StratoNexus

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  1. StratoNexus

    Master of Lambda

    Gratz. So far my best attempt has gotten him to 22%. We got him to 50% in 6 minutes, but then slowed down. The server slowed down dramatically and we could not get our powers off cleanly and quickly (neither could Marauder, there were huge lengths of time between Nova Fists). We did notice that even though the game had slowed down, the trial timer did not. I find that fact, disappointing.

    We got him to 24% with 6 minutes left. In those 6 minutes, we got that measly 2%. Yay for server slowdown increasing the duration of his Unstoppable!
  2. The double is in the SE room.

    The NE room only has the one crate in the SW corner.

    The SE room's second crate is on the east side of the room, pretty much straight in from the hallway that enters from the east.
  3. Well, I do believe that the timers on the trials somehow escape the server slow downs. This effect may be very helpful on something like the escapee phase of the BAF. However, it is very detrimental during an attempt to get the Lambda badges for not using acids or grenades.

    You can notice your powers taking longer to activate/recharge (and of course the enemies have the same issue), but the timers still actually countdown real time. One would think server slow down would also slow down the clock.
  4. Quote:
    Originally Posted by Computer View Post
    Does that mean it's +Special doesn't affect Defense sets?
    The +Special will work, but it is possible the +defense in Barrier is worth more anyway. I am considering Clarion on my WP/Mace just so I could buff my team with it though, since I have few needs, I may as well help the team. Ageless and Barrier are appealing as well though. Which one has the Resists effects? That is the one I will likely settle on (I think it is Ageless). I haven't given much thought yet for my Fiery tanker, but the +max HP is appealing, though I already have a good heal with HF.
  5. I too have gotten Shard drops in the trials (twice now). They are very rare. I assume it is an odd bug that occasionally crops up. It was reported in the Beta, but it is likely one of those bugs that is so intermittent, it may be hard to fix (and it also is mostly a non-issue, so it is likely very low priority).
  6. Quote:
    Originally Posted by Dirae View Post
    Can I deal a type of damage other than smashing now?
    Thanks to IO damage procs, yes!
  7. Quote:
    Originally Posted by Gemini_2099 View Post
    I remember issues that were well rounded content wise for a variety of players, with some issues being the exceptions of course.

    But this is a trend of more to come, not the exception IMVHO.
    I very much want other ways to get reasonable thread and component drops. But I think you make an unfair statement. The issue has 2 new task forces for our alts or for new players leveling up, level 20-40 content. That is likely more "content" than the two new trials. Prometheus is there for any Incarnate (or maybe level 50, not sure if he will talk to a 50 without a slot unlocked) to chat to for more story (no gameplay with him though).

    Sure, this issue is focused on leagues, trials, and level 50+, but it included other stuff and while level 50 stuff will be included in future updates, so will level 30-50 (or maybe still 20-50) stuff.
  8. The fact that only two trials drop the new components is indeed a problem. I believe they will resolve it sooner, rather than later. I believe that, because I am an optimist.
  9. Quote:
    Originally Posted by Zombie Man View Post
    No. The latter 2 shifts only work in Incarnate Trials.

    The Alpha Shift works everywhere, but only at exemplar levels 45+.
    OK, that is what I thought, but I figured that information would be in the patch notes. I suggest that the patch notes should reflect the fact that the two new level shifts only apply in Incarnate trials.
  10. Quote:
    Originally Posted by Avatea View Post
    • The Lore slot provides access to summonable essences of defeated Praetorian foes to fight for you. Unlike normal summon powers, these allies are controllable using the Mastermind control interface, even for non-Masterminds. The recharge of Lore powers cannot be buffed or debuffed. Rare and Very Rare powers in this slot provide a level shift.
    • The Destiny slot contains a variety of large-scale defensive AOE powers which provide healing, protection, or buffs to friendlies within a large radius. The strength and duration of these buffs is unaffected by archetype buff mods, and the recharge of Destiny powers cannot be buffed or debuffed. Rare and Very Rare powers in this slot provide a level shift.
    Do these levels shifts apply in all content now?
  11. Quote:
    Originally Posted by Garent View Post
    But mine has bigger numbers.
    Which numbers are bigger? It is possible they are numbers that are less important to Tourettes. Both your build and mine give much better protection, although the addition of Aid Self in PWs build may make that a wash most of the time.

    PW's build has a higher damage bonus and then it can shoot the damage even higher with Soul Drain, which has a great uptime. I kind of feel dumb for not switching to Dark Mastery on my build in hindsight, but PBU bubbles were blinding me to that option. She also made good use of damage procs.

    I missed KB protection on my build (hangs head in shame, I started with a build that had Acrobatics and when I switched the travel pool from leaping to fly, I forgot), although you could take the 2nd slot in Force Bubble and move it into Tough to slot the Steadfast KB IO which will also get some more HPs.

    PWs build has some issues though. The miracle proc should be in Health (which will drop the regen rate significantly), just jam a recharge into Soul Transfer (or maybe a AbsAmaz: Stun/Rech). The Numina proc should also be in Health, but doing so loses significant ranged defense (losing out on the one small luck to ranged soft cap). Its defense is lower than I prefer on a FF build. The sacrifices it makes to get high damage and recharge are not palatable to me, but they are a viable choice.

    I am still not feeling Hasten or recharge in general. FF doesn't need it. Solo on modest settings it is not very helpful offensively (I figure most people would solo a FF/Nrg on 0 or +1 / 1-3 people). So that leaves adding DPS in AV fights or getting the AoEs back more for teaming (neither of which are generally a FF/Nrg priority). It is possible I am missing something about the OPers playstyle and it is also worthy to note that I have never been someone to chase recharge unless I had a very good reason, so my personal bias is coming into play.

    One thing I want to add, since it is a pet peeve of mine. If you are a hovering FF defender, please, please, please do your best to keep most of the team in the Dispersion Bubble. So many times I see bubblers up in the air off at range and they are the only people in the DB. It makes me weep.
  12. Quote:
    Originally Posted by mintmiki View Post
    or some people post builds and ask for input are are ignored.
    If you post a build and get very few responses, that is usually simply a sign that people like the build as is. If people look over a build and do not have anything to add, they just move on. You should be happy when people do not respond to a build you posted, it likely means you did a good job with the build.
  13. I have heard that using the /releasepets command can fix that problem. Using the /petcomall dismiss does not fix it though.
    Zoning across world zones does not seem to fix it, but zoning into a mission (or out of a mission) does seem to fix it as well.
  14. Quote:
    Originally Posted by Garent View Post
    Man, kind of sad that it took a bribe to get this kind of response to a build request thread :P.
    It certainly wasn't the bribe that made me post. I have a level 50 FF/Nrg and the original poster was very detailed as to their goals. That made this an easy topic to respond to.
  15. Quote:
    Originally Posted by Zombie Man View Post
    they think they can split from the group and do their own thing safely v. 15 +4 Bosses for an extended time.

    The new cap discourages that... rather purposely.
    How well does that work as discouragement vs. 15 +3 bosses, +2 bosses, or +1 bosses, which is what we eventually will be facing?
  16. I love the Nerve for WP (and for tankers in general, tbh). The extra cushion on defense is very useful on a character with low DDR. I built around the +Acc and was therefore able to prioritize slotting so that I was accuracy capped vs +4s while not needing a lot of Accuracy slotting. Finally, the taunt component in Nerve is great for all tankers, but especially useful on a Willpower, since the taunt aura is weaker than other sets.

    The Spiritual can add a good chunk to your offense and can get you more HPs and regen, so it is a good add. I am less thrilled with Cardiac and would avoid it except in a concept build.
  17. I went for a mix personally. With my debuffs, I felt I did not need to cap defenses. Since I planned on using Spiritual, I did not need tons of recharge.

    I ended up with 29% ranged defense and 15 to 26% in all the other areas. I have 40% global recharge plus Hasten (downtime with Alpha is 25 seconds), so I normally am at 110% +recharge.

    If I were to use Musculature (a great choice for a Dark/Dark) I'd likely concentrate on recharge first and then try to get some defenses (ranged at least) up to 20ish percent.
  18. Blizzard's recharge is too long to be practical and Ice Storm deals less than half the damage of Rain of Fire (MIDs is incorrect on the RoF number, each tick deals 3.34 damage not 1.668). Ice Blast's cone deals 80% of the damage of Fire's cone in the same animation and Ice Blast does not have an equivalent to Fireball.

    Maybe with Soul or Mu Mastery you could get enough viable AoEs though.
  19. Here is a build that could give you a place to start. It doesn't have the Stealth power, but it does have a Stealth IO. If you want true invis, then you would have to drop something and pick up Super Speed. I am not a big fan of Hasten in the build; I am guessing it is for concept?

    Endurance may be problematic when EXing, depending on how you manage it, but you should be golden at level 45 and up.

    +64% damage solo works very well on a defender, IME (my Emp/Elec/Power runs just about that level).

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tourettes: Level 50 Magic Defender
    Primary Power Set: Force Field
    Secondary Power Set: Energy Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(34)
    Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(29)
    Level 2: Force Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(50)
    Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(23)
    Level 6: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(34)
    Level 8: Hover -- Frbd-Stlth(A), Frbd-Fly(40)
    Level 10: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(23)
    Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(15), RedFtn-EndRdx(34)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(37)
    Level 18: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(39)
    Level 26: Repulsion Bomb -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27), Rope-Acc/Stun/Rchg(29), Rope-Acc/Rchg(42), AirB'st-Dmg/Rchg(43)
    Level 28: Aim -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
    Level 30: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(37)
    Level 32: Force Bubble -- RechRdx-I(A), RechRdx-I(33)
    Level 35: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
    Level 38: Personal Force Field -- RechRdx-I(A)
    Level 41: Power Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48)
    Level 49: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(46), Mrcl-Heal(46), RgnTis-Regen+(50)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)



    Code:
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  20. Quote:
    Originally Posted by rsclark View Post
    Anyone who gets more satisfaction from beating 50s at 50+1 than they would from beating 49s at 50 has some emotional problems given the identical mathematics of it all.
    Actually, I was thinking more along the lines of fighting 51s, 52s, 53s, or 54s. I am not as happy when I see blue cons (even whites, really).
  21. Quote:
    Originally Posted by AzureHaze View Post
    I'm a bit suprised nobody have asked for changes to bodyguard yet. As it is bodyguard can be acticated by pets being in defensive follow. However, especially with single-target pets like Ninja, this means they hardly stay attacking one enemy and do not consolidate their attention on 1 mob unless directed to do so, breaking bodyguard.

    I would like to see Bodyguard extended to defensive stay, so that if the MM wants to grab aggro and not get their pets blasted by an aoe, they can do so. I would also like to see bodyguard extended to defensive attack, allowing us to concentrate our pets firepower on 1 target without risking death.
    IMO, that is part of the balance of BG mode. You sacrifice some damage and the ability to focus fire in order to gain significant survivability.
  22. In regards to the horizontal expansion of Incarnate abilities, I think you need to be very concerned about taking one of the strengths of the system and turning it into one of the drawbacks.

    I have often wondered why a feature like this was not added to the pre-50 game. Adding power choices to the various powersets and then making some of them exclusive to each other would have been a good way to offer breadth to the game and allow for a variety in user experience and preference (so, instead of 9 choices, each set might have 11, but you can only take 9 of the powers because. With the ability to respec, we had a reasonable method to alter the power structure as well.

    With the current implementation of Incarnate abilities we do not have a true respec option. If I get the tier 4 Musculature or the tier 4 Clarion and then you release 4 new Alpha trees and 4 new Destiny trees, some of which may appeal to me more than my previously available choices, there is currently no way to change my mind. I have to regather and craft again. I understand that this system is partially loot based (for example, the same thing may happen anytime you release a new invention set, and I have not complained about this issue in that area of the game), but IMO, that may be too high a bar to set in the Incarnate system.
  23. Quote:
    Originally Posted by SM123 View Post
    3. even if they DID taunt him, that aggro would go to me
    That is not necessarily true. Obviously you toggle does not have a taunt effect, but it does change the way the hate list is ordered. While in the case you describe, I do not think you caused an issue, I would not be so sure that the aggro mechanics are as simple as you might think.
  24. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    So who was putting Shields at the lower end?
    Come on! That build is lame compared to most of these others! Hit points below the old tanker cap, low regen, and paltry resistances.