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Quote:Nothing has changed directly, but burn doing up front damage with no fear effect means that you can get full damage without an aoe immobilise. The most commonly used one seemed to be Electrifying Fences, which had a -kb component; preventing Footstomp, Thunderstrike, etc from contributing toward survivability.Well, even with the changes to /FA, nothing defensively has changed with the set, so you'll still be kinda squishy. And I picked Claws because you don't get Foot Stomp until 32, while Claws gets Spin at 6. I think Claws is better while leveling up, but then SS gets better once you get Foot Stomp.
This only really becomes a factor above 41 though, so a bit late in the career to be worth a vast amount in this context. -
Quote:Not quite impossible; if they were tuning their difficulty setting right to the edge and only just managing to kill spawns in I17 then the slight change in damage output could result in them dying a lot to those same mobs and spending the entire time in debt. Twice as slow levelling.Do you really expect anyone to take you seriously when you're claiming that the Brute changes caused you to now level more than twice as slowly? There's no way the small changes in Going Rogue could possibly do that.
I know everyone plays differently and circumstances can be radically different and yada yada, but this is just blatantly impossible.
Would only take a couple of seconds at a fateweaver to correct the problem, but people trying to prove a point can be remarkably stubborn about changing anything about their 'proof'. -
Quote:Unfortunately Claws and Shield Defence are mutually exclusive.Shields with some heavy investment is down right sick. +Damage aura in it, with a heavy hitting AoE from your primary (like Footstomp from SS, spin from Claws or Fire Sword Circle from fire) is awesome.
Elec Melee is good. Thunderstrike comes a lot earlier than other AoEs with decent active mitigation and Lightning Rod is both good burst damage and one of the best looking powers in the game. Single target damage is a little lacking though.
Dark Melee makes the endurance issues involved with some armour sets easier to cope with and Siphon Life helps keep your health bar topped up while also supplying some good single target damage.
For secondaries I'll add: -
Elec Armour is better than it used to be, with Energise as one one the better powers to come out of a set revamp.
Fiery Aura just got buffed into an offensive powerhouse and has both a great heal and much improved endurance management. Would recommend a primary with a fair bit of active mitigation for this though.
Stone Armour is a decent typed defence set until you hit 38 and get arguably the best armour toggle ever. You will need teleport or vast amounts of runspeed slotting to overcome the movement penalties though. Granite comes with rather hefty recharge and damage debuffs; Fury does a good job of overcoming the latter.
Super Reflexes has better power order on a brute than scrappers, you can get decent AoE defence 15 levels earlier. Nice and easy to softcap without breaking the bank.
With all the changes the Devs have been doing to underperforming sets over the past year or so it's hard to find an armour set that isn't good. Energy Aura is still lagging slightly but being the worst set in this pack is much like coming in last at the Olympics, still pretty good. -
Quote:You get them at 41, no unlock arc requirement.where can i read more on these APP powers? What level do you get them etc... I haven't seen a char builder with them yet.
Thanks
Mids has them, but possibly not particularly accurately as yet; a lot of the damage numbers seem off compared to in game numbers - which is wrong I haven't had chance to check. -
Quote:Half of Stealth's defence suppresses once you've been hit or attacked, so once in combat it is worse than Manoeuvres. The stealth effect can be gained from a single stealth IO in any travel power.Concealment: I took stealth, and lots of Doms do, it's got a higher defense rate than manuvers when slotted out, and will allow you to stealth through theft/defeat boss n' guards missions, If you can resist the urge to put a burning forest on every mob you come into contact with. I can't see the other powers being useful though, you're not a corr, so you
don't need to be buffing others with grant invisibility, invisibility isn't that great cause you can't attack with it toggled, and phase shift is a decent panic button, but you'd have to waste two powers to get it.
Presence: We don't need taunts, AoE attacks will do that AND cause damage. And we don't need fear powers either, debuffing is for debuffers, and we are not debuffers, we're DOMS!!! all we do is WRECK STUFF!
-Frozen Armor is a good toggle buff. Resists smashing/lethal/fire/cold damage. Moreso Cold than Fire, kind of the opposite of fire Shield.
-World of confusion is a PBAoE attack that does a little damage, but the fun part is that it makes everyone affected turn on each other!!! Pretty fun to watch and highly used by mental controllers/doms.
Fear isn't a debuff, it's a control, and dominators even get the double mag from domination on these powers. So Invoke Panic is suddenly a base 10.4 second 15' PBAoE fear power than works on bosses. The end cost is astronomical and doms usually have much better options available, but still, slotted up properly it's a lot better than people make out.
Frozen Armour gives defence to smashing and lethal, resistance to cold and fire.
World of Confusion is a toggle aura which at best confuses minions for 3 seconds out of 4. At the moment it seems to still have controller overpower rather than domination set-up, so this may change to affect lieutenants in domination at a later date.
Set slotting suggestions seem to be missing a lot of the recharge options: Decimations in ranged attacks, Crushing Impact in melee ones, Doctored Wounds in Spirit Tree and Basilisk's Gaze in holds. LoTG +recharges in defence powers are another possiblity, one getting increasingly more available with the new merit options.
Other than those minor points, nice guide. -
Ok, in the hopes of getting this discussion rolling.
Well shield defence has two different levels of indestructible: softcapped defence, and softcapped defence debuff resistance. Without spending an insane amount you're looking at the former. The latter requires not only defence slotting but also significant amounts of global recharge and slotting Hami-Os in Active Defense.
Sizable positional defence set bonuses tend to be for the 5th or 6th slots making internal slotting of powers slightly inflexible.
Melee defence for example is available through 6 slotting melee attacks with Touch of Death. You are therefore a little stuck with the accuracy, recharge and endurance reduction that set provides and as the set only has ~43% accuracy slotting you may feel the need to slot remaining powers for bonus accuracy and/or to-hit; the Kismet unique in Phalanx Fighting might be good on a budget. Since the set does cap at 40 its supply is often less consistant, place reasonable bids as soon as you can afford them and wait to see if anyone sells them to you before you get to 37 and can start slotting.
Kinetic Melee has Focused Burst, 6 slotting Thunderstrikes in ranged attacks is a cheap, easy and rather effective way to gain ranged defence.
5 slotting Scirocco's Devish in Shield Charge and Burst gains a fair bit of AoE defence. skipping the damage proc and slotting a basic recharge in the 6th slot is ideal. 6 slotting Stamina with Performance Shifters also provides AoE defence as well as maximising recovery.
Blessing of the Zephyrs are still the best 'bang for slots' available, 3 slotting any travel powers you pick up is worth it for the ranged and AoE defence.
Gaussian's Fire Control 6 slotted gives defence to all 3 positions; while the recharge isn't optimal for power siphon the trade off is probably worth it.
Steadfast Protection Res/Def unique provides 3% defence to everything possible. I would actually recommend already having this slotted by level 12 if at all possible.
Defence powers themselves have few defence set bonuses and can be frankenslotted with collections of def/end IOs (with a def/end/rech making up for the expensive LoTG if necessary) to scavenge slots for other powers.
And so, a build attempt.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(7), GftotA-Def/EndRdx(9), S'dpty-Def/EndRdx(13)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(9), GftotA-Def/EndRdx(11), S'dpty-Def/EndRdx(11)
Level 4: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 6: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(23)
Level 8: True Grit -- Heal-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(29)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A)
Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(31)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(33)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/Rchg(36), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(37)
Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(36), GftotA-Def/EndRdx(39), S'dpty-Def/EndRdx(39)
Level 30: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(40)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(43), RechRdx-I(43)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/EndRdx(45)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), RechRdx-I(46)
Level 47: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48), DefBuff-I(48), DefBuff-I(50)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 1: Fury
Level 1: Ninja Run
Softcapped to all 3 positions, no purples, no pvp stuff.
Should be capable of running Body Blow->Smashing Blow->Focused Burst->Gloom->Body Blow->Smashing Blow->Focused Burst->Body Blow->Gloom->Concentrated Strike with no gaps. 159 DPS at 70% fury with no procs or power siphon taken into account and 1 foe in AAO. -
Quote:Not a valid analogy since there is proof available to the contrary of those beliefs, what we've got here is one set of people with experience supporting their belief that there is a problem and one set of people with experience supporting their belief that there isn't. All we can prove from it is that different people have different experiences.No, it isn't. There are plenty of people who believe, for instance, that our President is not a US citizen, born in Kenya or Indonesia. Belief does not create fact, nor does it make it more acceptable as evidence.
I will accept that my experience probably involves fewer people than your's since I'm an EU player so it is possible that there is just less tolerance of it over here.
Not a strawman really; part of the process for establishing causation is to remove one component while maintaining the others and see if the effect is removed. If people complain about AoE attacks when they do KB in order to show that the KB is causing the complaints you have to test whether people complain about AoEs that don't cause it.
In my experience the first point held up in most cases so the second needed testing for completeness. If in your experience the first point doesn't then testing the second wouldn't achieve anything. Didn't really achieve anything from my perspective either, but you don't skip the control group just because you don't expect anything to happen.
Third point; reapply the initial condition, see if the effect recurrs. Shockwave is actually one of my favourite KB powers since with good positioning you can chain it and Howl together and keep pretty much anything bouncing off the floor with a hefty -res debuff. Far superior to Siren's Song in that regard, yet most sonics I come across didn't even consider taking it.
When considering this though I've concluded that my experiences do have a certain selection bias, it only took 1 person out of 7 to actually complain after all.
So, with those two point, I'll withdraw my "majority" conclusion as applying to the entire playerbase. It does follow from my experience that the majority of random selections of 7 people available for PUGs during late afternoons on Union server contain at least 1 person that complains about KB when it is present. But honestly from that level of representation I wouldn't feel happy concluding that most people thought the sky was up.
Quote:I don't get these requests/demands to not use KB. Have someone else come on a team (Illusion controllers, Energy blasters, etc.) that *doesn't* pay attention? You'll see those requests.Quote:Much like Stalkers getting a bad reputation for not being team players, the fault is not with the powerset or the effect. The fault is with players not paying attention/bad players.
While further reflection has lead me to believe that the reputation may not be held by as many people as I had thought, it certainly does seem to crop up a lot for a minority belief.
Does that make "We should have the option to turn KB into KD if we don't like it" threads the equivalent of demanding the option to be taught creationism if you don't like the idea of evolution? -
Yes, fury degrades more over the animation time than you gain for having used the power. It is still the only decent recharge AoE you're getting until the 40s and if you have a few foes attacking you the 'loss' isn't noticable. No, you don't get bonus fury for hitting multiple targets. Take and slot swift, your in combat speed will only be a fraction slower than base run speed unless you run both rooted and granite at the same time, perfectly adequate for a sidestep or two.
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Odd suggestion here. //flight. Air Superiority with its fast recharge and guaranteed knockup is good for making the levels before your primary matures flow a bit easier.
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Quote:There are numerous threads on how power X would be better with KD than KB and just as many replies telling people how they can behave 'intelligently' to mitigate KB. There are none at all (that I am aware of) telling people to slot footstomp for knockback to improve mitigation or saying that you should slot 'stupefy: chance for KB' in stun auras to make them provide some use against lts and bosses.I think they meant you have no proof that literally the majority of players think KB is bad. You have anecdotal evidence, but that is always viewed as flawed when generalized that way.
Anecdotal evidence that is supported by a number of sources and only ever refuted with "prove it, hah!" starts being more acceptable as evidence.
Team on an energy blaster, play sensibly. At some point you will get asked not to use aoes by someone, probably a tank or blaster, sometimes a defender complaining about their anchor debuffs not affecting the whole mob now.
Swap to another set, sonic maybe; play the same way. See if you get asked not to use your AoEs because they're debuffing the enemies' resistance too much; it just doesn't happen.
Start using shockwave on a sonic/ and people ask why you even have the power.
Levels of proof; it's not enough to validate a scientific theory, but the level is sufficient to warrant a proper investigation, one that as players we can't pursue at a level sufficient for other players not to also dismiss as anecdotal.
Quote:I play on Virtue, which I think is generally more accepting of "bad" things (like KB), though I have gotten tells before essentially asking me not to use a power that causes KB. I've given this a fair bit of thought, and here's my conclusions: on a team that is steam-rolling (generally speeding through content with virtually no resistance), adding KB will slow it down, and probably generate those kinds of tells. On a team that is struggling (deaths every other spawn kind of thing), adding KB will aid tremendously, as it offers significant mitigation.
Quote:Tanker: KB knocks foes out of my taunt aura! KB is bad!!! Um, no, move around, use something OTHER than your taunt aura to keep aggro, we'll be fine...
Quote:Blaster: KB knocks foes out of my AoEs! KB is bad!!! Um, no, tell you what, I'll give you a count to 5 before I use my KB, that should give you time to get off at least two AoEs, and my KB should finish the spawn off, we'll be fine...
Quote:Those are the only two ATs I've ever had complain. Scrappers could care less, scrapper-lock ignores having to chase down bad guys(go. kill. skullz). And defenders generally LIKE the breather that KB provides. (wow, you can help heal while the bad guys go flying!) Controllers could care less, hard control will prevent the KB, and soft controls aren't as concerned with "locking down" spawns.
Quote:IME YMMV etc. etc. -
"Majority" isn't hyperbole, it just means "more than half".
Loling and referring to that as hyperbole is fairly ridiculous in itself. If it wasn't true the downsides wouldn't be brought up so often by so many different people and get 'refuted' by the same few people each time. The forums aren't a microcosm of the general playbase though so look in game.
Since I've been playing I've heard more people in game complain about knockback than any other effect and seen no-one mention any good points about it outside of hurricane. People setting up teams will ask for more control, heals, -res, +def, +recov, melee damage, ranged damage, even stealth and recall; I have never heard anyone say "this team needs more knockback" but have heard someone say "have you got anything except a PB?".
"Everyone" would be wrong. "Vast majority" would be hyperbole. "Majority" is simple observation. -
Quote:A kheldian is also not simply a kheldian, trying to play a warshade like a peacebringer and vice-versa will result in just as many attacks of 'wrong' as trying to play them like any other AT.I have not called him a bad player. I stated that anyone playing a kheldian the same way they play a scrapper is doing it wrong. I'm sorry, but that's how it is. A kheldian is simply not a scrapper.
Doubtful.
It's very much like the dominator revamp a while back, many that knew how to use them and would put the effort in didn't see why they should be fundamentally changed to be easier for the average player to use. The discussion on that got so heated that the devs left the thread and presented the community with a fait accompli.
The majority of players don't like KB and don't want to have to learn to use their main damage powers as knockback control powers that do damage; this makes the few people that either actually like the effect - or just like the feeling of superiority they gain from being intelligent enough to 'do it right' - to be very vocal and defensive about the possibility of changing it to something more user friendly. -
The relationship between targetless powers and targets seems to have some quirks, on my SS/Shield/Soul brute I notice queued attacks getting cancelled when my target dies regardless of whether the target is actually required for the power to activate. Not really relevant to the topic, but throwing it in here to see if anyone else has noticed and investigated a bit further.
Quote:The point's been made before that the damage happens before the knockback. Even with knockdown, no one on your team is going to wait for the mobs to be on their collective backside before firing off their attacks and aoe holds. Regardless of whether you're doing kb or kd, those attacks and holds will hit. Even if the mobs are in the air and flying, they'll still be in range of all those attacks and holds when they hit, because most team members let their alpha attacks go at roughly the same time.
Quote:I assume by this you mean that flying forms of kb powers can be used from directly above to knock mobs into the ground
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Just because a kb power can be used from the air doesn't mean it always is. We can't assume everyone who takes kb powers will take - and use - fly. PB's get fly as an inherent, but because the human form's heavy hitters are melee attacks, you'll see very few people toggling fly before hitting dawn strike or photon seekers.
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Also, your statement implies that scenery is rare.
Then there are the cave maps where KBing mobs into walls often ends up with them outside the map. Resetting an ITF because one of the Sybils is being held hostage by a guard running around the wrong side of a solid rock isn't fun.
Quote:And bad players can turn any power - kd, kb, face-melting or otherwise - into a liability. There are always going to be bad players who don't know how to properly utilize an attack and thus cause trouble.
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It's discussions like these that help turn bad players into good players. -
Quote:While the hit check at the start determines which targets are hit the direction in which the target is knocked back is determined by their location when the effect is applied.The mobs hit and direction they are flung is a function of where everything was the instant the power begins activating. Even if something moved during the short animation, it would still be affected as if it hadn't.
I know this is true because I've activated things like Combustion in the middle of a jump, landing yards from all the people that it hit when the three second animation finally ended.
Combustion damages the target at the start of the animation, the majority is then spent standing there while the power effects trail from the hit targets to you. Solar Flare damages the target and applies the KB approximately 1.5 seconds into the animation period during which the mobs are free to move and you are rooted (or in midair after jumping).
If you want to test this I suggest finding a mob of hellion in atlas and trigger SF on one side while jumping over them to the other, see which way they fly.
While this timing is nice in that it means you can fire SF off in the middle of a mob while hopping out to get whole mob to knockback in the same direction, it does mean you have to get the timing right every time or you get the less desirable 'doing it wrong' scatter effect.
Quote:Surviving is not tanking.
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Without provoke, no PB in human form is a tank. Even with it, they are barely so.
Quote:I think the point Dechs is trying to drive home is that if you're hitting Solar Flare in the center of a mob and having them fly in all directions you're doing it wrong. You don't have to be in the middle of a mob to be in melee range. Use Solar Flare from the edge of the mob, preferably on the edge opposite a wall or corner, or the edge nearest the squishies (thus knocking the mobs away from the squishies). Knockback - like every other effect in the game - takes practice to use correctly.
Quote:You're not taking the mob's ai into account. The reality of what you're saying is this:
IF Solar Flare had kd instead of kb, mobs would fall down, get back up and fire off a melee attack before being knocked down again. You're still going to take that damage.
SINCE Solar Flare has kb, those same mobs go flying through the air, land outside the radius of the attack, and then get up and fire off their ranged attacks - which are weaker. Now, you don't have to do anything besides work on the guy you missed, because those mobs' ai dictates that - if they're melee mobs - they switch to their melee attacks and close the distance to accomodate.
The end result of both is the same. You take one retaliatory strike in between flares. With kb you take the weaker ranged one.
With knockback, even ignoring the scatter effect, roughly three quarters of the mob gets sent flying away from the remainder. Subsequent AoE damage, debuff or control powers will only hit one of those groups unless you wait for the KBed mobs to return or have a convenient wall close to the mob.
Quote:There are always downsides, it's just that everyone knows them. Just because Dechs didn't point them out doesn't mean he didn't know they were there.
Solar flare is (as far as I am aware) the only KB power in the game you must be standing on the floor to activate, and as such the only one you actually need scenery to contain, the others being easily handled in open areas by flying, a power given to PBs at level 1.
Since you need convenient scenery to constrain the knockback, the power has definite downsides in comparison to both similar powers with KD, and KB powers of other types.
Quote:I'd like to point out that I never claimed there were no downsides. You, however, put forth downsides that only exist because of negligent, ignorant and incompetent players. It is those perceived downsides which I have refuted.Quote:Quite frankly the only relevant downside you pointed out was that it places the mobs out of melee range. That might complicate things, but if you use kb correctly the downsides can be minimized.
Solar Flare is a full circle PBAoE damage power that you cannot use from a central location without scattering the targets. No matter how practiced you might be at using it from one side of a mob you are not able to use the full area of the attack so this is still a downside compared to the same attack with KD. -
It is a PBAoE melee attack, if using it in melee range of multiple targets that have a tendancy to cluster round you during the animation time is "improper" then there is a bigger problem than the player "doing it wrong".
Good normal resistances, can hit the 85% cap to everything in light form and have two heals on top? It might not be your primary job, but you certainly can tank in human form if you want to.
~4 seconds to get back up and solar flare cycles in around 7-8 seconds? Ok, not perfect but they're still in the same AoE radius while getting up so often die to the team's damage before getting up twice.
The KB can be useful, but claiming that there are no downsides to it is as bad as saying that it should be taken out of the game entirely. -
The downside of course being that you have melee range pbaoe KB instead of KD so you:
-Throw foes apart making it harder to hit them all with other AoEs.
-Throw foes away from you where they can lose aggro and go after squishy teammates.
-Decrease mitigation. Mobs sent flying away get up again and hit you, mobs flopping in place die and don't get up.
You don't even have to go as far as SS to find the power done using KD, the dwarf version is. -
Quote:So just like Follow Up or Blinding Feint then?(think like siphon power only as an attack and melee to only yourself)
Quote:You guys who think you are the "Closed Beta Police" are as annoying as the people who keep asking these questions.
No-one 'has a right' to experience the world without evidence that other people think differently to them, quite the opposite. -
Earthquake has an unresistable 10% defence debuff.
Oddly, Tenebrous Tentacles' immob is flagged as unresistable. -
My ice/psi has had s/l softcap (~35% to energy and 20ish to everything else) since before the dom changes, that combined with the regen from drain psyche and the stacking -rech from psi and arctic air meant that any actual control was for the team's benefit not mine.
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Quote:It did this to me earlier today, stack of 10 regen flesh listed for the price of a crafted IO each.Its not just the last bid bit thats messy. If you have a number of items 'stored' and you go to sell a particular item or stack sometimes the UI shifts to another stack right when you hit "post" to sell. Ive had this happen no less than 3 times now. Even when I was really careful and looking at what I was doing and making sure I was in the right listing.
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It's how the combo queue works, firing off an unrelated attack also resets the tracker.
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Impossible to do by yourself? Sounds like a challenge that
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Speed
Hero Profile:
Level 1: Gleaming Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Incandescence -- S'fstPrt-ResKB(A)
Level 2: Gleaming Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(9)
Level 4: Glinting Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(36)
Level 6: Radiant Strike -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(11), KinCrsh-Rchg/KB(11), KinCrsh-Rechg/EndRdx(13), KinCrsh-Dmg/EndRdx/KB(13), KinCrsh-Acc/Dmg/KB(15)
Level 8: Maneuvers -- LkGmblr-Rchg+(A)
Level 10: Stealth -- LkGmblr-Rchg+(A)
Level 12: Luminous Detonation -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(15), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg/EndRdx(27), FrcFbk-Rechg%(34)
Level 14: Bright Nova -- Empty(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Incandescent Strike -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25)
Level 20: Pulsar -- Amaze-Stun(A), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(21), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(23)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Proton Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(39)
Level 26: Reform Essence -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(29), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31)
Level 28: Essence Boost -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(33), Panac-Heal/EndRedux/Rchg(33), Panac-Heal(33)
Level 30: Glowing Touch -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(40), Panac-Heal/Rchg(40), Panac-Heal/EndRedux/Rchg(40), Panac-Heal(42)
Level 32: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46)
Level 35: Conserve Energy -- RechRdx-I(A)
Level 38: Light Form -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(39), GA-RechRes(39), ImpArm-ResDam/Rchg(50), RechRdx-I(50)
Level 41: Dawn Strike -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(48)
Level 44: Solar Flare -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(46), FrcFbk-Rechg%(50)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Phase Shift -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Ninja Run -- Empty(A)
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
------------
Level 14: Bright Nova Bolt -- Empty(A)
Level 14: Bright Nova Blast -- Empty(A)
Level 14: Bright Nova Scatter -- Empty(A)
Level 14: Bright Nova Detonation -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Base = 100%
Global recharge = 156.25%
Hasten = 70%
Light Form Slotting (Res/Rech from top 4 sets + L50 Rech IO) = 101.90%
Get a large mob nicely caught between you and a solid corner so everything doesn't KB out of range for the Force Feedback +rech IOs in Solar Flare and Luminous Detonation; cycle time ~6.34 seconds. 10% chance per foe...
Solar Flare : (1-(0.9^10)) = 65.13%
Luminous Detonation : (1-(0.9^16)) = 81.47%
Combined Uptime : ~86.23%
Recharge Contribution : 100 x 0.8623 x (5/6.34) = 68.00%
Total = 100 + 156.25 + 70 + 101.90 + 68.00 = 496.15%
Cap = 500%
So close. -
Quote:This would require at very least a database change and altering the UI in at least 3 different places. No idea how much work that would entail, but a lot more than a copy/paste.It is a very simple addition as well....Simply copy and add another tray below the current tray provided after completing respec. (no 6 month wait or programming red tape).
Quote:Additioinal benefits would be players having to spend less influence at WW due to keeping usually discarded enh. Allowing them to potentiallly earn more influence with having saved more enhancements, which in turn may have a positive impact on the overpriced WW market.
Quote:No brainer to me folks/devs. Let's do it. Every player would not have a problem with this for it has or creates no detriments.
Quote:With that said, what does set a unbelievable tone and jumps out is how obedient most of you are to what the devs tell you they are,will, can and want to do for you. YOU are paying their salaries. If YOU really want to get an idea approved. Present it and gain support from a high percentage of the players (however that needs to be accomplished). If that don't work, ask those same players to cancel their accounts temporarily until the Devs do something. Some of your comments literally reflect why the devs dictate more than they appreciate and incorporate ideas.