StrykerX

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  1. I would assume "number of nearby teammates" bonuses like Stalker crits or Defender Vigilance are your team only, not the whole league. Be amusing if it's not that way though... think 24 Stalker league.
  2. Plus TP Foe has to be targeted on a ground location before it goes off, so it won't fire right after the team TP but rather after each TP'er clicks... which gets back to everyone having to coordinate to within a small fraction of a second to fire them all on one server tick.

    The only way I can see this working is with a multibox player running several characters using software to duplicate mouse clicks to every game client.
  3. StrykerX

    SOs and SFs

    (quick reply)

    The biggest thing IO sets do is improve solo / non-optimized team performance. With a decent team composition it's quite possible to steamroll TFs with only SOs, but IO builds let people do it much faster or with less rounded teams. At the extreme high end it allows insanely fast clear times by letting teams break into multiple groups and split up, with each group clearing part of a map. It also allows soloing or duoing TFs in some cases... plus it's just fun to be able to turn up the difficulty and mow down purples a dozen at a time.

    Still, a well balanced group provides far more benefit than any possible IO build... "well balanced" in this case meaning lots of different types of Defenders or Corruptors. When everyone's speed boosted, softcapped, immune to mez, damage capped, recovering more end than they could possibly use, and regenning faster than a Regen Scrapper it's pretty hard not to completely smash anything you run into.
  4. StrykerX

    ower upp combo

    Empower should stack with itself if you can get it off again fast enough. However, be aware that you cannot start a combo immediately after completing that same combo... you have to toss in a non-combo attack, start a different combo, or insert a short pause (a second or so? I'm not exactly sure how long) before starting it over or it won't register.

    Also, Empower itself is only a 10% damage bonus... 20% comes from Blinding Feint whether you're using the combo or not. That extra 10% can be handy early on but once you get better attacks you're probably better off using Blinding Feint alone rather than Empower and following it up with Attack Vitals or Sweep. Nimble Slash and Power Slice just don't have the DPA that the higher level attacks do and Empower is entirely single target so it doesn't help with holding aggro on a crowd. I normally skip Weaken too but on a Tanker it might be worth using since it does reduce enemy to-hit and defense for a while and might help with holding aggro (sweep would probably be better for that though).
  5. StrykerX

    Energy/Fire

    One thing to keep in mind is that Energy Blast has a lot of knockback and /Fire mainly relies on PBAoE damage. Energy Torrent and Explosive Blast will tend to knock things out of Blazing Aura range a lot (though honestly, Blazing Aura's radius is so small I wouldn't bother taking it) and make it a bit trickier to use Fire Sword Circle or Burn (which you need to take, they're both great AoEs).

    On the other hand, using walls and corners well can reduce the headache caused by the knockback and it is decent mitigation, which is handy for a /Fire Blaster. But if you just want a damage aura and aren't planning to actually get in there using Fire Sword Circle and Burn then I'd go /Electric instead... there's really no point in going /Fire unless you plan to stay up in the middle of enemy spawns, and if you're doing that why not grab the hard hitting AoEs? /Electric also has a 20 foot radius damage aura and it has some nice melee attacks plus Power Sink for endurance management so it'd be better if you plan to open up at range and then smack things that reach you rather than just jumping into the middle of a spawn.
  6. No Suppressive Fire or Char? I find holds very useful on Blasters, especially at higher level once you get things like Carnival Illusionists or Malta Gunslingers to deal with. Having two holds (slot Suppressive as a hold since you will be using non-Standard ammo a lot) also means you can disable a boss, which is very handy.
  7. I've always assumed that the stun represented the target being too busy taking cover to fight back or move much rather than literally being stunned. Several mez powers are like that... their actual stated effect is slightly different than their in-game effect but is functionally similar. For instance, Salt Crystals doesn't literally put enemies to sleep... it's actually a hold that is fragile enough to be broken if the target takes any damage. But functionally that's a Sleep power rather than a Hold so that's the in-game effect it uses.
  8. Quote:
    Originally Posted by Kractis_Sky View Post
    Slightly aside: on a /Fire armor toon: would procs work better in burn or FA - meaning ones like Fury of the Glad and Armageddon. My guess is the aura, or does each tick in burn have a change to proc (doubtful)?
    Depends on your recharge. If you use Burn more often than once every 10 seconds then unique procs are better in Burn, if you use it less often then they may be better in the aura. However, you still have to consider that:

    - Burn needs more slotting than an aura since it needs recharge rather than just accuracy, damage and endurance. That leaves less slots available for procs and due to the lower endurance cost Burn is actually viable for 6-slotting with Eradication or Obliteration for the set bonuses while auras aren't.

    - Procs in auras check once every 10 seconds, regardless of what's around you. If you use Burn as part of your opening attack you'll have the most chances to proc, whereas in an aura it might fire early on when there are lots of targets or it might go off later when the minions have already dropped. (Only applies to characters with high AoE burst damage.)

    - Some damage auras have a significantly larger radius than Burn and can hit more targets. Other don't, so that can affect your decision.

    Quote:
    Originally Posted by PleaseRecycle View Post
    If that's what he meant then presumably he would advocate slotting two SOs worth of accuracy in virtually every attack. This seems bizarre to me, so I assumed he figured auras had some sort of penalty. Either way, you don't need that much accuracy in anything, heh.
    If you fight +2s or higher (common on teams) and don't have global accuracy bonuses or to-hit boosts you do indeed need two accuracy SOs per attack (possibly three in attacks with lower base accuracy). Even against +1s you'll only be at 85% to hit with one accuracy SO if you have no global accuracy or to-hit at all. If you are using SOs then presumably you don't have accuracy bonuses, so unless you have Tactics, Rage, or something similar (or you always team with people who give you to-hit bonuses) a second Accuracy SO is a good idea in most attacks.

    Of course it's easy to just frankenslot most attacks to get 60% or so accuracy, endurance, and recharge plus ED capped damage and you can do so dirt cheap, so it's only pure SO builds that really need to worry much about it.
  9. Quote:
    Originally Posted by MayorOfAngrytown View Post
    On a related subject, what about dmg procs in auras that normally aren't damaging? Can you slot the, er .. I think it's Glimpse of the Abyss that has a dmg proc, into Cloak of Fear (for example) when going the multi-dmg-proc route?

    Or is the slot not worth the payoff, in general?
    If the aura takes a set that has procs, they'll work in it. Both the Glimpse of the Abyss psi damage proc and the Cloud Senses negative energy proc work in Cloak of Fear... as to whether they're worth it, it depends on how tight you are on slots and your playstyle. Each normal proc adds about 15 damage every 10 seconds on average to every target in range... so if you're usually in range of several targets for extended periods it can help. It can be nice on a low-AoE build like Dark/Dark Scrappers or Brutes, but if you have a lot of AoE already things will probably drop too fast for the procs to be worth it.
  10. Quote:
    Originally Posted by Jibikao View Post
    Speaking about enemy difficulty, Circle of Thorn is the weakest past lvl 40 for some reasons. CoT starts out strong (probably the strongest) and it's nasty with whole bunch of ghosts and a Mage with force field and earth control powers. The Earth mage era is also very nasty but after earth mage, the whole CoT group becomes the easiest to maul through. Maybe it's because both Carnies and Malta are harder which makes CoT easier..it seems.
    I tend to play squishies so when I solo the hardest groups tend to be the ones with the most mez, which means Malta is right at the top and Carnies are bad in large groups (though in small groups they're not too big a threat). CoT is kind of in the middle... Ice Casters can hold and Death Mages are just annoying, but Council and Freakshow are still easier (Super Stunners are no big deal to ranged characters, especially as Lts).
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    Once you hit 50, if you have the cash, swap out the Eradication proc for the Armageddon proc. A 33% chance to deal an extra 107 points of Fire damage is better than a 20% chance to deal an extra 72 Energy damage by just about any criteria you care to measure it by.
    Except the criterion that I've never, ever spent that much for a single IO... But yes, if you can afford it the purple set procs are great.
  12. Most single target damage? Fire/Electric, no question. Blaze plus your melee attacks and Lightning Field are going to put out truly insane DPS, assuming you can survive the PBAoEs and splash damage from AoEs tossed at the tank you're standing next to.

    Most contribution to an AV fight? Definitely Sonic/Mental. -Resist boosts the whole team's damage and -regen speeds up AVs considerably. And you can do it from outside melee range except for running in to use Drain Psyche.
  13. Damage auras do pretty good total damage over time since they are slowly ticking away at everything near you, but their actual damage values per target are pretty low. Adding a SO's worth of damage to Blazing Aura only boosts your damage per 10 seconds by around 15 points per target at level 50. Adding a damage proc adds a 20% chance to do around 72 damage every 10 seconds, which also averages out to nearly 15 damage per 10 seconds. That means that as soon as ED starts kicking in (around 70% enhancement) a proc is more valuable than more damage since the two are about even before ED.

    Since damage auras are such endurance hogs I would not recommend slotting Obliteration or Eradication, even if you need defense... those sets are horrible for endurance. Multi-Strike is a perfectly decent option if you want to keep costs down, but for maximum effect I'd go with:

    Scirocco's Dervish Acc/Dam, Acc/Dam/End, and Dam/End
    Multi-Strike Acc/End
    Scirocco's Dervish Chance for Lethal Damage
    Eradication Chance for Energy Damage

    That gives you excellent accuracy and endurance, over 2 SOs worth of damage, and two procs. You also get a 10% regen bonus and 9% accuracy. You can also skip the Eradication proc and save a slot (or skip both procs and still have decent slotting).
  14. You can't really go wrong slotting six Thunderstrikes in your single target blasts. They give ranged defense and accuracy, have great enhancement values, and are relatively cheap. Beyond that it all depends on what you want to do and how much inf you have to spend... you can get a very nice build with softcapeed Smashing/Lethal defense (good for blapping) and decent recharge but it'll cost a lot of inf (2-3 billion or so). You can also just frankenslot (mix IOs from cheap sets for maximum enhancement value with no regard for set bonuses) and get the equivalent of about 9 SOs per power dirt cheap.

    The first thing to do is download Mids' Hero Designer and play around with it to see what you can do. Then log in to the game and check the market, realize how overpriced that build you just made is, and look for something you can actually afford... (Seriously, we've had a lot of inflation so if you've been away a year and a half you'll probably be a bit short on inf.) I'd start out frankenslotting, since you can do that for a few million inf and be much better off than using SOs. Then as you play and build up a nest egg think about what playstyle you like best and save up for a build that supports it. Once you hit 50 you can make a lot of inf fast, and even before that you can run TFs and tip missions to get merits / alignment merits (if you have Going Rogue) you can use to buy expensive IOs to craft and sell on the market.

    Oh, and if you have Going Rogue you may want to go villain long enough to unlock patron pools... the Scorpion Shield power is the best defense power a Blaster can get. Just be sure to spend any hero alignment merits forst since you lose them when you change alignments.
  15. My personal slotting:

    Single target blasts: 6 Thunderstrike. Regardless of what you are building for, accuracy and Ranged defense is always good and Thunderstrike gives lots of it, plus lots of Energy defense for those using Scorpion Shield. It also has excellent enhancement values. Since there's no option to get S/L defense in single target blasts the only other option I'd consider would be Decimation, but only on a build that needs extreme recharge like a perma-Drain Psyche build. Normally you can get plenty of recharge elsewhere and the ranged defense is just too handy.

    Targeted AoEs: 5 Positron's Blast and maybe a recharge IO. It's the only good non-purple set really, and in fact upgrading to Ragnarok gives essentially the same bonuses, just marginally stronger. The only reason I'd consider purpling a targeted AoE is for the much higher enhancement values (including recharge, which Positron's lacks) and ability to exemp without losing bonuses... the actual set bonuses aren't enough better than Positron's to spend the inf.

    PBAoEs: Obliteration for S/L defense or recharge builds, Eradication for ranged defense builds.

    In general I find defense of some sort to be the best option. You really don't need a ton of recharge as a Blaster... 50-60% or so lets you use a good attack chain and the marginal benefit from more recharge isn't worth the loss of defense on most builds. There are exceptions though... it can be worth going for max recharge on team builds to get as much AoE as possible or on builds with crashless nukes or Drain Psyche to use them as much as possible. If you're going that route slotting is pretty easy: as many purple sets as you can afford, then go for recharge everywhere you can.
  16. I believe the -Dam always applies, even if you haven't taken Power Siphon. It's not strong enough to really notice except on things you can stack it on but it's there.

    As far as Concentrated Strike goes, I've heard it's a flat 20% crit chance or so but I'm not sure.
  17. Quote:
    Originally Posted by dave_p View Post
    Part of what Doctor_Kumquat said was why many, many of us took TF in the first place: for the guaranteed Mag 4 stun. Now that it's down to Mag 3, i.e. no boss stuns w/o stacking, it's of considerably less use. Seriously, what lt or minion mob do you really need to stun that badly that you're not going to likely kill off w/TF (or EP + BS) anyway? A +4 Sapper?
    Minion? None that I can think of... Blasters deal with problem minions by making them go boom. Lieutenant? Well, a +3 or so mezzing Lt comes to mind. The real use for the stun in TF is the same it's always been, though... bosses. Sure you can't one-shot stun them any more, but Power Boost + jousted TF + jousted Stun still equals a boss that's just going to stagger around while you take him out. I use Stunning Shot + Stun on bosses when I need to on my archer, but if I didn't have a primary with a stun I'd take Total Focus and do the same with that.

    If you have a stun in your primary to stack with Stun (which animates faster than TF) or you have access to two holds then Total Focus is really just a nice burst damage power. But if you don't have another stun outside of /Energy and only have one hold (or none) then TF + Stun is the most reliable boss control you have. You can risk trying to use Bone Smasher + Stun or (Bone Smasher + TF) but TF + Stun is the only sure bet.
  18. Honestly, the defense itself isn't going to really matter below level 22. 3% defense is only useful if you have other defense to stack with it, and exemped that low your sets that provide defense bonuses won't be working and your defense powers will likely be unavailable (and even the ones that work will be weak due to enhancements being scaled down). So why burn an A-merit when the level 25 one will work under any situation where 3% defense is likely to matter?
  19. WP has a lot of regen and some +HP so it's going to be better on a Brute than a Scrapper (any defensive set is better on a higher base HP AT but regen based ones even more so than usual), but in general the Scrapper will do slightly more damage. Unbuffed the differences aren't that big so really they're still pretty close to each other solo, but on teams as you add in buffs the Scrapper will start doing noticeably more damage and the Brute will start getting significantly harder to kill... plus the Brute will tend to have a "go, go, go" playstyle to maintain fury while the Scrapper can afford to take his time (not that most Scrappers don't also rush ahead ). So really it all comes down to which playstyle you prefer and what role you prefer on teams... though ultimately both will hit like freight trains and be hard to kill so you may never really see much difference at all unless you really look for it.
  20. Actually, you can get Voids even after disbanding I believe. I've heard you stay flagged for them until you log once you team with a Kheldian.

    I have to say Archery/Energy is a great choice for a sniper. I have an Archery/Energy/Munitions Blaster and he does excellent damage from long range... I use Hover and perma-Boost Range so things rarely get close. If you take one the Cardiac alpha slot line and grab the range boost from that you can have 140+ foot range in your basic single target attacks without even slotting them for range. Add in a couple of damage/range Hami-Os and you reach 175 feet for Snap Shot, Aimed Shot, and Blazing Arrow and almost 200 feet for Rain of Arrows. And with three Dam/Range Hami-Os in your snipe you'll have almost 345 feet... you'll need a spotter to target through just to hit things at that range. And if you go Munitions your LRM rocket will have the same range plus it's an AoE.

    And Centrioles (the Dam/Range Hami-O) are actually dirt cheap so it's easy to buy a bunch once you hit 50... at most a few million inf each (less if you're patient), which is easy to save up at 50. Though I'd rather lose a bit of range and slot Thunderstrike sets in the non-snipe ranged attacks... the ranged defense really helps.
  21. My favorite type of characters are generally high damage dealers, so I "support" teams by quickly eliminating problem enemies before they can cause too much trouble. When I do play a more support-oriented AT I prefer debuffers, preferably ones with good damage to go with it like /Dark MMs or /Rad or /Storm Controllers. That way I can just focus on the enemies and not split my attention between buffing or healing teammates and doing damage... instead I just unload on the enemy and protect the team by making the things I'm blasting less effective.

    I do consider control powers to be good support too, especially AoE controls you can use every fight. My Plant/Storm Controller can make a huge difference on a team by just dropping Seeds of Confusion and Freezing Rain on each mob, then holding the most annoying boss.

    As for what I like teaming with buffers are great. I can't stand to play most buff sets personally due to the annoyance of maintaining individual buffs on each team member, but I like playing squishies and my Blasters and Controllers really appreciate being harder to kill or having mez protection. Debuffs are nice too, and of course the best is at least one buffer and one debuffer. Of course healing also helps a lot, but every set with heals also has buffs or debuffs so that's not a separate category.
  22. For a classic Iron Man style character I'd consider an Energy / Energy / Force Blaster... you get ranged attacks that knock things flying and look cool (probably the closest attacks we get to repulsor rays), good solid melee attacks that can either be low key or really shiny depending on how you color them, and some decent (for a Blaster) resistances.

    For a tougher, more melee-centric powered armor guy I'd suggest a Super Strength (or Energy Melee) / Invulnerability / Energy Brute. You'd get a really tough armored guy who can pound enemies and blast them with eye beams or energy shockwaves... it's not really enough ranged attacks to do a true Iron Man style character but it works well for the more close combat oriented guys. You could also do the same on a Tanker if you prefer more defense.

    Finally, an Energy or Radiation Blast / Force Field or Traps Corruptor or Defender could work. Power Mastery gives you a nice melee attack in Total Focus, but you'd probably want Jab or Air Superiority (or both) too to fill out your melee a bit.

    And if your concept happens to involve lots of shiny white attacks, a human form Peacebringer is great.

    Oh, and you could also go with a petless Bots/Traps MM so you can have a laser gun...
  23. If you like fighting at range then /Mental can be handy for the additional cone (and a nice PBAoE to combine with Hail of Bullets). /Ice might also be interesting if you want a more defensive build... DP has little mitigation unless you use standard ammo so the slows and KD could help. And if you want to get up close and personal /Electric has some very good melee damage... you could open fire with your Pistols AoEs then close in and start punching. /Energy can do the same with the added bonus that you can make it the dimmest color you can find and almost have an actual guns/martial arts gun-fu character.

    I'd avoid /Fire, simply because /Mental has AoEs too and requires spending less time in melee range. I'd also avoid /Devices simply because it has no Build Up... you already lose Aim so even though Pistols/Devices is thematic it's also one of the lowest damage Blasters you can build. If you're going the "natural" route a Pistols/Traps Corruptor or Traps/Pistols Defender is probably a better option unless you're really patient and just like blowing things up with mines.
  24. Quote:
    Originally Posted by Erin Go Braugh View Post
    That ties into something I've said here, from time to time. The "squishy" ATs seem to be the types that can solo AVs, GMs, TFs., yet some (most?) can't seem to shake the idea that they need meat shields in front of them.
    Most "squishies" can't solo AVs, much less GMs. Certain specialized builds can, and a handful of more general ones, but most can't. It's usually Scrappers, Brutes, and perma-PA Illusion Controllers (who literally cannot be killed by a single target since their immortal pets always have aggro) who can solo the widest range of AVs... Doms, Controllers, and even some Defenders do it faster due to debuffs but they generally can't make themselves as tough across the board as melee ATs so they are more limited on what they can solo (not counting certain extreme builds).

    In addition, some AV soloing squishies would get eaten alive by a x8 spawn because they rely on single target debuffs or controls to mitigate the damage... getting swarmed overloads their defenses. Having an actual Tank or Brute (or a Dwarf or tough Scrapper for that matter) soaking alphas helps a lot, and even more so having someone tough run in and let the enemies clump up good before the AoEs start flying speeds things up. Sure if you have multiple buffers and debuffers on a team you can usually skip a tank and not worry about it, but without that aggro control things will tend to get a lot more spread out. Even if no one is in any real danger you still take longer to clear a spread out spawn. And if things do go wrong, all-squishy teams tend to wipe fast unless they have massive buffs and debuffs, while melee types can help slow down that extra spawn or two for a few seconds while people regroup.

    (This is assuming a standard team of 1-3 buffers/debuffers and the rest damage / tanks / EATs. Teams that are mostly or all Defenders or Corruptors tend to just obliterate everything, but your typical PUG doesn't have that level of buffage.)
  25. Quote:
    Originally Posted by Gangrel_EU View Post
    {flamegearenabled}
    Typically, those who *do* lose their accounts, either have a keylogger on their account, click stupid links in "real" Aion emails or visit generally "dubious" websites.
    {/flamegearenabled}
    I don't know about Aion, but there is (or at least was) a server side vulnerability in CoH. I had my account disabled for a few days a while back because I was told it got hacked... despite having no spyware / keyloggers (at least not unless there's one that's undetectable by multiple virus / spyware scanners) on my system and my never having visited a RMT website, answered a phishing email, or shared my account information. Several other people reported similar problems on the boards around the same time.

    Whether the vulnerability is / was in the CoX login servers, the NCSoft master servers, or somewhere else I don't know. It could be something as simple as insufficient protection from brute force attacks and someone just got lucky (good luck hitting my new password that way ) or it could be someone hacked NCSoft and stole account info, or whatever. All I know is that just keeping your system clean doesn't always stop your account from being hacked. Fortunately the launcher itself shouldn't contain any account information since we enter that in the game itself... even if they use a less secure (ie, Microsoft created) API on the launcher that shouldn't make things any worse.