SkeetSkeet

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  1. Quote:
    I found Thunderstrike to be underwhelming on my Storm/Electrical defender. It's slow to activate and doesn't do all that much damage.
    Seconded. I took thunderstrike a couple times on defenders and always ended up dropping it in a later respec. Large end cost and underwhelming damage combined with aoe KB that often as not was at cross purposes with whatever else it was I was trying to do at the time.
  2. Ah, wasn't taking the pet aspect of it into account, I see what you're saying now.
  3. Quote:
    Originally Posted by Luminara View Post
    Tactics: Buff duration - 0.75s, activation - 0.50s. This means that every 0.50s, it applies a buff which lasts for 0.75s. You can check it at City of Data for yourself, all of the Leadership toggles use the same duration and activation time.

    I haven't checked every toggle and auto power in the game, but all of them that I have looked at work this way. Stamina, for example, is a 10.25s duration, 10s activation. Durations and activation times vary, of course, but that's the basic mechanic for toggles and auto powers. None of them are constant, they're just automated clicks with a brief window of overlap to ensure that they appear to be constant.
    If the duration is longer than the period between applications, where does the part where you actually have to worry about it not being applied come into play? Sounds like it is constant as long as you have it running or are in range of it.
  4. Quote:
    Originally Posted by Desitre View Post
    It's really not that hard unless you are trying to get IOs and all that crap. This is what I run on my empathy.

    -Empathy-
    ALL THE POWERS!!! lol

    -Archery-
    Snap shot
    Snipe(something like that, just shows how much I use it.)
    RoA

    -Fitness-
    Swift
    Health
    Stamina

    -Flight-
    Hover
    Fly

    -Leadership-
    ALL the powers

    -Teleportation-
    Tp friend

    -Power mastery-
    Conserve power
    Power build up

    MY SECRET!
    power mastery and fitness fix all my end problems. And the fact Almost everything in Empathy is six slotted(besides things like fort. clear mind, and rez.)

    Yep thats it, no IO's really besides that I have numina something lol. and doctored wounds. oh and not to forget the fly maxed out with IOs.

    I have never really had a problem with endurance really. Maybe because all I do is heal and not attack unless RA is up.
    I'm just going to assume the above was sarcasm.
  5. Quote:
    Originally Posted by Gaymer View Post
    Same here. It has made me hesitant to use WW's when not soloing.

    Indigo, leader of the City of Gaymers
    I know the feeling. It's a lot of fun having to decide whether opening the auction window is worth the chance the game will choke on its own vomit in the attempt.
  6. Posting patch notes with a patch must be really hard. Really, really hard. Five years and they still haven't got it yet.
  7. Quote:
    Originally Posted by Luminara View Post
    No, Tactics isn't sufficient. You have no way to determine when Tactics pulses and therefore cannot time your use of RoA to coincide with a fresh pulse in order to ensure that it will have the ToHit buff.
    This is the first mention I've seen that a toggle might not reliably maintain a constant effect. Any reference for that?
  8. SkeetSkeet

    Rain of Arrow's

    In those situations, change the sequence of your actions and fire off RoA earlier or even first. If everything is still hitting the ground before your RoA lands, go afk and leech because your team can steamroll that stuff without you anyway.

    Ok, I kid about the leeching but yeah, sometimes the npcs are so overmatched by the team that most of what you can do is overkill.
  9. There really isn't any way to get decent mez protection on an empath (or really any defender that doesn't have a bubble). Acro gives you a little bit but it's such low mag that the only thing it stops is the occasional stray low grade minion hold. Bosses and such will still hold you right through acro, to say nothing of all the stuns and sleeps you'll encounter. Overall, the hold protection ends up being of little practical utility.

    Generally I just rely on a combination of making sure I have a couple break frees handy (more if I know going in the enemy is mez heavy) and whatever mez cover I can get from teammates.

    If you do drop acro, superspeed is a good candidate to replace it. Aside from the movement convienence, having full invis is a very useful, team/tf friendly thing.
  10. I'd look at acrobatics as expendable. One less toggle in a staminaless build is always a good thing and the kb protection can easily be made up with an extra IO somewhere else.

    Also, end cost reduction on fort and recovery aura will be very helpful. At 10 and 26, they can really put you in a bind.
  11. It always amuses me when people in the game say "nice heals" or feel compelled to give thanks because I mashed a button that gave a buff. My standard response is to thank them in turn for hitting things or shooting at enemy. Sometimes it makes something click in their heads and they realize it was kind of silly and unnecessary, sometimes not. Either way I get a laugh out of it.
  12. Quote:
    Originally Posted by Frosticus View Post
    imo you play TA for oilslick and you play arch for Rain of Arrows. So hasten is pretty much mandatory for an enjoyable TA experience (at least IME).
    That pretty much sums up my TA/A def.
  13. TA has always had a bit of a glass jaw. Part of its charm.
  14. SkeetSkeet

    Teleport Foe !

    The old uses for tp foe, putting people in mines/caltrops/AS are pretty much gone but it still has its moments. Mostly on teams where pulling a runner back for another round of attacks or taking an enemy from a place where they believed they were safe to a place where they're alone getting beat on by your team.

    As mentioned earlier in this thread, KB is probably the best tool to follow up tp foe with. Wormhole is nice if you can get it, or any high mag ranged kb + tp foe.

    It's not something to base a whole build around but if you happen to have a build with some room in it it's a fun gimmick to have available.
  15. Slotted vs unslotted trumps all other considerations. Really, the best response when recruited for that TF would've been "I'd love to go but I can't right now, I have to go slot my build"
  16. Quote:
    Originally Posted by Hellsminion_CoH View Post
    If current trending hold true, and NCSoft remains committed to enhancing CoX and making resources available for said enhancements, then really, the possibilities are endless as to the direction of the game.

    But then, at what point does the program get too large and complicated (glutted) with old code, thus warranting a complete re-write?
    Three or four years ago? At this point the code probably looks like something the A-Team rolled out of a barn after a musical montage.
  17. SkeetSkeet

    Fire/Pain

    Quote:
    Originally Posted by Tokyo View Post
    So, i'm working on a build with friends and i'm attempting to maximize my survivability while playing the role of support without gimping myself too much on damage output.
    I'm on the fence on whether I should be taking enforced moral or vengeance. Enforced Moral offers significant mez protection and perception to teammates; however veng is always welcomed on any team and I could probably use it to slot yet another lotg and KB protection proc.

    The build is mostly for running SFs perferably speed ITFs, Baracuda, LRSF

    Any and all input is appreciated.
    Really both enforced morale and vengeance are worth having. I would drop acrobatics, you already have decent kb protection with IOs slotted elsewhere. Then you can take both veng and EM.
  18. Here's my two and a half cents...

    One thing that jumped out at me was zero knockback protection. You can address this cheaply with a couple knockback protection IOs from karma or steadfast protection. Two will cover most situations, 3 or 4 will pretty much guarantee you stay on your feet.

    In tactics, you can drop the recharge piece and save a slot from the set you have there.

    Recovery aura doesn't really need end mod slotting. The base recovery is more than enough for normal situations and even fully slotted for end mod it can't overcome the -recovery from a nuke.

    Three slots saved above can extend adrenalin boost out to six slots where you can benefit from a set of five doctored wounds and one end mod. A single end mod in adrenaline boost is useful to raise the recovery high enough to overcome a nuke.

    Regeneration aura is another good place for a set of five doctored wounds.

    You can steal a recharge away from soul transfer and resurrect to use for your knockback protection.

    A slot can be saved off will domination and psychic scream. Both of those sets will give you just as much bang for the buck at 6. I'd drop the dmg/rng from psychic scream and the chance for buildup from will dom.

    In teleport you can slot the endurance/range piece from blessing of the zephyr and either use second slot elsewhere or drop the zephyr knockback protection in it.

    Since you don't have stamina, some of the extra slots saved would be well spent reducing endurance cost in powers like fort, recovery aura, rez or cm.
  19. Quote:
    Originally Posted by QuiJon View Post
    Now notice i said "EARN" a drop. I am not saying the drop is not earned, i am simply saying that the reward structure rewards some more often then others, simply off how they choose to spend their time. It would be nice if something could be aranged that equaled that out somewhat. Like a merit purchase for a random purple, or ticket purchase, or even just an equalizer like every so many X recipies if you havent earned a purple you automaticly get a random drop of one on your next recipie.
    The market is the equalizer. Maybe 1 in 20 of all the purples I've slotted came from drops but as long as I do something that generates marketable rewards, be it tickets, merits, pvp, general hunting, whatever... I can use the market to convert what I get into what I want. It works very smoothly for me, YMMV.
  20. Quote:
    Originally Posted by OneWhoBinds View Post
    Blegh... needed to get that off my chest. Sorry for the rant all. Just... upset that THIS is the state of Defenders, and it seems to be good for most people.
    You encounter a bad lowbie player and conclude they represent "the state of Defenders." I'm sure there's nothing in that logic that wouldn't fall apart in a closer look.
  21. SkeetSkeet

    Level 50 Snobs

    Quote:
    Originally Posted by Westley View Post
    1. I've been doing it the entire time there's been a game. It's only been a FOCUS of my gaming experience for the last year.

    2. I never said it was snobbery because they didn't want to exemp down. I was suggesting it was snobbery because of that specific REASON they gave... which I'd never heard before recently. No one else in the past has had this issue.

    3. Probably. But you don't need an excuse for that. All they have to do is not reply at all, or say "No thank you." Either one of those makes more sense than creating a fake excuse.
    Your attitude that every 50 should enjoy playing exemplared because you want them to and furthermore, you don't approve of their reasons or how they choose to play their toons... is the very height of snobbery. Get over yourself. Yesterday, if not sooner.
  22. TA isn't particularly strong for 1v1 or solo zone pvp. You'll beat weaker players or bad builds but all things being equal, nearly any fotm build will beat a TA--they're fotm and TA isn't for a reason. However if you have teammates to follow on with damage after you ground and debuff a target in zone pvp, TA is highly effective. Entangling, glue, acid... rinse, repeat.
  23. When I leveled an empath without stamina, the biggest thing I noticed was that most of the empathy powers are real end hogs. I would slot some end reduction in fort, cm and recovery aura. Especially recovery aura at a base cost of 26. There's nothing worse than having unlimited endurance at your fingertips, needing it desperately and not being able to get it off because you're too low.
  24. Skip mental blast and go for damage with the other three. With kb/immob/sleep secondary effects they're all very proc-friendly too.
  25. Quote:
    Originally Posted by Frosticus View Post
    no 2.27 end/sec burned just from toggles. Net recovery of less than 1 eps means in conjunction with how you have LS, nado, and FR slotted that to use 3 attacks and those summons would suck up about 78.5 endurance over ~10 seconds so a total of 68 end gone just like that and such low net recovery that like I said you need a kin for it to be playable.
    68 end gone just like that is still 47 end remaining. That's a significant cushion against zero which is easily managed. In actual use, peak end burn isn't sustained 100% of the time, while recovery is constant.