Siolfir

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  1. [ QUOTE ]
    I wish someone would make an all sapper farm. lol. We wouldn't have the end needed to kill them. lol

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    Sez you... Electric Armor ftw!

    Edit: I actually considered making an enemy group with all Electric Blast mixed with Juicer and Stunner freaks and Sappers. Toss in a custom mob or two with a grantable +tohit and giggle at all the people complaining about it being "too hard" because their soft-capped character was getting end drained to death. Electric/Therm Corruptors don't have to be just PvP opponents...
  2. [ QUOTE ]
    The advantage to damage auras is that you don't have to activate them during battle, so it's a straight add to your DPS.

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    ...of a minor amount once every two seconds.

    If you want to be really nitpicky about it, Hot Feet also causes them to scatter making melee attacks less effective since you have to move, and Electricity Manipulation gets a damage aura as well; but if you want to by all means go ahead and add both auras in for an extra (at the damage cap) 62.55 DPS, and an extra 23.625 DPS for Lightning Field (once again, at the cap)... the DPA of Havoc Punch is 421.3 at the damage cap, so with the numbers you're looking at it's a minor change that won't make up the difference.
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    I assume teams that invite me aren't farming. If they are I usually bow out after the first go-round.

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    This.

    And I seriously have to question how frequently people run into this "zomg everybody's farming so you must be farming too" attitude. Everybody isn't farming (they weren't even when the rikti farms were all over, the ones that were or were looking just happened to be very vocal about it) and to quote the same argument used by people against farming, anyone that believes that the game is just a lot of farming that doesn't want to farm "won't be here long anyway"; they've obviously made no attempt whatsoever to do anything but.

    Don't blame farming for other people's impatience and unwillingness to learn.
  4. Does this mean I should try to get my (currently level 42) Rad/Kin Corruptor to 45?

    I've got a few characters that need the badge for Marshall (obviously the Rad/Kin is one), I'll watch the thread and see who else is planning on coming so that I can at least fill a useful role (ie, I'm not going to just sign up my level 45 Elec/Nin Stalker unless the rest of the team is covered).

    If you get 8 without me go ahead with that team, though.
  5. [ QUOTE ]
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    I'm saying solo because in a group it becomes pretty simple. Multiple /Kins plus an 850% damage cap = absolute carnage, so take whichever Brute has the best DPS chain at capped recharge (probably Stone or Fire), add enough /Kins to cap damage and recharge, and watch the fun. Likewise, adding a FF and a Sonic makes survivability a non-issue for anyone.

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    Under those conditions, I'd be surprised if the Fire/Fire blaster could be beat. HF + BA + Blaze + Ring of Fire + Fire Sword.

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    The damage auras take a while to tick off and don't contribute as much as another, better single target attack (Havoc Punch), Charged Brawl is better DPA than Fire Sword, and Shocking Grasp is better than Ring of Fire.

    Sure, Fire/Fire for AoE. But to a single target it's not there.
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    what's not hot? fighting in cimeroa where mobs are immune to knockdowns and holds and debuff what defenses you have. the set has only 23% defense debuff resistance

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    That's odd on my SS/WP I've never had any issues farming large spawns in Cim. The defense debuff is irritating but my regen and resistance always carried me through. This is including spawns with bosses and elite bosses in them along with minions and lts.

    What specifically was causing you issues with them?

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    Not using Fault before they get their -KB -mez clickie off.

    You can keep the whole spawn stunned with Fault in Cimerora, too; you just can't wait until they're immune to it to use it. My SM/WP tanks Cimerorans better than my FM/SA did.
  7. [ QUOTE ]
    with this setup, siphon life returns 321 health per use. get the villain accolades and that shoots up to 378 health. you can get well over 400 if you change some things around and slot for more max hp.

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    Except that the heal works off of your melee heal attribute, which is based off of the AT's base maxhp so that each AT sees approximately the same percentage from the same self-heal, instead of your current maxhp... you're not increasing the heal by adding +hp. It will affect regeneration, which is based on the time it takes to go from 0 to your current maxhp.

    I'm not saying that it's a bad thing to add hit points to your Brute, but don't expect larger green numbers over your head because of it.
  8. [ QUOTE ]
    You can actually do the same thing with a lot of PvP players when they become too stuck on their attack chain.



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    Bad Stalker: *Placate* *Build Up*
    Me: *Phase*

    They went through their whole attack chain, I dropped out of phase and hit them with Infrigidate, Benumb, and Heat Loss.

    Ooh, lookit the tiny little dots on their power tray...
  9. [ QUOTE ]
    Couple of problems here:

    1.) Damage enhancements count towards the damage cap. There's no point in slotting for damage if Fulcrum Shift is perma-capping you.

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    Yes, all +damage, enhancements or not counts towards the cap. That's why Containment is more broken than Fulcrum Shift is. If Controllers didn't have Containment, nobody would be complaining about how much damage they could do because the cap is fairly low and easy to hit anyway. Which leads to the next point...

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    2.) Containment doesn't really become a huge problem until you get close to the damage cap. It flat-out doubles your end damage. If that damage is low, doubling it doesn't cause problems; if that damage is high, it's going to make it even higher.

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    Once again, thank you for restating my point. If Controllers didn't have Fulcrum Shift but have Containment, they can still easily do 4x the base damage of their attacks with common IO slotting (and more than that with additional +damage buffs). If Controllers have Fulcrum Shift and not Containment, they can do 4x the power's base damage and that's it. Which one makes the system broken, again?

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    3.) There's no way of changing its behavior at the damage cap without changing its behavior at base damage and vice versa. Containment isn't a damage buff; it literally counts as a second attack. It says, "Take whatever damage you do, modified by damage buffs and enemy resistances, and do it again." If you make it a straight damage buff, you run into problems with the damage cap (it becomes easier to cap yourself, but it does nothing afterwards). And you can't make it do different bonus damage depending on how close you are to the cap.

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    Completely irrelevant and missing the point entirely. Containment provides a greater damage boost for Controllers than Fulcrum Shift is capable of doing - if you take away Fulcrum Shift from a Controller they can still easily exceed 4x the base damage of a power, but if you take Containment away it will never happen.

    Now, I'm not calling for the removal of Containment or any such thing, but since nobody ever complains about the awe-inspiring farming abilities of solo Kinetic Defenders and Corruptors, I doubt the issue is with Fulcrum Shift instead of the thing that doubles its effect. But hey, why pay attention to what the real issue is when we can gimp a popular powerset, right? There sure are a lot of blind or stupid nerfherders on these forums...
  10. [ QUOTE ]
    Roger that. hmmm. Can a fire blaster chain blaze/flares/fireblast/flares/repeat?

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    You can, but the melee attacks are better DPA with the exception of Blaze.
  11. It's mostly useful for AVs and/or GMs... which is nice, because they start showing up a lot in the 40+ arcs.

    And they resist -damage with their damage resistance to that particular type (so, if they have 0% fire resistance and 50% smashing they'd be at -80% fire damage and -40% smashing, for example); AVs don't have any special "rawr, I'm an AV you can't touch me" effect for -damage.

    And really, Fulcrum Shift isn't overpowered nearly as much as Containment is; a Controller at the damage cap deals 4x base damage on the attack but is limited there, and a Controller with 100% damage slotting deals (with Containment) 4x the base damage of the attack, and can go higher.

    I think you're looking at the wrong thing.
  12. Siphon Power (post-Fulcrum) is a damage debuff for hard hitting mobs that stacks quite well with Fulcrum, and it's stackable for 1/3 of it's duration on the base recharge, and easily permanently double-stacked.

    -60% damage is better than -20%, and with Fulcrum doublestacked as well you can hit -80% for stints (note that the debuff for FS only lasts 30s, the buff lasts 45s).
  13. Night Widows can put out quite a bit of damage, and have great survivability, but their best DPS chains burn through endurance very quickly and this affects the sustainable rate.
  14. Siolfir

    Least resisted

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    Which is the least resisted power type as far as PVE is concerned. Is it energy,fire, what?

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    Fire.

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    We sure on this? Is there stats for NPCs somewhere that confirms this? Have heard this before elsewhere but also heard years ago it was psy and based on AT builds I woulda guessed neg is in the running somewhere.. neg nrg res is hard to come by unless you /dark an even then they don't res neg like /elec ressists nrg.

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    Psi is more resisted than Smashing - not by as many things, but by much larger percentages when it is resisted, so making the overall resistance higher. It was only "least resisted" when talking about PvP, and that was a while back.

    Here's a post with a breakdown by various levels of the different resistances. Note that the number listed is what the damage is multiplied by, so higher numbers are less resistance; and here is a post with overall resistances to the different types across all mobs as a whole.

    Depending on whether or not you count GMs, AVs, and objects it's either Energy or Fire, although those two types and negative are all very close. Lethal, Toxic, and Psi are the most resisted, with Psi being the most resisted in the 40+ game.
  15. [ QUOTE ]
    Take the damage done to a single target from blizzard or ignite paired with FS and aim?

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    The numbers above were best possible case - damage capped (through Fulcrum Shift) with all 75 ticks hitting, and all 75 ticks Scourging.

    It's really only possible against GMs on some very lucky rolls; nothing else has enough hit points to guarantee Scourge through the whole rain and statistically all 75 ticks will only hit 2.1% of the time with capped accuracy. ((0.95)^75)
  16. <QR>

    <insert random offtopic babble here>

    There, I'm as constructive as anyone else.
  17. [ QUOTE ]
    do you think about driving and turning to avoid a collision?
    do you hit your brakes? speed up?

    yes and no it is a combination of reflexes, experience and skill but i do get your point on the powerset being handicapped do to the kb.

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    Eh, that's what I meant with "trained reflexes". You perform a learned action so often that it becomes a reflex to respond with it in the situation.

    No, I don't think about turning, braking, or speeding up to avoid a collision unless you count (before it happens) making sure that while I'm driving I have either a direction to veer to or else good brakes.
  18. [ QUOTE ]
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    Is Rad/ not that well liked with /kin or something

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    Well Rad/ isn't all that popular in general from what I've seen. Kinetics usually gets paired with high damage blast sets with fast activations, and Rad/ isn't one of them. Then there's the fact that the secondary effect is worthless in most situations. There's not a great deal of synergy between the sets.

    It's a nice combo for a team-focused build, but it's rare to see anyone running one of those red-side.

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    Yeah, I have a level 50 Rad/Kin concept character and I share the same assessment. The -Def secondary effect in Rad is almost totally worthless, especially these days with all the sets that give +Acc bonuses.

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    But look at all the procs that a ranged attack(/PBAoE/TAoE), defense debuff, accurate defense debuff power can take. Yes, the secondary effect on its own is kindof worthless but it opens up a lot of IO possibilities that other sets don't have.

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    Given how destructive Shivans seem to be, you'd think a Rad/Kin would be great. But it just doesn't happen with players. Do Shivans have some -Dmg Resist component in one of their attacks?

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    No, but they use the Elite Boss damage modifier (scale 8.65) instead of the Corruptor damage modifier (0.75). It's just a wee bit higher.
  19. [ QUOTE ]
    Actually timing, choosing "not" and to pause before u strike after the teamates do certain things is being skillful

    You'r mistaking not doing anything to thinking about what is right at the right moment.

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    Which is why Energy Blast is an inferior set performance-wise, because you don't have to stop to think on the others - you just do.

    You mentioned martial arts, so here's a question for you - if you have to stop and think about every move and your opponent just knows they can keep going and act on trained reflex, who's going to win? And who's going to respond to a given situation faster?
  20. [ QUOTE ]
    Why Fire/Elec instead of Fire/Fire? Electric gives you a damage aura and Havoc Punch (Thunder Strike's activation is a bit long), but /Fire gives you a stronger damage aura, a melee attack with almost as good DPA (Fire Sword), and Burn + Ring of Fire, which should more than make up the difference. Electric does have Power Sink, but if you have the inf for this sort of high-recharge build you can afford the +recovery uniques.

    (I'm assuming that Power Sink and Lightning Field alone can't fully drain a mob's endurance... if it can, the survivability might be worth it.)

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    Power Sink and Lightning Field can drain a mob's endurance, but it won't prevent them from recovering enough to get some (weaker) attacks off. It's part of how Electric Armor can stay alive on Brutes.

    As for why /Electric over /Fire? Faster animation on Charged Brawl than Fire Sword, Havoc Punch and Shocking Grasp being available versus no other good single target attack, and the likelihood that you're going to end up using procs to boost both pushing them ahead of the DoT that Fire brings; /Fire has more AoE by far, though.
  21. [ QUOTE ]
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    Personally I like the double critical on Assassin's Strike over Midnight's Grasp, but whatever floats your boat...

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    I am relatively new to stalking, so can I ask to be enlightened by what you mean?

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    If the timing is right following a Placate, your character can get the guaranteed "Hidden" and 10% chance for "non-Hidden" Assassin's Strike criticals to both go off on the same attack. There's a small window after the Placate where this works, because (the rest of this is theory, given how the criticals are written to supposedly be mutually exclusive) the game is transitioning you from the forced-hidden status of Placate to the regular hidden status.

    It makes for a nice little bonus, but isn't reliable enough to count on.
  22. [ QUOTE ]
    I AM IN ENDURANCE-ISSUES HELL!!

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    Kinetic Controller runs out of endurance, news at 11!

    a. Kinetics goes through a lot of endurance if you use pretty much anything.<ul type="square">[*]Siphon Speed costs endurance for a +recharge buff that lets you go through endurance even faster.[*]Siphon Power costs evenmore endurance than Siphon Speed at a higher frequency.[*]Repel just makes endurance bars everywhere weep and gnash their teeth.[*]Transfusion is actually fairly cheap... but it's a heal and as such does nothing to help you actually kill things (well, besides the -regeneration, but that doesn't contribute damage), and you may end up using it more often than you'd like.[/list]b. Controller primaries use a lot of endurance. This is because they have added endurance cost due to the control aspect instead of having costs factored in as damage powers. Just compare the cost of killing something with a Dominator primary compared to doing the same damage with their secondary sometime, you'll see what I mean. Containment helps mitigate this somewhat, but if you're firing off controls as soon as they recharge you're going to run out quickly.

    c. Fire Control has all of its damage as DoT, causing many to use more attacks than are strictly necessary to defeat a mob since the damage is still ticking off when the next (overkill) attack is used.

    Every time I've given recommendations on Kinetics I told people that endurance is going to be a big issue until they get Transference - Stamina only slows the bleeding, it does nothing to fix it. But once you've got some +recovery set bonuses, endurance reduction slotting, and Stamina you can at least pretend that your endurance bar goes above 10 until you hit level 35.
  23. Siolfir

    Ok thats it

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    Um. ....Eran takes sk spots?

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    durrr.

    Random person in any channel: Level 50 AV team needs more debuffers.
    Eran: Invite me, i'll bring an unslotted level 11 Warshade

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    Hey! WS attacks do a to-hit debuff!

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    They do?

    I thought it was just a slow...
  24. re: IR - it's a preference thing, really. I like it over SJ because I can get KB protection with IOs without running Acrobatics and when I'm using it I can keep Combat Jumping running for immobilize protection for those random immobs that get thrown at you occasionally when you misjudge the aggro radius land a little too close.

    But I don't use it in missions unless it's a large, open map (any more than I'd use Super Jump during a mission).
  25. Siolfir

    Ok thats it

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    realistic question after 10 pages...

    did you ask if they could restore the thread?

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    But where's the drama in that?

    There's a reputation to uphold...