Sitriel

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  1. Präpositionen sind teuer. Die kann ich doch nicht so leichtfertig verschwenden, nur um den Satz eindeutig zu machen.
  2. Das bestätige ich dir gern: Du lagst fünf Tage daneben.
    Wenn ich mal Lotto spiele, frage ich dich nach den Zahlen. Vielleicht liegst du dann auch nur fünf Zahlen daneben.
  3. Sitriel

    Bin neu!

    Keine Sorge, es werden auch ein paar Low-Level-Helden herumlaufen. Es gibt da ja auch ein paar neue, sehr interessante Powersets, die gespielt werden wollen... Zugegeben, die werden nicht lange im Low Level bleiben, aber wenn du in der Teamsuche den Namen Yayauhqui siehst, kannst du natürlich gerne anfragen.
  4. Kerensky ins Land schicken... Das kann man schon mal als "harte Maßnahme" durchgehen lassen. Der hat schließlich eine brutalst auf Wirkungsdauer geslottete Confuse-Aura.

    Und bevor ich's vergesse: Willkommen zurück bei deinen Lieblingsopfern, Kerensky.
  5. Sitriel

    WP in PvP

    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    I had fire blasters drain their whole endurance bar on my EM/WP just for laughs. And scrappers... let's say that no single scrapper has yet managed to get me below 85% health.


    [/ QUOTE ]
    I said fire/ scrappers. All the pvp scrappers are smash/lethal which is very very well resisted by wp, except dark/, who doesn't deal extreme damages.
    But when the I12 is available, I think there'll be a proliferation of fire/ scrappers ^^

    [/ QUOTE ]
    I don't think that fire/ will make so much of a difference to give a scrapper much of a chance against a well-built /WP brute. Even a fire/ brute on full fury is not up to the task and that's more dps than that of a scrapper with the same set. (Recently tested: Wanted to know how long my EM/WP brute survives against a constant onslaught of fire melee on full fury. Answer: Indefinitely unless hit by an unlikely lucky streak.)
    That said I wouldn't be surprised to see a lot of toons with proliferated powersets and fire/ will probably be quite popular with scrappers (and rightfully so).
  6. Actually, I remember BAB using quotes from the EU boards to counter arguments on the US boards. So, while the devs might not post all that much over here at least one of them actively reads our discussions.
    That said, it does not seem to be a clever move to insult devs here or over there. Usually this does bad things to your credibility.
  7. Sitriel

    WP in PvP

    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    Mmmmh I'm really not sure that WP can resist well against energy melee/ toons or fire/ blasters (and soon fire/ scrappers)...

    [/ QUOTE ]
    I had fire blasters drain their whole endurance bar on my EM/WP just for laughs. And scrappers... let's say that no single scrapper has yet managed to get me below 85% health.
  8. Sitriel

    WP in PvP

    Hehe, yeah, no worries. If you slot your WP brute properly you will be nigh to unbeatable in one on one situations. Usually it takes the full effort of a medium-sized team with debuffs and all that to take down my EM/WP brute.
  9. [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    and as all ppl go so crazy all the time with "EEK lethal and smash dmg is useless in highlvl" is it just another whinehype or is it the truth? i mean if i fought a dominator, my dmgtype count for BIP doesnt it? he dont got any defense anyway

    [/ QUOTE ]
    Truth or whinehype? Well, you might want to ask a merc/ MM about his opinion... but then again, perhaps you don't.
  10. I think there is only one solution: Befriend a /kin. Now.
  11. Sitriel

    SR vs. Ninjitsu

    Ninjutsu can't reach the total defense values of SR, but with a good build this difference is hardly noticeable in PvE. Ninjutsu's tools (Caltrops, Smoke Flash and Blinding Powder) are skippable if you need to squeeze in something important, but if not they are nice to have (in PvE anyway). Overall this set is very potent.
  12. Sitriel

    Permarage?

    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    Unless you're an Ice Tank. Or an Invul relying on Invincibility.

    [/ QUOTE ]
    Like the bug mentioned above this caveat is also dated. The "Only affecting self" has been removed and replaced with an extreme damage debuff. So, an Ice tanker's auras and an Invul's Invincibility keep working as usual. Sure, there still is the defense debuff, but a timely Foot Stomp (or two) can easily make up for that.
  13. Ah, yes, the values for PvP are considerably lower to disallow an "instant drain". However, Short Circuit and Transference recharge fast enough (especially with Siphon Speed) that you can do it nonetheless.
  14. Hmmm, 77 you say? I guess there is a slight mistake in your calculation since slotted Transference and Power Sink alone drain 90ish endurance. With Short Circuit you should be well over 100 endurance. Could it be that you have calculated your own endurance gain? The drain is higher.
  15. [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    1. Tesla Cage has -100% Recovery for 8 seconds. Is this only if it holds? Or does it just have to hit?

    [/ QUOTE ]The -rec is independent from the hold effect. You just need to hit.
    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    2. How much endurance is a lot of endurance? Transference has a base drain of -18.something, which is obviously a lot, but is the -1 or -2 off some of the other elec powers really going to make a difference? Or am I just using them for the stacked -recovery?

    [/ QUOTE ]100 is a lot of endurance. As a matter of fact it's the only amount that counts. If your build does not allow you to drain a full endurance bar in a short timespan you might just as well not bother at all. That's the reason why you should really consider taking Power Sink on top of your other drain powers.
    The minor drains from your attacks are - together with the -rec - only good for making sure that the enemy's endurance stays down once he is drained completely.
    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    3. What does VSentinal do, endurance draining-wise?

    [/ QUOTE ]Not much. He only has a weaker version of your Lightning Bolt. His contribution to endurance drain is quite negligible.
    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    4. Do we like 'Mu' mastery? Are the holds any good? It has the -end/-recov that we're basing the build on.

    [/ QUOTE ]We like Mu mastery very much, but it's Power Sink we are after as the Electric Shackles have more than three times the recharge of Tesla Cage. I would suggest sticking to Tesla Cage and skipping Electric Shackles. Since you are /kin the Tesla Cage should recharge lightning fast, so a second (inferior) hold is not needed.
    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    5. Are there any good -end or -recovery procs?

    [/ QUOTE ]There is a Chance for -end in the Tempest ranged damage set (25% chance, don't know how much it drains, probably only a minor amount). However, if you plan your build well enough you should not need this.
    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    6. SuperSpeed+SuperJump+Hurdle+InertialReduction+Comb atJumping = Overkill? Which of these do I need/want?

    [/ QUOTE ]That's more than just overkill. For my kinetics I prefer Hover (at flight speed cap with stacked Siphon Speed) and for non-combat situations I take either Fly or Superspeed (as you should fit in Hasten early anyway, it's more useful to you than Zapp, Increase Density and Voltaic Sentinel combined which all come earlier in your build). You could also take neither Superspeed nor Fly and just wait for Inertial Reduction to be unlocked as this is also a nice way to get around (unsuppressed on top of that) without having to take a "real" travel power.

    My power picks for a travelpowerless build would probably be something like this:
    1. Lightning Bolt + Transfusion
    2. Charged Bolt
    4. Siphon Power
    6. Short Circuit
    8. Hasten
    10. Siphon Speed
    12. Hover
    14. Swift
    16. Health
    18. Tesla Cage
    20. Stamina
    22. Speed Boost
    24. Aim
    26. Zapp (PvP) or Ball Lightning (PvE)
    28. Inertial Reduction
    30. Increase Density
    32. Thunderous Blast
    35. Transference
    38. Fulcrum Shift
    41. Power Sink
    44. Charged Armour
    47. Summon Adept
    49. Hurdle
    Of course, this build could easily change if I had to consider slotting, too (and because I keep juggling powers around on a whim for all my builds ), but this is what my first draft would look like.

    I hope I could help you a little bit with your build.
  16. Sitriel

    Permarage?

    There used to be a bug where activating Rage again before the first one wore off prevented the crash. But this bug was fixed a good while ago and now the crash happens no matter what.
    However, if your recharge bonus is high enough you could enjoy the benefits of stacked Rage for a good 30 to 40 seconds although this feature usually is more useful for brutes due to their higher damage cap (and of course stacking Rage would also mean more frequent crashes).
  17. That's a very nice guide you have written there, Scarlet. Although I mostly use non-English names I wholly support your idea that a name should be powerful and give a hint what the toon in question is all about (powersets, background etc.).
    Examples are:
    Hra'Khles (riktified for: Herakles), a WP/SS tanker who is in fact a Rikti in human disguise, just like a certain contact in Nerva. (Don't want to spoil. )
    Raiju no Oni, a Japanese demon who has taken the name (and with it the power) of Raiju (a fireball beast who often appears in a cat-like form, belongs to the god Raiden) and in CoV appears as a coal black Fire/Fire brute with a horned lion's face.

    However, when I choose an English name for a toon I almost invariably go for a mixture of pun and personification: My fire/rad controller's name for example is Adam Bomb (not related to the wrestler or the musician with the same name).
  18. Dual Blades trades too much single target damage for its AoE power to overcome the resistance and regeneration of a typical AV. I can't say if there is an AV that a DB brute can beat on his own, but the huge majority is definitely too tough.
  19. Omega means that with Group Teleport the scene would change as follows:
    You run in while using Aim and Build Up.
    MM sees you (which he invariably will unless he is not really clever and plays in first-person view) and activates his keybind.
    Just before you fire your Inferno the MM and his buddies vanish and reappear just far enough away to leave you behind with a wasted Aim and Build Up and begin unleashing hell on you.

    Depending on the MM's powersets, build etc. the scene could also look like this:
    You run in, Aim, Build Up, blabla.
    Just as you reach your mark something goes *poof* and you begin puking your guts out while the pets give you funny looks.

    Or like this:
    You run in and find out you can't.

    Or this:
    You run in, Aim, Build Up, Inferno...
    ... and the MM and most of his pets are still alive and kicking (you into the hospital).

    Long story short:
    The sudden boom assault is not as reliable as you might think, especially not against experienced PvPers.
  20. Sitriel

    Further VEATs

    [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    almost no animation.

    [/ QUOTE ]
    I think this was the main reason why the devs decided to leave Mu out of the VEAT mix. There was one thread on the US boards not too long ago where someone suggested implementing some sort of non-humanoid EAT to which one of the devs (must have been Castle or BAB, not sure about that) replied that they didn't want to implement an AT that was too limited animation-wise (emotes, power animations etc.) and that the Kheldians with their emote-less Nova form were as far as they would go.
    Seeing that each and every Mu NPC is a wrapped-up bundle of hovering ancient magic this would leave only two options:
    - Limit the customisation options normally available, so that the player-created Mu also look wrapped-up in some way, adapt many power activation animations that would clash with the Mu's limited freedom of movement (Hasten, Aid Self and many more) and deactivate almost all emotes (or rewrite them if at all possible just like the power animations) despite of statements to the contrary.
    - Risk breaking immersion by allowing player-created Mu with full freedom of movement (which would probably mark them as outcasts to all "traditional" Mu mystics who insist on demonstrating their magical superiority by not letting the dirty earth soil their feet and refusing to use such mundane tools as their hands ).
  21. Wenn ich mich richtig erinnere wurde seine Lebensdauer auf 60 Sekunden erhöht. In dieser Zeit kann er alle 2,5 Sekunden seinen einen Angriff ausführen (den abgeschwächten Blitzbolzen). Theoretisch bekommt man für seine 26 Punkte Ausdauer also 24 kleine Blitzbolzen. Da das Vieh sich aber ungefähr mit der Geschwindigkeit von geslottetem Schweben bewegt, bekommt man die allerhöchstens bei Erzi-Kämpfen zu sehen. Sonst sind's eher so 5-10, je nach Metzelgeschwindigkeit des Teams.
  22. Ganz genau. Wenn das so live geht wäre der Voltaic Sentinel mit Abstand die schwächste Level-38-Kraft für Dominatoren. Rechnerisch ist er zwar nicht soooo schlecht, aber im Praxistext versagt er.
  23. Nicht zu vergessen: Der Voltaic Sentinel ist so lahm, dass der in manchen Teams nur hinterherschwebt und insgesamt nur ein-zwei mal überhaupt zum Angreifen kommt.