Syntax42

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  1. Running a successful BAF took me 20 minutes. Forming it, getting everyone organized and in the same zone, and queueing took another 20 minutes. It all depends on the people you team with.
  2. I have confirmed the Alpha slot bug. My heal does 661 instead of 740 on my Scrapper. This was tested upon entering, before fighting any enemies that could debuff me.
  3. Syntax42

    Lamba question

    Leagues get shuffled. I'm not sure about teams that queue up that are NOT in a league. Your teams were part of a league.
  4. Syntax42

    Lamba question

    Quote:
    Originally Posted by Jibikao View Post
    One more quick question. I don't want to create a new thread for it but when I click "join" in LFG, do all members on my team que with me at the same time (so we go in as a team of 8) or it's all random?
    Yes, you all queue up as a team and should be placed as a team in a trial that has 8 open spots.

    Quote:
    I am asking this because 2 other friends were on my team and we que up and both of them crashed. When they came back, we were in the same Trial but just not on the same team.
    That's because they crashed...

    Quote:
    I am not too familiar with the new buttons for combining league teams and I know my friends only want to play on the "same" team.
    The league leader can move people around to different teams. Team leaders can "lock" their teams to prevent league leaders from changing teams.

    Also, note the trials tend to shuffle teams around upon entry when queuing as a league. I have not seen what queuing as a team does.
  5. Alpha boosts definitely do not work in Lambda. I was just on one and my heal only did 661. It usually does 740.
  6. I used a power analyzer on them. They have mag 7 hold protection.
  7. Get more than one. With only four debuffs to choose from, basically, there is a good chance your team will lack the less popular debuff. I'm guessing the resistance debuff will be the most popular.
  8. Syntax42

    Elec/DM ?

    1. That is a sound strategy and leaves you with high recharge for healing powers.

    2. The Cardiac Alpha boost will help you reach, or get close to 90% S/L resistance. The closer you get to the cap, the more each point of resistance means in terms of survivability. At 80% resistance, you are basically taking double the damage of someone who reaches 90%.

    3. Up to you. Gloom is a very high DPA attack, but holding aggro and staying alive should be your first priority on teams. There isn't really an optimal choice for Epic pools.


    Don't focus too much on the -tohit in Dark Melee. It gets reduced by fighting enemies higher than you, and AVs resist it more. A +4 AV resists 85% of it, but that was before level shifts. The best thing about Dark Melee is healing through Siphon Life.
  9. I have been on a few trials that boot everyone out. In all but one case, someone being afk at the start of the trial caused us to get booted as soon as it started. In another case, everyone got booted. I can't be sure if someone wasn't afk and auto-following.
  10. Syntax42

    No more WST?

    After the 18th, will we not be able to obtain Notice of the Well through Weekly Strike Targets? The alternative way to craft the Alpha components for rare and very rare looks extremely expensive and time-consuming.
  11. You could just grind shards and convert, but I don't know if you can get to tier 4 that way.
  12. Titan Sentinel can extract your build from the game while it is running so we can see what powers you currently have and how they are slotted.
  13. Quote:
    Originally Posted by BrandX View Post
    For PvE builds, it just seems like Regen is at the bottom of the barrel now. :/
    At least Regen has Ice Armor and Force Field to keep it company at the bottom of the barrel. Both of those sets need attention just as bad as Regen. Ice Armor has the worst mitigation out of all the Tanker sets, and the gap gets worse when comparing IO set builds. Force Field doesn't do much more than buff defense, while the other Defender sets have debuffs, buffs, or desirable (not knockback) status effects.
  14. Quote:
    Originally Posted by Tubby View Post
    ...I don't see the vast defense buffs while playing normal content...
    This topic isn't about "normal" content where 45% defense is the standard. This topic is about incarnate content, where you have the opportunity to build your team around what is needed, so far. I have no idea what issue 20 will be like because I have not had time to get on the test server. I thought we would be able to form well-balanced teams for the trials, then queue as a team for the league-based content.
  15. Without seeing a build, it is hard to say which will give you better survivability, if that is what you are after.

    Mids' does most of the math for you. Select one of the Alpha boosts in Mids', then use a survivability analysis spreadsheet (linked in that post) to find out which makes you harder to kill.

    The extra defense from Nerve isn't likely to help you unless you are close to the soft cap.
  16. Quote:
    Originally Posted by Amy_Amp View Post
    And then you get on a team where you can get buffed.
    In my experiences on the Virtue server, hardly anyone plays a set that buffs resistance.
  17. Quote:
    Originally Posted by Smersh View Post
    As to your contention that JakHammer's stone tank can't move in combat - if you don't see the big glaring power called Teleport that serves just fine for stone tank mobility, that's an oversight on your part, not JakHammer's.
    Teleport is great for moving large distances, but precise positioning in a pack of mobs takes much more time and effort with teleport than it should. I turn off Rooted to move a few feet instead of leaving it on and teleporting to get to a critter a few feet away. Maybe the OP can tolerate being forced to teleport to move a few feet, but many other Stone Tankers add run speed just to avoid using Teleport.
  18. I think most people would agree that it is a waste of slots and power selections to aim for that much defense. The majority of the game only requires 45% defense to give your enemies the lowest chance to hit possible. Other than DE tip missions, content with higher base to-hit is designed for team-play only. In a team, you will most likely have someone to cover the gap in defense from 45% to 59%. A good team leader would likely build their team in a way that ensures everyone has the best chance to survive by including the right defense buffs.

    Your builds lack movement speed for repositioning yourself in combat. I have to turn off Rooted to move fast, but the movement speed is close to base movement speed when I need to move around.

    I came to the conclusion that it would be most effective to cap resistances while in Granite form. Here is my build:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  19. Your goal for defense should be 32.5%. That puts you one small inspiration from soft capping. Most of the time, you won't need it.

    Don't enhance the knockback in Crowd Control. I'm pretty sure enhancing it will change it from a knockdown to a knockback, which is bad for melees. I haven't tried it, though. A Force Feedback proc is very nice to have in Crowd Control.

    The biggest reason people take Pyre Mastery is for Fire Ball. The extra AoE damage is nice. Melt Armor is also a nice debuff, but you missed it.

    You probably don't need every attack. Having attacks on your bar that don't get used is a waste of power selections, usually. Take a look at the damage per animation times in Mids' to decide which single-target attacks are best. In Mids', go to "window" then "powerset comparison". Any other attacks you take after forming a decent attack chain are usually based on additional effects they add or doing AoE damage. Some attack chains may even include AoEs.
  20. Quote:
    Originally Posted by Amy_Amp View Post
    A higher res cap does.
    The sets basically have the same defensive and resistance values, so the resistance cap is irrelevant in most cases. Only Stone Armor can hit the resist cap for Brutes on S/L. Even Invulnerability is hard to get over 75% S/L resist. Electric and Fire can get to 90% resistance, but only on their sets' specific reistance.



    The extra HP/s isn't a huge difference, either. Without seeing actual builds, my guess is 10% difference in regeneration.
  21. Edit: Thought you were talking about a Tablet PC.

    Try this page.
  22. You don't have a travel power on your Kinetics? Post your build and we can fit one in. Maybe we can drop Siphon Speed or Inertial Reduction to fit in Super Speed or Super Jump!
  23. Quote:
    Originally Posted by JakHammer View Post
    I have seen off hand references to the 'new Soft Cap' defense needed for some of the new content, where some or all opponents have significant to-hit buffs, but a search failed to locate any meaningful discussion.

    So what are the relavent 'new Soft Cap' numbers vs which opponents?
    Battle Maiden and her minions have 64% base to-hit (not 60%) so 59% defense is required to minimize your chances of getting hit. That is the only encounter in current live content that has a higher "soft cap". I have not had time to check into the test server encounters, so someone else would have to pitch in if those also have higher base to-hit. As a side-note, summoned pets have 75% base to-hit, if I remember correctly.

    Quote:
    In the great thread In your personal opinion... which I am trying to fully understand, one poster mentioned that some regard a Tanker using Manuevers as a 'failed build'. Why? It seems great to me and also buffs my team mates.
    Maneuvers grants an amount of defense approximately equivalent to one set bonus per category. The only reasons to not take it are if your build is struggling with endurance, you need other pool powers, or you aren't building for defense. There are plenty of builds that fit those categories.

    Quote:
    1) Do Stealth effects actually lower your Threat rating and/or aggro maintenance. I don't see any mention in MIDS or Red Tomax. Did I miss it?
    No. Once an enemy is aware of your presence it functions as if you didn't have Stealth.

    Quote:
    2) If the only effect of Stealth is to slow aggro aquisition somewhat, would Stealth, as a defense boost vs extreme foes, be so very bad? If running solo, would Stealth be viable then?
    I use it on my Spines/Fire Scrapper for the defense bonus. Don't forget to turn on combat suppression effects in Mids' settings so Stealth doesn't appear to give more defense in combat than it actually does. When out of combat, Stealth gives double the defense value listed and Mids' accounts for this.

    If you open with an AoE attack that hits most of the enemies, you shouldn't have problems getting aggro quickly. Epic powers are good for that.



    Edit: Some general advice on the "new soft cap": Don't worry about it. If it is in content that is designed for teams, you will likely have some defense buffs from your teammates to surpass the "new soft cap". Stealth isn't going to get you there, so don't bother respeccing for it.
  24. Syntax42

    Laptop Question

    OP: Look for a laptop with one of the bottom three cards in each mobile list if you want the game to run well as often as possible.
  25. Quote:
    Originally Posted by Amy_Amp View Post
    A scrapper should win this one in terms of DPS unless I'm really missing something. The brute will be sturdier though.
    A few hit points doesn't really mean that much.



    Scrappers will likely out-DPS everything else because of their higher base damage. Brutes can get close to Scrapper damage with Fury built up, but Scrappers pull ahead when they get buffed by kinetics.

    Your builds may need tweaking, or a complete overhaul if you think you aren't doing enough damage. Are you running the top attack chain on your MA Scrapper?

    Also, DM/SD has been shown to be the highest ST DPS Scrapper because of Soul Drain being so awesome and Against All Odds buffing damage even more.