Mega_Jamie

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  1. RP Teams
    Zonal PvP teams
    Arena Teams
    "Go Hunt. Kill Skuls" Teams
    Shivan Teams
    Warburg Nukes Teams (admitedly these 2 usually form for a tf/trial/cop run, but still.


    They are all of course doubled from blueside / redisde. And then if you consider Praetoria can have

    "Not fussed about what I do" teams
    Loyalist Responsability Arc
    Loyalist Greed Arc
    Resistance Warden
    Resistance Crusader
  2. My Demons/Dark MM is on her way Heroside, and from what LadyA told me, can hopefully be helpful with throwing some -regen out there.
  3. Generaly Mud Points is considered to be sub-obtimal. Imo a waste of a power choice. I also thing that Tremor functions poorly and is skippable.

    This is the (much more expensive) build I have mapped out. The only thing i'm not happy with is being able to squuze out more smash/lethal defence, but I would have been sacrificing too much recharge to achieve it.


    Code:
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  4. Mega_Jamie

    Static Field

    to me, its a must have for the set. atleast on my domi. I basically drop it and go and stand in it. The gifted endurance is very nice to help my end heavy secondary.
  5. Quote:
    Originally Posted by TonyV View Post
    You, sir, are correct. I was frustrated last night, trying like the OP to find the outdoor glowies. The bomb mission was killing me. Finally, in exasperation, I yelled out in the broadcast channel that I couldn't find them and asked if anyone knew where they were, that I'd been roaming around for half an hour to no avail. I got greeted by a couple of yells of, "They're on your map!"

    Um, no, they're not.

    Oh, wait...

    What's this?

    *forehead slap!* You have to turn them on to be seen! I foresee that this is going to be a rite of passage for an awful lot of players in Going Rogue. This was my first Praetorian character, so I don't know how the option to display outdoor glowies got turned off when it was never even an option before, but there you go.

    I did write up a /bug and filed it under the "Suggestion" category, that during the very first outdoor glowie mission, it needs to be printed in bold yellow text that if you cannot see them on your map, check to see if you have your settings set to display them. Hopefully, they'll do that, or maybe even print it in every mission text that has your traipsing around looking for them in case you forget or the settings get wonky again.

    I Didnt have to turn them on.
  6. I've been running this on line, and simply put, theres better things for that slot in your power to be doing.

    10% proc rate on a stun that seems to only mag on minions. Sure its been fun once or twice when a few enemies have jumped in on me and ones been stunned so I had a few seconds of not dealing with him, but its never saved my bacon, and its never gonna stun the whole group.

    It also doesn't seem to be affected by Domination. Either the proc rate or the mag will have to go up on this for it to be truely useful, as the tick rate of the portion of Conductive Aura that checks it to proc is pretty fast, so it's lack of usability isnt there.

    I've been running this in the power since I got it thanks to a bit of marketeering luck, so 16 levels with it running, and its fired in general, very little.
  7. As with Chain Induction I would expect damage and KB procs to be working on the jumps, as we've said, we'll only see the effect if it effects the enemy, as anything else must feedback to the pseduopet.
  8. 40 people showing up as online after midnight on a Friday Night?

    Thats pretty good to be fair.
  9. Quote:
    Originally Posted by Carnifax_NA View Post
    *Is sick of agreeing with Jamie today*

    But I agree!

    Elec/Earth looks to me to be the better of the two combos in terms of soft-control synergy.
    I'm a rarity... a very agreeable northerner.
  10. I'm running this on live atm.

    Chance only seems to be to proc when you initially throw the power out there, I havnt seen it proc for me on any jumps yet at all, and I was running it for about levels so far.

    Which makes it alright if you only have this as a knockdown power. but i'm /earth so theres better palces for me to put it.
  11. I cant speak for /elec.

    but /earth is amazing. The number of knockdown powers really assists with the 'soft control' feel that elec has in the early levels. Honestly against some targets i dont even bother throwing my hold out there.

    Conductive Aura running, walk in knockdown, knockdown, knockdown whats that you have no endurance left? smash smash smash.
  12. Quote:
    Originally Posted by saltyhero13 View Post
    This has been reported to have a chance to give mobs back some endurance. I haven't tested on live so I cannot verify. Its possible that this has been fixed.



    In Beta the chance for heal proc from the sleep set would not heal you. It was reported that the chance to placate would not fire.

    The way pseudo pets work I doubt these two procs would be of benefit to the caster. The damage proc from the slow sets and the -recharge from the slow and sleep sets should take effect on the mobs. If they don't I would bug it in game.



    No it doesnt break the chain unless the chain kills the mob before the next jump.

    I have been using 4 of the 5 the preorder IOs in Jolting Chain and it is rocking! Jolting was skippable for me in Beta but has now become a great candidate for procing.
    Other powers have been noted to return endurance to the target of a power with performance shifter, so it wont just be CA, and if it hasnt been fixed now, it probably cant be fixed.

    As for the pseduopet thing, the procs will fire, but it will heal the pseduopet, and placate them form attacking the pseduopet. so you'll see no outcome.

    Damage procs in chain powers were fixed a while ago for Chain Induction, so shouldnt break the chain unless they kill the target. Since Jolting's chain splits, its a bit better here as if one chain stops, another may continue it's progress. The +recharge proc im only seeing fire off on the initial blast, tho ive not tested it alot.
  13. Quote:
    Originally Posted by Vel_Overload View Post
    I originally made a Dark/Dark corruptor to start the show. But I immediately fell victim to the harsher difficulty setting.

    Ghouls are my biggest concern. With their ability to heal Ghouls around them, it really hurts my AoE attacks on my new character: Rad/Nrg Blaster. So I get an Irradiate in.. I defeat one of the ghouls, then he heals the other 2-3 around him, negating my AoE attack.
    Have you considered a slightly riskier playstyle? let them live until they are all near death and hope your AoE hits them all.
  14. The real frustration is not that they exist. But that theres nothing viable to do instead. The contact chains are so nice tied together that These are not nice optional extras, these are road blocks in advancement to the next chain of missions. With no 'radio' stuff to work around it by possibly outleveling the contact.

    Sure i've found a few contacts (1 that responded to loyalists and one that responded to resistance) that you arnt introduced to, but i never did their arcs yet, so maybe they too have a moral choice aswell.

    The only real option would be in doing the opposite arc, which for Loyalists isnt that bad, if your doing the "for fame and glory" stuff, then maybe that takes a back seat, but your doing the same general thing.

    But if your a Resistance member then you have a choice of basically being a pretty decent guy...or a sociopath that feeds innocent people to ghouls...if your not blowing them up for fun. (the ghouls and the innocent people)

    With nothing else to do when I finished a nice resistance arc, and I couldnt find any 'nicer' loyalist contacts to take me, I was forced to do these morally reprehensable arcs, and tbh, given a choice of more contacts or 'anything else to do' my hero would have laughed in the face of the first contact when he introduced himself and his plan.
  15. Mega_Jamie

    Electric Control

    It is imo, if available a MUST. it's an excelent utlity for basically just wading in there and sapping everything.

    Oh and it needs noting that this was sapping EBs at level 14 - 17 with just 2 Accuracy DOs in the power. (and the stun proc). My end game plan is to keep the Stun Proc since (although 10%) it fires off enough for me to be happy with it, even at lower acc levels since its got a high tick rate on the -end bit) and to slot Acc/EndMod, Acc/EndMod/Rech from one set and Acc/EndMod from another.

    I'll have to wait and see how this runs on AVs, but since i'll be leaving Praet tonight i'll try to run a Sister Psyche or a Synapse and get an idea of how viable sapping will be against those.
  16. Quote:
    Originally Posted by EricHough View Post
    Does anyone know what IO sets Sleet in the Ice mastery APP takes? Mids shows it as taking ranged damage and slow - which can't be right.
    I brought this up in the mid's release thread. Apparently it matches the current ingame build. So while its not what it should take. its what it does take.
  17. i'll cast a die for electric control, though I havn't played Kinetic Melee.

    Not only is it pretty unique in the chain powers, but its pretty unique as a control set in general. Forcing people to re-evaluate how they play on ATs they may already be pretty comfortable with.
  18. Mega_Jamie

    Omg

    it does seem like we are never satisfied. The major downside to this is lag city. I went in the sewers to finish off the few badge hunts I had to do last night just to get away from it all. if server load continued like this...which we all know it won't... they're gonna need to think about another upgrade, especially if this new large zone design is the new flavour.
  19. Mega_Jamie

    Electric Control

    Quote:
    Originally Posted by Adelie View Post
    Does power boost have the devastating effect I'm thinking it does when paired with electricity control? Drain super fast?
    EB's drained in a few seconds.
  20. Mega_Jamie

    Elec/Earth Build

    I've planned one, but until I get to higher levels (only 18 atm) theres no point posting it till I see how it plays.
  21. Quote:
    Originally Posted by Golden Girl View Post
    Just wait until you people meet Noble Savage - he'll teach you the ture meaning of "difficult enemies"
    I found him quite easy. but by then I had Power Boost and sapped him within seconds.

    I've bumped into some destroyer liutenants that were able to resist my hold through domination and powerboost, they were annoying, especailly, as OP mentioned at +1 in a group of 4 in a solo only mission....

    Electric controls sleep's awesomeness is vastly increased by Praetoria. Once i got that I was able to solo at an effective pace because my damage mitigation went up. Seers however I put off constantly. 100% exotic damage with -rech and they hit HARD.
  22. Mega_Jamie

    Omg

    Quote:
    Originally Posted by cynic View Post
    i'm considering moving to the us am sick of having to queue to log into this game, the devs hate the eu
    q f t
  23. Mega_Jamie

    Europe United

    i'll be joining the channel next i log on. I would be game for the 4/2 SG layout, though I would likely never used the villain SG, since going villain for me would be a passing thought towards getting a PPP if it worked out better than an APP I would mostly occupy the hero ones.
  24. Quote:
    Originally Posted by St0n3y View Post
    Mids' is correct as far as in-game data is concerned. I checked this same thing yesterday and it is correct.
    interesting, I didnt bother to check in game since i dont have a Dom high enough to look. Wonder if they shall be editing that at a later date, or if they will keep the sets missplaced (i dont yet have access to the beta boards to see if its a discussed issue).

    I'm glad you published this, with a day off work and nothing to do planned, now i can spend all day replanning builds.