ketch

Legend
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  1. I generally give everything an episode or two to see if it can live up to or overcome my expectations. To me, the gratutious amounts of fan service and needless nudity coupled with a thin plot meant dropping this one quick.

    Also, there's a character that attacks by squeezing some sort of acidic milk out of her breasts. It's pretty tasteless.
  2. As soon as I hit the 60 month vet reward, I have a few characters that will switch into Fly. For min/max'ing I've taken SS or SJ, but greatly prefer flying to either of them.
  3. Quote:
    Originally Posted by Candlestick View Post
    Assault is not 15% extra damage. Assault is 15% added to your damage bonus. There is a distinct difference.

    ...

    The more you know.
    Well, you learn a little something everyday. While I'm trying to catch up on my Resistance reading, I noticed that Paragon Wiki doesn't list -resistance or -damage among the things AV's resist. I know they're tied together. Are they only resisted by level scaling?
  4. A little tangent off something Tex mentioned: at +3 Disruption Field is only debuffing the enemy 14.6%. Running Assault would net you 15% extra damage at nearly 1/3 of the cost. Even at +2 Disruption Field is only increasing damage by 18%, but still at 3 times the cost of running Assault. When you face AV's resistance debuffs will be even further resisted.

    Then there's redundancy between Clarity and Sonic Dispersion. I never could figure why they'd add more mez protection in the set. Also, Sonic Repulsion is a bit of an unruly power unless you have an ally that really wants to stay out of melee at all cost.

    Finally, the animations are ugly.
  5. Quote:
    Originally Posted by Identity_EU View Post
    is it possible to make this near perma or perma?
    The formula for calculating recharge: RechargeTime = BaseRechargeTime / ( 100% + Buffs - Debuffs )

    To get perma-Power Boost, you would need 700% recharge tota to reduce it's 120 seconds recharge down to 15 seconds. With 3 IO's giving you roughly 100% recharge in the power, you still need 600% which is far beyond the recharge cap of 400%. So... no, perma isn't possible.

    With some very high recharge builds you can have it up nearly half the time though. Bear in mind that it boosts many things: mez duration, defenses, and tohit, as well as, defense and tohit debuffs. For click powers it will boost them for their entire duration; toggles, on the other hand, will only be boosted for 15 seconds.

    Personally, I think it goes very well with Link Minds.
  6. I can see it being handy if you haven't reached perma-dom levels of recharge. For a perma-dom, I think it's rather meh and I'd rather take Call to Justice. It's like carrying a few free inspirations.
  7. Quote:
    Originally Posted by Jibikao View Post
    I think I already saw some bosses in tip missions having Purple Triangle protection every once a while and those are not elites. Just labeled as "boss". My Dominator was a bit surprised by that. Oh well, it was a bit more challenging but good stuff.
    I haven't seen this and I've been farming the heck out of level 50 hero tips. A lot of the new content has EB's with the PToD though. I think EB Maelstrom has PToD, but every time I've faced him as a boss in the tip missions there were no triangles in sight.
  8. ketch

    Buff Force Field

    Quote:
    Originally Posted by McNum View Post
    It is possible for players to do this right now.

    Try fighting an Illusionist. She'll phase shift. Phase shift yourself and you can hit her again. Phased can fight phased right now.
    Just to clarify a bit more: as Mephis_Bill pointed out, Carnies actually enter the Untouchable state periodically, essentially becoming like Phantom Army (Untouchable without Affecting Only Self as in Detention Field). True Phase v Phase combat is possible in PVE though only via Dimension Shift/Black Hole and Phase Shift/Ethereal Shift. In my experience, no mobs have protection from the Phase status though I haven't been able to test against the Hamidon. I have phased GM's with a single use of Dimension Shift, though the visuals do not appear correctly.

    It's possible to Phase a carnie, pursue her with Phase Shift, and have her become Untouchable while Phased.

    I have one question reguarding the Hami v Phantom Army that I have never found the answer to: is the ability to bypass Untouchable baked into the power or into the entity that is using the power? I've never seen a dev post indicating which.
  9. Quote:
    Originally Posted by Elimist View Post
    Yeah, that's pretty much what I was trying to get across. Ketch is just better at explaining it. Thanks Ketch. That's the second time you're posts have helped me out. I didn't realize mental only checks psi. When you say that, do you mean that it also ignores ranged defense?
    Yep, Mind's controls ignore ranged and AoE defenses. They're only flagged as Psi so that' the only defense to be checked for them.
  10. Quote:
    Originally Posted by Redlynne View Post
    Confused AVs do the most damage.

    Mind Control's Comedy and Mass Comedy powers give you the widest selection of pets and offer the greatest safety in summoning and using them.
    But the only last 30 seconds before they're biting the hand that feeds them. Also, EB's with PToD... Fuuuuuuuuu
  11. If it makes the pool more useful for everyone else, MM's just might have to suck it up.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    And if they don't, someone can bring them along. Or keep squishies hovering out of reach of melee so loose aggro can't hit them with harder attacks, without burning the support's END on fly.
    It still comes at the cost of a terrible 25% tohit debuff, which is far, far worse than the endurance cost of Hover. Someone using Group Fly in combat is asking to be kicked from the team.

    I've seen people pick up taunts from the presence pool. I've always thought it should be restructured though. I suspect more people would make use of a single target fear if they didn't have to go through the taunts to get it.
  13. ketch

    Cold vs FF

    Quote:
    Originally Posted by Arbegla View Post
    Force Field needs a buff, some form of defense debuff resistance atlest. Throw it into dispersion bubble, so its better then the Force Field Generator from traps, as that really puts dispersion bubble to shame. No needs to adjust the numbers, just put like a enhanceable 20% defense debuff resistance value on it, with 3 or so def IOs you looking at like 30% maybe 40% DDR? thats still less then a /shield gets, and would help alot in situations where Defense debuff can cause cascading failures.
    DDR would be nice in FF, but I'd have to nix the idea of putting it in Dispersion Bubble. I have a few FF trollers, one that is softcapped to ranged and AoE; with an AoE immobilize that becomes very powerful. Allowing such a character to resist defense debuffs would (while plenty of fun for me) make it nigh untouchable.

    I don't see a problem placing DDR in the ally shields though. It would certainly make FF welcome even among some of the AT's that cap their defense via IO's.
  14. As Elemist has alluded to all attacks in game have some type to them: Melee, Ranged, AoE, lethal, smashing, cold, fire, toxic*, or psi. When you attack an enemy it checks against all types of defense that the enemy has and uses the highest applicable value. If you use Bone Smasher it will check against Energy, Smashing, and Melee. If my theoretical enemy had 20% melee defense, 5% smashing defense, and 0% energy defense, he would have 20% defense against my attack. However, if I had used Power Bolt; which is energy, smashing, and ranged; he would only have 5% defense against the attack.

    Now where Mind Control is weird and wonderful, and where Elimist's example goes slightly wrong, is that Mind Control's powers are only typed as Psi. That means all your mind controls only have to overcome one kind of defense while most every other attack in the game must overcome two or more. If any enemy has 15% ranged defense and 0% psi defense, then they will have 0% defense against Mesmerize. For the majority of the game it's a considerable advantage because psi defense is rare. However, the factions that do have psi defense tend to have it in large chunks.

    *Toxic is odd. There is toxic damage, however, there is no toxic defense. Most toxic attacks are paired with fire to give players some defense against them.

    As for resist, they're quite a bit different. Resistance reduces the duration of your holds, sleeps, etc. It follows this formula: Total Duration/(100%+Resistance). For example, if an enemy had 50% resistance to sleep, it would sleep for 66% of the normal duration of the power. If any enemy had 100% resistance to sleep, it would last only 50% it's normal duration.

    Finally, you have mez protection. Mezzes have magnitude, or how much you have to stack a control before it takes effect. All mobs have some level of mez protection inherently: minions have 1 point, lieutenants have 2 points, and bosses have 3 points, EB's have 6 points. For each mez you stack, it subtracts the magnitude of the power from the enemy's protection to that effect. When you reduce the enemy's mez protection below 0, they are affected by the status. The standard magnitude for most mezzes is 3 points. If you hit a lieutenant with dominate, for example, it overcomes his 2 points of mez protection. Some mobs have more protection against specific effects, or powers that confer extra protection to themselves or their allies, such as the Cimerorans' Shout of Command.

    Going back to your initial question, if you are playing a Mind Controller and missing with your mezzes a lot you are likely facing an enemy with high psi defense (Carnies, some Arachnos). Other controllers may have a much easier time dealing with the same mobs.
  15. Cool, glad it's working out for you Elimist. Just be wary of some of the numbers. I had almost mistakenly fallen under the impression that I had a positionally softcapped, perma-hasten, perma Link Minds, perma-dom (that almost goes with saying) build until I realized I had powerboost on.

    The way it works is this: for click powers, PB will boost the power for its full duration. That is to say, Link Minds will be boosted for a full 90 seconds. For, toggles the boost will only last for 15 seconds. So Weave, for example, will only be boosted for 15 seconds.

    So... the build I thought I had softcapped was only actually softcapped for every 15 out of 35 seconds or so. That's still quite nice and would definitely help survivability, but certainly less exciting than a fully softcapped build.
  16. Personally, I'd drop World of Confusion due to it's rather lousy range (only 8 feet) and pick up Indomitable Will. I'm not sure if your domination is 100% perma due to the down time on Hasten and IW would fill the gap for mez protection should it drop. It'll also cap out psi defense (the only defense you're missing) and allows for another LotG.

    Also, remember this: Linked Minds is a click power so Power Boost should affect it through it's entire duration rather than just 15 seconds. Speaking of Linked Minds, you could swap the Def and Def/End for Def/Recharge and Def/End/Recharge to bring it's recharge down more than 40 seconds while still maintaining capped positional defense.

    Generally, I'd say you could swap out some slots that chase Ranged Defense since you're so far over cap and put them towards recharge bonuses to keep Linked Minds up more often. It's definitely a great start and it's making me take a second look at the build I had started for a mind/nrg.
  17. ketch

    Ill/kin build

    That's an excellent point Psiphon. I'd highly recommend taking Combat Jumping as well. There's nothing more frustrating than being stuck a few feet from the transfusion that could save your life.
  18. Quote:
    Originally Posted by Captain_Freak View Post
    Bubbles will always be useful. Lamepath not so much,

    Oooo aaahhh you have heal aura on auto....wow....

    Oooo aaaahhh you have fortitude on two people, maybe 3....ab on one and you clear minded everyone....even the tank and scrappers who dont need it. GG dude you are a noob.

    OR

    Hey, not getting hit, anyone else taking damage? No? Well, keep doing what you do.


    The second one will happen from 1-50.

    Only stupid players think lamepathy is any good. By the time Lamepathy is decent so is everyone else.......they can take care of themselves and Lamepathy is unneeded.

    You can never go wrong with more Defense.
    Wow... I can only assume you've teamed with some very poor empaths.

    To begin with Fortitude provides the same defense you get from both of FF's ally shields in one power (plus psionic defense which FF only has in Dispersion Bubble). On top of that is a tohit bonus better than Tactics and a side of +damage. Now, on SO's alone that's only applies to 3-4 team mates at a time, but you can never go wrong with more defense, right? And, man, if you get powerboost or power build up.. well, those 3-4 will be sitting at better than 30% defense.

    Adrenalin Boost is a versatile power that I don't think gets enough proper use. It's got enough +recovery to prevent the recovery crash from nukes, 100% recharge (definitely loved by doms), and a nifty regen bonus. There is always someone on the team that will benefit from one of those three things.

    And if everything's going fine then that just means the emp can pew pew pew away or focus more on controls.
  19. This a persistant problem. It's been affecting controller pets for a few issues now too. Phantasm, who has no melee attacks, closes to melee for some reason. With Phanty and his decoy I was able to tackle a few GM's, but now that he gets himself killed it's much more difficult.
  20. ketch

    Ill/kin build

    Quote:
    Originally Posted by Local_Man View Post
    Inertial Reduction: I haven't checked it, but how does the Stealth proc work in this power now? I-18 changed these procs to only working when the toggle power is on (a change I dislike), when they used to work for 120 sec after. In IR, I suspect that the proc only works when you click the power and then you are visible again . . . but I haven't tested it.
    I'm pretty sure it works like the stealth proc does in Teleport. After you click the power, it gives you 120 seconds of stealth. It suppresses in battle, but returns if still in the initial 120 seconds. I believe it will only affect the caster rather than everyone hit with IR.
  21. ketch

    Ill/kin build

    Quote:
    Originally Posted by sofacat View Post
    Kinda sorta got Mids up and running ( I think, it's cooperating right now, anyway) and here's my proposed build. Critique away as I am lost as a babe in the woods with making em bigger, stronger and faster and any advice would be most appreciated!
    Ah, now we've got something to work with here...

    First and foremost, I would drop Aid Other and Aid Self. Transfusion is the strongest AoE heal in the game and should cover just about all your healing needs in battle. When you need a heal for yourself, just close in on your Transfusion target. However, it's important to note that Transfusion requires an tohit check so accuracy will be necessary in it.

    I highly recommend 6-slotting PA. Pack in as much damage and recharge as you can manage with a bit of accuracy on the side. Expedient Reinforcement will do a good job at filling 4 of those slots and offers a 6.25% recharge bonus.

    Speedboost is an excellent buff even though it's a bit cumbersome to apply to an entire team. It gives the target the equivalent of two Stamina's worth of recovery and 50% recharge. I consider it an essential power for any /kin that I play.

    In general, I'd suggest looking at sets that give some bonus to recharge. You already have several started, but not completed for some reason (Glimpse of the Abyss in ST and Positron's Blast). I'd definitely pull slots from Teleport Foe, which I feel has limited utility on an ill/kin; you'll generally be pushing forward more often than pulling enemies back to a secluded point.

    If you revise your build and post it again I'll gladly give it another look.
  22. If you can find fun in theme alone, more power to you. Unfortunately, I can't do that. A large part of my fun comes from the mechanics of the game and I create concepts around what the game gives me. That's why I'd suggest looking for something that fits your concept a bit better.

    On the grav side you're only really missing out by skipping Singularity. DS is skipped pretty regularly. Now, on the forcefield side... it seems like you'll only be left with Dispersion Bubble, PFF, and Force Bolt. I'd probably just roll a /nrg Dom in that case. You get some mez protection and the knockback seems like it would suit your concept. The /nrg assault powers are a little flashy though you may be able to tone them down.
  23. ketch

    Ill/kin build

    Why, yes, I do. Maybe we can compare them some time. Subtly suggesting you post a build for people to comment on rather than asking for a build outright.
  24. ketch

    Good-bye PFF

    I quite agree. I was hoping for a nice solid melee attack.