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Claws/SR scrapper: She lasted about as long as any other even-con EB. A 40% defense debuff doesn't really matter when you're starting at 115% defense to all.
Kin/Ice defender: A long, boring fight. The hardest part was staying in melee range so I could get the most out of my buffs: she's very Gale-happy. An 80% resistance debuff is really quite irrelevant when I'm able to apply a 90% damage debuff.
Katana/Elec/Weapons scrapper: the first ten seconds of the fight were tough, before I managed to immobilize her. After that, it was about four minutes of me standing at the bottom of the hill with a bit of Power Sink-fodder around me, firing Shuriken and Web Grenade up at her, and mostly ignoring her attacks.
Bots/Traps mastermind: Easy. What else would you expect from a bots/traps who solos Giant Monsters in his spare time?
Stone/Fire tank: Between Granite, Stone Skin, and Tough, I'm able to put my S/L resistances far beyond the cap. Even debuffed, I was sitting around 50% resistance, so Rooted + Earth's Embrace was mostly able to keep up with the damage.
Plant/Storm controller: Immobilize her, confuse the pile of animated snow around her, pull out a few pets, and watch her hitpoints vanish.
AR/Dev blaster: The only way the fight could have been easier would be if I had placed a minefield to lure her into. -
What are you fighting?
Worst-case scenario (a +15 Paragon Protector that's just activated their godmode), I don't think you can get enough to-hit. I believe the limit to to-hit buffs is 175%, and between the Purple Patch debuffs and the godmode defense buffs, you'll need more than that to reach a 95% chance to hit. -
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Quote:I've been doing informal testing of this using my bots/traps and bots/storm masterminds. I've repeatedly seen the protectors "overheal" other bots, so I'll have to say "MYTH BUSTED".Besides the obvious (Acc/Dam) I like to slot for Def, Stun, and Endurance in the Prot Bots. Def because it helps you and helps your bots, Stun because it actaully seems to make a difference, and Endurance because the Prot Bots will run out in long fights if you don't.
The heal slotting is a rumor, imo. No one has ever posted anything really conclusive to prove that Prot Bots won't heal until the mag of the heal has been exceeded. However, slotting for Def and leaving the heals alone seems to work just fine, so there's not a big reason to challenge that rumor. Someday I'd like to test it for myself though. -
Quote:I doubt it's the damage numbers. Bobcat only does a few thousand points of damage, even when buffed. For comparison, the burning building in Steel does a few hundred thousand points of damage, and various bugs and unexpected uses of the game mechanics have created damage numbers in the millions (eg. exploding building + Kronos Titan, Touch of Lady Gray: Chance to One-Shot).Bobcat does some crazy damage with that buff. Damage that I don't think any other AV has ever done before so I'm guessing the server might think something isn't right and the map simply crashes.
I haven't did the tf since Thursdays patch but I don't recall it doing that before the patch. -
I managed to go 48 levels without, and even at 50, I pretty much use it for only one thing: taking the "up the back" route in the first mission of the ITF.
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The demand for T3 salvage is uneven. With AE farming active, people could pick their salvage, and the T3 stuff was created in rough proportion to the demand. With most T3 salvage coming from missions, though, all salvage is created in equal proportion, and the stuff that sees more use is relatively less common.
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One possibility is that the critters you're fighting don't exist below level 20. I don't know how minimum enemy levels interact with difficulty settings, but if there's no such thing as a level 19 Rogue PPD, it may be bumping your difficulty up to +0/x1.
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Quote:When you're fighting enemies that are far above you in level, the game mechanics are no longer those you're familiar with (see: Purple Patch and Attack Mechanics). At +8, enemies get a 15% to-hit bonus and a 1.5x accuracy bonus, meaning the softcap is 60% defense and even then, the base chance of being hit is 7.5%. At the same time, your own base to-hit is reduced to around 5%, meaning you need massive to-hit and accuracy buffs to hit at a reasonable rate. The strength of your powers is also reduced to 5% of normal: Benumb becomes a 25% regen debuff, meaning you'll need to stack it four times to shut down a boss's regen -- and 31 times for an arch-villain.softcap on defense is 45%, and while benumb's recharge really sucks, when you have 8 people rotating it, and it only take 1 benumb to floor the regen, it'll be possible with colds. Not having a way to negate incoming damage that breaks your hit cap would be the issue though.
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Cold strikes me as a fairly poor choice for this: eight defenders should get about 45% defense and 100% to-hit just from Leadership buffs, meaning they can hit anything and only need another 15% defense to be softcapped. Infrigidate's damage debuff stacks to about the same level (8% per defender after factoring in purple patch) as Siphon Power, but without the side benefits. Benumb has the second-worst recharge-to-duration ratio of any of the -regen powers, without Howling Twilight's redeeming factor of being auto-hit.
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Quote:What was your team composition? I think a team of eight mixed /sonic defenders might have a chance: enough resistance debuffs to do healthy levels of damage, enough regen debuffs to ensure the damage sticks around, and enough resistance and defense buffs to keep everyone alive.No. Just. No. When we tried that the first day, we spent about 30 minutes and couldn't get through one of those hotspots in the first mission. It was taking full party attacks to kill minions...we MIGHT have been able to do a boss but it would have taken all day (and with the rezzing and healing lieuts, that didn't help). God help us if we faced an AV.
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I just got done with a great example of why DPS can be a horrible measure of contribution to a fight. I was on my katana/elec/weapon scrapper, as part of an STF team facing Ghost Widow.
If I wanted to maximize my DPS, I could close to melee range, run my standard attack chain, and generate around 140 DPS.
Alternatively, I could back off, spam Web Grenade, Shuriken, and Exploding Shuriken, and generate around 40 DPS.
Guess which would help defeat Ghost Widow faster? -
So pull him into the lava. That cancels two Bifucations' worth of regen, and should give you enough time to beat him down on anything.
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Difficulty settings for a mission (any mission of any sort) are determined as follows:
1) If the mission holder is in the zone with the mission door when the first person enters the mission, the mission holder's settings are used to set the mission difficulty
2) If the mission holder is not in the zone, the settings of the first person to enter the mission are used to set the difficulty.
Kahn is a bit tricky because there is no fixed mission door, and it's traditional to use the Ouroboros exit as the door for the last mission. If you gather the entire team in a single zone before anyone enters the mission, the difficulty should be set correctly. If the mission holder is the first person to enter the mission, the difficulty will be set correctly. -
A "defrag" is not a magic "fix all problems" incantation, even though many people treat it that way. It is a solution to the specific problem of files being stored on a hard drive in a way that makes them slow to read. It may fix slow loading times after an update, but it will not fix corrupted files.
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Most damaging? Sonic for single targets, Ice for large groups.
Safest? Ice. The secondary effects of Sonic and Radiation are all about defeating enemies more efficiently, while Ice has a pair of holds for crowd control, and massive recharge and movement debuffs to reduce the incoming damage. -
Based on my experience doing the Apex TF as a stone tank, this is a good summary. Basically:
1) Don't queue up long-animating powers. Queueing up Combustion after Fire Sword Circle is especially bad, since both powers will root you even if your intended target is not in range.
2) Don't crowd the tank. The tank needs to run, too, so don't block their path.
3) Hoverblasters need to stay high up, or on the ground. Mid-air blue patches are hard to spot, and harder to dodge.
As a side note, it pays to spend a few minutes doing nothing but dodging blue patches. It gives you a feel for the mechanics of them, and what dodging patterns work best. -
Quote:I don't consider Kinetics to be a very tight set. Yes, you want to take eight out of the nine powers, but some of those powers replace more "conventional" pool choices. Siphon Speed replaces Swift, Super Speed, and (somewhat) Hasten. Inertial Reduction replaces Hurdle and Super Jump. Transferrence replaces Stamina, while Transfusion replaces Health.Almost anything with Kinetics or Rad. Emission, as there's so much flat-out "good stuff" to pick up in those.
Pre-i19, this freed up five (or six) power picks and two (or three) pools; post-i19, it still frees up the two travel pool powers you'd otherwise take. -
The difference between an invulnerability tank that spends their time inspecting the flooring, and a stone tank who stands there making faces at Recluse, is energy resistance. Recluse's hardest-hitting attack does a metric ton of energy damage, so if you want to survive it, pick up energy resistance.
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Quote:Because of the way Incindiary Missiles works, the damage per target goes up with the number of targets: the missiles summon one burn patch per target hit, with a target cap of eight.Well I haven't gotten down into the nitty-gritty numbers of all the pets, but I played Thugs for a while, and when I switched to Bots, the first thing I noticed was, "Sheesh it's taking my bots forever to kill something stronger than a Lt." Their AoE dmg is amazing but as far as single target goes, it's kinda lacking.
Consider a standard three-minion group: the Assault Bot fires Incindiary Missiles, creating (at best) three burn patches; each minion takes (at most) three patches' worth of damage.
Now consider a group of 16 mixed minions and LTs: the Assault Bot fires Incindiary Missiles. The streakbreaker and target cap mechanics interact to ensure that eight burn patches are created, and each burn patch hits ten enemies per damage pulse, switching targets as enemies are defeated. The average minion takes five burn patches' damage; because of target-switching and overall durability, the LTs probably take damage from all eight. -
Quote:Ashley isn't the same person as Montague, so you can't say it's busted based on that.Yes, that's a villain. But it demonstrates that the badge is not required to get the mission. If heroes are being required to have it (based on your mention of Montague Castanella), then that's obviously a bug; otherwise, villains would need to finish Ashley's arc too.