Kelenar

Legend
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  1. Quote:
    Originally Posted by Derangedpolygot View Post
    Too much a pain in the bum. Typed Defense proves no protection versus Toxic(there is no Toxic type defense), and only Energy Cloak proves any Psi defense.

    Energy Drain provides some Endurance, but not enough to eschew Stamina; It's Heal is pathetic.

    The Smash/Lethal/Negative Defense is lower than the Fire/Cold. It appears to count on the fact you will take the passives.

    The best power of the set is the Tier 9, but it's designed as a panic button. It crashes and takes away all your End.
    On the upside, Energy Drain provides enough endurance to run forever and ever in most situations when you have Stamina and some decent endredux slotting, and it's pretty simple to get through the T9 crash by popping a blue and a few defensive inspirations, Energy Drain'ing a mob, and plowing right on. The set isn't unplayably bad, especially if you take Aid Self.

    I'd be hard-pressed to not call it the weakest option available to Brutes, though. I still managed to get mine to 50. Having a high-mitigation primary like Stone/ really helps, and EA fortunately provides the endurance bonuses to deal with Stone/ and some Fighting toggles. Ironically, I think the set would do a lot better heroside, where you don't have to deal with the psi/toxic horde that is Arachnos every other mission.
  2. Kelenar

    Regen vs SR

    Quote:
    Originally Posted by Ruby View Post
    Also, I might note that it's crazy convenient when you avoid taking damage that would normally knock you out of stealth. For instance, a nearby mob uses an AoE as you're lining up an AS. A defense build is much less likely to be interrupted, something I also use to my advantage in PvP.
    Well, Hide gets you pretty much to the softcap against AoE when you're hidden, anyway. But for things like Placate->AS mid-battle, yeah, defense definitely helps. Between having no defense and the DoTs from my primary, I use Placate very rarely on my Spines/Regen as opposed to my Ninja/Ninja stalker.
  3. Kelenar

    -def

    Quote:
    Originally Posted by Doc_Reverend View Post
    It's also kinda handy against high defense enemies, like Rikti Drones. Or Rikti Drones buffed by Rikti Guardians (how I hate thee, buffed Drones).
    And even better, Rikti Drones are vulnerable to AoE, so if you have Irradiate...
  4. Quote:
    Originally Posted by Star_Seer View Post
    A Quickie Mart / Gas station style store you can go in and see out of might be cool too.
    Only if, every time a villain walks in, the clerk at the register sighs and exclaims, "I'm not even supposed to be here today!"
  5. Kelenar

    -def

    Quote:
    Originally Posted by JusticeBowler View Post
    Gleaming Bolt with it's really short attack time and low power, would seem to be the one to slot for -DEF and just slip it in between other attacks in the chain, but it's buff is an ultra-short 3 seconds. Pretty much it just buffs for the next attack. But slotting it for ACC and -DEF and using liberally might help in higher CON situations.
    Most of the other powers also have longer durations on their defense debuffs, too. It's not the most amazing secondary effect for blasts to have, but having some -def on a team is usually good to make the team more reliable.
  6. Kelenar

    -def

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    The downside is against higher con enemies -def has reduced effect due to the purple patch.
    Forgot about the dang purple patch in the numbers I gave. Allow me to rejigger.
    Edit: Rejiggering complete!
  7. Kelenar

    -def

    Edit: Recalculated the -def needed against a +2 to take the Purple Patch into account.

    With a single even-level accuracy SO, your final to-hit chances drop below 95% (to 86.7%) the second you start fighting +1s or higher. So against +1s, you're hitting 9.5% more often against anything you've recently hit with -def. Against +2s (74.7% chance to hit with one accuracy SO) it's 27.1% more often once you get them back to a 95% chance, which only takes about 16.9% -def (with one accuracy SO.)
  8. Edit: Sorry, I somehow thought the second example was 50% accuracy at first, not 40%. It's actually a decently big difference in this case.



    Overall, it's a bit of a toss-up. It's not really an earth-shattering difference either way. If you'll only have 40% accuracy in all powers in the latter cases, I think I'd go for straight-up accuracy. Somebody correct me if I screwed these up.

    Your final to-hit chances against an even-level enemy assuming the power has a base 75% accuracy:

    Code:
    
    Enemy Defense   65% acc         40% acc + 6% ToHit
    0%              95%             95%
    25%             82.5%           78.4%
    50%             41.25%          43.4%
    75%             8.25%           8.4%
    100%            8.25%           7%
    
    Your final to-hit chances against 0% defense enemies based on level (which is probably a lot more common):
    Code:
    
    Enemy Level   65% acc         40% acc + 6% ToHit
    +1            95%             95%
    +2            92.4%           86.8%
    +3            79.2%           75.6%
    +4            64.35%          63%
    +5            49.5%           50.4%
    
  9. Kelenar

    I > Team

    Quote:
    Originally Posted by Indiramourning View Post
    In my opinion any mission where the team can split up and survive does not have the difficuly setting raised high enough.
    Until they remove/raise the aggro cap or allow even higher level settings, this will always be possible. See Silverado's post above.
  10. Quote:
    Originally Posted by Grey Pilgrim View Post
    I think when they upped the Stalker base HP, they didn't also raise the cap, which doesn't help with some buffs and powersets that can increase HP (and are supposed to benefit from those abilities).
    So they do have non-standard HP caps? And if so, does anybody know how to calculate them? I was dealing with this very issue the other day, since the HP cap formula given on ParagonWiki was giving me drastically different numbers than what I was seeing on my Stalker when my combat attributes screen said I was maxed.
  11. Have you tried the Reichsman SF?
  12. Quote:
    Originally Posted by BBQ_Pork View Post
    I was there in 2004 and the Good Ol' Days don't hold that much nostalgia for me that I want to go back.
    Well, they could make Integration a toggle again though.
    Um, wish granted! Poof, Integration is a toggle!
  13. Kelenar

    I > Team

    Quote:
    Originally Posted by NuclearToast View Post
    First there was "Tank + Healer + DPS", and now this thread.

    STOP WITH THE MATH IN THREAD TITLES! I don't want to do math all the time!

    Thank you.

    --NT
    ∫(2^Defender + VEAT³ + Controller + 0.75(Tank^Taunt))/(96% * FotM + 0.5Blaster)dSurvivability = X

    The Defender accelerates at 0.2 m/s/s through a magnetic field perpendicular to the Y axis. Solve for X, integrating over the area of a torus, assuming it's Thursday and all rats are mammals therefore all mammals are rats. Show your work.
  14. Quote:
    Originally Posted by Eiko-chan View Post
    Not all of us do. I find doing that a bit silly. RPers RP; you don't need a sign saying so.
    Quote:
    Originally Posted by _Psi_ View Post
    I always assumed putting 'RP' in your bio was a signal that you DO RP, not that you ARE RP'ing.

    It's not so much "RPers RP" as "RPers cross here".

    It's just a flag so you can more easily tell where the RPers are.
    This expresses why I do it. The RP tag isn't there so you know I RP when I'm RPing. It's there so if I'm fighting stuff on the street and somebody walks past, they might join in IC'ly. Or if I join a PUG with another RPer, they can see it and might jump IC, just maybe. It only happens once in a blue moon, but I've had some fun times with random people I met because one of us had our character tagged for RP.

    As for seriousness level, eh. I have characters whose backstories range from 'She was a goddess, but then she decided to be an evil robot instead because that's cooler,' to completely serious, world domination types, complete with manifestos about social revolution. I know characters covering an even wider area of the spectrum, too. They're all out there in the zillions. If you play a super-goofy character with a bunch of people brooding into their whiskey, they might shut you out, but the same goes for talking about how Vahzilok killed your wife on a team full of joke characters.
  15. Kelenar

    "Arresting"

    Quote:
    Originally Posted by Memphis_Bill View Post
    Head back and read over the - *checks* third post of mine, first in reply to DrMike. I think that'd address some of your concerns here. As far as Dominators (and I happen to love playing doms. Come GR, I'm going to have quite a few making their way blueside,) I think they'll "grow out of it" faster, given the Assault sets' focus on damage - but would still get benefit out of it in the early levels.
    Barring AoEs would make it less problematic, yeah. It'd still probably make a Dominate-powered ST hold kill bosses in one hit, but depending on how long the timer is (I agree with LISAR that the time should probably scale by rank, if not necessarily her numbers) that may not be game-breaking.
  16. Quote:
    Originally Posted by SPiNE View Post
    Do you look for a Brute whenever your team needs extra DPS?
    Do you look for a Brute whenever your team needs someone who can soak up the damage?
    Yes.
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    Stalkers are single target specialists, and excel at hit and fade, then hit again playstyles.
    Well, unless you're Spines/, in which case you're not so much a single target specialist as you are a perambulatory explosion.
  18. Quote:
    Originally Posted by Bronze Knight View Post
    Not saying you're lying. However the only time I see that kind of behavior is when they are set to aggressive. Even then only when the enemy is in range. Granted Bots have a longer range than mercenaries.
    As somebody mentioned, I think it has to do with them having all their ranged attacks recharging, so you might not be seeing it at higher levels. I can confirm that it happens at a wide range of settings lower. My low-level bots keep charging over Caltrops patches to punch enemies (after an attack or two, so I know they're in range) when they're set to Defensive/Stay or Defensive/Follow, and if they're set to Passive/Stay and I give them an attack order, they'll charge into melee after the first attack or two. Even with far away, immobile targets like items in mayhem missions.
  19. Kelenar

    "Arresting"

    My two issues with this would be:

    1. It doesn't take that many dominators to perma-hold an AV (I know it's been done with just one), and I can't imagine controllers are much worse.

    2. This would be problematic for dominators in non-AV stuff, too, since it'd basically turn a dominate-powered hold into a one-hit boss killer. It'd add a pretty substantial amount to their damage outside of domination, too. My Volcanic Gasses would basically be a set-it-and-forget-it nuke. If it doesn't apply to only holds, then you start getting things like AoE insta-kills every 30 seconds on perma-doms. While there are complains about controller damage, I haven't really seen any of those for dominators.
  20. Quote:
    Originally Posted by Kitsune Knight View Post
    I believe (most) any EB/AV without the Pointy Triangles of Doom can be knocked back/down.
    Yeah. There are very few 'pure' EBs (that is, EBs who aren't scaled-down AVs) heroside, but there's a generous helping of them villainside. Against these, I can confirm that knockdown/back works well in most cases. It's about the only way my Stone/EA brute managed to get through some of those fights.
  21. Kelenar

    I > Team

    Eh, this is a subject I'm kinda torn on. On the one hand...

    Quote:
    Originally Posted by ClawsandEffect View Post
    So, before complaining that a scrapper is running off on their own, consider the situation first. If the team is killing stuff so fast that the scrapper never gets to attack anything, they are probably getting frustrated and bored, and letting them go find stuff to fight is A) letting the scrapper feel like they're contributing, and B) actually the best use of that scrapper's abilities.

    Forcing that scrapper to remain with the team when they never get to hit anything is both unfair for the scrapper, and slowing the team down because that person isn't getting the opportunity to contribute their share of damage.
    In situations like this, yeah, I fully support people breaking off on their own. It is so boring to play any sort of damage/mezz/debuff character on a team where spawns melt in three seconds. There are very few cases where I don't think teams should try splitting into two, since any random grab-bag of people you happen to get will probably have at least two characters capable of taking alphas and keeping the spawns under control. Basically, if the team can handle it, go for it.

    But that's "if the team can handle it." Not if you, personally, can handle one spawn but the rest of the team combined struggles with them. Or, what I've seen more commonly, a few people on the team can single-handedly take the spawns, and everybody else just gets to struggle to keep up. I play lots of Defenders. They traditionally don't take getting shot at well, especially when the team's scattered over half a map so I'm basically flying solo as far as support. If there are ambushes, or there's a patrol, or just if a handful of enemies take their attention off whoever I'm following to attack me, there's a good chance I'll spend half of the mission doing two things: sucking and dying. And that's no fun either. I like self-sufficient characters. I have a lot of them, myself. But keep in mind that not everybody can shrug off a x8 ambush solo, and those people have as much of a right to enjoy the game as you do.
  22. I'm all for more places to hang out that don't have people throwing up in the corners. Especially if some of them aren't cross-faction.
  23. Kelenar

    Vanguard Sword

    Quote:
    Originally Posted by DumpleBerry View Post
    What are you playing? They're sissies if you've got ranged attacks. If you've got melee only, well...you'll have to adapt!
    Yeah, my Dominator frolicked merrily as she set them all on fire without taking a scratch. My Brute sort of ran head-first into a horrible wall of death that made stacking purple insps almost a requirement. Which was a nice change from melee characters soloing everything effortlessly and my Dom running into mez-resistant Arachnos every ten minutes.
  24. Quote:
    Originally Posted by PsychoPez View Post
    The first December we were in Gemini Park, someone said something the broadcast channel ooc, to which someone else responded ooc.

    For the next 3 hours or so, broadcast was just this ooc chat room of all these people we've been rping with for months. It was like everyone decided, I'm just gonna take today off.
    You know, I don't think I was there for that one, but I do remember a similar incident. Which just got better when somebody said, "You know you guys are currently using a game client that probably took millions of dollars to develop as a glorified chat engine, right?"
  25. Quote:
    Originally Posted by SPiNE View Post
    > You got Lightning Field at level 2. What are you going to do with that at such a low level? It's a MAJOR endurance hog and drawing that much aggro to you at level 2 is going to get you killed, mainly because you have pretty much no damage mitigation.
    I personally take the damage auras at low levels if I'm going to be soloing, especially on AoE-light sets like Dark/. Having some AoE really helps speed things up, especially if you do something like fight -1/x8 newspaper missions. Pack 10 targets into one and it's doing pretty darn good DPE compared to a low-level attack chain.