Sailboat

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  1. Quote:
    Originally Posted by MayorOfAngrytown View Post
    -- Consider finding room for Grant Cover. It seems counterintuitive on a soloing build, but it is a decent source for more DDR, gives you a little more defense, and is a source of slow resist as well.
    Grant Cover does not give you any more defense in and of itself. It does give you DDR, which is important, and of course slow resistance.
  2. Quote:
    Originally Posted by untoldhero View Post
    0 ddr same as FA and DA
    My point is, you might want to address the issue of defense debuffs in the text.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    This is the first time I've heard of the critical chances stacking... Interesting. Doesn't this mean I should be seeing even more criticals, then?
    Issue 18 Patch Notes:

    (That exact quote was harder to find than I expected.)

    I may be misinterpreting, but it says BY 33%, not TO 33%.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    The power's "real numbers" are dog.
    I don't know what this means.

    Eagle's Claw has several components:
    • Damage (it's a fairly hard-hitting attack, although the lengthy animation time lowers its overall DPS)
    • 15% chance to crit (itself). Note this is higher than a normal Scrapper attack, which would be 5% on minions and below, or 10% on LTs and above
    • 3 magnitude stun for 4.77s
    • An increase of 33% to the crit chance of the next attack. This increases the following attack's crit odds not TO 33% but PLUS 33%, so, for example, a typical attack that crits 5% on minions and below, or 10% on LTs and above, would be critting 38% on minions and 43% on LTs and up.

    Note that the increased crit effect for the following attack has a very short time window and it starts during the animation, so you have very little time to fool around. You can't EC and then move to a target and get the bonus; you can't EC and then think about what attack to use next; you pretty much have to decide immediately and queue up the following attack while EC is animating. And forget trying to get TWO attacks un before the crit binus expires. Also, it only works for Martial Arts attacks, not, say, Fireball.

    Since there's only one AoE Martial Arts attack, Dragon's Tail, a lot of people like to use EC and follow it with DT, which gives more chances to roll the enhanced crit. The effect really does help MA's area damage output. It can be used on other attacks, though. Sometimes when fighting a single hard target I will use EC followed by my biggest-damage attack, like Crippling Axe Kick; sometimes I choose Storm Kick, because it has its own enhanced chance to crit, which EC pushes even higher (48% against a boss!).
  5. Quote:
    Originally Posted by Rajani Isa View Post
    Don't be afraid to make alts - the games "sidekicking" system artificially matches yours to the team leader (no mission selected/entered) or mission holder's (if selected mission does not belong to the lead. ) to make it easier for all to game together and still contribute.
    This may not have been emphasized enough -- one of the more subtle strengths of the "Super Sidekicking" system is that level doesn't matter very much when teamed (a little, but not as much as you'd think). The result is that I hardly ever concern myself with the levels of teammates. Considering also that very little content requires specific archetypes to accomplish, my typical answer to "what does the team need?" is "Just you, having fun -- bring whoever you like!"

    This will make it MUCH easier for a new player to join and hang out with "established" players -- you won't find yourself left out of most activities in some kind of "newbie ghetto."
  6. Quote:
    Originally Posted by Werner View Post
    Use Barrier to prevent damage and Dark Regeneration to heal it.
    Yeah, since Dark Regeneration can heal anything short of death itself.
  7. Sailboat

    Time Travel

    Side note: there are a few American Civil War-themed stories in Architect Entertainment you might want to check out.
  8. Quote:
    Originally Posted by Jophiel View Post
    One thing I noticed is that the high-res faces don't play well with the low-res add-ons, mainly facial hair. Even the new mustache looks pinned on and the older stuff looks like someone slapped a plastic goatee on the guy.
    Yes, but it's ideal for making Bad Disguise concepts, like Obviously Fake Mustache Guy.
  9. Aww. I was hoping for something more like "Why does God permit suffering?" when the thread title promised us an epic question.
  10. I don't care what the further Incarnate abilities do, as long as they're passive.

    Not only are the power trays grossly over-filled with way too many active, click-type powers, but managing all that while fighting is getting to be a challenge. Keeping track of recharges and when to use what, with long-, medium-, and short-recharge powers -- sometimes with Hasten on, sometimes with teammate buffs changing the recharge rates -- is getting complex.

    If they're not going to automate more functions in the game, they ought to regard power tray space and (for want of a better word) the player's mindspace as critical territory and carefully consider each proposal to crowd another thing into. The players need to be able to assess the battlefield and opponents' abilities and actions, the mission objectives, teammates' actions and capabilities, and the storyline as well, and all of that has to be done very, very quickly.

    Please make as many new powers as possible passive -- even if that means somewhat weaker. A power that crowds another, pre-existing power out of your tray or your regular rotation isn't as strong as it first looks, is it? And a power you don't remember to use is the weakest of all.
  11. Haven't had a chance to look at your build in Mid's, and although I have a mid-30s Katana/Fire Scrapper, I haven't tried to make an IO build yet. But I did see a thread recently that could shed some light on this pairing, so here you go.
  12. Sailboat

    Jab

    Quote:
    Originally Posted by ClawsandEffect View Post
    Since you are going to be using Jab so much because of Bruising, if you DON'T slot it for damage, you will actually be LOWERING your damage output.
    Yeah. Also, it's fast-recharging, which means it's almost always available for generating Gauntlet and spreading it around the melee. Also, there are good set bonuses available for single-target melee attacks.

    Quote:
    Originally Posted by Aett_Thorn View Post
    Edit -> Also, you can slot it with procs, meaning that you've got a fast-firing attack that can sometimes do a lot of damage.
    Because it's fast-recharging and it'll proc more often, it's a good place for a really nice proc.

    Ultimately I wound up putting 4 Kinetic Combats in for the set bonus, and topping off the enhancement values with a Hecatomb triple, and putting the Hecatomb proc in the sixth slot...this gave me a pretty decent attack to spam, the Bruising debuff, and some good set bonuses.
  13. Sailboat

    Tanker Question

    Quote:
    Originally Posted by Six View Post
    I did take Provoke on my Stone tank - it comes in handy sometimes when you're stuck in Granite so Taunt is taking ages to recharge and you can't just jump across the room to thump the patrol that's just wandered around the corner.
    Yeah, I did that once. Worked OK. Haven't decided whether or not to respec out of it, but the character isn't being played currently.
  14. It might bear mentioning that Spin is a fantastic attack, particularly for Scrappers. It's the second-highest-damage Scrapper PBAoE after Fire Sword Circle, but it recharges more than twice as fast (9.2 seconds vs 20 seconds) and casts slightly faster as well. Over time, it does substantially better damage (probably even if you factor in lethal vs. fire resistances over all types of enemies), making it one of the premier attacks in the game, really.

    Recharge makes it even more impressive -- my current Claws Scrapper gets Spin back in 3.79 seconds without using Hasten -- and without Quickness or Lightning Reflexes or Incarnate abilities. The second-hardest-hitting PBAoE from a damage-dealing AT every 4 seconds or so!
  15. Sailboat

    Tank Problem

    Can you remember which TFs and missions?
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    Willpower scrappers can be incredibly tough, or very squishy, depending a lot on exactly how it is built.

    I'd say any scrapper secondary that can pull off a solo Master of ITF is plenty survivable. (Iggy_Kamakaze did it in i17 or i18, it would probably be even easier with Incarnate stuff)

    I haven't found the lack of exotic resistance to be a problem, mostly because I build for E/N defense before S/L defense. It just makes sense, I can slot max level Eradications one level before I even get Heightened Senses. I end up with (depending on primary) around 24-28% E/N defense by level 30, and it just goes up from there when I get Weave and Maneuvers slotted up.
    Well, I was sort of assuming "for builds with equivalent levels of defense," where the resistance, hit points, and regen would be the variables. I understand from my Super Reflexes experiences that soft-capped is very strong even without resistances. I know SR is a one-trick pony "single-layered mitigation," so to speak) but that trick is hard to debuff.

    Quote:
    Originally Posted by StratoNexus View Post
    I thought WP came out after inventions? But my memory may be failing me.
    I usually don't start taking advantage of new things immediately in the game -- many of my characters still don't have Inherent Fitness yet because I'm still trying to decide how to build them with IOs. I should have said "dormant since before *I* started understanding and using sets."
  17. I have a Willpower Scrapper, who's been dormant since before IOs were added to the game, whom I'm starting to play again. I've put together what I consider to be a decent build for him -- the details of the build aren't what I wanted to discuss, though. It's the durability of the set, really.

    Willpower has very good layered mitigation. But have you found the combination of low exotic (i.e., non-smashing/lethal) resistances and low defense debuff resistance to be a problem? Maybe it's because I just fought Neuron's radioactive clockwork, which are armed to the teeth with defense debuffs and energy damage, that I'm wondering. Actually I did great -- but I was only fighting +0/x1. I know Rise to the Challenge scales with more foes, but I wonder if that would have carried me through x8 enemies.

    I'm okay with Willpower having a weakness like relatively inconsequential DDR; other sets have weaknesses. Maybe I'm just spoiled by playing so much SR, Shield, and even Invulnerability, which have great-to-merely-good DDR.

    But I often see people assert that Invulnerability Tankers have "terrible" exotic resistances -- and yet, my Inv Tanker has 30-32% resistances and my WP Scrapper only 5.6% to those damage types.
  18. Quote:
    Originally Posted by Jophiel View Post
    It used to be (and maybe still is) that the new AV arc is missing Siege. You can run the one-off arcs from Maria Jenkins to get him. You don't need to run all of them, just pick a mission, abandon it and ask her for another mission until you get the one mentioning Siege in it.

    Siege (in the arc, not Incarnate Trial Siege) is a pain to fight due to a big self-heal when he hits 20% or so, so if you fought him you'd probably remember it.

    Edit: Did you get Antimatter as well? I think you did but couldn't remember based on the revamped arc names.
    Yeah, I fought Anti-Matter twice -- the first time, he ports out before running out of hit points, and I think that one doesn't count for the badge. But I'm pretty sure I finished him off at the end of the arc.

    Siege sounds like a strong possibility. I don't think I have Maria as a contact though, which is why I was using Oro. I don't think the ask/abandon trick will work with Oro missions.

    Maybe I need to finish some of my active-but-outleveled contacts and see if they'll introduce me.
  19. So I have been trying to get the Dimensional Warder badge for the Portal Jockey Accolade, on a character who is already 50, by working my way through Maria Jenkins' and Tina Macintyre's arcs in Oroborous.

    Maria now has 2 versions of her AV arc in Oroborous -- A Hero's Epic being the new one revised for Going Rogue, and A Hero's Hero, the original version.

    I figured either one would be good for the badge -- otherwise people would have run into a problem trying to get the badge now -- so I ran the new one (Epic). Then I ran Tina's Praetorian War arc.

    I'm ONE AV short of the badge.

    The badge tracking system says "13 of 14" but it doesn't say which ones. I believe I have Black Swan, one of the frequently-overlooked AVs, because I have a screenshot of myself fighting her with the correct date on it.

    Three possibilities occur to me:

    1) I ran the wrong Maria arc -- should I have done the original Hero's Hero version?

    2) I ran the wrong Tina arc -- maybe it's The Anti-Matter Collision / The Instant Army one needs for the badge, not the Praetorian War?

    3) I missed one AV somewhere, who was not needed for mission completion. Any guesses which? And if so, any easy way to pick that AV up without re-running the whole arc?

    Thanks!
  20. Quote:
    Originally Posted by Zemblanity View Post
    It'd be much easier to be able to prevent unwelcome mob dispersion in teams by simply applying an AoE immobilize power.
    Many of the other primaries' AoE Immobilizes DO prevent knockback...just not Gravity's.

    Quote:
    Originally Posted by Zemblanity View Post
    True in some cases, but the precedent is there and Gravity would really gain from getting the same treatment, as it actually suffers from its own unwelcome knockback effects in Propel and
    Wormhole.
    Gravity has -knb in the holds, at least. Some players like being able to use the immobilizes without overriding knockdown fields. I recognize the AoE immobilize is a nice way to generate Containment, but at least this way leaves some difference between the primaries, instead of bland homogeneity. The single-target hold can be used to neutralize Propel's single-target knockback -- also, ONE target getting knocked back isn't really a problem worth complaining about.

    Quote:
    Originally Posted by Zemblanity View Post
    Plus, according to your logic, Crushing Field would one of the few powers where the anti-knockback would make sense, as affected mobs are actually stuck to the ground by the application of one of the strongest forces in modern physics.
    Nitpick: gravity is one of the weakest forces known to physics. To prove this, pick up a pencil. You've just counteracted the strength of the entire mass of the earth.
  21. Quote:
    Originally Posted by Black_Light View Post
    I do not mean words like "We are so sorry", which are empty unless followed some kind of action.
    I'm so sorry you feel that way.
  22. Sailboat

    Teaming Question

    Quote:
    Originally Posted by Residentx10 View Post
    If this is your first time playing I'm sympathetic but if you play this again, the thrill is gone.
    Do yourself a favor and don't get married.
  23. Heh. My first 50 was also Ice/Storm -- is that some kind of a trend? -- but I haven't ever sat down and tried to rebuild her with IOs. I really ought to; I love the character.

    Question: are we sure the Musculature bonus affects the pseudo-pet (Lightning Storm, Tornado, Ice Storm, Freezing Rain, etc.) damage? The rules for pseudo-pets have always been weird, and at one point I became sure (note: I could have been wrong, but I was sure) that the Leadership powers did NOT buff the pseudo-pets.
  24. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I don't think the Drone itself needs anything other than an AI fix (DO NOT GO INTO MELEE!).
    Or...let it go into melee -- but put a big damn bayonet on it.