Silverado

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  1. Probably has to do with the auto-quit thing if you join a team that's too far from your level range

    You can adjust that in the menu
  2. Quote:
    Originally Posted by StratoNexus View Post
    I believe the Taunt effect that gets translated to scrappers is only in powers that provide a direct mitigation benefit to the scrapper. That seems to be the design principle that guides the devs, based on what we have seen.
    Yes that is a correct description of the current situation, however it doesn't answer the reason why Scrapper damage auras don't have a (much needed, IMO) taunt component. The functionality of these powers basicly call for it, as they need the enemies to stay within melee range for their intended function to work properly (aka dealing damage)
  3. I can't comment on Quills since we don't share that power with our Tanker/Brute cousins, and since some Scrapper builds are able to get 2 damage auras (which would result in +600% taunt, +300% per aura), that would overshadow the aggro-managing abilities of the aforementioned ATs, which is not the intention of my original suggestion
  4. Some Scrapper powers such as [Shield Defense.Against All Odds], [Invulnerability.Invincibility] and [Willpower.Rise to the Challenge] have a taunt component to them (+300% taunt as per ingame numbers) that is lower than the Tanker/Brute versions (which have +400% taunt). This value is logical because those 2 ATs are intended and better suited than Scrappers at managing aggro, while Scrappers are better suited than everyone else.

    Another reason why those powers have a taunt component (besides granting Scrappers limited aggro-managing capabilities) is because they have beneficial effects to the Scrappers that require enemies to stay within range to work (+dam, +def/+tohit, +regen)

    However, there are certain powers that we share with our cousin Tanker/Brute ATs that don't have a similar taunt rating: [Dark Armor.Death Shroud], [Fiery Aura.Blazing Aura] and [Electric Armor.Lightning Field]. The Tanker/Brute versions of these powers have a +400% taunt rating (as per ingame numbers) while the Scrapper versions have NONE. What is the reason behind this? these powers also have an effect on enemies which requires them to be in range to work (dealing damage, which is a Scrapper's main purpose in life), but without this (IMO) much needed taunt rating the mobs tend to flee when low on health, which puts a dent in a Scrapper's AoE damage output and raises some questions on the usefulness of these auras.

    So if we suggested that a taunt component (+300%) was added to our Scrapper damage auras; lower than Tanker/Brutes, similar to other existing taunt powers, high enough to keep mobs from fleeing and scattering when low on health, how many of you my distinguished fellow Scrappers would /sign this?
  5. Good doms don't have much problem holding AVs
  6. Currently level 29, I guess I'm just gonna have to deal with the annoying scatter for 5 more levels (until I get Throw Spines fully slotted)

    Do Spines/Fire or Spine/Dark Scrappers have this issue as well?
  7. Weird, I don't have that problem on my Elec/Fire tank, probably because of the taunt. I guess it's just a Scrapper then? would it be too crazy to suggest a moderate taunt component added to the damage aura? high enough to keep mobs from running away but low enough to not steal aggro from Tankers/Brutes? their taunt rating is usually 400% (as per ingame numbers), so maybe add a 200% taunt rating on these auras to fix his issue?

    Or if not, let's just hope Throw Spines will solve the issue >_<
  8. 1.- That 'rule' just applies to procs slotted in toggles and certain location pseudopets like Freezing Rain and Caltrops

    2.- Each target will have an individual check for the proc to go off
  9. Currently level 27, I'm liking my Spines/Elec so far but there's a little issue: mobs run away!

    It seems like the slow or damage (or both) is causing some sort of 'afraid' effect on the mobs, causing them to run awaaaaaaaay.

    What am I doing? running in with Quills and Lightning Field, BU, Spine Burst, [pause], Spine Burst.

    Who am I fighting? Rikti in AE, Freakshow, Council in radio missions

    Has anyone else had this issue? any way to solve it?

    Thanks in advance for your helpful advice
  10. Silverado

    PP hunting

    Any mission with Crey spawned for 8 will do. There's a mission from Mako's arc that's full of PPs

    The Fab in GV is sloooooooowwwwww.
  11. Targeting commands don't work in PvP zones, last I checked.

    l2tab I guess
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Precedent for this already exists. In shared zones, villains wake up at the villain reclimators and heroes wake up at the hero ones. They're always in the same room, so it usually doesn't matter, but I assume Praetoria will separate them.
    Not always.

    Bloody Bay, Siren's Call and Warburg are technically shared zones, and they have separate hospitals for heroes and villains
  13. Your 3 'main' traps (Acid Mortar, Seeker Drones, Poison Trap) should be on similar timers, how are they slotted? You really should've not had any trouble against Bobcat
  14. Silverado

    GM difficulty.

    Quote:
    Originally Posted by Willowpaw View Post
    Isn't Lusca's head (after the tentacles are gone) actually the absolute easiest? The few times I have been a part of a Lusca team, I do not recall ever seeing the head attack or do anything other than pathetically bob around in the waters of IP.
    Lusca's head has very high resistances ranging from 60% to 80% across all damage types
  15. Silverado

    GM difficulty.

    Quote:
    Originally Posted by Call Me Awesome View Post
    I'd tend to agree with the notable exception of Lusca in IP; you have to kill all the tentacles, each of which is essentially a separate GM and the head, also a GM. Individually they aren't too tough, but having all of them together makes for quite a challenge.

    But apparently it IS possible to solo Lusca with the right build and all bloody day to do it in; someone posted a while back an account of the fight using an Ill/Rad.
    Each of the 9 GMs that form Lusca is easier, by itself, than say Jack or Eochai.

    The easiest GMs would be Kraken (though his toxic damage can be tricky), Paladin, Babbage and Adamastor

    The hardest GMs to kill would be DE Monsters from Eden/Abyss (lvl 50) Kronos Titan (lvl 52), U'kon Grai (sp? lvl 54) and Rikti Motherships (lvl 54)
  16. You guys are meanies, did you know that
  17. You guys are meanies, did you know that
  18. Quote:
    Originally Posted by Moderator 08 View Post
    I have yet to run into an AV on my Ill/Rad that has been a significant challenge
    Diabolique has 50% resistance to psionic (main damage type from PA and SW?) and that dreaded Phase + PFF
  19. That is if by DP you mean Dull Pain.

    Drain Psyche takes a bit more doing
  20. I have to say I had never heard of him before yesterday. His friends must be happy that he's getting some press outside of the Triumph boards because of me! >_<
  21. But I'm not trying to win! I'm merely a Sith apprentice who looks up to a Sith lord

    U will neg rep meh! >_<
  22. Great, now someone knocked me back into the green ¬_¬
  23. Quote:
    Originally Posted by Catharctic View Post
    Same. That post got my attention enough to +rep him.