Mudpots
In the past I have noticed Mudpots missing, although the hit% is very high. I'm guessing this is to do with Stalkers. In the lower levels I would slot 1ACC,2EndRed,3Dmg for missions, swoppping out Dmg for Taunt depending on team. Mudpots was a killer all the way up to Granite.
The Slow effect is not that useful especially since there's no -Jump or -Fly component, if there was Mudpots would be great in PvP and offset some of the immobility of Stone; as it is it's only good as a way of breaking Stalker Hide - you just have to jump out if you're affected by mudpots Slow.
i use the mid pot for : (i) hold aggro (ii) minion killer. So i guess it isnt gonna make much of a difference. Cos t0hit's for minions must be pretty low anyways.
Wish they could tweek it so that damage is better - i think its possibly one of the lowest AoE effects in the AT!
I have to admit I've never noticed it missing before... the slow is pretty pointless though
I think I currently have mine slotted for end redux and taunt - I used to have it slotted for damamge as well but never really noticed any difference to the tick (maybe 1 or 2 extra which was hardly worth it especially when the taunt enhances in there seem to keep bad guys on me a lot more...)
Since I've never really played a character with an aura that requires accuracy in it I'm just really wondering how I'll need to slot it to keep it effective. Will 1 ACC really be enough... ?
I'm sure it's about Stalkers to a large extent, but there also seems to be a general move to remove all auto-hit powers from the game as part of the attempt to balance Defence, ie. enemies should be losing them too at some point.
I mostly slot it for taunt and slow anyway these days, so won't be effected too much, as long as its Taunt still gets applied as an auto hit with the debuffs.
It should be noted that squishies can only jump out of it after taking a break free thanks to its Immobilise - I've caught several surprised Blasters and Defenders in it and if I'm feeling cheap I can either TP them back in or TP next to them until they run out of the little purple pills.
My other favourite late-game use for it is to hold a group of minions in place whilst I drop Ice Storms on their heads, and it still works for that too - which is nice.
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US boards are back up now and the damage increase was indeed 20%. Here is the link
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i use the mid pot for : (i) hold aggro (ii) minion killer. So i guess it isnt gonna make much of a difference. Cos t0hit's for minions must be pretty low anyways.
Wish they could tweek it so that damage is better - i think its possibly one of the lowest AoE effects in the AT!
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At least one of the other notes I've seen on this change suggested that Mud Pots' damage has been increased to compensate for the Acc check - the original figure was 33% more, but I think it's been revised downwards a bit. US boards are down right now so I can't look for Castle's post on the subject, but I think it wound up as somewhere closer to a 20% damage increase.
By my 50s shall ye know me:
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Just be glad we're not Brutes...their Mudpots does no damage at all now!
(it is a bug of course)
I'm surpirsed it was an auto-hit in first place. I thought all auras made a to hit roll, but what do I know!
Chilling Embrace and Invincibility have never made ToHit rolls AFAIK.
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It should be noted that squishies can only jump out of it after taking a break free thanks to its Immobilise
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I had no idea it was an Immob, must test this, right after I used my respec :< the damage increase is nice.
Kicking myself now for not seeing this change earlier, now don't have enough slots to improve ACC. Repeatable respec mission please Statesman. You can keep the gnome hat, Filth doesn't use clothes. ;<
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I'm surpirsed it was an auto-hit in first place. I thought all auras made a to hit roll, but what do I know!
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It seems it used to be 75% chance to hit regardless of all other factors (such as level). This backs up how I've seen it working (although I estimated 80%); so now I assume it uses "normal" to-hit rules, using level and damage type (fire) for one I suppose.
I am anoyed now as a stalker with high deff could get a A.S. on a team mate in my mud pots. It has made stane tanks usless for pvp now we are so slow that the only thing we had going for use was the fact that our Mud Pots was auto hit so it would be protection for deffenders and controlers. But now we dont have that I cant see Rock Eagle ever getting any use in pvp. And before any one says roll a scrapper I have one and made a piont of not attacking a stone tank in SC with mudpots as there eas not much piont as I would un-hide. Also the imob dont seem to be that good in PvP I have had deffenders blasters controllers all jumping out of mud pots before in pvp so thanks for killing stone dead in pvp its not like we had much any way.
Mud pots does not immobilise. I have pvped with both my stone tank and stone brute and not once has it ever immobilised something.
Yes folk seemed to think for some reason mud pots was auto hit before when it wasn't, certainly as filth says it could hit things much higher in level than you, but it on the flip side no matter what level enemy you were potting even -20s, if there were 6 of them, 1 or 2 wouldn't be hit with each tick of damage.
Well I'll keep mud pots on my tanker for now, I have it on my brute and was considering slotting it in the 40s once I got some more slots, Ive never used for damage on my brute, will probably respec it out now next chance I get. I simlpy don't have the 6 slots to waste on the power, 3 maybe I was thinking of but now no (ignoring the fact for now that mud pots doesn't do any damage at all for now on brutes which I assume will be fixed). Ill see I may yet keep it for the slow effect :P
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Mud pots does not immobilise. I have pvped with both my stone tank and stone brute and not once has it ever immobilised something.
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It didn't used to - but the description of the power now says it does - check it out!
...except...I think I remember now it is an Immob Vs. Minions and I don't think this is a change. But then Tundra is saying it has worked in PvP as an Immob, the description says:
"Immobilizing some and slowing others"
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Chilling Embrace and Invincibility have never made ToHit rolls AFAIK.
[/ QUOTE ]But they don't do dmg while Icicles have to make the tohit roll cos it's dmg.
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Mud pots does not immobilise. I have pvped with both my stone tank and stone brute and not once has it ever immobilised something.
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Mud Pots has always been a low-Mag immobilise, it was just hard to notice since everything was also Taunted so didn't run away anyway. I've immobilised both Defenders and Blasters using Mud Pots in PvP, and it can easily be confirmed that it immobilises minions in PvE - eg. by dropping an Ice Storm on them as I regularly do. It's very low magnitude (Mag 1, only immobilises minions in PvP), so the prevelance of Combat Jumping in PvP builds might explain why you've never seen it work. An enemy with no resistance will be Immobilised, though.
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Yes folk seemed to think for some reason mud pots was auto hit before when it wasn't, certainly as filth says it could hit things much higher in level than you, but it on the flip side no matter what level enemy you were potting even -20s, if there were 6 of them, 1 or 2 wouldn't be hit with each tick of damage.
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Confusingly enough, the patch notes also refer to it as having previously been auto-hit, whilst they refer to Hot Feet as having a flat 75% ToHit.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
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Mud pots does not immobilise. I have pvped with both my stone tank and stone brute and not once has it ever immobilised something.
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It didn't used to - but the description of the power now says it does - check it out!
...except...I think I remember now it is an Immob Vs. Minions and I don't think this is a change. But then Tundra is saying it has worked in PvP as an Immob, the description says:
"Immobilizing some and slowing others"
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No change, it always has. I used it to immobilise both Lifeline (Defender) and Enzyme (Blaster) within days of the Arena going live. Immob resistance is very common in PvP builds, though, so it's not surprising you don't see it work often.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
well you learn something new everyday.
Weird though would have thought I would have noticed it by now, my stone brute is energy/stone so lobs out stun like no tomorrow, would have thought I would have seen it immonilise a few folk by now. Ill keep more of an eye on it from now on anyway. Cheers for the tip
That is something about this game i dont quite get. How is it possible to dodge something like mud pots, fire ball or other AoEs like that.. its like dodging a bomb or quicksand.. u cant do it. It should stay autohit to retain a bit of authenticity.
I have to ask...
What do other Stone tanks think of this upcoming change that is on test at the moment:
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Mud Pots and Hot Feet Damage is no longer Auto-Hit. The damage portion of these powers now require To-Hit checks, while the Debuff portion remains Auto-Hit. These powers both allow Accuracy Enhancements to be slotted now. However, the text on these powers still indicates that they auto-hit. This is incorrect and will be corrected in a future update.
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Was it to be expected? Are you annoyed? Unphased?
Just wondering...
Personally I liked the fact it was autohit. There are times I stand about with precious little to do (as I'm waiting on powers to recharge) and mudpots are pretty much the only thing that keeps the taunt on me...
How many slots will I need to put accuracy's in to get the same effect I get now? Will 2 Taunt, 2 Accuracy and 2 End Redux do the job?
Thoughts?