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Quote:I have better powers to take than Fitness, and have Stamina on all of 2 characters total. I don't take the power unless I find that I need it, and lo and behold: I've only needed it twice, both in extremely unusual builds.Stamina - Yeah, yeah, boring, I know, but we all still take it on just about every character. We even flush 2 power picks to get it.
Stamina's not so good that I'd sacrifice two other power slots to get it, and you'd have to employ some good persuasion for me to take even one power to get to it. So I certainly wouldn't consider it among the best, at least not here in 2010 when there are far better powers out there. -
I'll bring the petless Mastermind again. No team should be forced to do a Master Of run without one of those.
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There are only two aspects that affect how much damage is dealt by a proc: the combat level of the caster and the resistance of the target.
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Quote:Public domain, baby! WilhelmScream.oggAnd that is why the Wilhelm Scream needs to be added to the game's sound library.
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Quote:The damage distribution of the Bodyguard mechanic follows these rules:When the damage is split between you and your pets does it calculate them as separate attacks? Like does your pets res or defense affect how much they get hit or if they get hit?
- For a Henchman to qualify for Bodyguard status, he must be in Defensive and Follow Me stances, as well as be within range of and affected by the Mastermind's Inherent power, Supremacy. Note that this requires line-of-sight between the Mastermind and the Henchman.
- Any damage dealt to the Mastermind himself will be divided into a number of "shares," depending on how many Henchmen meet the Bodyguard conditions. The number of shares is equal to the number of Bodyguard Henchmen + 2, and the amount of damage is divided evenly by the number of shares.
- Each Bodyguard Henchman will receive 1 share of the damage, and the Mastermind will receive 2.
Bodyguard applies specifically to damage dealt to the Mastermind himself, and will always affect any Bodyguard Henchmen, regardless of any Defense or Damage Resistance they may have.
Quote:However, your personal resistance is applied before the damage is split, so any resistance you can gain will decrease how much you take and how much your pets take in BG mode.Quote:Resistance I am not sure about. I believe that Castle explained it as the Mastermind's Resistance is applied only AFTER the damage has been calculated and divided up. So your resistance applies to the damage you take, but not your henchmen. However, I no longer have a copy of the post Castle sent to me, and am not sure I'm remembering it correctly. It's even possible this has changed. I DO know that the henchmen resistances do NOT apply to Bodyguard.
In the example above:- 800 damage, 6 Bodyguard Henchmen
- No resistance: 100 damage to all Henchmen, 200 damage to the Mastermind
- 50% Resistance BEFORE Bodyguard: 50 damage to all Henchmen, 100 damage to the Mastermind
- 50% Resistance AFTER Bodyguard: 100 damage to all Henchmen, 100 damage to the Mastermind
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The Dual Pistols debuffs are applied on a per-attack basis. Every attack has the Standard, Incendiary, Cryo and Chemical attributes; it's just that certain ones are used depending on which Swap Ammo toggle you have running.
The debuffs are -Speed -Recharge from Cryo Rounds, and -Damage from Chemical Rounds. If you use, say, Dual Wield to apply a debuff, then use it again before the debuff wears off, you have an opportunity for stacking. The Cryo debuffs will stack from the same power, but the Chemical debuff will not. Having said that, if you use Chemical for Empty Clips and Dual Wield together, their debuffs will stack with each other.
EDIT:
Pistols is unique in that its only secondary effect is -Defense while in Standard mode (which will stack with itself). If used with any Swap Ammo toggle, it will only deal damage. -
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I never thought of Hail of Bullets as a nuke. Just more of a PBAoE Full Auto. And I don't consider Full Auto a nuke.
Nobody complains that they're vulnerable while the Full Auto animation is playing, so what's with all the moaning for Dual Pistols in general? -
Spots 7 and 8 should be reserved for Villains, because Villains are superior and everyone in this thread seems to only have Heroes. (-:
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Quote:In my experience, this is simply untrue. People don't care what you are, and most of the time they don't even care if you're somehow preventing them from being as effective as they would be without you. What they care about is if they have someone to play with and enjoy the game with... Heck, lots of people join/form teams just to fill up the chat window.When you join a PuG people have expectations about you based on your powersets.
This elitist mentality the forums claim exists is mind-boggling. Nobody cares if you're min/max'd; nobody cares if you're just min'd. People like the OP are such a rare occurrence that the only place they exist is here on the forums. You're certainly not likely to find anything close to it based on "PuG expectations." -
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It appears that Tanker Arctic Mastery->Ice Blast is not properly accepting Slow Movement Enhancements. It would not let me slot Tempered Readiness: Accuracy/Endurance into it.
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Simplicity should be your theme in dress... while pantless.
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Hey, I started a hot topic that wasn't controversial for a change!
Quote:Pistols, Equip Thugs and Upgrade Equipment, right? (-:I've only been kicked once. And it was on my petless mastermindWas around three years ago, and i wanted to play a dusl pistols char. so i rolled a Thugs/Dark MM and picked only three powers from thugs
Quote:I wasn't kicked.. but I did get lectured by an entire PUG team on how foolish I was for not getting pets on my Mind Control/Kinetics controller. They explained on how useless a troller was without pets. After that, transfusion and transference were "accidentally" removed from my power trays for the rest of the mission.
Quote:Been kicked once myself on my Inv/SS tanker for not healing. So, yeah.
Quote:Nope, and honestly I don't care what the devs think. I have my definition for how people should be using sets and that is what I care about. [...] I don't particularly care HOW you go about it but if you're missing the core function of one of your powersets I'm going to ask some pointed questions.
I was on my Dark/Elec Brute the other day farming merits with a Rifle/Fire Blaster. I forgot I was on x8 when we did Gaussian's arc, but we went ahead with it anyway. Vanguard Sword has a reputation for being one of the nastiest groups around, but we still slaughtered them. Ironically, it wasn't until we got to the Longbow mission that we had any troubles. -
Quote:Just today, I was on a MITF run with a petless Mastermind. The Mastermind was fighting with melee attacks quite often, with boss aggro and everything, and never died. The only reason we didn't make it is because a sneaky ambush in the last mission got the Empathy Defender of all things.This is the only one I'd kick... but only if I was forming a Task Force.
If it was a normal team, I'd sigh to myself and try to get a real MM that wasn't gimping themselves.
I'd much rather be on a team with a petless Mastermind who knew what he was doing than a pet-ful Mastermind who couldn't command his way out of a paper bag. -
I keep seeing post after post after post of people using the words "surely," "likely," "probably" and even "definitely" in regards to people getting kicked from teams due to perceived "bad power choices."
Let me give some examples of people who, according to the forums, will get kicked from the team because of their own foolish considerations:
- A Mastermind with no Henchmen
- An Arachnos Soldier or Arachnos Widow without Tactical Training: Maneuvers
- A Kinetics without Fulcrum Shift
- Any Kheldian
Maybe I'm just lucky, or perhaps Triumph is just a better server than the others, but in my experience, you are not going to get booted from a team based on your power selections.
Also: petless Mastermind /plug -
Helpful tip: try it first, THEN complain. It's obvious that you haven't tried it.
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Today's random internet link is our good friend, wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww.
I didn't expect to find anything when I typed it into my address bar and hit Enter, and I seriously didn't expect to find one hundred and thirty one thousand results for it... -
Illusionists have a strange auto power that applies the Intangible status effect, which means they cannot be affected by any other entity's powers whatsoever. If you Phase them with Black Hole or Dimension Shift, it applies the Phased status effect, which is unique in that Phased entities can affect each other, but one Phased and one non-Phased entity are entirely unable to interact with each other.
If you Phase an Illusionist and they go Intangible, you can't do anything to them even if you're Phased yourself, nor can any of your non-Phased teammates. Illusionists are completely invulnerable when they do this.