Silverado

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  1. Silverado

    Non-resistible!

    I think Sonic Grenades were flagged to be resistible in a recent patch. Don't quote me on it though, Longbow Nullifiers still seem as deadly as always and I hate them more than anything ingame.
  2. Shield/Dark and Shield/Fire Tankers are confirmed AV soloers
    Dark/Ninjitsu Stalkers can do a few of the weakest AVs

    The best melee AV soloers are Brutes and Scrappers though
  3. Silverado

    AV to GM

    Learn to fly and your worries will go away, young grass hopper.
  4. Silverado

    Rad/Sonic trio

    With a trio like that, you won't (shouldn't) be dying at all, so powers like Mutation, Fallout and Vengeance are out of the picture.

    You'll usually get more mileage out of running Assault/Maneuvers than Tactics. As for Choking Cloud, it's not a very good power by itself, but stacked x3 can be very good.

    As for Sonic powers, Shriek, Scream, Amplify, Howl (and maybe Screech) is all you'd need . I'd stay away from the Nuke (very counterproductive as a rad) and Shout (loooong animation, impractical for stacking -res, does low DPA)
  5. Quote:
    Originally Posted by Fire_Minded View Post
    Good idea.Just 1 poblem.

    Isnt the complaint about Brutes being There Endurance?If so, why take combat jumping thats a Toggle that takes Endurance?
    *facepalm*

    Since when does electric armor have any endurance problems? that's like saying that /regens have a regeneration problem

    And CJ only costs like 0.02 end/sec

    ...

    Quote:
    Originally Posted by Fire_Minded View Post
    Grounded also grants KD & KB Protection.Combat Jumping does not.
    I think the OP mentioned Zephyr and Steadfast IOs...
  6. Silverado

    AV to GM

    Kraken, Paladin, Babbage, Adamastor, Croatoa GMs and Jurassik are some good ones to try.
  7. Silverado

    AV to GM

    Quote:
    Originally Posted by Krogoth View Post
    The enemies on Monster Island in PI aren't GMs at all, they are Monsters; Monsters tend to be more like AVs than GMs.
    Incorrect, outdoor Monsters tend to be more like GMs (which is why DE Monsters are listed as GMs in AE) and for the effects of this discussion, will remain GMs

    Quote:
    Originally Posted by Krogoth View Post
    There are a few differences between the two:
    First, while GMs technically have levels, they scale with the level of those attacking them, Monsters don't do this.
    Correct

    Quote:
    Originally Posted by Krogoth View Post
    Monsters also tend to have higher regen and debuff resistances but lower hit points than GMs.
    Incorrect.
  8. Sounds a little too carebearish and playdoll-like, I'll pass.
  9. Silverado

    AV to GM

    Also note that the GMs in PI are level 50, and therefore have the debuff resistances of a level 50 (85%) which means the effectiveness of your LR is dramatically reduced compared to say, against a level 40 GM such as Jurassik (outdoor version, Crey's Folly). Along with the Kronos Titan (outdoor version, Founders Falls) these are the toughest GMs to take down.

    As for how much DPS you need, that's kind of irrelevant when you're playing a rad. If you got it to 75% health then you should be able to finish the job as long as you pull one far enough off the coast to avoid adds. You can also try these GMs in the AE for more convenience.
  10. Quote:
    Originally Posted by Nethergoat View Post
    Anecdotal evidence is fine when used to illuminate an obvious reality.

    fire/kins are essentially their own AT while ar/devs and fire/fires are at extinction levels.

    Why do you think that is?
    Because many noubs out there have heard that Fire/Kins are good powersets and they want to try them out (usually unsuccessfully, I can count the good **'s I've encountered with the fingers in one hand).

    It's no secret that **'s are popular, but saying that AR/Dev Blasters or Fire/Fire Tankers are extinct is simply absurd. Many times have I assembled Task Forces (including STF, ITF and assorted Phailanx TFs) and I've ended up with 2-3 of said builds in my teams. I play on Virtue btw, so thematic/concept builds may be more common there.

    Edit: Also I find it amusing that the boards censors **'s (a common abreviated nomenclature of Fire/Kins)
  11. Quote:
    Originally Posted by Fulmens View Post
    Silverado:

    So how is it that when I randomly invited the first seven people who'd come to a TF a couple months ago, I got zero Fire/fire tanks, zero AR/Dev blasters, and two Fire/Kin controllers?
    I don't see how that proves anything or is otherwise relevant to this topic. Forming a team randomly to do a TF once is hardly definite proof of the state of the game and/or playerbase preference.
  12. You forgot the most important part: on what AT?
  13. I think the OP has a valid point, and while I don't remember half the playerbase being Fire/Fire Tankers or AR/Dev Blasters back in the day on my server, I'd say that's justified because both Fire/Fire and AR/Dev are thematic combos that may attract many players regardless of power level (they still do) and are fun to play, to boot.

    What are the overpowered combos nowadays? I'd say Illusion/Radiation. It fits the OP's analogy in the sense that entire teams gather ingame to tackle threats that an Ill/Rad can do while semi afk, and I don't see half the playerbase today being Ill/Rad. Why? because it's not exactly a thematic-friendly build like Fire/Fire or AR/Dev, nor they have the same level of 'fun factor' (IMO, highly subjective). In fact, Fire/Fire and AR/Dev builds are still more common nowadays than Ill/Rad
  14. Silverado

    Portal missions

    2nd mission in the Statesman's Task Force
  15. Calm down, it's just an opinion
  16. Quote:
    Originally Posted by Aggelakis View Post
    That's like saying anyone with Dark Blast has access to the Dark Pit power, and they should all take it. Well, yeah, they have access to it, but not everyone wants to take it, and not everyone *SHOULD* take it.

    Everything in this game is about you (each individual player) having fun, not appeasing some cranky other player who wants to tell you how to play your character.

    If you don't want to play with tanks/brutes that don't take taunt, quit the team, don't tell them they're doing it wrong.
    I think it's very clear who the cranky person is here
  17. Quote:
    Originally Posted by DarkGob View Post
    Brutes aren't Tankers.
    I never said they were. They both have access to the power and they both should take it, words in mouth etc.
  18. With a Bane/Huntsman hybrid you get... let's see

    Web Envelope, Venom Grenade, Build Up, Mace Beam Blast, Mace Beam Volley, Frag Grenade, Heavy Burst, and the Patron AoE of your choice. Sure, it has a bit of redraw, but it's not that bad actually, and you can just keep going and going with a string of neverending AoE attacks (as long as your end bar lets you)
  19. [Taunt] is a must for any Tanker/Brute who isn't a joke.
  20. Thanks for the feedback guys.

    Yeah I wasn't very thrilled with the endurance recovery myself, so I opted for dropping Leadership and getting perception from other sources (insps and empowerent buff) because I do want to go for other Stalkers in WB.

    How about now?

    Villain Plan by Mids' Villain Designer 1,704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Silveriza-PvP: Level 50 Magic Stalker
    Primary Power Set: Dark Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fitness
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(5), Mako-Acc/EndRdx/Rchg(7)
    Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(7), Ksmt-ToHit+(9)
    Level 2: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 4: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40), RedFtn-EndRdx(43)
    Level 6: Assassin's Eclipse -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(15), Hectmb-Dam%(15), T'Death-Dam%(17), Mako-Dam%(17)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(46)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Super Jump -- Zephyr-ResKB(A), Jump-I(33), Jump-I(40)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Rchg(25), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), S'fstPrt-ResDam/Def+(31)
    Level 22: Acrobatics -- KBDist-I(A)
    Level 24: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
    Level 26: Invisibility -- LkGmblr-Rchg+(A)
    Level 28: Hurdle -- Jump-I(A), Jump-I(37)
    Level 30: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
    Level 35: Phase Shift -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc(39), P'Shift-End%(40)
    Level 41: Spirit Shark -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), Apoc-Dam%(42), Dev'n-Hold%(43), ExStrk-Dam%(43)
    Level 44: Spirit Shark Jaws -- HO:Nucle(A), HO:Nucle(45), HO:Nucle(45), NrncSD-Dam%(45), UbrkCons-Dam%(46), G'Wdw-Dam%(46)
    Level 47: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 49: Super Speed -- Zephyr-ResKB(A), Run-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A), Run-I(31)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 15,5% DamageBuff(Smashing)
    • 15,5% DamageBuff(Lethal)
    • 15,5% DamageBuff(Fire)
    • 15,5% DamageBuff(Cold)
    • 15,5% DamageBuff(Energy)
    • 15,5% DamageBuff(Negative)
    • 15,5% DamageBuff(Toxic)
    • 15,5% DamageBuff(Psionic)
    • 4,25% Defense(Smashing)
    • 4,25% Defense(Lethal)
    • 4,25% Defense(Fire)
    • 4,25% Defense(Cold)
    • 12,4% Defense(Energy)
    • 12,4% Defense(Negative)
    • 3% Defense(Psionic)
    • 5,5% Defense(Melee)
    • 21,8% Defense(Ranged)
    • 5,5% Defense(AoE)
    • 4% Enhancement(Heal)
    • 45% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 99,4 HP (8,26%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 9,9%
    • MezResist(Immobilize) 14,3%
    • MezResist(Terrorized) 2,2%
    • 5% (0,08 End/sec) Recovery
    • 30% (1,51 HP/sec) Regeneration
    • 3,78% Resistance(Fire)
    • 3,78% Resistance(Cold)
    • 10% RunSpeed
  21. I have an old Dark/Ninjitsu Stalker that I want to spec for zone PvP. How does this build look? I'm trying to keep the build within a "reasonable" budget, so no PvP IOs yet. My focus was ranged defense, a bit of recharge, KB protection and damage procs, but it's lacking in +recovery.

    Inputs and ideas welcome.

    Villain Plan by Mids' Villain Designer 1,704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Silveriza-PvP: Level 50 Magic Stalker
    Primary Power Set: Dark Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(5), Mako-Acc/EndRdx/Rchg(7)
    Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(7), Ksmt-ToHit+(9), Krma-ResKB(46)
    Level 2: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 4: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40), RedFtn-EndRdx(43)
    Level 6: Assassin's Eclipse -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(15), Hectmb-Dam%(15), T'Death-Dam%(17), Mako-Dam%(17)
    Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(21), AdjTgt-Rchg(21)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Krma-ResKB(33)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31), S'fstPrt-ResDam/Def+(31)
    Level 22: Acrobatics -- KBDist-I(A)
    Level 24: Stealth -- LkGmblr-Rchg+(A), Krma-ResKB(25)
    Level 26: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(33)
    Level 28: Phase Shift -- RechRdx-I(A), RechRdx-I(37)
    Level 30: Super Speed -- Zephyr-ResKB(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
    Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
    Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 41: Spirit Shark -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), Apoc-Dam%(42), Dev'n-Hold%(43), ExStrk-Dam%(43)
    Level 44: Spirit Shark Jaws -- HO:Nucle(A), HO:Nucle(45), HO:Nucle(45), NrncSD-Dam%(45), UbrkCons-Dam%(46), G'Wdw-Dam%(46)
    Level 47: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 49: Kuji-In Retsu -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 17,5% DamageBuff(Smashing)
    • 17,5% DamageBuff(Lethal)
    • 17,5% DamageBuff(Fire)
    • 17,5% DamageBuff(Cold)
    • 17,5% DamageBuff(Energy)
    • 17,5% DamageBuff(Negative)
    • 17,5% DamageBuff(Toxic)
    • 17,5% DamageBuff(Psionic)
    • 4,25% Defense(Smashing)
    • 4,25% Defense(Lethal)
    • 4,25% Defense(Fire)
    • 4,25% Defense(Cold)
    • 12,4% Defense(Energy)
    • 12,4% Defense(Negative)
    • 3% Defense(Psionic)
    • 5,5% Defense(Melee)
    • 21,8% Defense(Ranged)
    • 5,5% Defense(AoE)
    • 9% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 50% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 76,8 HP (6,38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -24)
    • Knockup (Mag -24)
    • MezResist(Held) 9,9%
    • MezResist(Immobilize) 14,3%
    • MezResist(Terrorized) 2,2%
    • 2,5% (0,04 End/sec) Recovery
    • 20% (1,01 HP/sec) Regeneration
    • 3,78% Resistance(Fire)
    • 3,78% Resistance(Cold)
    • 1,26% Resistance(Energy)
    • 1,26% Resistance(Negative)
    • 5% RunSpeed