Rush_Bolt

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  1. Generally, have enough mitigation and damage to just rush in, power through it and beat Rommy down. He'll eat a Nictus and pop back up for more.

    Lather, rinse, repeat.
  2. Rush_Bolt

    Traps/???

    Assault Rifle and Archery are good thematic links to Traps and both provide good AoE damage (especially so in the late game). If you don't mind the redraw, these are good sets.

    Energy's Knockback is often maligned, but it's actually a really good case of mitigation. Traps doesn't need a whole lot of that, and the AoE KB may make keeping foes in the the debuff fields a little more difficult.

    Ice brings in some good single target damage, but also stacks up some Slows and has Holds that can stack with PGT. Ice Storm also works well with Traps.

    Electric is so-so damage wise, but adds in another debuff to the mix, plus its AoEs play well with Traps' PBAoE nature. Tesla Cage can also be used to stack up Holds with PGT.

    Radiation, Sonic and Dark are the debuffing kings for -DEF, -RES and -ToHit, respectively. Rad and Sonic both stack up well with Acid Mortar, whereas Dark plays nice with Seekers and FFG. While Rad may be rather short on mitigation, Sonic has that in spades. Might not be needed since Traps has lots of that, but Sirens+Trip Mine is a fun little trick. Dark comes with its own Heal if you're into that.

    Psychic's -Rech can play havoc with anything higher than a Boss, especially since it can stack up with Web Grenades' -Rech as well (an astounding 62.5% in just Webnade). Lots of mezzing to stack with Traps' own and Trip Mines will definitely help for when you face Psi resistant foes.


    Personally, I went Traps/Electric as well, but really, anything goes with Traps.
  3. AFAIK, the Healing Nictus uses a form of Twilight Grasp that will give off an AoE Heal around it. The amount it heals depends on how many foes are in range of it (and that includes pets).

    IF Romulus is close enough to the Healing Nictus, he will get healed by it.
  4. Rush_Bolt

    Is it wrong?

    Quote:
    Originally Posted by Post_Apocalypse View Post
    Im thinking of making a toon with Earth control and am going to give him a name with "Winter" in it. Im changing the customization all to crytals, and not taking anything Ice at all.... Is it false advertising? Sure... I can see how some people might want a Ice/Ice or somthing, but If i show up with a Earth control does that make me a bad person?
    You may get the occasional "I wanted XXX, but got YYY instead! D:" but, personally, when I'm building a team (well, building a pug team which is kinda odd for me) I'm more interested in AT rather than power sets. And then I'm more interested in if you're willing to join rather than AT.

    If I'm looking for a Controller, I don't really care what kind. Just as long as it can control stuff and/or provide (de)buffs, that's good enough for me.
  5. Quote:
    Originally Posted by PHlRE View Post
    yup, you're right about the +recovery. Found that out ingame. It was kind of freakish, gaining blocks of End right after nuking.... the key is able to strike enuf targets to overwhelm the -1000% recovery... whats that? 9-10 targets?
    Assuming 3 SOs of EndMod in HL (94.5% is my rule of thumb for that), you'd need to hit ~8 targets to get over 1000% +Recovery, not including the automatic caster buff. This also assumes no other +Recovery (Set Bonuses, Stamina, etc).
  6. Quote:
    Originally Posted by Firewasp View Post
    I have read all your posts for the last 30 minutes. Long ago when CoH was a few weeks old I was playing a dark/dark defender. After playing with my team for several missions, we were outside a mission waiting for couple others to sell/train, etc.

    One of the others asked me if I understood what a Defender's role was. Told them I wasn't really sure. They said that it was to help defend the team. That I wasn't designed to be a mini blaster. One told me that my dark blasts were actually debuffs to accuracy and that I should slot them for that. In other words, they told me what I have been saying all along.
    Times change.


    Though as leader of an all Trick Arrows SG (though we also accept Traps now too), I'm obligated to take note of this:
    Quote:
    If a TA/archer joined the team and all attacks were slotted for damage, would you want them?
    Yes. Yes I would.
  7. Quote:
    Originally Posted by Tylerst View Post
    You have this backwards Rush , recovery DOES increase the speed of the ticks, NOT the ammount they give back. Therefore, yes, more recovery would increase the likelyhood of you regaining a tick of endurance after a nuke.

    Furthermore, you gain 5% endurance per tick every x seconds, not a tick every 5 seconds for x endurance.
    It's just a matter of how often those ticks of 5% fire, depending on your recovery(It's simple to test too, simply grab an empath and cast recovery aura near or at low endurance, you'll immidiately see the ticks occur more often)

    You are correct however that more endurance doesn't help negate a crash. -100% endurance is 0, whther you have 100 endurance or 2,147,483,647.

    2 useful Wiki links :

    Recovery

    Endurance(specifically the "The Numbers" section)
    Well bugger.

    I always get those mixed up. Thanks for the correction.


    EDIT: And Psylenz, that's exactly how I've explained it to players I teamed with who didn't get it: "It's like Fulcrum Shift, except for END instead of DMG."

    That seemed to work since they learned to jump in quick for it from there on.
  8. Quote:
    Originally Posted by Doomguide View Post
    One thing I've wondered is if having more than 100 endurance helps and if so how?
    Yes and no.

    Yes - Having more END means you have more to spend. Which means you can fire more powers/run more toggles than someone with just the default 100 END. Having more END also means you, technically, have higher Recovery.

    Recovery works by restoring 100% END in 60s, or 1.667 END/s for those with 100 END. If you have more than 100 END, that value is increased. For example, if you have 120 END, instead of 1.667, you'll be getting back 2 END/s.

    No - Having more than 100 END doesn't mean you can avoid END crashes. Those all work on percentages. 100% is always 100%.


    Quote:
    Now if I understand how it works you get your end back in 'server tics' so rather than larger amounts of end per tic what happens is you get more tics of end in a given time span.
    Yes and no.

    A "server tick" is the time it takes the server to consult with your end (the client), consult with its end (the server), and decide what's going on. If you've ever heard of Arcanatime, that's what this is. It's 0.132s.

    BUT this doesn't mean you get your Recovery ticks on those 0.132s. You get them instead in longer, stronger ticks. Recovery comes back in (I think, not certain) ticks of 5s. So every 5 seconds, you'll get 8.333 END.

    This is what I mean by it: Every 0.132s, the server is updating your status. Every 5s, you're getting END back via Recovery. So with just plain luck, you may end up for that very brief 0.132s being at zero END, but then get a tick of Recovery at the next 0.132s. The game can't catch all the crashing toggles at once when it sees you're at zero, but then also stops caring about that when it sees you're not at zero. So some toggle off, some don't.

    That is my understanding of the mechanics and I fully admit I might be wrong on some parts.


    Quote:
    By having more tics is this increasing the likelyhood of "getting lucky" as Rush Bolt has put it?
    Higher Recovery does not increase the speed of the ticks; only in how much they give back per tick. Just as with Regeneration and HP, nothing boosts how fast Recovery ticks arrive.
  9. Quote:
    Originally Posted by Psylenz View Post
    I am still unclear that all the pre-nuke heat loss buff can negate a 1000% end loss
    It's like this:

    Heat Loss is used pre-nuke. Say on the spawn before the nuke is used. If that Heat Loss was fully saturated AND fully slotted, that would give the Blaster 1337% +Recovery (10 targets plus 1 caster).

    The game caps that at the Blaster's Recovery cap (500%), but also remembers that the Blaster actually does have 1337%. It basically says, "OK, you've got this much, but I'm only going to let you use this much."

    The Blaster then nukes the next spawn. This zeroes his END, but also applies a 1000% -Recovery debuff on him. This is where the game says, "OK, you had 1337%, now you just lost 1000%. You're now at 337% +Recovery."

    And that's how a slotted, saturated Heat Loss can bypass the Recovery crash. It can't avoid the END crash. Nothing can do that except lucky timing*. But it will let you start regaining END immediately instead of after 10s.

    Also note that we're talking about the Recovery crash, not the END crash. There's 2 crashes. The END crash zeroes your blue bar. The Recovery crash keeps it zeroed for 10s after. Nukes have both, tier 9s tend to have just the END crash (only Elude, Overload and Power Surge come with both).


    * - By lucky timing, I mean that you're zeroing out right as you get a Recovery tick, thus you drop to zero inbetween server ticks and thus don't lose your toggles.
  10. Quote:
    Originally Posted by Reptlbrain View Post
    So there is at least one guaranteed self-buff of +recov and +end.
    Yes.

    Quote:
    This self-buff radiates around the Heat Loss caster
    Yes.

    Quote:
    and provides +135% recovery (hitting only one target and having no EndMod slotted.)
    No. The +Recov from the Caster area buff is +62.5%

    Quote:
    Any enemies within 20 feet of the target will suffer the debuff effects (-res, etc.) only if the casting passes an accuracy check.
    Yes.

    Quote:
    Does the original target always suffer the debuffs automatically,
    No.

    Quote:
    or does the debuff also have to "roll" to hit the original target?
    Yes.

    Quote:
    Players within 15 feet of the target receive the +recov (and +end?) buff.
    Yes.

    Quote:
    What +% is this recovery bonus, the same as the buff that radiates from the caster?
    Yes. +20 END, +62.5% Recov.

    Quote:
    Is this buff automatic, so that there are at least two guaranteed +recov buffs?
    No.

    Quote:
    Secondary targets within 20 feet of the original target also radiate +recov buffs.
    And +END, yes.

    Quote:
    Is the accuracy roll required for the buff to fire from each secondary target,
    Yes.

    Quote:
    or is this automatic for each critter within 20' of the original target?
    No.

    Quote:
    What +recov% and +end comes from these buffs?
    The same as the others, +20 END, +62.5% Recov.

    Quote:
    What is the maximum number of targets that can radiate the buffs (or suffer the debuffs)?
    10

    Quote:
    How many Heat Loss buff targets are required to cap recovery with no EndMod enhancements (assuming no Stamina)?
    Recovery (for Defenders) caps at 625% (+525%). Without any EndMod slotting, Heat Loss will need 9 targets to cap.

    Corruptors, Controllers and Dominators cap at 750% (+650). Heat Loss cannot cap them without slotting.

    Quote:
    How many Heat Loss targets (in a Heat Loss with no EndMod enhancement) would it take to overcome the post-Nuke recovery debuff? Is it possible, since--I think--two EndMods in Adrenalin Boost can do this?
    Nukes put you at -1000% Recovery.

    Without enhancements, Heat Loss cannot overcome that.

    Quote:
    How many Heat Loss targets would it take to overcome the post-crash "tier-9" armor recovery debuff?
    Most Tier 9s do not have -Recovery crashes. Their crashes are -END.

    The few that do have -Recovery crashes are -10000% Recov. Heat Loss cannot overcome this.

    Quote:
    Is there reason to slot EndMods themselves in Heat Loss, outside of set bonuses?
    Yes.
  11. Rush_Bolt

    Sniper Rifle

    Quote:
    Originally Posted by Darth_Vernon View Post
    Yes before taking into account build up, aim, power boost, boost range ect.
    Well... yes. If you're an Assault Rifle/Devices Blaster, you wouldn't have any of those anyway.
  12. Defenders (as well as Controllers and Corruptors) are force multipliers.

    When you bring a Blaster onto a team, you get a Blaster's damage output. Just for argument's sake, let's say that output is 50. They also bring a small amount of force multiplication where they improve the overall performance of a team by (again, for argument's sake) 20%.

    Now, the Defender will bring less total damage output (say, 35) but brings a much higher multiplying effect due to the debuffs and buffs. Let's put that around 50%.

    So what happens when you get a team of 8 Blasters?
    (50 x 8) x (20% x 8) =
    (400) x (1.6) = 640

    And what of the Defenders?
    (35 x 8) x (50% x 8) =
    (280) x (4) = 1120


    So while Defenders solo, or just in small numbers, may seem rather meh, when you bring like-and-like (in this case, more force multipliers) together, they make for a very potent combination.
  13. Rush_Bolt

    Statesman TF

    Quote:
    Originally Posted by Vitality View Post
    Does LR have an attack that does strictly energy damage...or is it all energy and smashing?

    I ask because I'm wondering how a softcapped s/l defense Electric armor tank would do...given that electric armor is capped energy resistant.
    According to ParaWiki, Recluse has 2 Energy blasts, 2 Energy/Smashing melees, one Smashing melee and 2 Lethal melees. So while the majority of his damage is typed for Energy, there's still a lot left to deal with.

    Of course, you'd also have to deal with the blue tower which gives him a good chunk of +ToHit rendering much of that DEF you've got moot.
  14. Rush_Bolt

    Sniper Rifle

    Yeah. An AR/Dev with Assault, 95% Enhancement, 20% Set Bonus and Targeting Drone will be getting ~422.89 damage out of Sniper Rifle

    Which is just shy of one-shotting a level 50 minion (430 HP).
  15. Quote:
    Originally Posted by Lemur Lad View Post
    Vanguard Medal doesn't increase Magnitude of effects, just duration. The only click that increases Magnitude is Domination. Overpower for Controllers just gives a potential chance for a Critical.
    If you want to get very technical, nothing increases Magnitude. +Mag does not exist as we might think it does.

    But that's neither here nor there.


    1) No. No no no no no no no no no no no no.

    2) I have to agree with the others here. This sounds like something way too powerful to be put into INSP form. Maybe (and that's a big maybe) as an Accolade... but not as an INSP.

    3) -Fly in PvP is far too common, as opposed to -Jump. -Speed is so laughable as it is right now that it can safely be ignored when looking at Travel Power counters. And nothing does -Teleport. I'd be nice to see that get toned down, but I won't hold my breath.
  16. Quote:
    Originally Posted by Stormfront_NA View Post
    Would also suggest, let the DOTs be pure damage, no secondary effcts such as stun, immobilization, etc. Just plain and pure damage.

    What do you all think?
    I think that makes for a very bad idea, sorry.

    Blasters are dependent on rapid delivery of very high doses of damage for their survival. Limiting not only how fast a Blaster can deliver that damage (by tying it up in DOTs) but also any forms of mitigation found within the vast majority of blast sets is just asking for an aggro-magnet with no means of defending itself.

    What happens when this proposed Blaster unleashes an AoE against a spawn? They won't be dead for a while and they aren't mezzed.

    Answer: They're gonna be angry and return fire. Which will likely make mincemeat out of said Blaster.
  17. Rush_Bolt

    6+ avs

    Quote:
    Originally Posted by JamMasterJMS View Post
    How are you seein enemy stat info?
    Please explain.
    Power Analyzer Mk 1-3
  18. Quote:
    Originally Posted by Enamel_32 View Post
    I think I'd like time bomb a lot more if it could be triggered early, kind of like how you can light TA's oil slick.
    I'd love for that to happen as well...


    ... but considering how buggy OSA is to ignite correctly, I doubt it'd ever happen. If we're wishing for ponies though, I think a best OMGAwesome! solution is to sub in a reskinned Omega Maneuver.
  19. Quote:
    Originally Posted by Bill Z Bubba View Post
    There are days I really enjoy my warshade. After stygian circle (quite possibly the best power in the entire game) a warshade can be fun. There's even a video out there of a human/dwarf 'shade succeeding at the RWZ challenge by leaning heavily on eclipse and dwarf.

    I have yet to see a PB do it.
    This sounds like a challenge...

    One of these days...
  20. Moved Tanker from 41 to 45
    Moved Warshade from 41 to 45
    Moved Brute from 15 to 19
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    Here's the PB build, see if I'm making any major screw ups.
    [SNIP]
    Looking through it... and this is mostly from my experience on a Human/Dwarf Bi-form PB:

    Glinting Eye OR Gleaming Bolt - Either-or, do not take both unless you're planning to proc out.

    Melees - Picked up WAY too late. Those are your heavy hitters. You want them ASAP.

    Over/Under-slottings - Things are semi-overslotted for minor things and semi-underslotted for important things: ACC? Every attack has -DEF. Once your hit once, you've started the cascade. Double up a couple, but all isn't necessary.
    ENDRed? Shields are cheap. Take the 3 slots out and put them somewhere useful. Also move up Conserve Energy for END woe easing.
    Rech? Pull second Rech from Restore Essence. Planning to die much?

    Do Not Want - Glowing Touch? This should either be A) Removed entirely or B) Put in an out of the way spot. While doing a bit of healing is, yes, possible... it's not a very good heal nor is it something that you, as a Kheld, should be focusing on. You're a PB which means you're going to be a Blastscranker. Focus on your own mitigation and damage first and foremost. If you've got room later on, then dabble.

    Forms - Simply put, Kheldians are for shapeshifting. One should acknowledge before getting too deep into it that if you don't take the forms, things will be more difficult. The forms help you fill gaps and take on new roles easier than a pure Human-form can. Can it be done? Sure, but it'll be a bit trickier.


    If you're really set on having a Human-only PB, maybe try something like this?
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1434;600;1200;HEX;|
    |78DA9593DB6E127110C6FF0B2C5B0A1428F644BB6D2960A950843B0F17466D4C9AD|
    |44AD478A51268B6ED26B824ECD2E89D0FE02BF820C667F294788A46D799FDA66437|
    |BD7203DF8F9D9DF966FED3EEFD977B19A55EDF52DAFCDD61DF757B5DAB7F640DC6B|
    |673628D8DC3BE3719F787CA504AD5C24F7A0F8E8F2DC7B5CFACD6C1E485ED8C266E|
    |EF0ED57BD548D69E7521EB361916F69D536B6C395EEBFC47A63B1A0D5BF76CCFB15|
    |C372B3727A71ED9A47137E4DB42F07BDF39B35D7B600F6DEF955AA6D176E8FB4B57|
    |72F9BA2A113A2A262807986D0066805DE0035769419552CD20F45B970819697048C|
    |02101878C1986187DA2AAB854C591B718C172358C5DE00F55E952A5A35752809673|
    |66181DE02F95185265207D4680AA3C5AE691DE043E52550A478DA570D42AB08D2AD|
    |A9B4AC3564BC36107D0A95B56B694AD042183423971CBE1305722D0924A1564C802|
    |A69B17C0F49219861C6D866C8B625BDC0C4265A0027CA52117C4760146EB5144A66|
    |802DFA86A498EB614395A82C65C11BF15CC5712602B6B6618B2CBCFE4B72A63AE46|
    |765945D5174A3025C1C4938A000949EABB217D3730CA661498A26C86F19D6CB750A|
    |5B6E46F43463531AA2174390A186D9B61FC24A3BA2CA41E59C80F7AD290160D8462|
    |D4A28550BC05B7AB8D08DA01E294D716D33616DF01D612D397933E74A9830B916E6|
    |2FADE292D88AC07391CF3FD7A381FFF828F289492500A21FFBFAF779973DFD4C359|
    |D2C72C5D96272C4F599EB13C67E9B30C588E58FCF7D3EADC351EF03ACB0D969B2C6|
    |F38C9E0772ACD9261C9B2CCB1E458F22C4596459612CB5B16FF1F3D3AE73E|
    |-------------------------------------------------------------------|
    This'll give you some beefier attacks earlier on that you can depend on to move in quick and defeat a target fast and move to the next one. Treat it like a slightly sturdier Blapper, not a Scrapper.
  22. Quote:
    Originally Posted by Fleeting Whisper View Post
    We also know GR will come with at least one zone located in Praetoria, and there will be a new location to start characters (Mercy, Atlas, Galaxy, and something new; most likely Praetoria). We don't really know anything beyond that.
    It's also a given that there will be a sizable amount of new craftables (IOs most likely, but Temp Powers and/or Costume pieces also possible) since those new salvage pieces were leaked onto the markets a while back.
  23. Hm...

    You can use Frost Breath to keep spawns slowed and in the Traps killzone longer. Plus that one hits like a truck.

    Also, you can use Freeze Ray (and Bitter Freeze Ray for that matter) to stack up Holds with Poison Gas Trap. Use Lockdown procs in all and you'll be able to stack up the mag pretty fast on a foe.

    And you could go for a lot of -RunSpeed stacking as well though (Trops, FB, Ice Storm).

    Other than those, not a whole lot else? Hm, you could probably make a case for stacking up -Rech as well (Web Nade and Ice blasts), but that probably won't come into play too often.
  24. Rush_Bolt

    Yo!

    Quote:
    Originally Posted by Mr. NoPants View Post
    Cause he was a big....


    So does this make Sauron Dooku? Hrm...


    And NotAngry_Citizen! Welcome back-ish! Good to hear you're doing well.
  25. Rush_Bolt

    TA Bind Question

    Quote:
    Originally Posted by Jophiel View Post
    The tech origin taser thingie will light an oil slick? Really?

    I mean, I'm not doubting you but I never would have guessed that.
    Yep. Taser Dart will light up OSA.

    As Adeon points out, any Energy or Fire damage will light the Slick.

    An amusing case is Sonic Blast. Tada! You light the oil by shouting at it.