Quills


DaveMebs

 

Posted

Is it worth slotting for the slow to keep the enemies close? Or better to fill it with procs?


 

Posted

Quote:
Originally Posted by DaveMebs View Post
Is it worth slotting for the slow to keep the enemies close? Or better to fill it with procs?
endurance reduction. avoid proc's on constant toggles. They don't go off as often as you'd think they would, and you'll sacrifice aspects of the power that are useful.

I wouldn't really suggest slotting slows though. Mostly you'll rip through most minions easily enough with ripper, spine burst, and throw spines. Quills will generally just be sucking the last remnants of life out of a mob.


 

Posted

And exactly how often DO the procs go off? I'd like to know as I've been pondering the same thing.


 

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Originally Posted by Garuta View Post
And exactly how often DO the procs go off? I'd like to know as I've been pondering the same thing.
A proc in a damage toggle should check each mob in the area at 10 second intervals. So when you start it up it will check for each mob in the area, then every 10 seconds after that - it also has to hit the mob, so I suspect that means that it will only go off on the damage tick. If you can slot the same proc in an attack power that you use more often than 10 seconds, especially if its an AE attack power, you will get more possible activations. A single target power might break about even with a damage toggle depending on how many targets are in the damage toggle each time and how often you use the single target attack. For example, once you have reasonable recharge in it ripper would probably be a better choice for a proc then quills - spine burst, however, might not be unless you can get the recharge under 10 seconds.


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Posted

Quote:
Originally Posted by Garuta View Post
And exactly how often DO the procs go off? I'd like to know as I've been pondering the same thing.
ParagonWiki is a bit short on the details:
http://paragonwiki.com/wiki/Table_of_Special_IOs
http://paragonwiki.com/wiki/Inventio...n_Enhancements

According to that Wiki

Quote:
Procs that are in continuous powers cycle or pulse on once every 10 seconds.
And here's a list of proc's that could work with quills:
  • PBAoE Damage Eradication Chance for Energy Damage 20
  • PBAoE Damage Scirocco's Dervish Chance for Lethal Damage 20
  • PBAoE Damage Obliteration Chance for Smashing Damage 20
  • Slow Movement Impeded Swiftness Chance for Smashing Damage 20
  • Slow Movement Pacing of the Turtle Chance for Recharge Slow 20
  • PBAoE Damage Armageddon Chance for Fire Damage 33

Except for the purple each of these has a 20% chance of activating every 10 seconds.


 

Posted

Hmmm, alright then, looking at the mechanics it seems that Quills slotted normally would do more damage over time than with procs, thanks.


 

Posted

Quote:
Originally Posted by Garuta View Post
Hmmm, alright then, looking at the mechanics it seems that Quills slotted normally would do more damage over time than with procs, thanks.
That's what I found with my own Spine's / Fire. While you could pull off the sit in the middle of a mob and let quills work down with some scrapper armors, Fire sort of requires killing everything first... and in practice, I was plowing through minions faster than the proc's could activate... and when i was on a lewy or higher, a single proc damage wasn't really making up the loss of another slot for acc, damage, or endurance.


 

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Ah I see, thanks for the responses


 

Posted

Mine is slotted very motley; an Accuracy/Damage Hami-O, four mostly slow, accuracy, and endurance redux from Enfeebled Something, and the Pacing of the Turtle chance for recharge slow.

I disagree that Quills isn't a good place for a proc like that. It may only have a chance to fire every 10 seconds, but since this is character is built for taking on full team spawns, there's probably going to be something around it can work on.

As Spines/WP, this character has 3 recharge slows: one in Quills, one in Caltrops, and the Dark Watcher's Despair in Rise to the Challenge. One of them is bound to work.



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Posted

Quote:
Originally Posted by DaveMebs View Post
Is it worth slotting for the slow to keep the enemies close? Or better to fill it with procs?

I find, so far, on my new Spine/Elec that stuff dies so darn fast with my opening alpha strike that enhancing the slow would be pointless. Only things left standing are bosses and they don't run, ususally. And even if they did, i can keep up. lol.

Sides, to make quills really really shine, you want to max the damage and acc, and have some good endurance reduction in there, and that, will take most if not all your slots.

Not worth it IMO.


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Posted

Quote:
Originally Posted by Heraclea View Post
As Spines/WP, this character has 3 recharge slows: one in Quills, one in Caltrops, and the Dark Watcher's Despair in Rise to the Challenge. One of them is bound to work.
Basically you are right thinking that the more places you put a slow proc the more chance it has of working but in practice it makes no difference and the slots are better used elsewhere.

Caltrops: Has so much slow the extra won't really matter
RttC: I hope the heal is still maxed out?
Quills: Who cares if anything gets slowed?

Not once in all my CoX life have I wished for a better slow power.


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Posted

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Originally Posted by PrincessDarkstar View Post
Basically you are right thinking that the more places you put a slow proc the more chance it has of working but in practice it makes no difference and the slots are better used elsewhere.

Caltrops: Has so much slow the extra won't really matter
RttC: I hope the heal is still maxed out?
Quills: Who cares if anything gets slowed?

Not once in all my CoX life have I wished for a better slow power.
Flooring a mobs recharge speed is powerful midigation. But i'm pretty sure a few progs and quills won't get there, so i wouldn't bother. I'd rather up the damage and just kill the mob faster.

But if you ever want to see the power of epic slowing in action, go find a good Ice/Storm controller. Its a sight to behold.


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Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Not once in all my CoX life have I wished for a better slow power.
Boy, I have. I wouldn't put slow enhancement in a damaging attack like Quills, but my Blaster notices a distinct difference when slotting slows into Caltrops. No slow enhancement = mobs run through the caltrops at "Baywatch speed." A slow IO = suddenly they bog down right at the leading edge of the caltrops, move at "boring lecture speed" and never get across the patch at all before dying.

I recommend at least trying out a slow SO in new slow powers (not damage powers, however, except if it's an incidental side-effect of frankenslotting) to see if it makes a measurable difference.


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