Supernumiphone

Legend
  • Posts

    928
  • Joined

  1. I don't remember which issue it was...it was years ago now, but we did have a mostly QoL issue once. It was well received as I recall. I think we're about due for another. I spend too much time on global channels explaining things that are unclear and workarounds to bugs. People shouldn't have to read the forums and be up to date on all the latest issues just to avoid getting stuck when in-game.
  2. I can lead a second team for this SF if there are enough people to fill it out. I've never lead a Mo run for this before but I've run the LRSF dozens upon dozens of times so following the directions laid out by E-Man shouldn't be a problem at all.

    My first choice would be to bring Modulo, a Rad/Sonic Corruptor, but I can be flexible based on team makeup.
  3. Dark Armor - Cloak of Fear
    Powers/fear2c_loop.ogg

    This is the continuing sound that fades out after about 10 seconds. It replays every time you zone and became quite annoying for me.
  4. Quote:
    Originally Posted by SinisterDirge View Post
    At +4. Your RoTP is only doing a mag *1.92 stun to that boss. Since it takes Mag 3 to actually stun them, surprise, they are not stuned. Now lets assume you are level shifted. You are only hitting them with a mag *2.6 stun. Still under the mag 3 required to stun them.
    Level scaling will affect the duration of the stun, not the mag. It will still be mag 4 even against +4s, or against +50s for that matter. It just won't last as long against higher con foes.
  5. Supernumiphone

    Mob AI issues

    Quote:
    Originally Posted by Miladys_Knight View Post
    I then used Dominate on the warden and he finally detoggled.
    That's quite a surprise to me. I've never been able to shut off a spines warden's quills by holding them. I've always presumed it was an auto power for them rather than a toggle. I'll have to try again now. I've given up trying since it never worked. It could be that different wardens in different level ranges are coded differently and the higher level ones do use a toggle.

    Confusing them has always worked for me in the past as well. It's really been the only way I know of to avoid taking damage from quills when in range, since holding them never did the trick.

    There have occasionally been bugs with confuse where it shows purple bubbles even when the confuse is not in effect. I wonder if that could be what's happening here. Certain LB wardens have a leadership power that grants confusion protection, which shows by the little purple shield icons floating around those affected. Is it possible there was another warden in the room granting the spiner confuse protection?

    As to the clockwork, they have strange aggro rules. I know there have been times I've tried to pull one and if I kept breaking line of sight sometimes it would ignore my attacks, to the point of allowing me to completely defeat one without it responding.

    Edit: Actually I believe it's LB officers that have the leadership power, not wardens.
  6. I made my Huntsman because I wanted a more team-friendly build for my Bane but didn't want the Crab backpack. Banes really get garbage AoE. So my Huntsman is my teamer. Nice debuffs and a non-stop AoE chain.

    When I solo the character I use the Bane build. Strong single-target damage along with the -res debuffs allows me to crunch through bosses with ease and speed.

    If you're looking for a second build for a Crab, I'd think a Huntsman would be a disappointment. I haven't run the numbers myself but I believe they do less AoE than a Crab, and I don't think they can compare to Banes on single-target. On the other hand they do offer a different playstyle which may be right up your alley.
  7. I tend to look for synergy when considering pairings and other than stacking -tohit Dark Miasma doesn't do much for Dark Blast. Dark Blast is the only blast set with a heal, so I tend to want to pair it with secondaries that lack one. It also lacks Aim, so I like to pair it with a secondary with a defense debuff. These aren't inviolable rules for me or anything, but things I take into consideration.

    Dark/Traps has some good synergy. The -tohit works well with the +defense from the FFG. The immobilize from TT helps prevent a lot of the scatter you get from the "avoid" effect in Acid Mortar. There's also the heal it gets you, which really helps to make for an overall very survivable package.

    Dark/Cold - The -tohit along with the +defense shields means your teammates will be very safe. You, on the other hand...well at least you have a small heal.

    Dark/Rad - The self heal will be redundant but you do get a defense debuff and can stack -tohit.

    My favorite Dark Blast Corruptor is my Dark/Sonic, but that wasn't on your list of options.
  8. Great suggestion. Just the ability to reorder tabs would be enough for me. I could push unused tabs off to the right and I'd never see them. If the first tab remains the default, that means I won't have to seek out the one I want most of the time, as soon as I open my salvage window it'll be right there.
  9. I'm hoping there's something that should be obvious, but I'm still managing to miss it. I completed both missions from Scratch, got the badge and Nectar temp power, but he didn't introduce me to DJ Zero. When I check back with him he just says he has nothing more for me. When I try DJ Zero he gives me his "You haven't been introduced to me" dialogue.

    I ran this earlier with a different character and after completing Scratch's two missions, he introduced me to DJ Zero right off.

    Now I come back and do it with another character and no go. So what am I missing?

    Edit: Nevermind I finally remembered. I helped someone with their hero mission on that toon earlier and that's what's missing.
  10. Quote:
    Originally Posted by Cptn_Courageous View Post
    I like Propel, but it's not really needed in Grav for a Dominator. Dominators already have a lot of damage in their secondary.
    Don't forget that the set is shared with Controllers. It's not a great power even for them, but I'm sure some people with Gravity Controllers would not want to give it up.

    Removing it just for Dominators would be a first. Aside from the changes necessary to accommodate inherents, all primaries shared between Dominators and Controllers are identical.
  11. Quote:
    Originally Posted by Ironik View Post
    I haven't even bothered with any of the newer ones because everything people are talking about here -- the disjointed storytelling, the lack of characterization, the over-reliance on specific cultural mores to impart meaning to the goings-on -- is something that have loomed larger and larger in the work of Studio Ghibli recently, leaving me disinterested.
    Ditto. It's a shame really because Miyazaki does have a wonderful imagination. He just fails as a storyteller IMO.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Guess that means another 7 slots.
    I'd start with the attacks that use the most endurance/time and see how that does before slotting all your attacks.

    Total Focus is probably one of the last attacks you'll need to slot end redux for. Sure it has a high cost, but the numbers you should be looking at are net end use/second of activation.

    During an attack's animation your recovery is active, gaining you a small amount of endurance. So calculate your net recovery per second, that is your total recovery minus the cost of any toggles. Take that times the activation time of the power, and that's how much endurance you gain during the animation of that power. Subtract that from the endurance cost of the power and divide by the animation time to get your net endurance burn per second of that power.

    Do that for all attacks and slot end redux in the worst offenders first. You may not need to slot all your attacks.
  13. Quote:
    Originally Posted by YoumuKonpaku View Post
    If you can't get to 45%, aim for 32.5%. That's the amount required to softcap with a small purple. Keep in mind that doing so will need you to keep a handful of said small purples in your tray. Of course, any team def buffs can easily bring you to the cap from that point.
    This is what I do. Once you get to know your enemies and what debuffs they tend to throw around, you can preemptively chomp the necessary inspirations to keep yourself moving right along. I usually stick with S/L def on resistance-based toons, which provides solid survivability through much of the game. There are factions and specific enemies that will be able to either ignore or completely shut down that defense, but you have to decide if you're willing to make the build sacrifices to get defense to more damage types.
  14. That's why I don't make squishies without some way of dealing with mez. Unfortunately Fire/Kin provides among the fewest options for doing so. It's something I think about every time I pick powersets when I consider rolling a new toon.

    Mez resistance available from set bonuses is sadly weak. I wouldn't make any build sacrifices to fit it in, but if there's room for it, why not. If you're building for +recharge and can get Siphon Speed stacked on a mezzer, you might be able to outlast it with healing and applied damage in between mezzes. I wouldn't count on it though.

    It seems like you've done pretty much all you can with the powersets you chose. I'd build for defense and try to always keep some break frees on hand.
  15. Given how many of the bosses in tip missions have godmodes, I'm going to join in with another "Hell no."

    Having to wait out minutes of "Can't touch this" status on those bosses is not remotely my idea of a good time. The one thing that keeps them from being unbearably tedious is that I have a decent chance of preventing them from using their godmode.

    Whether it's using mez, KB-and-spike, or Placate->AS, I know I have at least a chance of avoiding it. If they were upgraded to EBs, with the increased hitpoints and mez protection that would grant, that possibility would be removed for the majority of my characters. That would further limit the number of tip missions I would be willing to run to a small handful. It would possibly push things to the point that I would lose interest in running them altogether.

    So no.
  16. Quote:
    Originally Posted by Fulmens View Post
    Yeah, if I buy stuff that has massive oversupply I'll delete it. Eventually it'll run low.
    If that's your intention then to start out you won't even need to find takers, you can just buy the stuff that's sitting on the market. If you want a list of pool C/D recipes that fit the bill I can log on my slow seller and get you one.
  17. There are quite a few pool C/D recipes that are vendor trash. Many are available on the market with a handful or more for sale and no outstanding bids. I know because I have a level-locked character I do randoms with. Anything I don't want gets gleemailed to an unplayed market alt and listed on the market. That character's market slots are almost filled with unwanted recipes, and his recipe inventory is nearly full with more stacks of the same.

    If your intention is to pay a million for such recipes it would be possible for someone to make a little inf by buying up those vendor trash recipes off the market and selling them to you.

    Which is my long-winded way of saying you might want to limit your offer in some way.
  18. If it was me I wouldn't do Earth/Sonic after taking Earth/Thermal to 50. Too similar. Not so much in playstyle on teams, but it seems like solo the experience would be almost identical.
  19. All the reasons Local Man gave are why I made mine Earth/Sonic. IIRC Rocky with a set of shields cast on him will have capped or near capped damage resistance to most types. One thing especially nice about the combo is Rocky gets very high innate psionic damage resistance, which is the only type Sonic doesn't grant, so with a set of shields he has no weak spots. He should also make a good anchor for Disruption Field. Mine is only low level so far but on paper it looks like a very solid pairing.

    Before rolling my Earth/Sonic I took an Ice/Sonic into the 30s. Aside from the ridiculous endurance burn from the combo, I didn't feel that Jack was sturdy enough, even with a set of sonic shields on him.
  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    - Mastermind defense and resistance buffs are identical to Controllers. However, their healing is worse. I have somehow never picked up on this before. Confirmed via comparison of Controller/MM Force Field and Thermal.
    I believe that healing is typically based off of an AT's base hit points. MMs, having the lowest hit point base, would have lower heals.

    It may not hold true 100% of the time but if you look at heals shared among different ATs and caclulate them against base HP, they are usually consistent.

    Obviously the heals aren't directly based on hit points, but rather a value in a table, so they could be wildly divergent, but the values in those tables seem to be picked based on an AT's hit points.
  21. IIRC the problem with allowing enhancement for something like Assault is that allowing damage enhancements would also make the power boost itself, so it would boost its own effect, continuously increasing the damage boost it grants with every tick of the power.

    Something like that. It's been a long time since I've read a discussion of the topic. Maybe someone who remembers better will come along and explain it properly, or Arcanaville, who I believe was the one who laid it out in the first place.
  22. Supernumiphone

    Fire/Dark

    Yeah I'm using the villains skin and it almost matches the background, making it invisible.

    Edit: No Blaze makes me cry.

    Also unless Dark Servant is just a set mule it's underslotted for accuracy. AFAIK pets don't benefit from set bonuses.

    I would swap out the Glimpse of the Abyss set in Fearsome Stare for Cloud Senses. The tohit debuff is more valuable than the fear IMO and you keep the same recharge bonus.

    I would also take Darkest Night. It's extremely valuable against hard targets.

    Really I would change just about everything, so maybe I shouldn't be offering any suggestions.
  23. Thanks for the reply. Since you didn't make any changes to my power picks other than remove Quicksand, I'm going to take that to mean that you think my general choices are valid and that the build will play effectively, which is what I was primarily looking for.

    As for the build critique that's appreciated too. I don't think I'm going to be able to incorporate many of those changes into my build though because...

    Quote:
    Originally Posted by Deacon_NA View Post
    I did you no favors with end consumption. I think any Sonic Resonance user has to take the Cardiac Alpha slot and this is no exception, which will make a big difference for the endurance issue.
    I have two Sonic Resonance Corruptors at 50 and neither uses the Cardiac alpha. SR is a major endurance hog and I always have to use every IO available to get more end, but it does enable me to run without endurance problems. Maybe I will have a different experience with Controllers, I can't say yet. Many of their powers are less endurance efficient, so it's entirely possible. I'm going to wait and see though.

    One thing I hadn't considered is what alpha slot I will end up taking on this toon. You've got me wondering about that. If the Cardiac ends up making sense, then I could definitely see the benefit of having Tough in the build. Stacking the resistance with Dispersion is very appealing. I'll have to give it some more thought.
  24. Quote:
    Originally Posted by prev1 View Post
    Mud pots is also, notably, the only damage aura available to doms.
    Hot Feet is better in every way, unless you don't count that as a damage aura.

    I think Plant/Storm is an excellent combo as others have said, but with the OP not liking very active clicky sets I don't think it's likely to be the combo for them.
  25. Edited the datachunk into the OP