bok

Apprentice
  • Posts

    65
  • Joined

  1. bok

    Lag on Union

    Ill chime in on the loading issue. It can take up to 2-3 minutes each time our team tries to zone into a mish at the moment.
  2. bok

    Lag on Union

    I'll post here as well, got the exact same thing as do everyone i've talked to in game. I've also petitioned it but havn't heard anything back from support yet.
  3. Got the same issue, happens about once a week to me. Even if I crash I just restart and can log in any character fine after that.
  4. The lag on union is insane. Powers indicate they are recharged when they are not. 2-3 seconds from when you click a power until it activates. I figured this was due to rikti invasion but they are turned off now are they not? It happens regardless of what zone or what you're doing, pvp, pve whatever.
  5. Im on Big Boned, brute atm. Havnt put me in any team but I got doms I can use instead if thats better.
  6. bok

    Levitate and KB

    No they don't, thats the thing. The knock up value doesnt get affected at all. If you put one in it only affects knockback of which you have 0% in levitate and it does nothing for the power. Knock up stays at 12.46 and I was hoping to be able to boost that value for pvp usage.

    Maybe it is working as intended and that the distance the mob flies gets boosted. In Mids however the magnitude of the knock up also gets boosted and im just wondering which is correct, how does it work for other knockback powers.
  7. bok

    Levitate and KB

    Question about levitate and KB IOs/SOs

    According to Mids the KU value changes when slotting a KB IO or SO but in game this doesnt happen. Is mids wrong or is the power bugged? Seems weird that levitate takes KB enhancements when they do nothing to the power.
  8. Don't know if this helps anyone but www.dlgamer.com also sells online game time cards.

    From their FAQ
    "What forms of payment do you accept?
    We accept all major credit cards, PayPal, personal checks, bank transfers and money orders."
  9. Ah, if the animation is that long then it might not be worth it.

    Everyone tries to protect themselfs the best they can against anything really. Stuns and sleep however are something thats very hard to protect from unless you got a power for it in your AT. Acrobatics protects from holds to a small degree but stuns and sleeps have no power like that which make them excellent as detogglers.
  10. Im no sonic/cold expert so will give a few general pointers I have found useful while pvping.

    Hasten seems to be missing, it might just be a personal preference but I always try to work it in pre-30 to benefit from it whereever I pvp, sirens, WB or arena.

    Not sure how much cash you got but you can really benefit from IOs and HOs in pvp. Even if you dont get a ton of them a few to increase the power of your slows, boost your damage with HOs or increase both recharge and tohit at the same time on aim really helps alot.

    You havnt selected any of the shields or the massive +hp buff. If you pvp in the zones and got a brute friend around he will love you for them and you might pursade him to taunt someone that bugging you every now and then in return.

    Since you got massive slow on your cold debuffs you might not need it but I usually got for the immob from the PPPs. Nothing is easier to kill than a stationary target and in the zones some people panic when they cant move and dont even fight back.

    The sleep might also be useful alongside the disorient to get pesky blasters and other without sleep protection off your back. Sleep/Disorient, heal up, hit em hard with debuffs and laugh.

    Hope it helps
  11. Yeah I know, one +res, one +def and one +res to taunt/placate. Question was about the normal general bonuses from sets, global bonuses.
  12. I was afraid that was the answer. Looks like a rethink of the build is in order and it looks like I will be slotting HOs and ordinary IOs alot more than set IOs at this point just like you said.

    Thanks for the info.
  13. Hey all

    Dusted off my old thugs/dark and decided to do a IO build for it. This got me to wonder about things like global bonuses and how they affect the pets. Im guessing if you got +acc as a bonus the pets benefit from this as well since +acc affects your powers and the pets are a power.
    The thing that got me puzzled was things like mez resists, defense and resist bonuses since those affect you yourself and not your powers. Anyone know for sure what the answer is here?

    Just wanted to add that the sets are quite crappy for pets, basicly any pet has a side affect that you wanne enhance besides acc, dam, end and no set offers anything like that. Might be too much given that each pet has a different side affect but it really feels like something that should be looked at. Maybe allow us to slot sets that correspond to the pets power for instance hold, stun, fear, etc etc.
  14. What he probably means is they take all armors and use them up until 32/38 then respec out of the ones not needed anymore. What im looking for is the same as you though, what armors are needed for the leveling up process before 32/38.
  15. Hey all

    I am making a PvE brute for a large aoe based team where herding will be a essential part of the gameplay. I made the brute without knowing alot of the set pre-granite and looking at it after the first 10 levels im somewhat puzzled and would really appreciate some help from stone veterans. Since its mainly a defense based set I have been comparing it to energy aura, a set I have a brute with and I know how it performs.

    It seems to be mainly defense based armor but its so low defense im wondering if its survivable in a big group. I made a build taking all armors up until the level 38 armor and these are the totals for stone and energy aura. Numbers in () are with tough, weave and, for EA, combat jumping.

    stone armor
    defense
    18,7(24,6) smash, lethal, energy, negative
    29,3(35,3) psi

    resist
    11,7(29,3) smash, lethal
    29,3(29,3) fire, cold

    energy aura
    defense
    25,7(34,5) smash, lethal
    32,2(41) energy
    22,2(31) negative
    29,3(38) fire, cold
    5,9(14,6) rest

    resist
    11,7(29,3) smash, lethal
    11,7(11,7) negative
    14,6(14,7) energy

    Looking at this, energy lacks psi protection but are miles ahead on everything else except resistance to fire and cold for which it has high defense instead.

    So, my questions are these:
    1. I know most attacks contains some part of smashing/lethal damage so I guess rock armor will provide defense from basicly any attack but is 18,7% enough? Im thinking of going for weave asap to put the total defense at almost 25% for smash/lethal, is this whats needed?

    2. Is a stone brute pre-granite able to herd mobs and be a good brute for a large team or should I wait until after 38 to take on that role.

    3. I have read a few guids on stone brutes/tanks and most seem to think pre-granite its mainly about rock armor. Brimstone and crystal are somewhat expendable. Seeing that its hard to fit in all armors, tough, weave, stamina, travelpower etc could I skip those two and still function?

    Any help is very much appreciated, thanks.
  16. Very nice, count me in for sure.
  17. Heya

    Here are the things I would do different from you.

    I would get static shield earlier, as early as possible after 20 actually. Reason for this is every time you get held, sleept or something else your armors will detoggle. After 20 the mobs start to hit you alot with stuff like that so try to switch lightning reflexes for static. The 20% recharge bonus can wait, being held by every mob group and every boss is a pain.

    I would skip the slots in health all togheter, just the one green in there since the gain is less than what you can get from other powers. Would 6 slot aid self and put a recharge in there in addition to what you got now. Hasten could use the other slot so you get max recharge bonus on it.

    You lack real vertical movement on this build. For pvp you really need to be able to move fast and I would change superspeed to superjump myself. Thats a matter of taste though but nothing is so easy to run from as a pure super speeder. Just go up and hes gone. You got hurdle and CJ but that usually isnt enough I have found.
  18. If you get a spot open on either this team or the all defender team I got a kin/elec defender that needs some levels...
    Shout at @john gash if you do, will be on tonight on one of my toons.
  19. I use goto behind the group and when they approach the mobs I select the one I want dead first (lieut or boss most times) and use aggresive attack on that mob. He goes down fast and if theres only minions left I let them roam free. If theres another lieut I use attack on that mob as soon as the first dies to take him out quick as well.
  20. There's alot of FOTM just because they are a common/good build at that time, hence the name.
    The zones are however not as min/maxed as the arena however, alot of regular people pop in every now and then with ordinary pve builds and have a good time too. I always like to end the day with popping into sirens for a while regardless of what toon I am on. Rarely logs a specific toon just for pvp unless its needed in the zone to balance things out.
  21. [ QUOTE ]
    [ QUOTE ]
    The numbers much have a glitch in them.. Becaus i noticed that SS hits much faster than SM. The numbers are probably calculated when you hit the three buttons in a row when fully recharged and not when trully about the recharge time when already used.

    [/ QUOTE ]

    Nope, numbers are numbers calculated on a attack chain planner taking into account recharge and animation time, "noticed" however is subjective and panders to the theory of relativity more, like when rages crash feels like a lifetime over 10 seconds.

    Also base recharge for seizmic smash is 20 seconds, KoB is 25% more at 25 seconds, haymaker and stone mallet are the same for all extents and purposes but heavy mallet is like 3x punch and this is reflected in end and recharge cost however you can fix that with slotting but you cannot fix punches output in the same manner.

    [/ QUOTE ]

    I think you are talking about two different things here, the overall attack chain is faster for SS but the instant 3-hit attack chain is faster for SM. Not many toons besides squishys caught off guard goes down with just 3 hits though.

    And while were looking at the numbers for the 3 hit attacks you need to factor in the dual rage, thats another +80 percent dmg that gets added to SS which SM cannot get so the dmg chain for SS is alot higher than for SM. With just hasten and lightning reflexes from /elec you get 37 seconds of dual rage and with IOs it will be even more than that. Just looking at one part of something and saying "this is how it is" never gives the full picture and in the end its down to personal preference like it has been said before.
  22. You can't have too many brutes which my 6 brutes all in 30+ shows so just make em all and be happy
  23. My personal preference is SS, a higher damage output overall due to rage and when that dual rage sets in its just insane. With some global +recharge from sets you can have dual rage up quite a long time now as well.
  24. Im by the contact now, wheres everyone else?
  25. Would love to join with my blaster, 26 at the moment.