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Posts
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Joined
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Quote:Success... Hmmm... *Glances at the second link in his Sig*, Yep that would do it. Bear in mind that character is heavily IOed.Anyways, As a Flight based toon, has anyone had success/nightmarish failure with this combo? I look forward to hearing your tales or joy and/or woe.
There is one synergy: Forcefields is very good at keeping enemies at range and Archery has no PBAoE effects. -
Squishy? Watch who you are calling squishy.... squishy.
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Nemesis Plot: He created Paragon City to keep Supers out of the rest of the world. All NPCs are Automatons, the Zig is a Factory, there are no children, the water is 4 ft deep and dyed to look deeper, etc. etc. To pay for it all our adventures are televised.
Face it we have all fallen victim to the greatest schemer in history. -
I know the aggro cap is what lets me do that. I have a love/hate relationship with that cap. At times I want more aggro, but for the towers I know 7 times the cap would certainly allow the law of large numbers to come into play.
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Quote:Even some things not within reason. LinkForce field and traps defenders can get their own defenses extremely high with the right powers/inventions and they have status protection to keep those defenses up. At this point they're free to do just about whatever they want within reason.
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From experience it will fire regardless of whether the KB effect fires or not.
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I would lean towards damage slotting Repulsion Bomb rather than stun slotting. The stun chance is rather low and it is an AoE attack on par with Explosive Blast for damage.
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Quote:It seems you and I have a completely different play style with Traps. I would never, ever, ever skip Poison Trap, it is essential to playing on fast teams using the tactic known as toe-bombing and is fantastic when you wish to Debuff an AV (500% autohit -regen). My normal technique is: Seeker Drones to the center of the pack to take the alpha, run in, Poison Trap, Acid Mortar, Trip Mine, Clean Up.You do realise you can stack trip mines right? Thats the main reason anyone plays traps/devices usually
Regardless of the damage scaleback you can still stack a few mines for a lot of damage, you just might need a few more if you want to take a full mob
Going on the basis you are going to go AR though, and take ignite, make sure to slot web grenade and caltrops, since a normal tactic for boss involves pulling him/her over trip mines, and acid mortar, dropping caltrops, using web grenade then ignite so he/she cant run out of it, then using flamethrower, slug and finally full auto then rinse/repeat.
With a mob situation, the tactics usually involve: trip mine, caltrop, buckshot, m30 grenade, flamethrower and full auto.
All in all the powers usually take in traps are: Web Grenade, Caltrops, Acid Mortar, Force Field Generator, Seeker Drones (read below), Trip mine, Time Bomb (Read Below)
The ones people avoid and why are:
Triage beacon - Regen boost in a short area with a long recharge... a defender with limited mobility sucks, end of. Unless you stack a buttload of other regen through sets, it isnt really worth getting and even if you did stack with sets, defence would still be better with FFG.
Poison Trap - Waste of time, its much better to just stack another trip mine than waste time planting another of these especially considering the recharge time.
Seeker Drones - Suffers from dumb AI, like many pets, unless you summon them from the middle of a mob they will go for the thing in front and explode, meaning you miss 95% of the mob usually. Although I have seen them used very well by some people, it goes down to your preference.
Time Bomb - Again another personal choice, the timer make time bomb a massive pain in the butt to use, although the damage is nice. If you can time it right with TP Foe you can use this to devastating effect but its a real pain to learn the timing.
Either way with Traps or Devices I strongly recommend getting TP Foe, it makes your mines a lot easier to manage.
With my devices/DP defender I can solo mobs fairly easily without a team, but on a team you will usually find yourself a bit more frustrated because people wont wait for mines unless they die a lot on the mobwhich usually means your better sticking with your ranged powers from your other set and caltrops. Even Acid mortar isnt really worth placing unless its a boss mob because 9 times out of 10 the mob will die before you place it. Web Grenade and Ignite with caltrops is very nice on tougher opponents though.
If you go Archery, I can tell you whats good in that set in a team as well with devices but its more or less the same as AR with no real need for web grenade.
The powers I find skippable in Traps are Time bomb (far too slow for the damage), Triage Beacon, and possibly Web Grenade or Caltrops. -
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Quote:You are too focused on just the 3 aspects you were originally enhancing. Since they were already butting into ED a franken-slotter would branch out.I should probably have given a little bit of background on this, but I was worried of generating wrath for posting too much
The original idea is sort of a legacy of something I and a few others have been throwing around for some time - the divorce of the dual-aspect enhancement concept from that of "rare loot." In other words, I'm looking at dual-aspect enhancements irrespective of the sets they are in and what else those sets supply. The "why" of it is too long to explain (though I will if you want me to), but what matters here is the relationship that dual-aspect slotting has with single-aspect slotting.
The original need for this question came up when I was making mental preparations for suggesting something along those lines at some indeterminate point in the future, when I realised I didn't actually have any idea as to what the concrete numbers are. I eyeballed the ratio at around one multi-aspect enhancement aspect being about 2/3 of a single-aspect enhancements', but it's actually a lot worse, roughly at around 63%. So what I originally figured would be a massive gain based on "finger maths" ended up being a lot less impressive in practice.
The whole merit of even thinking about suggesting anything in this regard is the level of gain and flexibility the system in itself provides which, as of right now, does not look like it's very high. I COULD look into triple-aspect enhancements, that much is true, but for the purposes of what I'm actually dealing with, they are kind of besides the point. I'm trying to see if I can't see measurable, meaningful gain to be had with such a system. If I can see that, then I'll move forward with my research and planning. If not, then there very well may not be a point in continuing this line of investigation at all.
I'm kind of stumped at the moment, since it feels like I'm missing something, but I just don't know what.
For example in those same six slots I would go (sticking to 2 aspect enhancers):
Acc/Dam, Acc/End, Dam/End, Dam/End, Dam/Rchg, End/Rchg
Giving:
53% Acc
95.9% Dmg
95.9% End
53% Rchg
Getting about 8 to 10 slots worth of enhancing out of 6 slots. -
Quote:What Rush means is it is not an alteration to the Defender damage modifier.Emphasis mine. Uh, what? All of those things you listed buff base damage. Unless I'm misunderstanding you, heh.
My understanding is that new Vigilance is a 30% damage buff to your base damage when solo.
So, it is a damage buff and acts like all other damage buffs (Build Up, Enhancements, Assault, red inspirations, Fulcrum Shift, etc.) and as such is additive with the others up to the damage cap. -
As was mentioned by Gilia, these are affected by -Perception powers (Smoke Grenade, Flash Arrow, etc.) allowing you to sneak by them so long as you don't get too close.
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Quote:10:Oookay then, thanks for stopping by.
For the benefit of everyone else, the following is a list of the 9 current purple sets and their bonuses. Very minor variations overall, with the global recharge being the most consistent (and IMO important).
Soulbound_Allegiance
+ Regen
+ Health
+ Damage
+ Hold Resistance
+ Defense Psionic -
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I am going to have to say my FF/Archery defender is my favorite (see sig). Although I must say my Earth/TA is quite fun as well.
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Quote:Standard Code Rant, otherwise known as, "it would take some serious coding in order to do this."
A flow chart has been provided to assist in these matters:
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Blaze
Fire Ball
Foot Stomp
Fulcrum Shift
Eclipse
Energy Absorption
Invincibility
Rise to the Challenge
Integration
Drain Psyche
Dull Pain
High Pain Tolerance
Hasten
Siphon Speed
Quickness
Stygian Circle
and 8 other powers
The list gives capped: (Damage, Resists, Defense, Regen, HP), High Recharge (Perma Hasten), good attacks and the best heal in the game. I think that covers the tank-mage checklist. -
Quote:You must not track your endurance discount or have looked at this chart.Hate to say this, but it sounds like you're doing it wrong. If you're gaining from vigilance, that means you're letting the team redline.
Vigilance rewards failure. It's that simple, and why I nominate it for the worst power.
With a bare sliver of damage on a defender's teammates powers cost half as much as usual. I find myself missing vigilance when playing Corruptors. -
Temperature Protection (just in case capped fire resistance wasn't quite enough without it)
About Sonic Repulsion, I have thought of only 1 very amusing (if pointless) use for it: Sonic Repulsion on a Fire Imp. Let the hilarity ensue. -
Quote:I think what's going to happen is when the item is listed for 5 Million it's going to sell instantly to the current highest bidder who has placed a bid over 5 million. I don't think an item is ever going to sit around at a low amount.Ok Shadow try to follow this. You and I both have the same recipe and it is worth 265 million inf at the CH. I have enough inf on my character to sell my recipe for 265 million, however YOU only have enough influence to sell it for 5 million because the CH won't let you set a sales price if you don't have enough to cover the sales fee.
Along comes Chriffer and he can see the sales prices we have set.
Sales Price
265 million
5 million
Remember in the market the highest bid goes to the lowest seller. Anyone that sets their sales price too high just sits there unsold. So do you honestly think he's going to pay the highest sales price listed? Heck no he's going to see your bid and he's only going to pay 5 million. Final result is that you just got screwed out of 260 million inf.
If the item becomes super rare and hard to find aren't lots of people going to be trying to be the highest bidder? So shouldn't there be more bids on the market for sellers to look at? -
I have run fitness-less on kin, traps, cold, TA, emp, and my Rad/Psy Unfender. The kin, cold and emp used their recovery powers to get past the loss of stamina and the TA and Traps used their debuffs in moderation when they didn't have a good bit of Vigilance. While the Rad/Psy is an Unfender he actively wants his teammates to be defeated (They are more useful that way).