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Posts
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thanks. I'm gonna keep holding off on that plan. I don't see being able to cancel the debuff as WAI and I've had enough toons I really enjoy altered to the point I start to dislike them lately.
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Quote:A good fire/rad (which Silverado's obviously is and more) can pretty easily hit in the very high 200's for dps with LR factored in vs an AV. An easy AV is probably taking about 2.5 min, bit less if he has proc'd out his attacks. A highly offensive fire/rad/fire can get close to 2 min, but generally has to sacrifice some survivability to achieve that.I'd be very interested in seeing videos of you vs. GMs or Pylons, or at the very least timestamps of how long the fights take. I'd like to quantify what exactly "better, stronger and more powerful" means.
I've never really looked at an ill/rad closely, but I'd imagine they are more like a 5 min + (easy) AV solo'er. -
Quote:The damage a well built bane can produce is astounding. IMO they don't need more surviability. Yes they are probably the least survivable VEAT, but for good reason.I'm all for improving bane survivability. Be it -def resistance or self heal.
But not by giving up build up, It's useful for gunbanes out there, aswell as normal banes.
I'd replace the web hold or one of the blasts, but that is just me. Or just add a single new power.
That said, in a perfect world I'd drop web cocoon for reconstruction or dullpain in a heartbeat. -
Wide area web
Venom
and Frag grenade should all be left hand throws (ie a grenade) that do not eminate from the weapon and they should have an animation set for the rifle and a seperate one for the mace so that they do not cause redraw.
Surveilence should be like a taunt animation and not cause redraw either.
Placate should also have a rifle animation (if it doesn't, I haven't checked) so it does not cause redraw when used while rifle blasting as not all applications of placate are offensively oriented.
That would make banes and bane variations play a lot smoother.
Aside from that banes have so much bloody offensive capabilities if built for it that more survivability is not something I personally feel is warranted. Just how much offense? I hope to show that eventually, but it is beyond amazing and safely in the ridiculous category where only a few other builds hang out.
That said, in a pony filled world I'd replace web cocoon with a self heal or dull pain before adding elude. -
If your attack is qued it should still crit even with DN on them. There might be a small chance of it not criting if it is right on the pulse of DN, but even then I'm pretty sure I've taken a hit late in the placate animation and my follow up attack still crits. I guess that is a little different, but if it is qued there would be either a tiny or no window between the placate effect and the damage of your next attack being rendered.
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I'd give your guide a 4/5. Good job.
This is a great place to post it because you are inviting people to join freedom and join pvp. Placing it in either the freedom and/or the pvp boards would sort of defeat the purpose of that. As mentioned you should seek to have this added to the guide section for several reasons.
1. To make it more permanent
2. AFAIK the existing "beginner guides" are all pretty outdated since i13 ruined them.
Also, don't be discouraged by a large percentage of people saying they aren't interested in pvp, that is just the environment. Like all "mass marketing" you'll only get a small percentage of positive recipients. In this case even a few people seeing it and deciding to give pvp a whirl is a good thing. With basically zero dev support (and the support given seems to be trying to "kill it" heh) and a largely vehemently anti-pvp player base the pvp community has to be built 1 person at a time. That is something I wish more pvp'ers would remember.
Especially don't be discouraged by the people that are basically trolling this thread. They say they are against pvp, but they are only against pvp that actually takes a small degree of skill so they stick to mind-numbingly easy thread derailments and general trolling.
I think you should add a small section explaining that pvp isn't something you should just expect to be successful at the first time. At best even when you take your beloved 1200 hr toon in it is like learning a whole new AT. At worst it can be like learning a whole new game. That clearly isn't for everyone, but just like "alligator wrestling" some people might really like it and not even know it yet. -
Well except gale... which strangely is the only power that gains containment damage too.
Other than that single oddity no powers in the game found in a secondary "critical" (crits/scourge/containment). -
Quote:Actually, that tag merely means that the -20% value can never be increased if you had, for instance, a Power Boost effect on you. The tag [Non-resistable] means what it implies. See: Flash Arrow.
SR indeed resists the debuff of a Rage crash.
Can anyone grab their SS toon that is paired with a def set and confirm this in game please? It is one of the reasons I've been holding off of a SS/def toon.
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Quote:I generally agree, except in this case a number of the cast times don't match their arcanatime expectation, which in turn means the ingame numbers are off. It was a while ago that I checked, but I was getting like 13-15% off (of arcanatime). When we are talking about cast times that are supposed to be already lengthy at 2.376 (2.17) and are actually coming in at ~2.7 sec that is pretty tangible. Especially because the gap is just a pause of you being able to do nothing.I'm... of the opinion that asking for buffs to a set that's already potent isn't really necessary (Traps, that is, I don't know much about Devices).
Rad and Dark have lengthy animations, too, but I wouldn't go asking for them to be sped up, you know?
Despite what should be shortcomings for the set, it still works really, really well. Sort of like Spines.
Edit: Also, I don't think any Regen buff/debuff values change based on AT.
Whether you call it a buff or a bug fix I dunno. -
Quote:Definitely prefer heavy breathing phone calls at 2am.You missed my point. Here on the forum you have an identity. In real life would you like to be told something rude or mean to your face , therefor knowing the identity of the person or having anonymous calls saying rude or mean things to you ?
Oh wait are you asking which we prefer to do or receive? Actually, no matter. The answer is the same in either case. -
Like I said, it isn't cheap, but this build is 1 insp from softcap (similar to yours in that regard) and 75% global rech. No pvp IO's.
I'm not a fan of snowstorm in late game.
Click this DataLink to open the build!
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Quote:That would be pretty funny to see.Well i got to 50 and it was a fun ride, currently angry at my build attempts since i cant find anything that works for me.
Not really why i´m posting though.
Was on a KTF and one of the Red Caps cast its blind power on the FFG.
Seeing that lil dude riding on the FFG smashing it was one of the funniest thing i´ve seen in game.
Forgot to take a screenshot as i was to busy laughing.
Post up your build somewhere and tell us what you are trying to do with it. Defender traps is pretty flexible, I'm sure we can figure out something that will make the toon enjoyable and effective for you if you like. -
I like tags, they are usually good for a laugh even though they are rarely useful.
Just look at the tags for this thread, I chuckled, but only the last one is useful -
I don't think stacking domination was obviously unintended. I think that because most of the aspects of the power are set to "does not stack from same caster" except the damage bonus and the mez protection.
If it was obviously unintended then that restriction would have been added to the rest of the power.
I don't think the devs expected players to multi-stack domination on their own, but they have historically missed the obvious. However, the fact that it could be stacked was known to them. It is a tough road to prove that something that is ok with a single teammate buffing you from a game balance standpoint suddenly becomes overtly "exploitative" when achieved solo.
They may not have liked that doms could do it by themselves, but then again they haven't changed that aspect, there is just less reason to stack the power now. Usually when the devs decide something is too good they crush it like Lightning Storm, they don't just shift the power around.
What would I call people that took considerable time and inf to fully maximize the potential of their dominator within the confines of designed and implemented game mechanics? The same thing I call them now - Min/Maxer.
The number of actual exploits that players have had the opportunity to take advantage of in terms of player powers are very low. They don't slip through very often and when they do they don't last very long. -
Quote:Sleet already invokes "avoidance" or them trying to flee, adding rain of fire doesn't make them flee more, it just makes them dieI had Rain of Fire before. And I realize the power of the DoT than happens when you drop RoF after Sleet. But the panic effect caused by it apparently ticks off my SG mates even though it's an 80% Speed debuff from both (more with Power Boost), that's why I took it off. I can easily put it back in instead of Snow Storm though. But really, RoF is a HUGE End hog O_o
Quote:This one, I have no real excuse for lol. I didn't take Blaze mainly because of it's short range for one... I think I can switch it in instead of Flares just as easily.
Quote:Actually the main reason I went with Soul Mastery was Power Boost. The boost to Sleet's Defence Debuff as well as Infrigidate and Benumb (and the boost to the defence component in my shields too) is a really great asset. Especially against people like Cimeroreans (ITF) or Nemesis since they have such high defence to begin with. Dark Embrace isn't exactly what I'd call essential but it's nice to have, not only because of the resistance but it's a good place to put the Steadfast unique, and my KB protection IO.
PB has no effect on your shields... unfortunately. Though /cold would be way to good if it did.
Another good place for your kb protection and the +3 def IO is your ice shields. That way you have the benefits much earlier in the build for exemping. But in your epic shield is fine too.
Quote:As for Soul Drain...it's mainly spice for me. I didn't slot it heavily for two reasons:
1) I really don't have the slots to spare
2) I don't think it actually needs the slots aside from what's in it. Since I always hit Aim before I use Soul Drain (and power boost if it's recharged for more ToHit Buffs) and Aim will skyrocket the accuracy/ToHit checks of Soul Drain to the point where it will always hit almost anything even +3/+4 AVs. And it provides a very nice boost to my damage power. Aim -> Soul Drain (on 4/5 mobs) will boost the damage from say, inferno to about 1000. Along with the ToHit Boost from it and Aim Inferno will hit any mob in range (think Cimeroreans with their high defence AND immense numbers) and obliterate them all once they're prettily herded on the Tank/Brute.
That said, sleet>aim>SD>rain of fire>fireball = you don't even need teammates to kill the entire spawn.
Quote:hmm. Honestly I found it immensely hard to focus on Recharge at the same time I focus on Ranged defence. And my debuffs don't really provide much in the way of sets for recharge. I would love nothing more than having Benumb and Heatloss up as often as possible. But with all the focus on defence I really had no space for much recharge. As for the Accuracy, I found that even with maxed accuracy boosts on my powers they still miss fairly often on people like Cimeroreans and Nemesis, and most importantly AVs (ITF and RSF), even with yellows popped or Aim hit before hand. That is the main reason I went to get all that accuracy buff from sets. The damage boost just happened while getting all the above mentioned bonuses.
I appreciate all the feedback you gave me, and would like to hear your comments about this post as well. -
Quote:um. the game already has pvp.
What this game needs is new PvE.
/rawrthis game already has more pve than pvp, and it has been updated more recently. By such reasoning pve should take a back seat.
I actually hope there isn't a new pvp zone. It will either be worse than RV and entirely devoid of people or better and cause RV to vacate. The pvp population was never large, but it is now so small due to i13 that more than 1 active zone probably isn't feasible.
RV is good enough for the state pvp is in, so dedicating time/resources to another zone seems like a waste to me.
I'm hesitant to even suggest I hope that some attention is paid to the mechanical side of pvp unless they have someone new doing it. Castle and crew couldn't have done a worse job up to this point. -
Quote:Aside from how poor the "you know it when you see it" line of reasoning is, you are using "exploit" with so much negative connotation it is likened to hacking.If there is something that is obviously an unintended consequence of an in-game implementation and you build your whole playstyle around that unintended consequence and then complain when it is fixed, you're pretty much a charter member of the exploit-of-the-week club.
Well, you would be, but I think most of the charter membership is made up of Burn Tanks
burn was WAI and WAD until the devs changed it. There was no exploit occurring in the sense that you are using the term. If you could have continued to use burn in a way that it was no longer designed then you would have been exploiting.
Domination was WAI and WAD until the devs changed it. If it was an exploit to stack domination it would have had "effect does not stack from same caster" like most of the effects of domination are set to. By your reasoning dominators are still exploiting because they can stack domination, albeit they gain little from doing so, but the mechanic of doing so has not been altered.
Your use, along with many other posters, and even the devs, of the word "exploit" is annoying as hell because you've turned it into a four letter word. And it is often used to place blame on parties that otherwise would befall no blame - ie shifting blame from the actual responsible party.
edit: to answer the OP - pretty much everything significant has been listed. Dom's should be and by most accounts are more powerful now, but they lost a lot of their charm (imo) and for various reasons aren't as much fun as they used to be. That said, if you play /nrg assault you'll probably find it a lot more enjoyable. -
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Quote:And yet here you are discussing something that requires no discussion. hmm.No she didn't. She simply announced the forum rules apply to rep comments and will be enforced. No discussion is necessary. The aren't asking for our opinion. Obey the rules or suffer the wrath of the Mod Stick.
*I would have just left this as a rep message, but you have your off
edit: what this issue comes down to is the bear necessities of life. As in the carebear necessities. -
Quote:yepUnfortunately, it seems as though this is yet another attempt to foster a "can't we all just get along?" attitude rather than an "I disagree with you, and here's why" attitude. I can understand taking action against hateful rep comments, but I'm guessing the majority of the "You're an idiot" comments are completely sincere and the poster probably deserved them.
Just turn rep off already, if it's that much of a problem. -
One nice thing about fire/cold is that aside from making your imps much tougher the set has unlimited endurance, which is nice because fire uses a lot of endurance.
Plant is just ridiculously good.
Earth/cold as mentioned would be a total beast for lockdown and team support. -
Quote:All solid ideas and pretty hard not to give a favorable vote too.Web Grenade - Decrease cast time to 1.17s. This should be crossed over to Devices/Web Grenade as well. This brings it in line with Blaster Secondary Immobilizes AND shaves some time off a rather clunky animation.
Caltrops - Increase -RunSpeed to .9. Again, cross over with Devices/Caltrops as well. This brings it in line with other AoE Slows (Glue Arrow, Ice Slick, Quicksand).
Caltrops - Increase Radius to 20'. Currently, at 15' Caltrops is the smallest AoE Slow available: Quicksand/Glue Arrow/Ice Slick are all 25'. Again, cross over with Devices/Caltrops version.
Triage Beacon (Defender version only) - Increase +Regeneration to 200. This brings the power in line with other changes made to powers to maintain 1/.75 "rule."
Acid Mortar - Reduce cast to 1.83s. A 2.17s cast time for what could be seen as the most used power in the set is a bit hampering toward fast moving teams.
Poison Gas Trap - Reduce cast to 1.83s. Again, 2.17s is on the longer side of things; it's actually longer than the majority of Controller/Dominator AoE Holds' cast times.
Seeker Drones - Not a change, per se. Currently, there's a noticeable lag between when the cast time ends and when the Drones become "active." Can this be reduced/eliminated?
Trip Mine - Reduce cast to 3s. 5s cast is exceptionally punitive and puts the player at excessive risk should a mine be attempted to be placed within melee range; even if all aggro is currently controlled via tanking. Cross any changes over with Devices as well.
Trip Mine - Reduce interrupt period to 2s (3s also acceptable). Either that, or allow -Interrupt enhancements to be slotted. Cross over with Devices/Trip Mine.
Time Bomb - Reduce cast to 5s. A 9s cast time (according to in-game numbers) is completely unacceptable. Cross over with Devices version.
Time Bomb - Reduce interrupt period to 4s. 8s of interrupibility, again, is not conducive to team play. Either this or allow -Interrupt to be slotted. Cross over with Devices/Time Bomb.
One of the issues with traps is that the cast times aren't accurate for the summons (acid and pgt for sure). Well the animation times are accurate they have a weird pause before you can begin doing anything else.
It reminds me of the way weapon sets used to stand around at the end of each power use.
It became overtly obvious to me when I was testing out my fire/traps corr a chain of x moves was taking WAY longer than it should have according to Arcanatime. The problem was the traps powers.
I sent BaB's the info, but...well he's only one man and I don't pull the weight that others do around here. -
Quote:~10 people on the forums saying they like the set doesn't really translate to it being very popular.*looks up at the pages of posts about how wonderful Traps is*
Nah.... I don't think I'll run one, it's too popular.
Where's all the UNpopular sets nowadays? I don't really see any!
I mean it is still a defender that doesn't heal right? (this isn't my personal feeling on the set, I think it is one of the best defenders you can make)
Pick any defender though, they aren't exactly blasters or scrappers proliferating the zones. Just being a defender puts you in rare company. -
Checked out build 1.
I'd never play fire/cold in pve without rain of fire. Sleet+rof is a major synergy of the set and wtfpwns things.
Just as importantly, where is blaze??? it's only the best st attack in the game.
It looks like you went with soul mastery for soul drain, but then didn't bother to slot it. I say that because powerboost is of limited use on a fire/cold. Great with benumb, but whether that is worth the powerpick is pretty debatable. Especially when you have skipped such key powers.
Soul is a fine choice if you get soul drain up a lot. If you lack the slots to devote to it then mako is also a really good fit for fire/cold cause hibernate can keep you alive through all the agro you pull cause on a fire/cold you should be pulling a lot of agro.
I wouldn't strive for acc bonuses like you did. Sleet and infrig take care of that need. Just get a reasonable amount of acc slotted and w/e acc bonuses happen to occur.
Ranged def is a great goal for a fire/cold, but I'd strive for ranged def, rech, and hp. Rech is incredibly useful on a /cold cause the last three powers are all "i win" buttons, two of which have very long recharges.