Tangler

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  1. Quote:
    Originally Posted by BrandX View Post
    Someone (I forget who) did the DPS calculations in the Beta thread.

    SK - CAK - SK - CK (or CS) - Repeat was the best DPS.

    However, that said, you can still use EC in the chain and not be hurting all that much. Martial Arts had basically become a lot like Fire Melee...one top chain, but quite a few different ways to make a chain and not be to far away from the best DPS.

    And EC + DT equals more AOE damage basically.

    As for what to drop, I'd be a tough choice for me (well I skip TK), as I love the animations (and CAK's damage...I hate it's animation), and wanted to fit them all into my MA/WP for sure.

    However if you really want to drop one, I'd say either CAK (worse animation but more damage) or CK (CS gives you the uppercut animation...I coulldn't not take it now).

    There's always dropping a travel power though.
    Thank you, I was about to ask what is considered the best chain.
  2. Quote:
    Originally Posted by Lazarus View Post
    Flambeaux has sparked a different reaction from me.

    Before i18 she was just a Mayhem mission hero who only showed up in levels 5-10 along with Polar Shift and No Mind, she had zero personality then. Which is why when Dr. Aeon gave the MA community his 2nd challenge, which included the rule for it to be set in the first 10 levels of the game, I decided to make a villainous arc where you get to do some mean things to Flambeaux and Polar Shift.

    Now because of their blank slate nature I had to create some personalities for these two heroines. Ultimately the arc lost the contest and didn't get a Dev Choice, but imagine my surprise when I first played GR and got tip after tip with Flambeaux and saw how very much her personality resembles that which she had in my AE arc. Polar Shift isn't far off either in her tip appearances so far.

    The arc is titled "Unfair Trade" and is still published if you want to see for yourselves.
    I noticed that in one of the Praetorian missions that has you entering the mind of a Seer, it uses the Johnny's Hell map much to a similar effect to one my own arcs that I submitted for the challenge too.
  3. Tangler

    So LOLbat

    Just as a heads up, this arc has now been restored.
  4. During beta I advocated a "power-up" style play for DP's swap ammo similar to what you get in Contra. I doubt we'll get that now, but instead I submit a new power that you gain with or that replaces Swap Ammo:

    Explosive Rounds.

    This will be a temporary buff that tacks on bonus damage regardless of whichever ammo you have equipped, much like the the new FE. I would also suggest that the bonus damage hits anything within a 5ft radius, though I am unsure if that is feasible or even just plain OP.
  5. I think there are very few assault sets that can get away with being pure range without crippling their own damage output. At the very least every domi should take their melee attacks until they get their T9 Blast or equivalent.
  6. Soul Mastery for damage. Energy Mastery if you need the end.
  7. Tangler

    RoF.... bugged?

    It seems to be working fine for my Fire corr earlier today. RoF does take a moment to register before they start fleeing, so maybe the problem is that your friend is dieing too fast before it happens?
  8. Does anyone know if the EC crit rate mods any attack that can crit? The thought of a high crit Fireball enters my mind.
  9. Quote:
    Originally Posted by DrMike2000 View Post

    Shout (the Tier 3 Blast) is skippable, since Shriek and Scream are faster recharge than normal blast Tier 1 and 2's, and form an attack chain of their own. And Shouts animation time is as long as both Shriek and Scream combined, so it doesn't gain you any DPA using it.
    Just to add: while Shout isn't going to increase your DPA, it does provide an additional source of -res, so that is something to consider.
  10. I have yet to try it for myself, but it sounds like what you are seeing are the effects of the new designated helper patch they introduced.

    Quote:
    Introducing: the Designated Helper
    • We are removing the reduction to rewards based on the number of allied NPCs in a mission, since that had undesirable side effects and limited legitimate story telling options.
    • Instead, a team can only get assistance in the form of buffs and debuffs (and Autopowers) from a single ally in the amission. That ally becomes “The Designated Helper”.
    • There can only be one Designated Helper in a map.
    • If there are multiple candidates for Helper, the FIRST eligible ally the team encounters that uses its powers will become the Designated Helper.
    • In order for an entity to be a candidate for Designated Helper, the following rules need to be true:
      • The candidate must Follow the player:
        • Added via choosing an Advanced Mission Goal of:
          • Add an Ally
          • Add An Escort
          • NOTE: If the Author chooses “Release a Captive,” the Captive will not follow players and is not a candidate for Designated Helper.
        • The candidate must have the “Follow “ behavior set in the goal Settings
          • Ally: “Ally Behavior” is “Follow”
          • Escort: “Arrival Behavior” is “Follow”
      • The candidate must have its combat abilities set to either:
        • Aggressive
        • Fight Defensive
      • The ally becomes the Designated Helper once it USES its powers, and Defensive allies only use powers defensively, so if the team meets an Aggressive ally before the Defensive ally uses its powers, the Defensive entity will NOT become the Designated Helper.
      • It is possible for the team to end up with a Designated Helper with no buff/debuff powers if the first candidate the player meets does not have Buff/Debuff powers but is set to Aggressive or Fight Defensive.
      • NOTE: Allies with combat abilities set to “Non Combat” or “Pacifist” will not be the Designated Helper
      • No other allies in the map will use their buff/debuff abilities. They also won’t use any Autopowers, summon any pets or use location-based attacks (like Rain of Fire) or chaining attacks (like Chain Induction).
        • Including any friendly bosses, patrols, ambushes, etc.
        • Including any Designated Helper candidates after the first
    • If the author adds more than one buffing ally to the map, and sets those allies to follow the team, after the first ally they will not use their buffing powers. They will still follow the team so goals can be completed and will use offensive powers to attack enemies, but only one ally will use their non-offensive abilities. If the non-DH allies do not have offensive capabilities, they will not do anything other than follow, much like a non-combat escort/ally.
  11. There's really no tactics involved with DP. Oh it's painted to be some super-dynamic powerset but it really isn't:

    Soloing? Regular bullets if you need the mitigation, otherwise Incendiary.

    Teaming? Incendiary (and according to Umbral's calculations, you are ALWAYS better off using Incendiary for the DoTs than swapping to anything else to exploit the enemy's weakness), and maybe toxic if your team is struggling against an AV.

    There are some other quirks but it's just a matter of remembering to turn off/on the speciall bullets for Suppressive Fire and Piercing Round. Ice bullets are a redundant bullet type when normal rounds offer better regular mitigation and toxic for anything else.
  12. Despite being the whole "trick" to DP, swap ammo isn't quite the immediate must-have power it should be. That said since it requires zero slotting investment it can be a good power to take early on, and so you don't have to worry about spreading your slots too thin.

    Edit: That said, the DoTs from incendiary really do add up.
  13. Quote:
    Originally Posted by Quixotik View Post
    The problem is TA is modeled after Defense sets with HEALS and does nothing special except Oil Slick Arrow which (actually only works 10-20% of the time) and takes way to long to aquire, level 26 or 35.
    Eh... you do know that half of defender's primary sets do not have a heal right? And even then only 3 of those have anything that you can actually call a good heal.
  14. I'm slowly levelling a DP/Cold through the Praetoria stuff right now, currently lvl 18.

    You're right about the meh'ness early on, I had to 6 slot the T1 and T2 blasts with recharge TOs just to not make it feel so slow, and then went with 3 rech and 3 dmg DOs. That said Praetoria doesn't give anyone favours (oh god why do the ghouls resist slows?).

    It's solo viability is fine once you get suppressive fire, or even slotting snow storm for slows until you can get sleet.

    One nice thing about cold is that it is stupidly easy to softcap. Even if you cannot afford to invest in that, just taking arctic fog, weave, maneuvers, scorp shield and the steadfast +3% IO will put you at a very respectable 38% S/L, and 19% against all positions. HoB can temporarily push your positional defence to a solid 30% (which is just about the only synergy the two sets have), and all these toggles are completely sustainable thanks to heat loss.
  15. Hey Mordheim, by the sounds of it you're likely going to benefit the most with something that is both solo-friendly and an early-bloomer, and to that end I would recommend a /dark or /rad. Both sets are also amazing on teams.

    If you do take either of those sets, then be especially sure to slot Darkest Night and Fearsome Stare or Radiation Infection with -tohit to increase your survival, which you're definitely going to need for the Praetoria content.

    If fire blast does not suit your fancy, then ice, archery or sonic are also pretty solid sets. All three of them also provide a mez power which can be useful when you are soloing a tough mob.
  16. Tangler

    A Brute with DB

    I would keep Weave if you are trying to maximise your defenses though, it's a pretty big buff especially if you are thinking of building up your E/NE defence.

    I'll throw in that Attack Vitals and Sweep are really the only combos you need.
  17. Quote:
    Originally Posted by Celestyna_EU View Post
    Like many I've been waiting for Dual Pistols since I first started playing the game many years ago, and now its here Im stuck with a build to play one, I like the idea of /Pain as a secondary due to the usefulness and buffs it brings to the table. My Coalition tells me it works really well too, so I was wondering if folks could tell me their experiences with DP/Pain as a whole?
    Also any builds would be super, at the moment I am looking for a basic IO build to be honest, I'll worry about set IO's later on when I start getting stuff like WoP and Painbringer, so yes, please help out if you can and gimme your experiences with the build as a whole too.
    I ran a level boosted DP/Pain in beta for an ITF team once. I wouldn't recommend it, as a twitchy and reactive set like PD doesn't really gel well when you're caught in the DP animations. Not to say you can't make it work, but I think you're going to find yourself in situations where you have to decide between just blasting or just healing because of it.
  18. Yes RoF is that stupidly good for corrs, I daresay you can consider it to be its crashless nuke.

    Edit: No Ice Storm doesn't get that. :<
  19. A kin corr beats a fender version by a long stretch, even with the latest buff to fenders. While a fender can get higher initial values with FS, this is eclipsed by a corr's:
    • Higher base damage.
    • Higher damage cap.
    • Scourge.
    • Can still self-cap damage after 2 FSs.
  20. Just open with your AoE mez, and your pets won't die then.
  21. Haven't encountered this yet, but I have since gotten wise that in Praetoria you should always carry four purples with you before a mission.
  22. Tangler

    Elect/storm...

    Quote:
    Originally Posted by seebs View Post
    I'm not sure whether I want/need Charged Bolts -- right now my attack chain feels a bit anemic
    I think you just answered your own question there.

    Quote:
    Originally Posted by seebs View Post
    I'm not quite clear on the priorities for corruptors.
    Corrupters are like water: all wet and limp.

    -Wait what I mean is, corrupters are a very flexible AT and what you'll find is your priority in any given fight will really depend on the current situation. On a steamrolling team you'll be blasting heavily, fighting against an AV and you'll find yourself leaning on your secondary more, etc.
  23. A fairly entertaining and valid review. While I and maybe others have gotten used to the quirks of the game like heavy instancing and samey tilesets, it won't be the case for everyone new. It's easy to dismiss his criticisms as "dumb" and misinformed, but it'll serve everyone better if we try and figure out how those criticisms came about--especially the misinformed ones, and respond appropriately.

    That said, that review really did not give the Praetoria arcs justice. They have been some of the best morally-grey depictions of two opposing sides in a game I have seen, unlike certain other games that make similar claims but falls flat *cough*JadeEmpire*cough*MassEffect*cough*.
  24. I agree. I've made a new villain with the intention of fast-tracking her to blueside so I can have someone to run hero TFs with, but as it is I'm really in no hurry to leave this new place. The moment I've finished the Praetoria mishes for her, I'll likely just start up a few more Praetorians to check out the other story arcs.