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Posts
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Simple test to determine if active defense roots:
Step one-log into my broadsword/shield scrapper
Step two-run around
Step three-let active defense go off while running
End result-no rooting when Active Defense goes off
Test for how long the animation lasts: using a clock that tracks seconds, start at 30 seconds for power activation, note when the power finishes animation
Result-3 seconds for full animation, but if this is the length between hitting the power and when the next goes off, unknown by me. -
And now for something different. The best buffer is...
Mister Miyagi from Karate Kid!
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If going for positional defenses, typed defense is kinda pointless. Smash/Lethal defense does not stack with range/melee/aoe defense. And all smashing/lethal attacks would qualify as either range, melee, or aoe. Only a few psi powers don't classify as one of those 3.
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Quote:Uh, if it didn't suppress, you'd also get the corresponding mez resistance. And yet, the few times my /regen scrapper has gotten mezzed since level 18, it lasts the full duration. Where as on my /SR and /Shield scrappers they mez wears off faster then normal. Which is really handy when it was say... 20 malta stun grenades which got through the mez protection. Nasty suckers, I'm fairly sure the mez lasts 30 seconds easily. Probably a minute.As far as I recall Mez protection is the only aspect of toggles that doesn't suppress when Mezed.
All toggles either drop or get suppressed when mezzed. The suppression mechanic just replaced getting detoggled. And yes, mez protection toggles did drop before suppression was added if you got mezzed too. -
Quote:And the moral of this? That Dakka is stronger then physics and mechanics combined.To be perfectly fair, the reason Orks need more dakka is because they can't shoot worth a damn in the first place. They use the 'spray & pray' strategy of long-ranged combat, but they have to pray really hard.
Hell, if you dismantle an Ork firearm, you'd find that it is physically impossible for it to even shoot anything. The only reason their guns function on the minimal level they're at is because the Orks believe it should work, and therefore it does. -
Quote:Two things, at level 50 I have gotten held by CoT in a few missions. Most often when there's about 15 mezzers fighting me at once....what? The only time I get mezzed through single application of PB is from Reichsman, Ghost Widow, and other mezzes that are too big to resist without tons of break frees or stacked CMs. Heck, that's about the only time any of my Scrappers get mezzed with the sole exception of my /Fire Scrapper getting held in Malta gas patches, but that was largely due to being a level 19 SKed Scrapper, so the mez protection at that level was probably a mere mag 4.
And lower level toons are more worried about their one application of PB ending before it cycles back, not whether it's double stacked. Until SOs anyway.
Second thing is... until I got it perma I tend to leave practiced brawler off auto-cast. I then use it before engaging enemies that mez. Pre-20 there's not too many of them.
EDIT: Oh yeah, another thing. If your mez protection is a toggle, it too gets supressed if anything actually manages to hold you. Not usually a problem, but that also means you lost your mez resistance. Click mez protection doesn't drop due to supression or being held. Thus the holds still are shorter, and THEN you get double stacked protection goodness to ignore the mez levels that were bypassing single PB/AD. -
Quote:Practiced brawler doesn't root when traveling either. Nor does active defense. Thus the complaint is "I have to pause my attacking for a second or two in order to refresh my mez protection".I don't think it does. I know that I have run across zones with my blasters and Hasten on Auto Fire. I can't ever remember travel stopping when hasten triggered.
@Deus_Otiosus
With enough +rech they can also be double stacked. This is good in the case of Active Defense where a good chunk of your defense debuff resistance is located. -
Or maybe, just maybe it was never a 5 second animation. Haven't played my /shield scrapper in a while, but as I recall SR's mez protection has about the same animation length. Maybe slightly longer.
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Base to-hit is 75% remember. So assuming even level enemies, you 'need' no additional to-hit, and one SO worth of accuracy. If your powers have an accuracy of 1.1, your base chance to hit is 82.5%. At this point you 'need' the following:
1 SO worth of accuracy
or
+12.5 to-hit
If enemies have any defense, or are higher level then +3 you'll need more to-hit. If they use a to-hit debuff on you, you'll want a lot more to-hit. -
How is that different from practiced brawler? Another power which is not a toggle, you want up all the time (so auto cast likely), and completely stops you when it activates.
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Not always shiny things. And not just scrappers. Before they made the anchor of rad debuffs and darkest night easier to identify, I had many teams where I'd cast the debuffs, and no one would attack till they figured out who the anchor was. THEN they would target the anchor first. Then complain when I can't stay on top of the healing, even though I tell the team "Stay near me, I'm gonna be in melee range". It got really annoying, and was a big reason why my old Rad/Rad got deleted. Frustrating to play on teams, and boringly overpowered solo.
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I've sonic caged +2 bosses with just a single ACC enhancement in it. Only one application too. I tend to avoid it in teams, but if there's a massive beatdown happening to the party (such as three or more freak tanks kicking our butts) I'll sonic cage one of the unhurt ones. Thankfully sonic cage has a new very noticeable effect. Which still sometimes calls the scrappers to spam 20 attacks on that enemy.
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Given that at level 34 my archery/devices blaster is constantly having issues with "Gee, it'd be nice if one of my attacks was recharged"... Granted, I'm still slotting them and will probably add recharge enhancements. But my level 37 TA/A defender has the same problems, with recharge enhancements. Archery attacks I find animate so fast, you quickly run out of recharged powers. Your experiences may very of course.
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Quote:But when Grayson was Robin, he didn't use twin batons. Nor does he do so as Batman currently. It was only in his Nightwing persona he used two melee weapons.I'd actually pick Claws or Dual Blades out of power sets that we have right now for Dick Grayson. One of the (modern) trademarks of the character is that he was trained in eskrima. Those two sets at least have some of the two-handed motion that that fighting style is known for.
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Yeah, set bonuses can nullify the advantage of targeting drone. When will you be starting on those sets? TIll then, targeting drone gives you the ability to hit 95% of the time on even con enemies, even without accuracy slotting. To me caltrops is really meh. Smoke bomb, okish I guess. But I find /devices extremely fun. Especially once you get powers like trip mine. Even if most of the set is meh or skippable, it's fun to use. And if ya want a blaster... let's face it, blasters don't get /traps.
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Quote:But many blasters (solo at least) don't need damage per second. They need damage per shot. Which has ever been the same with archery. For most content the changes in attack animations make no difference. In fact, I find that a bigger hit to DPS isn't animation length. It's recharge time. Which archery can have issues with.Well animation time and casting time are a key element of DPS.
Just a note lack of aim isn't the only problem I would assign to DP. The tradeoff of selectable secondary effects for lesser secondary effects the very lightweight mininuke on an inappropriately long timer also contribute. -
Macros? I don't use macros! Well, other then a few for my trick arrow defender. I make up the banter on the fly.
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Not it's damage, or damage type. The animations got shortened a bit though. And after that suddenly everyone was going "Look at that, archery actually does do good damage". Of course, it did the same damage before the changes. They just made a few powers animate faster, such as blazing arrow. Granted, now the archery snipe animates fast enough I've gotten it off while red caps were meleeing me. Without having to stun them first.
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Funny, but I remember a time when archery was considered the weakest blaster set due to being all lethal damage. Dual pistols is by no means a 'weak' set. Yes, it lacks an Aim type power. But I find that relying on Aim and/or buildup is silly. Aim rarely gets used on my other blasters. In part cause I keep forgetting it.
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Another example of real numbers being wrong or misleading might be for instance Jolting Chain in electric control. It's a low damage attack/KD control. But when looking at it's info, it says at level 50 it'll do 160+ damage per use. And it might, if it hits every enemy it possibly can. It shows for the damage total not per enemy, but ideal situation of it chaining to 15 or 16 enemies.
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Probably in that with pets being immune to recharge buff/debuff, a huge part of why the MM community was drooling over kinetics is gone. Namely Speed Boosted pets. Call me crazy, but when I tried leveling a kinetics defender, I just didn't see the 'omg' levels of raw power they are famous for. What I did see was tedium and annoyances from people demanding I use speed boost on them, when they are 3 rooms away, out of sight, and still have speed boost up anyway. Then yelling at me for not healing them when they run away from the enemy.