Carnifax_NA

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  1. You want me to run over there to hit that minion hassling a squishy to gain their attention? Urrgh. That sounds like hard work...

    On a Tank I take it, when I can, and use it as an AOE. Mostly due to laziness.

    My Warshade slotted up Dwarf Antagonize for much the same reasons. I don't want to be lumbering around chasing things thank you. I just want them up close so they can be Mired to death.


    On Brutes the only one I took it with was my Dark/WP because people were stealing my lovely aggro and hence my Fury. He wants things beside him to help make him immortal. My Claws/Elec has plenty of fury generation ability and the ability to attack from range anyway, so no need for it. My Stone/Fire has Fault up every 12 seconds or so and an excellent damage aura.


    So for Tanks yep, it's a ranged AOE which can save an ally and it's slot-cheap (so ideal to take in the 20s). For a Brute only if I need it to keep aggro and fury high and I don't have other ranged options.
  2. Quote:
    Originally Posted by THE_PAIN View Post
    I want to make a team oriented Defender that is fun to play. Now my definition is one that is real helpful to the team killing stuff and one that I can do some killing myself. I don't want to waste my time select areas with my mouse to place stuff i want to be able to slap my buffs on and and have some time to actually play myself and not be hovering over the team every second. No maybe there isn't one and that is fine too :P

    I am leaning towards a FF/Arch jus because it looks cool :P and a Dark/? because figured the servant would do his dang job and git to healin! :P

    I would appreciate any advice and wonderful build help (cheap builds if you can plz not my main here jus an alt :P)

    Dark is a lot of fun and very busy. If you're doing your job well as a Dark you don't need to heal much because the enemy is either quivering in fear or missing entirely.


    Dark/Arch would be quite fun, Tar Patch and Darkest Night things and then Rain them to death.


    Dark/Ice would be an interesting combo as well. Defenders get the Blaster form of the Rains and Tar Patch means everything is basically stuck in molasses and being rained to death by Ice Storm or Blizzard. Plus you get a plethora of debuffs and controls to play with.
  3. Quote:
    Originally Posted by Psylum View Post
    As promised, here's the new configuration. right now I'm running +1/x3 in solo missions with few problems. *grumbles about ring mistresses.*


    I haven't found boxing to be all that irritating at all, the redraw for claws is not frustrating at all....now on broadsword, that redraw is a witch!

    Follow up has been ok, Noticable but not amazing...though doing over 200 damage with slash, focus and eviscerate makes things dead fast.

    Fast healing will come at level 38, I want all the defence I can afford going into the 40s.

    You want HPT 3 slotted for +Health, extra HP means more chance of surviving an alpha and also means each regen tick restores more health. You also want 3 Healths in Rise to the Challenge.


    I'd remove the a Recharge SO from Evisercate and one of the first two attacks and use them in HPT and replace the End in Rise with another health.


    I find End Reductions in attacks do more for conserving the Blue than in the toggles personally. I'd remove the two from the two shields and stick them into your most costly DPE attacks (not sure off-hand what they'd be). For a Brute you can actually consider replacing a Damage SO in attacks with an End Reduction SO instead, if you are finding yourself gasping for End. Fury gives you a greater damage boost so you want to try and maintain a high Fury at all times.


    These are just minor tweaks and not worth another respec but you certainly want to think about max-slotting HPT and Rise with Health SOs, it plays to your strengths as a WP Brute.
  4. Carnifax_NA

    Spiders and ITF

    Quote:
    Originally Posted by Negate View Post
    I agree Mind link is worth it. Once I finally got a widow high enough to grab that power I was in love. Seriously when you build a widow in mids...you realize that you have to make a lot of harsh choices and a lot of great sacrifices. It's..just..to..much..awesome.

    My Widow is not only my first character where I'm using and slotting the two builds at the same time, but I also find myself yearning for more Alternative Build slots so I could try out other Fort variations (like a control, Vengeance & toggle-heavy Team Support build, and maybe a Spin & Psi Tornado & Epic AOE melee build).
  5. Quote:
    Originally Posted by Helluva_Goon View Post
    Wait, I think the "chances to ..." go off may hit once when the power is once toggled (speaking of toggled powers slotted with "Chance to ..." IO's). That being said, I don't think it will go off every such so seconds slotted into Snowstorm. See? A PBAoE Toggle has a chance every such or so seconds to go off because it is within that toggled power to do harm unlike Snowstorm which is a toggle power but not a toggled power like Hotfeet, Flaming Aura and etc. I think it only affects the caster's ability to do "Chance to ..." if it is slotted on Self effecting toggles vs toggles like Rad/-Defenders and /Rad-trollers may have.

    Another point of view: You can slot a "Performance Shifter-Chance For +Endu" into Stamina which an auto-power that triggers the "Chances to ..." every such and so seconds vs slotting it into Speed Boost which will NOT affect the boosted ally at all at any given chance (although it is not a toggled power).

    Goon keeping it gank-u-ster

    So much wrong in here. Snowstorm does certainly tick every 10 seconds, as does any toggle (or pseudopet which uses a toggle to work, like Freezing Rain / Sleet). Doesn't matter if it's PB, is anchored on an enemy or targetted via a Pseudo.

    Performance Shifter in Speed Boost does actually have a chance of giving your ally a wee bit of End (10% of 20 end I think?) when you cast it on them. It's just not really worth it considering they'll be getting lots of +recovery from the power anyway.
  6. Carnifax_NA

    Spiders and ITF

    Quote:
    Originally Posted by Negate View Post
    I admit I can be a bit of a masochist so In 1 of my Widow and crab builds I skipped my travel power. It made room for more awesome like double Assault and Maneuvers.

    I'd actually do that over the Tactics style powers, if I had the room (not skipping my Combat Jump / Super Jump though, too much fun and that 3% is valuable to me when Mind Link is up, takes me over the soft-cap on melee).
  7. Carnifax_NA

    regen cap?

    Quote:
    Originally Posted by Dark_Inferno View Post
    Starting a Willpower/Dual Blades Tanker. I am thinking I will take Fast Healing, Health, Rise to the Challenge, and Physical Perfection. Is this a waste of powers? Is there a limit to how much regen you can have? I dream of a Tank that can regen extremely well.

    I'll have more questions that I'll think of later I am sure, but thanks if you can tell me about this.
    Regen Cap is 2000% afaik. I think (think mind) that the only way for anyone to get that high is a Domi with Drain Psyche fully slotted hitting around 8 people.

    I think you'd be hitting around 1000% on a WP with a fully capped aura running, but of course a Tank has way more HP so the amount recovered per "tick" will be much higher than the domi (the domi will tick more often though).

    Health isn't absolutely necessary, Fighting is probably more useful but since you'll probably be getting Stamina anyway you may as well get and slot Health along the way (my Dark/WP brute skipped the Fitness pool altogether in favour of Dark Consumption, Quick Recovery and the fighting pool). Fighting is nice because it'll stack with your own S/L Resist toggle and E/N/F/C Defense toggle and help with alphas (WPs weakness).


    In terms of IO bonuses get yourself to the HP cap first over getting more regen bonuses (not sure how much you need if you factor in the Accolades and WPs +HP power). The regen bonuses are relatively small for you compared to the monster regen you'll be running anyway.


    AOE Knockdown is gold for a WP (in PvE anyway). Sweep would be gold for you (on paper as I haven't played DB). PBAOE Knockdown means things around you are fueling your aura but on their backs, which gives you time for your regen to kick in and heal you back up.
  8. Boxing is irritating on a Claws, because it causes redraw (at least I think it does). I wouldn't bother with slotting it.


    Focus and Spin are the two "must haves" for me for Claws. Eviscerate is grand but slow to animate, decent if you're good at lining multiple enemies to be hit by it.


    Follow-Up isn't that amazing on a Brute I find personally, I actually skipped it. The +Dam isn't as noticable as on a Scrapper or Widow (since it's added to your rather low base damage). The ToHit is handy though, but I just left it out and haven't really missed it.
  9. Carnifax_NA

    Spiders and ITF

    Quote:
    Originally Posted by that 1 guy View Post
    Hmm, with that, then I guess that SoA are just plain good for any TF/SF, if they have leadership, then I bet they can make any team overpowered by far.

    Do people actually take the ToHit toggle?*



    How do ye manage to fit it all in? I have to skip it in order to get me some lovely AOEs so the other two toggles are needed (to do more damage with the AOEs and then let me survive the hate they generate).
  10. Quote:
    Originally Posted by Mr_Wuffles View Post
    Hmm... now it doesnt seem to inviting hehe. Especially since I doubt my time on the game will extend far into the 2011 anyway. Might just stay put on Union, cheers bud =)

    What you can try is a Free US Trial, that way you can try before you decide.


    * You don't even need to install the US version, just go to where ever you installed the EU version, copy the cohupdate.EU.exe file and rename the copy to cohupdate.exe (I think that's right anyway, basically look for the file with .EU. in it, copy it and remove the .EU). Then run the copy file and it'll connect to the US servers (you'll be able to tell because the Updater will actually have some recent news stories in it, unlike th EU version).


    US 14 day Trial is here
  11. Quote:
    Originally Posted by Mr_Wuffles View Post
    =o Carni didn't know you had transfered, wondered where you disappeared to x] *waves*

    How much does it actually cost to get the US version etc.? I havn't looked into that yet...

    And if I get the US version I'll probably transfer my main over with all his inf and stuff =)
    Think it's pretty cheap now, I'm not sure because I reactivated a US account I'd bought 2 or 3 years ago.

    You do know there's no actual proper way to transfer across characters? You can recreate (assuming the name isn't taken), saving and loading the Cossie helps with that, but there's no server transfer mechanism. You start from scratch, and lose any Vet Rewards to boot.

    Also because Gleemail is based around globals (which are separate EU and US sides) you can't Gleemail Inf from an EU to a US account (or the other way around). You can use the market trick to buy something like an Intangibilty TO from a US character using an EU character, slightly nerve-wracking (make sure there are NO bids or For Sales on whatever you use and little activity) but that's what I did.

    So if you don't mind starting basically from scratch it can be worth it, but just so you know how much you give up doing so. Mind you your EU account will still be there but inactive so it's not a one-way process either.
  12. Quote:
    Originally Posted by Mr_Wuffles View Post
    Howdy people,

    To make a long story short, I play on the Union EU server and am fed up with it's lack of activity. It can be hard to get a TF together half of the time, not to mention the other events/special teams hiding away in my mind. So now I'm considering transfering over to the US servers and Virtue has been one of the servers I've heard about the most. I do have a few queries though:

    1. How is the Virtue playerbase when it comes to TFs and events? Would I be able to get decent turnouts on a regular basis? Regular meaning that I'm not looking at a 1 in every 4 TF that's arranged actually going ahead, as seems the case on Union at the moment.

    2. I'm no good at the whole time changes between EU and America but how busy would it the server be? It's 3:40 in the afternoon right now if that's any help in giving you an idea of when I'm on...

    They're my main worries about changing over, any helpers would be great, looking forward to maybe playing with you in the future .

    We don't want your sort around here Wuffles*



    I've done the jump over a few months ago myself. It's pretty busy, even red-side but as you said the time difference is there, but if you play mostly in the evenings our time Virtue is pretty busy. Even red-side is pretty busy, although it's died down a tad since the City of Growling Monstrosities fad has passed.*


    If you do arrange TFs etc I'll certainly try to attend (although I've a new baby on the way in the next 6 weeks so don't hold me to that).


    If you need some blue-side funds to get your heroes started let me know too, I don't play much blue-side so I can certainly send you enough to ensure things like DOs and SOs aren't a pain to buy.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Basically, yeah. That's one of the reasons I stopped trying to do TFs. Everyone seems to have done them a zillion times and just wants to fast-forward and rush-rush-rush to the end and gets pissed off if you don't know what to do.

    I've still never managed to do an ITF (done the LGTF a few times).



    This will be my mission for next weekend if I get the chance, bring my Plant/Emp onto an ITF (and not necessarily a speed run).
  14. Quote:
    Originally Posted by FredrikSvanberg View Post
    I just wanted more tentacles.
    Seconded.

    Instead we got scary demon outfit (I do like the other cossie though, very Abe Sapian from Hellboy).

    Maybe it should have been called the Hellboy Booster actually*
  15. Off-hand the only AT with any sort of bonus is the Villain Epic ATs, Soliders and Widows. Their inherent is slightly better Recovery and Regeneration.
  16. Carnifax_NA

    Spiders and ITF

    Quote:
    Originally Posted by Postagulous View Post
    I hate fighting alongside the pets. Especially Fire Imps. Makes me feel like I'm having to sit at the kid's table.




    I know what you mean. My pre-24 widow was on a team with 6 Demon MMs on it one night.


    It was nightmarish. The Demons were one of the reasons I shelved my Ice/Psi Domi and a Stalker. Being in melee and being shoved about by them isn't fun.

    Of course the other reason was that with dual builds my Fort kicks the Domi's bottom and a Widow does the same to the Stalker. Being a chronic Alter it's great being able to decide on what I feel like doing and what's on the team, pick a build and yet be levelling them both at the same time (I love when I level).

    Once I hit 35 I'll be hollering for my first ITF with her (I suck, never managed to do it at all).
  17. Carnifax_NA

    Spiders and ITF

    There's a lot of Epics filtering through from the i17 changes.



    Even I have managed to get to 31 now so anyone half-decent should easily be in ITF range now (and there were lots of them floating about the Rogue Isles).


    So much nicer to team with than stacked Demon MMs, especially if you're playing a melee character. *shudder*
  18. Oh gods.



    City of Even More Demons!! Just when the last lot had died down a bit.


    The wings would actually suit my Plant/Emp but I'll stick to the Burning ones I think for the mo.*
  19. Quote:
    Originally Posted by SinisterDirge View Post
    Sorry, agreed on the notoriety settings, I should have been more clear. I was mostly responding to Carnifax_NA's "They never did". Because they did. Before the notoriety system even existed there was no way to control spawn size, or difficulty besides team size/lvl makeup.

    The system is completely different now, and if it is not working as expected, you should bug it.
    Oh, sorry. I wasn't talking about THAT far back in the mists of time. That changed before i4 didn't it (i2 or something?).


    Old man!


    *runs away*
  20. Quote:
    Originally Posted by Athanatosis View Post
    In reference to Tough and Weave, nobody mentioned WP. It doesn't need either of them? Or maybe it just doesn't benefit as much from them.

    Tough works nicely with WP, since it goes on top of the S/L resistance you get in WP. Weave goes on top of the E/N/F/C defense you get but unlike say SR where you're layering it on top of high defenses from the set it's not as useful numerically. 5% on top of 16%ish isn't as nice as 5% on top of 30%ish due to how you calculate the gain from the final number (5% on top of 40% is basically doubling how hard it is to kill you for example). The closer to the caps you are the better stacking a wee bit more works in general for Defense and Resistance.
  21. Quote:
    Originally Posted by SinisterDirge View Post
    Actually, yes they did. Not positive if that was changed when the SSK system was introduced, but missions spawns levels and difficulty would scale depending on team size.

    Hence the mission padding and painting that went on before SSK'ing was introduced.

    Is it currently that way? No idea, haven't been on many 8 man teams to test it lately.
    Spawn sizes would, but I've never seen Diff do it on any 8 man PuG, ever.


    Mission Padding was simply about getting the number of individual enemies up so there'd be more drops I thought?
  22. Quote:
    Originally Posted by Madam_Enigma View Post
    They do scale enemy level and spawn size by team size. Or at least they were as of 3 or 4 months ago. Unless they removed teams causing mission scaling when they changed the difficulty settings it should still be the same.


    No, they don't and never did. You're simply wrong about this (again).


    The Team Leader must have been sneaking off and upping the diff via a Fateweaver / Hero Corp (which is what tends to happen to any PuGs I join from inception as we get more bodies)
  23. Quote:
    Originally Posted by Madam_Enigma View Post
    ... This is because the larger the team, the more enemies there are and the higher the enemy levels. For teams of 2 to 3 players, xp stays the same per defeat. But your defeating more enemies at a faster rate. From 4 players on up there's more enemies at higher levels. Thus more xp per defeat and per minute (assuming you can handle it).

    By your math, once I add a second person to the team, each enemy should now be giving more xp. Correct? Then why aren't they doing so until the level of the enemy goes up?
    Enemy levels do NOT go up automatically if the team size does.



    Well not until the leader goes "This is too easy now, visiting a Herocorp / Fateweaver".
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    Thanks. That explains it.

    ...

    Looking through it as we speak, I'm struck by how many things it doesn't seem to include. I mean, they had the perfect opportunity to include some Monster UPPER ARMS but I didn't see any.
    Nope, we got a rather cool glowy set, and something that looks like it came from a WoW Demon.



    No tentacles at all. Me is sad.
  25. I'll probably bring one Domi Blue side, probably my Earth/Fire.



    I'll also be bringing my Plant/Empath Controller Red Side I think.*