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Posts
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Containment does two things:
Whenever you use a control power from your primary in addition to the normal mez effect it has a 20% chance of applying a mag 1 mez with a duration of two-thirds the nominal mez duration. The net effect is that when you use a mez it has a 20% chance to affect a boss but only for two-thirds the time (although you can always follow up with a second application to keep him mezzed through stacking). It's important to note that mez powers in your secondary (such as Thunderclap or Ice Arrow) do not get this benefit.
The second benefit from containment is increased damage. Whenever you attack a foe who is mezzed (specifically immobilized, held or stunned) you deal double damage. This works like critical hits or Scourge in that the base damage of the power is doubled so all damage buffs apply to the bonus damage. This effect should apply to all powers (Primary, Secondary and Pool) except for the pet powers although in practice there are a handful of pseudo-pet powers which also do not benefit. -
Hmmm... maybe put monkeys into the LT spot. They could throw... something... as a ranged -fly power.
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Quote:What he actually said was "Provoke is not Taunt". It is (as several people have commented) a taunt effect but it is not as good as Taunt. In addition to not being auto-hit it has a much lower duration and lacks a range debuff.It works like a charm for me. Dunno what some of these guys are talking about with "it's not a taunt." And yes Kenji I can stand back and spam and keep the agro.
What this means is that to really hold aggro well an MM needs to work harder than a tank. -
I think it's the latter. Based on playing my Time Defender I'm confident in saying that Time's Juncture generates a lot of aggro (due to the high magnitude debuffs). So while Provoke will cause Time's Juncture to generate even more aggro I'm not surprised that you find TJ alone to be sufficient.
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Well technically the objective is "Defeat All" not "Kill All". You aren't a random psychopath, you're making sure that all members of a dangerous gang are properly remanded into police custody.
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That's a good point... Maybe it's set up this way for compatibility with a Sword and Pistol assault set for Dominators. If so then I totally support the change, I want a Sword and Pistol Dominator.
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Personally I just craft any recipes I want to store and store the enhancements instead. That being said I can definitely see a recipe storage item being nice to have (I'd make it a Computer to reference the old idea of using a PC to store cooking recipes).
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The change was in the issue 21.5 patch. As for why? Best guess is that with the store Paragon is planning to steadily increase the number of cosmetic pets available and as such wanted to set a limit now to avoid server load issues in the future.
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This is really the key problem. The devs attempted to put limitations on BAF/Lambda and people raised such a firestorm that they backed off. Speaking for myself I think that putting limitations on BAF/Lambda is the way to go, I simply think they tried to put on the wrong limitations.
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I don't know about you but when I do pre-formed leagues I just invite whomever wants to come so I always end up with a random assortment of ATs and it seems to work out ok.
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Quote:Yeah, the quote in my first post is actually taken from the message you get when you earn your pug (I put it as a joke but I guess it's a bit to obscureFYI the thread is about 90% for laughs, but I probably would buy a Pug if there was one. Was kinda shocked when someone posted that picture from WoW. Didn't think a mainstream game would actually do it.
).
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I used to run the current version of the Abandoned Sewer trial from time to time pre-incarnates. The rewards:time ratio sucks but it's a fun fight in a unique map so I used to run it for that. It actually plays a lot like a single-team Incarnate trial and I always kind of hoped they'd make a level 50/Incarnate version of it but oh well.
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I'm not a big fan of the taunt aspect of these. I think that Taunt effects on a pet (especially an AoE aura) are going to be very problematic simply because you can't order the pet to turn them off in situations where you don't want them taunting. If you look at the pets that do function as tanks (primarily the Bruiser and the Demon Prince) neither of them have a Taunt aspect to their attacks, they rely on other attacks and debuffs to draw aggro.
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Yeah that area of the zone could really use some map markers to make it clear. They marked all of the elevators (which people rarely use) but didn't bother to make the damn doors.
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Quote:True, however one thing to keep in mind is that while the pistols will be less common they will also be much less in demand. Only two powersets use them and none of them are extremely popular.Just a history lesson: Costume Pieces used to be a fortune because they were on the RARE drop table. The devs actually moved them to a more common table BECAUSE there was so much rage about their rarity and thus price. Mind you this was back when the invention system first started when 100 million was seen as being a lot of inf. (LMAO, those were the days.)
They didn't drop in price because of the niceness of the marketers. Had the devs not moved them to another drop table they probably would STILL be expensive to this day. They are less so now, because they drop like candy in a suburban neighborhood on halloween. -
I got a similar issue with a Keyes trial a few days ago. I was trying to queue with a full league but whenever I entered the queue it bounced me back out. Eventually after much gnashing of teeth we split the league into three separate teams and then reformed after which I was able to start the trial normally.
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Quote:Well the magic number for Defense is 45%. With Scorpion Shield you can hit the softcap for Smashing and Lethal Defense very easily which then means you can either use slots to build up other defense types or recharge. In general S/L attacks are very common from NPCs so S/L defense is worth building up.Ok if I got rid of Blazing Bolt and was looking at Maneuvers. If I went for that would it be better to slot it then Weave? And do I need 4 def toggles? Scorp Shield, Maneuvers, Tough and Weave?
Here's an example using your power choices but reslotting them. I tried to keep to a similar budget as your original build, their are some pricier pieces (such as the Basalisk's Gaze and the LotG 7.5%s) which you might want to get with merits. It's soft-capped to Smashing/Lethal, almost soft-capped for energy (44%) and has close to perma-chronoshift. The one thing I'm not keen on is Focused Accuracy, it's very expensive in terms of endurance and I think you'll find yourself running short if you use it a lot. In theory you shouldn't need it though with the to hit buff form farsight.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(11), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(13), Entrpc-Heal%(13), Thundr-Acc/Dmg/Rchg(15)
Level 1: Time Crawl -- P'ngTtl-Acc/EndRdx(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(19)
Level 8: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(23)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(37)
Level 12: Temporal Selection -- RechRdx-I(A)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Distortion Field -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-Slow%(34), Lock-%Hold(36)
Level 18: Blaze -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(19), Entrpc-Dmg/Rchg(21), Entrpc-Dmg/EndRdx/Rchg(27), Entrpc-Heal%(27), Thundr-Acc/Dmg/Rchg(50)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(46)
Level 22: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50), AdjTgt-Rchg(50)
Level 24: Assault -- EndRdx-I(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(37)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), RedFtn-Def/Rchg(31), ToHit-I(31)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx(46)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Slowed Response -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(39), RechRdx-I(39)
Level 41: Chrono Shift -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(43), P'Shift-EndMod/Rchg(43)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Focused Accuracy -- GSFC-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx(48), GSFC-Build%(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Cardiac Core Boost
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39), RgnTis-Regen+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), EndMod-I(43)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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We heard you like pugs. So here's a pug for your PUG, so you can PUG while you pug.
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Quote:Agreed, so to make it fair either:Right now, if anyone wants a patron power they have to do the patron arc; heroes have an additional gating of 22 missions ahead of that over four days. If the idea of spending that much time and effort to get a power you like is too much for a hero, it should be too much for a villain too.
1. The gate should be removed entirely
2. The 22 missions requirement should be removed for heroes (making ti one arc for either side)
3. A new set of pools should be added that require one arc for heroes and one arc + 22 missions for villains. -
Quote:Well leading with Blazing bolt can be effective, the problem is that on time Manipulation you really want to be leading with a debuff. Given the tightness of your build I'd probably replace it with a power that doesn't need slotting. Combat Jumping, assault or Maneuvers would be my top picks. The other side of it is that Blaze does almost as much dmaage as Blazing Bolt anyway so I'd recommend goign for the fast animating power over the snipe.I figured the snipe attack was a good leadoff attack thats why I slotted it more but can definately change that if it won't get more use. Also what ability do you think instead of Blazing Bolt?
Quote:I can look at 6 slotting Numina's into Chrono also. If Miracle is not a good fit for Temp Mending any suggestions? -
General thoughts on the set as a whole. I think the basic selection of animals and power themes is cool (I'm not a huge fan of the boomerang, I'd think a whip would better but demons already has that).
Overall though I'd say the set is probably going to be on the low end for MM performance. It's similar to Ninjas in that you've got melee pets and stalker style Lts but a lack of control or buffs to keep everything alive.
I'll also add that the pet upgrade powers probably need to add more actual attacks. Your current versions are focused on passive buffs which are going to leave the pets short of attacks (also as a side note, recharge buffs don't work on MM pets, it's an AI thing).
If I was going to do the set, I'd probably imagine it along these lines. The Wolves are your "support" pets. You already discussed giving them a pack buff which is thematic but instead of having it as their base power make it more like the leadership powers Enforcers have in the Thugs set and affect all of your pets (although weaker because there are three of them instead of two). So something like:
Base Power: Bite (single target melee) & Fury of the Pack (dmg aura)
1st Upgrade: Claw (single target melee) & Defense of the Pack (defense aura)
2nd Upgrade: Swipe (melee cone attack) & Coordination of the Pack (to hit aura)
The Lions are basically Stalkers and I think that works. As with the wolves I'd probably give them slightly more attacks. If you look at the Jounin in Ninjas they fill a similar role in the set and have 6 different attacks. I'd probably do something like:
Base powers: two single target melee attacks one of which is also an immobilize/slow power
1st Upgrade: Stealth and Pounce as high damage knockdown attack
2nd Upgrade: A Spring Attack style power
For the Bear I'd rearrange their powers in a similar manner to the Demon Prince. Conceptually they deal some damage but aren't your primary damage dealers (the Lions do that). Instead they help keep the rest of the pets via control, debuffs and drawing aggro to themselves. To that end I'd give them something like:
Base Powers: Swipe (single target melee with knockdown) and Rise to the Challenge (like the Willpower power but without the Taunt aspect since MM pets taunting is not a good idea)
1st Upgrade: Claw (melee cone attack), Stun (single target stun power) and a Dull Pain style power (since MM pets don't get recharge it should be permanent or close to it without recharge but the actual healing and max HPs would be lower)
2nd Upgrade: A PBAoE attack and knockdown power (similar to Spinning Strike form Street Justice). -
Quote:*cough* Paragon Studios, not Cryptic *cough*ok so now that Cryptic has released a non-combat pet dog what does the future hold? Well as a nearly graduation student studying Animation and Game Design. I would think that Cryptic would want to bank on something much more ambitious. So tell me your thoughts on this little idea...
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I'll chime in in support of this. I recently made a Steampunk character using the backpack and the pre-tinting was very frustrating. In particular I found it almost impossible to make it's color match the older Steampunk arm/glove pieces. I did, eventually, find a color combo that sort of matches but it's still noticeably different.
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Well it depends how the drop is calculated. If it's a 1% drop randomly assigned to a league member then yeah it's going to be an inf cap item. However if it's a 1% drop chance rolled separately for each league member then there's going to be a reasonable number of them entering the market (about one for every four raids). It'll still be pricey at first but if TPN is reasonably popular it should drop in price to something reasonable (my guess would be around the 100 million mark).