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Posts
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Joined
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Quote:Looks needlessly complex to me. Why not make it a "Teleport Foe" clone? Just like how "Shield Charge" -- running into your enemies to knock them down -- is represented by a teleport, so too could "Whip Pull". I'd add a short term immob or stun or hold so it has something going for it over TP Foe.I think it might be possible to do this with existing power effects, but it would be tricky, and have some serious downsides. It would have to:
Be a 1-degree cone,
Impose an immobilize (without knockback/repel resistance) on the target,
Create an invisible pseudopet at the far end of the cone (putting it directly behind the target from you),
Make the pseudopet target your target with an auto Repel power,
Impose an unresistable or super-high-mag immobilize on you to keep you from moving around and screwing everything up,
Disable all of your other whip powers for the duration (or maybe all of your other clickies, since many of them would interrupt the animation).
So, even assuming it could be made to work, you're immobilizing yourself and giving up all of your click powers for several seconds to...what? Drag one target into your Hot Feet/Burn area? It doesn't really seem worth it.
It would be awfully cool to drag someone off a ledge into a lava pit or something, though. -
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I took this picture last fall as I was walking to work. I instinctively edged around the trees just in case they were an ambush.
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I won't ever join a group in which the recruiter advertises "Team needs a ___." It's one of my little rules.
If I have already joined a TF team and the leader changes the search to "TF just needs a ___ to begin," I'll make a comment that we really don't. If it looks like we are going to wait around until the magic savior AT joins I will politely drop from the team.
Whenever I am leading a team, my recruiting is straightforward. "All ATs welcome, as long as you fight. Slackers will be booted. 'Pure healers' will be mocked, then booted." -
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Another option: refuse to fight Circle of Thorns. I'll fight any enemy group over CoT.
Debuffed accuracy is my pet peeve. -
Quote:The animations for many are ellipsoid, but I think the effects are spherical.I'm pretty sure they are exactly as tall as they are wide. The fact that they appear otherwise is an illusion caused by two factors. First they are spherical, that means the further you are vertically the closer you have to be horizontally. Secondly, the powers emanate from a single point not from the edge of the character box.
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Quote:I'd pay that much to allow more than 18 storage bins in a SG base, but not for Vault storage. I don't even use the vault since it is individual to a character -- maybe after e-mailing goes in.You know, I think I'd pay $10 or $15 for an increase in Vault Storage capacity...
My base has 12 salvage racks and 6 enhancement bins, and they are routinely full. I am the only one in the SG. Did I mention I was a bit of a hoarder? -
Quote:Virtue runs heroside Hamidon raids Monday and Wednesday evenings and Saturday afternoons. The raids start as soon as the zone is full, and most of the time there will be a repeat performance in Hive2. On some occasions there will be a third raid back in Hive1Which servers are most known for running Hamidon Raids? For both sides. Also, does anyone know of any screen captured videos of these raids?
I think villain Hamidons are Sunday evenings, but I don't raid redside so I am not sure. -
If you don't care about the set bonuses AND you want to enhance multiple aspects of a power, you can outperform SOs as early as level 18 (or even 15 in some cases).
Any ranged damage attack with 6 slots using +0 SOs:
Damage
Damage
Damage
Accuracy
Accuracy
Recharge
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Damage 94.93%
Accuracy 66.60%
Recharge 33.30%
VERSUS
Any ranged damage attack with 6 slots using level 21 IOs:
Tempest Accuracy/Damage
Salvo Accuracy/Damage
Volley Fire Accuracy/Damage
Maelstrom's Fury Accuracy/Damage
Maelstrom's Fury Damage/Recharge
Volley Fire Damage/Recharge
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Damage 95.13%
Accuracy 67.25%
Recharge 33.63%
The second build can be slotted 4 levels earlier and never has to be replaced. It also has more flexibility than SOs, which have to be slotted in full 33% increments. The frankenslotted build can replace an Accuracy/Damage with a Damage/Endurance and take a small hit to ACC for a small amount of END. And if you add in triple aspects you can slot them even earlier and still get more benefit than an SO. Oh, and even with frankenslotting you still get a tiny bit of set bonus (above gets 4% regen and 3% run speed).
Obviously this only works if you have multiple aspects that you WANT to enhance. IOs in Health won't outperfom SOs until level 30ish, because +Heal is the only aspect you want to enhance. True Grit takes Heals and Resistance, but there are no Heal/Res IOs so you can't frankenslot that either.
But for the majority of powers, there is almost always an IO that will outperform SOs (excepting the limited use of the Yin SO from Faultline). -
My biggest problem with EMP (I've never used EMP Arrow, but I'm assuming it would feel similar to me) is that it is almost TOO good. The duration is way overkill for most spawns, and I find myself saving it for a more dire situation. It sure is nice on the ITF though.
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For my solo blaster, Sleep Grenade made every fight an "I Win" button. Soloing +4/x1, I could sleep a spawn, then use Cryo Freeze Ray to hold one. Then I'd kill it and hold another. After the second enemy was dead, the third one was still asleep and I would hold and kill it at my leisure. With a tiny bit of global rech it is perma. It makes a great set mule, since purple Sleep IOs are fairly cheap. My solo build eventually became totally single-target focused, based almost solely on the ability to sleep spawns and kill them one at a time.
Siren's Song in the blaster Sonic set has a much faster recharge and longer duration (72 seconds with a 10 second recharge slotted!), but as a 40' cone it is less easy to use than Sleep Grenade's 80' AE with 15' radius. -
Quote:I didn't see anything in that article about satyrs.The stupider you are, the stupider you think everyone else is.
Just go visit any obviously satyrical Internet article and see how many angry dumb people who don't get the joke are calling the original poster a moron.
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Honestly for my electric melee scrapper the problem with Lightning Clap is not the loss of saturation from defensive auras like RTTC or AAO. The problem is that I just managed to get all of those nice juicy targets to get CLOSE to me. That's where I want them. Heck, I only have two slotted single-target attacks, and that includes Boxing. I don't want the bad guys scattered to heck. I want them all right up close to me so Chain Induction and Thunder Strike and Jacob's Ladder hit the maximum targets (oh, and Shield Charge and Lightning Rod, too).
My biggest challenge in fights are those enemies who don't want to close. Council Marksmen, Carnival Jugglers, Malta Gunmen make my fights annoying. Anything that pushes the bad guys away from me -- even if it stunned bosses for 30 seconds -- would be a suck deal. -
This for me too. I used to love Fly. I still have it on a few characters that I haven't gotten around to respeccing yet. But now that every character above level four has a Raptor Pack, Ninja Run, and a GvE Rocket Booster, I have no need for Fly. Maybe if I were going to build a ranged squishy who uses Hover, but as yet I do not have one of those. Even my dragon-themed character (with wings!) uses Ninja Run -- I adapted her concept to say she lost the power of flight when she took humanoid form, although the wings give her some lift.
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The mechanics of Thunder Strike are unusual for a melee attack, but if you think of it as a targeted AOE with a very short range rather than a PBAOE it makes sense. You are dropping a bomb on an enemy in melee range and everything around HIM (not you) gets blasted. That is annoying occasionally, especially when fighting enemies with large hit boxes. Malta robots, COT Behemoths or those big COT ghosts are so large that a Thunderstrike on them often won't hit any other enemies. You almost have to think of it like a cone (Sands of Mu) and tab through to pick the right target.
Chain Induction is another one where you have to pick out the right enemy in a group. If your attack kills the target, the chain won't jump, and since the main attack is larger than the chains, you want to hit someone who you know will survive. CI is the only attack in the game I can think of that can get LOWER overall damage if you have a damage buff. I've cursed a lot because of a critical hit killing the target of my CI, meaning no jumps.
The proc bug in Chain Induction has been fixed. The bug was that the chance of a chain was reduced to the chance of the proc. Now the chain is 100% and the proc is normal chance. I don't know if it ends a chain if the proc kills the enemy, though.
Thunder Clap is great because you can skip it. If it were KD instead of KB, it would be OK, maybe. But 3-5 seconds of no one beating on you is not worth having to chase down and melee scattered individual enemies with a largely AOE powerset like Elec. And that doesn't even include the fact that you've just knocked them out of your aura, which means you've may have lost damage, defense, regeneration, or taunt. -
Quote:A solo player who isn't under any particular time constraints can put a Time Bomb at the center of a group under cover of stealth, whereas a Trip Mine will explode immediately doing less damage.Anybody. Find us a reason to take Time Bomb that couldn't be done by Trip Mine.
That's all I got. -
Quote:Mostly a good list, Warkupo, although I disagree with some of it. One thing i do want to point out is that you seem to think that Group Teleport is a "group come to me" power. Lots of people think that, and it would be a decent power if that were the case, both for those of us without the veteran Assemble the team and for times when AtT is down.Group Teleport: Just use the Vet reward. The situations where you need this do not come up so often that it requires you actually have this ready. Besides that, you had the option of taking teleport friend to even GET this, why not just do that?
The sad reality is that Group Teleport is not a "team come to me" power. It is a "teammates near me go over THERE" power. Yes, Team Teleport takes team members who are already near you and moves the bunch of you over THERE. So it isn't the group version of Recall Friend. It is the group version of Teleport.
I've seen some uses for it. Masterminds, for example, can get good use out of it for gathering your forces and moving them en masse into an enemy group. And Smurphy uses it a lot on his "challenge" teams in an attempt to push the envelope and see how many teammates he can kill, Fallout, and rez. Other than that, it is pretty useless. -
Here's my build. I like the speed of Charged Brawl over Havoc Punch, but that could be switched easily if you disagree. Some of the slots are not at max level because I got the IO through gameplay and slotted it early. I may or may not swap out for a level 50 later. Most cases it won't be worth it.
I am seriously considering switching APPs, because my endurance is manageable already and I still have a good bit of slotting to do. So I don't think PP will be that necessary, even though I *HATE* running out of endurance. However concept-wise I am not sure where else to go. Darkness and Blaze don't fit, and I won't have the slots to make them useful anyway. Maybe I'll drop APPs altogether and get Recall Friend or Aid Self or something. I'd have to drop Stealth to pick up another power pool, but that was mostly concept anyway (and some defense) /shrug.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Flower of the Moon: Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(19)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Def/Rchg(3), Aegis-ResDam/EndRdx(5), Aegis-ResDam(5), Aegis-ResDam/EndRdx/Rchg(7)
Level 2: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(21), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(23), M'Strk-Dmg/EndRdx/Rchg(23)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal(7), Aegis-ResDam(9), Aegis-ResDam/Rchg(9), Aegis-ResDam/EndRdx(11), S'fstPrt-ResDam/Def+(11)
Level 6: Swift -- Run-I(A)
Level 8: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(31)
Level 10: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Dam%(34), Sciroc-Acc/Dmg/EndRdx(34)
Level 12: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def(34), RedFtn-EndRdx(36), RedFtn-Def/EndRdx/Rchg(36)
Level 14: Active Defense -- RechRdx-I(A), RechRdx-I(36)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(37)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(43)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx/Rchg(39)
Level 30: Weave -- S'dpty-EndRdx(A), S'dpty-Def(31), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def/Rchg(43), S'dpty-Def/EndRdx(43)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48)
Level 38: Combat Jumping -- Winter-ResSlow(A), LkGmblr-Rchg+(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Regen/Rcvry+(48)
Level 47: Stealth -- DefBuff-I(A)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 10.8% Defense(Smashing)
- 10.8% Defense(Lethal)
- 16.8% Defense(Fire)
- 16.8% Defense(Cold)
- 10.8% Defense(Energy)
- 10.8% Defense(Negative)
- 6.13% Defense(Psionic)
- 18.6% Defense(Melee)
- 18.6% Defense(Ranged)
- 16.4% Defense(AoE)
- 30% Enhancement(Accuracy)
- 30% Enhancement(RechargeTime)
- 5% FlySpeed
- 110.4 HP (8.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 11.6%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 6.05%
- 2.5% (0.04 End/sec) Recovery
- 60% (3.35 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.21% Resistance(Fire)
- 2.21% Resistance(Cold)
- 3.13% Resistance(Negative)
- 20% RunSpeed
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If you open the Combat Monitor and look in the "Base" section there is an entry for "Last Hit Chance". Right click that and monitor it and it will stay on your screen and show you the % chance you had to hit the last time you attacked. You can clearly see exactly what your chance to hit is. If you slot one attack with accuracy and one without, you can compare the chance.
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True. I didn't mean to suggest that AM would be a good choice. Just that it would work properly.
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Quote:The proc is usually slotted in an always on power like Stamina, or in an endurance modifying buff like Accelerate Metabolism or Speed Boost. Slotting it in a damage attack is not where you want to go.Wow, that stinks if it's true.
So what attacks does this proc atually return end to you in? Does it have to be an attack that has a chance to return end to you anyways, like Charged Brawl and Havoc Punch?
Or does it not work properly at all?
Somebody who has tried slotting this proc in an attack please report.