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Quote:Yes, I've done a simple test with Soldiers and Spec-Ops. There is definitely some "inconsistencies" because the two soldiers that have Brawl would "close in" on the target. They don't really use Brawl until the target runs to them. They would just shoot some, move in a bit, shoot some and keep moving in. It's almost like they can't find a spot and just shoot.Well, my understanding is that part of the problem with the pet AI is inherited from critters, which is that any one critter in a spawn will choose to close to melee. This is actually to make things easier for players, it gets easier to pick them off one by one when they are running at you that way. Thus, if they fixed that for pets, they would also fix it for critters, and your gameplay would become a lot harder.
However, I'm not sure how removing melee attacks from a pet would effect that AI. It might just run into melee with no attack to actually use. Which might actually be preferential, as long as the remaining attacks do more damage than the brawl.
BTW, in testing I found that Brawl usually did increase pet damage, especially early on when they have few upgrades, since it gave them an additional attack to cycle. I pretty much ran all the tests I could with both Brawl, in melee, and without it at range. I don't think I ever found a case where the damage went up without Brawl, although often it was close. And of course, the issue is not Brawl being used in melee, it is the pet closing to melee when you don't want it to.
Then I only summon Spec-Ops. Spec-Ops has a melee stun too but they don't normally go in at all. They just keep shooting from distance.
This makes me think that when they made Demon's minions, they probably introduce that "melee AI" back because I remember for several months, the soldiers didn't want to "close in" that much. Before it was Medic that kept running but they got rid of his brawl.
Yes, Brawl may increase dps but that dps is not good enough for them to die easier at melee range.
I really don't want brawl on soldiers. I am ok if Commando runs in a bit 'cause he has more shorter range cone attacks. -
Simple.
If you feel like you like to Blast more, go with Corruptor.
- Sooner access to better blasts
- Scourge helps you finish off hard targets
If you feel like you like to support more, go with Defender.
- Sooner access to better support powers and stronger support powers
Before you can argue that Defender has better epic tools but it shouldn't be a problem now since Corruptor has access to epic tools. I don't know if there's any major difference in epic tool numbers. -
What is an Incarnate system? lol I haven't read much of it at all 'cause I read that it is not included in this issue so I lost interest...
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Quote:Claws/SR on a brute is an easier ride that it is on a scrapper for two reasons: more HP which means you get more out of the passive scaling resists, and evasion comes into the build a lot earlier.
Le Blanc, hit 22 and get SOs. It makes a world of difference. Snag tough and get the steadfast +3 defense slotted. The two together make things even better.
Keep on truckin. You'll be shocked at how just how good a soft-capped SR can be especially comparing it to how hard a ride it is early on.
Yup and remember to carry/save purples. Just eat one purple per big fight. That purple is going to add so much more safety for you.
I team with my friend's db/sr brute and I usually save some purples for him so he can go in first and survive well (since I am stalker and I can't really buff him) -
Quote:I think if you look at the power detail in game you find that CS doesn't crit at all, ever. The mechanism for recharging Build Up seems to be handled behind the scenes somehow or else it's just that they forgot to add the code that could translate that line-item in CS's effect list into English for the power detail screen.
Either way, it sounds from reading threads like this one that it boils down to a 20% chance to recharge Build Up whenever CS *hits* regardless of your Hidden state. That would also seem to preclude the "double critical" bug from happening with CS (thus giving you two chances after a Placate) which only occurs when the power has different behavior inside Hide and outside of Hide. Or to put it still another way, using CS after Placate is completely pointless and a waste of Placate.
Or have I misunderstood?
I am confused as well.
Let's just say that the ONLY time I see instant recharge is when I use Placate and CS. Other than that, the chances are either too small (for me to care) or my build up was recharged when I used CS so no effect at all. -
I've noticed this trend as well. I thought they've fixed this last two issues and then now it came back.
I use Merc MM. I don't recall the tier 1 soldiers wanting to punch that much. If you ask me, maybe the Pet AI was altered due to Demon tier 1 pets that do melee a lot.
If you ask me, I wish they could just get rid of brawl in range-focused pets. Soldiers have no business running in and punch. -
Oh yeah, the good old Jack. He is good too. I have to say the new Stone pet is decent too.
Has any of you fell in love with patron pets?
My Dual Blade Stalker took Mace Three Spiderlings pet. Do you know each of them has more health than my Stalker's base health?!!!! That's kinda sad. Anyway, I used them quite a bit when I tried to lvl my db stalker to 50. They actually deal pretty impressive damage.
One thing I've noticed that you can slot -Defense Set in Patron Spiderlings but not in Crab's Spiderlings, which makes sense because the patron spiderlings are a lot more stronger. They are just a bit too aggressive!
PS: For concept reasons, some of the patron pets are quite good but why do they have put duration on it. The recharge is already long enough.I mean there are way more powerful powers than patron pets.
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Quote:You need to keep an eye on your build up. heheJust curious... when Concentrated Strike "crits", does it notify you of buildup's recharge somehow? Or do you just need to keep an eye on the buildup button?
I used Placate + CM again last night and I got one instant recharge. I have a habit of using build up only once per mob (so it's ready for next mob), so a lot of times I won't even get the instant recharge thing. Oh well, at least CM does a lot of damage!
By the way, I've noticed another Double Critical after Placate and Focused Burst. It felt good! -
I asked a friend who's been playing Brute for the past 5 years and he didn't even know there is a change in Fury.
So I guess the change isn't that much. -
Quote:So the Flare in White Dwarf is a aoe knockdown while the Human form flare is an pbaoe knockback? Ugh... I hate pbaoe knockback powers.Well, for one thing, White Dwarf Flare has an AoE Taunt component, and Black Dwarf Mire does not. So that is one component in the White Dwarf's greater tanking capabilities. The Peacebringer is the better tanker, while the Warshade is the better damage dealer.
Mire also originally had a much longer recharge time. It was given a shorter recharge and damage buff duration so it could be applied multiple times between each application of Human form Mire. That was mainly to stop form shifting to Nova after a double Mire, but also to boost the damage of the Dwarf form and make it competitive once you got the defense of Eclipse in your other forms. The increase in damage from using Mire so much more often was just a bonus to that.
Really, for Peacebringers your Human form is your melee capability. You've got Incandescent Strike, Radiant Strike, and even the human form Flare. (Although the knockback really cuts down the usefulness of it as an attack) Their forms are really more specialized for tanking or damage dealing in Dwarf and Nova form respectively, while the Warshade is more versatile and less specialized overall. -
I was looking at White Dwarf's powers. How come White Dwarf is so much worse?
Black Dwarf Mire and White Dwarf Flare is like no comparison? Same damage.. one recharges only 4s longer but it adds plenty of damage. One just has a simple knockdown? -
Quote:I have this love/hate relationship with Wormhole. I usually run teams and when I play my Gravity, I usually try to handle alpha by WM the mob to a corner. If there is no corner, then I'll try to let others handle alpha first.Singy is awesome. Laura, the name I arbitrarily gave to my Grav/TA's Singy, allows me to perma-hold upwards to four bosses or more with just single target holds. Part of it is Overpower, hold procs, and Ice Arrow, but it's still nice being able to mez that many hard targets without much effort.
Wormhole is like Storm Summoning: poor use is very disastrous and extremely obvious. Unlike Storm though, excellent use generally goes unnoticed. Nobody says anything when the group flickers for a moment and is suddenly stunned because you Wormholed them to the same spot, rather than being scattered to the four corners of the map. But when you have a team that can handle Wormhole's maximum potential, then it's just ridiculous.
I even ran a small team of Gravity + several trappers who lay down trip mines for me to port the mob to. It was pretty funny.
I've also been yelled at because some Brutes don't like mob(s) being teleported. lol They only like to jump in and let the whole mob swarm around him. If you do any teleport or knockback, they get mad. -
Singy is one of the pets that you cast and just forget about it because it is extremely durable and it doesn't really "chase" (yes, I am looking at you Imps and Gremlins). I wonder how sturdy Singy is with four pet uniques. lol Just two +resistance will push Singy to 70% resistance to all or pet's resistance is capped at 65%?
I like Singy a lot but I don't like Gravity much. I hate Dimension Shift and mostly for its position in the set. Wormhole is a neat power but some really hate it on a team and it comes a bit too "late".
As for the pet I love the most... I have to say Fly Trap. It just looks so freaking cool. It's like a Plant/Spider looking thing. I love it when it bites. -
Quote:So any critical with CS has 20% chance to recharge Build Up? I just got my CS. It costs a lot of endurance so I haven't used it much. I know I've tested "instantly build up" with Placate only. I've seen it happen twice after I placate a target and then CS.If it did work out like that, I could imagine another tactic for a really tough target to be BU > CS > Placate > Stack BU > AS. This wouldn't be efficient for DPS but it'd definitely get a big burst off on a single target if you could manage it.
Basically, whenever CS critical, either from hidden or natural 10% + teammate, there's 20% chance that Build Up is fully recharged? -
Wait what? Gremlins have "damage aura"? mmmm, I need to pay more attention tonight then. lol
They don't deal crazy damage but they add control and most importantly, they are meatshields. If Gremlins suck on a large, so are the Imps. -
Man, I still remember when they first introduced proc. Poison Trap was GODLY.
I haven't really played my trapper after they nerfed it.
I know the initial "gas" has a chance to trigger proc but what about the following "gas"? Do they trigger procs or no? -
Choose two SoA and add a Corr/Defender with resistance shield set like Thermal or Pain Domination.
Two SoAs carrying two maneuvers is about 38-40% defense against all for the team. What SoA needs is some resistance to backup unfortunate hits. Thermal and Pain Domination will be good as they offer healing as well. Sonic has good resistance but has no healing back up unless the corr/def/troller use Aid Other. -
I was thinking... do you think VS was designed like Diablo2 Lightning Storm skill in Sorc? She would cast LS on her head and the lightning would hit a random target within range.
VS's function seems like that Lightning Storm except it's not a "toggle". Is it possible to turn VS into a toggle but only hits one target? There is really no need to have an "invisible" pet attacking. Maybe the only way to make it like Lightning Storm is to cast an unattackable pet?
I think I might have tried Time Bomb once when I first my ice/trap corr. It was a long time ago. I used it against very low level mobs just to see what it does. I was shocked by the activation. It took like 8s!!! And the description shows that it is interruptable in full 8s? Can you reduce that? -
I don't think one set alone should reach max. damage cap but it is just me. I don't know how they balance Kin but one FS with just a small group of enemies can reach or almost reach damage cap. It is ridiculous IMO. Either increase the recharge to "true nuke" recharge or reduce affected targets.
Yeah, I nominate Kinetic and it's really FS that is "uber". The rest of set is ok.
Other "uber" sets are all 4 branches in SoA.Well, you can debate about Bane but even Bane is very good.
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Man, the more I think about it, the more I think Stalker gets screwed over for not having Shield set. Sure, the theme doesn't match but Elec/Shield on Stalker can be just as deadly. One of the toggles don't work that well? Modify it! Just like what they did for Willpower.
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Quote:Wow.. Gravity was THAT bad? lolIt has been suggested for many years, but I doubt it will ever happen. You can always hope of course, but I'm just being realistic.
We should probably just be thankful they turned it into an AoE Stun, originally it was single target only. Taken from Issue 4 patch notes:
Before i4, Grav's only AoE control was Dimension Shift, Crushing Field and Gravity Distortion Field.
I miss those earlier patches, we had loads of changes to the controller sets to make them balanced, good and bad. Now not so much, just the occasional damage change.
They should just change Dimension Shift to Group Lift. I've tried using DS but I just don't like it. Sure, it has its use but it is soooooo limited and most people don't even "need" it at lvl 18. It would be nice to have Wormhole earlier. I mean Wormhole already has that "love it or hate it" relationship.
It nice they eventually increased Lift's damage for Dominator because Dom really doesn't need Propel's damage. Propel takes 3.5s.... when Dominator has assault powers to choose from. -
I like that Air Mastery a lot. Hover brings aerial combat and it would be cool if the 5th mastery gives you better range defense.
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Quote:Although changes to Gravity's animation are in the pipeline somewhere. Castle said in GR beta that they were going to look at the set's animations. So hopefully the case of "dieing before wormhole has finished activating" will be a thing of the past.
Being able to color powers makes Gravity a lot better now because I used to have trouble seeing the animation. The "floating" animation is buggy and the new coloring makes the hold easier to see.
They should just switch Dimension Shift and Wormhole position. -
Quote:It happens when the power hits, before the TP. Also, it is the most useless proc I have encountered. It frustrates me to no end because, like you, I wanted that sweet, sweet defense. But I would rather have an IO that increases the potency of the power than that waste of a proc.
The only somewhat slight use it has is actually with Wormhole, since mobs are alerted to your presence right when the power activates, allowing them some time to attack. With the KB proc, sometimes a couple of them might get knocked back, meaning that they wont be attacking you before the Wormhole TP.
But on most stuns, I honestly can't see the point. I mean, I just stunned them. What does also knocking them back accomplish? Any stun I use is going to last longer than the KB, so knocking them back doesn't mitigate anything. Maybe for powers that only have a chance to stun, now you also have a chance to KB? I guess.
Oh I see. Yeah, if the proc happens right when the teleport hits, that's a GOOD thing for wormhole. Maybe the proc was designed for wormhole. Who knows. You are right. Why do you need knockback when the target is stunned. hehe. Well, I have it on my Fortunata mag 4 stun. It is a pretty serious mag 6 knockback.
Now come to think about it, the stun set has +range as well which is kinda unnecessary for most stun attacks. The +range works quite well in wormhole though!
Thanks. I meant to create this thread under Dominator forum. oops. -
Quote:the only widows that have redraw between claw and psychic attacks are fortunata and blood widows.
the night widows use their claws with their psychic attacks, so no redraw.
Oh, I haven't played my Night Widow for so long (my brother's account) and I thought using the mental attacks cause weapon draw.
If NW can bypass redraw, why does Bane have to draw?