Madam_Enigma

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  1. 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.
  2. Madam_Enigma

    "Best" buffer

    And now for something different. The best buffer is...

    Mister Miyagi from Karate Kid!

    Wax on, wax off
  3. 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.
  4. Quote:
    Originally Posted by Shadow State View Post
    As far as I recall Mez protection is the only aspect of toggles that doesn't suppress when Mezed.
    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.

    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.
  5. Quote:
    Originally Posted by Fleeting Whisper View Post
    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.
    And the moral of this? That Dakka is stronger then physics and mechanics combined.
  6. Quote:
    Originally Posted by TwilightPhoenix View Post
    ...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.
    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.

    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.
  7. Quote:
    Originally Posted by Miladys_Knight View Post
    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.
    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".
  8. Quote:
    Originally Posted by Come Undone View Post
    Clearly Dechs' is getting Castle a time machine for christmas so that he can go back and fix power problems before they're problems. The OP is just some wierd temperal anomaly.
    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.
  9. Quote:
    Originally Posted by Warsuit X-5 View Post
    Where would that case occur, and why?
    Level 35 player (or team of them) going to Paragrin Island and attacking a level 50 paragon protector. As for why? Ya got me.
  10. Quote:
    Originally Posted by RedSwitchblade View Post
    Oh, that's dirty, man.

    Unless you didn't see that Castle's last day is the 24th of December?
    Say it aint so! *activates Search-Fu* NOOOO! Not Castle!
  11. 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.
  12. 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.
  13. 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.
  14. Quote:
    Originally Posted by Gemini_2099 View Post
    I believe if enough magnitude is increased, you can even cage bosses. Of course, that isn't a good idea if you have taken down the boss' HP down half way, as it will regenerate fairly quickly during the duration of the cage.
    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.
  15. 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.
  16. Quote:
    Originally Posted by Ms. Mesmer View Post
    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.

    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.
  17. 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.
  18. Quote:
    Originally Posted by Another_Fan View Post
    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.
    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.
  19. Madam_Enigma

    Painfull Altism

    Quote:
    Originally Posted by Jade_Dragon View Post
    And as Madam_Enigma said, I tend to use these macros even when solo. It really helps to give you a sense of the character, and helps immerse you in the action.
    Macros? I don't use macros! Well, other then a few for my trick arrow defender. I make up the banter on the fly.
  20. 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.
  21. Quote:
    Originally Posted by Another_Fan View Post
    This. You are combining what is one of the weakest primaries with what is arguably the weakest secondary. If you really enjoy patient play in this game and have inf to burn you may be able to make it work for you.
    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.
  22. Quote:
    Originally Posted by BrandX View Post
    Well, with WP you can softcap your defenses (or concentrate on just S/L) and it come with the added benefit of decent Psi Resist/Defense.
    Which does fit Batman. He's one of the hardest heroes in the DCU to mind control.
  23. 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.
  24. Quote:
    Originally Posted by Tenzhi View Post
    If my accuracy got nerfed, I missed it...

    But then, if my accuracy was nerfed I could expect to miss a lot of things, so how would I know?
    I lol'd. Got any more roflmao material?
  25. 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.