Carnifax_NA

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  1. Quote:
    Originally Posted by Ideon View Post
    Adding to this is the Tin Mage TF - Mastermind Pets will attempt to engage Neuron and Bobcat on their own once the two have spawned. So it's not just trials now, but possibly something to do with their AI (again).
    Posts in the Mastermind forums seem to suggest it may be a knock-on from whatever they did to allow Beasts to benefit from their Run Speed buffs, which was clamped by Castle a couple of years back for this very reason.

    And to think, I doubted his logic at the time
  2. Quote:
    Originally Posted by MentalMaden View Post
    I've been sitting on my ATOs trying to decide between the two. I think this may have broken the tie for me. Thanks Carni!
    Hang on though, as Vimes_NA says because it is based off recharge it could be utterly mad in Shadow Field given its very long recharge.

    Does anyone know if that formula works off base recharge or the recharge when the power is initially cast or what? It's so bloody vague.

    This new proc formula for Market procs is bloody obtuse. How do they work in things like Creepers or Gases or pets? Is the recharge the recharge of the power or the recharge of the pets attacks in each case?
  3. Quote:
    Originally Posted by Sir Hextor View Post
    While I like procing out as much as I can the AoE immob, the END cost of them usually has me slotting some END reduction. Depending on your global recharge (no mids at work) I'd consider 2xACC/END with the 4 procs.
    This is the better approach IMO. The AOE Immobs recharge quickly anyway, especially if you're going for Recharge set bonuses and have Hasten. The End will work better in terms of letting you spam it as much as possible.

    Although I'd replace one of those damage procs with the Grav Anchor Chance for Hold. It's brilliant in any immob.
  4. Quote:
    Originally Posted by Erhnam View Post
    Well, I like FS to cut the alpha from mobs to zero or almost zero. And mobs hit with FS will have over 22% to hitdebuff if slotted for it. You lose both the alpha mitigator (with the proc) and the extra tohit debuff since the ATO will only improve the fear duration and not the debuff. But as always, YMMV Different tactics, different approach I guess :P
    I'd agree with this. Slotting the whole set into Fearsome means the -ToHit isn't maxed out and you're also likely giving them a chance to fire back at you. HoD is probably a better option overall since there'll be no proc retaliation and a longer Stun is more useful than a longer Fear.
  5. Quote:
    Originally Posted by Valkanna View Post
    My biggest problem with MMs is pet control. setting them to passive seems to be the only thing that ges them to listen at times.
    'goto' actually means 'start heading there untill you feel like attacking something' (often I've seen pets lliterally take just a single step then turn around..
    'stay' means 'if you feel like it otherwise just run off and attack something'

    2 things that would help alot:
    1) Pets NEVER leave the range of supremacy unless ordered to via GOTO or you run away with pets on STAY. (mentioned in OP)
    2) STAY command creates an immobalize debuff on the pets that only gets removed when a different order is given (ie even AoE won't make them run, it's up to the MM to pay attention and manually move them)

    Not leaving supremacy would be a massive help but the STAY change would help with ranged running into melee, wanting to keep pets off a dangerous PBAoE mob while keeping bodyguard mode, keeping pets in melee instead of running away from low damage AoE, etc
    Go To doesn't override their other setting, ie aggressive / defensive / passive.

    The only way I know to tell something to Go to and be sure it will is a bind for Go To Passive. I had a keybind to do this very thing (for Mr Pink, my very suicidal Bait Zombie who was also Spirit fodder).

    You can bind it to a chord key & left click action (but be careful if you also use teleport, the wrong chord key and you're the one who ends up being the Bait ) and then another key bind to snap him back into Aggressive mode :

    I used Z to set him and my two Knights to Aggressive and X to set my other two zombies & the lich to Attack Defensive.

    Passive is the only thing that will get them to listen, it's by design. Keybinds based on names (I cheat and use , and . in the names to split them into groups) are very useful for keeping a tight rein on them.

    I would like there to be some command which enabled / disabled ranged and melee attacks though in order to stop Thugs running in to pistol-whip people (or to better encourage Knights to use only their swords)
  6. I've got the store version in mine and it there were a LOT of sparkling cagey things going off on an 8 man last night.

    That's not very scientific but it did seem to me to be about as I'd expect in terms of effectiveness. The vagueness about how it actually works is a downside though (I didn't know about it at the time when I was spending my free points for this month) so if I was to do-over I'd go with the 15% one until some redname actually explains how the market version works.
  7. Quote:
    Originally Posted by Warkupo View Post
    I've been calling it "FOR THE LOVE OF @#$ WOULD YOU JUST SHUT UP ALREADY!?"
    And we can't even FUS RO DAH it off a mountainside to get it to shut the hell up.

    I don't think I should be allowed to have pets in games actually. Virtual PETA will be after me (once they've finished dealing with the Beast Mastery / Traps Masterminds of course...)
  8. Quote:
    Originally Posted by Miakis View Post
    Yeah it's kinda nice not to have to rush out and buy something right away from the market. Though I'm sure being surrounded by wolves in DFB will make up for it.

    Though I was pleasantly surprised int he last week when i could put the Baron jacket on my female Dark/Dark troller.
    Ooooh? Really?

    Must look at this for my Darkity Time controller later for her second cossie, to complement her tux & steampunk look in the first.
  9. Please tell me that the Beasts are quieter than Lassie, the Emo Wonder Dog (aarOOOOOOOOOOOO)?

    Or is it going to be just like when Demons came out last year and the game is going to be a confusing, howling mess of noisy, rude Mastermind pets again (the Demons forced me to switch my Widow from a Night Widow to a Fort build just so I didn't have to be in melee range any more with them).
  10. Quote:
    Originally Posted by PleaseRecycle View Post
    Having now mucked about with dark/time up to 22 I must profess my enjoyment of the combination. Easily the supportiest character I've ever created, to say nothing of enjoyed, yet it's a blast to have such myriad tricks up one's sleeve. I may end up getting heal badges! I thought they were but legend...
    Myriad tricks is an excellent way to describe it. So many toys. For a few missions yesterday I was the only support on a team of a Tank, scrapper, stalker and a couple of brutes and it was just amazing how little I had to heal and how much control I was able to drop. At least 2 AOE tools per spawn, generally.

    Then an Illusion/Emp joined in and it got silly with all the stacked Fearing. So much so that after a mission they actually said "I can't believe how little healing I have to do" with the tank saying "Yeah, I know", which I chose to take as an indirect compliment

    Level 30 now as I'm timing it to hit 32 just after the Lassie fixes go live. So still at least 3 excellent powers to get (well two excellent one from Time and Lassie) before dipping into my APP (which I'm still contemplating. Primal is the obvious choice, especially if I could rejig to get Vengie into my build somehow but I went that route on my Plant/Empathy and I'm a bit bored of it so I might be more selfish this time around). I'm actually tempted to go for Earth. It's been ages since I used the Earth APP and it's one of my favourites.
  11. Quote:
    Originally Posted by Granite Agent View Post
    That is true but Fulcrum Shifted creepers always was 100% awesome, even before incarnates, and even proc'd out creepers (before Fulcrum) was pretty awesome.

    I took Fire Blast / Fire Ball on the dark/dark but it lacks shall we say "punch" compared to Fulcrum-Shifted Fissure / Seismic.
    Fulcrum is just awesome, there's nothing Dark has to offer to compare. It's Kinetics main trick and best power by a long shot (and remember Seismic is the heaviest hitting power available to controllers full stop).

    Creepers are also one power which is made ridiculously awesome once the two main procs are in there, because they have a chance to proc with every attack the creepers makes (both the vines and the AOE bramble thingies which spawn around corpses).

    So yeah, you're just not going to find much to compare to a suped up Plant/kin, especially against lots and lots of enemies, it's a bit of an outlier in terms of damage.
  12. Quote:
    Originally Posted by Granite Agent View Post
    Ah, ok. At least you all are confirming what I am seeing.

    My Plant/Kin is extremely sturdy due to (1) AOE confuse (they don't shoot back); (2) 45%+ S/L def (earth APP); (3) higher HP (perma earth's embrace). I suppose dark gets you there with the -to hit. Not sure it's a fair trade though.

    In today's game I'm just not sure who needs a mainly controlly controller. I guess I'll see.
    Dark gets you there with quite a few tools. And two of the points you mention above apply to dark as well, a dark can use the earth App too. Plus when you come to fighting at incarnate levels that -to hit and the pet which heals in your secondary are very useful, to both you and your team / league.

    It's basically swings and roundabouts, especially on a large team. You are trading damage for more varied control and debuffs, and things like Tar Patch work well even if you have a kin or more darks on the team.
  13. Quote:
    Originally Posted by Granite Agent View Post
    So I leveled up a Dark/Dark on 2xp.

    I am scratching my head on the damage. Where is it?

    I have clouded senses negative proc in Shades, along with 3 dmg IOs

    I have 4 procs in Living Shadows -- clouded senses / posi blast / trap hunter / and the intro IO proc. When it hits, I usually see procs of 42-72. Maybe two of 72.

    Wolfie has 3 dmg IOs and I think a clouded sense proc.

    ST hold only has basilik atm due to slots.

    What's the deal? My Plant/Kin by comparison is a damage monster -- Fulcrum Shifted Roots, Stranger, and Creepers. Plus Earth APP for Seismic Smash, Fissure.
    Plant is a bit of an AOE monster anyway, especially with procs in creepers and the immob. Add Kin to the mix and it's always going to be impressive.

    Dark is an upper-mid level in terms of damage but a lot of it is single target (namely the pets) so it's not too surprising you're finding it lagging behind. It should be a fair bit sturdier than plant/kin though. especially comparing Kin to Dark.
  14. Got my Dark/Time Controller from 22 to 29.

    Then I made a new Fire/Dark and got him up to level 25. Basically spammed DfB until 22 and then moved to Atlas. Was lots of fun but I did join a team lead by a scrapper where everything was +3/4. Slow going and I died a fair bit but there was a nice roleplaying Emp who kept rezzing my poor clockwork ****, in character so there was an enjoyable bit of banter going on.

    Then we started a CoT mission and it turned into a Prison Room nightmare as we kept getting massacured, so much so that the leader just dropped without saying a word, but the survivors regrouped and ran a few more together before my Wife Aggro levels critted and I had to log for a bit.

    Lots of fun though, even with the insane stream of deaths I managed to assemble (Fire/Dark seems to ride the edge between pretty excellent damage up close and suddenly dying horribly)
  15. Carnifax_NA

    Your DXP Plans

    Got my Dark/Time controller from 22 to 29
    Got my new Fire/Dark domi (Choking Smog, it *isn't* dark themed, woo) from 1 to 14 ridiculously quickly (3 DfB runs I think it was).

    That's about it, but not bad for 4-5 hours playtime.
  16. Quote:
    Originally Posted by Beauregard View Post
    I think you're trying to play a game that no longer exists. Hard controls become less and less relevant the deeper you get into the game compared to soft controls because hard controls never really get any better (you can't increase Mag very effectively) while soft controls get a lot better (you go from "I'm slightly harder to hit" to "the targets have a rock bottom chance to hit").

    Now, there's nothing wrong with playing the game however you have fun. But even as you're doing so, you should try to recognize that you're making a personal choice based on subjective concerns rather the most potent choice based on objective ones.
    I'm not so sure on this, in terms of your logic, but I agree with your point.

    You see Hard controls *do* get better in two ways : The extra duration starts to be important again once you're fighting +4s or +5s as the base durations become pretty low on these guys. Secondly your Hard AOE Controls go from "Being up every 2nd or 3rd spawn" to being up whenever needed thanks to recharge buffs and enhancements getting maxxed out.

    That said I do agree with your point, but for a different reason. At higher levels because AOE control for controllers has become much more prevalent it's more likely that adding more controllers or domis to a team isn't providing much extra, control-wise. Once a spawn is stunned or whatever then Holding or Fearing it is pretty irrelevant. In fact is some cases they can actually start falling over each other somewhat (someone Caging things on an Ice Patch, someone applying a DoT effect to a bunch of Terrified enemies, someone Flashfiring a bunch of confused enemies). The upside is those Controllers will at least be setting up and benefiting from Containment (ie doing more damage).

    Whereas adding more damage is always good, and adding more buffs is usually good as well (although in terms of debuffs you can again hit a wall once you've debuffed them to the cap eg ToHit).

    It's like adding a 3rd Tank to a team, most often the thing they'll be bringing to the team is damage, unless something unexpected happens like an ambush
  17. Quote:
    Originally Posted by ketch View Post
    How about we assume Hasten and 2 level 50 recharge IOs are available? That brings the 8 second recharge down to 3.16 seconds. Time Stop has an activation of 2.376 seconds; Paralytic Poison's activation is 2.244 seconds; Ice Arrow is 1.848, however, it causes redraw. Taking a secondary hold will give you the option to hold a boss ASAP, but realistically it's probably only a matter of 2-3 seconds before your primary hold is available again. In most scenarios I don't see that as an overwhelming advantage; it can occasionally be useful though, as in the case, of EBs.
    This, pretty much. My Grav/TA gets a small bit of use from Ice Arrow followed by the hold on really nasty bosses who can do something horrible with that 3 second gap. But generally it sits there unused for the most part.
  18. Quote:
    Originally Posted by Tater Todd View Post
    Oh I know that the two powers aren't exactly the same BUT procs work quite well in Shadow Field. The Lockdown Proc was firing quite a bit when I tested it out on BETA.

    EDIT: I would say 1/3 of the mob had the Tesla animation on them when I used the power. It was a solid 1/3 of the mob every time that it was used.
    Lockdown is the one proc I am sticking in there, having 2 additional 15% chances to proc when the power is fired off is pretty nice for 2 boss spawns.

    But the long, long recharge means damage procs are mostly a waste really, in terms of DPS. I'll probably do my usual frankenslotting for them (4 Acc/Hold/Recharge IOs) and then the Lockdown proc.

    Haunt I'm planning to slot with the Cloud Senses proc, it should have a chance to go off with each of their attacks which is nice. If I can manage to max out their recharge and damage of course (I tend to frankenslot rather than slot for set bonuses since I mostly play my chars 1-50 and then move on to another).

    Distortion Field I'll be proccing up though, maybe not 5 of them but as many as I can squeeze in once I have its recharge maxed out.
  19. Quote:
    Originally Posted by Tater Todd View Post
    Oh I plan to! I think of Shadow Field like Volcanic Gas...yeah you kind of waste procs in the power but once you get the power perma or close to it...it's amazing. It polishes off the baddies while you're busy with the boss.
    Not quite. Gases summons invisible pets which then cast holds. Field is more like a standard patch, a pseudo with an aura, so the once every 10 seconds applies.

    I wouldn't go too mad proccing it out personally. But I'm Time controller, so the chance to hold field is more tempting due to the lower recharge.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    <qr>

    No.

    This would be the sort of thing that would make me leave again, and warn others against getting involved with the game.
    This, pretty much word for word.
  21. That change makes my Grav/TA even more appealing. Dimension shift them, fly in, drop Oil Slick and ignite, fly back out again.

    Methinks I'm going to revive him again on my old account. Think I'll switch subscriptions at the end of this month to do so.
  22. I'm sticking with GothLassie & the Caspers
  23. Carnifax_NA

    Bug Out!

    Quote:
    Originally Posted by Beelzy View Post
    I had originally referred to that, but thought better of it seeing as Beast Mastery is still, technically, under non-disclosure.

    That being said, a single power is not enough...

    Imagine a Control set:

    T1 Stinging Swarm (Moderate DoT (Lethal/Toxic), -res, -def)
    T2 Scorpion's sting (Minor DoT (Lethal/Toxic), Hold)
    T3 Spider's web (-reg, -rec, immob, minor toxic damage)
    T4 Insect Camouflage (+Def (self), -threat)
    T5 Nesting Field (summon nesting field (targeted AoE, 30s effect, -movement, chance for minor lethal/toxic damage, chance for stun, chance for terror)
    T6 Personal Swarms (Summon Pet swarm x3)
    T7 Plague of Locusts (Targeted AoE, Hold, -res, -def, minor smashing DoT)
    T8 Hornet's Nest (Pseudo-pet, area toxic/lethal damage aura, -res, -def, chance for terror)
    T9 Black Widow's Kiss (Summon Black Widow, Black widow powers include a minor summon for spiderlings)
    I like the idea. It does seem a bit debuff heavy and not great on control really , I'm not sure if that's a good thing or a bad thing mind, it's an interesting way to go : adding more erratic, chance-of controls rather than absolute ones (the T5 and the T8)

    There's also probably too many power with -res in them. Given how powerful -res is in the game replacing them with something like -damage might be more balanced.
  24. Carnifax_NA

    Bug Out!

    Quote:
    Originally Posted by GuyPerfect View Post
    Like the wily nautilus?
    Indeed. Cephalopod Summoning is also high on my Want list.

    *sigh* If only Lusca hadn't gotten that restraining notice.
  25. Quote:
    Originally Posted by ClawsandEffect View Post
    Psssst........I was being a smart-aleck.

    I have Ring of Fire on my Fire/Kin for use as a damage power.

    Skipped Crush on my Grav/Time, and Illusion doesn't have one so that's a moot point.
    I know.

    I figured that those worms which has been returned to their can from earlier in the thread could do with another yard break