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Posts
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Joined
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As a result, Kinetics synergizes better with every other pet with the exception of Singularity .
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Fixed that for you. -
Does anyone still have just the text files? I hate downloading random .exe files. or suggesting that someone else does.
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I just tried it out and
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/bind TAB "target_enemy_next$$target_custom_next enmey void$$target_custom_next enemy quant$$target_custom_next enemy cyst"
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will target corpses as well.
The bind that skips anything that is not alive and anything that is not an enemy is this:
/bind TAB "target_enemy_next$$target_custom_next enemy alive void$$target_custom_next enemy alive quant$$target_custom_next enemy alive cyst" -
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/bind TAB "target_enemy_next$$target_custom_next void$$target_custom_next quant$$target_custom_next cyst"
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Another problem that you get with this bind is when you have a teammate with the string you are searching for in their name.
Rewriting the bind slightly will fix the problem.
/bind TAB "target_enemy_next$$target_custom_next enmey void$$target_custom_next enemy quant$$target_custom_next enemy cyst"
I am not sure if this also avoids targetting corpses that match the string as well. I've never noticed that it has but then again I have never really tested it as I use one bind for trouble NPC targeting and one for tabbing through everything else. -
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After you get the data, I have one of 2 suggestions for fixes to this power.
Others have requested, change this to mirror powersink, at least a bit closer. The damage dealth is an extemely minor, even with damage capped (same goes for Dark Melee's Dark Consumption).
Understandibly, since all powers cannot exist in a vacuum and have to consider all their possible build combinations for balance, Consume (and therefore, Dark Consumption) cannot be make equal to Powersink.
Consider these 2 possibilities, keep the power as is, but add in a pulsing dot-aura that does damage and and drains endurance, siphoning it to the user, for a duration of 60 seconds. This will give the upfront end boost, add some damage, and allow for continued end drain for a short time.
Or, reduce the recharge to 90, remove the to-hit check and damage. Change the amount of endurance gained for the first target hit, and a decreased amount for additional targets, the total of which is the same as it is now. Also add a self-buff to end drain resistance for 25 seconds. End mods placed not only increase the endurance gained on a drain, but also increase the end drain resistance (if possible).
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I wouldn't mind seeing consume have its recharge dropped by a lot. Lessen the amount of endurance it gives back to make up for the quicker recharge. Drop the damage out completely and make it kind of a reverse of Siphon Power. The user gets +25% damage and all enemies hit by it get their damage dropped by 25%.
This would keep consume from becoming a clone of a power in a different set while at the same time increasing the damage mitigation and output of the Fire set. -
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1. AOE Heals will not root
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Healing/Radiant Aura and Warmth are AoE heals, but so is Twilight Grasp and Transfusion. Will they be unrooted as well?
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I would have to assume since they are also enemy debuffs that they will still root.
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3. Self Heals will not root
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Dark Regeneration, Siphon Life, and Life Drain are all self heals. Will they be included for unrooting?
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All three of those powers deal damage to enemies so should still root you. -
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Vengeance, however, is a click power. I don't know if they accidentally changed it to be unrooted, but because it is a self+ally click buff, it should root. If it was self-only click buff, then it shouldn't root. But once a click power involves allies and is not an AoE heal, then it roots.
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Vengence is an AOE heal. The huge buffs are just a side effect. -
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As for being able to mitigate the End Crash, that sounds like a bug.
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This thread has been a figment of your imagination.
There is no way to mitigate the end crash.
Sir, put your hands up and slowly step away from the Nerf bat. -
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That change is effectively a buff to Rage.
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Try telling that to my SS/Fire Brute. Not applying the Rage bonus to non-SS powers would definately be a nerf. -
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The crash still hits you, AND you lose 10 seconds from the next rage cycle. Stacked rage ftl.
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The crash still hits as far as the ASO and the Def penalty. What you avoid is the -25% endurance crash.
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No, you still lose the endurance as well.
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I just logged on and tested. I turned on all of my toggles and kept my endurance around 10-20% by using Aid Self while moving. When Rage was stacked and it dropped there was no drop of my blue bar and none of my toggles dropped. When I tried the same thing without stacking it there was a visable drop to the bar and my toggles dropped.
I can't think of a better way to test this but the results seem to show that you can avoid the endurance drop. -
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The crash still hits you, AND you lose 10 seconds from the next rage cycle. Stacked rage ftl.
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The crash still hits as far as the ASO and the Def penalty. What you avoid is the -25% endurance crash. -
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I agree and people have to be wondering what I'm doing when I'm in the middle of a group and their dying and I'm just standing around not attacking or anything. Something that allowed me to atleast taunt mobs that were getting squishies in trouble would be acceptable.
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Some sort of very visable crash animation would be nice for PvE. That would probably suck for PvPers though. -
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just got a reply.
"It is NOT resisted. This is as intended."
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is it intended that it kicks ice/ in the teeth while the other sets get a poke with a stick?
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Invulnerability gets hammered pretty well. Most of that set's non-S/L mitigation comes from Invincibility. Slotted up and surrounded by enemies ( needs 10 to cap it ) gets you right around 30% Defense. When Rage drops it is a -20% to Defense. The Rage drop causes Invincibility to stop effecting mobs so it stops granting the Defense bonus. This takes you from 30% to -20% Defense. I'm not sure about Ice but if that set gives you 30% with your armors you would still have 10% Defense.
Rage can amount to up to about a -50% Defense Penalty for Invulnerability Tankers. -
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There may be a length limit for macros. This is the longest one, so if this works they all should. You may have to drop part of my human form bind when you shift it into a macro if it doesn't work right off. I don't use macros for shifting, so I'm not sure what the limit is on characters in one (if in fact there is such a limit.)
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Not sure about a lentgh limit for macros but there is one for binds. I believe it is in the neighborhood of 256 characters. To keep my binds smaller I omit the underscores. They are optional and only used for increased readability.
/bind z "powexec_name Sprint"
is the same as
/bind z "powexecname Sprint"
which is the same as
/bind z "p_o_w_e_x_e_c_n_a_m_e Sprint" -
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- Provide a bind to inspirations. for example let me bind F1 to heal inspirations. if there are heal inspirations in my tray when i hit it they get used. If there are not I bonk.
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The ability to do that alredy exists. Ths following bind will use healing inspirations from your tray from smallest to largest. Replace <KEY> with the name of the key that you would like to use.
/bind <KEY> "inspexecname Resurgence$$inspexecname Dramatic Improvement$$inspexecname Respite"
This can also be done for other types of inspirations by using substituting the appropriate names. -
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Poison Gas Arrow
<ul type="square">[*]Availability: Level 8 (defender), Level 16 (controller, mastermind)[*]Effects: -Damage (30%), Sleep (~50% chance/critter, 8 second base duration)[*]Recharge: 45 seconds[*]Animation: 2.7 seconds[*]Duration: 30 seconds[*]Range: 70', 25' AoE centered on critter[*]Endurance: ~10.4[*]Accuracy: Auto-hit in both PvP and PvE (note: the sleep component is not auto-hit, it's a ~50% chance. some spawns might end up with all critters asleep, some might end up with none asleep. the damage debuff, however, applies to all critters or players in the AoE, or who walk through the AoE while the power is still active)[*]Slotting recommendation: 2 or 3 Recharge Reduction, optionally 1 Range, optionally 1 to 3 Sleep Duration[*]Dancing Hawk's breakdown: "This arrow is a MUST if you intend to team. The damage mitigation is very worthwhile. The sleep portion isn't quite as important, since teams aren't likely to let the critters nap for long, but it's nothing to sneeze at. Solo, I rarely use this arrow because I tend to rely on controls, Acid Arrow, and damage output for damage mitigation."[/list]
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Minor correction - PGA does not appear to be applying its debuff to anything that passes through the AoE radius after the power has been used. Meaning, it looks like the -damage component is only working on whatever was inside the AoE when the arrow strikes. Whether it's a bug or working as intended, I don't know at this time, but it doesn't change the assessment. Poison Gas Arrow remains on the list of essentials for TA players.
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From what I understand this had something to do with the sleep effect of the power being broken until i7.
Pre-release this power used to be a cloud that effected anyone in it for its duration. The debuff and chance to sleep was applied in pulses. Therefore the sleep percentage was set very low. When the power was released in i5 they changed it to an instant effect power but did not change the animation and forgot to tweak the sleep percentage. -
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Being able to work through the majority of missions and kill a few people (And sometimes, you can click a glowie without people noticing you) is "basically for show"? Or the fact that the majority of people cannot see you?
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I haven't had any problems stealthing missions with Stealth/SS since I7. Sure I have to occaisionally fight things near a glowie but I can still do the missions quickly.
I think the change keeps people from stealthing missions at a difficulty that they wouldn't normally be able to solo and to discourage stealthing on full teams. -
Teqnik -
Please don't post the same question on multiple threads. You'll get a better response if you create your own thread. When responses are on multiple threads you don't get the same quality of conversation between other posters as you do under a a post that was created specificly for that purpose. -
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when i do that 1 it has the brackets on it
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The brackets were only there to show you what to replace in the bind I believe. -
Great guide.
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4.12. What tactics are there to fight immobilization?
- Besides tanker/scrapper/brute/stalker mez toggles, you can select CJ from the Leaping pool, pop a BF, or have a teammate cast Clear Mind, Clarity, Increase Density, Stimulant, stay under Sonic Dispersion, stay under Dispersion bubble, etc.
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TP also gets you unimmobilized. -
Let me start by saying thanks for taking the time to write a guide.
Now I have some criticism about the guide. I am try to be constructive so that you can make your guide more useful to people who read it.
I think you need to start the guide telling a little bit about your playstyle so that readers will know how you are coming to your opinions about a powers usefulness.
You spend so little time talking about the Ice primary I wouldn't even include it in your guide. Also you seem to indicate that the AOEs draw too much aggro so you settle on the single target attacks to solo with. Soloing is where aggro matters the least. If critters see you they attack you. Doesn't matter if you hit them with an AOE or not. I would think that the AOEs in Ice would be a good thing while soloing as it does -spd and -recharge thus letting you more safely deal with multiple mobs. This control is the big thing Ice has going for it compared to other blast sets.
Do you even like the sonic set? From reading your guide it doesn't seem like it.
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Sonic Cage:
this power sucks. mostly. it's a foe capture, so it will take a boss and make him unable to attack or be attacked, but the animation is very hard to see. The sound it makes is an annoying high pitched whine, so your group will hate you twice for it. Once for making them blow endurance on a invulnerable target, and again for the annoying sound.
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Sonic Cage is one of the better powers you can take if you are going to do any PvP at all. It is also very useful solo. If used with a group who know what to expect and have been informed that it is being used it can keep an annoying boss or other mob out of action for its duration.
Like detention field from the Force Field set it can take anything out of the fight that it hits. You don't have to worry about stacking magnitudes and breakfrees don't do squat.
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Clarity:
don't have it, probably useful, seems a lot like the pool power.
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Actaully it is more like the Clear Mind that empaths get than something from a power pool. It can be a very useful power for removing and defending against Mezs. The +perception it gives is also very useful in PvP.
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Sonic Siphon:
This power sucks. If you can remember to use it, and can remember to refresh it when it leaves after 30 seconds, you get 10% more damage, unenhanceable.
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This power has a 16s recharge out of the box. That means without en enhancements it is pretty easy to stack it. If you start throwing recharges in it you can keep 3 of these on a target pretty reliably. Granted thats a waste against minions but used against bosses it can really make a difference.
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Disruption Field:
This power sucks. Mostly. It's 10% more damage on all foes around an ally, but sucks endurance from you. the -res cannot be enhanced. It's useful if you can get a tank or scrapper to stay in melee range, but not really all that good.
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Start stacking this percentage with the the -res of Siphon and it adds up.
This may be nitpicking but since this is a guide for Corrupters getting a Tank or Scrapper to group with is probably going to be a little tough.
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Liquefy:
don't have it, but it's earthquake, like a ruin mage. can be enhanced with -def, so this is the only power you will get that drops foe's resistances by more than the default 10%.
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Liquefy doesn't do anything to lower a target's resistance. It lowers their defense and their accuracy. Defense effects how often you get hit. Resistance determines how hard you get hit.