Jibikao

Forum Cartel
  • Posts

    3510
  • Joined

  1. I would have picked Beam/FF if Corr had /FF. My goal is to blast as much as possible while not using secondary much. /FF is pretty much you use the shields and toggle up and blast!

    /Sonic is similar but I hate /sonic. :P
  2. Quote:
    Originally Posted by Trilby View Post
    My OC is this. http://s1178.photobucket.com/albums/x369/Trilby-bunny/

    I have no problem with multiarms :P

    Anyway, not quite sure on your answer, Guy, as to crab/huntsman, using a crab power will cause redraw or not? Cause I'm thinking of taking long fang and chanelgun cause I like them.

    I go hero for RP reasons. :P

    And another question! What incarnate alpha is good for bane/huntsman? I've got cardiac core on my crab, wondering if it is worth swapping.
    ]
    Cardiace is great for SoA because we carry so many leaderships, although there is a new one that also offers -endurance. You might want to check into that (I believe it has +healing too which isn't too useful on you).

    If you switch between Crab/Huntsman attack, it will cause weapon redraw. My first Crab build only takes long-range attacks: Burst, Longfang and Channel Gun. I was a bit bored by it so later I respec him into more "tankish" build. I love using Armlash and Frenzy.
  3. Quote:
    Originally Posted by Trilby View Post
    2) While my crab spider spec is perfect for me and I'm not looking to make any changes too, is it worth going from hero to villain and back to hero again for the patron power pools for bane and huntsman builds?
    If your goal is to make a Bane build with good mace attack, then yes, you definitely want to get Shatter Armor from Mace mastery. That attack makes Bane a lot more competitive.

    In fact, I almost gave up my all-mace Bane build because I find Bane's activation too long. Almost everything he does takes 2s or more. But I respec my Bane and gave Shatter Armor a try, man, I fell in love with it. It was a perfect Stalker build for me 'cause I like burst damage and I also like adding good buffs/debuffs for the team.
  4. Quote:
    Originally Posted by Trilby View Post
    1) A bane spider is a stalker with more AoE's and some ranged attacks aswell as very good group buffs, while a huntsman is a single target or cone based ranged fighter with good debuffs and some control and the odd melee attack. Am I correct?
    I play mostly Stalker and I have a dedicated Bane/Soldier build (one is mostly melee mace and one is all gun shots).

    A pure Bane build is a great Stalker. You have very good burst damage in critical Shatter + Surveillance and another heavy hitter in Shatter Armor.

    Many people complain that Stalker has "no role" on a team because their Assassin Strike is slow and single target damage isn't valued as much. Well, that's where Bane shines. Bane offers good -resistance debuffs for the team and you can carry double Assault and double Maneuver for team buffs.

    Bane's own aoe attacks actually suck pretty hard. They take at least 2s to activate. You should always take Venom Grenade because it's just so good.

    Think of Bane as a semi-Stalker with good burst damage, debuff and team buffs and two good pets. :P It's a very flexible build. Stalker is a lot more restricted.

    Now, Stalker is going through some changes. The new change will make sure Stalker does the best melee Burst and ST damage. This doesn't mean Bane is inferior because with Bane's debuff, Bane can offer the team even more damage.

    PS: Stalker does have access to good aoe damage (electricity melee, patron aoe, etc) but not every stalker is an elec or spine.
  5. The master's personal damage is about the same as those 3 minions. You can drop those 3 minions and only babysit two lieuts and one boss pet.

    I've done this before with Necro/Storm but that's before they took away Pet -recharge.

    Or you can take Minion and don't slot and don't babysit them. Just set them on bodyguard all the time. Whip is pretty melee-style. You would need bodyguard from minions and put the other pets on aggressive.
  6. Quote:
    Originally Posted by Necrotech_Master View Post
    they could just give the spec ops the emp grenade that longbow spec ops has, i believe it does -1000% regen, that alone would give them a comparable advantage to bots
    I PMed Synapse about MM primaries imbalances and he said he knew about them but they are not on the priority list right now.

    I told him it makes no sense that Spec-Ops' Snipe damage is so much lower than a true snipe and it recharges in 16s. I forgot the in-game number but I believe Spec-Ops' snipe is not even half of what a true snipe is.

    Anyway, maybe the dev would look into some old issues when they create a new mastermind set. Usually they would have more time to look into that specific AT when there is a new set for it.

    I also brought up the fact that both Life Drain and Siphon Life got a huge buff in recharge/damage ratio. Necro's 2nd upgrade only gives one Siphon Life to Zombie but it recharges in freaking 30s?? Lich is still using the old version of Life Drain as well. If they are not going to increase Siphon Life's damage, then it should at least recharge in 16s just like most of 2nd upgrades.

    I have a lot of ideas for Merc, Ninja and Necro as I play those 3 the most. I've done an extensive study on Ninja's AI behavior. (Oni's AI is broken by the way)
  7. I know for Mastermind, the weirdest and rarest combination is Necro/Trick Arrow!!!

    You can give that a try. :P
  8. Blah...

    I guess it's a good news then. I don't need to re-make.
  9. Does anyone know for sure that Power Boost can improve -regen effect in Beam Rifle?

    I know Power Boost improves +healing, so I am assuming it works for +regen and -regen effects as well?

    One of the -regen is from Disintegration. I am not sure if that is a fixed amount or it can improve.

    Disintegration has 145% -Regen and Single Shot causes another 100% (can't remember if it's 100% or less) when Disintegration happens.


    If Power Boost can improve, then I am killing off my Beam/Fire.
  10. Quote:
    Originally Posted by BrandX View Post
    And that's fine imo. Do I wish Thunder Kick would get replaced in MA by Dragon's Tail? Yes! YES I DO!

    But they seem relunctant to do that. :/

    I might be willing to accept Crane Kick being replaced (due to most people hating the KB, is why I say CK) for Dragon's Tail, IF and only IF they give Cobra Strike, Crane Kick's animation as an alternate.

    But, yes, I don't expect every set to be even, and with these changes, my guess is that Martial Arts and Energy Melee will still out ST DPS ELM, but admittedly, ELM will likely have enough ST DPS most people won't care.

    But still, I'm okay with this. If you're going to have a list of power sets, then some of those power sets are going to be on the bottom.

    Now when I say this and I am okay with this, this doesn't include new pay for them sets, which I think if they expect people to pay for new sets, then they'll have to be pretty decent sets overall.
    Have they changed the power design team after Castle left? Were Synapse and A. Hawk here years ago?

    The new power team tends to think if it's something that is under-performing and broken, then it needs to be fixed if they have the time for it. MA and EM got their only pbaoe taken out but they didn't really get anything in return (except for Assassin Strike which every primary has it). They eventually improved Eagle Claw a bit but Energy Melee didn't get anything but one big nerf in ET.

    I really wish they could do more. We don't have to add another pboae but both sets need a bit more love. Maybe more control options or -regen debuff or whatever.

    I mean just look at Street Justice. Eagle Claw used to have the highest critical damage but Crushing Uppercut beats it by a pretty large margin. I understand CU has 25s recharge but it actually activates a bit faster than Eagle and has 13' range.

    Kinetic Melee may not have the best aoe or ST damage but it has an interesting feature in concentrated strike. EM has redundant stun effects and MA has like jack-of-all-trades effects with kb, stun, immb.
  11. /Poison should be compared to /Radiation.

    They both have similar concept in powers except one has aoe toggles and one is mostly ST target. Both is a hybrid between major debuffs/minor healing/minor control/rez power.
  12. Quote:
    Originally Posted by Trickshooter View Post
    These are ideas I had for Sonic in my Big Ol' Spreadsheet of Buff/Debuff Set Numbers & Improvements™:

    Sonic Siphon
    Add a stackable 3% (for Defenders, 2.25% for all other ATs) +Resistance(All but Psi) buff for the Caster (or maybe in an AoE with an increase in the recharge timer).

    This would actually make it a "siphon".

    Sonic Barrier
    Add 43.3% +Resistance(Regen) (for Defenders, 34.6% for Corrs/Controllers, 26% for MMs)
    Add 21.65% +Resistance(DefDebuff) (for Defenders, 17.3% for Corrs/Controllers, 13% for MMs)
    Add scale 2 +Protection(Knockback)

    The reason for this is because these debuffs/effects are usually associated with these damage types, and can't be avoided (unlike +Def shields). Besides, this adds a bit more "realism" in that if you're not taking the full hit from an attack because of the sonic shields, some of it's effects should be absorbed, as well.

    Sonic Haven
    Add 43.3% +Resistance(ToHit) (for Defenders, 34.6% on Corrs/Controllers, 26% on MMs)
    Add 43.3% +Resistance(Recovery) (for Defenders, 34.6% on Corrs/Controllers, 26% on MMs)
    Add 43.3% +Resistance(EndDrain) (for Defenders, 34.6% on Corrs/Controllers, 26% on MMs)
    Add 50% +Resistance(Movement Speed) (for all ATs)
    Add 50% +Resistance(Recharge Speed) (for all ATs)

    Same reasons as above.

    Disruption Field
    Add -12.5% ToHit Debuff (for Defenders, 10% for Corrs/Controllers, 7.5% for MMs)
    Add -12.5% Defense Debuff (for Defenders, 10% for Corrs/Controllers, 7.5% for MMs)

    To make this power similar in effectiveness as other buff/debuff toggles and making it worth the end cost.

    Liquefy
    Reduce recharge timer to 240s
    Increase Knockdown chance to 5% every 0.2 seconds
    Reduce ToHit debuff to -25% (for Defenders, -20% for Corrs/Controllers, -15% for MMs)
    Reduce Defense debuff to -25 (for Defenders, -20% for Corrs/Controllers, -15% for MMs)
    Reduce Recharge debuff to -25% (for Defenders/Controllers, -20% for Corrs/MMs)

    The problem with Liquefy is that is has incredibly strong effects that keep it on a very long recharge timer. When Liquefy is up, it can turn around the worst situations because it has such high values (even when unslotted). But if Liquefy is down... well, if the rest of Sonic Resonance isn't keeping you alive, then there's nothing you can do.

    Keep in mind that with this suggestion, before anyone freaks out about a "nerf"... the ATs will be losing 5-10.7% -ToHit/-Defense once every 2.5-5 minutes from Liquefy in order to gain 7.5-12.5% -ToHit/-Defense much more often in Disruption Field.

    So with some of the debuff moved to Disruption Field, you should have to rely on Liquefy less often, but when you do it need, it's up more often, just with less debuff than before (but it's still a decent amount).
    Great ideas especially on Sonic Siphon.
  13. Quote:
    Originally Posted by JuliusSeizure View Post
    Now that Vorpal has been released with a massive 120 degree arc cone with 120 feet of range, I think that Cyronic could use a little love. There is no reason that Cyronic should be neutered by a 45 degree cone. It should increased to at least 60 degrees if not more.
    Oh... Vorpal sounds cool then. I haven't tried that one but I know I need to step back very far to get the most of Cyronic.
  14. I just think it's unfair that Robots have -regen. Of all the primaries, I think Merc should be the one having -regen since they don't excel in any category, not even controls. Ninjas and Necro have better controls than Merc IMO.

    Robots already have one of the best defense and resistance and they are all ranged. Robots have good aoe damage too.
  15. Quote:
    Originally Posted by New Dawn View Post
    One idea that I liked in the past and one that I think that the Devs are well aware of is adding Psionic Resistance which was first suggested I believe into Clarity.

    Sonic Repulsion is like the dead bird your cat brought in from the garden. You cast it on a friend who normally useless with it, or when all they had to do was stand still and blast, they don't, they run back. You just get a lot of wasted endurance with lack of real bang for buck and theirs a lack of control over where mobs are sprayed to anyway. I know there is always that one power thats skippable but thats a shame, we should be spoilt for choice. Knockback powers can be the answer to many a complaint (if we were all on SO builds) and knockback can be the active mitigation versus Psi mobs.

    What I propose is something to try and make that Sonic Repulsion that bird with a happy song. With each pulse of repel there could be a short duration, decent level of -Dam. In PvE against mobs, by the time they got up the -Dam is over but on a AV/GM, because they don't fall over they could be attacking under -Dam conditions. Why shouldn't repel act as a repellent of any force and in doing so limit the level of damage?
    Oh I like your ideas!

    Clarity means your mind is less susceptible to "mind attacks" = higher Psonice resistance!

    The -damage in Repulsion is a good idea too. I really hate that power. It just costs way too much endurance for its effect. If it has -damage, sure, I may take it.
  16. Quote:
    Originally Posted by Ultimus View Post
    1) It hits the most targets

    2) The way it hits targets is it chains meaning unlike a cone it can spread much easier

    3) It deals the same damage as the other judgements
    Well, Void has -damage debuff so it's kinda unique. Pyro is the fastest.

    But I agree with you that Ion rulez.

    My Soldier took the ice cone and I regret it. I have to stand back to get more mobs in the cone. Sometimes when things are so chaotic, I don't have enough distance to cover more mobs. The +4 mag hold is nice though.

    Overall, I would say Cryonic is the worst one. The other 3 are pretty competitive against each other. I have not tried the newest judgment.
  17. Quote:
    Originally Posted by Infernus_Hades View Post
    2. Insta-death gimmicks that may get you killed due to lag spikes or a slower computer - isn't HARD.
    I am really not sure how the dev can fix this. 4 days ago, my game would lag so hard if it's a 24-player team. I still remember one time that I load up in BAF and the first phase is ALREADY over! lol That's how much lag I could get some times. And I know I used to crash a lot in Lam (I have not crashed once for the past 3 weeks!) and it makes Lam more difficult (loss time to get more grenade/acid)

    However, I got an Alienware Aurora for my birthday! Lag? What lag?!! I can play at the highest Ultra setting and I feel no lag at all even on 24-player team with 3 Masterminds! Last night I loaded up 24-player BAF under 7s!


    I mean I can totally understand the frustration if the lag is too bad (same reason why people advertised for 16-player BAFs to reduce lag). I guess the only option is to create itrials that require less players?
  18. Quote:
    Originally Posted by Test_Rat View Post
    Current working on a no budget Dual Blades/Ninjitsu and I really want to drop one attack from the primary if at all possible.

    I just need some thoughts on which is the most skippable attack in the somewhat already gimped Stalker verison.

    EDIT Whoops I thought I was posting this in the general archetypes forum. Just ignore the scrapper version.
    When I level my DB Stalker, I actually dropped Ablating because I didn't want to just use Sweeping at the beginning. I mostly only started the fight with BU + 1K Cuts.

    Later I found out that procs in Ablating is actually a pbaoe. I wonder if Ablating triggers Interface in pbaoe fashion too?

    Anyway, to answer your question, I think I'll take all attacks but slot the first two less. I normally only slot 4 in Assassin Strikes since I don't use it too often but that may change in the future.
  19. Quote:
    Originally Posted by Rikti View Post
    Well I was unaware that we were discussing PvE only, but Poison has plenty of advantages in PvE as well; only, it won't excel in what you call PvE, because apparently PvE is all about +4x8 mobs or w/e. Archvillains and such are not PvE, and apparently its not an advantage that you only really need 3 powers in Poison (2 if it ever comes out for defenders), making much more room for other useful powers.
    I am not sure why you keep comparing Poison to Dark because I can tell you /Dark is way more unique than /Poison.

    /Dark is the only set in the game with aoe rez (minus Destiny).

    /Dark is one of the very few secondaries that offer team resistance to Psionic. The other one I can think of is Pain Domination's World of Pain.

    /Dark has one of the best aoe heal in the game.

    Yes, /Dark doesn't have the best -regen (neither is /Poison) and it doesn't have -defense. I don't really value -defense that much but you may have a different view.

    /Poison is playable and that's about it. I've level one to 50 even before set bonuses came out (more than 4 years ago).

    /Poison is a very risky set for Corruptor because to get the best debuff, you must get closer to use Venomous Gas. Controller has more ways to survive within 15' radius and the "healing nature" fits Controller. Controller can use the heal to heal his pets, for example.
  20. Quote:
    Originally Posted by BrandX View Post

    If AOE is all important, roll a ELM Stalker and go to town, then smile when it gets buffed in i22, and at that point, ELM really will become best on a Stalker.
    I know. Part of the balance between AoE-oriented and ST-oriented sets is that AoE set doesn't have very good ST attack. Well, Spines and Elec will have an awesome ST attack later, while sets like MA and EM will lag behind even more.
  21. Quote:
    Originally Posted by Oedipus_Tex View Post
    In Hot Feet it procs once every 10 seconds.
    Blah... so I assume Rain of Fire no longer proc per tic like it used to? lol
  22. I don't normally play on the blue side. There are GMs below lvl 20?

    Well, there could some differences between each GM because I think (I am not 100% sure) my Ninjas could eventually kill Ghost of Scrapyard (lvl 20ish zone) but the GMs in Monster Island seems to be more sturdy. Scrapyard also runs a lot too and sometimes he runs to the Drone and die.

    I still remember when that zone opened up, my friend took his Brute and I took my Merc/Poison. Both of us could not make a dent oh the GMs in Monster Island!

    I guess I should be happy that my Ninjas did make a dent but at about 90% health, my Ninjas are slowly losing endurance to the point that I need to resummon them. lol
  23. I've seen quite a few posts about Robots taking down a GM.

    What exactly did all that damage? Is it from Assault Robot's -regen? Because Robots, in theory, shouldn't do that high ST dps?

    I know the benefit is that Robots are all ranged.

    I've always thought that my Ninjas do amazing damage when all of them are at melee range. I was a bit disappointed to find out that they couldn't take down more than 10% of that giant mushroom GM in Monster Island. I am not sure if it's a resistance issue or what.

    My biggest problem with Ninja soloing AV is how fragile they are. Well, the Giant Mushroom barely hit any of us so survival wasn't the issue this time. Robots have high defense and they are all ranged but I just can't see they deal that much damage.

    I mean that just doesn't sound right to me? Robot has great defense, all ranged, exotic resistance (psionic) and good aoe too? I've teamed with plenty of robots but their ST dps didn't seem that high to me or maybe I wasn't paying attention.... T_T It just doesn't seem right that Ninja at melee range does less damage than Robot at range. Why should Assault Robot be the only boss pet with -regen? Is it 500%?
  24. I took out my Ninja/FF to Monster Island and found a Giant Mushroom. I am using Tier 4 Musculature and Tier 3 Reactive.

    My Ninjas couldn't hurt more than 10%. It just seems to get stuck at that range. I was using Envenomed Dagger but I guess the duration is only 15s and sometimes I didn't throw enough.

    Anyway, my pets weren't dying but the fight wasn't going down and my Genins actually ran out of endurance! I resummoned them and then summoned my Tier 3 Vanguard lore pets.

    Well, I beat that GM before Lore pets disappear. It was quite easy.

    I am surprised that Lore pets add that much dps. T_T

    (I didn't use Judgment. I just constantly throw smoke flash)
  25. Quote:
    Originally Posted by JanusFrs View Post
    Theoretically - THEORETICALLY - the last sentence means that the dude stating it was not broken is right:

    It's playable.

    I have a level 35 DP/Poison Corr that I have a lot of fun with. Certainly, she IS very fragile, and when playing at +0/x3 no bosses, there are times where I have to be very focused on what happens around me, but I wouldn't call the set unbalanced. Keep in mind, however, that it's been A LONG TIME since I've made a corruptor last, so YMMV.

    Don't get me wrong though, I am aware that the set could get a lot stronger and, as always, will welcome changes to the set, although the only thing I'd say be needed (in the first place maybe?) was to allow the splash debuffs being stackable and MAYBE widen their radius.

    My very first villain is 50 Merc/Poison MM and that's like 4 years ago. I hate the set.

    I did beta testing on Corr /poison a bit. I was shocked by the endurance cost but later the dev reduced them.

    /Poison is ok. It really doesn't excel in any area. I used to think it has very good -regen but unless the game info is wrong, the -regen effect is not high at all and the resistance debuff is good but not great considering it's mostly single target with small splash effect.

    For a single target-oriented set, activation time is way too long IMO. If you throw out Weaken/Envenom, you already spend more time than casting Tar Patch/Freezing Rain.

    And that green ball healing is slow too. Activation time is lower and so is the projectile speed.


    And my biggest problem with /Poison is that I never associated Poison as a "Healing" set. It has a heal, a mez and an anti-mez. It just seems too "Healerish" to me. Don't you guys think so?