Vel_Overload

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  1. I'm not sure if this has been posted but in Kinetics i used Siphon Speed on a rikti gunman who teleported to another floor it seemed then my siphon speed BUFF disappeared and i lost my effects but when the gunman reappeared the siphon speed debuff still seemed to affect him.
  2. [ QUOTE ]
    If you put 3 Recharges in Siphon Speed, as well as Hasten, you can have Hasten and 3 Siphon Speeds permanently on.

    This pretty well mitigates the need to have recharges on any power with a recharge time under a minute.

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    actually with my math skills 3 is actually alittel tougher to keep on permanatly, 2 is more realistic but 3 is not impossible. also, inertial reduction rules. your crazy to skip it. you dont need a travel power ever with kinetics. siphon speed + inertial reduction = SS + SJ. ofcourse defenders would fined this a more popular alternative but controllers totally have the ability to skip a travel.
  3. [ QUOTE ]
    Don't wanna sound rude or anything but... /ignore [harrasingplayer] would do the trick quite good too ?

    Ok, he can log on to alts and still [censored]/trashtalk/threaten you... so, at that time it's a good idea to follow these steps. Good post.

    [/ QUOTE ]

    luckily our local game designered invented /Global Ignore. YAY for global ignore, but yes, /harassment is bas children. i do think some people take it over the top with counter-harassment. there really is no need to report someone until they directly attack your- whatever. if they make a joke about, let say, your religion then just say stop it, it isnt cool. but the moment they persue the topic on purpous then sure, totally report. I had to do it once... pretty fun...not really
  4. [ QUOTE ]
    What did you use and how did you get the blends? I ask this because I want to do it to my pieces. I have no ink to do mine by hand.

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    your sig reminded me why im a hero, muhahahahahaha
  5. [ QUOTE ]
    write your own guide then, and save the personal attacks for someone that cares.

    I would say noone knows how to play /sonic because nobody plays sonic. I've yet to find someone in /who over 20 that does.

    [/ QUOTE ]

    i've seen many /sonic guides. <3> which is more than most. ive seen a earth/sonic guide. a sonic/sonic(Defender) guide and a incomplete ice/sonic guide... which i wouldn't even tell you to read because its saying that 2 useful powers aren';t useful oh and just because not many people play them doesn't mean they don't know how. and lemme give you a mini guide to /sonic for curruptors:

    Sonic Siphon: Lowers an enemies res by 30%. Yes 30% thats what hero builder says. yup... 30% thats pretty nasty IMO. for a ice/sonic curruptor that should be your single target assassin. with ice bolt, ice blast and bitter ice blast thats a very nice little attack solo.

    Sonic Barrier: 15% resistance to smash lethal and toxic. Nice, good for those other little squishies on your team and a good way to turn a brute into a tanker. Not a must have for solo but it IS must for teams. people expect you to have it im sure. With 3 SO DamRes: 23.6%

    Sonic Havon: 15% Resistance to Energy, Fire, Cold and Negative Energy, agian if you have barrier you might as well have this. Very useful. With 3 SO DamRes: 23.6%

    Sonic Cage: A Capture skill that lasts 30 seconds. WoW thats long. may not be worth it for fast teamin but if your playing on higher difficulty solo it may be worth having. it has a +40% chance to hit already so 1 Accuracy would easily be enough. 60 second recharge and a 12.5 endurance. its up to you. Not required.

    Dispertion Field: An Ally Anchor! You put this on an ally and anything that comes near your ally loses 30% resistance. Neat huh? Well.. it does cause aggro. Not very nice for squishy ole' you but if your team can kill fast enough it shouldn't be a problem. I can see why many people would skip this though with its 1 endurance per second! it may be a good idea to use on an AV in combination with Sonic Siphon for a nice -60% Resistance. Not Required but has its uses

    Sonic Dispersion: This is pretty much your PBAoE Bubble like in FF but instead it gives resistance to all damage types except psionic (11.25%) and resistance to holds, immobilizes and Disorients. It's a must have for teaming /sonics. with 3 DamRes SO's you have 17.7% enhanced Resistance to all but psionic! 0.6 endurance per second, may need a EndReduc SO

    Sonic Repulsion: This your Knockback power. You put it on an ally and anythig that comes near gets pushed away. The problem with it is that it has a whopping 1 endurance per second and 2.5 endurance per mob that is knockedback. If there are 5 baddies on the dominator then put it on him then wait 2 seconds then turn it off. With the huge endurance cost it may not be worth it. Also with all the resistance your giving allies then it should not be your "oh crap" button.

    Clarity: A very useful technique that gives an ally resistance to: Disorients, Holds, Immobilizes, Sleeps, Confuses and Fear. Also increases perception by 86.5%. Sounds pretty useful in the upper levels. In pvp it may also have its marits. I'd take it. But because you already have 2 "Bubbles" to put on your allies only use this skill on the brutes and the MM's biggest pet. It lasts 90 seconds.

    Liquefy(cool name): You target an enemy and yell at it; causing an earthquake. Sounds nifty, and it is. Theres a 3% chance every 0.2 seconds to knock an enemy down. or 15% per second. you get a MASSIVE ammount of debuffs:
    Defense: -25%
    Accuracy:-25%
    Recharge: -20%
    -Fly and Jump
    To Hit: -25%
    Thisi s a very nice ability to use on AV's and Large amounts of baddies or good..ies if your a baddy. the shear debuffing power of this skill is amazing. The drawback is that it doesn;t gt bonus accuracy so you will have to put 2-3 accuracies in it. it lasts 30 seconds and is on a 300 second cooldown (5 minutes) not too bad with recharge and hasten. it costs 23.4 endurance though. I suggest 2 Acc/2 Rchrg/2 Endo for good measure, but its up to you.

    All In All:
    Total Resistance Given with 3 So's in all resistance skills: 41.3% (WOW)
    Total Resistance Taken: 60% can be reached on 1 to 2 targets. (WOW)
    Overall awesomeness: 9/10

    Why don't people play /sonic or sonic/ ? its simply because of the strobbing stuff and people can't handle it. They get headaches and stuff. also the graphics aren't too inviting. But it's right up there with Force Field. Infact 2 good defenders or curruptors with ff and sonic Res could easily do better than 2 empathies or thermals in my opinion but sadly not enough sonics to go around.

    all in all dont say the good skills suck. even without the math you should of noticed that your skills were doing 30% more damage not 10%. Don't EVER say a skill sucks until you've actually used it more than once. oh and no wonder your making a guide at lvl20 because you can't get past it.
  6. nifty 8/10. -2 for no background color!
  7. It would be pretty cool but sadly anyone is pretty tough with 60% of their enhancements Hami-o's sorry but i give this guide a 3/10
  8. Cold and Dark synergize very well no matter what the combonation. Cold/Dark is a powerful AoE/Single Target killer and Dark/Cold is an awesome Debuff Set. I'm still waiting on a Dark/Dark blaster
  9. Very impressive, alot of your suggestions SHOULD be common sense but sadly people dont follow it. i've seen beast people with army hats and army boots even though they are "Beast" like. ofcourse i dont care either way, your choice on how you look but its still funny. if anyone can help me put up my character picture (its in screenshots but i dont know how to make it a clicky...thing... im computer illiterate
  10. You made me cry! no wonder my Robot/FF got canned <runs away in shame>
  11. ...you made me want to make an energy/energy blapper. cya
  12. [ QUOTE ]
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    unlike scrappers who usually need a crutch (tanker) for most damage dealing


    [/ QUOTE ]

    ...I stopped reading here.

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    Agreed
  13. [ QUOTE ]
    Sadly, I have never gotten to the fury cap...and I'm level 27 :<

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    ts ok, some of you brutes mature later than others, as a defender and a kineticist i just enjoy making your damage plummet
  14. Arr! 'tis be th' best guide to sail the high seas matey! Lets fetch a keg and drink 'till our belly's bulge!
  15. Name: Well Kept Secret (Some say Gene Marcone)
    A.K.A Velocity Overload
    Age: 23
    Looks: 6' 4'' 145 lbs Brown hair and eyes. (Blue/White Futuristic suit)
    Powers: Energy, Control of Physics
    Weaknesses: Well Kept Secret
    Description: Easily got into Paragon University because of his family's money. He never was a gangster or ever wanted to be. The family eventually cut him off because of his lack of interest. He dropped out do to lack of funds and became a nobody. One day as he rummaged through the trash he found a strange blue and white ball(Rikti Tech?). It was silky and kinda squishy. At the time the Lost showed up and wanted it. The ball melded and formed around Gene. It gave him the power over energy. Though after getting punched once or twice he eventually was able to defeat the renegade Lost and discovered his power. Now he fights agianst the "Family" and the Lost.
  16. [ QUOTE ]
    I'm big on SuperTeams. That means teams that are more than just a group of people playing together. SuperTeams are teams that are SIGNIFICANTLY more than the sum of their parts.

    My first SuperTeam was all-Rads. Why is an all-Rad team a SuperTeam? Because the team buffs and mob debuffs, stacked up to 8 times, are just sickly overpowering. See the SG link in my sig for the gory details. I founded the Buffer Overrun Super Group and recruited lots of Radiation/* Defenders and */Radiation Controllers. It took me 6 weeks to level a Controller from 1 to 50. We had another round of recruiting less than a month ago, and we already have multiple level 50 characters. I could make another Rad, but I want to try something new.

    With Update 5, my new SuperTeam is gonna be Tank Mages. You know, the thing Statesman always says he is trying to avoid. A Tank Mage is a ranged attacker with great offense and defense. Why is it bad? Well, you don't need anyone else. You just stand there and blast mobs at range. No need for Tankers or Scrappers to Taunt, Challenge, or Provoke mobs and manage agro. No need for Controllers to control the mobs. Tank Mages have enough Defense that mob attacks can be ignored. You blast at the mobs till they decide to run, then you snipe the runners!

    What AT do you need? Defenders. Nothing else. What sort of Defenders? Mainly Sonic Debuff (soon to be Sonic Resonance), and Force Field. How does it work? At low levels, Force Field Defenders can give teammates bubbles that provide Defense against most forms of damage. Sonic Debuff Defenders can give people bubble equivalents that provide Resistance. Stack a few Force Field bubbles, even the reduced ones from Update 5, and you'll drop a mobs chance to hit down to 5% for most forms of damage. Stack a few Sonic bubbles, and you'll hit the 75% Resistance cap. You will hardly ever be hit, and if you are it will hardly hurt.

    How many of each Defender type do you need? It takes 4 Sonics at low levels to cap Resistance, only 3 at level 12 with some Dual Origin Enhancements, and only 2 at level 22 with Single Origin Enhancements (based on the numbers I've heard). Note that since they can't bubble themselves, the Sonics would have significantly reduced Resistance if there were only 2. Against mobs with -RES debuffs, that could be deadly. You don't really need to cap Resistance at low levels, since mobs don't hit too hard. That means 3 is a good number of Sonics to have for the entire 1-50 range. I don't know about the numbers for Force Field, but I would expect 3 would be appropriate. Using 4 of either would be overkill, and we have a limited number of slots.

    Protection from status effects is important too. Force Field Defenders get Dispersion Bubble at level 12 which provides protection from Hold, Immob, and Disorient. Sonic Debuff Defenders get a sonic equivalent. Stacked 6 times, taking into account the 5% chance to be hit, you don't have to worry about those status effects. If you're worried about Knockback, take Acrobatics.

    That's the tanking part, now for the Mage part. How can a bunch of Defenders do a lot of damage? Well, Sonics get a debuff that can lower mob Resistance. Stack that a few times, and the mobs are gonna be taking a LOT more damage than usual. Anyone know the resistance debuff cap? Defenders get a decent DMG bonus fron Leadership : Assault, and you can stack that 8 times if everyone takes it. If you have Assault, you might as well take Tactics, to give everyone a huge To Hit bonus (huge when stacked 8 times). (No need for Maneuvers, it's useless compared to Force Fields.) Attacks can be slotted for damage only. If I've done my math right, you can slot attacks with 5 green Damage SOs and be at the damage cap. No need to take Aim, it's a wasted power.

    Also, no need for Defense, Damage, or Accuracy Inspirations either. I found with all-Rads in Buffer Overrun that Inspirations are almost forgotten.

    It looks like we only need 6 Defenders to make us tanks. That leaves 2 more slots for other chars. Why 8 players? You get more bosses, more mobs, higher level mobs (for teams of 6+), and a high team size XP bonus (x2.3). That means more and better Enhancement drops, a higher Influence/XP ratio (so you can buy better Enhancements), and faster levels all around. SuperTeams are big teams.

    To be a SuperTeam, the other 2 slots have to make a significant contribution to the team as a whole. Defenders again are the best choice. Granted Blasters could do higher damage, they don't help the team. And believe me, this team can put mobs down fast enough without Blaster damage. The last 2 slots are for Kinetics Defenders. They have a situational Heal, which is probably all we'll ever need (when someone forgets to refresh bubbles). They have Siphon Power and Fulcrum Shift, both of which increase the damage capacity of the entire team while reducing the damage done by mobs. This means higher team damage at low levels, and the ability to respec slots out of attacks at higher levels, ideally to improve team oriented powers. They have Increase Density to protect against Knockback, the only thing Dispersion Bubble doesn't cover. It also acts as Clear Mind in case someone is mezzed. They have Speed Boost and Inertial Reduction to give the team faster movement. Speed Boost and Transference help with Endurance, and Speed Boost also provides a Recharge Reduction bonus on everything. Kinetics Defenders fill the holes in the team nicely, and reduce downtime.

    We should also discuss Secondary power sets. Remember the SuperTeam concept; you want power sets that work well in the team. AoE is VERY GOOD, as you'll always be facing large groups of mobs. When I refer to AoE below, I'm referring to the fast recharge AoEs, not the BIG NUKES at the end of each secondary.

    Electric is OK alone, but should work well if several people take it. Given the Leadership bonuses, you can slot up the key powers for heavy Endurance Drain. Stacked from multiple people, it might be effective at stoping mobs from doing much. While we're not too worried about mobs attacking, it's still a good idea. It has 2 AoEs (one is PBAoE) that come at very low level and a virtual pet.

    Energy is not good for this group. It has 2 AoEs, but one comes at 35. It does knockback, which isn't all that necessary. There are better choices.

    Dark is a serious contender. It has 3 cones (one Immob, one Knockback), plus an AoE disorient, and decent single target damage. It gives mobs a -ACC debuff, good for AVs or buffed mobs that might otherwise hit through the Force Fields. It even has a heal at level 35. What's not to like?

    Psychic is probably another one to skip. It has 2 AoEs and various status effects, but it falls far short of Dark.

    Radiation is fairly good. It has 3 AoEs (1 PBAoE), 2 of which come early, but 1 comes at 35. Single target damage is fast but lower than dark. The attacks give a -DEF debuff, which can help at low levels.

    I don't know enough about the new Archery set to make an informed decision. Compared to Dark, can anyone tell me how it rates?

    Sonic Attacks are probably not necessary unless they have nice AoEs. Their secondary effect of -RES debuff is already handled by the Sonic Debuff Primary.

    I think the following is the best mix or primaries and secondaries.

    3 Sonic/Dark Defenders
    3 FF/Elec Defenders
    2 Kinetics/Dark Defenders

    Why those? Let me explain. But first you have to remember, these are Tank Mages. They are not afraid to get into melee combat. They have the equivalent of Update 4 Invuln Scrapper Ressitance with Invincibility for Defense.

    Step 1: Everyone jumps RIGHT INTO THE MIDDLE of the mobs!
    Step 2: Sonics use -RES debuffs
    Kins hit Siphon Power (bosses) or Fulcrum Shift at level 32
    FFs hit Short Circuit (near bosses)
    Step 3: Kins hit Transfusion (bosses) if anyone needs healing
    Everyone backs up a bit, with the Darks using cone immobs
    Step 4: AoE or single target attack till everything drops
    Step 5: Refresh bubbles or other buffs if necessary

    There are a couple other aspects of a SuperTeam. For Movement, it would be nice if 2 or more people took Teleport with Recall Friend. They can move the entire team around quickly and easily, and it's great for moving SKs before they get their movement power.

    It would be nice if 2 or more people took Concealment: Grant Invisibility. This will give the entire team full invisibility.

    It would be nice if 2 or more people took the Medicine pool. An out of combat heal will often be handy, Stimulant may be necessary against particularly mez heavy mobs, and you never know when you'll need a Resuscitate.

    Everyone should take Leadership, most people will take Fitness, and most people will take a conventional movement power (Flying, Super Leaping, or Super Speed). Note that the Kins can give Inertial Reduction, and we'll have TPers, so Hasten plus Super Speed works just fine for movement.

    That leaves one extra power pool from the above set. If the Kins skip a movement power (because they can), they can pick 2 of the above. Between 8 of us, we should be able to cover all of the pools with lots of overlap.

    By the way, this isn't all carved in stone. Only the primaries are carved in stone. Secondaries and pools are not. If you really want Archery, go ahead. If you really don't want Leadership, then skip it. But remember, every team oriented power you take helps the entire team.

    One last thing... Pick you enemies! This team is very weak against Psychic enemies. We avoid them! The best targets are those who are weak to negative energy. We fight them a lot! Simple.

    This is my plan. Does anyone have any constructive criticism? Is there anything I missed? Anything you would do differently? If so, please post here, and explain why it would be better?

    Finally, I'd like to try this out on test. I'm probably going to be on the Test Server tonight (Friday, July 22) around 9:45 PM EST in Atlas Park looking for people to try this. My global chat handle is @TopDoc on live and test.

    If you want in, feel free to post here to reserve a spot. But make sure you're on by 10:15 PM EST tonight. Otherwise, it's first come, first served. I'm only available in the evenings, though sometimes I get a little spare time on the weekends. I usually play from 8:00 PM EST till 11:00 or midnight or so.

    If this works out very well, I'll likely want to continue it once Update 5 goes live. Those interested can post here or otherwise let me know. We'll pick a server.

    Let me start by reserving a character. I'll be a FF/Elec Defender. For pool powers, I'll take Leadership, Fitness, Speed, and Teleport. I like Teleport, and I used it in all-Rad teams to move people around fast.

    [/ QUOTE ]

    With 8 people with assault and them all being defenders thats:113% enhnacment damage, then with fulcrumshift and siphon power, we can safely assume that you will be at around 200-250% enhanced damage. Bravo. I highly suggest taking manuevers (with 3 EDefense slots). with 8 people thats: 24% Enhanced Defense. This -Could- change one FFer to Rad/???. Radiation for lingering radiation, IM, EMP, etc. Everyone loves a Rad/???. Rad/??? + Kin/??? are like brothers. They work too well together to pass up. Icrease Motabolism increases attack and speed. That should boost enhanced damage to 240-290% (considering they will easily be able to keep two up at a time with speed boost and 3 recharge) So i highly suggest that. Tactics shouldnt be a 8-person requirement. Mabye 4. But i like this all-defender team. Defenders are the best! (no really... we are)
  17. [ QUOTE ]
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    it is possible for certain...unimaginative....people to mix I and l as needed to make it *look* like they have a certain name, when in fact they have another

    [/ QUOTE ]

    First of all, what's wrong with that?

    Second, don't be so quick to assume that the only people taking advantage of the L and i trick are unimaginative. I think the Parallel Illusion on Triumph is a brilliant idea. If you don't know, all the members of the SG are Phantom Army decoys, once summoned by Illusion controllers, that have gained independence and semi-permanence. We all look exactly like the PA decoys, and we all have the same name, The Parallel Illusion. There are well over 50 of us.

    Now, if you wanna be able to immediately tell the difference on your end, I have no problem with that. It's your game, too. But let's not just assume that this feature is always a bad thing.

    [/ QUOTE ]

    Doing my uber math skillz i have come up with:
    there can be only: 64 people with the name "Parallel Illusion"
    BUT it could go up to 128 people if you start using that lower case "i" and start turning it uppercase and use "L" in lower case but that would be alittle much. Who ever thought of that give him kudos and a beer.
  18. This was a beautiful guide, now i know how to actually FAIL at something considering that, I don't fail Oh! don't forget the cocky guy who believes hes the ultimate player and tells everyone what to do thus causing bickering and then there is actually negative communication!
  19. Thats easy: My energy absorbing power suit...<cough>...err..ok fine:


    Sense I am a guy that shoots pure energy out of my hands and stuff i need something to store it in and let it out in bursts. But occasionally i let it all out in one giant beam: "Ion Beam" Its impossible to see because it would blind you if you stared at it (i wear special sun glasses) thus it looks like everything goes White but its just a single beam that turns anything it touches into...nothing.. dust is too big so lets say atomic particles. ^.^
  20. [ QUOTE ]
    1st Stormie: You know what this room needs?
    2nd Stormie: More aggro?
    1st Stormie: More aggro.
    Both Stormies: PULL WITH TORNADO!!!
    Gawd, I wish I could find the post that this was an excerpt from.

    [/ QUOTE ]

    My god i had that experience one.... it was funny as hell when both of our earth/sotmr controllers decided to take away the control.

    Note: with 2 earth/storm controllers, you can handle anything, assuming they don't use tornado...
  21. Nice guide bro. 9/10 the -1 is because i have mcafee and i have no real problem with it. my computer runs faster than a T1 and was built for gaming but yes if your computer is a "hybrid", meaning its used by mom, dad the dog, you, your idiot sister and is used for taxes and etc then Mcafee may not be for you but if your computer was trained from day one to combat evil lag spikes and stuff then mcafee isnt that bad.