Silas

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  1. Silas

    Is it just me

    KM is stylish, has incredible potential for IOing but still powerful on SOs, brings the most to any team out of the Scrapper primaries IMO and hits like a truck.

    Plus its purdy.

    KM is good.
  2. Tankers are slow but low-risk and with a large margin of error.

    They're are great on bad teams but utterly superfluous on decent ones.

    *shrug* I'd say it comes down to what you personally want out of your character (damage/survivability wise) and the kind of people you most often team with.
  3. Quote:
    Originally Posted by Jade_Dragon View Post
    Yes, Taunt should always override the run away effect. One thing to remember is that Fear will never, in itself, cause a foe to run. The Fear effect is for the foe to cower in place, and not attack unless attacked back. If the run effect activates, it's because the Fear effect caused him to be hit by several attacks while he was unable to hit. (I'm guessing this is why low level MOBs sometimes run when hit by Fear. It's not because the Fear is making them run, but because they can't hit because they con grey)

    Anyway, I personally consider it a bad idea to continue a toggle on a running critter. You never know what spawn that critter is going to run into, and aggro with your toggle. So while I'll agree your team leader was an idiot, Rom might not have been the best target to drop Darkest Night on. Of course, you want to make sure it's an anchor which won't be easily killed, but that's just something you have to decide based on the conditions of the fight.

    I would say that if he was the only one being effected by the debuff, and he had run off and was no longer attacking, there really was no reason to keep it up. So turning it off was probably a good idea, just not for the reason the team leader said.
    Fear and Avoid are two different effects. Fear is, as you say, the effect that makes them cower in place and attack once for every time they take damage. Avoid is the one that makes them run away.

    As you can see here (linky) Rain of Fire has an Avoid effect. Basically anything in there is gonna try like hell to get out.
  4. Awesome idea Neuronia, very generous
  5. Quote:
    Originally Posted by Donna_ View Post
    There is a high % of sink on every transaction made through the market... i'm sure that is more than enough for now.
    I'd be interested in seeing this proven too.
  6. Happy birthday Kahlan Have a good one
  7. Silas

    /Traps

    Quote:
    Originally Posted by Angelic_EU View Post
    I know that fire/trap can take on an AV or a GM solo. What other /trap combos can do the same?
    All of them, really. The -regen on PGT is so huge that your DPS is only really a factor in how fast you can drop the AV/GM, not whether you're able to at all.

    Fire is just the best because it's got boatloads of damage so it does it fastest.
  8. Swap the Apoc DAM IO for the proc, put the CC proc in Mass Confusion instead of the Confuse IO, swap the sets in Dominate and Total Domination. Unbreaks are much better in Dominate since you'll use it far more so you want it to have better stats.

    I'm not sold on RoF on Doms without an AoE Immob. It does a huge amount of damage but you've got no slows or immobs to keep stuff in it. It's only ever going to do the full amount of damage if you pair it with Total Dom or if you're teamed with another Dom/Troller who does have an AoE immob.
  9. Give FF to Corrs, then you can pair it with Fire.
  10. Quote:
    Originally Posted by Cobalt_Azurean View Post
    I vendored a purple recipe once. Suffice to say, I haven't made that mistake again.
    Haha, I've vendored purples twice. One was a Grav Anch Immob and the other was a Fort Hyp something or other.

    I didn't lose a lot of sleep over it

    As for market goofs, I don't think I've messed up much beyond paying 5-10m for something going for 500k-1m.

    Edit: You can avoid hitting d instead of g by just not using the Give option. Just drag and drop stuff onto your alt. A lot less margin for error, unless you're standing smack bang in the middle of a crowd of people. In which case, you know, don't be dumb and go stand off to the side.

    I don't think I've ever actually used the Give option >.> I guess it would be a little faster than drag and drop but for me personally, I'd rather take the extra whole second and ensure I don't blow up my shinies.
  11. Silas

    Sunday 14th

    Glad I was able to join the RSF team. Reminded me how much I enjoy playing Mind Dom, good times.
  12. Silas

    Soloing +4/x8?

    Quote:
    Originally Posted by Eiko-chan View Post
    How does it fare against enemy types Dark Armour isn't specifically tooled to counter?
    Well, Dark Armours biggest hole is arguably energy damage, since the resist values for that and toxic are the lowest. Toxic damage is really very rare though, whereas energy is one of the most common damage types.

    IIRC (and Dechs please correct me if I'm wrong) he softcapped his Tanker to energy as well as smashing/lethal damage. So that would help a lot.

    If you can get the endurance useage on Dark Regen to a manageable level (which is very doable with the Theft of Essence proc) then DA becomes very tough indeed. Being able to refill your health bar every 15-20s is massive. For reference, my /FA Brute with upwards of 90% recharge gets Healing Flames back in about 11-12 seconds and that's only a 50% heal.

    The biggest problem with fighting +4x8 on a Tanker is going to be killspeed. You can get Brutes and Scrappers tough enough to take on +4x8 spawns handily, but getting a Tanker in shape to kill them with any speed is much more difficult.

    That said, on a budget it'll generally be more expensive to equip a Brute/Scrapper to take on those kind of spawns.
  13. Quote:
    Originally Posted by je_saist View Post
    Okay. I haven't read the thread itself, just responding to the original post, so if this stuff has already been addressed and I'm just repeating it, yeah, sorry.



    Okay. Big problem here. The buff archtypes have deliberate minimal resistances and protections against mez effects in the game. Outside of the anti-mez fields in the Sonic Resonance and Force Field power sets, only Controllers get any mez-protection with Indomitable Will. Even then, IW is a level 41 Epic Power, and you'd need to be pretty much at hard recharge cap for it to be perma.

    So, your basic request here, isn't one you are ever going to fill.



    Requisite link to damage caps: http://paragonwiki.com/wiki/Damage_Cap#Damage

    While Corruptors do get 100% more damage boost than controllers or defenders, raw damage is only one factor. The majority of a corruptors damage comes late in the HP bar of an opponent when scourge kicks in and they start doing double damage.

    Controllers, by comparison, get double damage as long as any mez effect is applied to an opponent.

    Defenders get a Damage buff when they are solo or with up to two team-mates, and have stronger buff / debuffs.

    Then there's the matter of the power sets themselves.

    Case in point, Archery. Archery is largely made up of a large number of single strike shots, and only has two powers that benefit from scourges double damage on damage over time: blazing arrow and rain of arrows. While all attacks have a chance for double damages, that overall damage becomes limited.

    So, does the higher potential damage cap on a corrupter off-set the stronger buffs / debuffs of a Defender? Does it offset the control offered by a controller?

    That is up to any particular player to decide for themselves. There is no hard only one way to go answer. Each archtype has it's own strengths and weaknesses.




    Okay. First lesson in Kinetics 101: Your buffs are not for you.

    Fulcrum Shift, as a power, is designed for your team-mates to take advantage of. If you are getting into Melee range on a regular basis, you need to back up.

    Control Sets with good alpha mitigation capabilities are often used as platforms to drive players buffing themselves with FS. One of the reasons the Fire / Kinectics Controller rose in popularity as a farming solution is that fire control offers both a perception debuff in smoke, and a stun debuff in Flashfire. Those particular debuffs can give Fire / Kins time to get into melee range and leverage fulcrum shift for themselves.




    Okay. Defense is meaningless.

    No really. There are a couple basic problems with obsessing after defense. Your archtype, the corruptor archtype, has no defense debuff resistance. This means that it's only going to take one single attack landing with a defense debuff, and you no longer have any defense.

    The larger the mob that you enounter, the more chances the enemy has to penetrate your defenses, and the more likely you will be going splat.




    Yeah, here's the thing. Many mez attacks, such as sleep or hold, are not delivered through smashing / lethal damage attacks. The mez attack most often coupled with smashing / lethal / energy attacks is stun. You are getting hit by enemies with attacks you have no protection against.



    Short version. No.

    To put it bluntly, what you are trying to do, the developers don't want you to do. It's known as blapping, named after players who played blasters like scrappers trying to take advantage of the old blaster defiance.

    In order for what you want to work as you want it to work, you pretty much have to cherry pick which enemies you fight, making sure to only take on opponents with smashing or lethal damages and no mez effects.

    Now, if you are dead set on using a ranged archtype in a non-ranged combat situation, your best bet is going to be controllers, and from what it sounds like you want, you might as well go ahead and make the flavor of the it's going to get nerfed again and ruin it for everybody else Fire / Kin.
  14. Quote:
    Originally Posted by Rad_Avenger View Post
    I am curious how the Emp drew Black Scorpion's aggro. My combat logs indicated that was who killed him.
    Who got the killshot has nothing to do with aggro.

    Hell, it's not even a foolproof indication of who killed what. Look at the defeat messages for pets and stuff.
  15. It has a 50% chance of Mag 3.74 Knockback.
  16. Silas

    Fun, active SG?

    Welcome to the server Tux.

    Now to see about getting that Fire/Cold of yours sorted out...
  17. Silas

    My CoH Channel

    Quote:
    Originally Posted by ItsCamRUN View Post
    It's probably best if we don't do that...
    At least not for free. People pay good money for these things
  18. Quote:
    Originally Posted by Shred_Monkey View Post
    nope... i've thought about it some more and I'm still going to say a 2nd scrapper is best. If for no other reason then because this way the other player won't quit the duo because he's not having as much fun.
    The OP said nothing about them not enjoying playing more support oriented characters, who says they'll enjoy a Scrapper more?
  19. Silas

    Toon Name Game

    AngieB Nimble, DB/SR Scrapper
  20. Quote:
    Originally Posted by Deus_Otiosus View Post
    I'd just like to take this moment to thank all you Therms out there, rare though you may be, for making teams everywhere more awesome than they were.
    This. Thermal really is an awesome set, it's a shame so few people play it. I can't even say so few play it well, because just so few people play it period.


    Quote:
    Originally Posted by BrandX View Post
    Besides being busy, buffing the team, healing, you lack any real self protection outside of the AOE heal.

    It can make you feel extremely squishie, and since you're buffing the team with +Resist instead of +Defense, you're keeping an eye on their health, to keep them healed, as they will be hit (unless they have lots of Defense themselves).

    Thermal's make teams awesome, but it can be an aggrivating set (even if awesome) set to play.
    Yeah, which is why it can be tricky with all the aggro Fire can draw. I softcapped my Rad/Therm to s/l so I can go nuts with Irradiate but you've still gotta be careful.

    Thermal is definitely an intense set to play. The rewards are definitely worth it, it's one of my favourite sets. If I had to keep only a few of my Corrs, I'd keep my Cold, Kin, Therm and Rad. Cold, Kin and Therm being the specialised holy trinity of Corrs to bring to teams, Rad being all round facepwnage.
  21. Quote:
    Originally Posted by Torrynt View Post
    [...]There should never have been a defender AND blaster class. Just a combination of the two: Ranged attack and Buff sets with damage somewhere in between. You wouldn't have had the sterotypes that exist and the damage levels would have been easier to balance. Oh well. It's still a great game... just wish they could go back and redo certain parts.
    Oddly enough, that's exactly what Corrs are
  22. Silas

    Toon Name Game

    Red Hot Smash, SS/Fire Brute