Rigel_Kent

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  1. Yep, damage resistance doubles as damage debuff resistance. This is most apparent against the many critters in the game that have high damage resistance to their own damage type (a robot that deals lethal damage, for instance... or fricking Marauder).

    Works with negative resistances, too. If a critter is vulnerable to the same type of damage it does (a robot that deals smashing and energy damage, for instance), your damage debuffs will be more effective against that target.

    Also works with debuffed resistances. It's an old defender trick. Try it! On your Sonic/Ice blaster (I know you totally have one), tag a Chilling Embraced target with a Sonic Blast, and their damage will go down just a teensy bit more.
  2. Quote:
    Originally Posted by MTS View Post
    That sounds like just the kind of "set it at 2-3 times how often want people to be able to use it" methodology that most long recharge powers use.
    Agreed. Since this power is in the same pool as Hasten, you can count on players with this power running a good amount of +recharge. No need to penalize people with more +recharge to "benefit" people with no recharge, because in this case, there won't be any people with no +recharge.

    Besides, there's already enough complexity in having to constantly wonder which powers work like CoH with recharge times you can modify, and which powers work like other MMOs with recharge times set in stone. Pet powers, incarnate powers, temp powers, tier 9s... add too many more static recharge powers, and you might as well start adding asterisks to every speed buff, slow, and global* recharge set bonus in the game.

    (*Not really global.)
  3. Whew, before this thread crashes and burns, remember that the devs don't clearly define what's a melee attack and what's a ranged attack. So we're left with several arbitrary and often conflicting definitions:

    1) A melee attack is a damage power in a "Melee" set (scrapper primary, etc.)? Or
    2) A melee attack is a damage power with a range of 7/10/15/20/25 feet or less? Or
    3) A melee attack is a damage power that doesn't accept range enhancements? Or
    4) A melee attack is a damage power that checks against melee defense? Or
    5) A melee attack is a damage power that accepts melee damage or PBAoE invention sets?

    Some definitions are more useful than others, but at least make recognize that there's big potential for miscommunication here.
  4. Hurricane's drawbacks are mostly nullified if you turn it on for just a split second, then turn it off again. The tohit and range debuffs will "stick" to affected mobs for 10 seconds, but the knockback and repel will stop immediately.
  5. I think you've discovered the downside of calling empaths healers. Empaths can heal, yes. But the further outside of that box you get, the more fun it is to play.

    So you don't like playing healers? Fine. How does playing a bufftankdebuffblasthealer sound? Where you can walk into a room, most of your team has the equivalent of Instant Healing and Siphon Power and bubbles on, your self-heal recharges in 3 seconds flat, most of the enemies' recharge is floored, and you have the good version of Will Domination and a good cone blast and an O.K. targeted AoE? (Oh, and you can heal others a little, too?)

    Good, you'll love Emp/Psi.
  6. Rigel_Kent

    Rad/Dark

    There's not particularly any synergy between the two sets, but the two sets are both very strong on their own. In a game full of 1 + 1 = 3 builds, you're a 2 + 2 = 4, and there's nothing wrong with that. So you can probably figure things out just by looking at separate guides for Radiation Emission and Dark Blast, and piecing things together.

    Just a couple of notes: Dark Blast loves and rewards you for staying about 40 to 60 feet away from the spawn while you blast. So you might look into Dark Pit instead of Choking Cloud for partial hard control. Remember, all AoE hard mezzes have crummy accuracy and duration when you first get them, so Dark Pit's reputation as an especially bad AoE mez is undeserved. Slot it up and it works just fine.

    On the other hand, being in melee will help keep enemies from scattering until you can lay down your slows and roots. What you might end up doing is activating your Radiation Infection and Lingering Radiation at point blank range, standing right in the center of the mob, then backing up, laying down Tenebrous Tentacles (range slotted please!), then finishing them off from medium range.
  7. Empathy is not special.

    If you've planned your build around the notion that Empathy is just this super special primary that's so super special that you can't possibly do anything else, well, the sooner you get out of that mindset, the better.
  8. Roll a Dark Miasma defender, any secondary of your choice. Mess around Atlas Park or Galaxy City until you get Twilight Grasp, Tar Patch, and Darkest Night. Then crank your mission difficulty to +1, invite a medium sized PuG (preferably blasters), and get ready to godmode through low level Kings Row/Hollows missions like you've never seen before.

    Will Darkest Night stop being adequate protection after a while? Well, perhaps. But by then, you have Fearsome Stare supplying your godmode, so it's a moot point.
  9. Rigel_Kent

    Tornado

    Quote:
    Originally Posted by WenDarkFall View Post
    Yes the chaos would be wonderful
    Fixd!
  10. Rigel_Kent

    Best Psy choice

    Psy corruptor may be worth waiting for. Or, it may not be. With luck, whoever is doing power proliferation is lazy and copy/pastes the defender set exactly, adds Scourge, and calls it a day. The 100' range is nice to have, the high damage and not-so-large recharge on defender Will Domination is very nice to have, and the corruptor boards haven't been invaded by PvP nerf herders like the blaster boards did back in the day, so there's hope.

    If, by some freak happenstance, the corruptor version of Psi blast resembles the blaster version, forget what you've heard about defender damage, and give /psi defenders a try. Paired with certain primaries like Storm, Kin, Traps, and Dark, the damage is definitely not low. Not AoE, doubly not ST. Especially if you're comparing to blaster psi blast, which is garbage in PvE.

    If you're not that into buffing and debuffing, /psi doms and Fortunatas are both fantastic, even with the mildly nerfed ranges and rather sad version of TK Blast in the Fortunata primary.

    Finally, if you feel your concept is more the blaster AT, and you just can't bring yourself to roll any primary other than psi, Psi/MM is still viable, entirely thanks to the strength of the secondary. You will find yourself favoring your secondary powers: taking more of them, taking them earlier, slotting them better. This is OK. Even garbage sets like blaster psi blast have a lower limit on performance, because there's always the option of spending all your resources on your other set or pool powers.
  11. Rigel_Kent

    Slotting Terrify

    Quote:
    Originally Posted by Local_Man View Post
    with Hami-Os
    I consider 2 Centrioles mandatory for this power! I'm sure you can figure out a way to squeeze enough damage, acc, rech, and fear duration out of the remaining four slots.
  12. If you can't get PL'ed by a fire farmer, roll a dark defender, run PuG missions, and bump up the difficulty a notch. Should get to 20 by the end of the weekend.
  13. Rigel_Kent

    Beam Gun

    Issue 21 blaster set stock ratings: Dark Blast SELL, Darkness Manipulation BUY, Beam Gun HOLD.
  14. Quote:
    Originally Posted by Energy_Blaze View Post
    Radiation Emission and Sonic Blast. Defender or Corruptor?
    Normally, the answer to "Defender or Corruptor" is Corruptor.

    But, there is an exception for any concept that has both -damage and -resist debuffs. Because -resist boosts the effectiveness of -damage on the debuffed target, the small improvements in Defender debuff values become more substantial.

    Since your concept has quite a lot of -resist, and some -damage too, I recommend Defender.
  15. Rigel_Kent

    Debuffing AVs?

    Quote:
    Originally Posted by Overlord_Mondo View Post
    I've read that AVs reduce the effects of debuffs by 80% or something, does that make them mostly worthless? I was considering Rad/Rad, but if my debuffs go from awesome to terrible, I might consider something else instead
    AVs and GMs will have special resistances to defense, tohit, and slow debuffs (Lingering Radiation, Radiation Infection). They will not have special resistances to your damage or resistance debuffs (Enervating Field). They will resist your regen debuffs, but your regen debuff is huge, so will still have a big effect (Lingering Radiation).

    All in all, the self-heal, self-buff, Enervating Field, and -regen make Radiation Emission one of the most sought after anti-AV and anti-GM sets for teaming, and for soloing. Your question struck me as a little odd, since many people switch to radiation to deal with AVs and GMs!
  16. Quote:
    Originally Posted by Selina_H View Post
    had the leader go searching for a "real" healer anyway, since apparently a power doesn't count as a true heal if it can miss
    Or, more likely, a power doesn't count as a true heal if it can also heal the user...
  17. Quote:
    Originally Posted by New Dawn View Post
    Rebirth is stretching it a bit. I consider Aid Other as stretching things but it could lend to me being able to say yes when people ask "R U Healer?"
    If anyone asks my Leadership/Vengeance toons if they're healers, I respond, yes, I have an AoE heal, I keep it on autofire, and I think everyone should take it and put it on autofire.

    Quote:
    Originally Posted by Rial_Vestro View Post
    I've actually had a couple Empaths who don't really bother with their other powers quit teams on me because "I'm bored, someone take DMG already."
    Boredom on an empath? Why is the room spinning? Oops, I think I drooled a little bit. I'll go lie down on the floor and watch the carpet grow until my brain starts working again. I love you, Mommy.
  18. Traps

    Bugs
    • Poison Trap's initial hold rolls a to-hit check, but the power does not accept accuracy enhancements. The Pet Hit Rolls channel incorrectly reports the power as being autohit.
  19. I'm gay for a straight port of Melt Armor (-30% resists for defenders).

    I'm flaming for a straight port of Forge (+50% damage for defenders).

    And the potential synergy between -30% resist Melt Armor and -62.5% damage Heat Exhaustion has me in serious need of a cold shower right now. That, right there, is why people will roll Thermal defenders. There's a new +2AV/GM soloist on the block, and his name is Thermal/Sonic....
  20. Quote:
    Originally Posted by mauk2 View Post
    actually makes healing powers valuable and appreciated
    Valuable, okay. But healing powers have never been under-appreciated in this game.
  21. This is exactly the kind of build snobbery the dev who wrote the startlingly heal-centric Keyes intended. So bad trial leaders take only half the blame here.

    Lolkeyes.
  22. Quote:
    Originally Posted by JengaBlocks View Post
    I would much rather have psi dart and aim.
    I can count the number of psi primary blasters I have teamed with in 2011 on one finger. This finger, in fact. It's the same finger that PvP nerf herders gave blasters when psi got ported to us.

    Please don't give corruptors the finger.
  23. EF is useful in all situations. The only time I don't use EF is when I'm dead.

    RI is not always needed, but when you need it, you really need it. i.e. you're in a PuG and the tanker or brute (as usual) can't hold aggro for squat, and you're the de facto tanker. No problem! Turn on your RI, jump into the middle of a huddle of -tohit and -end screwed enemies, and show 'em how to take it like a man. Or, a more cautious approach, turn on your RI and hide behind a corner, then take it like a man.
  24. Quote:
    Originally Posted by PeeWee View Post
    swapping out the self invisibility with a ranged targeted AoE sleep.
    The set already has a ranged targeted AoE sleep!

    In fact, that was going to be my one recommendation. Make Blind's radius just a teensy bit bigger. Blind 'pays' three ways for its AoE sleep, with an extra second of recharge, a little bit less accuracy, and a little bit less hold duration. It should get a reasonable radius to make up for that.
  25. Quote:
    Originally Posted by Muon_Neutrino View Post
    defenders ... also don't get better endurance drain in electric blast because all ATs have the same modifier strength for that effect
    (in PvE)