Clarification on Liquefy Needed


Adeon Hawkwood

 

Posted

I'm having a little bit of difficulty with Liquefy on my Sonic Defender, as I want to know how to use it well. I just got it, so it only has the default slot in it, but I also can't quite figure out durations, etc. from looking at CoD and Mid's.

How long do the -defense and -to hit debuffs last? Do they have to stay in the patch for those to last reliably? Is the chance for kd really as low as CoD lists it (3% chance?)? Also, what is the chance of the hold landing? How long does that last? How important is slotting accuracy in this power?

I fired it off just after I got it, and I'm not sure I used it well given my team setup. We had a Scrapper running in to get the alpha, and then we had a few Defenders and Blasters. The Red Caps we were fighting ran right through the patch and didn't seem to be debuffed much (seeing how much they were pegging my teammates, etc.). I couldn't see any of them getting knocked down or held, either. Is this power best used when the foes are going to stay in the patch? Or is it just as simple as needing to get more slotting in there?

I get the impression that it's a strong power, I just want to know how to use it. I realize it will get better upon slotting as well, but it's hard to get a feel for it when I can't read the numbers on it well.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

... wow, I didn't even realize it summoned a pet. That's how new I am to it. Looks like, from Red Tomax, it's a 3% knockdown chance, 5 times a second. Also a serious -ToHit penalty, (and a -Defense penalty, for what that's worth) which is what I was planning on slotting up. And when they leave the patch, they leave the penalties.

A lot of people think it sucks. I haven't made up my mind yet.


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Posted

I usually saved it for stationary bosses/EB's/AV's at the end of missions, or as a panic power if an extra group was pulled. Either way, it was for situations where the enemy were going to stay in the patch.

Its not a key power to the set, but not a bad power - it saved my bacon fighting Nostradamus as an EB for example. The recharge is a bit too long in my opinion, but its one of those abilities thats handy to have in your back pocket. I barely slotted it, a couple of Lockdowns for some acc and recharge was all i think.

And yeah, the 3% knockdown triggers repeatedly like Earthquake only weaker. The hold is very shortlived but breaks up an alpha, the knockdown is unreliable, but the main value is the To Hit debuff - if you can get the enemy to stay in the patch you take a whole lot less damage.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
How long do the -defense and -to hit debuffs last? Do they have to stay in the patch for those to last reliably?
Just assume that they're only debuffed when actively in the patch.

Quote:
Is the chance for kd really as low as CoD lists it (3% chance?)?
3%, but it pulses extremely fast, so you're looking at 0.97^20 over say, 5 seconds (just an estimate, I can't figure out the pulse interval but I'm guessing it's every 0.25 seconds), meaning that it's not totally reliable but after that 5 seconds, the next pulse has a *46% chance of applying KD. Low chance but it fires a lot, so it works in your favor.

*Well, it doesn't have a 46% chance of being KD but the likelihood you'll get to that many failed KD procs gets to be in your favor. Gambler's fallacy and all that.

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Also, what is the chance of the hold landing? How long does that last? How important is slotting accuracy in this power?
That hold is basically an alpha breaker and conveniently enough, it lasts about...5 seconds, meaning you're getting into the area that your pulses are more likely to KD than not. It may not seem like much but if you've ever played an Ice or Earth Controller, you can sometimes eat a painful alpha from Ice Patch or Earth Quake.

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I fired it off just after I got it, and I'm not sure I used it well given my team setup. We had a Scrapper running in to get the alpha, and then we had a few Defenders and Blasters. The Red Caps we were fighting ran right through the patch and didn't seem to be debuffed much (seeing how much they were pegging my teammates, etc.). I couldn't see any of them getting knocked down or held, either. Is this power best used when the foes are going to stay in the patch? Or is it just as simple as needing to get more slotting in there?
As I've described above, it's a powerful alpha breaker, meaning you want to use it before mobs are running about rather than placing it as a place mat like say, Quicksand.

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I get the impression that it's a strong power, I just want to know how to use it. I realize it will get better upon slotting as well, but it's hard to get a feel for it when I can't read the numbers on it well.
Enhancement in order of necessity: ToHit debuff, Recharge, Defense Debuff, Accuracy. Lysosomes and franken-slotting are your friend here.


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Posted

The tactic that I use with liquefy and other defender ToHit debuff powers (radiation infection, darkest night, dark servant) is to stand next or near the center of tohit debuff generation so that the melee types like red caps and warwolves received debuffing when they approach my position.


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HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Though it has its faults (previously mentioned long timer) it is great to have situationally (again, as menioned above). I would never advise skipping it, especially since Sonic/ has several skippable powers.

If you want to know if it sucks, fight some Longbow, lvl 40+. Also, if you want to see Granite Armour go down fast with no psi involved, 2 Disruption Fields over a Liquefy means dead Stoner. Note: I'm not saying that always happens, but I've seen it enough.


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Posted

Quote:
Originally Posted by Grey Pilgrim View Post
How long do the -defense and -to hit debuffs last? Do they have to stay in the patch for those to last reliably?
The debuffs last 0.5 seconds. However, liquefy pulses every 0.2 seconds. When the mobs get out of the patch, the debuffs die off very quickly.

Quote:
Originally Posted by Grey Pilgrim View Post
Is the chance for kd really as low as CoD lists it (3% chance?)?
Yes. But since liquefy pulses its effect 5 times a second, there is a good chance that a mob will be knocked down a couple times for the duration of the power.

Quote:
Originally Posted by Grey Pilgrim View Post
Also, what is the chance of the hold landing? How long does that last? How important is slotting accuracy in this power?
In CoD, there are 2 liquefy pets summoned. My guess is that the first pet's debuffs (i.e. kd, -to-hit, -def, -rech) are auto-hit. The second pet's effect (5 second mag 2 hold and damage) requires an accuracy check. Maybe I'm wrong though.


 

Posted

Okay, good to know. Sounds like this will work better with a Tank or if I'm hovering over the enemies (which I have) and they're focused on me. Probably won't be too helpful on a mostly ranged team, like I had last time. I am going to get a set in there at some point... probably one of the accurate -to hit ones, as they have decent bonuses.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Okay, good to know. Sounds like this will work better with a Tank or if I'm hovering over the enemies (which I have) and they're focused on me. Probably won't be too helpful on a mostly ranged team, like I had last time. I am going to get a set in there at some point... probably one of the accurate -to hit ones, as they have decent bonuses.
If you're hurting for set bonuses then that is an option however as LostHalo said frankenslotting and especially Lysomes are a much better use of slots from the point of view of increasing the power. In particular Lysomes have Accuracy, To Hit Debuff and Defense Debuff so you're basically getting 3SOs worth of enhancement for every one that you slot.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
How long do the -defense and -to hit debuffs last?
The debuffs apply to any foe (up to 16) in the AoE every .2s (5 times a second, IOW). These debuffs last half a second and do not self-stack.

IF the foe remains in the AoE, they will be debuffed for a maximum 30.5s.

IF the foe leaves the AoE, they will be debuffed for a maximum half second after they leave the patch.


Quote:
Do they have to stay in the patch for those to last reliably?
Pretty much, but as the patch is 25' radius, it's pretty big.


Quote:
Is the chance for kd really as low as CoD lists it (3% chance?)?
It's 3% chance... every .2s. So 5 chances for a 3% chance to KD every second. For 30 seconds.


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Also, what is the chance of the hold landing?
The Hold doesn't have a "chance to." It's automatic. If a ToHit check is passed, the Hold applies 100% of the time.


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How long does that last?
4.47s at level 50.


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How important is slotting accuracy in this power?
Not very since the debuffs are auto-hit and much more important. If you want the Hold to hit, though, you may want to kick in a bit.


Quote:
Is this power best used when the foes are going to stay in the patch? Or is it just as simple as needing to get more slotting in there?
Yes and yes. Think of Liquefy as a Radiation Infection that you plant on the ground instead of on a foe. It's just a little extra effects for flavor, but the debuff values are quite comparable. And if you know what RI can do, then you've got a good idea what Liq can do.


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Posted

I don't know much about Radiation Infection (don't have any rad characters), but I do know how it helps out. Having been hit by RI (I believe) when facing Crey Scientists, I know how it can help out... I usually drop them first so they don't kill my chance to hit.

Liquefy seems to be the same way, so I can see the similarity, thanks... didn't really know that. I'll play with it, but knowing that they need to be in the patch and that there isn't a whole lot keeping them in there if they want to leave is good to know.

I'll mess with the slotting, but I'm most interested in dropping the to hit and getting some good bonuses. I think the hold and kb will be gravy on top of that, and the defense debuff is already crazy high, anyway.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Liquefy is a GREAT power! It should never be skipped.

But I do understand your confusion; it does so many things its a little hard to understand what the primary use of the power should be. Here's my opinion:

If you want it to be the 'oh, crap' button of the set, then you need to slot it for to-hit debuffs and recharge. With full slotting the to-hit debuff can reach around 60%. Nothing is going to hit your team through that.

I like the power so much that I have taken Hasten and 5 recharge set bonuses just to have it up as much as possible.

The power does have a downside though. Anything that doesnt get 'tanked' will come gunning for you after the 30 sec duration is over. If you are on a team with a tanker who just stands there and doesnt pick up any mob beyond his melee radius, or no tanker at all or a team that believes in the chaos offense approach (can be fun), you can expect anything that doesnt die in the 30 sec duration to be mad at you.


 

Posted

I'm bumping this because there appears to be disagreement about the hold duration of Liquefy. In Mids and on RedTomax, the hold is listed as lasting about 4-5 seconds. But on the Real Numbers info in game, the hold duration is listed as lasting about 30 seconds. I would LOVE it if the game info were correct, though I suspect it's not. I can't check it myself because my Dark/Sonic corruptor is only level 36.

Can anyone confirm the real duration? Any idea why the game info might be wrong (assuming it is)?


 

Posted

Red Tomax is correct by practice, the hold shows up as a somewhat rare animation (the enemy grasps their heads) it's kind of like when a carnie dies, and the hold is barely longer than that animation. (in fact it actually seems a little like the vomit animation hold as far as that's concerned).

As for the debuff, it's rather easy to expect all the mobs in the spawn to stay on the patch, especially since they're slowed and falling down. I use it whenever the tank isn't jumping in quickly enough and it's recharged, after you've slotted a tohit debuff enhancement you're pretty near soft capped to all the enemies in the area, and the -defense is incredible, everyone on your team hits with all of their alpha. In gameplay it looks like their res has been debuffed they drop so fast.

The knockdown effect seems to happen at about 1/2 the reliability of earthquake.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Back when I used to run my Sonic/Energy/Psi alot (don't run him anymore, even though he is 50. waiting to reroll as Sonic/Pistols defender. Concept over performance for me), I had liquefy slotted to recharge as quickly as possible without making a recharge build.

In those days, I used to roll with a crowd that was fairly godly. (don't run with them much anymore, second degree and starting my career). So in order to show them up, every so often I would run ahead of my team-mates and BAM! neuter the next spawn with Liquefy.

I always wanted to /e dance in the middle of liquefy waiting for my team-mates, just never had the where-withall.

Oh yeah, Liquefy=win. I'd also totally give up the defense debuff if they made the power recharge in 100s over 300s. maybe even the hold. give me the initial damage, knockdown and toHit debuff on a 100s timer and you have sold me.