ClawsandEffect

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  1. Quote:
    Originally Posted by Vitality View Post
    Can you confirm this in game?

    It will be a shame if the Brute versions of the Energy Mastery attacks do not have inherent taunt...considering all other Brute attacks have a taunt component.
    This is going to be virtually impossible to confirm in-game.

    Anything you hit with those powers is going to agro on you anyway, how do you tell if it agroed because of a taunt effect or because you just hit it?

    Maybe try it when a Tanker has your target in his taunt aura to see if you can pull it away?
  2. Quote:
    Originally Posted by Tater Todd View Post
    Ah so the KD proc would work in Bonfire! SWEET!
    This.......hadn't occurred to me.

    My Fire/Kin Controller will be running that dealy as soon as I get a chance.

    My Claws/Regen's Shockwave will receive it.

    I might actually roll a few characters that I've been wanting to where the KB was a deterrent.
  3. ClawsandEffect

    PvP; why not?

    If I happen to be logged in on Monday, I'll be wherever the action is.

    The timing is inconvenient for me, that's why I haven't shown up yet.

    If we do it in RV one of these weeks, I'll be bringing Claws himself (Ask Toi about him )

    Lower level zones, probably a blaster or something.
  4. Quote:
    Originally Posted by Werner View Post
    In case it matters, I'll second what Eldorado said. Physical Perfection generally shouldn't be enhanced because there are almost always better options.
    I enhance it if I have the slots to spare.

    On my main Claws/Regen build I have a couple slots in it, and it is part of what gets me to 750%+ passive regen.

    But if slots are tight, it is the absolute lowest priority for slotting.
  5. The occasional desire to PvP is what keeps me PvPing.

    I ignore the jerks who just want to brag that their pixelated character is stronger than your pixelated character. Spending 1-2 minutes fighting someone and then the next 15 bragging about it just seems......childish.

    But when the other people involved are there to have fun with it, the same as me, I have a good time.

    I just refuse to take it seriously. After all, it's only a video game.
  6. Quote:
    Originally Posted by Katura View Post
    Is there any slotting 101 guides for noobs? Im still very new to the game so when someone says slot for S/L/E/N softcap i have no clue what that means lol. Sorry for the questions just trying to learn as much as i can.
    We're referring to damage types.

    S = Smashing
    L = Lethal
    E = Energy
    N = Negative Energy
    F= Fire
    C = Cold

    So, if someone types S/L/E/N compare that to what the letters stand for and you see that it is referring to Smashing/Lethal/Energy/NegativeEnergy defense.

    And the soft cap is 45%, so if we say soft-cap to S/L/E/N what we mean is that the defense totals for those damage types are above 45%
  7. Quote:
    Originally Posted by planet_J View Post
    Personally...I wouldn't bother trying to cap all resists and I would build for S/L/E/N softcap...I would pick up tough to help with S/L resists and take weave, manuevers and combat jumping to help with defenses. I would slot reactive armor in all my resist toggles and take sets like kinetic combat and eradication in my attacks to help defenses.
    For TW/Elec, I would actually focus on F/C defense instead of E/N.

    You're going to be resistance capped to Energy damage, and you're immune to end drain, which is the main danger of pure Energy attacks (most of which are Electric)

    You could save a few slots that way as well by slotting 3 Aegis instead of 4 Reactive Armor.

    Just food for thought.
  8. I concur with the above posts.

    If you do Incarnate content frequently it will be a good thing to pick up.

    If you don't do Incarnate content frequently, it will be nearly useless because you're already softcapped.
  9. ClawsandEffect

    PvP; why not?

    Quote:
    Originally Posted by _Tacitala_ View Post
    Pft. Get a second computer/laptop and convince her to play as well. Trust me, it makes a two person team go much smoother when you can just look across the room and ask "Who do we go for first?" rather than taking the time to type it in.

    You were wanting more people in your personal SG, right?
    My wife and I play sitting about 2 feet apart all the time.

    We're a pretty fierce PvP combo when I can convince her to do it. Which is rare, the jacktards we used to have in the zones turned her off on the whole thing.
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    I don't think it does, but if so, they need to look at Focus from the claws set.

    Arbiter Hawk has said that ONLY the short range blasts in blast sets and Dominator t9 short range blasts will be changed in this way.

    Claws Focus doesn't qualify, neither does Impale or Focused Burst.

    I would wager that Poisonous Ray won't fit the bill either.
  11. Quote:
    Originally Posted by Yogi_Bare View Post
    Can Electric Blast have the 'chance to chain' added to all of their attacks (damage plus -end/-recovery)?
    A chance to chain added to ALL Electric Blast attacks would probably be a little overpowered.

    I was going to keep this to myself, since I PMed Hawk with it directly already (no, he hasn't responded), but I had an idea to add a chain effect to Electric Blast that wouldn't alter too much.

    In light of the mechanic introduced with Time Manipulation and used to buff Gravity, my idea was to use that mechanic in Electric Blast.

    If you fire your tier 1 or tier 2 blast at an enemy who is affected by Tesla Cage (most Electric Blasters take Tesla Cage, right?), it will have a chance to chain to up to 5 nearby targets.

    Note that I said "affected by" not "held by", so it will still work on GMs and AVs who are difficult to hold.

    I have no idea how difficult this might be to implement, or if it's even possible, but I thought it would be a thematically cool idea that wouldn't be as potentially overpowered as just adding a chain effect to Electric Blast powers as an inherent ability.

    The chance would have to be pretty small (like 10-15%) to avoid being overpowered, but I thought it could be a cool addition to the set. Plus it would look cool to see electricity arc off the ball of Tesla Cage and hit a random target.

    I had another suggestion in there as well, but my wife convinced me that one was a bad idea.

    Edit: Also, a possible solution to the KB comlpaint about Force of Thunder. Simply add a tiny amount of damage to it, similar to other stun powers. That way someone could slot the KB modifier IO in it if they are so inclined. Simply changing it to KD would annoy some people, because they LIKE the fact that it will get an entire spawn at once out of their melee range. But if you added a tiny amount of damage and let it be slotted for damage, people could choose for themselves whether they want to modify it.
  12. Quote:
    Originally Posted by Arbiter Hawk View Post
    would just not grok how to use it best.
    Didn't have a question at this time.

    Just wanted to mention: Heinlein FTW!

    (I just read it again a couple months ago)
  13. Agree with pretty much all of this.

    My Claws/Regen hasn't been beaten by another melee character in I don't even know how long.

    But it's an entirely different story when I'm up against a decently played ranged character with access to some kind of debuffs.

    Psi sucks for regen, as well as Cold Domination. In zones, the ones I go out of my way to actively avoid are Psi/Cold corruptors. They can nullify everything I can do all at once, and I really have no answer for it.

    Basically, /Regen is the top of the heap in melee vs melee, but it falls apart pretty quick in melee vs ranged.
  14. Quote:
    Originally Posted by Xyzor View Post
    Remember, as stated before, that chasing +HP set bonuses is worthless, since Perma-DP keeps your HPs capped all the time anyway.
    Not worthless, because Dull Pain doesn't quite get a Brute to its HP cap by itself. But there are definitely better bonuses you could be shooting for.

    I would not drop that many slots from Integration, but you could definitely lose one slot and be fine. I usually 3 slot mine, but now with Enhancement Boosters I might reconsider that plan and use 2.
  15. The difference it would make would be nearly irrelevant. 18% resistance isn't going to make a noticable difference in your ability to survive Psi damage, and 5.5% defense won't really help either unless you were at 40% to begin with.

    If you could slot to get above 45% and 30% respectively it might be worth it. But the numbers you have here.....not so much.
  16. ClawsandEffect

    PvP; why not?

    Not sure how tough I'll be below 50, but I'll try to make an appearance this week.
  17. Am I the only person that is actually HAPPY about these changes?

    My 2 level 50 blasters are getting one of the missing components to being truly monstrous. (Fire/Fire and Sonic/Devices).

    I might even decide to roll up the Dark/Fire I was thinking about as well.
  18. Quote:
    /fire Blazing Aura becomes Cauterizing Aura, works as a heal over time.
    Are you farking KIDDING ME?!

    As of i24, my Fire/Fire/Mace blaster will become a GOD!

    Softcapped to S/L/E AND a heal over time?

    *laughs maniacally*

    This is gonna be AWESOME.
  19. Quote:
    Originally Posted by Power_NA View Post
    I hardest EB I have battle is Evil Manicore
    You mean Chimera?

    Ummm......hate to break this to you dude....but Chimera is the one most people pick to find out if their character can solo an AV.

    And how the hell did an EB that does all Lethal damage manage to kill an Invuln tank?!?
  20. Quote:
    Originally Posted by Ravenleaf View Post
    Edit: also I never even knew about pounding slugfest, that seems much more useful than mako :O but after plugging it into mids, the regen is up, but the loss of life equals out to the same exact amount of regen, basically I am trading damage for endurance cost, which I am unsure which is better atm...
    The loss of max HP is completely irrelevant in this case.

    Your build is capable of perma Dull Pain, which means you don't NEED max HP bonuses, because they become relatively useless when Dull Pain is active.

    If your damage enhancement is over 95%, then adding more damage enhancement is also irrelevant because it smacks into the ED limiter. Plus, you have Fury, so anything over 90% will get you to about that power's max potential with full Fury. Seriously, the difference will be like 10 damage one way or the other.

    Lower end cost means you can keep wailing away on stuff longer. You have a metric crap ton of endurance recovery, but in order to make that work, you also need to make your powers cost less. Mids' only shows you the cost of your toggles, and attacking burns WAY more endurance than running toggles ever will.
  21. Quote:
    Originally Posted by oOStaticOo View Post
    Thus, raising your maximum health through accolades, set bonuses, and Dull Pain type powers will also improve the amount of health gained each tick.

    Which is what I said. I didn't use 5% because I didn't want to calculate what that would be, so I used an example that said 100%. My point was that the more HP you have, the more per tick you will get back. So you do not have to focus so much on the % as you do the amount of HP. Yes having a high % is nice, but having max HP is better. Seriously I don't understand all the nit picking.
    If you don't increase the regen %, your health doesn't come back any faster.

    For the record, the difference between 5% of 3000 and 5% of 3500 is 25 HP. (150 vs 175) Increasing your max HP by 500 points only gives you 25 HP more per tick. The base regeneration rate is one tick every 12 seconds. Tell me, is 25 more HP every 12 seconds really that big of an improvement?

    Increasing your regen % increases how fast the ticks come. 25 more HP every 12 seconds isn't much of an improvement. But if you are getting 25 HP more every 2 seconds, it's a much bigger deal.

    Simply increasing your max HP doesn't increase your regen rate as much as you're trying to imply here. If you want to see improvement, you need more HP AND more regen %. Increasing your regen % is every bit as important as increasing your max HP. Saying otherwise is misleading.
  22. Quote:
    Originally Posted by oOStaticOo View Post
    Just a quick note on Regen. It's not the % of Regen that is important but the amount of HP. The more HP you have the higher the amount of hp regenerated per second. For example: 100% Regen of 3000 hp would regen 30 hp, where 100% Regen of 3500 hp would regen 35 hp. Sometimes people get it confused and think that they need to have the higher Regen%. That is why I emphasized trying to max out the HP on my build for the higher hp/s regen capability.
    This is wrong.

    You regenerate 5% of your Max HP per tick. This does not change.

    The regeneration percentage is how FAST those ticks come, not how much you regenerate per tick. 100% regeneration is the normal regeneration speed. 750% regeneration means those ticks come 750% faster.

    High max HP IS good, but not for the reason you're saying here.

    Read up on it here: http://paragonwiki.com/wiki/Health_Regeneration
  23. ClawsandEffect

    Panacea

    Quote:
    Originally Posted by Chrysame View Post
    The proc and the set. I was considering slotting the set in Fast Healing. I'd lose the 12 % regen bonus from my Numinas but gain the proc and get 10% regen. I currently have the Numina unique, Miracle Unique and Regen. Tissue Unique slotted in FH so I'd have to move them elsewhere. FH is only five slotted.
    You know, if you actually enhanced the power, you would gain more regen than sticking all those procs in there is getting you.

    Health is a better spot for the procs, because it gives you less base regen to build on. Physical Perfection is an even better spot, if you took Body Mastery.
  24. ClawsandEffect

    Global Taunt IO

    Quote:
    Originally Posted by Hyperstrike View Post
    It'd make more sense to allow that power to mount a regular Taunt IO then.
    And what would it be enhancing?

    Taunt enhancements don't ADD taunt to the power, they just increase the taunt that is already there.

    It's like adding recharge to an autopower. It does no good because the aspect you are trying to enhance doesn't exist.
  25. ClawsandEffect

    Global Taunt IO

    Quote:
    Originally Posted by Hyperstrike View Post
    Just as soon as we see a proc that bumps the Tanker damage cap Adeon.

    Giving every AT Gauntlet basically completely obviates tanks.
    I agree that a global Taunt IO should never happen.

    I like the idea of a single power Taunt IO though. Assuming that it would be a unique and you couldn't just slot it into everything.

    It'd be nice to be able to slot something like that into my Spines/Fire scrapper's damage aura and stop having things run in 12 different directions when I fire Spine Burst.

    Do I think it is NEEDED? No, but it'd be nice.