Jibikao

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  1. I don't mind knockbacks but I do mind the chance to knockback in energy attacks and peacebringer attacks.

    My problem is that knockbacks don't really stack "well". Once a target is knocked, what is the point of knocking again? Sometimes the target would stand up right after the 2nd knockback. The extra knockback doesn't really do much.

    In contrast to other secondary effects, the debuffs stack and against AVs and Giant Monsters, it's not like knockback works well against them either.


    Now, knockdown/up is good! As long as the knockdowns don't happen at the same time (it will be knockback), you can keep knocking and still enjoy the benefits.
  2. I haven't played high level /TA Corruptor yet. My only experience with /TA is a lvl 32 Demon/TA. (I think /TA sucks on MM. The debuff values are soooo low)

    I actually didn't know you can stack Disruption Arrow. I do know you can stack Acid Mortar. I've tested that before against Pylon.

    If you are soloing, I have to assume /Trap is better and mostly because of the simple mez protection against Stun/Hold. However, in terms of safety, I think every /TA user should take Hover because that can improve your survival A LOT! /Trap will have a hard time using Hover because he can't drop traps in air (they fixed that). If you Hover in air, you can avoid many attacks.

    I think most people would say /Trap is better (I thought that too). However, I now think /TA has potential but I just haven't really built one yet. The stacking Disruption is very nice to know.

    Poison Trap is still one awesome power that is very hard to beat and most experienced Trappers have no trouble running in to drop traps.
  3. Quote:
    Originally Posted by Carnifax_NA View Post

    I've mine slotted with the Impeded Swiftness and Posi Blast. In a single casting vs a test bed of attackless +1x8 AE dummies I got a grand total of 78 PROC hits. 54 Posi Blast and 24 Impeded Swiftness.

    I haven't tested with the other 3 PROCs however, I had to slot for Acc, Recharge and Damage instead (1 Acc/Dam HO, 2 Dam/Recharge IOs and a common Recharge IO along with the 2 procs)
    Damn that's pretty sick to score 78 procs.

    Vine has two attacks right? One is melee and one is a range. The melee one has a chance to knockdown so that's why it takes chance for smashing?

    I thought the range can reduce defense (it doesn't take Defense Debuff set?).
  4. Quote:
    Originally Posted by Person34 View Post
    BTW, just for comparison: slash's damage is 336 at 97% damage slotting. With Core muscular this becomes 391. If you add build up + double assaults it's 579.... before a crit (960ish I'll guess with crit vs a non resistant foe). As you can see, muscular does add some sting to your attacks. It's great to have and I love it, just remember tho that it is probably more of a "little icing on the cake" rather than the massive boon cardiac can become.
    It's good to see "numbers". My level shift Stalker actually uses Muscular but he hasn't got the 4th tier yet. I haven't really looked at his number before and after Muscular. I know it's higher but just don't know how much higher. I picked Muscular on Stalker because Stalker really just needs more damage.

    If your Slash's damage jumps from 336 to 391, then that's a pretty big jump in the end. My Bane tried Muscular at first tier and first tier doesn't really do much and Bane has endurance problem because I carry a lot of toggles.

    I am going to experiment Muscular on my Soldier build that uses proc damage. He'll be carrying less toggles I think.
  5. The most "breath"?

    I would go with Fiery/Shield. Brute will have 3 breath-looking attacks. Breath of Fire and two Breath attacks from Mako patron?


    Speaking about "Dragon Knight", it's time to create a Spear/Polearm set! 2-Handed! Not sure how they can implement the "jump attack".. maybe like Lightning Rod but a lot less radius and less recharge so you can jump more "often".
  6. Quote:
    Originally Posted by Wyatt_Earp View Post
    This thread having piqued my curiosity, I did a little testing with this horrid power...

    When the trap goes off, it does a hit roll and places a sleep effect on any foe hit by it... It was confusing at first because the sleep animation is the same as the hold animation from char/choking cloud, but don't be mistaken, it is definitely a sleep.

    In addition to the sleep effect, the lingering cloud does a pulsing hold/end drain, so enemies that enter after the initial sleep do have a chance of being held albeit a low chance, as has been stated already.

    Now, for procs...

    Energy Manipulator: Chance for Stun: It looks like this proc can go off on the initial burst as well as the pulsing hold/end drain ticks. I couldn't figure out how to get it to show up in the chat log, so I can't say exactly how it works, but it definitely didn't seem useful. In about 10 minutes of running around in large groups and placing it, I only saw it proc a handful of times. Also, there was no noticeable effect on the enemies that I saw it work on. Not even the light colored rings that usually show up around someones head when they are stunned.

    Fortunata Hypnosis: Chance for Placate: This proc is totally useless as I suspected. It did proc on the mobs pretty frequently, but it definitely didn't cause them to stop attacking me. I guess they were placated to the poison trap.

    Call of the Sandman: Chance to Heal: Never saw this one go off. Not when I placed the proc nor was there a heal on the poison trap... Not a big deal since the IO is generally pretty useless anyhow.

    Conclusion: Don't take the power... It IS as awful as everyone says it is.
    Does Poison Trap in Poison have interrupt? I remember it used to have at 4s?
  7. Quote:
    Originally Posted by Stolid View Post
    Do any of you happen to use something other than a Cardiac Alpha? I know it's good at all, but it also seems like the Musculature alpha would be great (the very rare being equitable to running double assault, minus the end cost), and I was thinking of doing that.

    I also decided to go another way with things: Drop Strike and Eviscerate, pick up Gloom and Dark Obliteration in their places. Gives me three ranged attacks (two single target + DO), four single target and two good AoEs, a bit more versatility for hami or what have you.

    Anywho, thanks for the feedback and insights!
    Here is my take.

    1. Most lvl 50s already have sets and the typical sets like Thunderstrike and Positron already push +damage so high that Muscle will not make obvious difference.

    2. I am going to experiment Muscle but for me to take Muscle, it has to be an AT with at least 1.00 damage scale (which applies to SoA and Stalker) and I won't push +damage % so high (no full set of Thunderstrike). This means my choice will be adding Proc damage/effects to the attacks and let Muscle push damage % closer to 99%. The only AT that makes sense to me is Stalker so far. SoA has too many useful toggles that cost a lot of endurance and Corr gets better use of +defense from a full Thunderstrike and +recharge for secondary powers.


    3. Inspiration Usage is extremely important in this game. Of all the inspirations, Blue feels like the weakest to me because it only adds 25 (small) and if your build doesn't have a lot of -end, that 25 won't even last more than 10s. Other inspirs like Red (damage), Purple (defense) and Orange (resistance) all last 60s. So, if you really want that extra damage from Muscle, you are probably better off carrying more Reds (and way less Blue) and use Cardiac to negate most endurance problem.
  8. Isn't this ironic that Stalker sucks against the toughest and baddest target? So much for being the "Single Target" specialist.

    I don't think I'll even bother with pylon.

    I am going with Judgment. The mini nuke AoE is going to help my Stalker on a large team than the debuffs.
  9. Can we control Lore pets? I know we can rename them.
  10. Quote:
    Originally Posted by Stolid View Post
    I'm not taking all claw attacks, they just generally happen to be the best ones available for Night Widows. I take Build Up because it synergizes so well with mask presence's crit capability--I've tried both, since I take Follow up while leveling before the respec, but tend to prefer build up. I'm not really sure which is better from a dps perspective, likely follow up, but ehh. I'm not inclined to use follow up unless it's shown to be a huge difference in sustained dps.

    So most people also do double assault? I plan to take the widow assault power but not the pool assault as well. It also seems a bit crazy that you're only at 7 minutes for soloing a pylon--I expected much better from a NW..
    From dps perspective, Follow Up is a lot better but from "assassin" point of view, Build Up is better. If you prefer BU + critical Spin, then keep it. It fits the assassin theme really well.

    If you want more dps, you can drop Eviscerate and get double Assault.

    Double Assault and double Manevuer is what makes SoA so good on a team. However, the endurance cost is also very high and that's what Cardiac is good for. Cardiac is AMAZING.
  11. Quote:
    Originally Posted by Rintera View Post
    judgement isn't a cone.

    Cryonic judgement is a cone, and is the weakest of them.

    Pyronic is a Targetted AoE nuke.

    Void is PBAoE

    and Ion is a chain
    Oh! I was reading too fast. I thought all the "target" is the same type but with different effects. lol

    Well, we'll see when they come out. They look very tasty.
  12. Quote:
    Originally Posted by _Zep_ View Post
    I would like to see VS become a perm pet like fluffy or like controllers have.

    Its a t9 power on my dominator, and it doesnt stack and isnt perm.
    If they make it perma, then they need to give something to Blaster because casting VS gives like 20% damage buff for a short time?

    I think perma is a good idea for the pet. Has any of you played the old Diablo II? Remember Sorcerer's Thunder Storm? Basically she casts it and it stays on top of her head and it hits "randomly" on its own. I think VS's original idea wants to be like Thunder Storm but the game mechanics doesn't allow a "toggle" to hit just one target, does it?

    So the compromised version is having an "invisible" pet following you and hitting on its own. The problem with a pet following is that it keeps trailing behind you when you move forward.
  13. I've never really tried Conserve Energy. I think it is a bit over-kill with energy drain. I find Conserve Energy's base recharge too long.

    Yeah, if I want to "improve" anything in Energy Aura, it is Conserve Energy.
  14. Actually, I read this thread again

    http://boards.cityofheroes.com/showthread.php?t=254417


    and looks like I am going to try Interface, Reactive first. My Fort survives well enough. I just need more damage and Reactive seems like my cup of tea. :P -Resist + fire dot.
  15. If you are going with all claw attacks for concept reason, I think Follow Up is better than Build Up (I call it Blood Widow build). You can stack more +dmg on yourself and just rely on Spin and Eviscerate.

    Eviscerate hits pretty hard as a cone attack. Its cone arc is pretty wide.

    If you team a lot, I am sure other people have aoe too. Sometimes you just need to run in and focus on a few targets at a time.

    You have options for AoE. Dart Burst is a typical one. You just need to run back and forth a bit. Scream is good too and it debuffs -recharge. If you don't want cone aoe, then most people take Soul Mastery's AoE attack. It's faster but recharge is long.
  16. I just quickly read through the list. Oh my... they look quite complicated!

    The first thought on my mind is that my Fortunata can probably use another "mini nuke" power in Judgement (only 90s recharge). It will be fun to have Psychic Wail and another nuke, although Judgment is a cone... mmmm...(I am assuming we can change the Slots)

    I can't decide what I want yet but I don't think I'll take Interface. One of my MMs will definitely check out Interface.
  17. Quote:
    Originally Posted by Deacon_NA View Post
    Ninjas

    Pro
    May well be the best at taking out a single target, as you might expect from a bunch of MA and Katana users.
    Have some degree of defense that stacks well with a def buffing secondary (meaning FF or Traps)
    This is false. You don't do any dps when you are dead. All the math/numbers behind how awesome Ninja 'could' be is just meaningless. Yeah, keep dreaming about those potential damage numbers. I can't wait to take my Ninja/FF to Apex and see how fast my ninjas melt. :P

    There is really no "pro" for Ninjas. It's really only for "concept".


    And I am not even joking. I have tried quite a few high level Ninjas and I like them. It's ok to like something that totally sucks.
  18. Quote:
    Originally Posted by Reppu View Post
    There's a lack of up-to-date Mastermind Primary information on these boards. As such, I'd like to request the community to share their thoughts, of the pros and cons, of the six primaries. Simply put, what each one does best, and what it lacks.

    Something to help people decide what they want from their primary, when concept isn't enough.
    Robot/Thug VS everything else.

    That's all you need to know. There's Robot users that swear MM is overpowered and there is Ninja/Necro user like me who thinks the game design is flawed because pets run in and just die. They can't survive any aoe from the REAL tough fights. I can care less about how you steamroll through easy content because any Primary can do that.

    Basically when things get really tough, MM is at disadvantage and the reason Robot is a bit better is that they are mostly ranged (although they do run in after a while). I prefer Merc because it's more rare.

    Demon is probably the most sturdy of the 3 melee oriented (Necro, Ninja and Demon).
  19. One thing I do want to say about "resistance" set in general is that on a large team (especially with SoA), the team defense is so good that Resistance set actually ends up being better because getting +resist is a lot harder than +defense.

    Due to this reason, my /Dark Armor Stalker tends to survive quite well against AVs that hit hard (Battle Maiden for example). BM can probably kill my /Nin Stalker in one hit but with /Dark I have time to heal back.

    However, if there is no team defense, resistance set on stalker is not as good because you don't have the HP to back it up and you have a greater chance to get interrupted after placate.
  20. I just know my lvl 50 Merc/Storm out performs my lvl 50 Merc/Poison in almost every way.

    I do feel /Poison is better for PvP but pvp in this game... ugh. I'll not go there.
  21. Quote:
    Originally Posted by Obsidian_Farmer View Post
    Having trouble with an EB or AV? Give yourself a little extra damage with the patron pet. whether that's accurate or not is another story.
    I used to think this way too. I thought "hey, having a pet is better than not having one" but if you look at some Epic sets, Freezing Rain from Ice Mastery can add way more dps for the team than any of the patron pets can offer (because Freezing Rain doesn't die). I need to take two patron powers to get to the Pet, so it's not like I am not sacrificing something to get it. In the end, am I really adding "extra" damage?

    I am just very disappointed that's all. I haven't taken patron pet for at least two years. I thought with my Widow's defense, I could turn Blood Widow into a dps machine but man, does she suck. I heard Mu pets are better because they are all ranged and they offer some controls or healing.
  22. Quote:
    Originally Posted by Dispari View Post
    IMO "something should be done" about Voltiac Sentinel and Gun Drone first. Having to recast a pet every minute or two is just a pointless time waster.
    Haven't tried Gun Drone but I've posted several threads about VS. I think VS misses out on a lot of set bonuses because +damage doesn't affect it. The only way to increase its damage is through resistance debuffs.

    I really hope they can either increase the duration or let us Stack two VS. My main problem with VS is that while it's nice to have a pet shooting on its own, it doesn't focus fire with you.


    I don't think it's overpowering to have two VSs because a lot of time it is just trailing behind you if the team is moving fast.
  23. Quote:
    Originally Posted by Obsidian_Farmer View Post
    Both of the characters that bothered taking them have them permanent or within 10 seconds of permanent. I've always felt like the reason they have such a long recharge is because they were meant to be situational. Having trouble with an EB or AV? Give yourself a little extra damage with the patron pet. whether that's accurate or not is another story.

    1: I can get behind the passing inspirations thing. I wouldn't really bother with it, but I can see why someone would want to, especially solo.

    2: I just checked, the level shift does apply

    3: I'm good either way on this one. Like I said earlier, I feel like the recharge time is as long because they meant for the pets to be situational, but bringing the recharge time down to 600 wouldn't hurt either.

    Well, that means Blood Widow sucks then. I gave her as much defense as I could (double Maneuver and Mind Link) and she still died so easily at only +2x3 (level shift) and it's only Circle of Thorn (the easiest high level mob). If she can't contribute much during this kind of fight, I highly doubt she'll have any real use during tough AV fights (certainly not during LRSF or ITF because soul drain will kill her in two hits for sure). That's a bummer because even during "situational" fight, she isn't as useful as I would like her to be. I read her description and thought she could contribute a lot of damage but she is just too squishy.

    I mainly tried her for "theme build" because I thought it's funny to have two Widows running around. (And why does she run sooooooooooooo slow? She literally has "walking speed".


    I would love to pass her some inspirations so she doesn't die that quick.


    I normally don't plan my build to have the most +recharge possible because I value +defense more. My Widow has good recharge but I don't think it's worth it pushing it that high and I am definitely not pushing it just so I can cast Patron Pet sooner. The pet isn't worth it at this point.
  24. Quote:
    Originally Posted by Wonderslug View Post
    No, the sleep effect is not recurring. If it were it would basically be a clunkier prototype of Static Field and would not be a totally useless lump of useless uselessness even if your henchman helpfully chucked AoEs at sleeping targets every chance they got.

    Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur.

    That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration.

    It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits.
    Does Poison's Poison Trap have 4s interrupt time? It's been years since I tried it. I remember it has 4s interrupt time?
  25. Quote:
    Originally Posted by AzureHaze View Post
    The devs do listen!!!!!!!!! OH HAPPY DAY!!!!!!
    Not all the time. Oni is still taking Knockback set which he has none and he can't take Hold and Immb set.

    Grave Knight still can't take Accurate Tohit Debuff sets.

    I've submitted bug report on this 3 times now.