OV_ohms

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  1. OV_ohms

    Ice/Sonic Build

    That's going to cost you. The two purple sets alone will cost around 200 mil excluding salvage!

    Looks like a fun build tho
  2. OV_ohms

    bg mode??

    [ QUOTE ]
    It's a Tank mode.

    And to make it effective, you need: 1) macro/bind 'defensive' and 'follow' into one key and macro/bind 'defensive (or aggressive, or passive)' and 'attack my target' to another; and 2) very quickly switch between the two so that you can tank and attack.

    It does take some time to getting use to.

    [/ QUOTE ]

    Yup I have those two bound to the thumb buttons on my mouse
  3. OV_ohms

    Rad/Cold Build

    [ QUOTE ]
    Oh, I just made an Energy/Cold to play in a regular all corruptor team. So far so good, the KB isn't causing the team any issues at the moment, despite my paranoia that it might do.

    [/ QUOTE ]

    It does but we are too polite to say so
  4. You also need a mission computer/oracle for one of the SFs but I think everything else has been covered above.
  5. With Tactics, Focused Fighting and a Perception IO you will be at the perception cap which means you will see a stalker if the come within 10 feet.

    He always hit you as, presumably, he is using Build Up before he attacks, which grants +ToHit.

    @Miss_Chief:

    That's not true anymore. Sets that have a power that grants +perception can stack it with tactics and a perception IO which caps them out in any zone except RV. For RV most, if not all, will need an extra buff such as an empowerment buff or IR goggles.
  6. Footstomp is also a good place for a Force Feedback chance of +recharge IO, at least in PvE.
  7. Did a quick test with my invulnerability tank using the combat attributes thingy and just invincibility and tough hide running (both 3 slotted for defense)

    First with just tough hide:

    ToHit 81%
    S/L/F/C/N/E defense 7.85%

    Then with invincibility and tough hide while surrounded by 10 bad guys:

    ToHit 97%
    S/L/F/C/N/E defense 34.52%

    Definitely worth taking imo.
  8. [ QUOTE ]
    The ranged set in focus (+regen, +maxHP, +rech and some +dmg), melee and PBAoE sets for more +rechg. You should aim for at least 60% +rech total to get dull pain perma and that's basically it for a regen ;D

    [/ QUOTE ]

    That's the way I intend to go on my regen too when I eventually get around to IOing it up.
  9. There are guides on the US forums to mod things like sound files and fonts. With a little creativity you might figure out how to do other things too...
  10. Arcane salvage isn't hard to find, just a little time consuming. Striga, Dark Astoria (Banished Pantheon) and the Shadow Shard (CoT, Reflections, Rularuu) all contain large groups of foes that drop it if you don't fancy farming missions.
  11. Ah but consider this: according to Mids, Fearsome Stare has a similar -ToHit as Darkest Night. With just those two you have 58% -ToHit. Throw in Twilight Grasp which has about 6% -ToHit but can be stacked, along with all your attacks which have around 9% -ToHit and you're easily at the 5% cap.

    BTW don't forget Shadow Fall provides Defense too, should you go that route.
  12. Well as of now we can get on test and see what the numbers in the Combat Attribute Window say
  13. A lot of Dark's ingame power descriptions (which Mids uses) are a wee bit wrong or incomplete
  14. [ QUOTE ]
    its -acc mate
    so too is darkest night which is also -dmg

    and i think your a bit confuse afaik -acc and -tohit are the same thing ... however -acc and -perception are different

    [/ QUOTE ]

    -acc and -tohit are not the same thing, just like +acc and +tohit are not the same thing. Perception is something else altogether.

    For a Dark/Dark, both your primary and secondary will be debuffing ToHit. In the case of Darkest Night it's 18.75% unenhanced as listed here.
  15. I should be able to attend the Wednesday raids and will try and cajole some of my SG into coming too
  16. Why not stick a stealth IO in sprint to stack with Stealth so you can then pick something else instead of Invisibility?
  17. OV_ohms

    change to rage

    I see what you're getting at and I would assume it would carry across as damage buffs/debuffs currently do. It would still be useful as a panic button to make stuff run away a bit even if it was not doing any damage as the fear component still exists.

    Personally I want to play these changes before making any decisions on their implementation but then I don't really have a problem with the Rage crash as it is now. My Ice/SS doesn't have much issue holding agro through the crash and the -def portion doesn't worry me too much as I can just hibernate through it if the team/Aid Self isn't up to keeping me on my feet.
  18. OV_ohms

    change to rage

    [ QUOTE ]
    Fire is the only Tanker set without an autohit taunt aura, and it gets access to Burn which wouldn't be affected by the -damage or tohit debuff.

    [/ QUOTE ]

    Why not?
  19. Use the Pillar of Ice and Flame to select the mission, it should be in the 10-14 section iirc.
  20. OV_ohms

    change to rage

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]


    31% tohitbuff thats 1 lvl 50 acc IO you can skip in ALL powers.


    [/ QUOTE ]Acc != ToHit

    [/ QUOTE ]

    Never said it wasnt, but if you look again you will see i said tohitbuff.................. and thats a huge difference, if you dont think so try slotting tohitbuffs in your normal attacks instead of acc.

    [/ QUOTE ]

    #1: You can't slot ToHit Buffs in attacks.
    #2: It's not until you start fighting stuff with High Defence that +Tohit becomes better than +Accuracy.

    The appropriate formula is: NetToHit = Accuracy * (BaseToHit - Defense)

    NetToHit = 0.75 * (100 - 0)
    = 75% chance to hit something (with no buffs, no defense)

    NetToHit = 1.0 * (100 - 0)
    = 100% chance to hit something (with +25% Accuracy, no defense)

    NetToHit = 0.75 * (125 - 0)
    = 93.75% chance to hit something (with +25% ToHit, no defense)

    You get capped at "95% chance", but +Accuracy is better than +ToHit against normal, unbuffed PvE foes.

    [ QUOTE ]
    If you outdamg so many ppl with your AR you must be teaming with really bad player

    [/ QUOTE ]

    AR is one of the better Blaster primaries when it comes to AoE damage. The damage type is quite well-resisted, and much of it's output is damage-over-time instead of spike damage, but it's not "low damage".

    [/ QUOTE ]

    I think your calculations are wrong. Base ToHit in PvE is 75% so using the simplified formula NetToHit = Accuracy * (BaseToHit - Defense + ToHit)

    With no Acc or +ToHit
    1.0 * (75 - 0 + 0) = 75%

    With 25% Acc:

    1.25 * (75 - 0 + 0) = 93.75%

    With 25% ToHit:

    1 * ( 75 - 0 + 25) = 100% (but caps at 95%)
  21. OV_ohms

    change to rage

    No, but one kinetic with Transference can top you right up.
  22. If you are intangible then you only affect yourself. You cannot command pets or buff them and your toggles only affect you.
  23. The chance for +end does work in Stamina. In Consume it will give +end to the enemies.