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Why are you going for the full 5 sets in Ice Arrow? The set bonuses aren't that great for a TA really, plus the Chance of Psi Damage is awful in it (I tried it for a while). You'd be better off Frankenslotting it a tad (remove the Chance for Psi and stick in an Acc/Hold/Recharge).
I hate Slow sets in Glue arrow too, all that Acc is a waste (stupid, badly thought out Slow sets! I'd love a bit of variety in these damn things), but the set bonus is decent I suppose. A PROC works well in there though (Its AOE and will go off every 10 seconds). I've the damage PROC and a -Recharge PROC in here along with 2 Recharge IOs.
Ditto with Poison Gas Arrow the Acc is a waste and the set bonuses aren't that good. I'd just slot it with some Recharge IOs and spend the rest of the slots elsewhere personally. I've the Chance for -Recharge PROC in here.
You may need an Acc in Acid Arrow as it needs a ToHit check and its annoying when it misses.
EMP Arrow, stick as many Acc/Hold/Recharge IOs in as possible and you can max that sucker out with 4 slots. Maybe 3 Acc/Hold/Recharge (which gets them to about 55% I think) plus a Recharge IO.
For my money Oil Slick arrow is underslotted for Recharge too, personally I went with 2 Posi's, a damage IO, 2 recharge and the slow Damage Proc (Posi's PROC doesn't work in it). I can't remember the last time the oil slick failed to light for me, but I have mainly been doing Cave type missions recently (biggest non-lighting offenders seem to be bits of the Lab maps and bits of that ruined city map where the Psi Clockwork live, as well as a few other outside maps). -
Just don't pick Flash Arrow. It's situational anyway really (like Smoke in Fire Control). I'd leave it out (in fact I always do).
Only time -perception is really handy is when you're sneaking about imo, or to ensure a second group doesn't also attack you.
Whats the other problematic power? -
Yep, you can slot as many as they'll take (4 in the case of Gravitys Crushing Field
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it may lead to street-sweep farming for SG's clearing mobs with abandon
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This would be a good thing (obviously not too OPed but a viable option for people instead of instances), it'd be nice to have a bit of buzz in zones again. I love street hunting with certain toons (currently my Warshade) so if there were more Hunting teams it'd be great for me. -
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The TF is still bugged as far as i'm aware and will allow lvl 35+ to join as long as they have a 46+ mentor.
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Didn't they corrected that bug with new issue or later patch? I remember i read it somewhere.
If there won't be any replies to my event thread, i will try to get that one level to Psy-knight tonight and freely join you in that attempt.
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At the moment you can be 36+. I'm sure because we had two folks on our run on Sat night that were 30-something and SKed up. -
Why not pick the Ghost Axe instead of Mu and use that? I mean if you're using a revolver why not a great big axe (nice with TA too as it works well with Acid Arrow).
With AS, Mesmerise, Dominate and the Ghost Axe you should have a fairly full chain anyway wouldn't you? No point taking Jump Kick too if AS or Mes or Dominate has recharged anyway. -
Just looking at City of Data and you're right, for some reason its about 5/6s of the original damage. For Containment and also other "bonus" damages like Criticals and as the basis of Scourge.
Linky
And as you say Air Sup doesn't suffer from this. Weird. -
Pretty sure Craftables don't get Containment either.
It was added on a per-power basis and tends just to be Controller primaries, power & epic pools that get it. -
In the PvE game I always prefer TP on stormies rather than Fly as its great with Hurricane, you can insta-move and repel enemies in a certain direction rather than trying to run about with it on.
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Resistance debuff doesn't work like that. -40% resistance is equivelent to +40% damage (apart from it being very heavily resisted by AVs).
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Really ? It's a strange way to call that, if you're right ^^'
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The way Resistance works is that it also (slightly confusingly) resists -resist (except in the case of Defender primaries in PvP).
So your 20% tank taking a 40% debuff would actually have a -32% resistance debuff (40 * (1 - 0.2) ) giving him an end resistance of -12%
So if your power does 100 damage, before the -resist he'd have taken 80 damage. Now he'll take 112. -
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Resistance debuff doesn't work like that. -40% resistance is equivelent to +40% damage (apart from it being very heavily resisted by AVs).
However, niether Venom Grenade or Poison Ray benefit from the +67% damage from hidden that melee attacks get, and they both have long animation times and long recharges, and that isn't even taking the redraw into account .
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What is the AVs resistance nowadays? It was dropped around i10 when they toned back the usefulness of -Regen debuffs I believe but I've no idea what it is -
How would Storm/Ice be I wonder? Something a little different. Decent single target attacks, AOE madness, if you like, with FR and Ice Storm (although not that useful in a duo), best single ToHit debuff power going and 2 holds with -knockback and Tornado. Plus Lightning Storm at 32 for more damage,
Dark/Sonics is okay too, very, very safe indeed and lots of -resist with Tar Patch. Plus a pet which heals. Only downside is the lack of -Defense so it doesn't work the best with the Vet powers -
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I wonder when this thread went from being 'Beginners Fire/Kin Build' and became 'Play around in Mids and see what the most expensive build you can come up with is'...
Very few of the builds in this thread are actually beginners builds (even the one I posted (as LostNinja) isn't technically a beginners build) perhaps rtaher than saying what you would build if you had stupid amounts of inf people would be better off posting builds that they really did start off with before they used it to farm said inf. Or ask GR to change the title.
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Agree 100%.
A Beginners Build is something SO'd, with maybe a few suitable IOs creeping in in the 30s.
The builds here are about as far away from that as one can be. I mean anything with a purple in it can't be a "beginners" build? -
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I didn't find it challenging tbh, just tedious.
Same with the "challenging" or "risky" fights against Arch-Villains. Wailing on something for five minutes straight isn't either of those things. It's just boring.
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Depends on the character I've found (the Hollows that is). My Grav/TA avoided it like the plague. For the right toon it's a great place though. -
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All risk?
The old Hollows wasn't that bad at all. Easy enough to navigate once you got the hang of it and lots of fun.
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You having trouble comprehending? Yes, all risk. As in, "I get f***ing nothing in return for running a lethal gauntlet". A situation where you are expected to face great amounts of danger and get nothing. All risk.
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I've no trouble comprehending, ta. I just have a difference of opinion to you.
Some of my best memories in the game come from when I started and learning how to get around the Hollows (especially when there was a team of us and someone always tried to get across the map via the Gulch)
Well you get to the missions, which is a reward (as much as being forced to do Atta could be considered a reward, I hate that mish, stupid cave-trolls). And for a lot of my toons the huge spawns were their own reward XP & drop-wise (gotta love chaining Insps and going on a rampage). My Fire/Rad and Warshade loved the Hollows and its huge "risks" for their own sakes. And a lot of that has been lost now (Perez will have to do now, but theres no shops in the damn place).
Bombing around it with a Kinetics defender was super fun too. Wheeeeeeeeeeeee -
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Gone are the days where reaching the mission was a bigger challenge then the mission itself.
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Oh yeah, there's nothing I like better in the world than an all risk, no reward scenario. If my life isn't an equation that can only add up to zero or minus, it just hasn't been challenging enough!
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All risk?
The old Hollows wasn't that bad at all. Easy enough to navigate once you got the hang of it and lots of fun. -
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If you don't like blinds, then just set your status to 'Not accepting invites'.
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No, I won't because then no one can invite me. And I want to be invited, just in a polite way.
And I have the text "No blind invites!" as search comment for over 2 1/2 years now and it get's ignored every day! I think this is rude! What else could it be?
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You put it on that setting, then when you get a tell asking you if you wish to join, then you change it.
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So you set it to "Not looking for invites" and then wait for the tells asking you do you want to team?
That's rather odd logic. -
I would actually agree strongly with Dred on just one thing (but most certainly not the manner of his posting, lets keep it constructive), the slotting for your single-target hold is just wrong IMO.
1-2 Acc, 2-3 hold and whatever else you fancy IMO, its damage is pants and even on large teams single target holds are probably my most spammed attacks (take out the nasty Lieuts, slow and then hold bosses) -
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bah humbug! *runs off to check every Carni post for minute mistakes!*
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Minute?
There's huge gaping ones all over the place in some of mine. Okton. MaX & Standoff usually get me on em. -
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lvl 32 Fulcrum Shift:
Final, and favourited move of the set Have to be in melee range for this power to work, wich is abit meh but anyway a cap at 15 foes, or 12 or 13 foes, i honestly can't remember, but who cares its a +20% for every foe hit DMG buff to you and allys around you for 45 seconds, and a -20% dmg buff to you're foes, this power is a must have in my eyes.
Recharge: long
Rating:
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No. It's a max number of 10 mobs which will be affected. You get a 40% dmg buff from your initial target and 20% from whatever extra mobs have been affected.
You don't have to be in melee for it to work but yes if you want the full benefit yes you do.
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Also you get it at 38, not 32. Archy, wake up man -
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I always assume that whoever has invited me has looked at what level / AT I am and has determined that I would benifit XP wise from being in the team and my AT would be of use to the team. If they have messed up and I'm too high then I'll have words with them about it to make sure they don't make the mistake again.
If you don't like blinds, then just set your status to 'Not accepting invites'.
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Not liking Blinds != not liking invites. If you set to "Not accepting" you get rid of all invites, not just the blind ones
From my experience if you get a blind and accept chances are its more likely to be a crappy team. Not always but it seems to be more likely.
I much prefer it too as generally in a Tell they might let you know if they are farming or not (farming the one mission over and over bores me to tears). -
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Hopefully in i13 I'll get to make the controller that I really want - Illusion/Dark Miasma - this could be the ultimate EB butt kicker.
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Much as I'd love a */Dark controller I hope this never happens, IMO too many of the Defender sets have already been replicated to Controllers. I like ATs to have a few differences (I'd never have given Controllers Kinetics for example, or Rad).
*/Dark controllers would be insanely powerful as well, Fearsome Stare, Petrifying Gaze & Howling Twilight with Controller level mezzing? *drools* Plus the extra pet who heals and severely debuffs ToHit. *continues drooling*
I do agree with you too, Rad has some great powers, especially AM. By no means is it weak in any way. I just prefer the messiness of Storm to play. -
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Actually, banes underperform compared to VEATs, and if they are OP, it's rightfully so because EAT's are meant to be strong, well look at HEATs, lol.
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You're 100% wrong with this assumption. EATs are supposed to be different and challenging. They can be strong if played right, but they shouldn't overshadow regular ATs. (Khelds certainly don't from what I've played of them so far).
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And by rebalancing, u mean nerfing. WHy should the other 3 VEATs suffer because the devs made 1 of them substandard. Better to fix banes and bring them in line with the rest than make all 3 of them worse and destroy the fun for those who play them.
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I mean rebalancing, up or down. Taking overperforming powers and tweaking them down, taking poorly performing powers and tweaking them up.
Very tricky to do mind, usually since there's so many scenarios to be balancing for : Solo PvE, Team PvE, vs AVs, Zone PvP, Arena PvP etc. -
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I'm just saying if a build is good it can solo on relentles.
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And I'm saying thats a terrible yardstick to determine if a build is good or not. If you won't play a toon who can't solo on relentless you're missing out on a lot of excellent and fun builds who shine on Team PvE.
To be honest all this Bane hate seems to be to be "These aren't as uber as the other 3 VEATs". I even asked how they stack up against the other Villain ATs and PRAF said they seem fine (actually he said "shush"). To me that'd suggest the other 3 are currently a bit OPed and need some rebalancing rather than Banes really needing buffage.