what it provides it's not really carrying the load there.

    I tend to use it like you do, though - it's pretty much a hard-target-only power for me.
  5. [ QUOTE ]
    Stalkers are good even on farm missions. Because unlike the AOE of everyone else, they start bringing down threats immediately, increasing survivability and reducing the chance that the corruptors will be aggroed and killed.

    It's just not a very visible role so they don't get credit for it.

    It's also a role that masterminds can fill to some degree with their ability to mitigate aggro, but it goes underappreciated.

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    Masterminds simultaneously have one of the best ways to mitigate aggro by diffusing it on things that are completely meaningless and easily replaceable, and one of the easiest ways to draw in more.

    Unfortunately it's been my experience that few pay enough attention to their pets and end up being the second type. Nothing like having triple the aggro cap of bosses heading towards your team - already fighting a 8-person sized spawn - to make a squishy feel welcome when the Ninja MM doesn't feel like paying attention and the pets chase runners.
  6. [ QUOTE ]
    I'm thinking about rolling my first redside toon. I want to make him a brute, so I can be kinda like a scranker. I love stone armor, but will the -recharge from granite ruin my fury building potential?

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    Not really - although you may find yourself using low DPA attacks more often just to maintain an attack chain. A constant attack chain with quick attacks or a lot of things attacking you at once will both build and maintain Fury well.

    Granite tends to get a lot of Fury even with slow animating sets because it can sustain a lot of things attacking it at once; it'll do less damage than other Brutes at the same level of Fury because of the -dam, but it'll be able to get to and maintain similar levels fairly easily.

    Besides, nothing's saying you can't start off with Rock Armor and switch to Granite after you've got some Fury built up.
  7. [ QUOTE ]
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    powerforge is working on a fm/sr brute, and his attack chain is incinerate-cremate-fs. that's all. he has breath of fire and fire sword circle for aoe's and isnt taking gloom

    [/ QUOTE ]There's 40% global recharge difference between /SR and /Stone.

    [/ QUOTE ]
    Only 40%?
  8. Incidentally, gotta love BAB for promoting your troll thread.

    My troll threads never get rednames...
  9. [ QUOTE ]
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    No, the draw for the elemental weapons is part of the animation, not something separate.

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    And the animation change actually added time to the mallets - they used to be 1.17s each.

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    Nope, that was added to the end of the animations, not the beginning. Their animations were terminating too soon. (I personally thought they looked perfectly natural before, but it's over and done with.)

    [edit: Spelling...]

    [/ QUOTE ]I agree that they looked fine before, and I never said where they added time or tried to imply that they were doing it for a weapon draw.

    Just stating that there never was an issue of "removing draw time" for them because the change to the animation was that time was added and not removed.
  10. [ QUOTE ]
    Insanely large recovery buff for entire team? Check.

    Able to keep the buff up near perma with a high recharge build, Check and check.

    Another -30% resists to all, debuffing the mess out of whatever it hits. Check.

    Massive -speed -recharge on top of the -resists in the 300% range? Check.

    I think with enough targets and end mod slotting you can overcome the -recovery from a nuke, but usually there isn't enough stuff left standing to pull that off.

    As far as tier 9's for defenders go, I'd put just below Fulcrum Shift but above everything else.

    [/ QUOTE ]
    You can completely counter the -recovery from a nuke (assuming 90% slotting) with 9+ buff icons (of 11 possible). Use it before the nuke, especially the PBAoE ones, and your bar will refill even during the -recovery portion without worrying about the +end on the refill.

    I do miss the bugged version (+625% base recovery per buff instead of +62.5%) where you only needed 2 icons. I used Blizzard a lot then.
  11. [ QUOTE ]
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    vroom vroom

    You should post that over in the art section and see if anyone can draw it up.

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    It's been done - a while back (like, over a year ago, probably two). I remember seeing someone's photoshopped picture for it, though.

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    Yes, and that was a funny pic, too. Sure wish I knew where it was; i would post a link.

    [/ QUOTE ]
    Found it!
  12. [ QUOTE ]
    No, the draw for the elemental weapons is part of the animation, not something separate.

    [/ QUOTE ]
    And the animation change actually added time to the mallets - they used to be 1.17s each.
  13. Siolfir

    Elec / Regen

    1. Someone else will have to answer this one; personal opinion for me says "no", but I have it on my MA/Reg build at 49 because I felt it was better than Revive.

    2. Chain Induction is okay - it's Havoc Punch damage with a faster animation, a guaranteed critical on the first target from hide, and the jumps are amusing. If your recharge is down enough you can use it for your single target chain, it's decent, but the limited AoE from the jumps doesn't even come close to justifying the extra endurance and recharge - I'd like to see the damage upped on the initial hit because of that. But for the fast animation (it's the best DPA attack in the set) it's still worth picking up.

    3. Lightning Rod will never critical. It will also not drop you out of hidden status, meaning when you use another attack immediately afterwards (typically either Thunder Strike, which will have a critical and chance for critical on the splash damage, or Assassin's Shock, which can be used uninterrupted most of the time due to the AoE knockdown) you get the effect of being hidden.
  14. But...but...I read it on the internet! It must be true!
  15. [ QUOTE ]
    vroom vroom

    You should post that over in the art section and see if anyone can draw it up.

    [/ QUOTE ]
    It's been done - a while back (like, over a year ago, probably two). I remember seeing someone's photoshopped picture for it, though.
  16. [ QUOTE ]
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    Yeah, I'm positive I was using my hold, I don't even have a mouse connected to my laptop, so it is impossible for me to accidentally move them.

    I don't have a problem with the mez protection, it's just the ridiculous AMOUNT of it they seem to have.

    Domination basically doubles control powers (it doesn't add anything to the magnitude, but rather applies a copy of the power simultaneously, with an increased duration) so I was stacking 18-24 magnitude total hold with Hasten running under Domination and it was still not affecting them. That is WAY more than a player character Fortunata can withstand before they are held.

    That's why I was asking if they had a form of Defiance as well. They were not moving at all, but were still attacking as long as I remained in range.

    Also, is my understanding of what Domination does with control powers, which is in parentheses above, correct?

    [/ QUOTE ] Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer.

    [/ QUOTE ]
    And the way it does that is, exactly as he described, by adding an additional hold on top with the same magnitude for a longer duration while Domination is up.

    Fortunatas are a pain to hold since they have both resistance to (shortening duration) and protection to the holds - I do think you should be able to hold a Fortunata Mistress (boss) with just two Domination-boosted holds, though. I usually don't worry about it and either use Air Superiority or Confusion on them, depending on the Dominator.
  17. Against a +2, 108% slow (80% slow slotting on the Corruptor version) becomes 86.4%; against a +3 it's 70.2%. The runspeed cap is -90%, so neither of those caps the slow movement.

    Also some mobs (particularly those damned annoying Council Wolves that like scattering all over the map) resist slow to the point of immunity, which can make it nigh useless.

    The .75 vs 60% difference is just a matter of AT modifiers and how CoD displays it - .75 = 75% as far as the game's concerned. The devs decided that "slow" is a "control" power, so Defenders and Controllers get higher modifiers for it than Corruptors.
  18. <QR>

    I personally never have had an issue getting on a Silver Mantis when I wanted, and never had issues getting a Mission Computer (or arcane equivalent). I'd also like to see more options available for having spent the prestige, given that this SF is currently the only reason to include it in your base.

    With that said, it's incredibly stupid to gate already limited content (SFs) even more with these requirements. If there were as many SFs as there are TFs it'd be a nice flavor for the SMSF; as it is one of 7 total - two of which are co-op - and one of the three available before level 35 I don't think it's a good decision. And just to make it semi-useful, I'll go along with the proposal for adding one of the heroside TFs to the mission computer - after all, most everyone in the thread seems to think the OP is just whining and doesn't have a valid complaint, so I see no reason whatsoever that the Sister Psyche, Positron, Moonfire, and Citadel TFs can't be added to the mission computer and the contacts out in the zones removed. They'd still have just as many TFs available before level 30 without the computer as villains, at the same level ranges.
  19. [ QUOTE ]
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    After about a days worth of building my Super Strength/Invuln sitting at the Black Market crafting, buying, selling I was finishing up IO'n out my Brute sitting at 77% S/L Res.

    Before slotting my Shield Wall: Teleportation Protection , +Res(All) I was thinkin' I would be sitting at 80% S/L Res.

    I fell short at 79.25% wondering what the deal was. I opened my Combat Attribute window to find that the proc was really 2.25% and not 3% like the description indicated.

    I'm sure .75% isn't gonna make a world of difference but kinda borked such a thing that costs a pretty infamy that you dont get what you pay for.

    Just askin' if I missed something somewhere that it was a typo and if it was intended or what...

    My toon isn't quite complete until I get my +maxhp and +maxend as its been about 4 weeks since I got him to 50 and the Gladiator's Armor: Teleportation Protection , +Def(All) recipe. Which I heard from others that this grants +3% Defense.

    Screen Shot

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    My understanding of these new IO sets were that they applied to PVP only? Or have a I read wrong somewhere, as these two IO's could be very useful for my own builds

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    As it says in the description in the screenshot, they have 2 sets of set bonuses and provide only one in PvE and both in PvP. Just make sure to check the description to see what's supposed to work where.
  20. I have a character I use for PuGs named Clooless Noobie, who's an Energy/Storm.

    She's a disappointment, though - my instincts don't really let me scatter very effectively, since I keep knocking things towards the Brute and keeping things shoved against walls and corners.

    I even had someone tell me that I was a great player and that the name was a blatant lie!
  21. Siolfir

    JUSTICE???

    [ QUOTE ]
    Sounds like it might be a problem with connectivity to the whole west coast server block. I've been getting similar problems with Virtue for the past week.

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    This. I've had trouble with losing network connection to Guardian the past few days (I put up netgraph for a couple of missions, it's really obvious when the pings time out), and no issues with any of the east coast servers.

    I'm guessing a router in the path is having issues - whether a bad routing table due to damaged/downed lines or simply hardware damage.
  22. [ QUOTE ]
    There are 3 ways to be detoggled.

    1: Be hit by a detoggling power in PvP.
    2: Lose all your endurance so that you can't maintain the endurance cost of the toggle.
    3: Get mezzed (and this will only detoggle powers that affect others, powers that only affect you wont be detoggled)

    [/ QUOTE ]
    IIRC all toggle drops in PvP were set to 0% (I didn't check every single one, but every one I've checked has been), so #1 isn't really valid anymore.
  23. [ QUOTE ]
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    Sounds more like a bug to me - it may have been set up with a Tanker and is using AT scalars that it's not supposed to (ie, there's no reason whatsoever to use them vs "melee_ones" which will guarantee the bonus listed).

    Send a PM to Castle - I'm sure he's probably busy with the Dominator burf currently, but it might get thrown onto a list to check.

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    Not a bug. all the global resist IOs do the same thing.

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    I'm saying that behavior sounds like a bug. It reads that it's supposed to be 3%, but only provides 3% for the ATs with Tanker modifiers. The fact that it's consistently a bug doesn't change the fact that it's not working as described.

    The Steadfast Protection +3% global defense provides 3% on my Brutes, not 2.25%. Why should the +3% global resistance one behave differently?
  24. I still liked the comment (forget who it was from) that said "so i16 is Going Rouge?"

    They really should name it that.
  25. Sounds more like a bug to me - it may have been set up with a Tanker and is using AT scalars that it's not supposed to (ie, there's no reason whatsoever to use them vs "melee_ones" which will guarantee the bonus listed).

    Send a PM to Castle - I'm sure he's probably busy with the Dominator burf currently, but it might get thrown onto a list to check.