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Quote:I'm a bit confused as to why Corrupters got the MM versions, surely since all the pseudo-pets are non-control powers it would have made more sense to replicate across the Controller version, then all the debuffs would have been correct.Corruptors' RoA does do more damage, its just 2 points more. When I said defenders had a higher base samage, I meant the damage scale is higher.
Anyway, Corruptors' Trick Arrows isn't that bugged (although I'm finding a lot of little things), it's just suffering a bit from the nature of Trick Arrows; shared "pets" and shared modifiers for slows, recharge, and mezzes means that the difference between Corruptor and MM TA will be:
1.25% higher -tohit on flash arrow
5% higher defense debuff on acid arrow
Lower endurance costs
MM PGA was buffed (in I16 I guess, but I haven't checked on Live yet) and so now, fixing the Corruptor version will only make them equal.
Basically, its not being ignored. Once the bugs are worked out, it will work exactly as its supposed to, but that'l just be pretty meh compared to the other secondaries. -
Quote:Yep, probably the worst hold in the game thanks to the fact that it saunters towards your target and doesn't take until it hits. Even Ice Arrow is better nowadays. If you've got any other single target mez (like the lovely Cosmic Burst) you're probably better off taking it.It's a horrible power, actually. You won't find a worse hold in anything but Patron/Ancillary Pools. For Rad Blast/Dark Miasma, Cosmic Burst fills in for it quite nicely. You'll never miss it.
The only advantage PG has is that Fluffy has one too so you might occasionally stack it (assuming Fluffy uses it on the Evil Boss staving your face in instead of Random Minion standing beside him, which never happens. Bad Fluffy. *tries to hit Fluffy but misses*). -
Quote:What's worse is the specific Mez protection they have. Fear and Confuse. Makes my Illusionist weep (not to mention what those horrific Vengie buffs do to my Dark Defender).Actually, it's 41 seconds, I think.
@ Canrifax: Yeah, Nemesis is pretty heartless for anything pet heavy with their AoEs and the fact that pets are likely to begin auto targeting random enemies and end up killing five Lt.s in quick succession. Second hand experience on that, so I can't say for sure. -
Quote:Footstomp as a tier 9 is fairly out of sync with all the other AOEs available to Brutes. Tremor is fairly inline with things like Fire Sword Circle, Crowd Control and the like. It's also in line with the epics, doing about the same damage as Ball Lightning & Disrupter Blast (on a much shorter timer) and more than Dark Obliteration.Yes, I would. Your tier 9 power is supposed to be the gem of the set. In SM, you wait all that time to get a power that is essentially a piece of crap. Footstomp as a Tier 9 is perfect. When they switched the order, they should have upped the damage on Tremor. Dropping the damage on SS would be unnecessary, as it is inline with KO blow.
Stone Melee has advantages over SS too, Seismic Smash is quicker recharging than Knockout Blow and Fault is far superior to Handclap, so Stone Melee does have advantages over SS, which is why I don't feel that directly comparing one power to another holds up. Sure Stone Melee has worse AOE than SS, but it has much better control. -
Quote:It's known about and is fixed in i16 apparently, it's mentioned in the open beta patch notes.Was in AE last night running a story arc and noticed on my TA/Archery defender that Oil slick can no longer be targeted as an enemy, only as an ally, which means you cannot hit it with a fire based attacked in order to give it a chance to ignite. I sent a bug report, but has anyone else noticed this as well?
Although I just tried, and outside of AE, the oil slick is working as intended. Does not function as intended while in AE missions.
(EDITIt's funny too, while IN the AE building itself just standing around, it auto lights without attacking it with fire. LOL
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Quote:Yep, my Grav/TA controller is terrified of Malta. They're just too dicey for him to attempt really. Too much firepower & mez at range for him to cope with.I take it you play a lot of melee-focused characters? Malta have status effects that really cannot be ignored. Tac-Ops have a 30-second (I'm not exaggerating) stun grenade, Gunslinders have a 5-10 second ice hold, every Malta soldier has a Friggin Tazer and the Titans are now using their Gas Missile Swarms which hold, as well. On top of that, every minion has two attacks, three if you count Brawl, Gunslingers have at least four, one of which is a hideously powerful incendiary round and Titans have a whole arsenal of blasts and missiles and a REALLY mean punch. If you don't have defence shields and status protection, you really ARE skating on thin ice.
Compare that to the Rogue Vanguard. At range, they can pretty much just shoot one attack over an over, maybe a couple of attacks for the lieutenants. Just Hover solves the problem of range, and though their bosses are still nasty, they're not THAT much worse than any other boss with ranged capability. I'm not aware of them having any ranged status effects, though I'm sure they do have some and I just never noticed.
But he can solo Rogue Vanguard easily by kiting them and then throwing stuff at them (or setting them on fire). I'll even happily Wormhole one spawn into another, aoe immob and flambe them. Even the Wizards weren't too bad if I saw them coming. Conserve Power, 1-2 hold and throw fridges at them.
My Warshade is challenged by both groups really, but uses different tactics for each. Malta? TP Sappers and hold and kill, make a pet and then tank everything else while the pet kills em. Vanguard Rogues? AOE Mezzes, Eclipse and then float up above them watching their attacks ping off me whilest blasting.
Every powerset combo should have enemies which are tough for them really (my Illusion/Stormie laughs at both Malta and Vanguard but loathes Nemmies). -
Quote:Tell my Spirit that. She (I call her she due to the resemblance to Celine Dion. She even sings like her!) flies and hovers all over the place.1st off, no, we will not get reused NPCs from the game world.
2nd- The pets will not be able to fly. No Mastermind primary should have the inherit advantage of a travel power.
Quote:3rd- Female pets are unlikely, as the Pimp Factor is still in effect.
All things considered I'm thinking we'll see a mix of Fire, Ice, and Dark in this set.
Given the description bio bit for Desdemona released a few weeks back I think all of the demons are likely to be homages to Cthulhu mythos in terms of their names (and their appearances, within reason. We're not going to lose 1d20 San points every time they're summoned or anything but I hope they get some mez powers like Fears or whatever to emulate it somewhat). -
Quote:Heh. I sorta doTanks job isnt to be the last man standing, its to protect the team by controlling agro so they dont become the last toon standing. Same with a brute. I dont wanna sit there foot stomping in power surge at full fury for 3 minutes after team has died.
My Brutes job is to soak up aggro, but only for the fury it builds me. I've Taunt on one because I've no AOEs and I want my bar nice and high.
As for Alphas if it's one that I know my Brute won't survive (most likely on my Stone/Fire) then it's time for the MMs to send in the pets (or Fearsome Stare them with BG mode on & summon Fluffy into the middle of them or whatever). My MM is much stronger at absorbing alphas than my Brutes (usually at the cost of a zombie, but with the gain of a Spirit). Done right all I'll lose to an alpha is a single zombie. If there's a Domi on the team he can then finish them off in terms of Control and the heavy hitters can then run in afterwards and fight a bunch of nicely Controlled, Feared and Debuffed enemies. That's the nice thing about Villains (and heroes to a lesser extent). You can split the traditional Tanking role between a few people on the team depending on the ATs and sets they have if you feel like it. -
Most Scrapperlock team I've ever been on was an SG one comprising of 3 multiform Khelds, 2 or 3 brutes, a MM or two and I think a Widow, running Dark Watchers RWZ arcs.
There was no rhyme or reason to it at all. No such thing as "who is tanking, who is support". We'd all just charge in whatever form, lay waste and move on. We'd frequently split into pairs and wander off to take spawns on (it was a bit of a tetris team in terms of SKs). For one of the Rikti outside missions there was 4 mini-teams wandering the map, not paying a blind bit of attention to each other and killing (and dying) as we went.
The final mission with the AV (and ambush AV) was really, really messy. No "tank", whoever felt like tanking would tank one AV, someone else would tank Nemmie and his ambushes. Took forever to do, I died multiple times (only to re-rez again), mostly from the Triform Curse, not Lobstering up quick enough because I wanted to get "just one more AOE out" in Nova form. It was such madness it was probably my favourite run through of that arc I've ever done. -
Quote:I think I've been on holidays here, ages and ages ago. That's the little seaside place beside The Hague? I seem to remember giant windmills up one end of the beach (although that doesn't really help narrow down things in Holland, does itGreetings from the Netherlands... Good to be here.
oh... and this is right next door to my house...
I may find some empty place for a nice face... now... how do I get it here? Can you put it in the mail?)
Quote:Hello from Norn Iron, if you agree to elect me the forum hamster, each person will receive
- 6 badgers
- 1 holey sock
- 2 slices of potatoe bread
- 3 pet rocks
And hello from sunny (heh) Dublin. This thread makes me feel like I should start reading out the Eurovision scores (I hope My Lovely Horse wins)... -
Quote:2 -ToHit/Recharge and 2 -ToHit/Recharge/End IOs get you as close to perma as possible (well over perma with Hasten on auto as far as I can tell) plus maxing out his beastly -ToHit. 1 Acc and 1 heal and he's a monster.Wow, never realized Masterminds had more than twice the cooldown on their version of Dark Servant than Corruptors. Guess double the endurance for lower modifiers wasn't enough for Dark Miasma. Still won't stop me from rolling a Thugs/ or Merc/Dark... at some point in the not so close future.
Before the Pet Recharge nerf it was even more ridiculous how great he was with this slotting -
Quote:Plus if you also leave Lightning Storm on one side and then TP to the other with Hurricane on you can play tennis with enemies. One of my favourite things to do with my Illusion/Storm. Make a ping-pong table out of a spawn, pushing them back into the meatgrinder (where you've cast PAs, Spectral Terror, Freezing Rain and Ice Storm)./Storm was slower to L16 (Freezing Rain) then once you get PA as well it just got better and better.
In regards to the KB you need to move to the far side of the mobs so that Phantasm is one side and you're the other. Any KB will take the target to you and not away so you wont miss out on any buffs. This will also pull Phantasm into melee for buffs. -
Quote:It's the case on all non-Mastermind pets. Basically they're stuck on "Follow Aggressive" so if they see something they'll go for it. Fire Imps are infamous for it too.Question on this power. In the description it says that the Dark Servant is not a willing servant, and it is only your power that binds it in this realm. Unlike other pets such as my Controllers, it appears that this means the Dark Servant will go willy-nilly on foes and not necessarily attack the foes you are attacking. Case in point when I was going against an EB and my Dark Servant decided to go off the beaten path and fight some minions while I was left there going solo. Would this be the case then on these pets?
I dunno if Fluffy has a longer Perception range or power range than other pets though, it seems like it sometimes on my Necro/Dark. Fluffy seems more likely to go "Hey, you lookin at me pal?" more than even my Imps or Phantasm when I'm standing back considering how to open the fight. -
Quote:Not really, as you've no control over which 2 out of 3 (actually it's 1.5 out of 3 really) it will stun. It stuns 50% of the time basically. It's great as a follow-up move following a more reliable control (especially an initial AOE stun, my Fire/Rad loves it as a follow-up Smash-and-Mez move) but on its own, if there was a Sapper or something in a spawn I wouldn't like to be relying soley on it to mez him.I expect it to stun more often than not - I ran some tests yesterday after your comment and it would usually stun two out of three minions, would you not call that reliable?
It's my favourite Epic Power, especially on a toon with other stun mezzes for it to follow on from. But soley as a control power it isn't really that reliable. Following on from Thunderstrike would be the way to use it on an Illusion/Storm, if you like to use Thunderstrike.
Personally on my Illusion/Storm I went with Ice Mastery for Hibernate, Ice Storm and Frost Breath. Those 3 suit her ranged, attacking from the edges while chaos reigns in the middle of the fight approach. They suited my playstyle for her more than the more melee based approach the Earth Epic gives you. -
Quote:It's an issue which has taken a lot of work. That doesn't necesssarily mean it's a massive issue for all players.I16 is still a massive Issue - even if you don't count the changes super sidekicking will bring to the game.
The amount of work that's gone into PC is huge - but like I14 and the work on the AE system, most of it is hidden from the players, so it looks like it's small, even though it's taken so much efort to make.
I'll be looking forward to recolouring a few of my characters. But that'll wear off after a few days. So for me Issue 16 won't really add too much really. It's one thing I've thought ever since I14, the Devs have gotten their Manhours Spent to End Content ratios slightly screwed up and are spending too much time on certain things for not enough end reward.
A nice chunk of actual new story content would have been very welcome. But apparently we're supposed to wait and then pay for that. -
Quote:Unless you're talking about any power which summons a pseudo-pet. Then it's all up to how the Devs implemented it and if they created different pets for different versions or not.Hm, didn't know about that one. At any rate, my point stands - power attributes are based on AT modifiers, not whether they're in a primary or secondary.
Hence the weirdness with Corrupter Lightning Storm, MMs in general and the various versions of Shield Charge, all of which do the same damage regardless of what AT is using it. -
Blue-side Fiery Embrace lasts 20 seconds (scrappers and tanks), red side lasts 30 (Dominators and Brutes).
No idea why as this doesn't seem to follow any rhyme or reason. -
Does this mean an end to the constant bickering in every Kheld thread posted on the boards then? Oh praise the heavens.
Although I was pretty sure you two were going to go down the traditional Romcom route and just end up falling passionately in love with each other instead. -
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One IO bonus which can be handy is +Recovery. A few +Recovery bonuses can let you get away without Stamina altogether.
And you can get a lot of +Recovery bonuses with just 2 IOs from sets a lot of the time so you can Frankenslot and still get the +Recovery bonus.
Personally my Thugs/Traps does have 2 of the shooty attacks, Duel Wield and Empty Clips. Mostly to give him something to do. It doesn't add massive amounts to your damage output but he's got all the other powers he wanted, it looks good and it suits his concept so no reason not to really. -
Quote:There has to be a happy place for you though in all the new difficulty settings, surely? PBs are supposed to be better at fewer, harder targets aren't they? (I haven't played one much because the powers just didn't appeal to me as much). For one thing you could start by using the other, other new option and switch off the bosses tooGreeeeeaaat. So my not-IOed-at-all PB can take twenty minutes to bring a boss down to half health instead of the usual five.
Sounds like just. so. much. fun.
Almost as much fun as the blatant and intentional hyperbole in my first statement, there. -
Quote:Yep, I know that but won't they just use the same mechanism whenever your level drops because you've just been exempted, for whatever reason (TFs, Flashbacks & PvP Zones)?Not with Super Sidekicking. We aren't on a leash any more. We can even be in different zones.
So you'll probably enter the PvP zone and about a minute later all your pets will desummon because you've been low level for longer than the minute threshold. -
Quote:Sure, in isolation. But you can also raise the difficulty of the mobs seperately, to +4, which is higher than you currently can. So for a PB you can concentrate on smaller amounts of harder targets instead if you like. My not-really-very-IOed-at-all WS doesn't do that well against much higher conning enemies, especially solo.You got that right, and even then, that prefers Warshades to Peacebringers so PB's yet again get the short end of the stick.
The only short end of the stick would be drops earned in that scenario. -
Quote:Not really. Don't pets die now after a minute if a level disparity continues? (for example if your Mentor gets out of range for too long).Holy hell, I cannot wait for this to hit live. Just last night I rejoined my ITF group on the last mission, and was met by a door ambush before I could summon my pets. No more!
I have some questions about it though... Think about Bloody Bay that auto malfactors you to 25. You could, in theory, summon all your pets outside of bloody bay, do both upgrades, then zone in and destroy stuff! According to new exemp rules, you would be able to summon the tier 3 in Bloody Bay, so no problem there. (You get powers up to 5 levels higher than your exemp level) The problem is that you shouldn't have the the level 32 upgrade, but you zoned in with pre-buffed pets... Overpowered and a half, anyone? -
Quote:Indeed, because it's not like a solo Warshade has any AOEs or powers which require lots of enemies nearby to get their full potential...So, am I the only one who thinks that EATs are the only ATs not getting any actual attention? True, it's great that we can scale mob sizes to 8 for those of us who can handle it.... But, that's more a feature for the farmer-types...
EATs got such loving attention with the changes in i12 (it was 12, right?) that I'm prepared to let them lye for a while.
But an Epic Pool with powers that maybe gave more abilities to Human Form (a version of the Controller Psi Epics mez clicky) or increased the effectiveness of Nova or Lobster form would be nice too mind
Even just giving versions of the human form powers to Nova and Lobster would be nice (say Grav Emittion for Nova and Orbiting Death for Lobsters).