StrykerX

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  1. Well, Archery/Electric could work as a Blapper. Open with the Archery AoEs (including Rain of Arrows if it's up) then put the bow away and melee the survivors. You'd either want high S/L defense to survive or massive recharge to just open with RoA on every spawn, but I could actually see this as being a fun build if you have a few billion inf to throw at it for softcapped S/L defense plus as much recharge as possible.

    I'd go with Fire/Ice out of those three though. /Ice has enough mitigation to really let you make use of Fire's high damage. Sonic/Mental is one I'd avoid, since in my opinion the main reason to go Sonic in the first place (not counting character concept) is Siren's Song, and /Mental's AoEs negate that. Fire/Mental or Rad/Mental have more AoE power while still avoiding redraw, though I suppose a Sonic/Mental/Electric with a continuous all-cone AoE chain could be a lot of fun on teams. Just be sure you have a good tank because you'll spend most of your time rooted...
  2. Many (most?) robots have 50% Lethal resist. Malta titans and Council / 5th Column mechs are all very annoying to Lethal-only characters, and Malta is particularly bad because their humans also have decent Lethal resists from their body armor. It's really handy to have at least one attack that does non-Lethal (and non-psi) damage when you run into bots.
  3. Quote:
    Originally Posted by Peacemoon View Post
    Yeah I wish even more groups got some new enemies, heres hoping!

    Oh and on that note, 30-40 Crey could use a serious overhaul. Skulls are more dangerous then their scientists.
    Wow, hardened street toughs are more dangerous than lab geeks with guns? I like that Crey minions are wimps... they're just nerds with fancy weapons (sort of like AIM troopers). It's the guys in powered armor and the superhuman clones you have to watch out for.
  4. I've had similar problems twice in the past... once it was a bad motherboard, the other time it was a bad stick of RAM. I'd suggest making a Memtest boot CD (or flash drive if your machine supports booting from one) and running it overnight. If you get memory errors, try one stick of RAM at a time and see if they stop and the system is stable. If you don't get any errors, it's probably the motherboard. And if Memtest crashes or won't run, it's almost certainly the motherboard...
  5. Quote:
    Originally Posted by Deathstroke33 View Post
    Kinda sounds like Dark is a good all around secondary for Demons. I think I would rather be debuffing for my minions, it at least feels like I'm actually attacking.
    With Demons, one good tactic is to drop a debuff or two then actually do attack. If you hit something with all three whip attacks it does about the same level of -resist as Tar Patch, and the cone whip alone does about 8% -resist. The actual whip damage is garbage, like all MM attacks, but also boosting your pets' damage by 8-25% or so makes a difference. Plus the whip attacks look great...

    (As for secondary, /Dark is great.)
  6. I'm leveling a Demons/Dark right now and it's a lot of fun. At 33 I'm pretty tough, though I believe my old Bots/Traps was better. On the other hand I had a lot less trouble in the late teens through mid 20s and I suspect once I get Fluffy at 38 my survivability will go up. The thing I really like about Demons is that they have a wide range of damage types and debuffs... almost nothing is strong against all of them. Plus the whip attacks are actually worth using... not for the damage (which is a joke, like all MM primary attacks) but for the 25% or so -resist they can stack on a boss / EB / AV. You can also apply around 8% -resist to a group with the cone whip attack, which is nothing to sneeze at.

    Bots/Traps is, quite simply, the ultimate budget soloist. Nothing can match it for taking down hard targets with a minimal inf investment. If you have billions to spend some other builds can outperform it, but Bots/Traps can take down giant monsters using only SOs (at least in the hands of a really good player). With even a modest IO build you can smash just about anything, and a high end build is up near an Ill/Rad in survivability with significantly more damage. You can softcap yourself, softcap all the bots except the Protectors, and drop enough -resist and -regen on an AV to seriously ruin his day. The only real drawback is the long slow (for a MM) slog to level 32 since you have no real AoEs. (Bots/FF is even tougher, but the lack of debuffs makes it a lot weaker offensively, especially against EBs or higher.)

    Those are the only two MMs I've played far enough to get the second pet upgrade. Really, Bots, Thugs, and Demons are all excellent and /Dark or /Traps goes well with anything. I've never played /Thermal but I suspect it would go well with Demons too... they have decent resists already so adding more can't be a bad thing.
  7. I love that proc on my Archery Blaster. It makes Stunning Shot look so much better to have it actually knock them on their butt instead of just bounce off their head. I slotted it for the defense but the improved look is great, not to mention being able to occasionally stop a stun-resistant mob from attacking.
  8. I would place Whips above Pulse Rifle due to the -resists, though Pulse Rifle has some controls. The other power sets are irrelevant since you can get the exact same attacks in real blast sets... the only real reason to play a petless MM is to get whip or laser gun attacks. Even if you are doing it for another reason (like just to see if it's possible), you may as well take a set that gives unique attacks.

    Demons/Dark is probably the best petless combo. You get -resist, significant to-hit debuffs, and a great heal. Plus you have stealth and some control. You'll still take way too long to kill things, but at least you'll be able to kill normal spawns.
  9. I'm getting close to getting Dark Servant for the first time on any character and looking at what all he can do I'm sort of at a loss on how to slot him. I know he needs recharge since the MM version isn't permanent out of the box, and I'm assuming I need a generic Accuracy IO since the various debuff sets only affect pet powers that have that effect. But other than that, what's a good way to slot him until I can use Hami-Os?

    I was thinking of just going Acc / 3x Recharge / Hold / To-Hit Debuff (all level 40 generic IOs) but there may be better slotting options. Once I hit 47 I'll probably go with Hami-Os, something like 2 Acc/Mez, 3 Recharge/Defense/To-Hit Debuff, 1 Heal/Endurance.
  10. I'd vote for option 1, provided no changes were made to things like reflectivity or material type. If there was any significant change to the surface finish I'd want the old option to remain available since that can really mess up a costume... for instance, try matching "leather" and "cloth" items. Pick the same color for both and you still get a different tint on the leather so they clash.
  11. Quote:
    Originally Posted by Kheldarn View Post
    Aye. If we don't get extra slots, it's going to make already tight builds tighter.
    How so? If you slot the inherent Fitness powers the same as the pool ones, you have the same number of slots used but one pool and three power choices freed up. There are quite a few powers that don't require slotting: Stealth, Recall Friend, a second travel power, Assault, APP powers like Hibernate or Rise of the Phoenix, etc...

    At worst, you can just grab Assault, Tactics, and Vengeance or take Stealth, Grant Invisibility, and Invisibility and pop a LotG in each. Think of it as getting three extra powers but no additional slots... worst case, you keep the exact same build you have and toss in three situational / set mule powers. Best case, you actually add powers you need. Either way you're at least a little better off...
  12. StrykerX

    Ninja Run

    Quote:
    Originally Posted by Monstrofo View Post
    It seems like the majority in Praetoria have it... including those without a single veteran badge. I think they see others with it and ask "Hey wow how are you running and/or jumping so much better than me?" and of course we answer NINJA RUN! and they go and purchase it.
    It may also have something to do with the fact that there are no temp travel powers in Praetoria. Raptor Packs and Zero G Packs make getting around in the early game without Ninja Run much easier, but without them you're stuck with only Sprint from levels 4-13 if you don't have the City Traveler vet reward. And even if you do have City Traveler, "wasting" a power pick that early is a pain compared to using temp travel powers. I usually use the Zero G Pack plus Hurdle until the mid 20s or so to get more primary and secondary powers early (plus making sure I can take Stamina at 20), but on Praetorians I can't do that so I'm very glad for Ninja Run and the new improved Sprint speed.
  13. As I understand it, they can't increase the cap on run speed because doing so overstresses the poor hamsters powering the servers. And since they want a set ratio between the various travel caps to reflect the ease of using those powers, they can't boost the others either.

    Personally, I'd like to see all travel powers cappable with a single SO when unsuppressed, and have the suppressed speed boosted by enhancements so that if you slot 3 Fly or 3 Run you move about twice as fast while suppressed as you would unslotted... but that's just me.
  14. Quote:
    Originally Posted by Umbral View Post
    Standard actually does better damage than Chem or Cryo because of Piercing Rounds' -res effect which only applies while using standard ammo and not while using Chem or Cryo.
    That's probably true vs single targets. AoE I'd place standard at the bottom for average damage just because of resists, since the -resist debuff is only on 1-2 targets. On the other hand, the knockdown on Standard ammo AoEs is decent mitigation.
  15. Quote:
    Originally Posted by Ben_Arizona View Post
    The thing is, you are exactly as likely to see everything die at once due to your supercharged barrage with the Build Up proc in Targeting Drone. For serious. Putting it in Aim does not make it more likely to go off on your Big Alpha Strike. The odds of it going off on the Big Alpha Strike are exactly the same either way.
    Does the Chance for Build Up proc last for 5 seconds or 10? If it's 10 seconds you're right, since there is a 5% chance at any given moment of it being active while in a toggle and a 5% chance of it activating when you click Aim. But if it's 5 seconds (which is what I thought it was) then there's only a 2.5% chance if it being active at a given point when used in a toggle (5% chance to fire for 5 seconds out of 10).

    I thought it was 5 seconds like the +recharge proc, but I could be wrong. I've not actually used the Gaussinan's proc much since I consider it a bit pricey for a long recharge click like Aim or Build Up and I rarely have toggles with +to-hit.
  16. Quote:
    Originally Posted by Mr_Frost View Post
    Not once you get into higher levels where everything is extreamly resistant to Lethal. By that point I think you'll want the extra damage and you'll probably want to lean more on your secondary for CC when you can.
    Well, Incendiary Ammo's main damage is still 70% lethal. Against most targets that are 20-30% more resistant to Lethal (which seems the most common range) you're only doing around 6-8% more damage before the DoT. And you can also get thet 6-8% damage by using Cryo or Chem rounds since those are also usually less resisted damage types than Lethal... the real question is more total damage (from the DoT) or more protection (from the -damage or -recharge). I'd rather use Incendiary if I can, but faceplanting = dealing zero damage so if I need more survivability I'll use Chem or standard (worst damage, but probably the best total mitigation). I generally avoid Cryo since I play Blasters... a Defender might get some use from it but at Blaster levels the debuff is insignificant.
  17. Well, I did say putting it in the toggle is better for overall DPS (that's where I'd put it). Some people just love seeing a ton of things die at once due to a super-charged AoE barrage. Then again, the original post was about Archery / Devices, and you don't take Devices for burst damage, so...
  18. Quote:
    Originally Posted by Ben_Arizona View Post
    But your chance of it happening when you need it is exactly the same whether it's in Aim or Targeting Drone. The difference is that in Targeting Drone it will also be going off during all the other times you're attacking and Aim hasn't recharged yet.
    To be fair, it isn't exactly the same chance. Normally people use Aim right before cutting loose with their most powerful attacks, so if the BU proc goes off when you hit Aim it is optimally timed for maximum effect. On the other hand, if it's in a toggle it's going to go off randomly at some unknown point in your attack chain... so it's entirely possible that it will randomly trigger after your heaviest hitters are used and the BU will then wear off before they are recharged. Putting he proc in a toggle gives the most total bonus damage since it goes off more times, but putting it in Aim gives the largest burst damage boost when it does go off since it is always perfectly timed to coincide with your best attacks (like Rain of Arrows) and other damage buffs. It's just a question of whether you prefer higher average DPS or occasionally seeing a lot of very high orange numbers.
  19. Quote:
    Originally Posted by PhroX View Post
    I suppose for a specialist build where AoE isn't important (say, AV soloing), but for a general "do everything" build, I can't see a situation where other powers would be better than TE and 1kC.
    In a teaming situation most Scrappers or Brutes (not counting the ones with heavy AoE primaries) are generally better off killing bosses than trying to AoE down minions. Let the Blasters, Corruptors, or damage focused Controllers handle the masses while you focus on the things that hit hardest. That's not to say Sweep isn't useful, but on a tight build like DB/SR you may not want to take and slot up seven attack powers. I personally like taking Blinding Feint, the three Attack Vitals powers, and Typhoon's Edge (plus one of the initial powers which is just a set mule if slotted at all)... that gives me the best general purpose attack chain plus some extra AoE for situations where I'm surrounded. But in general no matter how good Sweep is it's still a melee range PBAoE... 40-50 foot cones and 15-20 foot radius blasts will clear the minions a lot faster.

    Of course if you want to solo large spawns or are playing a Dual Blades Tanker then by all means take Sweep, but if you go the "smaller groups of really tough stuff" route then you can skip it for more powers that keep you alive when +4 bosses are punching you in the face.
  20. Quote:
    Originally Posted by Misaligned View Post
    This looks interesting - does the xp loss from confused enemies balance out with the fact that you can kill more of them in an hour? (for example)
    No, it doesn't balance out... the XP loss doesn't even come close to negating the extra kill speed. Seeds of Confusion is one of the most awesome control powers in the game. Confused mobs' damage doesn't count at full value against XP, so as long as you do modest damage (even if it's only 20% or so of the mob's health) you'll get at least half the XP (Paragon Wili has a nice chart here: http://paragonwiki.com/wiki/Confuse_%28Status_Effect%29).

    I personally love Plant/Storm Controllers. Open up with Seeds, then drop Roots and Freezing Rain on them and enemies will be standing there shooting each other while defense and resist debuffed and you'll do enough damage from Roots and Freezing Rain to get decent XP off of them. It gets really fun if you invest in modest IO slotting so you can do it every spawn, but every other spawn is still fun. You can provide more safety to a team than a Granite Tank simply by going first and making the spawns alpha strike each other instead of your group, and you can use Hurricane to jumble mobs together in corners or to scatter and debuff a second spawn if it aggros. It's a lot of fun and solos well... not as fast as a Fire/Kin but a lot more enjoyable.
  21. The combos help, but they aren't absolutely necessary. Empower and Weaken are useful at low levels but you probably won't use them once you get the higher tier attacks. Sweep is handy for AoE damage but is skippable... Attack Vitals has some AoE and Typhoon's Edge by itself is still pretty good without having to use the very long animating 1K Cuts.

    The best combo is Attack Vitals. Blinding Feint -> Attack Vitals is pretty much the best attack chain Dual Blades can produce without massive recharge. If you do have massive recharge, on the other hand, no combo can match BF -> Sweeping -> Ablating (and I think one or two other high recharge chains). But that sort of recharge is very hard to get, since I think you need above perma-Hasten levels. For normal builds BF -> AV (and optionally adding Sweep for large groups) is as good as it gets.

    Essentially, Sweep boosts the final Typhoon's Edge damage by 50% and adds KD, Attack Vitals adds a DoT to Sweeping Strike that increases its damage by around 60%, Empower boosts Blinding Feint's buff by about a third, and Weaken adds a defense debuff and a 7.5% to-hit debuff (which is actually quite nice if you are using a defense based armor set). The big reason to use Attack Vitals is that any decent attack chain that doesn't have massive recharge is going to use all the component attacks anyway, so you might as well get free damage by using them in the right order. Adding non-optimal attacks to a chain just to get the combo bonus gets a lot more debatable, which is why you won't see Weaken or Empower much at high levels. Nimble Slash just isn't that good an attack, so adding it hurts DPS even if it does give you some bonuses.
  22. The basic idea is to be like the actual Wolf Spider Huntsman boss mobs: tough soldiers with guns, rather than guys with goofy beam-shooting maces or metal spider legs. Supposedly it's a very viable build but you need to sink a lot of inf into it because you have a relatively small number of attacks so you need a lot of recharge bonuses.
  23. I actually don't want Dual Pistols to get Aim. Thematically, Aim suggests carefully aiming for maximum effect, which doesn't really fit with the set's theme.

    Instead, I want to see it get this:

    Speed Load - 90s recharge, 0.5s activation, Instantly recharges all other Dual Pistols powers when used. (Or maybe all but HoB)

    or alternately, a 100% recharge boost for 10 seconds.

    Taking Speed Load would also grant the ammo toggles, which fits since they involve quickly reloading in the middle of a fight.
  24. I love Archery, and definitely consider it better than Dual Pistols.

    Archery
    + Excellent range (50 foot cone and full 80 foot range on its tier 3 blast)
    + Faster cast times
    + Great AoE once you get Rain of Arrows
    + Rain
    + of
    + Arrows
    + is
    + just
    + this
    + good
    +
    + Has Aim
    + More accurate than normal
    - Highly resisted damage type
    - No secondary effect other than accuracy boost

    Dual Pistols
    + Very flashy animations
    + Has a fourth (mostly) single target blast
    + Selectable but weak secondary effects
    - Fourth blast is an energy hog with a long recharge
    - Shorter range tier 3 blast
    - No Aim
    - Mostly Lethal damage just like archery (the alternate ammos make little difference)
    - No
    - rain
    - of
    - arrows
    -

    Seriously, before adding in the tier 9 powers both sets are fairly similar. They both have average damage, modest AoE, and a full ranged stun or hold. Archery is a bit faster, has Aim, and can easily make a full 80 foot range attack chain but Dual Pistols has a minor advantage in damage type and secondary effect. However, adding in the tier 9 powers changes things drastically: Hail of Bullets is decent damage but it's dangerous to use, somewhat unreliable due to the wide damage variation, and has a longish recharge. Rain of Arrows, on the other hand, is simply the best mini-nuke in the game. For that matter, it's the best ranged AoE in the game, period. Hit one button and every even con minion in a spawn usually dies without ever taking a shot? And you can do it to every spawn with decent recharge, and add in Aim + Build Up to wipe out +2s? Way better than jumping in the middle of a spawn and rooting yourself for several seconds while they all pound on you in the hopes of killing them before you drop.

    HoB isn't that bad, but the only PBAoE I'd consider equal to Rain of Arrows is if Blasters got the old pre-nerf Psychic Shockwave. And even then I'd have to think about it a minute...
  25. Quote:
    Originally Posted by Hai Jinx View Post
    Interesting statement.

    I think it would be more accurate to say the developers in COH's case "choose not to"

    Surely they "could" balance the game around the gear (IOs) available in the game. Nearly every other MMO and RPG type game does after all.

    I am not necessarily arguing they should but they definitely could.
    As I understand it they do also take buffs into consideration, so since a good team can boost you a lot more than any IO build they do indirectly balance IOs too. For instance, I seem to recall Castle stating that the Brute damage cap and fury changes were due to them being too strong when heavily buffed... they were also too strong when heavily IOed but it was the insane damage they did when paired with a couple of /Kins that really attracted his attention. Buffs are more common and more powerful than IOs, so balancing around them pretty much handles IO performance by default.