StrykerX

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  1. I'd consider adding another Peroxisome if you can spare the slot. The Lich has a fair amount of mez and while his damage is fairly low he does still have two AoE attacks... even low damage AoEs add up faster than you'd think.
  2. Quote:
    Originally Posted by Aura_Familia View Post
    In my case it's why I DON'T have any dp toons. I DON'T think the set looks good. At all.

    It's just . . . not my taste.
    This is actually the set's biggest problem (at least for some people). It's fantastic for making an over the top gun fu character (now if only we had a secondary with martial arts attacks to pair it with) but some people want a realistic pistols set, like Malta Gunslingers use. After all, if a cop started tossing his gun around like that on the tactical course he'd be laughed off the range and sent for a psych evaluation... I'm sure a lot of people with police or cowboy characters hate the DP animations.
  3. Sounds like the Corruptor version is missing the -runspeed component. The powers display in the character creator does list a 60% runspeed debuff so I'd assume it's an error in the database. Does anyone remember Corruptor Lingering Radiation ever having a runspeed debuff? Maybe when the power was ported over they skipped that line... the other effects are so good I could see no one ever noticing.
  4. StrykerX

    Water Spout

    Since Water Spout is only available in the 40s, the real question is how often do you need more than a 15% defense debuff at those levels? Is being able to deal with the occasional Elude user more easily worth losing the damage and global recharge you'd get slotting Positron's in it? I normally have a 95% chance to hit pretty much anything that isn't using a godmode power at those levels, and even things that aren't quite 95% (like Rikti drones) are close enough that 15% will make up the difference.
  5. One thing to do is be sure Provoke is heavily slotted for both taunt and recharge. That lets you keep two or even three applications stacked up, which you can either use on the same foes to avoid losing aggro on things one application misses, or spread around to keep more things taunted. Provoke has a 5 target cap, so alternating it on two groups (or opposite sides of one large group) can increase that.

    Also, your AoE attack can help out. I'd skip the single target attacks unless you are /FF, you'll have better things to do and they're endurance hogs. The AoE is pretty weak damage but at least it's AoE damage... you'll probably attract any enemies that are only being tagged by one pet or splash damage.

    Finally, you can try going /Storm and blowing everything into a corner with Hurricane on. It doesn't really matter who they're shooting at if they can't hit them...
  6. Quote:
    Originally Posted by ShadowsBetween View Post
    Really? I did not know that. Do the other healer pets (Medic and Protector bots) work the same way? And how did you find this out?
    All the pets with targeted heals seem to wait until someone has lost at least as much health as they heal before using them. As far as I know this is based on observation rather than conclusive "proof", but a lot have people (including me) have observed it.

    Whether slotting for heal is bad or not really depends on your pets though. If they tend to die in two hits, you want them being healed as soon as they are damaged so slotting the heal can be bad. For instance, I don't slot Protector Bots for heal because I want them to top off my (usually near-softcapped) bots whenever they take a lucky hit. On the other hand, Demons are resist based... they can take a couple hits without dying. Additionally, the Ember Demon has an AoE heal that he seems to use whenever anyone near him is hurt (or maybe even whenever it recharges). Based on that I do like slotting Ember Demon for healing, but how much depends on my primary. On my Demons/Thermal I'll slot him more heavily since the Demons will all have very good resists and therefore will be able to drop lower without getting killed by the next hit. On my Demons/Dark one SO worth will probably be enough.

    Essentially, you want to look at how much they heal for versus the hit points of your tier one pets. Decide how low you want the tier ones to drop before getting healed and don't enhance the heal beyond that point.
  7. StrykerX

    Primary for SR?

    Pretty much anything can work fine with /SR, so it really depends on concept and what sets you enjoy.

    From a pure game mechanics standpoint, assuming you plan to use a moderately expensive (good non-purple sets) IO build, the only sets that really go with /SR are the ones you can't take /Shield with. The reason is simple: once IOed, /Shield does everything /SR can do and more. It's a bit harder (ie, expensive) to softcap, but once you do the only difference is /SR has slightly higher defense debuff resists but /Shield is close if you slot some Hami-Os creatively. Also, /SR is a natural match to weapon sets because it has only one click power to cause redraw.

    I personally love Dual Blades / SR. It makes a great swashbuckler type and the attacks are more interesting than Katana or Broad Sword. Among non-weapon sets, Martial Arts and Kinetic Melee are very thematic. I find KM/SR especially appropriate since KM is based on Tai Chi, which tends to rely on dodging and evasion a lot. Dark Melee/SR is a great fit mechanically, since you get a small heal in your attack chain to help with lucky hits and to-hit debuffs to help out pre-softcap and against to-hit buffed enemies. And of course it's hard to beat Fire for pure damage, though on a Brute SS/SR can be nasty with enough recharge (and /SR helps on that with quickness).

    If I had to list a top 3 sets to use with /SR I'd go with:

    DM/SR (almost unkillable but light on AoE damage)
    Spines/SR (great AoE, can't use /Shield)
    KM/SR (just because it fits so well thematically)
  8. If you're going to be teaming with a Brute you may want to try a Fire/Rad Corruptor. The debuffs will help, you'll have pretty good ranged damage, and you'll have a heal and Accelerate Metabolism which any Brute will appreciate. A /Thermal MM would also be useful since it has good healing and can give the Brute a little extra protection... I'd go Demons/Thermal because they work very well solo at low levels so when you can't team you'll still be good.
  9. Quote:
    Originally Posted by Grey Pilgrim View Post
    Well, to be fair, Executioner's Shot is all of .5-.6 seconds longer than most Tier 3 blasts of the same caliber, and on par with Sonic. so it's not out of the park and painfully slow. YMMV, of course, but it's not way off. I've argued to lower the animation time, but it wouldn't look right. Upping the endurance use and recharge to have it do a bit more damage and be on par with those other Tier 3s would maybe do the trick. But that's all the set really needs (other than maybe upping its secondary effects, or upping the % of damage done from the different ammo types).
    I tend to get annoyed with both Executioner's Shot and Shout due to the long animations. It's not a huge deal, just an annoyance. I think increasing the portion of the damage that Swap Ammo changes to 50% or so would be perfect... DP would still be average to slightly below average in total damage output, but it would actually be able to use Swap Ammo to overcome resistances. Right now most of the damage stays Lethal so you only get a minor boost.

    It's not that I hate the set, I just think it's about 10% behind where it needs to be. Not bad enough that I won't play it, just a bit annoying... I can definitely tell a difference in how fast it takes to drop a spawn compared to my archer. It's not really being a min/maxer (I do play sets other than Fire ), just seeing that mobs I 3-shot on other Blasters need a fourth hit to take down.
  10. Quote:
    Originally Posted by Brakner View Post
    I would maybe go Ninja/FF? What is the Def of the tier 1 pet anyway? With deflection, dispersion bubble, Call to Arms 5% IO and Maneuvers you can add you can add another 38.5% defense to it. If they are 6% or higher you are soft capped.

    Also take Aid Other to heal them if something manages to get through the defense
    I believe the Ninjas' defense is around 7% for the Genin and 14% for the Jounin. Ninjas/FF would be softcapped, but that's all you'd have... hard to hit pets. I'd rather go Ninjas/Dark, since their defense would still stack with your to-hit debuffs but you'd also get -resist and -regen debuffs and a nice heal. But then I find /FF annoying... slower setup (both due to the time it takes to bubble and the extra endurance used on top of the already end-heavy summons and upgrades) and boring to play since all you do is sit there and rebubble every few minutes and knock a few things around with Force Bolt if you get too bored. /Dark is more active and it can stack enough to-hit debuffs to effectively softcap the ninjas while also helping you kill things faster.
  11. Thugs or Demons are probably the best bet for fast early leveling. Thugs do good damage and get AoEs early, and Demons are tough with decent damage and a mix of damage types that are generally less resisted. As far as secondaries go, /Poison has early -resist debuffs and would probably be good for fighting small numbers of higher level enemies. /Thermal is also good simply because it keeps your pets alive well. /Traps and /Storm are also good but don't really take off until the teens so if you only want to get to 20 they probably aren't that great. Ninjas might also be good but only if you can keep them alive... they have high damage but die easily. Maybe Ninjas/Thermal would work.

    Of course if you just want to speed to 20, a Brute may be a better choice. I'd suggest Claws/Willpower... Claws are lighter on endurance use (important at lower levels) and Willpower gives you some early downtime reduction due to increased max health and regeneration.
  12. Quote:
    Originally Posted by Hostile_V View Post
    Anyone have anything to say about Demons/Poison?
    I'm not a fan of /Poison just because it's too single target focused. Demons/Poison would probably be a great AV hunter, but I suspect /Dark or /Traps would be a lot more effective against ordinary spawns. On the bright side, demons tend to like melee well enough that Noxious Gas should be reasonably effective without having to manually reposition pets.
  13. Quote:
    Originally Posted by Deathseed View Post
    As the topic says, the reason I feel this way is for Two very good reasons..

    1> Long animation times.
    The animation times on the tier one and two blasts are the standard 1 second and 1.67 seconds. However, the cone and targeted AoE definitely have longer than average animation times and the tier 3 blast is just painfully slow. Overall it is slower than Energy Blast, which is a set people complain about longish animations on. The animation times seem similar to Sonic, making it about the second or third slowest blast set.

    Quote:
    2> Low Damage vs other sets
    The damage is pretty average using incendiary rounds, and below average using other shots. The problem is that incendiary ammo has no secondary effect other than damage yet does about the same total damage as sets with secondary effects (incendiary ammo is almost exactly equal to Energy Blast in damage) and using other ammo types puts Dual Pistols near the bottom of the list on damage.

    However, all this is from a Blaster perspective, where Dual Pistols' secondary effects are really too weak to make much difference and there are far more damaging blast sets. For a Defender I suspect DP is a lot better, since they get much stronger debuffs and can stack them with debuffs from their primary. The flexibility to be able to slow, damage debuff, or defense debuff enemies means a lot more on an AT that actually cares about debuffing things than on an AT that focuses on killing stuff as fast as possible.

    DP does look good, but Archery is superior to it in almost every way (at least for a Blaster) and AR is superior in AoE damage. Essentially DP is a (very slightly) weaker Energy Blast that can trade knockback for more team-friendly secondary effects... not a bad Blaster set but not really good at anything except looking flashy. For Defenders it's better, though still nowhere near the top, and I have no idea on Corruptors because I don't play them much.
  14. Quote:
    Originally Posted by JayanKoroon View Post
    Every thing on Villains just seems like a weaker version of heroes. lol not as strong as a blaster. Not as tuff as a tank. Know what i mean. I was thinking maybe a brute.
    It's not that villain ATs are weaker, they just have different roles. There's no pure tank AT redside... some Brutes and some Masterminds make good tanks, but others don't. Likewise there's no pure damage AT... Stalkers and Dominators both do significant damage but also have protections or controls. Villain roles are less clearly defined than hero roles, but that doesn't make them weak if you learn to play them properly.

    I'd suggest trying a Mastermind simply because it's completely different than anything you can play as a hero. If you want to avoid boredom pick an active secondary like /Dark, /Storm, or /Pain and you'll always have something to do even though your pets are doing the damage. /Traps is also great... it's slower than some sets but it mixes good protection with nice debuffs. Bots/Traps is one of the best AV soloists (really, one of the best anything soloists) and Demons are a lot of fun and go well with most secondaries (I love both Demons/Dark and Demons/Thermal, and I'm sure Demons/Pain or Demons/Traps are great too). Just avoid /FF and possibly /Thermal if you want an active character and hate the "buff every four minutes" playstyle, and avoid /Poison unless you want to focus on AV hunting. It's too single target focused for normal play (not that it's bad, just not as great as the others).

    Oh, and remember that the attacks in Mastermind primaries can be useful at low levels but once you hit the 20s they do laughable damage for high endurance cost. I'd recommend skipping them all (or respeccing out of them) unless you want one for its secondary effect (mainly the stun in Photon Grenade, the heal in Life Drain, and the -resist in all the Demon whip attacks).
  15. Quote:
    Originally Posted by BasHamer View Post
    So perma hasten is
    450 recharge

    120 duration


    so 450 / 120 = 3.75
    x100%

    =375% recharge rate.

    First 100 is free
    second hunded is 3 SO's
    70 from hasten iteself

    leaving 105 to try and get to gether from sets.

    Is this the right way to do the math ?
    Looks right to me, though thanks to ED you're looking at more like 95% from enhancements so you'll need more like 110% global. I know some people overslot Hasten just to get an extra 5% or so recharge, but to me it's not worth it... a couple seconds downtime is no big deal and generally not worth "wasting" slots or spending hundreds of millions more inf to fix.
  16. StrykerX

    Bit of curiosity

    Really, it depends on what AT and power set you are using and what you are fighting. Generally the only characters who can get high resists are melee types with good mez protection, so the fact that they get hit by a lot more stuns and holds is largely moot. Most enemies simply cannot mez a Scrapper, Tanker, or Brute even in large groups... they just don't have enough mezzers in even an 8-man spawn to stack enough to overcome status protections. However, some few groups can do so, in which case defense is clearly better... but on the other hand, some groups have to-hit buffs so for them resistance is better. Neither case is common though.

    The one change I'd make is giving resist-focused defense sets some slow resistance. Slows are annoying and common enough that characters that have low defense can end up with several stacked on them. Things like to-hit debuffs are a lot rarer so they aren't as big a deal.

    Oh, and for Scrappers (and Stalkers) defense is far better for a simple reason: resists cap at 75% while defense can provide 90% mitigation. For Brutes it's less of a difference, and Tankers can get a full 90% from resists, though few sets actually give that much. Hmm... there's an idea: what if the devs added some decent resist bonus IOs, but only in Resist sets? That way resist-heavy sets could get more resists from IOs, but non-resist sets couldn't stack resists on top of softcapped defense.
  17. The recharge cap is +400%, or 1/5 normal recharge time. It can only be reached by stacked Speed Boost from multiple Kins or similar massive external buffs... even fully purpled perma-Hasten builds aren't getting much above +200%, maybe 250% if they have additional recharge powers like Quickness or AM.
  18. Quote:
    Originally Posted by Firelass View Post
    Fire/ Ice, no dark powers? No poison? There demons, they should have all kinds of powers.
    Actually they do have poison. The Hellfire users (Hellfire Demonling and Hellfire Gargoyle) both have Toxic DoTs, just like the whip attacks do. Many of their attacks do as much or more Toxic damage as they do Fire or Lethal.

    That means demons do Smashing, Lethal, Fire, Cold, and Toxic damage... that's more variety than pretty much any other set.
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Not really. Based on info BaBs released in a couple of threads a long time ago the method used to prevent redraw in Brawl is a rather nasty hack. It would be technically feasible to do so for Kick (and other similar powers) but doing so would be a lot of work for limited return.
    Yep. Essentially Brawl has a separate full set of animations (male, female, huge, male flying, female flying, etc...) for every single weapon type in the game. Well, more specifically every combat mode, and each different weapon uses a different combat mode plus I think a couple other things do too. That means there are literally dozens of Brawl animations that are all slightly different depending on what weapon is to be held in the off hand, plus the shield bash, sword pommel strike, and kick animations. That's an awful lot of new Kick animations to create (even if they can be mostly just cut and pasted with a few tweaks) to eliminate redraw from one pool attack.
  20. Well, Ill/Kin gives Siphon Speed, which provides better recharge than AM once you can stack it. It's a lot more hassle, but if you don't mind spamming Siphon Speed every 20 seconds or so you'll double AM's recharge bonus.

    Overall I'd still rather go /Rad though.
  21. Quote:
    Originally Posted by Zombie Man View Post
    That's it. Self Destruction and Mission Teleporter are the only two 'extra' powers that are not enhanceable by global recharge... for now.
    I'm pretty sure Assemble the Team also ignores global recharge.
  22. Quote:
    Originally Posted by GavinRuneblade View Post
    I can't speak for anyone else. In my case it is truly idiocy. I like to tell myself that it is idiocy in the case of the rest of the playerbase as well so I don't feel so bad about it.
    Well, look at it this way... an average level 50 character with a decent solo build (not a farmer, just a reasonably slotted character that isn't focused on group support) can average around 500 inf per second running missions. An optimized soloist can earn three or four times that. So if bidding low takes an extra 30 seconds on the market, you just cost yourself 15-60k inf or so.

    Now obviously most non-farmers don't actually focus on spending every possible second killing things, but the point is that if you could have gone out and mowed down a few level 50 spawns in the extra time it takes you to fill a low bid instead of a buy it now price (like a second trip to the market to pick up the salvage once it fills) you need to save more inf than those spawns would have provided for it to actually be profitable.

    (That said, I do generally refuse to pay stupidly high prices for salvage just on general principles, but I'll drop a few thousand to get it right away rather than bidding 200 and having to go back and pick it up later because the convenience is worth the 10 seconds or so it takes me to make the inf back. )
  23. Quote:
    Originally Posted by makerian View Post
    Can I follow this up with a couple questions. What are the values of the two shields? (e.g., Mel, Ran, AoE, x%, S/L/F/C/E/N/T/P, x%, etc)

    From the City of Data, http://tomax.cohtitan.com/data/power...r.Force_Shield, it shows the following:

    DEF(Smashing, Melee, Ranged, AOE) +75% for 240s [Non-resistable]
    That's the correct value (though a bit hard to interpret since Red Tomax uses the raw data values which can have odd units): 7.5% defense to Ranged, AoE, and Melee. With decent enhancement (like a couple of defense IOs) it goes up to 10-11%, which isn't half bad. Especially for the other bots since they get double shields for 20%+ defense.

    And since it's only positional defense, yes, some psi attacks ignore it just like they do on Super Reflexes.
  24. One big factor is your attack chain. For instance, consider an Archery/Electric Blaster... if you open up with your Archery AoEs (and maybe Blazing Arrow) and then wade in punching then redraw isn't an issue. But if you try to alternate your single target shots and your punches the redraw will noticeably reduce your DPS. With TA/DP/Mace it actually shouldn't be too bad... you'd generally use one or two TA debuffs at the start of a fight and then start shooting things with pistols. All the TA powers tend to be once per fight (or once per 2-3 fights) due to longish recharge so the only redraw would be the initial pistol draw and any mace powers used, and those are also longish recharge and not the sort you'd spam.
  25. A couple of nice low-risk, cheap sources of inf:

    1) Craft and sell popular uncommon (yellow) set IOs like Thunderstrike. They're usually quite cheap to buy and don't need any rare salvage, and you can make a decent profit on them. Sure you may only make two or three million inf per sale, but if it only took 100k to buy the recipe and salvage and craft it and you can sell several of them a day that adds up.

    2) For a very easy and steady income, memorize one or more high demand generic IO recipes. I'd suggest Accuracy, Damage, Recharge, or Endurance Reduction anywhere in the 25-40 range... personally I have the best luck with level 35 Damage IOs for some reason. Once you memorize the recipe (requires making enough of them at two levels, as seen here: http://paragonwiki.com/wiki/Memorization_Badges). Then just place lowball overnight bids on the needed salvage and craft 10 or 15 at a time and sell them. It's not big money, but you can make a million or two a day for a few minutes' work without needing to track prices or comb through the market looking for niches. It won't make you rich, but it's a good way to build up a nest egg for more serious marteteering or make a few million to email to alts. And as a bonus, you can make cheap IOs for your own alts since memorized recipes cost less to craft... memorizing the level 25-30 Damage, Accuracy, Recharge, and Endurance IOs means you basically never have to buy an SO again.