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Posts
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BD, Equip, ABot and Upgrade may be overslotted, Trip Mine could use 6 slots.
Otherwise a decent build. -
If you're taking too much heat for your liking in a team then stick to single target attacks and wait until aggro has been spread around before you launch AoEs.
And never, ever take the alpha in a 3+ team. -
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huge Dwarf
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Wouldn't that be a normal person?
They might be a (former) member of that group who has now bonded with a kheldian. Showing off some of the new tricks they can pull off. -
Unless you're taking it for PvP purposes Damage will do more for you than Slow in Caltrops. In PvE the basic -Speed is enough.
You may also want to reprioritize your slotting order and wait to slot Caltrops until your attacks have what they need. -
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Damage cap?
Do you mean our 500% cap, or the maximum we can reach by ourselves with Aim, Buildup and Enhancements?
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When I say cap I mean the cap, you can always stack Enrages to reach it if you absolutely want to. Inspirations are fairly well suited for something like the nukes. -
Kheldians have never had mez protection in their toggle shields while players have known their powers.
They've only ever had mez protection in their inherents (as a bonus for Controller team members), in Light Form and in Dwarf. -
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Cheers MaX, always nice to know the numbers
So 2-3 unenhanced Trips = an unenhanced Nuke.
I guess the only factor to add in then in the ability to buff Nukes with Aim and Buildup, maybe pushing it up towards 5-7 mines.......and that enhancements would open the gap a bit wider.
Oh well, learn something new everyday.
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At the damage cap a nuke will aproximate 7-8 3 Dam SO Mines.
19 Trip Mines take a bit less than 4 min to put down for 2 Rech Mines + 3 Rech Hasten if you time Hasten correctly. Trip Mines have a 4 min duration before they explode on their own. -
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I've just dinged 20 and my solo missions are now a piece of cake.
I'd like to put up my difficulty - what do people here advise?
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I'd advice you to wait a bit and see how things change with the new opponents you're facing.
If things remain easy then try Tenacious if you've focused on AoE or Rugged if you've focused on single target. Tenacious increases the amount of mobs in each spawn while Rugged increases their level. -
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*/Devs is not the highest damage, there is no Build Up, and Nova/Nuke takes hardly anything to activate, whilst trip mines take a century.
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I did say Highes AoE alpha. 19 Trip Mines will deal a lot more damage than any of the nukes, it just takes time to set up.
Nukes take 2-3 seconds to activate while Trip Mines take 4 seconds. Endurance and Recharge wise Trip Mines win big time, Trip Mines can be used for every spawn when solo (20 sec recharge unenhanced) and you don't need to eat CaBs to clean up their misses. -
I won't be there for Sister Psyche, though my Blaster could use the badge. I'll be too busy moving on saturday.
I do hope that I'll have my computer and connection up and running for sunday so TT can participate in Moonfire. Just don't wait too long for me if I don't show up early. -
He's talking about the Bruiser getting Foot Stomp (9th tier in Super Strength) with the second upgrade (9th tier in Thugs).
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1) Is teleport for for useful for pulling to mines and if so what are the chances of pulling an awkward mob such as a boss, or malta sapper onto the mines?
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You can't teleport a -1 boss. At all.
You can teleport a +3 minion if you hit it.
Lieutenants have to be even level or below to be teleported. -
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There used to be a -Acc on Granite. It was removed in I2 (or I3, I forget) and replaced with a -Dam because it was realised that -Acc was a penalty to holding aggro and not just to damage dealing (bear in mind that there was no auto-hit AoE Taunt back then...).
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From the I2 patch notes:
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Fixed Stone Armor/Granite Armor. It was only giving a 15% damage resistance. It now grants a 50% damage resistance and adds Defense. It now also accepts Defense Enhancements. Other attributes of the power remain unchanged.
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Stone Armor/Granite Armor no longer debuffs your Accuracy. Instead it debuffs your damage output (to equate to about the same Damage per second as the ACC debuff ). This way you can still hold agro as a Tanker (your hits and Taunts will now hit, while still reducing your overall Damage per Second).
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Bold for emphasis.
From the I3 patch notes:
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Changed Tanker Taunt to an AoE Taunt. Increased Recharge Time, and increased duration of taunt effect. Tanker Taunt is an Auto Hit and does not require a ToHit roll.
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Yes, Acrobatics and Dispersion Bubble stack. All powers will stack if they can be active at the same time, unless specifically noted otherwise.
Beyond Sleep you're also vulnerable to Confuse, Fear and Taunt/Placate. Leadership powers can help against the last three effects. -
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-acc issue, nobody thus far came with hard proof that its actualy there (outside that several websites claiming it),
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The downloadable Prima thing (which uses numbers provided by the devs) lists the penalities of Brute Granite Armor as:
30% decrease damage; 70% run speed decrease; 65% recharge decrease
And nothing else. If there is a -acc (that was part of the original penality, but was replaced with the damage debuff) then it's likely a bug. -
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You experiences do not match mine on Union.
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In that case, I hope to have your luck next time I'm in Warburg.
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Try in a different time slot?
It's the only way (other than organizing an event) that easily changes who is there and consequently how things play out. -
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I dare the Devs to nerf Aid-Self. There will be so much backlash they'll have to put it back to how it originally was.
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You mean just like with Burn or /Regen?
Huge reaction the numerous times both of those have been altered (just about every issue) and neither is anywhere near how they were at launch. -
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fire fire is lovley why need to endrain the mobs when you can two or 3 hit them? Build up aim, fire breath fire ball fire sword circle.
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I wouldn't mind seeing a Fire/Fire 3 shot an Elite Boss.
There's a place and time for every powerset. -
Highest AoE alpha: Any /devices.
3 Trip Mines deal more combined damage than any of the nukes if slotted equally.
Trip Mines can be set up to alpha an (non-Lethal/Fire resistant) EB if you have patience and proper terrain. Trip Mine + standard AoE will take down most even level minions, something that can be done right on top of an unaggroed spawn if you use Cloaking Device + Super Speed. That combo recharges faster than a nuke and it doesn't take all your endurance either.
However, using Trip Mines in the middle of combat is only recommended if you aren't being attacked directly and the enemy isn't liberal with AoEs.
Trip Mine (when combined with your other powers) is just about the safest damage dealing power you can access as a Blaster. It's also among the slowest and generally only good in teams if you know you'll get time to set a couple up before you attack.
Electrical Blast is another good option for survival, a properly slotted Short Circuit helps a lot more than any Blaster Hold as long as you aren't up against an AV. Stopping 2 bosses from pounding your face in at the same time is such a nice ability.
The Rain powers can be used in a similar way, but they should be used with greater care if you're teamed. -
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Teleport Foe is available to everyone but Peacebringers.
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Yet again, we're not complaining about people running, just people running into the safe zone. TP Foe doesn't work against characters within the boundaries of the safe zone (at least not for your faction). Have you ever actually PvPed in Warburg, because you seem to be missing the entire point of this thread?
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So they're inside the safe zone all the time?
Use it to pull away from the beach before you start attacking, do it smartly and they will be disoriented and not know where to run to.
As for being a newbie to Warburg, I PvP'ed myself to a nuke earlier today. Does that answer your question? -
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Well, that'd be great if he wanted nukes, but we're discussing this on the PvP forum. That may give a hint as to why the situation annoys him.
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And the zone is a PvP zone with the nukes as the actual goal...
You use the nukes to taunt the base huggers.
Get nuke, use it near base huggers, proclaim loudly how easy it was to get because they were guarding the base instead of the nukes. Then state that you're going for even more. Whether you actually do that is up to you and the situation.
Or alternatively, you could try to spec so you have at least one power that's useful against runners. If you deliberately ignore anti-runner powers then you have no business complaining about runners. Teleport Foe is available to everyone but Peacebringers. -
Closest you'll get is Ice Patch (from Ice Melee).
Tankers have single target Holds and Immobilizes but AoE Knockdown and Disorient. -
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but you have to go where the people are if you want to PvP.
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If I go sit resolutely atop the Globe in WB, I also "won't accomplish much beyond earning the "time in zone"-badge". The best I can do is try to drag people back into the island with me, which is usually to no avail if there's the usual retinue of 5 regens sat making sandcastles on the beach - as new people entering the zone will also (naturally) gravitate to where the action is, even if the action is dull and predictable.
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That just means you'll be able to get a bunch of nukes, almost for free.
I see no loss for you. -
5 or so threads down in the forum: Leadership on Enforcers?