Frosticus

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  1. Quote:
    Originally Posted by Mercury_Down View Post
    I can confirm the old Positron TF (now available in Ouro) does indeed give you the badge needed for TF Commander. This was also stated in the notes following the change.
    Quote:
    Originally Posted by Ironblade View Post
    <ahem> The patch notes say:

    "The original Positron's Task Force is available in "The New Recruits" flashback arc. Completing either the new Task Force or the original will grant the Positron's Ally badge."
    Nice.
  2. Quote:
    Originally Posted by Silencer7 View Post
    Also redraw times are normalized now, so you'll only have a problem with redraw if you really hate watching the animation.
    This is not accurate. If you experience a redraw it directly increases the length the cast time by the amount of time said weapon takes to draw.

    Redraw no longer matters if you keep your weapon out, whereas it used to be baked into the power cast times, hence why they all had pauses at the end if the weapons was already out.

    If you are actively switching back and forth from drawn to non-draw you will greatly slow down your attacks.
  3. Quote:
    Originally Posted by Athanatosis View Post
    Ah, I see. It's hard to figure out what's true or not when all I've got to go off of are so many varying opinions!

    Even if I were to master swapping ammo at the right times to maximize damage, DP still wouldn't be up there with Fire or Arch? I've liked the idea of Fire so far but after reading this thread the idea of a no-crash nuke seems a lot more efficient in terms of fast paced eight man teaming and getting as much AoE out as possible without having to take breaks between spawns. Inferno is awesome and all, but in terms of damage dished out per mission, I think the end crash and subsequent downtime could really hold a player back.

    Honestly though, I've never personally experienced an END crash, so this is purely theorizing on my part based upon what I've either read or seen while researching powers. For all I know, END crashes aren't a big deal at all, and my fear of them is from the over-reaction of others and their tear filled rage threads.
    I wasn't counting Inferno when I made that list. It isn't very hard to figure out just look at the damage of the various aoe powers.

    That said, you should play what you want to play. If you want to make a dp/x then make it. Their damage may not be tops, but it is still going to kill a lot of things on a team.
  4. It does have 1.2x acc though so you can skimp a bit on acc slotting.
  5. Quote:
    Originally Posted by Athanatosis View Post
    IF I choose never to use any cones, would DP/MM still be the best AoE choice for Blasters? Or considering a no-cone build (for any set) would another powerset combo shine?
    I don't think under any conditions would DP/MM classify as the best AoE choice cones or otherwise.

    A no-cone combo that would be most damaging is:
    arch/fire
    fire/fire
    arch/mm
    fire/mm

    then followed by dp, rad, and elec paired with /fire or /mm.
  6. Quote:
    Originally Posted by Hyperstrike View Post
    Nope.
    Figured, but was hoping.
  7. Frosticus

    what/cold?

    I'll give you three clues because I'm not really in the mood to be overly nice anymore. I also believe people that take the time to actually learn something have a greater understanding of it than those that are just told the information

    1. Once you understand the mechanics of benumb it will invariably mean you understand more of the game and will cease saying things like:
    Quote:
    The extra -defense in benumb
    2. You don't seem to understand the mechanics of -res and quite possibly the mechanics of +dam based on this statement:
    Quote:
    The -30% resistance is severely diminished with AV's resistances, whereas the 30% damage buff on AM is going for full effect.
    3. You need to do more research if you think controller sleet should been scaled down to 22.5%. I'd suggest seeking the source of cold, then comparing it to storm, for a greater understanding.

    Quote:
    already mentioned the tomax site i was using didn't have the values, cold/ vs rad/ = /cold vs /rad they scale between values so it doesn't really matter in the discussion. If its not scaled properly between defenders and controllers that's not my fault.
    All this information is readily available if you log in your /rad controller and/or your /cold controller. My hope is you aren't speaking from a position of authority without having actual first hand knowledge of these sets. At the very least you can just go to the character creator and see the information. Additionally Mid's has all the info, it helps to know how to access the various summoned pets, but isn't vital. So whether you take responsibility for fact checking, or pin it on someone else that doesn't exist, is not really my problem. But it is a bit frustrating when you make statements that aren't based on the actual sets involved because you are making assumptions from some other semi-related comparison.
  8. Does the old one still count toward TF commander?
  9. Once you understand the mechanics of an AV encounter most of them are pretty much identical. In that regard many many different power set combos can be built to defeat at least some AV's without a lot of player skill required.

    When you start getting in to some of the AV's that present a lot more challenge like Positron, Infernal, Recluse and such, is when you see how well a build holds up under the challenge of solo'ing AV's and you start to see a lot more technique, or skill if you will, enter into the picture.

    Or at least that has been my take on the process and I'm approaching the 100 AV's badge (not that it exists outside of my mind), no temps/insp/clicks accolades/no aideself, with my fire/traps corr.
  10. Frosticus

    what/cold?

    If your target stays under the rain all debuffs expire after 15 seconds and none of the delayed effects kick in.

    If your targets leaves the rain at any point the debuff lasts the 30 sec after and the delayed effects kick in.

    As a stormy it almost makes more sense to drop FR on them and then gale them all out of it after a bit so that it actually works like it is supposed to.
  11. 35% is still very good and very tangible. As mentioned if you are getting overwhelmed pop a purple and problem solved.

    That said, you may not be planning to "tank", but AAO has different plans for you
  12. Frosticus

    what/cold?

    With the bug in sleet you almost want things to scatter so that it actually works. Almost.
  13. Quote:
    Originally Posted by MCBiohazard View Post
    I'll disagree with Frosticus and say that 52% is not entirely overkill as far as defense goes because you have no defense debuff resist. Fighting packs of romans or lots of gunners, especially at higher cons, can cascade you down to vulnerable levels or worse so having a 7.5% buffer from the soft cap either through straight defense or debuff from Seekers is a good idea, really.
    I don't think I said overbuilding for def was overkill because there are a lot worse things you could do.

    I think I said 52-53% is probably more than you need because seekers will help protect you against debuffers. Conversely, unless you are playing some sort of ironman build it just makes more sense (to me) to pop a purple if you are getting debuffed. That extra 7%+ def could have been used to build for more offense. But everyone has a different threshold of what "enough" mitigation is.

    I have little issue working the wall in Cim on my trappers, and I'm usually one of the first to dive in during the ITF

    For me I prefer to shore up the one defensive weakness in the build before overbuffing def. Getting closer to the psy softcap protects you against non-positional psy attacks. The worst of which is probably mesmerize. Most of my deaths on my trappers has been because I get hit with it and it suppresses all my non-IO def so the next volley of attacks have a much better chance of hitting. Bit less of an issue on my def than my corr because FFgen has such high value on the def and keeps working, whereas the corr gets a lot of its melee type protection (ie s/l) from scorp shield.

    Just depends what you want from the toon. But whatever it is, traps can deliver. And for that it is a great set.
  14. Earth/Fire or Plant/Fire.

    Plant because it gets very good control early in the game and will let you really feel how strong doms are pretty much right out of the gate. Additionally, nothing will ever surpass the damage /fire does so it is a sound choice for late game too.

    Earth because it creates a very large margin for error by having quite a few very powerful controls and because the -def will let you succeed where other toons wiff and die. Especially in the early game where lots of teams have a tendency to set the difficulty higher than it should be.

    Mind/fire is a good choice if you want to solo. It has an abundance of single target control backed by the high damage of /fire. It feels very powerful right out of the gate too, but in a different way than plant (single targets vs entire spawns) It is worth noting that all the sets except gravity will solo faster post pets though. Plant, not because of its pet, but because of seeds.
  15. Arch/Fire played in melee range.
  16. Frosticus

    what/cold?

    Quote:
    Originally Posted by Windenergy21 View Post
    Oops, not wrong information, just forgot to mention I was using defender values as it was easier than calculating the troller values since red tomax doesn't have it updated for it.
    We are discussing x/cold not cold/x

    http://tomax.cohtitan.com/data/
    or
    log in game and read values off of your /cold and /rad trollers.

    It wasn't just wrong information about cold though, I would just correct that and move on. There was flawed information about game mechanics as well and wrong information about what certain powers do.

    Anyway, for whatever reason, the devs decided not to scale cold debuffs properly (using all other sets as precedent) when they gave it to defenders. What can I say, it's not the first time they have put 50% effort in to something and called it done. Thankfully we aren't discussing cold defenders as they are an entire different discussion from /cold
  17. I'd imagine a perma pet build could at least technically do enough damage to kill an AV. Crabs aren't known for their st damage though.

    Banes can easily put out enough damage, but survival is a different matter.
  18. IMO you should build (ideally) close enough to softcap where DN will put you over by enough to take at least one defense debuff.

    You should be able to cover all your bases with DN in one direction and Fearsome Stare in the other direction if you are getting swarmed. They have matching tohit debuff values.
  19. Frosticus

    what/cold?

    Oh boy, there is so much incorrect information in that post my eye is twitching.

    Here's a fun little exercise that might help. Tell me specifically what happens if I hit (an even con) Valkyrie AV with Benumb when she rezzes and before she hits MOG. When you can answer that question in detail this conversation can proceed. In the mean time I'm going to PM Castle about the sleet/freezing rain bug again, maybe that will stop the twitching.
  20. Quote:
    Originally Posted by Santorican View Post
    Positron makes me foam at the mouth. He is seriously the biggest PITA AV this side of Shadow Hunter.
    Try out Anti-Matter, in addition to what Posi has he also sports Rad Infection (ouch) and x-ray eyes, which has higher base tohit chance than other rad attacks.

    No god mode though.
  21. I love the end discount of vigilance, always have.

    If you tell me my storm/sonic is being a "bad defender" for getting use out of it I'll respond by telling you that you are an idiot as I can pretty much guarantee I do more for the team's reward rate than your "good defender".

    Same goes for my cold/dark, who gets to use HL primarily for the debuff rather than needing it for the buff like all my other colds. Same goes for my traps/son, and my dark/rad blast.

    Being able to go buck-wild when we get into the thick of things is just great. All my defenders are slotted more aggressively than the corruptor version would be because endurance is less of a concern in teams, which is where I primarily play them.

    I understand the complaint that it isn't as visual as scourge or containment, maybe they could change it so that when you start receiving a vigilance discount is spams vigilance over your own head...yeah. If your net worth is determined by the gimmick text appearing over enemy heads then I feel bad for you.

    The damage buff while solo is nice. Defs designed* with the intention of solo'ing were already fine at it and I'm not sure this change has made builds not designed for it much better like a single attack emp/psi, but maybe.

    *When I say designed to solo I mean designed to actually contribute in all types of play. I personally don't have a defender build that can't fit in all team relevant buffs/debuffs while also fitting all solo relevent buffs/debuffs with the full gambit of attacks too. They might be out there though, playing some set that isn't available to the rest of us that makes it impossible to build for. From the way some people talk about it on the boards the power sets are out there. Who knows.
  22. Quote:
    Originally Posted by StrykerX View Post
    I generally load up on Thunderstrike sets for Ranged defense on Blasters, and Thunderstrike has a nice global accuracy bonus plus good accuracy enhancement. Add in a Kismet 6% to-hit IO and a few incidental accuracy bonuses and I tend to hit +3s 95% of the time and +4s at least 75-80% of the time. Unless you fight +4s a lot or have low accuracy because you built for S/L defense you really won't need defense debuffs often. I admit the few times you do need them they're darn handy, but other secondary effects are useful a lot more often.
    Quote:
    Originally Posted by GavinRuneblade View Post
    Depends. Personally, I prefer more enemies over harder. In all games in all genre's across all the decades I've been playing games I think the number escalation is a complete cop-out on the designer's part and I just don't enjoy it. What I mean is, just giving them higher stat numbers doesn't make it "harder" to me. For me, that just makes it "more annoying".
    You guys have both mistaking "harder" with "higher level" and is not what I mean at all (well maybe a tiny bit, but not the focus of what I'm saying).

    See how those thunderstrike global acc buffs hold up with a couple Nerva Spectrals on you, or hurricane from a Storm Shaman, or multi-stacked vengeance Nemesis.

    You aren't fighting hard enough enemies if you find -def to be of no value. By hard enough I mean enemies that have powers that make the game harder, not just enemies that hit you harder and take longer to die.

    I would say the same thing to anyone that says they find status protection to be unnecessary, or any other number of things that are too easy if you stick to the most mundane enemies to be found. If you find something unimportant it is becasue you aren't facing hard enough enemies. That is fine, as it is a conscious decision, but it is decidedly different from saying it has little or no value.
  23. In all seriousness I was a bit disappointed with the not being able to save my double. It seems like no one ever actuallydies in this game and then the one character I really like goes and actually dies.

    It wouldn't have bothered me if the things I defeat by cleaving them in two with headsplitter were dying too, but nothing ever dies. Except my double , who was arguably the second best character in the whole game
  24. Quote:
    Originally Posted by Decorum View Post
    You folks really need to stop saying "clone".
    clone