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Posts
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Joined
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Not a market purchase, but similarly, I went to Fort Trident to spend 2 hero merits on a LOTG +7.5. I opened up the window... found Defense sets... set level to 25... found a 7.5... purchased................. Whoops, it turns out there's another Def IO with 7.5 in the name. The GotA + run speed is worth less than a percent of the LOTG. Oh well.
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Really? Your Bots stay at range and truly STAY there? You are indeed special, I've heard of NO other Bots MMs say they don't have this issue. Good for you.
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My jaw dropped when I saw Sleet was available to Doms. Doms are already awesome and they want to give them one of the game's single greatest powers... to ANY Dom? Wow.
Basically the only reason I wouldn't go Ice Mastery, or Chill or whatever the APP is called, is if I have /Fire secondary and want to trow FE buffed Fireballs. -
No, the problem is indeed pet behavior. I hate to be nit-picky about that, but I don't want the dev team to think that player work-arounds are acceptable to broken pet AI. Personally, I wants Bots at range so cones are more effective. They basically have no advantages to being in melee. Your playstyle is your playstyle and if you prefer melee, so be it. I don't want to be boxed into that. My Bots are retired, as are all my MMs, until this is fixed.
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You know you're in the club bro, where the Ciroc flows free while I make it rain.
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This just happened on an STF I did a few days ago. I wonder if this is new behavior, I've done plenty of STFs with Khelds before and never had a Kheld that needed defeating before the cutscene started.
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We're on the 3rd page and still no mention of Electric Blast?
I have a lvl 50 Elec/Dev blaster I consider my greatest achievement, or at least my most determined effort (no PLs while leveling up). Solo, end drain and caltrops made things moderately safe, but still... This was my first blaster. When I made my next blaster, I was amazed how quickly mobs could actually be killed. -
Basically I use it to create 3 different classes:
5 stars: ME! Seriously, I give my other account (down to 2 now) 5 stars so I can easily spot my characters when I'm moving stuff around.
4 stars: Very exclusive club. Maybe 6 people in it.
3 stars: Don't use since I don't need to denote "this person is thoroughly average"
2 stars: See "3 stars" above, except substitute "sub" for "thoroughly"
1 star: Just so I know to steer clear. If I see a 1-star leading a pug, I excuse myself with a quickness. If I see a 1-star on the team but not leading, I may stick around, or may not. -
Quote:Personally, when I did several i19 rebuilds, I found myself swapping out of a SS for Stealth becauseThink of "stealth" as "half invisibility." You need two halves to be fully invisible. Many powers give half invis, like Steamy Mist, Arctic Fog, Shadowfall, Shadow Cloak and Stealth. You need to add another half to get full invisibility. You can get that from a Stealth IO or from Super Speed.
You may want to consider using Super Speed instead of Stealth. Stealth does just stealth, but Super Speed provides Stealth AND fast travel AND an additional place to put some nice IOs. If I'm looking for full invisibility on a character, I will often use Super Speed with a Celerity Stealth slotted into it.
a) Ninja Run + Sprint really does the trick
b) Stealth is a LOTG 7.5 mule
c) Even supressed Stealth adds a smidge more Def for stacking
Both my Traps MM and Traps Def went this route (among others, but we're talking Traps here). So far so good. -
Yep, that'll do the trick, with the notable exceptions of KoA, Rikti drones, yadda yadda yadda.
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Quote:That video certainly shows a potential sub-plot of internal strife for the future Avenger's movie.But clearly Stark merely has a couple AOE attacks. The rest are single target. And his uni-beam's cone kinda stinks.
Thor - "By my father's beard Man of Iron, wouldst thou not kb mine enemies, for I hath herded them and thy kb doth scatter them to the four winds, away from the Odinson's aura of taunt." -
I19 did open up a chance to take 1-slot useful powers. For my Invul Tank, that meant Resist Elements and SJ, which I slotted with Winter's Gift unique. Voila, all of a sudden I had 40% resistance to -speed and -recharge debuffs where before I had none. Very nice.
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Quote:Is this true today? I remember one day I logged on (forgot whether it was an issue release or just a patch) and all of my characters that had logged off during the timed mission still had the mission up, only untimed. I then started the AE arc and, again, the last mission was untimed. I posted about the change (can't find it via search unfortunately). Someone joked it was it the first time a nerf removed a timer.They're OK.
... the Spy Hunt arc redside for 16 merits in around 20 minutes (+90 min logged off). Although I dont think I've ever put that one into practice...
So, I'm just wondering if it was changed back, that could alter how I allocate my gameplay time, as well as reinvigorate my interest in the Stalker I made just for farming that.
So I can say I stayed somewhat on topic, yes, I find the buffs to be very helpful and I am guilty of under-utilizing them. I like the idea someone had above of just keeping the required salvage onhand in storage. -
Quote:I just want to simplify the overly complicated wording that "resistance resists resistance debuffs". Bottom line, if an attack gives a 20% debuff (as Bruising does), then the next attack will deliver 20% more damage than it would have without the debuff. While the statement "resistance resists resistance debuffs" is certainly true when describing the effect in the traditional (attribute + buff - debuff) formula, simple algebra shows that in the end, the final damage is damage without debuff * (1 + resistance debuff).Bruising effect makes soloing AVs more enjoyable? It's 20% resistance debuff right? Does it get scaled down by higher level mobs?
Just to head off any potential misunderstandings, I'm not directing this to any individuals that used "resistance resists resistance debuffs" or saying they're using needlessly complicated wording, I'm purely addressing the concept.
Oh, and grats to the OP. Perhaps it's been done before, but it's the first account of a Tank soloing an AV I've heard. -
From the OP, I can't tell if we're talking Stalker or Scrapper. (KM/Regen could be either).
If Stalker, it's pretty easy - AS the end drainer.
If Scrapper, I'd invest in a Stealth IO and try to eventually make myself fully invisible (i.e. Super Speed or Stealth from Concealment). No, you won't get a Stalker's mega crit, but you will avoid the potshots mobs take as you get into melee range. I don't know KM very well, but I understand some attacks have a good chance to stun, open up with that and maybe you'll get lucky. You can eventually take a hold from an epic pool. It wasn't clear from the OP what level we're talking about, but with Freaks I'm going to assume 20-40ish (yes I know Freaks show up after 40). So for me, when I'm playing my DM/SD scrap fighting Malta, I've got a bind to find the Sapper, I'm fully invisible and I queue Char to fire as soon as the Sapper is in range. If I hit he can die in the Soul Drain + Shield Charge combo like everybody else, if I miss the hold I take him out quickly then go about my business. -
Quote:http://www.youtube.com/watch?v=-OLoL0vLOJ0
The first 20 seconds of that is why I prefer ST characters.
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The 30-33 second mark gives a good case for AOEs though. -
This definitely needs to get to BBCA. Is the couch stuck on the stairway in this? It would have to be...
As for the actor, I'd say his appearance is in-line with what I'd expect Dirk's to be. -
Personally speaking, when I think of my stable of characters (I won't e-peen by giving a number, but rather just say, a lot of non-PLd 50s) about 3 or 4 stand out as being able to transform any team, two among them are: Cold/Sonic and Kin/Sonic. Which is more transformative depends on team makeup.
A high recharge Cold can put out 2 Sleets no problem and with Heat Loss, put a 90% resistance debuff (prior to purple patch) on a whole spawn. Then, it just gets silly when he starts blasting.
The Kin/Sonic takes advantage of the Dmg * Resists formula by upping the first part and lowering the second. This causes much fun as teammates begin to think they're uberer than they really are. Scrappers critting for 2000dmg, Controller holds hitting for 800 dmg, you get the idea. One of my favorite comments I've ever gotten in game was a Scrapper that asked "What are you doing to me???" -
My Mids shows 13.3% as the value for a Defender, enhanced to 19.15 with 6 slotted Cloud Senses. I haven't field tested my actual values.
Even if you think of that number as unimpressive on its own, you also get
1) 26.6% -Dmg debuff
2) a chance for a mag 2 stun
3) -perception
4) alpha eater
Personally I think 1 and 4 are reason enough to take the power. The -ToHit is gravy.
As to what to slot with, as I mentioned above, I went with Cloud Senses because I like the bonuses more than other options available. Slotting with Ranged Damage or Stun isn't really worthwhile since it's low damage and only a chance to stun (low mag at that).
edit:
Ok I just used Seekers on an even conning mob (lvl 50) and saw first one debuff of 9.56, then another. So I think the 6.65 is for one seeker. 13.3 is for both. -Dmg debuff stacked as well, I don't get the math, but there were 2 debuffs of -26.6 for a total of -61.18. Yes, this was an even con (Nemesis Jaeger). So that right there is reason enough to justify Seekers, -Dmg is a debuff AVs don't resist (though purple patch does). -
I thought I didn't really have a favorite, but I do seem to have a disproportionate number of Kins and Colds.
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I went Cardiac for the 2nd tier, to buff Resistance. I currently have no Resistance slotted in Fog and minimal resistance slotting in Tough. So I'll get the full 20% buff for those.
It was tough choosing. Basically my thought process went like this:
Musculature - My blasts are already at ED cap. Looking down the tree, Total Radial Revamp is interesting, with Damage, Def Debuff and EndMod being affected, all things a Cold does.
Nerve - Accuracy in and of itself is not all that enticing, especially given global bonuses, Accuracy enhancements from the powers themselves and all the -Def in Cold. Looking ahead, since I'm Cold/Ice and spam my hold, Partial Core Revamp has caught my eye, since it enhances Acc, Def and Hold.
Spiritual - Recharge is always a good thing. Unfortunately nothing down the tree seems to benefit my powers all that much. Also high recharge builds see minimal benefits, as illustrated in the OP.
Cardiac - It's true that HL and Recovery bonuses make endurance quite manageable. However, looking at my build, few powers are within 50% of the ED cap for Endurance Reduction, so I'll get the full benefit. Further, my own playstyle is such that I don't spam HL, rather I use it opportunistically (such as post-nuke) so I do go for stretches without the HL buff. Looking down the road, the buff to Range, Resists and End Redux is tempting.
For now though, I just wanted to fill in the slot and the Resist buff was the difference maker. Right now, my resist numbers are
s/l- 18.9, e - 20, f/c - 25.7, t - 17.5
After slotting Cardiac Radial, the numbers should be
s/l - 21.8, e - 24, f/c - 29.7, t - 17.5
No those aren't dramatic increase but the team buff for e/f/c goes from 20 to 24.
Anyway, it was a tough choice and I may well end going a different direction when the time comes to go into the rare/ultra rares. -
I'm with the OP. I love the concept of MMs and they are definitely my favorite class to solo. However when you get to 50, they just don't scale up to what other level 50s are doing. Yeah, several of my MMs were able to solo the Scirocco arc, set to AVs but given how most teams I join are speed runs, or the lvl 54 mobs, I do feel I'm left playing the role of the petless MM, minus the attacks such an MM would take.
Non-speed tfs, no problems. Yes there's pet death but it's managable. I haven't brought a MM to a new incarnate tf, so I don't have first-hand experience on that. On paper though, I'm dreading it... -
Thanks Twilight_Snow that's great. Not the answer I was wishing for, that one isn't sufficient, but that's certainly a credible analysis. Looks like I really need to go with 2 Endos. I think these are cheap so I'll go 50++.
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Not according to Mids. Also, to nit-pick, it's not an Intangibility enhancement, those can't be slotted in Sonic Cage. Untouchable seems to be something different and though there are no Untouchable enhancements, it is affected by Acc/Mez HOs.
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Untouchable powers have been a mystery to me, even when I've taken and used them.
Culex's spreadsheet on mob mez resistance (http://boards.cityofheroes.com/showthread.php?t=115749) doesn't have any info on Untouchable/Intangible type powers. So I pose this in hope of some clarification from someone who knows these answers.
With Sonic Cage, if I throw 1 Endoplasm in the power, according to Mids, the Untouchable magnitude goes from 5.96 to 7.9447. A second Endo makes the mag 9.9294.
So, what sort of mobs would I be unable to use Cage on with just one Endo that I could Cage with 2? That is, who has untouchable mez protection between mag 8 and 9.9?
Is there anyone/anything with mez protection between 10 and 11.62? 11.62 is what I'd get with a 3rd Endo.
I'm hoping the answer is that 1 Endo is good, because I have 1 slot to play with and if I use it for Recharge, I can keep Cage perma. If I use it for a 2nd Endo, there's a 7 second gap. Since I basically use it only on LR's towers, I have a preference to keep it perma.
I do have a request to not make this about the viability of Sonic Cage or caging powers in general.