ClawsandEffect

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  1. Quote:
    Originally Posted by seebs View Post

    It also explains why it's bursty -- both procs are firing at the same time, if they fire, so every so often I have, for each target, two 20% chances of about 3x-4x the usual tick damage.
    No, each proc is making it's checks independently of the other. Sometimes one will fire, sometimes the other will fire. Sometimes BOTH will fire, and sometimes neither will. Since both of the procs you have deal the same amount of damage, it's hard to tell which one it is, but I can guarantee they are not both firing together every time one makes a successful check.

    And it's making those checks on a 10 second interval from when you toggled the power on, not from when enemies entered it's range. So you will occasionally see it proc on an enemy the second they walk into range of it. That is working as intended, because it would take up too much server resources to time every single enemy that wanders into melee range of you.

    Also, the power has to hit in the first place to check for the proc to fire, if it misses there will be no check.
  2. Quote:
    Originally Posted by Doctor_Xaxan View Post
    I think the OP meant the Halloween costumes, not regular costumes.
    Something that only happens for 10 days out of the year is no reason to skip a power completely.
  3. Quote:
    Originally Posted by LISAR View Post
    Alkaloid allows a MM to keep his starter pet alive to keep soaking up damage and taking out the NPCs. Envenom is neat but at level 1 do you need it?
    Especially since you can pick it up in 5-10 minutes when you hit level 2.

    I have never seen a tier 1 secondary power that didn't remain at least somewhat useful for the character's entire career.

    Okay, Infrigidate isn't the greatest power in existence, but when the alternative is an ally-only shield, guess which one I'd prefer to have when soloing?

    The forced tier 1 power in every secondary is, without fail, something that will be useful to you while solo. The devs can't guarantee you'll be on a team, but it IS guaranteed that you will spend at least part of your time solo.
  4. Quote:
    Originally Posted by Blindfire View Post
    You didn't come off as mean at all, just direct and honest. Generally the way I prefer critique.

    As far as the lack of direct damage slotting, that wasn't exactly missed. Like I said, I focused mainly on defense in my set bonuses.
    I follow a general rule of "Slot what the power needs first, then look at any set bonuses you can get out of it"

    I'd slot Thunderstrike in Dual Wield, and I'd slot 5x Decimation and an Achille's Heel Chance for -Res proc in Pistols. That will give you ranged defense, and some bonus Acc, and Recovery.

    By changing that, you would lose 5% melee defense, and some global accuracy, but you'd gain another 3.75% ranged defense.

    If you can afford the Ragnaroks, they wouldn't be a bad choice for Empty Clips, or go with Posi's Blast.



    Quote:
    I did not know that about the Kismet. Thank you. Looks like that'll be better suited in Weave if I have it in at all.
    Don't feel bad about that one, it's a common mistake. I didn't know it worked that way myself until fairly recently. It just amused me that you happened to put it in one of two powers in the game that you will never get any benefit from it in (Invisibility from the Concealment pool is the other)

    I'd actually consider putting it in Hover.

    Quote:
    Thank you for taking the time to critique my build. You have given me some very good food for thought.
    No problem, always glad to help when I can.
  5. Quote:
    Originally Posted by Blindfire View Post
    or if I missed something drastically important.
    Yes, you missed something VERY important. Most of your attacks aren't slotted to actually deal more DAMAGE.

    Lets look at what you have slotted.

    Pistols: slotted with a defense debuff set. Not only is that not enhancing the damage of the power at all, it is also largely useless to slot for defense debuff in the late game. If you're level 50 and can't hit your target without debuffing it, you have bigger problems than this power's slotting.

    Dual Wield: Slotted with a SLOW set?! The only time this set will even come into play is when you are using Cryo ammo. If you are using any other ammo type, this set slotted here is completely useless.

    Now, the real problem here isn't just that you've gimped the damage output of these two powers, but you have gimped the damage output of the only two primary powers you can use while mezzed. If you can only use two attacks while mezzed, wouldn't it be logical to want them to deal better damage?

    Moving on,

    Empty Clips: Again, a defense debuff set. At least you slotted a little bit of damage in this one though. I'd put 5 Posi's Blast in here and call it a day.

    Bullet Rain: Posi's Blast. Pretty common slotting, because it's teh best non-purple Targeted AoE set. This one is fine as-is.

    Suppressive Fire: Slotted with Lockdown. Actually this slotting isn't bad. make sure you use something other than standard ammo or it will be useless though (Hold enhancement only works when it actually is a hold, it is a stun with standard ammo)

    Concentration: Slotted with Gaussian's. No problem here, I slot Build Up with gaussian's all the time.

    Executioner's Shot: Exactly how I'd slot it.

    Drain Psyche: I'd go 5 Doctored Wounds here. The Numina's unique will only function when you fire it, which will leave you with large gaps in it being active.

    Piercing Rounds: Again, a slow set that is doing nothing when you're not using Cryo Ammo (which is pretty much universally agreed on to be the worst ammo to use). Slot Posi's Blast and call it good.

    Hail of Bullets: Obilteration slotted. No problems with this one, leave it as it is.

    Psychic Shockwave: You slotted one of the best PBAoE attacks in the game for stun duration. It should be self explanatory why that is a bad idea. If you're not going to slot this for damage, just drop it and put the set in Boxing instead.

    Mind Probe: Mako's Bite. No problems here, I would probably slot it the same way.

    Personal Force Field: You put the Kismet +Acc in PFF?!?!? BWAHAHAHAHAHAHA!!!!!!

    That is a HORRIBLE place for that IO, I'll explain why: The Kismet proc is ONLY active when the power it is in is active. So if PFF is turned off, you get no to-hit bonus. If PFF is turned on, you can't attack. See the problem there?

    Temp Invuln: No problems there. Might want some more end redux, but if you use Drain Psyche regularly you should be okay.

    On another note, I noticed you had a couple PvP IOs in there. Did you check prices before you put your build together? If you had, you would have noticed that those two IOs go for at LEAST 2 billion inf each (and that's if you even see any for sale), or 35 hero merits (which equals over 4 months of running tip missions)

    I wasn't trying to be mean here, but some of your slotting choices are....questionable to say the least.
  6. Quote:
    Originally Posted by IanTheM1 View Post
    I think we're at an impasse, simply because you're either incapable of understanding or just ignoring why this makes little to no sense. The loads of baseless assumptions don't help either.
    Yes, the huge to-hit buff from a Quartz is a problem for defense based powersets, I agree with that. My answer to that is to kill the pet that is buffing them first.

    If I were to complain that the endurance drain from Sappers is a problem for non-defensive based characters, I would be told to kill the Sapper first, would I not?

    Since killing the Sapper first is such a logical conclusion, why is killing the Quartz first NOT a logical conclusion? Why is "Kill the Sapper first" considered common sense, while "Kill the Quartz first" is considered unreasonable? I see absolutely no difference between the two.

    You are complaining about an issue that common sense should have solved for you a long time ago.

    If the issue is that you set your difficulty higher and are getting more than one at a time.....what, the game getting harder because you increased the difficulty is somehow unexpected?
  7. ClawsandEffect

    Ranged Brutes

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    I've never had my Scrapper's APP attacks crit.
    They will crit, but it seems they have a flat 5% chance to do so, which isn't adjusted by enemy rank. I know I've seen them crit, but they don't do it very often.

    Incidentally, Boxing and Air Superiority will also crit. I imagine Flurry and Jump Kick will as well, but I don't think I've ever taken either power on a scrapper.

    The only things that won't crit on a scrapper are Brawl and temp powers.

    Claws/Anything/Fire or Soul will probably be the best bet for a ranged brute.
  8. ClawsandEffect

    Massive Glitch?

    Quote:
    Originally Posted by OmegaLemming View Post
    I was playing a Mayhem mission as my Stalker and had just grabbed the money. I was defeated a couple times by the hero but eventually I beat him expecting to see the "mission complete" logo come flying at me.

    Instead, I was literally sitting around for minutes and nothing was registering except time extensions like "destroyed payphones 1:00 added" and things of that nature.

    What in the world caused it to not function normally?
    If you didn't kill all of the hero's Longbow escort the mission will not complete.

    It happens sometimes that when you get defeated one or more of the Longbow decide to chase you down at the police station. I found one in one Mayhem mission standing 150 yards from the bank, just twiddling his thumbs because he lost track of where I was to come attack me.

    I chalk it up to the AI just doing stupid things occasionally. Sometimes a couple of the Longbow will run off, forcing you to chase it down to complete the mission.
  9. Quote:
    Originally Posted by Stormfront_NA View Post
    I think you are preaching to the choir about tactics, which is nothing new to us. I have to wonder, what were the circumstances you claim to do so well? Were you alone, did you had a group of buff bots and healers in tow?, where you fighgting DE at -1/+0/No/No.
    I was fighting them solo at +0/x8/bosses, which is what I usually run my DM/SR brute at. I got destroyed because I had forgotten about the Quartz dropping LTs. I remembered them and dropped my difficulty to +0/x6/no bosses, and had no more problems. And I have a bind set to automatically target Quartzes, which means I can target and destroy them the second they are dropped, because I watch for the animation the Guardians go into when they drop them. I have similar binds for the priority targets of any enemy group I fight, makes it much easier to take them out quickly before they become a problem.

    Quote:
    I found in a group of 8 players, with a mission set at +2 difficulty, the eminators were being spawned like candy in a state fair. I saw no less than 2 quartz, 2 mushrooms, and 2 tree of lives all simultaneously casted and doing there thing. With so much buffing in their side, the so obvious go kill quarts, became not so easy to do.
    If I'm on a team fighting DE, I will usually designate one person to kill emanators if I'm the leader. If I am NOT the leader, I will frequently take it upon myself to do so. If one team member is specifically targeting and killing them, they won't get a chance to have too many piled up at once.

    Quote:
    Incidentally, if I am soloing, DE are no threat to my MA/SR; they just can not lay it so thick to become truly dangerous, not even mildly dangerous, at best they are a minor annoyance at +0/x1/Y/Y difficulty.
    See, if you're soloing on the default difficulty setting, they are no problem. That is what the game is balanced around.

    My issue here is that people are complaining about multiple Quartz emanators being dropped at once. Well, that only happens when you increase your difficulty, or are running on a large team. Sorry, folks, the game is NOT balanced around your softcapped character being able to mindlessly button mash their way through +4/x8 missions.

    You increased your difficulty and the game got harder?! Imagine that!

    Complaining because you can't solo your way through content set for large teams is just plain ridiculous. That's like saying the game isn't balanced because my tank can't solo Lusca. If you increase your difficulty, you may find that you've bitten off more than you can chew, which is both working as intended and completely FAIR.

    There are a few groups that are designed for high defense characters to not be able to effortlessly blow through. Fortunately, if you adjust your tactics you can eliminate the threat posed by them and get past them just fine.
    The thing that makes them dangerous (Emanators, Vengeance, etc.) is able to be easily rectified.

    If they got these buffs and you were unable to prevent or eliminate them, I might be inclined to agree that it needs fixed. But as it currently stands, you can prevent or eliminate them, which makes it perfectly fair to me.
  10. Quote:
    Originally Posted by IanTheM1 View Post
    First off, cut the strawman. Nobody said anything about choosing not to kill the Quartz.

    While they may be relatively easy to kill, three attacks is a long enough opening to get ganked by a Quartz-buffed boss. Plus, AFAIK, their buff has no target cap, which means that its power over a defense-based character goes up the larger the mob is. I believe they can also be buffed by Cairns as well, allowing them to stay up longer.

    Additionally, you can have multiple Guardians in a group, and if I recall how their AI works correctly, they will summon a fresh Quartz as soon as the first is killed (unless under the effects of control for 100% of their lifespan). One per Guardian, always.

    This wouldn't be so bad if Guardians were limited in some way, but no, they are very common lieutenants, which means this sort of thing can and will happen nearly every mob.

    Quartz are extremely easy to deal with...in a complete vacuum.
    That's funny.

    My DM/SR brute got annihilated by a DE mob simply because I hadn't fought them in a while and had forgotten about the Quartz dropping LTs.

    After I remembered about them and started killing the Quartz as soon as I could target it, I haven't been killed by them since. The only time I EVER die to a DE mob anymore is if I don't notice a Quartz that got dropped, which I consider to be my own fault because they have the name floating over it all the time.

    My wife's DB/SR had similar problems until I reminded her about the Quartzes, after that it was smooth sailing for her too.

    The to-hit was left as high as it is simply because Elude still exists. Sure, you can't make it permanent anymore, but you can still get your defense well over 100% for a couple minutes at a time. Seems like the devs left the to-hit as high as it is so SR doesn't have a way to simply ignore something that was intended to make things difficult for them (and other defense based characters). A 50% to-hit buff will still be floored by Elude, a 100% to-hit buff won't be.

    They threw us a bone by making sure that Quartz are easy to kill, and easy to spot. And if you actually pay attention to what your enemy is doing, you can kill the Quartz before it really starts buffing them. I know that when that Guardian raises his hand in the air, I should get ready to kill a Quartz, and anyone not blindly mashing buttons while staring off into space should be able to tell the exact same thing. Try backing your camera off if you find that they are dropping them outside your field of view.

    It is common knowledge that when fighting Nemesis on a defense based character you should kill LTs last, because they will pop Vengeance as soon as they die. 3-4 Vegeances on a spawn of Nemesis and your defenses are nonexistent, no different than a Quartz.

    So, if the common wisdom is to kill Nemesis LTs last, it makes just as much sense to kill DE emanators FIRST.
  11. Quote:
    Originally Posted by Carnifax_NA View Post
    Overall I agree with Claws, there's no real reason for the change at all. It doesn't particularly solve many problems (the one case I can think of is my Grav/TA controller).
    Actually, my Fire/TA controller uses Entangling Arrow all the time, for one reason: It triggers Containment damage. If I have one LT left in a mob that isn't already mezzed, I'll hit it with Entangling Arrow so both Ring of Fire and Char will deal double damage, instead of just one or the other.

    (I kept the ST immobilize for added single target damage, I'll probably respec out of it once I get to APP levels and can take a blast, but or now it's still useful)

    It also gives you a place to put 4 Enfeebled Operation for some S/L defense, without gimping damage output, since it doesn't deal any.

    And like I mentioned before, Gale gives you a way to get some cheap KB protection through slotting Kinetic Crash.
  12. Seems like it would kind of defeat the point of it being the Secondary powerset.

    Blasters get a single target immobilize in all but 1 set, which has a single target KB power. Seems to me like that is designed to give you some ability to keep enemies out of melee range of you, because a low level blaster is pretty weak in melee range.

    Gale? It's not all that horrible. It will keep you alive better than O2 Boost will, especially solo. And you can slot the dirt cheap Kinetic Crash in it for some KB protection and 7.5% recharge bonus.

    Hide is absolutely necessary for a stalker to be a stalker. Without it you are just a gimped scrapper.

    I'm of the opinion that it doesn't need to be changed or fixed because there is nothing wrong with how it is currently set up.
  13. Quote:
    Originally Posted by Dragonkat View Post
    Apologies claws, I'm still a bit snippy over that idiotic why a blaster thread. It's got my blaster pride in overdrive when it comes to what the AT can do.

    No worries. If you recall, I was one of the people sticking up for blasters in that thread.
  14. Quote:
    Originally Posted by Dragonkat View Post
    And where did I ever say I was that? If someone tells me to lay off the knockback I'll lay off the knockback, or control it. But you can turn that around and say the same of players who throw a hissyfit at the slightest bit of knockback on their team without auras and such being used? Boo fricking hoo to them. Also I have yet to meet a team that wouldn't mind a little more damage mitigation, have you?

    Also read the part where i said "Panic" situation, when things are going south. Nowhere did I say a team needs shockwave to stay alive, but if my choices are it or sirens, i'll take shockwave any day of the week.

    And Siren's limits you to a pure single target build which I'll admit works great with energy melee blaps, but makes howl useless too. And since OP wasn't interested in melee, gave him a build to work with that style. Not to mention as I said, aoe sleeps in a team situation are a wasted power. Knockback will at least be doing something that could be useful. Then again i could be biased going sonic/mental/elec in the future. I've got too many possible cones to waste my time trying to keep mobs asleep.

    As for shockwave "not doing anything but pissing mobs off." I'm sorry but that's just flat out wrong. Sure Siren may keep a spawn locked down with sleep, and for crazy long amounts of time with power boost. I'm not gonna argue that point, it's quite true. But shockwave (or to be fair power thrust) gives you enough time to pump shriek, scream, and just about shout into a mob before it's getting up. Something siren's can't pull off. And power thrust only deals with one mob, shockwave's keeping a whole spawn on it's behind.

    Also If you just woke up that prae clockwork builder or gardvord after a siren's attack, which would you rather have, a way to keep him from tearing you apart with the attacks they pack, or just hope you can outdamage him first if screech happens to miss, or play at melee range with power thrust? And do you really really wanna solo your whole way through 50 levels by just going siren mob, screech or power thrust big target, repeat nonstop? Borrrrring.
    No need to get so defensive. Did I say anywhere in my post that you were one of those people? I don't believe I did.

    I can tolerate Energy Torrent, because it at least does some damage in the process.

    And I also have Howl on my build, and I'm working on going villain so I can pick up NightFall and Soul Tentacles.

    When you're soloing, Siren's Song is better than Shockwave by a wide margin. Siren's gives you ~45 seconds of safety, Shockwave gives you maybe 5 seconds.
  15. Quote:
    A "real" Hero is so good that he or she can afford not to kill. Look at Captain America, Daredevil, or Batman.
    You can subtract Daredevil from that one. If you read the Shadowland storyline, Daredevil is now in control of the Hand ninjas and he crossed the line by killing Bullseye in cold blood. There are hints that it isn't really Matt Murdock in control there, but I believe it WAS Matt's decision to kill Bullseye.
  16. Quote:
    Originally Posted by Baracca View Post
    is the defense in stealth not worth it?
    It suppresses in combat, and slows down your run speed while active, so no, not really worth it.
  17. Quote:
    Originally Posted by Dragonkat View Post

    And be honest, how long does it really take to point yourself at a wall before you hit a KB power? All of two seconds when it might actually matter or there's not a wall right there anyway? That and why not learn at the start rather then later? After all not like waiting is going to change the opinion of people who have an irrational and if you ask me stupid hate of all things knockback. Jumping in the deep end and learning by doing I say, it's the only way to blast.
    My problem isn't with knockback, my problem is with players who have the "You have to adjust your playstyle to match mine, but I refuse to extend the same courtesy" attitude about it.

    If someone is continually knocking things away from a tank, scrapper, or brute who depends on an aura power for a large part of their survivability, while refusing to adjust their playstyle, I'd say that melee player has a right to be annoyed.

    For the record, I love Sonic, but I despise Shockwave. It really doesn't take that long to get to level 18, and I'd rather take a power that deals damage at level 8 instead of a knockback that will just piss off a lot of things at once while not doing much to them.

    With Siren's Song, you can sleep a whole spawn, and kill them one by one. I would actually recommend taking Bonesmasher to help with single target damage. It hits like a truck, and activates fairly quickly.
  18. ClawsandEffect

    Log out now?

    There is also the possibility that the server needs time to save your character's progress.

    It would suck to get a purple drop and log out, only to discover that the purple, and any xp/inf you gained, were lost because the server didn't get a chance to save that information.
  19. ClawsandEffect

    Isolate Farming?

    Quote:
    Originally Posted by Aura_Familia View Post
    Uhh you do know that new players are automatically now made to start in Praetoria now right?
    Only if they start with the Going Rogue box.

    If they start with the Architect Edition they won't even have ACCESS to Praetoria, let alone be forced to start there.
  20. ClawsandEffect

    This is BROKEN

    Quote:
    Originally Posted by Stealth_Bomber View Post




    Hmmm, maybe you're right. Except that Wikipedia says "In addition, most MMOs require some degree of teamwork for parts of the game. These tasks usually require players to take on roles in the group, such as those protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies"
    Yes, it does say that.

    It doesn't say that all MMOs make you team all the time. In fact, it the part I have quoted here, it states that most MMOs require some degree of teamwork for PARTS of the game. That doesn't sound like it's saying you should be able to team for 100% of the game. The quoted part here does nothing to support your point at all.

    Quote:
    But more importantly, in the CoH Game Manual, on page 58, there is an entire section about teaming and how to form and run teams. So any new player would naturally want to do this. In fact the person I ran into specifically asked to team.
    Really? When I was a new player, I wanted to solo as much as possible to get a feel for the game on my own terms. I didn't start teaming regularly until I'd been playing for a couple months.

    Saying "any new player would naturally want to do this" is not even close to true. You could say "many" new players, and that would be somewhat more accurate. In actuality, the word you're looking for is "some" new players would naturally want to do this. Don't speak for an entire group of people unless you know what that entire group's opinion is. There is no possible way you could know what every new player would prefer to do, so your statement is pure hyperbole.

    Quote:
    If teaming is not possible, it should be clearly stated.
    The pop-up saying "This mission must be completed solo" isn't clearly stated enough? Seems pretty clear to me.

    I dunno, maybe I have an advantage over some people because I actually READ the boxes, instead of clicking my way through them as quickly as possible.
  21. ClawsandEffect

    Isolate Farming?

    Quote:
    Originally Posted by Forbin_Project View Post

    I've also been on teams where everyone but the AE baby was waiting outside the mission entrance in Talos, PI, RWZ all the while the AE baby who was still in Atlas Park, was insisting he is also at the entrance but it won't let him enter.
    As have I.

    Had one guy actually start getting rude and abusive because he couldn't understand that there was more to the game than AE. He was giving the leader crap because he hadn't set the mission so he could get in.

    Several of us attempted to explain that the entrance to the mission was somewhere else, but he either refused to believe it, or he was just that dumb. We eventually gave up and kicked him.

    Had another DM/SR scrapper with 4 travel powers, all the DM attacks, and almost nothing from SR. he had Focused Fighting (that he never toggled on), Agile, and Practiced Brawler (that he clicked once at the beginning of the missions and never again)

    He ragequit the STF we were running because, in his own words: "This character NEVER dies, this team sucks!" We all got a good chuckle out of that, because we all knew exactly WHY his character had never died.....he'd never actually FOUGHT anything before.
  22. Quote:
    Originally Posted by Beelzy View Post
    The reason I was guessing rad was because Lingering is a toggle, thus does not decrease DPS, AccMet increases damage and recharge (for you and your pets) and the secondary as a whole improves your survivability as compared to cold.

    Sorry, I know it's a little FotMy, but that's because it is such a great combo...
    Bolded part is incorrect.

    Lingering Radiation is a click power. If you meant to say Enervating Field you would have been correct. If you actually DID mean Lingering Rad, it would be very very wrong.
  23. Quote:
    Originally Posted by Werner View Post
    Quite. But soft capping Dark Armor on a Scrapper is much much more easily said than done, and involves significant compromise. Wouldn't surprise me if there are only a couple dozen Scrappers in the entire game running around with soft-capped Darks. I'm not even one of them at the moment due to the Blessing of the Zephyr nerf.
    Ditto.

    My BS/DA was softcapped, but no longer is. That said, with Parry and ~35% to ranged and AoE he's still pretty damn tough. (I stripped some of his IOs for another build, he was at 41% to ranged and AoE with his prior build)

    I have my doubts that MA/DA would be able to softcap easily. And the hole in the set is one that isn't easily covered by that powerset combo (Dark Armor has weaker resists to Energy, if you can't get decent levels of Energy defense, those pure energy attacks are going to hurt)

    S/L defense should be doable, but kind of expensive, and you probably won't be getting much recharge slotted in the process either.

    Given the choice, I'd probably lean toward MA/Shield.
  24. Quote:
    Originally Posted by IanTheM1 View Post
    1) The game isn't balanced around IOs, and Quartz were designed far before their introduction. You've also destroyed your own point: SR gets to be invincible (with IOs), so it needs its kryptonite...which is completely avoidable. This is not sound balance. Moreover, the game should not actively encourage people to avoid entire enemy groups, and it regularly does this through blatantly unfair mechanics.
    Couple points.

    - DE were designed when it was possible to have perma-Elude, which was a great deal more overpowered than IOs can make SR now.

    - How exactly is their accuracy being buffed by an easily targeted and killed pet blatantly unfair? If the emanator were untargetable I would agree. But it takes no more than 3 hits to kill one, and they are easy to hit. If you choose not to kill the Quartz it's your own fault. That's like complaining about Sappers, but never killing them.

    Quote:
    2) My point is not about the method, but its strength. +100% ToHit completely nullifies defense. Not reduce, not trump, not challenge. Nullify. Completely eliminated. Do you really feel that the only way to challenge defense-based sets is to bypass them entirely? The Quartz buff could be significantly weaker and still be dangerous because ToHit is always a threat to defense.
    Again, it was designed when it was possible to have over 100% defense pretty much all the time.

    And again, it is a buff pet that is EASILY KILLED. It's not like it's an EB level enemy that's buffing them, or an untargetable enemy. Kill the damn thing before they kill you and they lose the buff. Why is that so frigging difficult to do?

    /bind <key> target_custom_next Quartz

    Use it and you will automatically target any Quartz that may have been dropped. It really is NOT that hard to eliminate the threat of the ridiculous to-hit.