DreadShinobi

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  1. It doesn't stack, so you can only get a +1 shift from it and it can be used anywhere.
  2. Quote:
    Originally Posted by firespray View Post
    I've been away from the game for a few months. I just came back and rolled a titan weapons/WP scrapper.

    I'm a little confused about a couple things regarding the set though.

    First off, when it comes to powers that grant momentum, do you actually have to hit something with the power to gain momentum, or just use it. Because it seems like there have been times when I don't hit anything, but get momentum anyway.

    The other question is how does it work when you use two powers that grant momentum in a row. Does the momentum duration of the second power override the duration of the first power? Or does the second power not grant momentum until the first one wears out?. Because it seems to me like it's quite difficult to get momentum going for more than maybe 3-4 attacks in a row.
    1)You need to hit something to receive momentum.

    2) If you use an attack and it hits you will enter a state of momentum for 5 seconds. During that time you cannot refresh your momentum with other attacks that grant momentum (the exception being build momentum) While in a state of momentum you will be able to use attacks that require momentum (Follow Through and Whirling Smash) and all your other TW attacks will animate faster until momentum wears off.

    So basically the way TW plays out is:
    slow attack>fast attack>fast attack>fast attack>fast attack>slow attack

    At low levels you won't have enough attacks to make a full attack chain like that, TW is a late blooming set, play it to higher levels and things will start to feel much more smooth and fluid.
  3. DreadShinobi

    Incarnate Trials

    You can read up on some guides on paragonwiki, which will hopefully answer some of your questions.

    http://paragonwiki.com/wiki/Lambda_S...Trial/Strategy

    http://paragonwiki.com/wiki/Behavior...Trial/Strategy

    http://paragonwiki.com/wiki/Keyes_Is...Trial/Strategy

    http://paragonwiki.com/wiki/The_Unde...Trial/Strategy

    http://paragonwiki.com/wiki/TPN_Campus_Trial/Strategy

    There doesnt appear to be a strategy page for MoM.


    Hopefully that can help with some of the confusion.
  4. Quote:
    Originally Posted by Stone Daemon View Post
    Well made/played khelds can solo AV's. I'd say that DPS is good enough for me.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    (IMG)

    Is soloing a level 53 AV (without lore, temps, judgement) impressive enough for you?
    Quite serious. Soloing AVs doesn't impress me. Also you were only fighting a +2 AV counting your level shift. Any AT can solo AVs when they build their toon properly. Things that do impress me are completing TFs in exceptional times, whether soloing, duoing, or in a full team. And while WS's are better off compared to PB's both ATs have issues of low base damage and low damage caps and no team buffs or debuffs which significantly hamper their top end performance in teams.

    Is umbral aura and luminous aura good armor sets? Yes, absolutely, if any other AT had those sets it would be easily be OP. My issue lies with their primaries and their AT modifiers which are not where they should be.
  5. Grats. Now pop some IO's in that TW and watch the damage fly.
  6. DreadShinobi

    Ultimate Solo

    As far as "best" goes the list is actually very big and can really depend on what kind of content you like to do.

    As far as a general solo toon:
    -SS/Fire/Soul Brutes have ridiculous ST and AoE dps and will be soloing things faster than pretty much any other AT can only dream of.
    -Fire/Shield Scrappers can come close to that of ss/fire brutes.


    For a niche toon for soloing specific things that other AT's normally wouldn't be able to do:
    -Mind/Fire Doms have incredible ST dmg and can solo almost any TF in the game including the RSF.
    -Ill/Cold Controllers also have great dps (although much of that is uncontrollable) and have the unique ability to solo the STF.


    That's just the cream of the crop though, the number of viable solo'ers that will get the job done is really only limited by the number of possible combinations. Of course things like the above will have varying advantages over other combinations, you get the idea.
  7. Quote:
    Originally Posted by houtex View Post
    Hold up. Think on this a minute. If we're voting on space costumes... But they wouldn't have any space to be in... So to make it 'right'...

    zOMG!!! It can only mean one thing!

    We ARE getting a moon zone! SWEET!!!

    /"Logic suggests..." - Spock, Star Trek II: The Wrath of Khan.
    If they were adding more than 4 pieces (that we know of) then maybe. But then of course as GG said, what happened to all the other zones when previous costume packs were released?
  8. DreadShinobi

    Stuff I Want

    Quote:
    Originally Posted by Lulipop View Post
    While we're on the topic of OP's desires, mystic seer from cimerora costumes please. Or even a costume code event would be nice.
    You mean the Sybils/Sister Solaris?
  9. Quote:
    Originally Posted by Blood Red Arachnid View Post
    If you mean PuGs with stipulations, then also yes. Generally you'll need a team of mostly 52+ to complete it with a high frequency of success. Any ATs, any builds, ect. Most of the damage from this trial comes from the level differences, so if you can cut those down you'll do fine.
    I forgot to mention this, but yes, absolutely. Level shifts can contribute greatly to the success rate in MoM, since basically all you do in MoM is fight a series of AVs, all of which are 54+2, if you're unshifted or with only 1 level shift you aren't going to be doing any significant damage throughout the trial, no matter how good of a player you are. If you're recruiting for MoM and you are noticing a general lack of level shifts, don't be afraid to ask for people to only bring +2s and +3s.
  10. For slotting health I typically go, in order of importance:

    Miracle +recov
    Numina +regen/recov
    Numina healing
    Numina healing/rech (for hp bonus)
    Regen Tissue +regen


    Typically I just 2 slot it with miracle and numina uniques, but sometimes(rarely) I will have extra slots and for certain defense based toons (like nightwidows and fortunatas or SR) the +hp and +regen can be very nice to have.

    If you have no endurance issues without using a miracle or numina unique I would consider looking at ways you could improve your build in other areas, like adding more recharge, and then using the miracle and numina uniques to make up for the extra endurance you would be using. Doing so properly will absolutely be an increase in dps.
  11. I've never had issues taunting the voids *once*. And by that I mean I can hit them with taunt once, and they will obediently come to penny, however if I taunt them over to penny and then the void moves away from penny (by itself or from player knockback) then taunting it back becomes much more difficult and no I can't explain why the voids behave that way.

    Basically you can taunt them to penny and they will linger momentarily giving you time to either burst them down or immobilize them. They will then begin to drift away, during which time taunt will fail to bring them back to penny. After they have moved away taunt will start working again, but generally you want to deal with the voids the first time they get near penny.

    That's usually not an issue though, as typically they will be bursted down when they reach penny and I call for the attack. Immobilizes also help immensely both here and when fighting mother malaise, especially immobs that have -KB, since that can prevent some idiot player from knocking them away from where they should be or from knockdowns stacking into a knockback. As said they can also be used to hold the void in place if multiple are pulled so you can kill 1 at a time (and /really/ helpful for when going for the perfect storm badge)

    I never allow people with knockback to attack the voids or use aoe knockback (like explosive blast) on the main target or use powers like hurricane. If you can do it that's great, but for the most part they can be extremely risky to use and can jeopardize the run, even moreso when pugging, you just don't know if the person using the knockback can use it as well as they claim to, and that's usually the case. The one exception to this being one run we had no one with taunt, we used a mind dom with telekinesis to position the voids and GMs in the mother malaise phase, and it worked quite well, however taunt is both more common, doesn't have a significant recharge, and is more simple to manage and use.


    The most important thing is that they league understands how you plan to position the Voids and GMs, and make sure they know what powers and circumstances can interfere with that plan. If a void dies outside somewhat near penny but not close enough, make sure the league knows you may call for them to move into the bubble, getting penny to move to the bubble is significantly easier if she's not in the middle of of a mob.
  12. DreadShinobi

    Stuff I Want

    I used to want Psy Melee so bad. Like, SO BAD.



    Then i13 happened.
  13. Quote:
    Originally Posted by Aggelakis View Post
    I like pretty much nothing from the OP when tied to an origin.

    I like pretty much everything from the OP if it were perks/disads that one could pick from at will.
    This.
  14. Quote:
    Originally Posted by ClawsandEffect View Post
    I wasn't just talking about OG, I was taking Cloak of Fear into account as well.
    I can't comment on CoF as I've never taken the power. It costs too much end, the tohit debuff is resistable, and fear isn't a mez that I personally particularily value.
  15. Quote:
    Originally Posted by ClawsandEffect View Post
    You're also discounting the fact that any minions in melee range of a Dark Armor will be stumbling around or quaking in fear.

    Does removing 2/3rds of what you're fighting from the equation count as resistance? I mean, it does reduce the amount of damage yo take through powers found in the set.
    OG is great, but it's not as perfect as you make it sound.

    1) It doesn't account for your defense and resistance. Most minions won't be hurting you anyways.
    2) It doesn't help against EBs and AVs, and will only help against Lts and Bosses if you have something to stack it with.
    3) The -HP, while small, is effectively a regen debuff that can sometimes be more than the amount minions would be dealing to you anyways.
    4) For things like UGT there are no minions so this cannot be counted for, or things like the ITF the only thing it will be affecting are the Surgeons (which is VERY useful, but it doesnt reduce your incoming damage).
    5) 2/3s of what you're fighting isn't necessarily 2/3s of the source of your incoming damage.
    6) Minions die very fast.


    Don't get me wrong, I love OG, but the amount of damage it mitigates has many variables in it. TBH my biggest use for it is removing minions that do special things (minions that drop summons, or surgeons which heal) and that has nothing to do with mitigating damage. Of course OG's usefulness can go way up when you have something to stack with it, but it can be useful without a secondary stun too.
  16. Quote:
    Originally Posted by CBeet View Post
    I suspect that's why we haven't got it yet, balance issues and all. So far (I believe) the only sets which have been added via proliferations are due to how little comparitive work it was to alter or because it runs along to an issue's theme (Dark to Controllers, for example).

    I would love a Stone Scrapper, Super Strength too, but right now it's just a matter of time.
    I think they lowered the damage on GFS when fire melee got ported to scrappers. I'm sure they have at least considered doing the same for Seismic Smash and Knockout Blow.
  17. The amount of resistance warshades and peacebringers have access to would be broken if they could actually do something with it. Kheldian DPS is not hot and they have no team buffs/debuffs either. For the most part the amount of resistance they have is largely unnecessary too, and what they give up for it (ie good dps) leaves them as sacks of hp on legs.
  18. I've deleted over 70 lvl 50s.




    I feel nothing. They weren't worthy of being in my roster.
  19. DreadShinobi

    TPN massive fail

    Quote:
    Originally Posted by Scarlet Shocker View Post
    TPN is relatively easy, but easy =/= quality - but once on a league which is well guided, it's not difficult.

    However, it is unimaginative and got some nasty cheat mechanics - well you probably know my opinion on some of it but in terms of story it's pretty dreadful and comes way down in terms of quality compared to some of the other trials.
    TPN has "nasty cheat mechanics"... wut?

    The mechanics in TPN are actually very well defined, especially when you compare them to similar mechanics in UGT which are very poorly defined.
  20. Quote:
    Originally Posted by Nos482 View Post
    Yeah, that´s gonna be it. That also explains why we don´t get to say a word regarding future costume sets

    The devs need to have content ready for month in advance, and while colourable pool powers would be nice it´s just not a priority while there are bigger fishes to fry like new zones and advancing the story.
    There is a point when fixing the old stuff should be more important than bringing in new stuff.

    They've had many months(years) to do something about it. A "we don't have time for it" is redundant at this point, especially when they're only putting out new issues once every 3+ months.
  21. Quote:
    Originally Posted by dbuter View Post
    Oh my god, you're sooooo clever! If they don't see the threads, they assume everyone is ok with things.
    I agree, it is important the devs do know about it. The thing is, they do know about it. Reminder or not.

    I bring it up occassionally also, but that doesn't change the fact that both of us are beating a dead horse, time after time.
  22. Quote:
    Originally Posted by Organica View Post
    What set you pair with will make a big difference. One of my scrappers is spines/WP, and that was VERY difficult to cap smashing lethal on because ideally you want 5 powers that you can 4-slot kin combat in. I think I had to mule both boxing and brawl which really annoyed me, I hate having to mule sets.
    I like being able to slot boxing and brawl. As other than Kin Combats (or sometimes Mako's Bite if you're stacking the +3% dmg, or absolute amazements in Boxing) the base slot in those powers would be wasted. It's basically a free slot that you would otherwise not be using.
  23. Quote:
    Originally Posted by SailorET View Post
    The truth is that the best set is the one you've learned to play. All the raw numbers and maxed out IO sets in the world will get you precisely nil until you take the time to play and learn which powers work at what times. I can play an AR blaster (a set known for low dps) and pull aggro off a tank. My WP tank typically won't fall to anything that doesn't con red or purple. Experience goes miles beyond your build.

    In other words, close your browser, fire up the game, and forget the numbers. PLAY.
    It doesn't take that much to learn how to play an armor set. -_- Many players already know how to play the game well enough that learning each specific powerset is trivial. Numbers do make a difference for some people, and that has nothing to do with learning how to play (most people who will crunch numbers typically can already play the game well enough).