SinisterDirge

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  1. Quote:
    Originally Posted by Sloshed View Post
    Read that thread already regarding AVs ^.^ My interest is more for the Giant Monsters. I like the feeling of being able to take down huge dangerous beasties on my own, but also able to team up with others. From what I've read you need very good defenses as well as some heavy -regen to keep on the GM to down it. Which classes tend to be able to handle that?

    And thanks much for the welcome back!

    Right now raising up a Mind/Energy Dom and a Plants/Fire Dom. But neither can really manage a giant monster on their own. So looking for one that can so I can get that 'fix' for myself.
    Sorry. There was some relevant discusion regarding GMs in that thread though.

    Bots/traps would probably be easiest to manage the task. I have taken out Scrapyard on my fire/traps corr.
  2. Huzzuh! Welcome back.

    All AT's have a place in the incarnate content as far as I am concerned.
  3. Looks like it works fine until you die. Once you respawn at hosp. it is no longer working.
  4. Quote:
    Originally Posted by Auroxis View Post
    Kinetic Dampener does not work as it is a temp power. Day Job powers like Combat Shield do not work as well.

    Eye of the Magus works though.
    Ha, right. Good point...
  5. Quote:
    Originally Posted by SinergyX_NA View Post
    Same here, initialy i just started walking, but rest of the team already went way faster. Then went to the teleport methode, got stuck only 2 rooms later and totaly lost my way out. And getting feared on pretty much every corner
    No chance to walk anywhere unfortunately, there must have been a quarter or something on the ground that wouldn't let me step over...
  6. Quote:
    Originally Posted by Blue_Centurion View Post
    (And I heard a rumor it is tougher on Stone Tanks...)
    Ran it with my stoner last night. The only times I was dropped was because I was dumb enough to fire off earths embrace right beside Maurauder. Rooting + unresistable damage will ruin anyones day.
  7. Howdy folks.

    This question is geared more to the stone tankers out there, but anyone can chip in...

    Has anyone else noticed that it is a pita to get an proper recticle for teleporting in the hallways of the new trials? Was on a Lambda yesterday, and darned if the more frustrating thing wasnt trying to teleport down the hallways... bloody tp recticle was consistantly in the red/no good mode. Felt like a nub having to ask for peeps to tp me to next canister because my big bulky assets combined with the big bulky clockwork mobs to clog up the hallway tigher than Rosie O'Donnell's arteries.

    Anyway... Just me?
  8. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    So is the softcap for defence still 45%?
    Yes. Its just the incarnate trials that mobs have higher tohit. Grab a couple Kinetic Dampeners for when the fecal matter hits the rotary impeller.
  9. Quote:
    Originally Posted by Aggelakis View Post
    Not just you. There's a decent size thread about it in Tech Issues.
    Clearly this grasshopper needs more training in search fu.

    Thanks Agge.
  10. Howdy folks,

    Just wondering if I am the only one experiencing an increase of lag on the forums, complete with server timeouts.

    It started getting really noticeable last weekend.
  11. SinisterDirge

    Best VS Avs

    Quote:
    Originally Posted by ultrawatt View Post
    That 20% was after taking AVs and GMs resistance to -tohit into account. Fluffy alone as an aura that does about -44% base.

    You do know that the assbot has attacks (two i believe) that do -500% regen right? It alone can get AVs/GMs close to 0.
    Why bring the primary into it? Compairing the secondaries, if traps can get better -regen, it will still get better -regen with the assbot. Not saying that dark doesnt have its perks, but for consistant -regen, I have yet to find better than traps.
  12. My Soup(er) of the Day is a Fire/Traps Corruptor. Soloed my first GM on him and that makes me happy because I never have to do it again ;P

    Before that, it was a Elec/Dark Brute, a Bots/Storm MM, a Spines/Fire scrapper.... I'll stop now because I have 7 years worth of alts to run through...
  13. Quote:
    Originally Posted by Jaxson B View Post
    Question one: is this a good idea? Is accuracy the first enhancement I should be going for in abilities such as Detention Field, Battle Drones and Force Bolt?
    Yeah, that works, I always slot at least 1 acc before getting any damage in there. Your bots are a special case. You want a little extra accuracy in your drones because they are at -2 to your combat level. That means if you are fighting +2's, they are trying to hit +4's. Probably the only power I would recommend slotting 3 acc in while using SO's.


    Quote:
    Question two: is this also a good idea? I'm aware that for pretty much any mob that is 2 levels or less higher that 2 SO's should suffice (potential buffs/debuffs aside), but the way I've been thinking is that if I encounter a very tough enemy, or want to fight something even tougher than a +2 (perhaps help with a giant moster or take part in a lv 50 task force), that having the 3 is more ideal. Keep in mind that I'll probably be using the lv 25 IO's for quite a while as I don't want to invest in really good enhancements until I'm comfortable with my understanding of the game.
    Quote:

    Question three: what are some good general rules of thumb with choosing enhancements to socket in any given power? There's a lot of choice and it feels overwhelming at times. For example, I've generally been going 3 acc and 3 dam for a lot of my damage type powers, in order to get them as much hit as possible (before ED starts to take a significant toll), and then get them doing as much damage as possible. Is this the best idea for a damage type power, for example, Lightning Bolt? It seems that way, and my logic is making me think it is, but I am a new player - even a new player I could see how something like 2 acc 3 dam 1 rech red would be better for anything that isn't the toughest mobs, but is it a better overall scheme? Gah, it's so confusing at times!
    When using SO's having 2 acc slotted should do you just fine. For damage powers, I would go 3 damage, 2 accuracy, and an End or Recharge reduction depending on how much my toon goes through the blue bar. Keep in mind that often if you are on a team fighting a GM or an AV, there are plenty of debuffs/buffs going around. One thing you can do its pick up the kismet +acc global. It gives the same amount of tohit as focused accuracy without the end costs. They are not that expensive either.
  14. Welcome to the game mate. One resource that hasn't been mentioned yet is the Mentor Project. Great for getting answers to just about anything while in the game.
  15. Quote:
    Originally Posted by HelinCarnate View Post
    Devs are well aware of this already and have been aware of it for months and have done nothing. Actual exploits are fixed much faster. It would seem that the devs need a bit more convincing than some people think.
    The devs were aware of the bile spray exploit for months as well. Just because they dont fix it right away doesnt mean they think its hunky dorry if everyone runs ambush farms.

    Quote:
    James_Donner wrote: if anyone would like a lesson in how to not get your 2nd killed I'll be happy to demonstrate on Pinn.
    Sure. PM me your global, I would love a demonstration.
  16. Quote:
    Originally Posted by streetlight View Post
    With current builds, even modest builds, it's easy to have only nominal risk in all PVE content, so why should AE be treated differently? Fire ambush farming carries obscene risk (possibly worse than soloing AVs) that can only be mitigated through the choice of a single armor set.
    AE skews the time+risk=reward ratio There is no need to travel on an ambush map, the mobs come to you. They are not spaced out as in regular content, they all come at the same time. They come and they wait for you. All you need to survive is 17 at a time, not the whole spawns worth. They come and then stand there and look at you menacingly until it is their time to aggro on you and die in the mill. Like something out of a bad kung fu movie.

    Its is not difficult. It is not me you need to convince that it is harmless to the game. Good luck convincing the devs.
  17. Quote:
    Originally Posted by James_Donner View Post
    You clearly have no idea how to run this map properly. No one but the killer should ever die.
    Clearly.
  18. The only thing more fun than a fire/traps corruptor is two of them.
  19. Quote:
    Originally Posted by firespray View Post
    Eh, I doubt it. I've been on a few, and the rewards are nothing special. Certainly nothing on the level of some of the exploitive AE farms that have existed in the past.

    However, I do disagree with the necessity for this to get fixed (just like I did the all-boss farms that were popular for awhile). This is not an exploit, and the risk/reward ratio is not incorrect for this. These farms are quite difficult, and the rewards are commensurately high. Nothing wrong with that.
    I am pretty sure a conveyer belt of bags of xp delivered right to your feet is an exploit of some description You are forgetting that time+risk=reward is the ratio. It is not just risk=reward. I have seen less exploitive things fixed. Posts on the boards asking how to run such things are harbringers of fixes.

    Did you say they are difficult without cracking a smile?
  20. Quote:
    Originally Posted by Katten View Post
    I've seen some back and forth on this, so to get this straight.

    Only players in the path between the enemies (wherever they spawn) and the person who triggered will get aggro (and stealth means nothing to them) I sonic defender running the death donut can do so quite safely simply by standing down an abandoned hallway, so long as it isn't an unlucky spawn point. That's just experience, so it can't really be disputed. Looks like it and emp (if you can manage to keep alive for AB's) are most useful still.
    It can, and I do dispute it. Considering I have several toons that are capable of running such a mission, and a second account that allows a door sitter should I choose to do so, I promise you, The door sitter gets aggro despite being at the door, and no where in between the spawn point, and the trigger toon. I have parked the lowbie on diferent floors even, and have still died.

    I have seen the spawns take out a FF defender in PFF in about 4 seconds, they eat the elite boss "helpers" really fast too. If you really, truly want to help on this type of mish, roll a toon that can solo it, and then join team with them, the increased kill speed will be the biggest "buff" to the farmer. It really is better than Veng.

    Can't be disputed. Heh...
  21. As soon as the ambush is triggered, every player character on the map gets aggro. Even dead toons. There are no aggroless players on that sort of map. For consitant buffs, the best bet is to have the farmer take veng and he can buff off of your door sitting dead body.

    I predict the tears that happen once this sort of mish gets fixed will be very tasty indeed.
  22. SinisterDirge

    Teleport

    Quote:
    Originally Posted by Turgenev View Post
    Does it add to my combat ability? Sorta. A lot of my primary's abilities are PBAOE-focused, so going inviso into a group, kicking off my PBAOE chains, means I'm more immediately useful that someone who has to hop and dance to get to where they need to be.
    Back in the days when herding was popular, I found teleport incredibly useful. It was insanely efficient for stacking the mobs into each other.

    Nothing breaks line of sight faster.
  23. Quote:
    Originally Posted by Patient_V View Post
    What you quoted refers to the base values of powers. Blazing Arrow has a base recharge of 10 seconds in either a PvE or PvP zone, but you'll see smaller returns on enhancement in a PvP zone.
  24. Quote:
    Originally Posted by Bionic_Flea View Post
    Welcome to the wacky world of diminishing returns. Most of your power attributes inside of a PvP zone are subjected to a formula where the sum of the attributes (personal powers, enhancements, IO sets, and external buffs all added together) are reduced if they are beyond a certain minimal amount. The greater the sum of the buffs, the greater the reduction.

    So perma powers are no longer perma, soft-capped characters are no longer soft-capped, etc.

    Here's the Arcanaville explanation if you want to get into the formula.
    From her explanation:

    Quote:
    Effects that Don't Change

    Some power characteristics cannot be varied by the devs. You can safely expect these characteristics to stay the same between PvP and PvE:
    • Endurance Cost (although crashes and ongoing per-target losses can vary, since they are not costs)
    • Activation Time
    • Recharge Time
    • Interrupt Time
    • Inherent Accuracy Multiplier (although effects can have individual ToHit modifiers, or be autohit in PvE but not in PvP)
    • Attack Type Tags
    • Range
    • AoE type and size
    • max # of AoE targets
    Maybe that was changed?