-
Posts
148 -
Joined
-
Quote:That's what I thought. So it procs as if it were a 4s power, not a 90s recharge power (or like another psuedopet like a rain). Good to know.I believe that, once you have summoned the storm, the PPM will be based on the stats of the attack the storm entity uses. Here are the relevant stats from City of Data.
-
Here's a query - Lightning Storm. I use the Devastation hold proc in it (and get pretty good returns!), which activates off the bolt.
The power itself (Lightning Storm) has a long recharge (90s base), but the bolt fires off every 4s or so. Which recharge affects the PPM? -
My best was back in... had to be June of 2006. I was on a Synapse that went bad, with a ton of players dropping. By the time Babbage spawned we were down to three - myself on an Archery blaster, an Illusion controller and a defender that I want to say was Empathy. We were all barely into our teens and we were struggling. We got past Babbage thanks to a lot of zone help and decided to push as far as we could in the last mission.
It was a slog and a half, and while we avoided dying it was really slow going. But we got to the King, cleared a bit of space and figured we couldn't go this far and walk away without at least trying.
We led with PA and unleashed everything we had. Remember this was before inherent Stamina, before IOs, before purchasable/craftable temps. Heck, this was back before Archery was tweaked to speed it up, and so was REALLY slow. We were barely into DOs, had nobody with any real defenses and low damage. After PA faded out, I got to tank, hopping wildly around to try and stay out of the King's melee range while the empath threw everything he could muster to keep me barely alive. I went down - about five seconds before PA recharged and took the aggro again.
We beat the King shortly after PA ended again. We were so damn proud - we'd beat one of the toughest challenges of the early game (at the time) with an incredibly sub-optimal team that was less than half the size it should have been. Probably the hardest fight I've ever been in.
Two days later Issue 7 dropped with a massive +regen buff to AVs that would have made our feat impossible - and that just made it feel all the sweeter. -
New content?
Give me some Dark Astoria. A Shadow Shard revamp would be nice, but DA is begging for it! It desperately needs a Hollows/Faultline style rebuild - the zone oozes personality and has great potential that is never utilized. In the current climate, our writers should be able to do SOMETHING with a haunted city full of zombies.
Existing content?
For the blueside, I agree with Memphis Bill. The low-level gang war is terribly underutilized. It's never clearly explained, lacks coherent build-up and then disappears entirely at level 20. It's extremely weak and looks terrible compared to the other two sides' 1-20 content. It's showing it's age very badly.
Redside, I'd love to see a better connection to Praetoria. Heroes get the connection shoved down their throats - villains barely have the Praetorians mentioned. There's a huge discrepancy between the sides that's really obvious with the Going Rogue content. Ex-Preatorian characters who go blueside can later confront their old enemies/leaders; those that go redside never hear them mentioned again until you run Apex. -
Same here - did so yesterday, in fact. The Honoree did NOT require me to defeat the Rikti that had spawned in the room.
-
It works, and it's very worthwhile. My Storm/Elec has it, my wife's Ill/Storm has it, and so does two or three other people I know of with Storm characters. The big bonus is that Lightning Storm's strike is actually a very small AoE. So you CAN get multiple targets with it. The hold proc in LS is probably the best thing you can slap in there.
-
Quote:The point is that you're missing mine. I'm not making an evaluation about your ranking of sets - I've said nothing about how any one of those sets is better than another. Your counter-argument is flawed because you're assuming that I'm saying you're wrong in your final conclusion. I'm not. I'm saying that the data you're basing it on is not what you present it as.If Mid's is worthless as a tool for comparison, then what did you base your critic of my OPINION on? You gave no solid info on why I was wrong in stating Fire Melee/Electric armor was a weak set compared to other combos. Instead of telling me why my OPINION is wrong or misguided, why don't you give the OP YOUR OPINION on the worst combo? Post count padding aside, the OP was asking for peoples take on the worst Brute combo, I gave mine, what's yours?
Opinions are fine - we all have them. But when you post up a data chunk to justify yourself, you should expect others to look at that data. And in this case, it's woefully incomplete. You say 'this is raw data with no counting on recharge times' when recharge times are in fact very important. Or referring to Dark Armor as a 'combo' set when an even vaguely experienced DA player knows it's not (+def slightly better than Combat Jumping in a stealth power does not a combination set make). Or that the endurance drain in Electric Armor is not, in fact, important - Arcanaville did the number crunching in regards to that some time ago and mathematically showed that the -end aspects of it actually play a huge role. You give no indication to any of these things and more. Your numbers are inherently lacking as a result, and can not provide any form of definitive proof of anything.
Your opinion is not wrong. Opinions, by their nature, are very rarely wrong. But your data is. If you're going to use data to try and present your opinion as fact, you should be prepared to have others point out the flaws in your data. If you can't handle that, then you shouldn't be presenting the data in the first place. I have no intention of attacking your opinion - I have every intention of attacking your lackluster and paper-thin 'proof'.
(For reference? My opinion is Fire/EA. From my own experiences playing both sets, EA is far weaker than Elec in defensive terms. And Fire Melee brings even less to the table for EA. But that's just my opinion.) -
Quote:There are so many things wrong with your evaluation that it's hilarious.Lookin at this, Electric is the weakest resist set, Energy is the weakest defense set and Shield is the weakest combo set.
- You fail to account for offensive or utility aspects in sets. +damage from Against All Odds? Missing. Fiery Embrace? Not mentioned at all. Quick Recovery? Nah, who cares about that.
- Non-standard defensive measures are ALSO ignored. No mention is made, for example, of Dark Armor's mez auras which are so key. Or to Elec's sapping. Or Granite!
- Holes in the defenses are also utterly missed. You're comparing defensive sets and you decided that Fire not having KB protection wasn't worth mentioning?
- Heck, the evaluation falls entirely flat on the first two sets you compare.
Quote:1. Electric Armor - S 26.3, L 26.3, F 26.3, C 26.3, E 61.9, N 22.5, T 0, P 26.3, 25% heal, 100% regen, no +HP
2. Fiery Armor - S 22.5, L 22.5, F 67.5, C 15, E 22.5, N 22.5, T 15 (with heal), P 0, 25% heal, no +HP
In all, congratulations you can add numbers from Mid's. However, that's worthless as a tool for comparison. You're completely ignoring too many aspects, several of which are core components of the respective sets. -
Now, I'm a Sonic/ defender - looks to be my third defender 50, soon. And honestly I love Liquefy. It's my 'oops, +resistance alone won't save this fight' power. I don't WANT it to do -res or +res or anything res. It's a massive -tohit and -def patch that constantly reapplies itself, always hits and on occasion does a little KD as an added bonus. Yes, the recharge is a little long but if you're comparing it to Earthquake you're looking at it the wrong way. Earthquake is a knockdown patch with minor debuff bonuses - Liquefy is a debuff patch with minor knockdown bonuses. They serve entirely different functions, unless you generalize it to the level of 'making my team not die'.
As for the rest, really my only complaint is the dead/niche powers. One power? Not a problem. Sonic's got three, though. Clarity's largely redundant with Dispersion. Sonic Repulsion is utterly worthless. And Sonic Cage is... well, at least it's a ST intangibility power. Cutting those into more universally usable forms would go a long, long way. But really, there's sets a lot worse off than Sonic Res. -
My bet is that if we see them in the next 2 issues or so, it'll be limited to just one set per AT. Castle's team is probably being put hammer and tongs to the Incarnate stuff, and is going to have pretty limited time otherwise.
Blasters: The easy answer is Dark Blast. However, my odds are actually on a secondary - 10 primaries versus 6 secondaries suggest it would be a higher priority. In which case, we may actually see a tweaked Trick Arrow. It's easiest to adapt and would thematically mesh with an existing set. Dark Blast would beg for a Dark Manip that Castle probably just doesn't have time for right now.
Brutes: Regen. Ice/Ice is a nice thought, but they won't port one without the other.
Controllers: Traps. Dark Miasma is just not gonna happen - my money's on it being held back to become the base elements of Dark Control.
Corruptors: Forcefields. I mean, come on. Why isn't it there already?
Defenders: Not a lot to work with here. Just Thermal and Fire Blast. It's possible they won't get one at all (100 possible combinations already!).
Dominators: Illusion. Freakin' finally.
Masterminds: My cards would be on Sonic Resonance. It's a simple port and a good fit.
Scrappers: Ninjitsu is my guess. Alter Hide into a more standard stealth power, and you're set.
Stalkers: Invulnerability. With the tech in place to not have aura powers breaking hide, there's no reason why not. And if I can be hidden from sight by electricity, there's no reason why being bulletproof wouldn't also make me invisible!
Tankers: Energy Aura. Because the devs hate tanks. -
I've been experimenting with an Elec/Earth dom the last two days, and rather think it's hot stuff. I've also seen a few other people post mentioning that they're playing the combination, so I'm interested in what opinions are.
I'm also having issues with build planning. It seems mighty slot-hungry, and I'm not sure where I can effectively cut down. What are folks building towards? -
Dr. Aeon is a horrible person! The ways are without measure!
- Dr. Aeon is human. As a result, he sweats and smells. Have you ever seen him change clothes? Dr. Aeon smells bad - Television does not!
- Where can you find Dr. Aeon? Cap Au Diable! He's limited to being just in one place at one time? Where is Televison? Everywhere! All the time! Television is not held back by such minor details as 'time' and 'space'! And Dr. Aeon calls himself a mad scientist. HA!
- Dr. Aeon was once seen double-dipping a chip at a party. Gross! Television would never do something like that!
- Dr. Aeon ate my baby. It's true!
VOTE TELEVISION - IT WON'T EAT YOUR CHILDREN -
-
Honestly, it's also not unreasonable for the devs to see things as a perception issue until proven. Has there ever been an issue not followed by complaints about accuracy being stealth-nerfed? How often is it insisted that the last patch screwed up <insert power here>? When purple IOs first came out, was there not a swarm of people swearing that the drops were obviously bugged because they didn't get them on the first mission? Can hardly blame the devs for being leery of errors without any data to back them up.
-
Thus alternating controls - presume 30 seconds per spawn, and the 90 second recharges. Mass Confuse one. TD the next. Then Mass Hyp the third. By the fourth, MC is up again, and you still have Terrify in your pocket as needed. It isn't as efficient as Ice Slick, but by no means is it not effective.
-
I must disagree here. Terrify's cone size is absolutely massive (90 degree cone, 60ft range, I believe?) and easily perma-able. And while Fear is less universal than a KD patch, Mind has three other AoE mez powers as well. I find it difficult to grasp anyone finding the set to not be a solid AoE lockdown set.
On Mind/Elec in particular, I agree with the general opinion. Deadly solo. Still pretty good teamed, but not the best. I've found that solo play is very aggressive (open with Terrify/Static Discharge, then close in an start punching), while teamed is very laid back (staying at range, spamming controls and ranged blasts). I also want to cast a vote for Levitate over Mesmerize - solid damage, Smashing to give you some more variety, and it's still a boss-negating power. My standby is Dominate-Levitate-Dominate. Sure, it takes two applications to hold the boss. They're in the air for the whole time, though, so who cares? -
-
Quote:This seems to have been missed, but it bears re-iterating. Claws/DA is an amazing combo. A fast, low-end primary that has solid mitigation and positioning tools coupled with a secondary that needs good timing, position control and end management.Claws/* is more end efficient than any other set so it works wonders with */DA.
Need a cluster to fuel the AWESOME power of Dark Regen? Shockwave!
Boss hitting you too much to recover easily? Focus spam!
Need more AoE damage? Follow Up buffs Death Shroud!
The two have great synergy, and I heartily support their play.
(Paid for by the Council for Dark Shanky Things.) -
Reference-wise, what's left.
Primary: Broadsword, Katana, Martial Arts, Spines, Ice Melee
Secondary: Regeneration, Ice Armor, Ninjitsu
I'd call Spines a likely next pick. -
I have one, and I love it. The big reason is that it's a do-all build: you're not the best at anything, but you're solid in every area. Good ST damage, good AoE damage, fast, can mez and debuff - you're useful in pretty much all situations and can be competitive in everything. Here's what I'm currently running (currently with mostly cheapie IOs, since I'm concentrating my cash elsewhere):
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Crystal Infinity: Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Bolt -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(7), Thundr-Acc/Dmg(17), Thundr-Acc/Dmg/Rchg(31)
Level 1: Subdual -- Acc-I(A)
Level 2: Ice Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(7), Thundr-Acc/Dmg(17), Thundr-Acc/Dmg/Rchg(31)
Level 4: Frost Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(5), Det'tn-Dmg/Rchg(5), Det'tn-Dmg/Rng(15), Det'tn-Acc/Dmg/EndRdx(29), Range-I(37)
Level 6: Swift -- Run-I(A)
Level 8: Freeze Ray -- EoCur-Acc/Rchg(A), EoCur-Acc/Hold(9), EoCur-Acc/Hold/Rchg(9), Hold-I(27), RechRdx-I(34), Para-Acc/Hold/Rchg(42)
Level 10: Psychic Scream -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(11), Det'tn-Dmg/Rchg(11), AirB'st-Dmg/Rchg(15), Det'tn-Acc/Dmg/EndRdx(29), Acc-I(40)
Level 12: Hover -- Flight-I(A), Flight-I(13), Flight-I(13)
Level 14: Fly -- Flight-I(A), Flight-I(42), Flight-I(42)
Level 16: Health -- Heal-I(A)
Level 18: Bitter Ice Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(19), Ruin-Dmg/Rchg(19), Thundr-Acc/Dmg(27), Thundr-Acc/Dmg/Rchg(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Concentration -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Aim -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Telekinetic Thrust -- Acc-I(A)
Level 28: Ice Storm -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(36), Posi-Dmg/Rchg(36), Det'tn-Dmg/EndRdx(36)
Level 30: Drain Psyche -- Acc-I(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(43), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal(43)
Level 32: Blizzard -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(33), Posi-Dmg/Rchg(33), TmpRdns-Dmg/Slow(33), TmpRdns-Acc/Dmg/Slow(34), RechRdx-I(34)
Level 35: Recall Friend -- IntRdx-I(A), Range-I(46)
Level 38: Psychic Shockwave -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), M'Strk-Acc/Dmg(39), M'Strk-Dmg/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Hoarfrost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46), Dct'dW-EndRdx/Rchg(46)
Level 47: Flash Freeze -- CSndmn-Acc/Rchg(A), CSndmn-Acc/Sleep/Rchg(48), LgcRps-Acc/Rchg(48), LgcRps-Acc/Sleep/Rchg(48), Sleep-I(50)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance -
-
Uun is quite right. The acc only helps with that first pulse, and with the least worthwhile parts of the power.
Anyway. I slotted 3 Undermined (Debuff, Debuff/End/Rech, Debuff/Rech) and 3 Dampened (Debuff, Debuff/End/Rech, Debuff/Rech). Gives a nice bit of extra end, and ends up with better than -50% in both defense and tohit. Works pretty well for me. -
I had Lightning Clap and Charged Brawl on my Arch/Elec. CB was a staple of mine for many levels - pointy sticks at long range, then CB+HP for anybody who got close. Worked great. And Lighting Clap isn't something I took for the stun - it's the knockback. It's my GTFO emergency button when things go bad. Always worthwhile to have one.
-
[ QUOTE ]
No idea why they'd try to use it again.
[/ QUOTE ]
Because some of us, crazy as we are, actually like the baseball pitch animation.
Though it does seem a bit out of place for Eagles Claw. -
[ QUOTE ]
Not every person wants to be flinging ice--some people, yes, want to fling emeralds or rubies.
[/ QUOTE ]
Some of us have characters that, in fact, already do.