Sitriel

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  1. Sitriel

    Stone/Elec tips

    I wouldn´t say that you NEED fighting pool with an */elec brute. My elec/elec has gone all the way to 50 without it and never felt too squishy against lethal/smashing. The weak spot is toxic damage and the fighting pool doesn´t help with that.
    Keep in mind that the great strength of */elec lies in the ability to keep going with very high fury without ever having to stop for endurance. At least with my elec/elec I have not found a single way to free two slots for Boxing and Tough (and an appropriate number of enhancement slots on top of that) without robbing me of this ability and/or otherwise weakening my overall performance.
  2. [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
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    EDIT: Und ja, wer in diesem Spiel nach Gilden sucht, findet höchstens dumme Sprüche...

    [/ QUOTE ]

    Und was beweist uns das... ??
    Als wenn's so wichtig wär, ob man nun Gilde, Supergruppe, Clan oder Corp sagt - gemeint ist in jedem Fall das selbe...

    [/ QUOTE ]
    Wer sagt, daß das etwas beweisein muß? ...Außer der Tatsache, daß es in CoX schlicht und einfach SG heißt, während die anderen Mumpitznamen in anderen Spielen zuhause sind. OOC ist das natürlich ziemlich bedeutungsgleich, aber IC besteht ein himmelweiter Unterschied zwischen diesen Begriffen.
    Wenn man das nicht einfach anerkennen kann, zeigt man damit doch in erster Linie, daß man entweder zu faul ist, die Begrifflichkeiten des Spiels, das man gerade spielt, zu benutzen oder stur genug ist, anderen Leuten seine falschen Begriffe aufzuzwingen.
    Als nächstes fangen wir noch an und bezeichnen die Verbesserungen als Verzauberungen...
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    Nebenbei, bevor ich den Vorwurf mal höre, welche Rolle im Team fällt eigentlich Kheldianern zu?

    [/ QUOTE ] bei quanten und leerejägern?

    RACHEBOT!!!!

    [/ QUOTE ]
    Pah! Leereschlächter können mal problematisch werden (vor allem, wenn sie mal wieder direkt neben dem Elite-Boss/Erzi parken), das restliche Kroppzeug kann doch einen echten Kheldi nicht erschrecken.
    Die Rolle meines Kriegsschattens ist jedenfalls recht eindeutig zu beschreiben: AoE-Damage-Dealer.

    Und was die Geschichte mit den Teamrollen angeht: Die meisten ATs können je nach verwendeten Kräftesets unterschiedlich aber gleichermaßen "richtig" interpretiert werden. Gerade die Rolle des Damage-Dealers kann von vielen Toons "nebenberuflich" ausgeübt werden.
    Problematisch wird das eigentlich nur dann, wenn die betreffenden Spieler nicht erkennen, welche von den Rollen, die ihr Toon ausfüllen kann, dem Team in einer gegebenen Situation am meisten hilft oder wenn ein Toon von seinem Spieler in eine Rolle gedrängt wird, die mit den gewählten Kräften bzw. Sets nicht adäquat ausgefüllt werden kann (z.B. wenn der Strahlemann lieber mit dem Empathen um die Wette heilt anstatt zu debuffen).
    Gerade beim Damage-Dealing gibt es hierzu noch den Spezialfall, wo Unkenntniss und/oder Selbstüberschätzung dazu führen, daß viele leichtverletzte Mobs sehr sauer auf einen übermütigen Möchtegern-Blaster oder Freizeit-NK werden, gerne auch in Kombination mit brutalem Knockback, der nicht nur die AoE-Kräfte derjenigen, die tatsächlich ernsthaften Schaden anrichten könnten, völlig nutzlos macht, sondern auch noch dazu führt, daß die auf Talos angeschossenen Mobs noch Aggro aus Croatoa mitbringen.
    Die meisten Probleme dieser Art könnte man mit ein wenig Grips ganz einfach vermeiden...
  4. I have been reading this whole thread and now I am seriously wondering what this fuss is all about. I don´t think anyone would disagree that both Interrupt Duration and Endurance Reduction are valid slotting options for Aid Self.
    And I think all of us know that it depends on the specific toon in question if you get more mileage from the former or the latter.
    So, in my opinion, if a tanker is rarely interrupted because he has significant defense and/or some means to buy him the needed time window (AoE knockdown or disorient would spring to mind) he is better off with EndRdx as it helps regardless of being interrupted or not.
    However, as soon as a tanker finds himself interrupted regularly during the 1 second interrupt time, things get really complicated mathematically speaking (as there are some unknown variables regarding available "time buying powers" and playstyle). In some cases Interrupt Duration might be better, in other cases Endurance Reduction might still be on top and there might even be some cases where Aid Self will add no survivability at all, because it turns out to be a huge waste of time and endurance (and slots).
  5. Hmmmyes, normally I would have thought that it was the caltrops/thorntrops thing (I hate those Knives of Artemis missions with a passion when I play my MM), but the fight hadn´t even really started and there were no thorntrops to be seen. It was really in one instant that I swiched my pets to bodyguard-mode and drew aggro from Silver Mantis with the first debuff and it was that very moment when my pets ran off.
    On top of that the pets had behaved strangely before in that mission. They ran in circles on a staircase and couldn´t find a way off the staircase of their own. At other times they didn´t want to follow when ordered to do so and even tried to run off away from enemy mobs when set to "follow" (and the freakshows didn´t have anything like caltrops or burn patches). I had to "force" them into the big room (It was the room with the big storage boards and a bridge connecting two parts of the upper level.) with Silver Mantis in it by using "Go to" and "Attack". And the first time I set them to follow in that room they not only left the room but ran all the way down the corridor to that room, round the corner and I think they would have run all the way back to the entrance if I hadn´t died before they could do so.
    And, as a bonus, it was not the first time I have seen this kind of behaviour on a warehouse map. Very strange...

    The next day I had a just slightly different mission layout and had no such problem at all. Mantis´ thorntrops were centered on me, pets entering the patch by accident just left it and everything just went smoothly. I don´t have to understand that...
  6. I wish my pets were suicidal, but actually they are quite the opposite. Currently I encounter many pathfinding problems in those dark warehouses. Recently I faced Silver Mantis in one of those warehouses and as soon as I set my pets to follow+defensive they did the clever thing... they ran as fast as they could. So, there I was, standing right before Silver Mantis looking at my pets disappear behind a distant corner...


    She was not amused.
  7. Yup. Das will ich auch ganz stark vermuten. Viele Teile wurden "umorganisiert" (trotz gleichem Namen) und so kommt es bei älteren Kostümen immer wieder dazu, daß Teile auf die Default-Auswahl zurückgesetzt werden.
    Bei dieser langen Pause (Ein Jahr?!? Wie geht das? ) kann sich das natürlich ganz schön zusammenläppern.
  8. Well, all of my builds involve 2 acc in attack powers. There are still enemies around that you already miss more than enough with 2 acc, so I guess they would be really frustrating with only 1 acc.

    And about blaster-stealth: If you really need stealth when you want to pull with a snipe you are probably up against something you shouldn´t be up against...
  9. Hmmmja, was diese Sache mit den englischen Titeln angeht... Die Titel sind, anders als Badges, wiederum Client abhängig, genauer gesagt, von dem Client, der den Titel liest. Und nach allem, was ich bei einem Freund, der mit dem englischen Client spielt, gesehen habe, kann ich sagen, daß es keine gute Idee ist, sich auf dem deutschen Server mit dem englischen Client einen Titel zu geben, wenn man seinen Mitspielern nicht ungeahnte Freude bereiten will. Die Übersetzungen sind manchmal doch sehr frei... und außerdem scheint das Spiel eine Vorliebe dafür zu haben, offensichtlich männliche Toons mit einem weiblichen Artikel zu versehen.

    Und was das Problem mit dem Sprachmix für die englischen Spieler angeht, sehe ich (außer einem Einbruch bei NCSoft um an den Servern herumzupfuschen) nur die Möglichkeit, den Engländern einen Mini-Sprachkurs zu geben, damit die wenigstens erraten können, was der deutsche Server ihnen gerade mitteilen möchte.
  10. IIRC Taunt needs a little bit longer to activate, has a slightly better range (60' compared to 70') and has more than four times the duration of provoke. Otherwise it´s basically the same.
  11. First, let me sort out one mathematical error:
    One endurance reduction SO will save roughly one sixth of normal endurance cost as three SOs will not save 100% but rather approximately half a power´s cost.
    So, endurance-wise you can emulate stamina with 2 endu SOs per power. Otherwise you will drain your endurance fast... very fast when you are in large teams. And honestly, I would not even dream of a blaster with that many spare enhancement slots.
    It is certainly doable to build a stamina-less en/en blaster, but your performance will inevitably suffer.
  12. Sitriel

    mog



    And to add some of the great PvP aspects of MoG:
    Just try and use it against a SS brute with rage (and a full fury bar). Works best if he is accompanied by a kinetic corruptor and a mind/psi dominator.
    You just might see what Moment of Glory really means...
  13. I don´t know which kind of planet the OP comes from where apparently vocals are in short supply and numbers have their own grammar, but if we are talking about purple aliens I can surely add one thing or two.
    So, first of all I would like to say the following: if you want to be a warshade never ever plan a spec without paying attention to slots. Something that looks ok power-wise can be a nightmare slot-wise. This is the purple aliens´ curse. Forget quantums and voids, they are harmless in comparison.
    The second thing is: there is not much sense in taking nova without slotting it while slotting human-form attacks heavily. Nova form is all about damage. So, either slot for damage or leave it altogether and go for a different concept.
    And one more thing: a human/dwarf WS is certainly doable but I would not spec out of nova before level 32 whereafter purple fuzzies help a lot with damage output. (Hell, I personally would never spec out of my Purple Flying Fortress of Doom, but if it really has to be, let it be at an opportune moment.)
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    Yeah confuse works wonders with Mind/. Snaptooth however doesn't have triangles, although I'm positive that the only things that the PToD doesn't protect against are Sleep and Immob, I remember reading somewhere that Fear also gets through the triangles, but my money is on that PToD protect against that too.

    [/ QUOTE ]Confuse used to work fine on AV's around when I started (I3), dunno if it does nowdays though.

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    I sometimes spam confuse from a distance to get a better idea of when the triangles are down. Its a lot easier to see the pink head bubbles then some microscoptic triangles.

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    Just to spell it out: Yes, the PToD help against Confusion, but the EB-version is not strong enough to keep a dominator from getting the job done.
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    ist es vlt ne respec aus der respec-trial? dann musst du zu jack wolfe im freedom corps gebäude, das ist das ding hinter back alley brawler in galaxy city

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    Die Fehlermeldung "Respec failed" erscheint nicht, wenn man /respec eingibt (Dann meckert der nur, daß man keine freie Respec zur Verfügung hat) sondern nachdem man die Respec durchgeführt hat. (Die Respec selbst wird dann weder durchgeführt noch verbraucht.)

    Ich schätze, die einzige Möglichkeit ist, sich damit an den Support zu wenden und eine email zu schicken, wo man aufführt, welche Kräfte man gewählt und geslottet hat.
  16. Awww, well, I wouldn´t go for the 17 mob cap against certain kinds of enemies with my elec brute. (Huge chunks of toxic damager are not funny. )
    Then again, as elec brute with Power Sink I am more focused on active fury generation anyway.
    Best fun I have at lvl 50 with passive fury generation is against hordes of PPD peacebringers trying to Inascendent Strike me. It looks so damn impressive, but all they get is a "22". Each time I see one tic of my Lightning Field doing more than that to them I almost feel pity... and then I press Lightning Rod.
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    Although I still say PB doesn't boost -res

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    It doesnt. -res is another form of +dam and damage is not a secondary effect. PB does buff a whole lotta other things, like other debuffs in that build.

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    Although I have to contratict the notion of -res being just another form of +dam (It´s a form of -damage mitigation and affects the receiver´s side of the damage calculation) it is still not on the list of power boosted buffs/debuffs.
    I guess with some of the available -res powers and their direct and sometimes lasting effect on inflicted damage in mind Power Boost would seem slightly unbalanced, especially since it is quite good as it is.
  18. [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
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    A good stoney will have an advantage in passive fury generation over a different brute unless this brute is running his ultimate armour or has really good support. The price for this advantage is that he can not generate active fury as fast as his colleague.
    So, if we compare a good stone brute and a good non-stone-brute there will be situations in which one of both will generate fury faster than the other


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    It's rather logical ; it's why that a really good stoney don't activate his granite before a high level of active/passive fury or a low level of life (which implies a high level of passive fury anyway)

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    That´s logical indeed. I think this is a very good tactic to adapt to different situations. In this case a stoney would generate and keep fury very similar to a non-stoney who just triggers his ultimate armor when caught in a tight spot. Plus the stoney will have dps as high as possible most of the time. And it´s as close as a stoney can get to what I call "brutish". I like it.
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    Aerys:-
    The bar has an end to it, I spend a lot of time at that end with my brutes, and on both of them that's from the 17 guys around me. Granite can take more damage, but is still stuck to the same length fury bar. As I'm pretty much always at maximum fury I dont think playing a stone brute with Granite would give me more

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    No, what I meant by that was that since you can take on a lot more mobs, you takes more hits/misses and thus actually generate fury *faster*.

    Faster fury -&gt; Faster rise in dmg output

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    Well, that´s only half the truth. What you describe is exactly the shift from active fury generation to passive fury generation we have been talking about.
    A good stoney will have an advantage in passive fury generation over a different brute unless this brute is running his ultimate armour or has really good support. The price for this advantage is that he can not generate active fury as fast as his colleague.
    So, if we compare a good stone brute and a good non-stone-brute there will be situations in which one of both will generate fury faster than the other. I am quite convinced that average fury generation will be quite neutral or - if we are looking at small teams and teams with good support - even slightly in favour of the non-stone-brute.
    So, the point about the same length of the fury bar is valid, especially since brutes should not spend too much time generating fury anyway but rather keeping it at maximum for the next five minutes of killing (or whenever the mission ends or someone has to call for a break) which is the same for any brute.
    However, the stone brute will have better survivability and thus significantly better passive fury generation in teams with bad support or no support at all. So, if you spend a lot of time in teams like that (I certainly don´t as it unnerves me) the stoney will have faster fury (and keep it because of not dying that often) which might offset his damage disadvantage somewhat.
    In all other cases the stone brute will noticeably lag behind dps-wise.
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    Möglicherweise habe ich den Kinetik Def / das Spiel aber auch nicht verstanden, wer weis.

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    Möglich...
    Aber mal ernsthaft: Strahlenangriffe sind nicht die Damage-Monster. Deshalb ist es durchaus keine schlechte Idee, mit den Blasts vor allem zu debuffen. Jeder halt so, wie er kann. Keine Ahnung, warum du das so sehr als Problem ansiehst oder meinst, du würdest nicht blasten, nur weil du nicht auf Damage geslottet bist.

    Nur zur Info:
    Wenn wir mal Slots außer Acht lassen, macht ein Defender 65% des Schadens eines Blasters mit dem selben Set. Das ist sicher nicht zu berauschend (obwohl dafür immerhin die Sekundäreffekte stärker sind) und einer der Gründe, warum ich beispielsweise von Empathen keine Blasterei erwarte.
    Mit den ihm zur Verfügung stehenden Mitteln kann sich ein Kinetiker dauerhaft selbst an sein Damage-Cap bringen und macht dann permanent 260% des Schadens eines Blasters ohne Hebel. Wenn man das als mickrigen Schaden bezeichnet, dann sind Blaster ohne Hebelpunktverschiebung wahrscheinlich extrem vergimpt und sollten lieber auf ihre Angriffe verzichten.

    Ich persönlich finde jedenfalls immer wieder die Zeit, mal kurz in "Blast-Mode" zu gehen und seltsamerweise stirbt mir trotzdem nur dann jemand weg, wenn ich ihm aus welchen Gründen auch immer gerade nicht helfen kann. (Die Schwächen eines mezz-anfälligen Squishies mit gegnerbasiertem Heal...)

    /end_off_topic
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    ...zum Beispiel wäre mir ein Kinetiker, der gar nicht blastet, wahrscheinlich etwas suspekt.


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    Na dann dürfen wir nie miteinander teamen.
    Primärpool mit Ausnahme von Trägheitsreduzierung bis zum jetzigen Lv (30) komplett geskillt plus alle Führungspoolkräfte außer Manöver.
    Ich habe lediglich 2 Angriffe, welche auch nur mit Genauigkeit und Debuffs geslottet sind.
    Bisher kam das noch niemandem suspekt vor, das ich mich um die Verteilung der Primärskills an die Teammitglieder und weniger ums blasten gekümmert habe.

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    Haben die Kinetik irgendwie verändert, als ich grad nicht hingesehen habe?
    Hey, kribbla, du bist doch Kinetiker. Mit zwei (egal wie, Hauptsache irgendwie sinnvoll) geslotteten Angriffen solltest du doch wohl eine halbwegs brauchbare Angriffskette haben und wenn du erst einmal fleißig herumhebelst ist der Schaden wohl kaum ein Problem.
    Als Kinetiker hat man ja fast immer Zeit für ein bißchen Blasterei zwischendurch, alles andere ist Kinderkinetik oder das Team bekommt einfach zu viel auf die Schnauze.
    Also, wo war doch gleich das Problem?
  22. Considering the suggestion to replace one corruptor with a MM: Yes, I have thought about that. That´s the reason why I wrote that the mentioned team setup was one of the best setups I can think of.
    And yes, my favourite two MM secondary powersets to include would definitely be poison and dark.
    However, I find it by far more difficult to find an equally good team setup including stalkers (at least unless they get unresisted damage in PvE). So, as soon as you have an experienced LRSF-team a stalker won´t hurt you, but stalkers will definitely not be part of my LRSF dream team.

    Edit: Ooops, I just realized that I suggested something like a balanced team setup with a mix of different powersets again... I guess I should better get some fire-proof asbestos underwear before Filth catches up.
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    I teamed on my corr with group with 3 stone brutes, 2 with granite and none of them had taunt and consistantly let me a stalker and maybe another guy I forgot die, over and over.

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    Sadly I have seen some of those, too. They are the ones giving */Stone a bad name sometimes. They remind me of those no-aggro-tanks in CoH. These guys play Stoneys not because they want to be the fortress between the enemies and their team, but because they themselves want to be as safe as possible from harm.
    Seeing that a well-played Stoney can be a valuable asset I find it disappointing to see these guys around. Somehow I feel that in a way they are leeching as they do not contribute too much to the team.
  24. If you take the inherents into the equation you also have to look at the individual playstyle.
    You said that you did not have problems building fury and in this case a brute will be superiour to a scrapper... and, as I said earlier, will be a lot more fun to play and implant some sort of fury bar into your brain, possibly leading to a more aggressive playstyle with any AT. Trust me, I have been brutinized.
    Someone who is not that adept at building fury and/or who teams a lot with people who call for a break after every other spawn will possibly almost never see a full fury bar (at least not for long). In that case the scrapper´s damage with crits will quite easily outdamage the brute.
    I have seen (and done) some calculations back when PvP fury was buggy that show that a scrapper will outdamage a brute in a duel if the brute starts with 0 fury. I have not recalculated this since the bugfix (as the drive with the data files is in hard disk heaven now), but I am quite sure that this equation will be a little bit in favour of the brute now. And seeing that you try to keep up fury as high and as long as possible a brute will outdamage a scrapper in the long run any day.
    So, I just have to vote for the well-played brute.