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Posts
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Joined
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Quote:We had Monday off as well, so you're right that we could all stay up crazy late Sunday night to play (which is exactly what my friend and I did) but that only happened to work out because he hosted Thanksgiving dinner at his place, rather than go out of town to visit family for the long weekend as many people do.Sorry to hear about the timing for the Canadian folks, but in the States it was a great time to do it since we had a day off on Monday for Columbus day. Thus encouraging people to stay up late on sunday until the servers shut down for maintenance since they wouldn't have to go to work.
So from a States viewpoint it was perfect timing -
Did anybody else from Canada find the timing of the reactivation weekend to be really frustrating?
It fell over our Thanksgiving weekend, so while a lot of people may have been interested in firing up their heroes again and tasting the fresh waters, they were probably out having dinner, making dinner, or visiting their out-of-town family for the weekend.
A couple friends of mine did manage to make some time to jump back in and I got to play with them late Sunday night for a few hours (until nearly 3am Monday morning) but that was all. Just a few hours to run around and check out new stuff. I was glad to be able to play with them, but disappointed that we had so little time to do it. -
I am pleased to report a huge success for teams 4, 5, and 6. Still waiting on results from teams 1, 2, and 3.
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I noticed a little while ago that my Group Invisibility was broken as well. It was fine when I cast it to stealth through the mission, but once I stopped to click on the first glowie I was getting slammed throughout the rest of the mission until it wore off and I cast it again.
I checked my combat attributes and the Stealth effect was properly suppressing while I was interacting with the glowie, but it wasn't UNsuppressing afterward until I refreshed the power.
It was very consistent with that mission, but I haven't been able to reliably reproduce it. -
Thanks guys. I'm happy with those answers. Now I'll take my Illusion Controller and go slap some people silly.
Hmm.. perhaps I should roll up a Mind dom one of these days. -
Does anybody know why that is? I keep reading that over and over, but it makes no sense. I cannot imagine why an Illusionists Blind would not be tagged as a ranged mez, or why Mass Hypnosis wouldn't be tagged as AoE. Is this just an oversight on the Dev's part that hasn't been rectified in all these years, or is there a reason for it?
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If there is still room I would like to join in. I can offer up an Ill/Rad or a Warshade, as needed. @Jazra
Also, will 8pm be the "Let's assemble in Pocket D and start organizing" time or the "Let's jump into the Shadow Shard and hit things" time? I will unfortunately need to be out the door at 9:30pm EST and I'd really hate to have to bail on people in the middle of it.
Edit -- Nevermind about the time constraint. Should be alright. -
General agreement that a Night Widow is a claw scrapper/stalker (stalker only for the hide. Not much else) and I think of my Fort as a dominator, through and through. In fact, after levelling her up I came to the realization that she is in fact a much better dominator than my dominator is. Much more actual control and defense out the wazoo. (My dominator is plant -- lots of soft control, not so much direct mezzing)
I play my Fort with none of the Widow attacks, but if you wish to you can go that route as well for extra non-psi damage to round her out.
I didn't take any of the PPPs with her as I felt she was already quite complete as she was. -
Quote:I have an Elec/Storm in the mid-20s so far, and I have mixed feelings about it. I love both powersets, but there isn't a lot of synergy. Elec works best with everything tightly packed together. Static Field needs them (and keeps them) in a small patch, Conductive Aura needs all of them close around you, and the chain powers need everybody fairly closely packed as well.Argh, say it ain't so. I've been trying to find an Elec/ that I can stand to slog through, and thought /Storm would be it... what don't you like about it?
Storm does just the opposite -- it throws people around. Hurricane and CA directly oppose each other unless you smoosh enemies into a wall. Tornado and Lightning storm (which I don't have yet) will be very actively spreading your opponents out.
Essentially you have two separate toolkits that can sometimes be used together, but much of the time it will be one or the other. I would use Storm a lot more in decent sized teams, and Elec a lot more solo and in small teams.
Hurricane is useful, though, for pushing people into the Static Field.
That being said, I'm going to stick with this character. Regardless of what I just said, I really enjoy playing her and find it challenging. -
Quote:That's pretty much what I was thinking. So far I have been using Herdicane to make sure that people are shoved in to my Static Field, but Tornado and Lightning Storm look like they could be problems.I like me my -kb
But, even more than that, I like me my herdicaning. Hurricane + Conductive Aura is a no go
It's an interesting combination conceptually, but logistically it's a mess. My opinion.
On the other hand, in a big team there will be a lot of other things keeping people out of my Static Field anyway, or at the very least keeping the sleep useless. Perhaps on a large enough team I can leverage the Storm stuff more often, and the Electric stuff less. Different things to do in different circumstances, perhaps. I'm hoping that's how it will work out. -
Quote:Actually I didn't take Snow Storm yet. I thought it unnecessary to slow them down, as the Chain Fences will keep them in place and why slow down their attacks when they will be slowed down by their lack of endurance anyway? Mistake? Am I missing something?Synaptic Overload + Steamy Mist
Static Field + Conductive Aura + Snow Storm + Freezing Rain
Freezing Rain + Snow Storm + Electric Fences + Jolting Chain + L-Storm
All of that + Gremlins!
Quote:A trick I used to use on my Storm/Dark Defender (before I made the mistake of deleting him) was to use Ninja Run, jump really high and at the peak of the jump cast Lightning Storm. This way, Stormy doesn't knock BACK, but knock Down (directionally at least). Make sense?
Also, thanks for the encouragement MentalMaden. -
Ever since I heard about Electric Control coming out I've been wanting to make an Elec/Storm, as it seemed to fit together for thematic reasons. So I made one in Praetoria and have been having a lot of fun with it so far, but I'm starting to wonder if, moving in to the future, I've made a horrible horrible mistake.
Electric Control requires, at least as far as I have seen, a lot of mob management. Keep them all in close in Conductive Aura, keep them all placed in the Static Field, all bunched up for Jolting Chain, and everything is all hunky dory. In fact, doing that with Ghouls, who love to run up close, I have been able to survive massive attacks more or less indefinitely. Praetorian Clockwork, who all fight from Range, have been giving me a huge headache.
But Storm is all about chaos and being ridiculous. It's been fine so far up to 20, where I have been using my new Hurricane to push outliers in to my Static Field, but what happens when I have a tornado or two out there throwing people around, or a Lightning storm blasting people across the room? Seems like it will be negating my electricity entirely.
Anybody have any experiences in making this work, or will I have do be doing either electric control or stormy stuff, but not both? I can see having a lot of fun keeping Group A over there locked down with a static field, or Synaptic Overload, while I get down and dirty in the middle of group B with my storms. Any other thoughts? -
Quote:I was thinking of putting a pile of EndMod into Chain Fences, and obviously into Conductive Aura. I was asking about Static Field mostly for the team recovery buff, which I'm still not sure it will affect or not (though I am inclined to agree with Raptis that increasing the Sleep would probably be more beneficial)I don't disagree with this. I also think the alternative is also adding some endurance enhancements to all skills will add up also. I am not solely dependent on one skill to drain.
So if you consider the application of SF,Aura,Chain fences, and Zappityzap.... those endurance enhances will add up nicely to your team.
Mmm... so much fun! -
Quote:Seconded. I've found that laying down Static Field and telling my teammates to stand on it negates their need for Stamina. My friend that I duo with was always complaining about END problems until I realised what Static Field could do. Now no issues at all.Its less that the sleep patch becomes negated on large teams, but instead its function changes. It goes from being a safety button, to being a buff button. I've performed a few qualitative tests on TFs, and have noticed positive effects both on my own endurance, and my teams endurance, in laying this down at the start of every fight.
Does anybody have any numbers for Static Field? How much does it do for END drain, and more importantly how much it gives back? If I put an EndMod enhancement in to it, will it increase the endurance that I get back? I ask because I'm not sure if the enhancement would carry over to the pseudopet in that manner. -
The numbers for recharge aren't quite as obvious as the numbers for, say, damage or accuracy.. With damage if you get a 5% increase you can take your base damage numbers and multiply by 1.05 to get your result. Simple and straightforward.
Recharge doesn't work like that, though. Recharge numbers act as a denominator in a fraction. So for your phantom army, without anything else, you have 240/1 (240 seconds = 4 minutes) and then you stack recharge under there. With the aforementioned maximum recharge with normal enhancements you can cut the recharge almost in half, you get 240/(1 + 0.99) or 240/1.99 which is just over 120 seconds (the extra few seconds in the previous post come from the casting time, I think)
Global recharge adds on to that, so with another 10% you have 240/(1 + 0.99 + 0.10) or 240/2.19 which is around 115 seconds.
My math may be a bit off, as our numbers don't quite match up, but that's the general gist of it.
You will notice that as you keep cramming in more recharge, you get less and less out of it. If you managed to get up to 200% recharge enhancement somehow, you would have 240/(1 + 2.00) which is 80 second. The first 100 percent is 120 seconds. The second 100 percent is 40 seconds.
It's still very useful, but you will have to put in more and more to see tangible results. Good luck! -
Hmm... a little more controversy than I expected, but I suppose I shouldn't be surprised.
The point about the stronger -RES making the signature attacks more powerful is a good one, though. And I have to admit that I do enjoy applying debuffs and generally mucking around with the enemies mind/body (most of my characters are Controllers or Corruptors)
Also, I think this will be a teamed character regardless of whether I go Red or Blue, so the slightly lower initial damage may not be as much of an issue, so I think I'm leaning towards the Defender side right now.
Also, Gavin, regarding the fanboi stuff -- Sorry, but I actually own and shoot yumi.
Yes, there is lots of cool stuff from other countries and histories, but one can only do so much! -
Hi all,
I was kicking around the idea recently of starting up an archer, but I'm having trouble deciding whether to go a Trick Arrow/Archery defender or an Archery/Trick Arrow corruptor.
In the past, it would have been an easy choice for a corruptor because the lackluster damage that a defender dealt has been extremely frustrating for me. Up until now, I have had maybe one defender that I got up to mid-level, and all the other defender attempts were deleted in frustration. However, with the scaling damage buff that defenders get while solo or on small teams, they may be more amenable to my playstyle now.
With Going Rogue and Praetoria in the near future, it doesn't really matter which side I start the character on as the content will now be very similar. I guess I'm looking for thoughts on whether to put TA in my primary or secondary. Any thoughts or experiences on how much of a difference it might make, if any? Will I cackle with glee at getting Disruption Arrow ten levels earlier, or will I be better served by having a longer/stronger attack chain?
Also, the seed for this was planted while browsing ParagonWiki and seeing the unlockable weapons. The Vanguard bow looks pretty awesome. Any chance we can get a Japanese yumi in there sometime as well? The asymmetry appeals to me (longer above the grip point than below). Anybody else want this?
Thanks for reading!