Draggynn

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  1. Quote:
    Originally Posted by Silver_Tooth View Post
    There's an AV version of a Greater Devoured in an arc. Forget her name though. She's only got the toxic spit I think.

    Nemesis could work as well. I'm not sure if he has much more than Force Bolt for ranged attacks.
    Terra, only spawns at max level 39, so i think I'd loose the set bonuses required to solo her, but I will investigate the possibility.

    Hmm, I bet Nemesis could work, completely forgot about him. It depends on how often he toggles on his invincibility bubble, but certainly a possibility.
  2. Quote:
    Originally Posted by Psylenz View Post
    Here's a suggestion: Kurse. Maybe Dominatrix; I believe she has energy attacks which steamy would provide some resistance to.

    I would NOT suggest Diabolique (shudders).
    Hmm, will Kurse spawn all the way up to 50? I suspect it will be too much psi damage which means that I would just need to rely on the RNG to get me through. I imagine a similar experience to Mother Mayhem which did not go well.

    I think Dominatrix will get ugly due to gravity distortion's hold, but I might give it a try.

    To be honest, Diabolique looks like the least scary of the three you mentioned. Yes she has a propensity to run laps, but if Siphon Speed isn't able to hit...I wonder. Although I suspect during her phased/bubbled periods she could regen so much health I wouldn't stand a chance. The psionic resistance would be unpleasant too.
  3. Howdy folks,

    So I finally got around to respeccing my storm/psy AV build post BotZ changes and am looking to solo more Archvillains. The build relies on soft capped range defense with Force of Nature to get me out of a jam when the next hit would kill me. Thus, I have a pretty stringent requirements for AVs I can handle:
    1) No ranged mezzes (all it takes is one hold and I go down pretty quick without half my defense as Chimera demonstrated quite handily).
    2) No significant -def in their ranged powers (cascading defense failures are equally ugly, thank you Shadowhunter for proving that)
    3) No significant psi resistance (Sure I can stay alive indefinitely against Siege but I can't overcome his 75% psi resistance)
    4) fewer ranged attacks is better as is not doing psi damage since I can only take so many hits before going down (Mother Mayhem can cut right through me, of course it doesn't help that I have no Psi resistance)
    So ArchVillains that I have managed to solo (with the caveats that I used the blue wisp pet to fill the defense hole while I save up for the Gladiator's Armor +defense IO, small blues were used occasionally to recover from the Force of Nature crash, and I use Blackwand as part of my attack chain. Otherwise no temp, accolade, dayjob, veteran, booster pack, etc. powers were used):
    Battle Maiden (no blues)
    Bobcat (no blues)
    Marauder (one blue)
    Black Scorpion (two blues)
    Any other AVs you think might be soloable?
  4. Draggynn

    Cold/Psi

    Quote:
    Originally Posted by EvilRyu View Post
    I have had some luck with this tactic on bosses on the whole -recharge thing but keep in mind critters are programed to flee if they have no usuable powers at their disposal. So this opens up a new problem, them running away. As if we dont have enough of that going on already. What I suggest is doing cold/ice or doing */cold with a controller set that has an immobilize, this keeps that running issue to a minimum or non-existent. This strategy works wonders on bosses for low damage ATs since they will be at the recharge cap well before you get them half way dead.
    Remember though that said fleeing boss will be at the slow cap as well thanks to Sleet and Snow Storm and moving at 10% normal speed, so he won't make it very far. With /psy you have an 80% chance to immobilize with subdue, and if the boss seems to be running towards some friends (bad if you get Snow Storm aggro), use TK blast to knock him back away.

    Also, just to be clear, the boss will be at the -recharge cap as soon as you have Snow Storm and Sleet on him, never mind half way through the fight. Although EvilRyu may have been commenting on the fact that until the boss uses powers -recharge has no effect.
  5. Draggynn

    Cold/Psi

    Quote:
    Originally Posted by StormyDarkness View Post
    Either we'll give you great insight or we'll ridicule you and you'll never get an answer.
    I don't think we ridicule...I'd call it "reeducate".
    Happy to help CJ.
  6. Draggynn

    Cold/Psi

    Oedipus_Tex wrote a decent post about -recharge here. Of course with this combo, sustainability is not an issue on normal mobs.

    With just Cold you can pretty much put everything at the recharge cap (that's 4 times as long for powers to recharge) as long as it's not more than +3 to you or an AV.

    So more recharge is great against AVs? Well.....not really. AVs have 85% resistance to -recharge which means that if you want to get them at the -recharge cam you need 500% recharge....and you're not going to reach that. Against an AV trying to reach the 75% cap:
    Sleet: 6%
    Snow Storm: 9.4%
    Mental Blast: 5.6%
    Psionic Lance: 2.8%
    Psychic Scream: 9.4%
    Psionic Tornado: 5.6%

    Thus you see the problem. That said, I love playing Storm/Psi which I would imagine has a similar synergy. The knockup from Psionic Tornado makes it an excellent opening move in combination with Freezing Rain. And since on teams I usually don't bother with Snow Storm since it's not worth the time to use when anchors are killed so quickly, Freezing Rain + Psychic Scream or Psionic Tornado puts mobs at the recharge cap so that I don't need to worry about Snow Storm.

    Other Powers:

    Mental Blast: meh

    Subdue, again only a chance to immobilize but can be useful for keeping a mob in Sleet or away from you if spammed (although there is always a chance the immob won't go off)

    Psionic Lance: If you like snipes I believe this is the longest Snipe in the game, and quite nice.

    Psychic Scream: Also one of the largest cones available to defenders.

    TK Blast: can be useful for knocking mobs into Sleet (or out with the current bug).

    Will Domination: only has a chance to sleep, and will be mostly just be used as a heavy single target hitter since Sleet will break sleep.

    Psionic Tornado: already discussed I love the chance to Knock Up.

    Scramble Thoughts: nicer on a stormie since you have other stun powers to stack it with, but it at least lets you take out a pesky Lt. before the fight, and as long as it stuns the opponent, doesn't aggro the rest of the group (One of the advantages of having insane range on all of your attacks).

    Psychic Wail: I'm not a nuke person.

    As I mentioned briefly, having a very long range on all of your powers can also be advantageous when used in conjunction with Cold's slowing powers as you can get a long ways away and then fire at enemies as they try to run towards you, and can be it's own form of damage mitigation. Will Cold/Psi have crazy synergy....no. Will it be a lot of fun to play, yes.
  7. Then I guess I would like in on the party as it appears there is still space. @Draggynn on Draggynn. I'll look forward to meeting everyone in Cimerora.
  8. Pardon my ignorance, but what server is this going to be on? If it's Virtue I will go shopping and attempt to find appropriate apparel.
  9. So I have good news and bad news.

    Good news, I heard from Castle, they are aware of this issue and have investigated it.

    Bad news:
    Quote:
    Originally Posted by Castle, in a PM
    We've investigated the issue, but there isn't really a way to fix it completely at this time.
    Which makes it sound like Rigel Kent is probably right. Just to be clear, there was no additional insight from Castle, so this is just speculation. That said, I would also place my money on this being closely related to the server timing issues that plague Oil Slick Arrow.
  10. Draggynn

    MoSTF

    Quote:
    Originally Posted by StormyDarkness View Post
    Maybe I'm too new of a player for that rumor (or at least to the forums). What was this rumor?
    Look up Stormy

    Quote:
    Originally Posted by Draggynn View Post
    Oh, back before we had a way of seeing actual numbers on AVs there was a remarkably persistent rumor that because of Shadowhunter's connection to the earth if you pulled him into the water he suffered a significant resistance and regen debuff.

    It was usually easier to just go along with it on teams rather than trying to convince the leader that he was wrong. It actually made for quite amusing fights with people screaming "GET HIM BACK IN THE WATER!" and bemoaning "we're doomed, he's back on land".
  11. Draggynn

    MoSTF

    Quote:
    Originally Posted by Garent View Post
    Don't want to derail the thread, but I have to hear what this rumor is. I've never heard it before.
    Oh, back before we had a way of seeing actual numbers on AVs there was a remarkably persistent rumor that because of Shadowhunter's connection to the earth if you pulled him into the water he suffered a significant resistance and regen debuff.

    It was usually easier to just go along with it on teams rather than trying to convince the leader that he was wrong. It actually made for quite amusing fights with people screaming "GET HIM BACK IN THE WATER!" and bemoaning "we're doomed, he's back on land".
  12. Draggynn

    MoSTF

    Quote:
    Originally Posted by Garent View Post
    Recluse begins summoning banes once he is below a certain health threshold. The reason for the conflicting reports may be because the STF version behaves differently than the Recluse that shows up in missions.
    Thanks for the clarification Garent, glad to have squashed another "Draw Shadowhunter into the water" rumor.
  13. Quote:
    Originally Posted by Caemgen View Post
    Anyway, on to anthropological... For a proper comparison, wouldn't you need to mimic everything but TA's stature as much as possible? I think different prizes, different characters and different guidelines would make the comparison too anecdotal to be of real scientific value
    As an engineer I've always viewed anthropology as a bit of a fuzzy science (no offense intended to anthropologists...some of my best friends are anthropologists ) more about observing people in their habitats than generating actual experiments. I always figured when you tried to quantize behavior it became sociology
  14. I think a lot of good points were brought up in this thread that I hadn't though about, in particular Wassy's post.

    I don't know that I have anything new to add, but my initial thought when I see that someone is running a "Draw Me!" contest, as someone put it, is "what a cheapskate" and I often wonder why anyone would enter in such a contest. Granted this is unfair assessment as I often know nothing about these people and maybe they have higher motives. And really, if the artists want to enter such a contest, it's their prerogative.

    That said, I think TA's contest was a unique example due to the extensive time he has put into supporting and promoting numerous artists. Thus, in addition to the prize money, as others have commented, entering the contest also provides the entrants with exposure. I think to believe that any contest would have the same turnout in quality and quantity as TA's contest is very misguided.

    Seeing as most of us can't offer the same sort of benefits and don't have the same sort of relationships with the community that TA has I expect other contests to be met with more of a "Why should I bother?" attitude. But then, I'm not familiar with the Deviant Community, so if you want to hold a contest, why not! As long as artists don't feel like they are getting spammed and harassed about contests I don't really see the harm (Although Wassy does bring up interesting points). I think if I was a professional artist though, I might see such a request as an insult...but who knows.

    From an anthropological perspective, I'm actually rather curious what sort of entries someone without TA's stature would receive.
  15. Draggynn

    MoSTF

    Quote:
    Originally Posted by Kelenar View Post
    Well, we had double Snow Storm on him and he didn't seem to mind it. Just kept hurling spiders out of his butt like it was going out of style.

    Hmm just went back and reread Scientist's post here:
    Quote:
    One other fairly important interruptable item is in the STF, if Lord Recluse isn't damaged and has a toggle debuff on him he doesn't spawn his lvl 54 Bane bosses. Snowstorm is one of the few (along with the rad and dark toggles) powers that can do this, and preventing those bosses can mean the difference between success and failure on the TF.
    Maybe I'm just remembering wrong...but I don't remember Lord Recluse summoning waves of bane bosses before he was being damaged. In which case this would be like the handy trick of knocking two sticks together to keep the lions away. But maybe I'm remembering wrong, or things have changed. From someone who has run this recently, do you remember Bane bosses being a problem before Recluse was damaged? And can anyone confirm whether this actually stops them from spawning.
  16. Draggynn

    MoSTF

    Quote:
    Originally Posted by Kelenar View Post
    As much as some people knock them, the most useful I've ever felt on my Stormy was on the STF. Recluse's neverending hordes of Banes kept killing us when we tried dropping him... so we pulled him on top of a tower and just used Hurricane to push them all to the ground. Worked like a charm.
    Supposedly Snow Storm should also interrupt his Bane Summoning, although I've never tried this myself. Hurricane also works wonders against Aeon's Clones since unlike Aeon himself, they don't have AV level resists
  17. Quote:
    Originally Posted by Trickshooter View Post
    Glue Arrow has acted similarly since it was put in to the game. I don't know if Freezing Rain and Sleet always have been this way, but by this point I'd say that the effect for all three powers may either be intentional or, if not intentional, difficult to fix.

    Both either are, or have been, on the Current Defender Issues list before, but I thought the Freezing Rain one was fixed not too long ago.
    You're correct back in i15 when I last tested Freezing Rain extensively it was indeed fixed and working as described and, I presume, intended. I'm not sure when it broke again, but as of this morning it is certainly broken.

    I think Frosticus explains pretty clearly that it is HIGHLY unlikely this is an intentional effect.

    Good to know that glue arrow can also be added to the list or broken powers, just so I'm clear the effect is the same one we are describing if mobs are knocked off of glue arrow before it expires?
  18. Quote:
    Originally Posted by Frosticus View Post
    Controller sleet definitely has the same problem. I've PM'd Castle about it describing exactly how to reproduce it, but I didn't get a read receipt about the matter so who knows.
    Well, at least it's an equal opportunity bug. That's too bad about Castle, I suspect he's pretty occupied with GR right now, would be nice to know that it's on their radar though.

    I'm also curious, can you get it to reproduce 100% of the time? Like I said, in my testing it only happened about 60% of the time.
  19. So there is a long standing bug in Freezing Rain which Rigel_Kent has termed the poofing bug (someone else may have named it long before him, I apologize if someone else deserved credit). This bug means that if enemies are within Freezing Rain when the rain stops, the debuff ends too, it goes "poof". From my testing it happened 16/25 times.

    Furthermore, Freeizng Rain's slow and recharge debuffs should provide a 30 second debuff followed by another 30 second debuff at ~60% strength. If enemies are in Freezing Rain when it ends, even if the debuff lasts the full 30 second duration, the follow up reduced strength debuff never materializes.

    Does Sleet also have this problem? Do Controllers also have this problem? Information would be appreciated.
  20. Quote:
    Originally Posted by Rigel_Kent View Post
    Freezing Rain poofing debuffs bug means my stormy slots some accuracy and Kismet +6% just like everyone else.

    (But the Kismet doesn't go into Steamy Mist, I need def and res enhancers there!)
    Well, with enough recharge Freezing Rain is pretty much perma even with the poof bug. Unfortunately with the devs being caught up in Going Rogue, this is probably a bad time to try to get it fixed, but I'm just curious if this bug is even on the devs radar? Back about a year ago, when I was writing this guide Freezing Rain was back to working as intended, so although it's a long standing bug, I wonder if they believe they fixed it, in searching for threads with Freezing Rain in the title, none of them make mention of this bug.

    I've just been testing it this morning though and out of 25 uses when the enemies were in Freezing Rain through the whole rain, 16 times I saw the poofing bug, and 9 times the debuff lasted throughout the entire first 30 second duration. In none of those trials, however, did I see the reduced trailing portion of the slow and -recharge debuff. I only ever saw the reduced portion when enemies left Freezing Rain before the power expired. Do you think it's worthwhile to put a thread about this in the bugs section?Does sleet have these same issues? Does this effect controllers equally? I may post asking for a cold and a controller to test.
  21. Quote:
    Originally Posted by Myriad View Post
    If the question is “should I put two (!) KB protection enhancers in Steamy Mist?” my answer would be “no” … maybe even “NO!”
    Mag 4 KB protection is usually all you need. In the rare cases where mag 4 isn't enough mag 8 typically isn't enough either. Mag 12 KB protection seems to make a difference again, but you need three enhancers for it and better have the slots (it's a nice byproduct if you slot BotZ for ranged and AoE defense, though).
    I agree that two KB enhancers in Steamy Mist is a bad idea, but I find that two KB enhancers overall still makes a difference. You're right it won't have an impact against the high level KB which is often mag 9 or higher, but I find that it does help when KB is coming so fast that it stacks. (technically KB does not stack, but it appears that if you get hit multiple times within one server tick, .132 seconds, that the server combines the KB calculations together into one large magnitude KB).

    Quote:
    I disagree with your take on Kismet:+6% ToHit. In a running toggle power this is a permanent +6% to ToHit which has more impact than a similar sized bonus to accuracy. It's a very good IO and often a good choice for the 5th or 6th enhancement slot in Steamy Mist (after slotting it for defense).
    I find that Freezing Rain pretty much renders to hit bonuses obsolete, but it depends on how you slotted it and how much recharge you have in it. If you have enough recharge for it to be up every fight then you really don't need the extra bonuses. I also find that when IO slotting I end up with enough incidental accuracy that the to-hit bonus is minimal, but I will add in some caveats. My view may be skewed though since I have tactics (mainly for Mako).
  22. Quote:
    Originally Posted by Local_Man View Post
    That's what I get for blabbing before I look it up . . .
    Well, you were close. It's an "avoid" effect which is what all rain powers use that cause mobs to move out of the rain. It just isn't the fear effect that tornado and LS cause that make mobs run away.
  23. Lots of good advice in this thread, If you are interested in more information than you ever wanted to know about Storm, you can glance at the storm guide I've been working on in sections over in the defender forums. It's targeted at defenders, but there is certainly information there that can apply to you. I only have Gale through Steamy Mist posted so far.

    Quote:
    Originally Posted by Local_Man View Post
    Freezing Rain is viewed by many to be the best power in the set, with its Defense and Resistance Debuffs, some slow and some knockdown.... It also has a "fear" component, so foes tend to try to run out from it.
    I just wanted to make a quick note, that although mobs try to run out of it, freezing rain doesn't apply a fear effect. As opposed to LS and Tornado that do actually apply an effect, what you are seeing with freezing rain is just the mob AI trying to get out of a damage aura and depending on how much -recharge you have stacked on a mob their flee AI when they have no powers to fire or haven't had a successful hit in a while.
  24. Quote:
    Originally Posted by GavinRuneblade View Post
    This is not entirely accurate. The power may have 20% resistance, but only to three damage types (fire, energy, cold), vs Defense to ALL. This is a colossal difference, and even a bigger criteria than the stacking of defenses since 70%+ of all attacks in the game have a smashing and/or lethal component which the resistance is useless for, but the defense is not. While 20% is a higher number than 5%, this section reads as if the 20% to only three types is equivalent or on a par with 5% vs all. Even for a basic section, I'd say:

    " Just looking at the numbers the resistance provided, 20% against Fire/Energy/Cold, is a higher number than the defense provided, 5% vs All. "

    As a secondary change "greater" is a weighted word, implying not only "larger" but also "better". So you are swaying opinion by using it.
    There is a much larger discussion in the advanced section Gavin that will probably satisfy you, and Rigel already pointed this out. Let me know which parts of that you would move to the basic section.

    Paragraph 1 of the advanced section:
    Quote:
    Going by the numbers, Steamy Mist is predominantly a resistance power as it provides 20% resistance only 5 % defense. Because defense and resistance are Schedule B the powers can only be enhanced 60% with enhancements. Thus you can get ~30% resistance and ~8% defense. However, the numbers obscure their relative importance. Whereas the resistance portion of the power will only have an effect on energy, fire, and cold damage, the defense will affect all damage types. Although energy damage is fairly common, there are a much smaller number of enemies who deal fire and cold damage with the majority of damage in the game being smashing or lethal.
  25. Quote:
    Originally Posted by Garent View Post
    There are two different types of escorts: combat and non-combat. Combat escorts are unaffected by your stealth while non-combat escorts will have difficulty following you since stealth isn't negated by them. Additionally, non-combat escorts cannot have any powers used on them, so O2 boost won't help.
    Hmm, very interesting. Thank you for pointing that out, serves me right to trust real numbers and the icons. I will have to expand on that quite a bit then. Interestingly regardless of whether the escort is combat or not, the negative stealth icon will appear.

    Results from further testing:
    Interesting. Tested with a stealth proc and steamy mist. Non-Combat escort: When you rescue a non-combat escort a negative stealth icon will show up. Whenever you are being followed by the escort and for 10 seconds (might be 12) afterward the stealth proc is suppressed. However, Steamy Mist appears to be exempt from this rule. Thus, if I ditch the escort and run over to a mob before the 10 seconds have expired, they can see me, but not until I get VERY close. If I wait the 10 seconds, then I have full invis again. Because Steamy Mist doesn't suppress the escort has trouble following. If I turn off Steamy Mist though, the stealth proc suppresses, and the escort is able to follow me as though I had no stealth on...which I don't.

    Combat-Escorts will also cause the negative stealth icon to show up, but there appears to be no effect. The combat-escort had no trouble seeing me, and I still have full stealth and can fly up to enemies unseen (until the combat escort comes along and attacks them that is).

    I'm curious if the suppression is just with the stealth proc to avoid the proc in swift issue, or with actual powers as well. Off to do more testing:
    Hmm, stealth also suppresses, but invisibility, superspeed, and warshade stealth don't.