Tangler

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  1. Well, I've read the patch notes, spent a few hours experimenting with the new changes, been keeping up with the forums, and have now slept on it.

    To say that I am still less than impressed with this patch is a hilarious understatement.

    I feel others have already stated the reasons against this patch far more eloquently than I ever could, but I'll add my voice against this "fix":

    • This patch does absolutely nothing to serious farmers. They can farm without allies just fine, heck they can farm non-AE content just fine. All this hurts are the otherwise legitimate authors and MA players and small time farmers. I don't know what to think, as it seems like all this nerf does is to temporarily get rid of the rabble from the AE buildings in order to stop other players complaining about them. You've made the streets look clean, but it's still business as usual for the crime bosses as it were.

    • This patch grossly hurts legitimate authors and players more than it does farmers--I really can't stress this enough. Allies in its many, many forms play a huge part in adding colour and immersion to an arc. I honestly doubt if I could have won a Dev's Choice if I now have to cut out all those allies from that arc. In-game exposition from a NPC? That's a xp nerf. Adding civilians going about their day to make the world seem more alive? That's a xp nerf. Rescuing people? You guessed it, xp nerf.

    • This patch is effecting more things than just allies. It comes down even for captives, defends objects, escorts, battles with allies, etc... This patch was either rushed out with little testing or they're just busting legitimate authors and players to spite the farmers. To all those saying "GJ devs" please think of the harm they are doing. They've introduced a snake to curb farmer population, only for it to prey on the original, legitimate users it was supposed to protect.
  2. A few more questions on Invuln: what powers do people consider skippable? Resist Elements and Energies get a slow and end resistance respectively which looks nice, or are the mods too low to really matter in practice?
  3. Tangler

    Archery/Traps?

    Okay you convinced me. I usually don't play defenders, but after messing around in Mids a Traps/Arch/Dark defender definitely looks to be the more well rounded build compared to the Corr equivalent.
  4. Am I correct in believing the proc will have a chance to go off for every target hit?
  5. Tangler

    Archery/Traps?

    Quote:
    Originally Posted by Frosticus View Post
    I know rain of fire works tremendously well for my fire/traps and RoA isn't all that different than RoF in that you need to keep mobs in one area for the power to do wonders.

    That said, I see little reason a traps/arch def wouldn't be a better alternative to arch/traps corr. Traps is quite a bit stronger for defenders and the key power RoA is just as strong (minus scourge).

    Unless you prefer the villain patrons to the defender ppp's then I personally would consider a def.
    Heh, while PPPs have been buffed, they're still a loooong way from being as good as APPs. :P

    From what I gathered, damage wise an Arch corr isn't all the far apart from an Arch def, so it's certainly something to consider.
  6. Cool guide, but:

    Quote:
    Originally Posted by Silas View Post
    • Jump-cancelling (video here)
    I see no such thing. :C
  7. Tangler

    Archery/Traps?

    Cool, thanks for the speedy response.
  8. I'm curious how does an invuln fair as the main tank on a LRSF? I know with the psi hole it can't tank Sis Psi without some help, but is the psi-hole that bad or does Dull Pain give you a generous buffer against the psi onslaught?
  9. Quote:
    Originally Posted by DarkGob View Post
    I don't know about you, but I've flown by so many gray-con muggings with indifference over the years that I've lost count. What you described would actually not be much different.
    I don't think my villain has done any street crime what so ever. In fact all they have been doing is acting in self-defense against fascist regimes, invading militias, assorted otherwordly horrors, stopping robberies, and saving some poor schmucks from the mob no less.
  10. Just wanted to comment on the /kin side:

    I would absolutely take SB if you are even thinking about teaming. My personal slotting is 2 range IOs which saves me a bit of leg work reapplying the buff to the entire team. Slotting for end mod is more situational: generally speaking your teammates should have ironed out their end issues once they get stam, and they should be having zero issue by the time they are in their 40s. That said some sets like shield defense eat end like crazy no matter what, so it's up to you if you want to accommodate for outlier sets or not.

    Edit: or just use Transference.
  11. Suppress Pain is hilariously powerful--it grants everyone around you almost the same regen rate of a regen scrapper outside of IH.

    Share Pain--it's skippable if you really must insist, but the fear of being left vulnerable for 15s is not an issue for MMs due to bg mode. I've ran my Bots/PD through the ITF several times and have never died once from taking the brunt of a cyst ambush, or against anything really.

    About tankerminding: as a mm you can eat an alpha, but you're not going to be the tank if you only halfass it. Most teams aren't going to expect you to tank, so you don't have to worry about that if you don't want to play that role.
  12. Tangler

    Archery/Traps?

    Has anyone got one that they care to comment? I've wanted to level up both sets, but never have due to one reason or another (I made an Arch/TA but found TA to be... underperfoming, and Traps' stationary nature made things a bit tricky on aggressive, fast moving teams).

    Am I correct in understanding that RoA is a targetable "pet" summon? As I was toying around with the idea of being able to pull mobs while hiding behind a corner with it--leading them straight into a bunch of laid traps.
  13. My main SF char is a Fire/Kin corr and I've never felt tired keeping up the SB/FS, while still blasting and maintaining Siphon Speed. Personally I like the hopped up, energizer bunny feel.
  14. I've rarely seen this request in this game, though it could just be the server/side I play in.

    The only time I have seen a healer being requested is for stuff like the LRSF/STF where the need is more warranted, and even then peeps are ideally looking for a complete package of buffs/debuffs/heals when they try to recruit for them.
  15. If you ever plan to team (and since you are playing a corr I am assuming you do) then contributing to the initial aoe volley of doom is always a plus. I would take both if you have space, otherwise I would just take Bullet Rain as it is still effective at point blank.
  16. Regen has a cap (link), and I am fairly certain that in your pets' cases they will be looking up the minion/liut/boss tables.

    I have a Bots/PD and it has several nice synergies going for it. Bots inherent toughness means you are at less risk whenever you need to use Share Pain, the Assault Bot makes great use of Painbringer, World of Pain works on top of bots natural resistances, the bots usually clump together nicely for Suppress Pain, and the Assault Bot's -regen plus Anguishing Cry means you have the complete debuff package for AV smashing.
  17. I foresee several new arcs with stories that will explain away the use of every new map.
  18. Wow you work fast. It's always cool to see more reviewers, and welcome.
  19. Agreed with Eiko-chan. I wouldn't worry about it, since Singularity screws over a lot chars.

    That said, if you want to go EB/AV stomping that you probably want to pick up Provoke from the Presence pool.
  20. Quote:
    Originally Posted by NeonPower View Post
    offtopic Ps: is the MA server global, so my arcs can be played by people across all servers in EU and US??
    Yes, people from both sides can play and rate/comment on your arc.
  21. Quote:
    Originally Posted by Valentyna View Post
    Torrent does knockback, I thought?
    It used to, but it was changed to knockdown for quite a while now (only for the lich though).

    Quote:
    Originally Posted by Valentyna View Post
    Also, does Lich have the full debuff values of a mastermind with the same powers? I seem to recall Fearsome Stare had a /very/ high tohit debuff once upon a time, for a secondary effect - something like 10% base. That would certainly take care of defence problems rather well.
    Actually it's better: the lich's fearsome stare does a whopping -18.75% tohit base, compare this to an mm with dark miasma, who will only do -11.25% base.

    So in all your lich will do:

    Torrent: 80ft long/30 deg cone for -9.38%
    Ten. Tentacles: 40ft long/30 deg cone for -9.38%
    F. Stare: 70ft long/30 deg cone for -18.75%

    So yes, you are going to be VERY safe against anyone hit with all 3, and that's not including the rest of the lich's ST stuff either.

    That said unless you are the master of micro-management, in practice it can be tricky keeping large spawns contained within the aoes. That and that sometimes -tohit debuffs just plain don't work (AV resistances), I would still recommend softcapping if it's within your budget, it's just that with a necro you can put it off later.
  22. Quote:
    Originally Posted by Valentyna View Post
    Hmm... I hadnt thought about Hasten, really. But I could get it if I removed Hover/fly. Im used to using it on ranged defence builds from blasters, but I suppose that with a real, honest, AoE imob, I may not actually need it. Anyone who's ever actually tried t pull that off care to comment?
    I'd suggest going with Black Scorpion for an easier time into capped S/L defence instead. The fact that his aoe immo does not negate kb is actually a plus for necro users, since your pets will only do knockdown or up.

    Quote:
    Originally Posted by Valentyna View Post
    Also, what powers does Lich actually have? Slotting him with Cloud Senses would be very worth it if he has any sort of AoE -acc - and it would let me lower my defence, since the debuff will effectively softcap me anyway. If its only ST, then its not much use, really, is it?
    There's an easy way to peak into your powers: just open up the char gen screen in-game and find the info from there. That said the lich has 3 aoes that deal -tohit: torrent, tenebrous tentacles and fearsome stare. So yes slotting for -tohit is definitely worth it.
  23. Thanks! I've tried looking it up on RedTomax's site, but I always get database errors.
  24. Tangler

    My first Dom?

    I would disagree on Mind not being newbie friendly. On vanilla difficulty they can easily shut down a 3 man group from level 4, and with minimal slotting and downtime between powers to boot.

    On teams their mass control abilities are more lacking until they get Terrify, but they can cycle through their first 4 control powers pretty effectively until then.