Jibikao

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  1. Quote:
    Originally Posted by FreshFish View Post
    Actually, i have a bots/traps lv. 50. And I have it slotted with both Accurate Defense Debuff IO's that do Acc/end/recharge. With both on the highest level u can get them, it puts those three attributes at roughly 39%. A little low on the recharge, and i wish the others could be higher, but the other 4 slots i have an achilles' heel -resist in there, as well as three damage procs in it. And let me tell you, i luuvs my acid mortar. Not only does it add some nice numbers (may actually do more damage than a teir one robot in large groups), it has the ability to debuff somethings resist by 40%, and it actually takes aggro every now and then even in heavy fire battles which means my bots get spared from taking that damage. I dont have tactics, and i find its accuracy to be pretty good, considering there is no such thing as toxic defense in the game. If something has aoe defense acid mortar might miss a bit more, but it only takes hitting once to knock out some defense to make acid mortar hit easier the next time. And acid mortar has an 8 foot radius and fires every 5.5 seconds. Meaning it fires its procs almost 2x as fast as caltrops, AND its -resist, especially with achilles heel, can increase its own procs damage. I've seen it hit harder than my assault bot's single target attack, and the most damage i've seen it do without outside assistance was 171 damage to a +1 minion.

    But yea, thats my suggestion for slotting. The extra damage procs also help if ur bots are down, because the acid mortar can attract a little attention and provide some cover in order for u to resummon. And as for recharge, I have hasten on my bots/traps, and just got 30% global recharge, and probably 66% of the time i have out two acid mortars at once. It will probably go up more once i get more recharge bonuses.

    As for the knockdown proc, mids is saying it only has a 20% chance, which isnt any better than a damage proc. Damage procs hitting can also provide valuable damage mitigation in defeating an enemy, and knockdown doesnt always last that long. But your mileage may vary.

    That is true that if AM is doing more damage with proc, it could attract more aggro. I usually let AM starts the fight and it would take some alpha and then it won't grab any aggro at all but with proc damage, AM is hurting the enemy so it could be grabbing more aggro away from your pets, which can be a nice thing.

    Oh and yeah, the grenade's radius is about 8'. I know it has decent aoe coverage when the mob is tight. 4' radius is like Ignite which can still hit 2-3 targets easily.
  2. Jibikao

    Claws 4 Brutes

    Quote:
    Originally Posted by BillZBubba View Post
    I have to wonder if it's a balance issue.

    Shockwave is a HUGE cone in relation to other melee cones out there. It has a very short cast time.

    Above all, though, when fighting lvl 54s with it on my scrapper, it does turn into kD. And what that allows is a touch on the vicious side.

    Namely: herd 'em up, cycle followup, spin, shockwave, repeat all with zero worry about tossing enemies around. They just sit there flopping in place while I shred them to pieces. Imagine adding eviscerate on top of that. That's a lot of mitigation tied in to a lot of AoE damage output.

    Perhaps the devs have left the kB in place so that you can't do that for 18 levels against everyone.

    Could be. Maybe the dev wants you to think twice about using Shockwave on a big group because you may not want to scatter them.

    At least it's a range cone so you have to jump back and forth while meleeing.
  3. Quote:
    Originally Posted by Lord_Mayhem View Post
    I think whether you like or hate VEATs/HEATs depends very much on you as an individual and what you want from them - just like every other archetype in the game they're not to everyone's tastes.


    My experiences were somewhat different - my Spider felt weak until L24 when I could drop the gun attacks and get some decent attacks, my Widow felt weak until L24 and the endurance issues took even longer to solve, while my Warshade felt weak until L6 and then just kept getting better until I was a double-miring engine of destruction with zero downtime from L22+ (then I had 30 levels of fun levelling mostly in hazard zones) - but thankfully I did have patience, because I adore all 3 of them at L50 more than anything else in the game except my Archery blaster (which is also horrifically powerful) and I have consequently spent billions of inf on them. They all do things in different ways, but in their own style they just decimate all before them, are very survivable and always have lots of tactical options.

    Peacebringers... I know I need to level a PB as I'm working towards one of every AT at L50 (four to go... all blueside), but at first glance they just don't seem to have any especially awesome synergies like the 4 VEAT branches or Warshades have, which is why I haven't made one yet - to me they just look like a Warshade but without all the amazing powers I loved on my Warshade. I'm prepared to be proved wrong when I play one, but I just lack motivation so I'm sure PB will be the last archetype I play to L50 out of the current 14 in the game.
    All my SoA were leveled when they were introduced. There were so many VEATs for teaming that I rarely felt "under-powered". Just 2 or 3 VEATs with leaderships, I feel there is nothing we can't beat around our level. We've got mez protection, aoe damage and near god-mode defense.

    HEATs' form changing is definitely "different". They never give me the awesome feeling I've had with VEATs (well, Bane gave me less awesome feeling but that's another topic) and when I team with them in ITF (which is rare!), I barely notice what a PB can do that strikes me as "oh cool!". WS' pets are interesting. The funny thing is there are a lot more PB than WS created. Not sure how many people stick with PB. I know two of my friends hate PB with a passion. One of them has a PB at lvl 40 something and he keeps telling me not to make one which makes me want to make one even more! lol I'll wait for Gone Rogue to give PB another try.
  4. Looks like on average, Damage Per Minute and overall damage has improved. It seems like /Elec has the least amount of improvement except for Static Discharge. Thunderstrike and Havoc Punch perform worse.

    A pretty major improvement in /Thorn.

    Good job.
  5. Jibikao

    Claws 4 Brutes

    Quote:
    Originally Posted by JDouble_NA View Post
    In the past I've been a big hater of KB in Shockwave, but to be honest, I kinda like it now. I've gotten use to it and it's nice to be able to pack entire mobs into a corner or knock a boss off the edge of a building if your getting overwhelmed. It can be really fun and usefull sometimes.

    That said, it is still annoying alot of the time and I'd be fine with it being changed to KD instead. I'll be happy either way. The ideal choice would be to have an option of making it do KB or KD so each player could further customize their character to do excatly what they want.
    Now THAT'S power customization!! You can choose to kb or kd!

    If it's knockdown now, you just need a simple +kb to make it real knockback.
  6. Jibikao

    Claws 4 Brutes

    I REALLY hope the dev can change Shockwave's knockback to knockdown for every AT after hearing Brute fans complain about all the crazy kb!!!

    I know my Claw Stalker will be so good if shockwave is kd.

    I like knockback sometimes but I LOVE knockdowns ALL THE TIME!


    I think aoe knockback in general is more annoying on a melee toon especially Brute will be using follow up to chase the target. Stalker doesn't have follow up.
  7. Quote:
    Originally Posted by Rivona View Post
    I mean searsy its such a BLAST to play.....


    Bad jokes aside I know the KB some people don't like but the damage seams to be equal to the other corr sets and Nova is a great nuke so is KB peoples only beef? Im siting at 35 on my Powerblast/therm and its tones of fun on and off teams. hell i may make another when I get riv up to 50 (for me the game "ends" at 50)
    I don't "hate" it but I think Energy Blast fits better with Blaster than Corr/Defender mainly because you can knock things outside of debuff range. I know you can try not to do it but why bother positioning yourself when you can have fire blast or ice blast?

    Energy Blast's kb effect is pretty much useless against AV anyway.
  8. Jibikao

    Carrion Creepers

    Quote:
    Originally Posted by Ruhe View Post
    So would it be more damaging to slot Creepers for damage? Or more damaging to put the Positron proc, the Hunter proc, the Impeded Swiftness proc, and the Explosive Strike proc in it?
    Well, the vine's raw damage output is very low so even if you enhance the damage, it won't be that much but if it's proc damage, it will be more I think. It depends what "rank" the vine pet is. I think they belong to minion pet? If that's the case, then the proc damage is less than proc damage from yourself. I think it is still worth it as vines can get killed easily and it's fun to just proc once before they die.
  9. VEAT gives you REAL Epic feeling... HEAT doesn't.

    I've made a PB to lvl 14 twice and WS to lvl 6. They all got deleted. Yeah, the changing form is kinda different but kinda sucks too. I know WS can get a lot better later but I have no patience for it.

    VEATs start out ok and once everyone has maneuver, it's like one big Arachno Army murdering everything and anything with ease. That's the theme!


    I actually really like VEAT theme. We see them and we fight them all the time. It's fun to be a Widow or Crab/Bane.

    In fact, they should have given Longbow Warden to Hero.
  10. Quote:
    Originally Posted by DarkCurrent View Post
    It's been talked about before: whip assault and chain control for the ultimate dominat(o)rix. Apparently it was something discussed by the devs back during CoV Beta, but they didn't have the ability to make the animations right.

    Well BaB's IS working on whip animations now in relation to the new Demon Summoning set for MMs coming with GR. His twitter page talks about making it part of the upgrade, so i'm imagining it's the MM attack (like arrows for ninjas, pistols for thugs, etc).

    So what about doms? Who better to use a whip?
    Yeah, I was thinking about this too. Whip/Chain Control + Whip Assault!!!
  11. Quote:
    Originally Posted by Siolfir View Post
    I won't try to argue and convince you one way or the other because I don't know what experiences you're talking about, but I will just say that I personally have never noticed any particular survivability problems, either teamed or solo. There are a few mitigating factors, though: the build is much tighter and doesn't develop until later, which could lead to differences based on the context of the discussion (ie, what levels are you comparing?), and I don't play resistance sets on Stalkers (also, the resistance cap is identical for Scrappers and Stalkers at 75%).

    In my mind they break roughly even, and if you only notice the issues while on a team then you're doing more damage than the Scrapper due to a higher critical rate, plus you have teammates which help you to stay alive through the higher amounts of aggro (and it's really easy to "scrape off" aggro by fighting near a Brute and letting damage/taunt auras and/or AoEs pull them off of you).
    Yeah I agree.

    In fact, my Stalker seems to attract the least amount of aggro for some reasons. Mobs just choose to attack Dominator/Brute more than you.

    A perfect example, if you are fighting an AV/Hero and if he is programmed to attack squishies, your Stalker will not be able to hold aggro no matter what! I learned this the hard way when I played my Ninja Stalker with a friend who is a Soldier. Silver Mantis would constantly attack him no matter how hard I tried to pull aggro to me. He even tried to run and not attack but Silver Mantis still attack him. That's how aggro-less Stalker is!


    So I don't believe Stalker dies easier than Scrapper in pve unless you do something stupid.
  12. Actually, in one of the interviews, Positron mentioned "whips"... I think we will see something like Succubus with whip.
  13. From what I know and have tested before, Acid Mortar:

    1. It's AoE attack with about 4' radius. The mortar shoots 10 times I think. The firing rate is about once in 4-5s. 4' radius is pretty decent when foes are nice and tight.

    2. I totally forgot about AH proc. Yeah, I have it on my Ice/Trap corr and back when AH proc has perma duration, you could literally stack two AM debuffs + two AH debuffs. That was a lot of debuffing!

    3. Proc damage doesn't get damage buff but benefits from resistance debuffs. And proc damage is affected by the "rank" of the pet too. Your boss pet's proc damage is higher than yours and your minion pet's proc damage is the lowest.
  14. My Necro/Trap uses team tp too. When I solo, I just team tp to the middle and my pets are already in melee range! This is good because it is hard for FFG to cover the melee pets while we are running but team tp can tp FFG with you!

    But when I am on a team, it can get annoying... hehehe.
  15. Quote:
    Originally Posted by DarkCurrent View Post
    Okay, just tested the pet stats thing. Yes, HeroStats does record some of their numbers! It's a bit sketchy, though and can get confusing if you don't know what you're looking for as pseudo pets numbers are also recorded.

    I didn't have my pet stats showing up in my chat windows as it's not the default and I don't play MMs.

    Too bad I didn't realize this before my tests!
    Time to make a MM? They are fun!
  16. Quote:
    Originally Posted by Irresponsible View Post
    There's a lot more that goes into it besides base damage like the fact that they have more AOE's that can be fired from a distance (and thus take less time to use since you don't have to run into and out of melee as much) Plus with their inherent which doubles their damage Corruptors just tend to get the majority of kills anyway. I haven't actually played very many Corrs red side to very high levels but when I team with one they always seem to do more damage than Doms present.
    Raw damage alone, Dominator with the use of melee attacks does A LOT more damage than Corruptors. Believe me. And don't forget about their pets doing damage too. This is just raw damage I am talking about.

    Corruptor seems to do a lot of damage when the target's health is low and a lot of it is overkill.

    What corr is good for is against AVs because their 10-20% health left is quite a bit.

    In fact, a lot of corrs put +damage buff like Forge on Brute, when it is more beneficial on Stalker or Dominator.
  17. Quote:
    Originally Posted by electric_emu View Post
    Now that my Broad Sword/Willpower Scrapper has solo'd an AV and my Willpower/Super Strength Tanker is closing in on the HP cap, I decided, or rather discovered, that I love Willpower. I figured "so why not go redside?" As such, I'm going to get a Brute and Stalker, both /WP, to 50 and then make them into something. However... I'm a little confused as to how the Stalker and Brute versions compare to the Tanker and Scrapper versions. Rather than make a few separate posts in the AT-specific forums, I decided to ask my questions here:

    On paper, the Scrapper and Brute WPs are identical (I believe). However, the Brute comes with higher base HP and a much higher cap than a Scrapper. Should I be going for capped HP (like one goes for on a WP tank) on the Brute WP (if reaching the cap is even possible)? Or should I focus on Regen and defense? I'm going with Fire/WP.

    The Stalker version of WP is quite different than the other three... No RttC, no QR... Recon, etc... Where do I even begin with the Stalker version? I'd imagine I'd want to shoot for the HP Cap (which won't be hard to reach). But where do I go from there? Regen isn't as impressive, since Stalkers don't get RttC... so I'm confused. I plan on going Nin/WP

    I know this is multiple questions rolled into one... But some general ideas as to what Brute WP and Stalker WP players should shoot for would be great.
    I've tried many Stalker secondaries and I honestly say WP is the best so far.

    Yes, Stalker doesn't get the aura but the single heal is quick and strong. WP is a mix of resistance and defense (elemental) and what's more is you'll have Ninja blade's melee/lethal defense to back it up. If you need more defense, get Shadow Meld!!! SM's based defense is 20% to ALL. It's like 15s god-mode for every fight.

    My Stalker can take alpha better than any non-Granite Brute. I just jump in and start the fight with Shadow Meld.

    Some resistance on Stalker is good so you don't die in one hit from some AVs. I've tried many ninjitus, energy aura and SR, I would rank Will the highest in terms of versatility. WP also has excellent mez protection (fear!!).
  18. Jibikao

    Dear Devs...

    Quote:
    Originally Posted by MaestroMavius View Post
    I personally would love the ability to turn off my pets ranged ability. Being Necro/Dark I get so tired of watching my knights just stand around pretending to be blasters. I end up using the 'go to' macro all the time just to re-position them to get them to melee. Even then I'll watch as one just refuses to pull his sword and continues to blast away.
    I used to be like you who want Grave Knights to go in all the time but not anymore. GK's range dps is probably the highest of all. I know it's just Dark Blast and Gloom but those two are ranked on the top 3 in terms of damage + activation time. Spec-Ops would spend like 6s to finish both attacks while GK already cycled two and the third is coming up. GK also has pretty pathetic resistance. They don't have lethal AND smashing...

    I am happy when my GK just blasts at range and I focus on healing zombies. GK's blasts also debuff tohit too.
  19. Jibikao

    Fort fine tuning

    Quote:
    Originally Posted by Caulderone View Post
    Dominate is your SECOND most damaging ranged attack. If you are going for a ranged build, you WANT it, you NEED it, you should HAVE it. PLUS, it's a _Hold_!!

    Personally, Tough isn't really worth it. I would replace Tough and Weave with Dominate and Maneuvers.
    I agree.

    I didn't read the whole build (too many html codes) but Dominate is easily Fortunata's best power. Slot it with a healthy mix of +hold, recharge and damage.
  20. Evis is a heavy hitter on NW. It is slow but with the increase in melee radius to 7', you can easily hit two targets.

    My Widow has two builds. One is all-ranged Fortunata (double assault) and one is what I call a Blood Widow build because she doesn't use any psi attacks and stealth and placate.

    My Blood Widow uses:
    Assault x 2
    Maneuver x 2
    Mind Link
    Follow Up
    Spin
    Evis
    Poison Dart (instead of Swipe as Swipe's damage is pathetically low and I rather have a range attack and some -regen debuff)
    Lunge
    Strike
    Slash


    Follow Up, Strike and Lunge have chance for knockdown. I used to have it in Slash as well but I need more ranged defense so I put full Mako in Slash. It is a very good hack&slash build IMO. This Blood Widow build's damage is amazingly high. I would say it's probably the highest sustained DPS build I've made so far.


    PS: You can't run this build without either Miracle and Numina unique and many sets to offset huge endurance cost.
  21. Quote:
    Originally Posted by Seraphael View Post
    Of course they are too good! A properly built VEAT breaks soft capped defense in ranged, melee and AoE like a rocket, has mez protection, damage output comparable to Blasters and team buffs to boot. For me, VEATs illuminate how game balance is not a priority for the developers.



    My impression is that Spines Scrappers outdamage all Blaster sets but Fire and Archery in teaming situations and all sets solo. A significant proportion of that damage is ranged. It really is incredible to see how the developers have turned away from their early axiom that range is defense with the latter implementations of Spines and VEATs. In comparison Blasters are virtually broken. I wonder how an Energy/ Blaster for instance, will compete for a spot on teams when VEAT builds easily can outdamage him on teams while also being team friendly and superbly survivable.

    Giving Stalkers more AoEs would likely just be one more nail in the coffin for Blasters come Going Rogue time. Then again, Blasters always seem popular despite their obvious flaws. I certainly like them because of the challenge they provide.
    I agree Blasters seem inferior to other ATs but Blaster performs very well in PvP. In fact, I think a properly, well invested/built Blaster for PvP is even better than Stalker!
  22. Maybe this is why the dev had to get rid of +recharge in pets as they can't track that kind of performance.

    I just compare based on my own experience like how often I need to resummon and how much babysitting I need to do.

    Ninjas are definitely on the low-end in terms of efficiency. I constantly use Smoke Flash to increase damage and goto Jounins when they are not in melee range. What I get in return is only a bit more overall damage than ... say Thugs?


    I mean how many aoe attacks does Enforcer have? 3 or 4? Spec-Ops have none. Spec-Ops have two really long-recharge mez powers and a 30s web grenade and a melee stun.
  23. Actually, Dominator matches Blaster more than Controller. I don't see a point in playing Blaster anymore!
  24. Quote:
    Originally Posted by serpentcommander View Post
    In short, how do you do it? Operating under the assumption that your team will face spawns of bosses, how does the Stalker fit into the team?

    What primaries would be most beneficial in this circumstance? What secondary? What tactics would be used?

    Thanks in advance,
    -Contemplating a Stalker...again.
    AoE damage of some sort. You are losing out a lot of damage with zero aoe damage.

    I bring my spines/ea to AE all the time because of my awesome aoe damage.
  25. Purple sets and Hami ? Good luck.