ketch

Legend
  • Posts

    1596
  • Joined

  1. Quote:
    Originally Posted by Dr_Dismemberment View Post
    The damage is second best after fissure when fighting very large groups that are close together. I wouldn't discount it's damage output in that situation. It also has knockdown and disorient effects which mitigate incoming damage and the disorient increases total containment which Ill has a hard time with anyway. It makes fissure stronger basically, even though it doesn't benefit from containment itself. I'd love it to do more damage and have a faster cast time, but that is what Ill/FF is stuck with for AoE damage.
    In my experience with Plant/FF I found Repulsion Bomb highly skippable though Plant does not want for AoE control like Illusion. Coming in only 6 levels earlier than the first of the AoE's found in APP's makes it seem even more lackluster. It's got a whopping 16.9 endurance cost, a full 3 second cast time, and only a 40% chance for a mag 2 stun. In some ways, it's similar to Fissure but far, far inferior.

    I can see it's place in your build (10% recharge is nothing to scoff at), but for most players I'd say to avoid it.
  2. Quote:
    Originally Posted by Wuigly Squigly View Post
    As far as I know, yes, you'd be surprised, Carrion Creepers is a special power. It obeys all the rules of the 10 second proc timer, but thats for every single creeper, and every enemy hit has the chance to proc off whatever proc that it can. It procs from the creeper attacks, as well as the pulsating immobilze rounds as well. So with say 2-3 good damage procs in it, you'll see it go off quite often. I've seen it do pretty decent damage, alongside whatever AoE you already have. It especially works well alongside seeds.

    Though IMO any pet you can slot with damage procs, you should because that does help their damage output by a noticeable amount.
    This is not quite how it works.

    Each part of Carrion Creepers will only fire proc's if they match the type of attack for that part. Let's look at the proc from Positron's Blast for an example.

    When you summon CC's, it will spawn the CC Patch, Vines, and a Bramble patch. The patch spawns attempt to fire the Posi AoE proc with its immobilize every 10 seconds. The Bramble power does no damage and will ignore the proc. The Carrion Creeper Vines have two powers: Vine Smash and Throw Thorns. The Positron proc will not fire in either of these powers because they are both single target.

    The proc with the highest rate of fire in CC is probably Impeded Swiftness: Chance for Smashing Damage. It will fire in the initial summoning due to the Bramble and every time that the Vines attack because of the movement slow in those powers. Positron and Trap of the Hunter will have a chance to fire every 10 seconds against enemies hit with the Entangle (which has a target cap of 5). Explosive Strike's proc will have a chance to fire when the Vines use their Smash attack, but this is against a single target.

    I prefer using Explosive Strike and Impeded Swiftness. While the Vines only have single target attacks, several Vines attacking and those powers cycling every 4 seconds means they have fairly good rate of fire.
  3. To clarify a few things, Detention Field and Sonic Cage are not phasing powers. They are more appropriately called caging power. They apply three statuses to the target: Untouchable, OnlyAffectSelf, and Immobilize.

    Dimension Shift and Black Hole are enemy phasing powers and apply the Phase status. When affected by Phase, you can affect others in the phase status. These powers are also paired with the Immobilize status and the Intangibility status (which seems to remove the hit collision boxes from enemies and makes them translucent). The Phase portion of these powers cannot be resisted; the immobilize and intangibility can be resisted. As a result, enemies sometimes seem to not be affected by DS and BH because they are free to move and occupy space though they are phased.

    Enemies that use a phase powers are not using true Phasing. Instead, they are affected by Untouchable. Phantom Army is always under this effect. Enemy powers that cage affect the players with Untouchable and OnlyAffectSelf. You can use a Phase power during this, but it will not allow you to affect anything else.

    Anyway... to answer Tex's original question. No, when enemies phase they become Untouchable. As the name implies, there's nothing you can do to them at that point.
  4. Quote:
    Originally Posted by Mirai View Post
    Out of curiosity, where are you watching this stuff? Not much is coming out on DVDs these days, so I'm thinking of looking into alternative sources.
    Crunchyroll has a surprising amount of new series which you can view legally. Often they're available a week after their Japanese broadcast or a few hours later if you're a subscriber.
  5. It wouldn't be the first time for there to be a disconnect between the actual effect and the visual in some powers. Not to muddy the waters, but Dimension Shift and Black Hole are noterious for this. Often times, enemies that are shifted do not lose their collision boxes nor were they are made translucent. Since the Intangible and Immobilize in those powers works they same way, i.e. variable magnitude with fixed duration, higher level mobs would resist them while still being phased. The phase itself carries no visual effect. To my knowledge, there is no protection against the phase status.

    It wouldn't surprise me to see the visual effect applied on hit and before magnitude is checked for Detention Field and Sonic Cage.
  6. Quote:
    Originally Posted by Pitho View Post
    AV purple triangles don't affect immobilize or sleep.
    You are correct. I had a little slip of the brain there. I think only Captain Mako has any baked in protection against immobilizes.
  7. Quote:
    Originally Posted by magicj View Post
    Does not work, don't know why. The AV goes right on healing. Also does not cage the "Fab Four" in the STF. Again don't know why. Against other AVs in the game, it works great.

    In both the ITF and the STF, power boosted bubbles for the team are what has a very noticeable effect.
    I haven't tested for myself, but the first thing that springs to mind is that it might be a problem of magnitude with the Big Four. After applying level scaling for a level 54 AV, a controller should still be putting out a mag 3.6 cage, enough to overcome boss level protection. The immobilize portion would be negated if the PTOD are up, making it seem as if the AV is unaffected. Defender's have a lower mag on Detention Field which may prevent them from caging the AV's. Endoplasm Exposures do increase the magnitude of the Untouchable and Immobilize portion of Detention Field, but I'm not 100% certain that it works on the OnlyAffectSelf portion.

    But that's just my guess on the AV's, I've no idea on the healing Nictus.
  8. Quote:
    Originally Posted by Kelenar View Post
    I originally saw an image saying that this season had Baccano! season 2, along with animated adaptations of Yotsuba& and Franken Fran. After learning that the image was a hoax, I am a crushed and defeated husk of a human being.
    I would sell my immortal soul* for a Yotsuba& anime, but I've heard the creator is pretty set against it.

    Not much is catching me this season, but I overlooked some good series at the beginning of last season too. I had to play catch up when I realized how fun Working! was. So far, Ookami-san and her Seven Companions has given me a good chuckle. I've still got to checkout a lot of the series premieres yet.

    *Soul slightly devalued by wickedness
  9. Quote:
    Originally Posted by Debt_Magnet View Post
    Unfortunatly with the purple recipe it doesn't boost the range on it. To really make it help me group them better it needs a longer range. I've never been one to jump on the confuse herding bandwagon, altho I have seen a plant dom clear the cim wall with ease. His range was long enough to hit a whole line standing.
    If I slot for range in it I would be more apt to go that route but I was going for the ranged def bonus of the purple set.
    You were watching me? I kid, I kid.

    Personally, I find a bit of stealth helps more than range. If you position yourself well you can hit the entire mob in one go. Then stealth carries benefits elsewhere.
  10. Quote:
    Originally Posted by AshWind View Post
    You know what would be neat in Electric Control...Thunderclap with a higher mag stun. It would look great in electric and fit thematically. You know what would be even better, a teleporting thunderclap like shield charge but only with control no damage.

    How cool a combo would that be thunderclap, aoe immobilize, and lighting field. I would play the set just for that.

    On the thought of sleeps in sets, if they do put a sleep in the set they couldnt put a pbaoe aura similar to hotfeet (lighting field) could they? I mean that and an aoe immobilize would neuter the value of the sleep. That is part of my complaint about Ice, you give the set all these great soft controls, some nice pbaoe controls and then cram a sleep in that is countered by almost every power in the set. It just doesn't make sense.

    I hope the set is similar to fire and ice with the ability to get in close and stay close to the mobs effectively (yes I plan on making an ele/ele dom but still).
    Sleep is definitely in there according to the information that has been released, but it sounds like it will behave much differently than the sleeps we know. A placeable sleep patch sounds like it will function similarly to Volcanic Gasses. If it reapplies itself, then I think it might function okay along side some damage ticks or damage aura.
  11. ketch

    I > Team

    Quote:
    Originally Posted by SuperFerret View Post
    As I've always said, I'd rather have a team with 8 One-Man-Armies working together than a team with 8 parts of a whole. Things just go better if everyone is self-sufficient, and one or two people dropping won't lead to a full team wipe.
    I'm definitely on the other end of the spectrum. I prefer a whole that is great than the parts, but that's probably why I have never dabbled in scrappers or brutes. To me, things like the all fire/rad STF are quite interesting and exciting. Of course, there's definitely room for both playstyle; it just becomes a problem when they unwittingly collide.

    A little communication generally resolves most problems when it happens, but you occasionally find...

    The guy that tries to solo an x8 mob and fails spectacularly. I was on a Citadel the other day that peaked 3 hours due to two players like this. Surprisingly, they never altered their tactics throughout the entire run. Run to the last room, aggro the boss mob, face plant. Heck, at one point the rest of the team cleared the map and made it to the one fellow who was still lying on the ground rather than visiting the hospital.
  12. ketch

    Mind/Emp Advice

    I've been playing a mind/emp recently and it's a very good team character. I'm much more with Tex on this. Even if your friend has a heal in his secondary, Empathy is much more than that. Fortitude is an excellent all-around buff: a bit of damage, very nice tohit, and respectable defense. It gets even better with Primal Mastery as you can boost the defense to around 30%. In fact, the heals have played a relatively small role in my experience with mind/emp. As a team-oriented character mind/empathy will do very well.

    As a duo, however, I'm inclined to agree a bit with Spine but for different reasons. If your friend is a bit rusty or unfamiliar with commanding MM pets they can interfere greatly with Mind's controls. For example, you may take a boss out of the fight with Mezmerize only to have a pet slap it awake. If duo'ing I would probably also favor secondary with more AoE debuffing. It's easy for the MM to buff their own pets due to their interface, but might be a hassle if you try to do the same.
  13. I would definitely take Smoke on a solo Fire build. It can help limit the aggro the imps draw when they are scurrying from mob to mob. I've often encountered the case where the Imps will attack a single member of a mob and bring the whole group running back with them. A little preemptive smoking can help alleviate this. Cinders also gets my vote in either a team or solo setting. Bonfire can be leveraged much easier solo than on teams. With some careful placement you can knockback mobs into a corner or, as Local mention, use it to cover your escape from a hairy situation.

    As for Leadership, it can be helpful though there are downsides. First there's the endurance cost of toggles on top of Hot Feet presumably. Tactic's +perception can make the fire monkies even more unruly than usual. Assault might be tempting with the added damage for yourself and the imps. If you were to use Maneuvers I would suggest trying to stack it with some other sources of defense, perhaps from the IO's and the -tohit from Smoke. Imps buffed with thermal shields and a bit of defense may have a decent bit of survivability.
  14. I've solo'ed a few of the lower end GM's with my ill/kin (Paladin, Babbage, Kraken). It's certainly a capable combination for single target damage. It's also a nice contributor on teams with PA for tanking, some handy controls, stealth capable for TF's, and some nice buffing. The only area that I find it lags behind in is AoE damage, but the right APP helps out there.
  15. Quote:
    Originally Posted by Mega_Jamie View Post
    I would prefer it to cause no agro, even, if like VG, it took a few seconds for it's mag to stack up.

    It would definately be skippable (for me) if it delt damage. But maybe sleep isnt it's only affect? if it affects a -regen or -recovery aswell, it would definately change things alot.
    If it happened to do -recovery or even -end, that would definitely make it worth it in my book. I could see it as the cornerstone for anyone that decided to go the sapping route.
  16. Quote:
    Originally Posted by magicj View Post
    Which is the answer to the question about slotting for soloing.

    Get +Acc IO set bonuses so your vet powers hit. With that and air superiority slotted for damage, you shouldn't have any problems soloing.

    It's how I got my Ice/FF to 50.
    The Kismet unique will really help with this. Despite it's description ingame, it actually provides +tohit and it can be conveniently slotted into Dispersion Bubble for a constant bonus.
  17. Quote:
    Originally Posted by Donna_ View Post
    Force bubble and TK for the nictus.... maybe try that instead?
    That reminds me of some fun you can have with TK and Detention Field. Toggle TK on an enemy then hit him with Detention Field. He'll no longer be repelled, but other enemies that enter the area will be held and repelled. It creates a neat little "Don't come near me" zone without pushing the anchor across the zone. Probably of limited usefulness, but it's a neat trick.
  18. I've used it in my Ice/Rad/Psi; the problem with WoC, in my opinion, whether you're trying to stack mag with AA or proc'ing it out like crazy is it's tiny radius. I initially tried it on test with the hopes of stacking magnitude, but when paired up with AA using the Contagious Confusion proc it was completely unnoticeable. When it hit live, I tried proc'ing it for damage (5 procs in WoC, 2 in CC, and 3 in AA). Again, very disappointing.

    You have to keep enemies in it's tiny radius to see any effect. It really just isn't worth it. I was much better served by the -rechage in Psionic Tornado.
  19. Durarara was good. It gets my vote for best series of the spring/summer season, and best new series of the year so far. I really hope they continue it with another season.
  20. Quote:
    Originally Posted by saltyhero13 View Post
    It gets better! APPs only add to the "Pain Train".

    I don't own a Fire/Kin personally; I have always been curious if a well built Plant/Storm/XXX could churn out more "reward "/time than a well built F/K or do you end up loosing too much "reward" using Seeds. On a solo farm I can't use my inspirations fast enough; going "full throttle" is never a problem
    I'd have to search the Market forum, but I think someone did some research on confusion and drops. The conclusion, if I recall correctly, was that confusion wasn't detrimental to drops in anyway. No matter how you defeated 100 enemies they would always drop the same percentage of salvage, recipes, etc.
  21. Quote:
    Originally Posted by TeChameleon View Post
    *evilgrin*

    If you think Twitchy (or OmNom, as I dubbed everybody's favourite walking appetite) is an aggro monkey, wait 'til you see the Tornado :3

    Explosive Strike also has a smashing damage proc; the way I've got Creepers slotted right now has three damage procs (Impeded Swiftness, Explosive Strike, and Trap of the Hunter), two generic Recharge IOs, and the Force Feedback chance for +Recharge. Looking at it, I could get more damage out of it with a generic damage IO rather than the Force Feedback Proc, but I'm not sure how accurate the numbers in Mid's are- that looks like it would put out slightly more (average) damage than even slotting the power with Ragnaroks :/

    Hurricane I'm planning on slotting with Kinetic Crash- more for the set bonuses than the actual enhancement bonuses. Your totals for that set are 68.9% for damage, 47.7% for accuracy and End Discount, and 53% for recharge (oh, and 173.95% for Knockback, hehehe)- nothing spectacular, but respectable. And Mag 34.1 Knockback is just fun
    A bit of warning on putting Force Feedback in Creepers: You will only have a chance to proc for the recharge bonus on the initial casting. After that, the Vines will have a chance to proc when using Vine Smash; unfortunately that does not carry back to the player or affect the Vines as they, like all pets, ignore +recharge. Also, note that all those procs won't fire at the same rates. Ragnarok, for example, will only fire on AoE portions of the power (once about every 10 seconds) and not in the Vine Smash or Vine Thorns used by the Vines (each cycles in 4 seconds).

    As for Kinetic Crash in Hurricane, I prefer Argentae's slotting. With two less slots and more useful enhancement in the power, the difference of 2.5% recharge is negligible unless I was pursuing perma-Hasten or something similar. The knockback protection is nice, but I imagine the additional knockback in Hurricane itself could become unruly.
  22. I imagine Jolting Chains will function somewhat like Chain Induction and much less like Earthquake. Earthquake creates a knockdown patch. When foes enter the patch it rolls the chance to knockdown. I imagine Jolting Chains will be a single target knockdown power that summons a pseudo-pet centered on the target. That pseudo-pet will attack the closest enemy with a knockdown power that will spawn anothe pseudo-pet with the same role and trigger a mode to prevent the power from spreading back to the target, preventing it from spreading indefinitely.
  23. Quote:
    Originally Posted by SPiNE View Post
    Just a quick couple questions:

    Does Power Boost boost both auras?
    If it does boost both auras, does the boost apply to the entire duration of the RA's or just until the duration of the boost itself wears off?
    Power Boost doesn't affect either Recovery Aura or Regeneration Aura. Or even Adrenalin Boost for that matter. It does affect Fortitude, increasing both the defense and tohit; Clear Mind, increasing the magnitude of protection it offers; and your immediate heals, Healing Aura, Heal Other, and Absorb Pain.

    Power Boost only lasts for 15 seconds. However, the boosted effects of other powers last for the normal duration of the power affected. For example, Fortitude for a controller normally provides 11% defense and 15% tohit for 120 seconds. If PB'ed it will provide 25% defense and 33% tohit for 120 seconds.
  24. Quote:
    Originally Posted by SPiNE View Post
    I find that most Controllers who pair with /Emp doesn't heal very well. Of course, I'm not saying all Emp Controllers suck, cause I'm sure there are those who can actually manage all their powers. However, the majority of them have too much on their hands to actively use their heals.

    Some grab aggro too much with their primary and has to worry about themselves most of the time. Yet, it works out because if they're doing a good job of controlling, they wont have to be healing the team as much.
    Like I mentioned before, I've found that I had to do very little healing actually. Between buffs and controls, you can prevent a great deal of damage from occurring in the first place. The build I have laid out for my mind/emp, for example, has Fortitude down to about 18 seconds recharge and will take advantage of Power Boost to boost the defense it offers to around 31% for some of those Forts. That's significant mitigation alone. Couple that with the array of sleeps, holds, fear, and confusion and it makes a large impact. Toss regeneration aura on top of that, and you may find your spot heals collecting dust in your tray.

    Simply put, a controller shouldn't have to use the heals very often.

    However, it does sometimes come to that point and it becomes a difficult question of "Should I keep this person alive or control the aggro before the rest of the team needs healing as well?" It may seem like they're not using heals very well when the make the decision to let person X (who aggro'ed the spawn alone) take a nap while they wrap up some of the aggro. But if they've prevented the additional aggro from falling back on the team and causing multiple deaths, I'd say they did the right thing.