Frosticus

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  1. Legend has it that it was granted to a sole villain and he has passed it down to all of us.
  2. Quote:
    Originally Posted by Liz Bathory View Post
    ps. Those who make Mission Architect mobs know how easy it is to screw up. I recently made a perfect ghost mob (I thought)... with Dark Blast / Dark Miasma. On all incl minions. Ended up with every ghost doing so much -acc that the mob was completly untouchable. Noticed that directly in test though.
    You tested it? That's weird.

    rep said: "because your signature is rude"
    Didn't enjoy Kiss Kiss Bang Bang hey? Well I thought it was pretty darn funny.
  3. Shaking my head right now. mag 54 mez protection means that the team that can mez them can mez almost any target in the game. Is that really where you want to set the bar? Really?

    I think this would and should have been realized in about 30 seconds of testing from someone with no prior knowledge of mez mechanics in this game and instantly identifiable as a potential problem to anyone with knowledge of the mechanic in relation to the AT's found in the game.

    Such high protection is probably fine for the raid version ( ~30 is better though) and was very likely fine for the old raid version that had upwards of 100+ people. For an 8 person TF though...

    It's absolutely fine if you want them to have very high mez protection as one avenue to defeating the encounter. But because that will require specific team formations (which is a no no for TF design) it means you need to provide one or more alternative methods to defeating the encounter.

    Now I don't see you spending the time to rework the encounter for multiple approaches so that doesn't leave much room for employing ridiculously high barriers to entry for the single approach that is employable.

    Thanks in advance for the hotfix that will be coming in the next few days.
  4. Quote:
    Originally Posted by UnicyclePeon View Post
    Neat. I'd like to see the build if you have it handy to post. I'm sure the OP wouldn't mind taking a look as well.

    Lewis
    I meant 44.8% s/l def. Earthquake slotted for tohit debuff will take you the rest of the way, even against AV's (14.4*.15 = 2.16 tohit debuff)
    It's not cheap, but no pvp IO's sooo it isn't expensive either heh. You can sub in a set of Apoc, Ragnarok, and unbreakable purples if you have cash to take the global rech up to 100%
    The issue is that while having a lot of recharge it doesn't have enough to run a seamless chain of incin>fireblast>blaze (flares is not slotted, and i hate the attack personally). It's close, but such gaps generally don't matter in normal play cause you'll be using controls and whatnot. Besides it is only like 0.25 of a second.

    It's a ninja jumper too, which may or may not be an issue for some people.

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  5. Depends entirely on what skills/bonuses the system offers. I have no intention of grinding out the incarnate levels on any toon that won't benefit a large amount from them.
  6. Frosticus

    Stalker DPS...

    Quote:
    Originally Posted by powerfuse1 View Post
    If I remember correctly, Spines still has it's AoE attack as well.
    It is ok for AoE, but gives up quills the damage aura, which is pretty significant over time.
  7. Frosticus

    Stalker DPS...

    Quote:
    Originally Posted by BrandX View Post
    I'd like to create a Stalker that can solo most AVs on their own. Doesn't need to be super easy. But you need to have a good amount of DPS to go with it all, and stand up to the AVs resists.
    You'll want an /sr or /nin. probably a softcapped nin if you can do it with still achieving enough rech to run the best attack chain.

    DM is probably the best st primary, or katana w/o DA.

    I think I made a dm/nin/mace that I figured would be good for ~225 dps in mids. Can't remember if that was accounting for the crit increase from the 3 spiders or not and I'd hope that didn't include the dps from the pets themselves as that would be sad, but it was a long time ago that I sat and made it.
  8. Quote:
    Originally Posted by Oedipus_Tex View Post
    I may not have explained myself well enough. There do not appear to be mechanics that summon creatures in specific configurations. There isn't anything, for example, that "summons a circle of creatures." And certainly nothing that "summons a circle of creatures a maximum of x yards from a selected centerpoint, closer if there is an obstacle, and then forces each creature to face the centerpoint."
    Which brings us full circle to my post that said: "so far beyond anything capable in the system it is better suggested for CoX2"
  9. Quote:
    Originally Posted by SmokeSignal View Post
    PvP booster packs a la GW. I still think that's the best way.
    It would be unsuccessful if they called it a "pvp booster pack" though. They have put the nails in the coffin to ensure that.
  10. Frosticus

    Stalker DPS...

    Not that I know of, but it would be a challenge if someone does. There are a lot of variables at work.
  11. Quote:
    Originally Posted by Madam_Enigma View Post
    No disadvantage? Uhm... yeah... Tell that to Mister Regen Scrapper who's getting whacked around for 400 damage per hit by eight rikti. Melee combat is far more dangerous then ranged combat in CoH.
    Whoosh...is the sound of the discussion going over your head.
  12. That will teach you to play wrong! Should have been sitting back healing people with O2 like a good support toon.
  13. You HAVE to take 6 power picks that are not from your prim/sec on the way to 50.
  14. I think -def is great. People aren't fighting hard enough enemies if they think -def is of little to no value.
  15. Frosticus

    Positron AV

    Quote:
    Originally Posted by Solo_One View Post
    well, you could just lose provoke for firebreath and slot boxing with 4 kin combat to make up for the lost defense. but i dont know if you are somehow making use of provoke, my highest trapper was like 30.
    I'm in debate regarding provoke. It is vital for some encounters. Some AV's despite me doing a metric ton more damage seem to prioritize my traps/summons as targets. Having an AV turn away from me and two shot my acid mortars and spider buddy constantly kind of sucks.

    I also needed it to keep ghost of scrapyard from hightailing it to the other side of Sharkhead. I've only just started working my way through the GM's, but I think I will need it for several of them.
  16. Quote:
    Originally Posted by Muon_Neutrino View Post
    The problem is (ignoring non-proliferatable powerset types like blaster manipulation, dom assault, etc), brutes, corruptors, doms, scrappers, defenders, and blasters all *already* don't have any unique sets - in fact, only stalkers, tanks, MMs, and controllers *do*. And I very, very highly doubt they'll introduce a new set for each of those 6 ATs and *only* for them - imagine the outcry! So trying to leave each AT with a unique set is already screwed, and it'd be pretty silly to make it so that *some* ATs have unique sets.

    Aside from that, though, I don't think we need to keep sets exclusive to preserve uniqueness, because the ATs themselves play differently. A /nin stalker would still be unique if /nin went to scrappers, since stalkers and scrappers play significantly differently. Even if /illusion went to doms, an illusion controller would still play like nothing else in the game, since dom and controller play is usually so different. An /ice brute wouldn't play anything like an ice/ tanker, etc, etc.

    I personally would rather they proliferate everything *because* of those differences, so as to open up the widest variety of possibilities - at least, those which fit within the AT framework. If I want to play an illusionist who also beats his foes up with energy (a combination of abilities which fits the dom AT), 'roll an ill/ controller' isn't really a solution.
    Exactly, if every AT had a unique set then great. They don't, so no one should.

    If trollers need to keep illusion unique to them to remain differentiated then what does that say about fire, ice, earth, plant, mind, and grav? Are they then the same on trollers as they are on doms? No they aren't. Just because a set is shared doesn't mean it replicated the play experience.

    One need look no further than corrs and defenders who share a lot more in common than any of the "unique" sets would that remain to be shared. While a rad/rad corr is very similar to a rad/rad defender they are still different enough to have different players enjoying them both.
  17. Basically Zyal there are two directions you can go that will radically improve a doms performance.

    The first is building for defense (usually slash/lethal). This works for every AT and doms are no exception. Simply not getting hit lets you do everything better.

    The second is recharge. This is a synergy that is especially beneficial to doms as everything they do is recharge based and domination itself is as well.

    Looking at your build you went for a mix and match approach to set bonuses. That is fine, but if you are going to take that approach it may be better to frankenslot so that each key power is slotted to full ability.

    Also take blaze and slot up FE. Little reason to be playing /fire if you aren't going to be playingwith fire.

    You can build a dom on the cheap that will be very effective, but to be fair they respond very well to having money spent on them.

    My earth/fire is built for recharge and def (41% s/l, perma dom), but it isn't cheap to do.
  18. Frosticus

    Infernal AV

    Swan didn't present any issues for me. She sent me flying a couple times with repel, but other than that it was a pretty standard 3.5 min take down.

    I'm currently stuck on Zenflower, Woodsman, and Malaise. I don't have enough psi def yet so confuse wrecks me, but I've got it worked out to hit 40% with a few tweaks so hopefully that will suffice. And plant control is just ruining me with seeds of confusion. The same reworked build will push aoe up to 37% (currently at 29%), but I will seriously be at the mercy of the RNG.

    Actually, I think I figured out zen and woodsman while I was typing this. Assuming I don't get one shot by strangler with its high base acc lol.
  19. I found it pretty easy to escape, but then again as soon as Protean dropped I keyed:
    up up down down left right left right b a start
  20. Frosticus

    Envenomed Dagger

    np, -regen is weird cause the numbers don't really seem to mean anything unless you know how much the target is regening.
  21. Frosticus

    Envenomed Dagger

    Quote:
    Originally Posted by DarknessEternal View Post
    Are you sure that's how - regen works? By your math, 100% -regen would make things unable to regen; that's not how anything else in the game works.

    I'm pretty sure 37.5% -regen doesn't equal 62.% previously effective regen.
    I'm not sure what you are trying to say, but I'm telling you the numbers for it.

    You need 666.69% -regen to halt a standard lvl 50 AV. That will equate to 94.23hp/sec or 94.23 dps. E-dagger provides 250% -regen.

    You'll notice that 666.69%-regen once resisted by 85% = 100% (effective) -regen

    250/666.69 = 0.37499% of halting the regen
    0.37499*94.23= 35.335 hp/sec -regen applied
    94.23-35.335 = 58.894 hp/sec regen remaining
  22. Frosticus

    Envenomed Dagger

    Standard AV regen rate at lvl 50 is 94.23 hp/sec. E-dagger will reduce that by 35.335 down to 58.895 hp/sec.
  23. Quote:
    Originally Posted by MaestroMavius View Post
    I'd argue with that.

    It's best done with SS+Stealth.

    Que up your melee attack and charge past the mob. Your attack will animate and hit, but you'll be far away. Then just rinse and repeat.

    This way you don't suffer the suppression penalty in the middle of the mob!


    That said, It's really only useful in certain situations. 9 times out of 10 your better off just sticking to usual tactics.
    Not really, cause SS will then suppress and so will stealth so unless you want to wait the 4ish seconds until you can zip around again before you're next attack it doesn't work out very well.

    Silverado is right cj+hurdle works very well. The attack will animate as you are jumping away and by the time you land (assuming you didn't use some hellish long attack like total focus) you can move again unfettered.

    Before Castle poured syrup all over pvp that technique was pretty much the way to roll and even ranged attackers would time their attacks mid jump so that by the time they landed they could move freely.
  24. Quote:
    Originally Posted by Athanatosis View Post
    Considering how END heavy the set combo is I want to know, as roughly as necessary, what sort of influence pool I should be looking at before I roll one if I want to make the leveling experience and smooth as enjoyable as it should be.
    How much do SO's cost?
  25. Frosticus

    Infernal AV

    Quote:
    Originally Posted by Silverado View Post
    The only version of Infernal you'd fight as an AV redside caps at level 40
    Darn. All well I have plenty of them still to go through and I've already got a growing list of ones I can't take down with this spec of the build, so if it means waiting for GoRogue then such is life.