Jibikao

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  1. I don't use melee attacks on my Fort but I am pretty sure Gloom will cause redraw.

    I find Dominate (with mix of damage and hold), Subdue and Gloom good enough attack for me but if you are going for mix, Gloom is definitely the top range attack available.
  2. I read it a while ago that attacks from Epic sets can't critical or can they? Just curious if they can critical now or not. I plan on taking throwing star but if it can't critical yet, I am going to choose something else.
  3. If you don't have any other +regen to stack with, Health alone really doesn't save you from anything especially if you are a squishy.

    I mainly just put one unique in if I can afford and put two if I REALLY love the toon.
  4. Quote:
    Originally Posted by Jade_Dragon View Post
    I created my Night Widow as an evil version of my Claws/Inv Scrapper. There are already some major differences, I've switched to Dart Burst instead of Spin as my major AoE attack because it's advantageous to dart in and out of melee. She certainly doesn't have the defense, although I'm expecting with Foresight and Mind Link it will get a lot better. I already rely mostly on Invincibility with my Scrapper, not the resistances, so I'm already used to that.

    I definately feel it's more like a Claws/SR Stalker, though, with less damage from Assassination, and more buffs for the team. I'm definately planning on playing her with a team, although I've had to take her Rogue for that. (my SG on that server isn't really interested in villains...)

    Fortunatas I can't comment on, although I'm guessing they're somewhat similar to Psi Defenders or Corruptors with some melee attacks. I would kind of guess that unless you intended to go with a conceptual thing, you'd probably want to respec out of the melee and just go with ranged.
    I think you'll like both NW and Fort a lot once you are higher level and with sets. Foresight and Mind Link definitely make a huge difference on widow's survive.

    Fortunata is like a tank-troller. You have controls, good damage and excellent mez protection. Fort's attack chain is a bit on the low side but once you hit 44, grab Gloom and she'll be doing very good damage.


    Both Fortunata and NW make me feel like other ATs are kinda weak mainly Stalker and Dominator. If you ever run a team with several SoA, you'll see why!
  5. Jibikao

    Mission Design

    Quote:
    Originally Posted by BrandX View Post
    Click some glowies, defeat big bad, no escorting, no defeat all! But then, the tickets you get wouldn't be much.

    [Edit: A good story is a given I figure]
    This! LOL

    Definitely no escort.
  6. By the way, I heard that Ninja Blade with set bonuses and procs is very good too. Did you do test on Ninja Blade?

    Right now, I would stick with Kinetic Melee just because its ST damage isn't bad and it has one range and one pbaoe. And it has some stuns, knockdowns and damage debuffs which not many powers can do.
  7. I agree that even if MA edges out DM a bit, DM is still superior due to tohit debuff, healing and fear. That's why I didn't make MA Stalker. I made MA Scrapper instead because MA's lack of any AoE is still not justified (yet). MA's ST damage is the best but if Dark Melee's Shadow Maul can hit two targets, it beats MA.

    And MA is all smashing. Smashing is not as heavily resisted as Lethal but it is still better to have some energy or negative energy.


    I've only tried Energy Assault on Dom. I am not a big fan of EM to be honest.
  8. Quote:
    Originally Posted by Panzerwaffen View Post
    I thought this was awesome, then I realized Scrappers get Shadow Meld too...
    There's very very few things that Stalker can do better than Scrapper. I, too, thought Shadow Meld was very unique for Stalker, but not anymore.

    To OP, you should also consider getting accolades to improve your base HP to make resistant sets work better.
  9. With Burst doing 100% critical, I like how anyone on the team can group the mobs tight.. the tighter, the better! :P
  10. I vote for Martial Arts. BU + AS and then Placate Eagle Claw. Not many bosses can survive that.

    You've got 3 decent hitters in Crane, Cobra and Axe.

    (If you don't care about not having any AoE)


    PS: I find Kinetic Melee a very good mix of ST dps and one decent melee aoe. I wanted to try MA but I can't justify having all ST before lvl 44.
  11. Quote:
    Originally Posted by Test_Rat View Post
    Widows are fun to play with their attacks.
    Blood Widow's DPS makes my Claw Stalker cry... T_T
  12. Here is what I think:

    Blood Widow with Follow Up and Slash/Eviscerate resembles Claw/SR a lot (minus Shockwave).

    Night Widow is like Claw Stalker but my Claw stalker usually opens with BU Shockwave later.

    Fortunata is pretty unique. She has quite a few controls but what makes her so deadly is her defense and mez protection, which resembles a Dominator in Domination (minus the defense part). Fort's damage is not as high as Dom with melee attacks but she has very good team buffs.
  13. Quote:
    Originally Posted by Carnifax_NA View Post
    You also get two excellent PBAOEs as your level 32 and 38 powers both of which can put out serious damage, either directly or indirectly. Widows 32 and 38 powers are pretty much skippable.

    The main drawback is that you've more downtime on Mind Link and therefore less reliable defenses than a Widow, but that's where Set Bonuses come in.
    I haven't made a melee Fort hybrid yet because my 2nd build is Blood Widow build but even with less Mind Link, Fort has controls that can help her survive very well. Just stack two holds on the boss and start slashing. Fort also has a mag 4 stun. :P

    Maybe I should give melee fort a try.. sounds interesting. I think the fact Fort has high defense with excellent mez protection makes her easier to play than most dominators without set bonuses. (although Dom's melee attacks can really put a lot of hurt and Fort's highest damage is in Lunge)
  14. This is why SoA are so powerful. You can make it any way and it's still highly effective.

    I see melee Fort as a melee Controller type. You've got decent melee and range attacks and one of the best control powers in the game in Dominate for damage and hold.

    Dominate will cause redraw. One of my friends' Fort is a melee hybrid.
  15. Quote:
    Originally Posted by Jade_Dragon View Post
    Hopefully no one here would find this a surprise, but the Stalker is pretty much never going to make the opening attack on a team. He may go into the spawn AHEAD of the tank, simply because he can. But he'll stand there and wait for the tank to make his move. After the tank has aggro and has bunched the group up, that's when you should see the Assassin Strike go off.
    Oh believe me, I've seen plenty of Stalkers going off on his own and starting to AS and then either run away or die.
  16. Stalker is kind of on his own. He can pick and choose his target most of the time and you don't really need to watch out for him unless he does something stupid like opening the battle with AS on a very large team and dies too quickly.

    Other than that, Stalker is like Scrapper. Stalker draws little aggro from my personal experience.
  17. Maybe it's dev way of "balancing" pets. Range pets no longer have more "defense" from standing far. :P
  18. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Ah, fair enough. In that case, go find something notoriously tough. Spawn an AV in a throwaway AE mission and get two MMs; one Pain, one FF. Have the FF bubble you up, and the Pain give you every buff he can and watch your HP for when stuff breaks through. Aim the AV away from the pets but stay near 'em.

    This is so involved!!! lol I haven't created any AE at all. I don't think I'll go with the AE route.

    You guys can try the test too you know? :P
  19. Quote:
    Originally Posted by Zem View Post
    Except you don't want to be running all over a map. To maintain an absolutely consistent crit rate (assuming the pets matter) you want the pets huddled around you and passive while you swing your lightest and fastest attack repeatedly. Maybe get a cimeroran mission and go after a boss or LT that has a Surgeon backing him up.
    Yes, in order to get a more accurate finding, I need the master to "goto" the pets when I move and I need him to stay away from me pretty far. And I don't want the pets to get hit and that's why I side-kick to his lvl 50 and I find a lvl 43 group so the pets just stand there and won't die while I do the hitting.

    Actually, I should have asked him to use Gang War... lol I forgot about it.


    PS: The first time I found a group of even level Malta. I jumped in and died. LOL
  20. Quote:
    Originally Posted by Thinkso View Post
    Just realized that you guys don't use your pets. Trust me when I say that a bane with his pets out does truckloads more st dps and burst than a NW.

    If you guys are choosing not to use a strong damage tool and then proclaiming a NW superior I can just as easily say that my NW skipped mindlink so therefore my bane has better def and is the better team def buffer.

    That's like saying that fire control has lower st damage than mind because one skips imps.

    In the case of a bane and the crazy st -res they can put out it is really foolish not forcemultiply pets.

    Yes a NW itself does more direct st damage than a Bane, that much I already detailed earlier, but a bane using the tools available to him does a heck of a lot more damage than a NW. If they didn't then NW's would either be OP'd or banes would be underpowered. That isn't the case though.

    I DID NOT KNOW you were adding pet's damage into consideration.... T_T

    Using pet has two folds. They either add a lot of damage or don't add a lot if they die/stuck or simply chasing a runner.

    I don't like using pylon test as an example that Bane > NW's dps. That pylon situation is too extreme. On the other hand, I was doing tip mission against Longbows at +4 x8. In that situation, the two reinforcement pets will die within 20s for sure and that's with double maneuver on my Bane. Yes, I do like the two spiders and that's why my Bane carries double maneuver but even that, my NW still kills faster but it doesn't mean I don't like my Bane. I just hate Bane's range attacks.

    As for Frosticus, is he using follow up or build up in NW build? And maybe NW with patron blood widow pet can add even more dps?
  21. I'll try to find a friend to do it again tonight. Maybe we'll aim for 100 hits this time.


    Fighting lower level can be annoying as the mobs keep running away. Maybe I'll find an even level mob this time. I just don't want the pets to get hit and die and I want the master to stay away from me so only pets are counted.


    Too bad dummy doesn't show any critical except from Hidden. I wonder why that is. It doesn't even show in combat log. It only shows I do zero smashing and energy damage and sometimes I "stun" it.
  22. So to satisfy my curiosity, I asked a friend to bring a lvl 50 Thug MM.

    At first I wanted to try with dummies but dummies would only show the initial Critical text from Hidden. It will not show any other critical at all unless you use Placate.


    So I side-kicked to my friend's lvl 50 to make sure his pets don't get attacked. I found a group of lvl 43 Malta. He "goto" his pets to the middle and I got rid of my Hide. I basically just count how many critical I score in 20 hits.

    Well, in the end, I score 4 critical in 26 hits which is 15%. That's far from 28% that I am supposed to get. 10% + 3x6 = 28%.

    The first test I only did 12 hits and I only scored two critical which is 16%.


    I just don't see any "obvious" critical increase.


    Maybe some of you can try it too with a MM. That's all. I thought pets increase my chance, at least it felt like it. Maybe I should do 100 hits to even out the chances. Oh well. My friend got bored.
  23. Do you guys think giving Spec-Ops Bean Bag for stun is a much better choice than Riflebutt?

    Riflebutt has 16s recharge and it only works when the target gets close. Now I've even tried to goto spec-ops to start the battle with riflebutt but they get seen before even getting close enough. So stealth + riflebutt don't work.


    If Spec-Ops is supposed to bring the best controls, I would definitely trade Riflebutt for Bean Bag which also means the recharge may be pushed back from 16s to maybe 24s? I would rather them use all the time than waiting for a target to get closed and they can still shoot bean bag at close range.

    What do you think? Is this overpowered? I mean spec-ops have no aoe damage at all.
  24. Quote:
    Originally Posted by BenRGamer View Post
    I made this thread earlier on the suggestions board, but I figured I should try it here too to see if anyone likes it.

    I was thinking earlier--there really isn't any Controller/Dominator Primary for 'Natural' characters outside of maybe psychics. But there are plenty of abilities that offer control through grenades and guns. Plus, it wouldn't be difficult to animate--most if not all of the animations already exist, and some of the powers already exist in other powersets.

    Munitions Control:

    Not gonna lie, this is mostly grenades. Besides Beanbag, there's not too many pre-existing shooting abilities that work on a Control Powerset.

    Concussion Web Grenade - Ranged, Minor DMG(Smash), Foe: Immobilize, -Fly, -Recharge
    This is something original--since all of the other Primaries have immobs/holds that deal damage, why not this one.

    EMP Grenade - Ranged, Moderate DMG(Energy) Foe: Hold, -Regen
    Modified variant of the EMP Grenade used by the Longbow Spec Ops, it doesn't normally deal damage.

    Glue Grenade - Ranged (Targeted Area Over Effect), Foe: -Speed, -Recharge
    Like the PPD Equalizer's Glue Grenade or Trick Arrows Glue Arrow--doesn't deal damage like other immob AoE's, but this one affects the ground and everything that walks on it, and not just the enemies currently targetted.

    Beanbag - Ranged, Minor DMG(Smashing), Foe: Disorient
    Like in AR/

    Sleep Grenade - Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
    From Munitions Mastery

    Flashbang Grenades - Ranged AoE, Foe: -Accuracy, -Defense, Disorient
    From Spec Ops in the Mercs Powerset and PPD Ghosts

    Tear Gas Grenade - Ranged AoE, Foe: Hold
    From PPD Ghosts

    Seeker Drones - Summon Seekers, Minor DMG(Energy), Foe Disorient, -DMG, -To-Hit, -Perception
    From /Traps

    Auto Turret - Build Turret: Ranged, Moderate Damage (Lethal)
    From the PPD Equalizers, again. I figured this might be better because it's different than the Gun Drone /Devices already has.

    ----------

    Secondary: Munitions Assault
    This is mainly AR/ and Wolf Spider/ abilities

    Burst - Ranged, Moderate DoT(Lethal), Foe -DEF

    Pummel - Melee, Minor Damage (Smashing), Foe: Disorient

    Slug - Ranged, High DMG(Lethal), Foe Knockback

    Bayonet - Melee, Moderate Damage over Time (Lethal/Smashing)

    Poison Grenade - Ranged (Targeted AoE), Moderate Damage over Time (Toxic), Foe -Resistance
    Venom Grenade, pretty much. I figure this in lieu of Build Up or (more likely) Aim would make the secondary stand out more--Venom Grenade, while maybe not making you deal as much damage as Build Up, recharges faster and helps the whole team.

    Sniper Rifle - Sniper, Extreme DMG(Lethal), Foe Knockback

    Heavy Burst - Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense

    M30 Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback

    Full Auto - Ranged (Cone), Superior DoT(Lethal), +Special

    I would play this combo! Seems pretty easy to make.

    Oh, those grenades should have some debuffs as well. Spec-Op's Flashbang has some debuffs in damage I believe.
  25. Oh yeah, Elec control along can sapp but it takes a bit time. I still remember one of the missions in the new zone has two elite bosses. Well, at lvl 16-19 (don't remember), I couldn't hold them enough and I ran out of endurance easily but what's funny is Static Field and Conductive Aura sapp both elites to zero and I was just waiting for my recovery to SLOWLY kill them off. lol


    Elec can definitely sapp just needs a bit time. Good that there is sleep!


    Now two Elec Control is suck.