Sir_Lionheart

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  1. I am working on my first T4 Alphas for my 2 main toons, and need shards for the FotW's. Someone had mentioned to me that we can now earn shards when exemped on missions under 50. Can anyone confirm?

    Thanks!
  2. Quote:
    Originally Posted by Ironblade View Post
    I tanked the Mother Mayhem mission on my invuln without dying once. That's an entire map of psi enemies.
    Is this map still around? The last time I played the Mother Mayhem outdoor mish, it looked like the Angry Children were replaced by the new CW. Or maybe that was just a new/different mission?

    In any case, the Angry Children map, when set for large teams, was the only real problem I had with Psi on my Ice or Invul Tanks. If I did not have proper support, or used basic run-into-the-mobs tactics, I could easily faceplant. While painful/embarrassing, I didn't think it was worth trying to patch the Psi hole for just one mission.

    I occasionally have trouble with Carnies, if there are a lot, but that is due to multiple factors, rather than straight Psi damage.
  3. Quote:
    Originally Posted by BrandX View Post
    Nope. Holding and Immobilizing her will suck for melee, and truthfully she seems rather easy to immobilize, as I've seen those with just Midnight Grasp immobilize her.

    And the taunter on the team, drawing them out, is only more productive, depending on how melee heavy the team is.

    If you have 7 Ranged toons, and one melee with taunt/confront, BM staying in the patch isn't a worry.
    I get what you're saying, it depends on team makeup. I was just wondering that in cases with a balanced mix, taunting might be more productive because it lets melee toons get into the fight, while ranged toons should still be able to attack, as well.
  4. I ran Apex on my Scraps and Tanks for the first time last week, and it was really fun and different. But I have a melee-related question about the BM mission.

    Does holding BM stop the blue swords from falling on her? It does not appear to, and if BM is held, I have to wait until the blue energy wears off before I can attack. I wanted to tell the trollers to stop holding, but didn't since I didn't know if there was a reason for it that I wasn't seeing. Assuming there is a Tank/Taunter on the team, it seems more productive to let them draw her out from the energy field.
  5. I think a good starter build if you're new to Scraps is Kat/WP.

    Kat is not really heavy on PBAoE, but does have 1 PBAoE, 1 wide cone, and 1 small/medium cone, which isn't bad. Divine Avalanche is also a great bonus for early level survivability, which is good b/c you will undoubtedly jump into situations that will be more than can initially handle.

    WP is a nice overall set that is good from start to finish, whereas a number of other secondaries are more late-blooming. It provides layered defenses which is always useful.
  6. Good to know, thanks for the info, all. Now that I think of it, I actually read here previously that pets had higher to-hit chance, but it totally slipped my mind. Good to know about Blind, they were throwing that around a lot and I think it was the attack doing the highest damage.
  7. This did not seem right to me, but I thought I'd ask here in case I missed something.

    My soft-capped Fire/SR (46% to all positions) was running the Mask Heist Tip mission at 0/8 and got creamed, three times. The first I chalked it up to a bad luck streak, but then the same happened the next two attempts. My Def was not debuffed, that I coudl see. The group I fought had 2 Master Illusionists and their spawns which did most of the damage, all the minions went down easy.

    On the fourth, I opened a tab for Hit Rolls, and saw that certain attacks had chance to hit well over 5%. Blind was 66%, Spectral Wounds 53%, Energy Torrent and Power Bolt were 31% and 28% (I forget which was which).

    Is this normal? Do they have Acc or ToHit bonuses that I'm unaware of?
  8. I mainly play melee toons, and have virtually no experience IO'ing Blasters. As most of my main toons are near completion, I am taking a look at my Blasters now, and giving myself a crash course on the sets and Bonuses.

    My main question is if there is a general consensus as to whether it is "better" to cap S/L Def or Ranged Def. My natural inclination is to go Ranged, but as has been pointed out to me, most of the attacks in the game have some kind of S/L element. Plus, if I take one of the defensive Ancillary powers, it seems easier to hit S/L cap.

    Any thoughts or suggestions?
  9. Probably easier for them to package a new sprint/jump power with another Booster Pack. After all, the whole point of Ninja Run is that it IS a specific power/effect themed for Martial Arts.
  10. Quote:
    Originally Posted by Zombie Man View Post
    Darkest Night is a continual 'auto-hit' on the critter. If a critter is being continually and successfully attacked, but their attacks keep missing, their AI tells them to run, i.e., they failed their morale check. This is part of the whole 'fleeing critters' problem. Castle has said as much. Castle has also said that the morale check is not going away, and so, in such instances, the critter will flee, however, he's looking into the ridiculous lengths a critter will go to get away (such as fleeing past visual draw distance and aggro and then walking back un-aggroed).
    I assume this effect applies to all auto-hit toggles, like Rad? Never tried DN, but noticed this effect on several critters on my Rad.
  11. It's mostly personal preference, but I've just felt more comfortable with SR on Scraps. If I'm playing a toon geared towards grabbing aggro, I like to have layered defenses.

    I have come across situations where my soft-capped SR Scrapper has been overwhelmed by a large number of mobs, and I had to retreat for a few seconds to regen, or wait for any debuffs to wear off. I can imagine that a Brute with an aggro aura and SMASH mentality might run into these situations more frequently, and having to fall back even for a little while might mess with your Fury-building.
  12. Quote:
    Originally Posted by Squishor8 View Post
    Thank you. One other question. Can you trade vanguard merits?
    Nope. None of the various Merits are tradeable.
  13. Sir_Lionheart

    Alpha Slot Info

    Question... I know most people will be playing level 50+ content, so it may be moot anyway, but if you exemp, even to 47-49, you'll lose the Alpha Bonus, right?
  14. Sir_Lionheart

    Alpha Slot Info

    Pardon my ignorance, but can anyone enlighten me as to how these Alpha slots will be applied, physcially? What I mean is, will we get additional slot(s) to our current powers, or will there be a separate, new "power" devoted to Alpha slotting? And do we get one Alpha slot per character?
  15. I plan on respeccing him at some point, but FWIW, on my current BS/Inv build, I use both Invincibility and Parry to "cheat" on softcap Def. While he's not the uberest, and he definitely won't be soloing AV's, he's pretty tough and get through most of the game content.

    I prioritized S/L /E/N protection, and decided to get by on F/C with whatever slots I had left (which wasn't much). So he is softcapped to E/N with 5 mobs in range, and likewise has around 30% Def to S/L, so that one Parry will put him over softcap to Lethal. I still have a bit of a hole against Smashing, but decided to let my Resistances and Parry's Melee Def handle the difference. He admittedly has a glaring hole in F/C Def, but those are not as common as the other types.

    Obviously, I leverage Invincibility as much as I can, and use Parry often. I do ITF speed runs often, and there have been times when I was was overwhelmed by the Romans when unable to hit with Parry. But he generally holds up well in all other aspects, including the crystal mish.
  16. Quote:
    Originally Posted by Bad_Dog View Post
    I'll take a shot at answering your question since no one else has. I haven't read up on this much so I can only rely on what a couple friends and I found when we tested one afternoon.

    If you are solo - you can run the same mission repeatedly and you will get a different number of tickets each time.
    If you are on a team - each member of the team will end up with a different amount of tickets earned on the map.

    Now, whether you are getting more tickets with more players I cannot say for sure. It's been a while since we did that test, but if a remember correctly, we did not notice much of a difference in solo vs team. There is at least evidence to support that each player is just getting a random shot at tickets.
    Thanks!
  17. Quote:
    Originally Posted by Hiruma View Post
    The Kinetics powers are actually minor debuff powers. Not as strong as a Rad or Dark, but noticeable. Transfusion is -50% regen for 20 seconds. Siphon Power is -20% Damage, Siphon Speed is -20% recharge, etc. Admittedly most of them won't do much against level 50 AVs, but at low levels against bosses they work pretty well.
    Personally, I also like Kins, preferably Defenders, as support in duos.

    In addition to the above debuffs, if you take Rad Blast as a secondary, you can debuff Def and I believe just about every attack will accept the Achilles Heel proc, which debuffs 20% Res.
  18. Quote:
    Originally Posted by dougnukem View Post
    I consider it a game to get DE to spawn as many eminators as possible while fighting them. Between the Quartz and the Cairns, it makes the fight much more interesting. Its one of the few things in the game that forces you to play aggressively and pay attention.
    Lol, I'm not nearly that hardcore, but I understand the sentiment. I think every villain group needs at least one unit that strikes fear (or at least caution) to players, to keep the game from being completely mindless button-mashing.

    Especially in the age of IO's, I find that a lot of players (and I include myself) are a bit on the reckless side, and do not use a lot of strategy on standard missions.
  19. Just curious to know if ticket drops are affected by team size, like Inf and recipe/salvage drops. I always assumed it was, but was recently told that players get the same number of tickets regardless of how many on the team.

    Can anyone confirm? Thanks in advance.
  20. Are you guys noticing price drops, due to increased supply I presume, on high-end IO's due to the introduction of AMerits? I've been sitting on a handful of (theoretically) popular enhancements for most of the week, as it seems that I may have vastly overestimated their value.
  21. Quote:
    Originally Posted by DarkMaster View Post
    Lol, and see, that's what I've been wondering! Would Gloom from Soul Mastery for Brutes, somewhat make up the "damage difference" between being a Scrapper Dm/Fire or a Brute Dm/Fire!?! Ahhhh, lol, wish someone knew...
    You seem to put a higher premium on damage, while I prefer survivability. And if you're talking about APP's, you're probably focused on an end build, whereas I only went to 30 on my Scrap. All I can say is, from 1-30, I did not feel like his defenses were "adequate" which is why I re-rolled him as a Brute.

    Then again, he didn't have any IO's other than a Karma –KB, and I played him before the recent Burn tweak. So that could make a big difference.
  22. I was faced with the same decision and I went Brute. I had a DM/Fire scrap at around 30, which was alright, but felt squishy compared to my other Scrappers. The Scrap probably does more dmage, but so far, I've been pretty good at keeping Fury at 2/3 - 3/4 on teams, so damage is good enough for me.

    I prefer the higher survivability, and general consensus seems to be that Soul Mastery is awesome.
  23. Quote:
    Originally Posted by Lemur Lad View Post
    They are supposed to. I've heard of recent bugs on that front (since GR) but I thought they had been fixed.
    Cool... I thought they did not. Thank you.
  24. Will killing AV's in the Praetorian missions via Ouro flashbacks count towards the Dimensional Warder badge? I think I read somewher that they do not, but wanted to confirm. Thanks.
  25. Quote:
    Originally Posted by mauk2 View Post
    Erm....

    MALTA at +2x8? With a squishy duo?

    LOL, that's simple enough to fix:

    Don't do that.
    Heh, well I know that NOW...

    We didn't actually intend to run the Tips at that level, we just forgot to change the setting, but we thought we could get through it. +2/x8 is my default solo setting, though admittedly I don't do a lot of Malta missions. That was why I was asking about their Acc and ToHit.

    In retrospect, as someone here posted, I suppose it could have just been the sheer numbers in the ambush groups. I don't know, though.