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Pets generally only come with certain powersets.
The obvious sets are all the Mastermind sets who get the most pets (6 in total from their primary sets) and have ultimate control over them.
The other main sets that provide sets are the Controller/Dominator primary sets (except Mind Control) and you get them at lvl 32. But you dont get any control over these. These are:
Gravity - Singularity
Earth - Animate Stone
Ice - Jack Frost
Plant - Fly Trap
Illusion - Phantom Army, Spectral Terror, Phantasm
Fire - Fire Imps
However there are also some other sets that provide pet/pet like powers which include:
Storm - Lightening Cloud, Tornado
Devices - Gun Drone
Traps - Acid Mortar, Seeker Drones, Forcefield Generator, Poison Gas Trap
Dark Miasma - Dark Servant
Electrical Blast/Electrical Assault - Voltaic Sentinal
I think that covers most of them. There are other powers such as Rain of Arrows and Burn which are spawned like pets as well.
EDIT - You can also get some limited use temporary power pets (e.g. Gears from Faultline arc, Warwolves from Striga arc, Amy from Croatoa TF) -
One thing that has only been touched on with the idea of using special characters is using an apostraphe to indicate possesion. I use it every so often such as:
* Mind's Arrow
* Angel's Ghost
* Nature's Release
So thinking way back to the OP's thread I would have tried Celestial's Strike - which is available on Union on the EU servers. Not sure if it would be available on the US servers but RARELY see any characters that use an apostraphe in this way in their names.
And I whole heartidly agree with peoples suggestions about using other languages - Ive got a string of characters who use the Finnish word for bear, Karhu, because I really like the look/sound of it.
And to be honest Ive been a bit surprised to find a few names are available which I thought would be taken like:
* Psychic Whisper
* Miss Manic
* Tristar Phoenix
And sometimes get inspiration from other sources like 'Devil Divine' which is a lyric from a song.
Anyway thats my two inf on the subject! -
Quote:You are completely right about Set Bonuses stacking with each other. Like you said a 3% damage buff and a 2% damage would go together to give a total 5% damage total. HOWEVER an important point to remember is that you can over ever have five of the same set bonus value before they stop counting.So, with that being said, let's say you have one Invention Set such as Scirocco's Dervish for PBAoE Damage that give's you with two enhancements a Regeneration of 10%. Now, I pick up another Invention Set let's say Devastation for Range Damage that with two enhancements will give you a Regeneration of 12%. So if I add the 10% from my Scirocco's Dervish with my 12% from my Devastation, that would bring my total regeneration up to 22%? This would go for the other bonuses within that enhancement set such as Health and Damage,..etc. Every time you have one set has the same bonus e.g. Damage 3% from one set plus Damage of 2% from another set = 5% Damage would that be correct? Also, does it cap at 100% and anything over is not used?
This also brings to light when viewing your powers under the "set-bonuses" area and you have some enhancements that say Moderate Healing Bonus or Superior Damage Bonus. I would guess that these would change as you stack more enhancements to "round" out your toon's powers would that be correct? Also, when using Mid's Hero I am guessing that this will break all this down nicely for you. I am still getting used to reading Mid's info so it is a work in progress.
So for example if you have six 3% damage buffs from set bonuses only the first 5 will count, so you will get a bonus of 15% damage buff and not 20%.
However if you have five 3% damage buffs from set bonuses and a 2% damage bonus they all will stack giving a total of 17% damage buff.
So you could stack set bonuses with multiple values up to 5 times each.
This is called the rule of 5.
The is a option which will display all your set bonuses in Mids, its the last option in the menu bar and its called Set bonuses (can't remember the specifics as I haven't got it in front of me).
Im not sure if the name of the set bonuses change in terms of the Moderate, Tiny etc. Ive got a feeling that they don't. -
It would be good if they actually added it to the tutorial about invention sets IMO
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Thanks for the advice guys - really appreciate it
I thing I had in mind with my Kin/Electric was of having some sort of mitigation while having to be up close and personal due how to how Kin is designed and because of Short Circuit.
With my Kin/Arch I went with Mass Hypnosis but that was mainly because of the long activation time of Rain of Arrows.
With my Rad/Dark I was thinking of having it as a secondary aura control to Choking Cloud and it will stack with Dark Pit.
Ive also got a Storm/Dark defender who I was planning on taking it with because of the synergy between Dark Pit and Thunder Clap - but I haven't quite found the love for this toon yet, I love the look of it on paper (and love Storm from playing my Grav/Storm) but actually playing it hasn't really enchanted me yet! -
After having a quick glance at this thread about the pros/cons of Oppresive Gloom on scrappers I wanted to get some peoples thoughts on whether it is any good for a Defender to use.
Ive only really just got into Defenders and am starting to really enjoy them. Ive got a Kin/Electric and a Rad/Dark planned and was thinking of going the Dark Master route for their epics (although they are a still a 'tad' off reaching lvl 41 yet!) and was thinking of taking Oppresive Gloom.
Am I completely mad?? Or is Oppresive Gloom a valid choice for a Defender???
Thanks! -
Quote:I have to agree with Rad Valkyrja on this one about the Psychic Mastery APP because of Mass Hypnosis. Because it follows the same rules as the Mind Control power it won't agro while stealth'd so you can set up Fulcrum Shift and your buffs without to much danger, particularly useful on a coordinated team or while soloI chose Psychic Mastery myself, Mass Hypnosis and Dominate have come in very handy for myself and my teams.
Thunderstrike is very positional, I use it to knock stragglers into the tanks heap or to clear/lessen mobs heading for me. Air Superiority slotted with with Pounding Slugfest: Chance to Disorient comes in handy for those melee needs, and it recharges quickly.
[QUOTE=Griff Mender;2374850].... depending on your playstyle you dont even need to take the fitness pool ( understand im saying "need" alot of people like to maximize slotting etc. im just saying its not totally necessary) which means you can take a bunch of your primary and secondary powers. ...[QUOTE]
Ive found that I didn't need Stamina at all on my Kin/Arch and he runs the 3 leadership toggles. As long as you slot your powers for a End Reduction and take Transference (and slot it ASAP) then Ive not had any problems. Yeah, you get the odd time when it misses or you/the enemy gets knocked away but if you have hasten it recharges quick enough and you can carry the odd blue just in case. -
Quote:My highest defender (lvl 43) is Kin/Arch and Ive loved playing him. I will agree that some of the Archery attacks feel a bit weak when you're not buffed (or the enemy isn't debuffed) but with my Kin I generally working with a damage buff of 150% to 300% depending on whether Im teaming or solo, and you really notice them packing a punch!Fulcrum Shift + Rain of Arrrows... *giggles*
Shucks! Now I have to play my kinetic archer again!
And now I have gotten to epic pools I am loving the solo combo of:
Stealth (SS and Proc) + Mass Hypnosis + buffs and Fulcrum Shift + Rain of Arrows
hehe -
Quote:That is brilliant! I could easily see that as dialogue in GR!!The suggestion that the fringe terrorist group known as "The Resistance" even numbers more than a dozen-odd maladjusted sociopaths is ludicrous. To suggest that they even have a remote chance of "winning" is a disappointing thought pattern. However, Emperor Cole has never turned a blind eye to his children, and neither do those loyal to him.
When we find these people, and we will find them very soon, we will treat them with the respect and proper medical and neurological care that they deserve.
For the Emperor.
Well at least they recruit Kheldians which LR doesnt :P -
Quote:I just want to point out that the only primary blaster power set that only has two AoE/Cone (including nukes) attacks is Psi. Arch, Electric, Energy and Ice have 3. Rad, Fire and Sonic have 4 (not sure why you list Sonic as a single attack powerset). While AR has 5.I do not mean to troll here, but I am interested in gathering some opinions.
I used to solo more but now I mostly team. It seems that my AoE blasters, such as fire/, AR/ and Archery/ bring more damage to a team than my single-target blasters such as ice/ and sonic/.
Do you think single-target blasters pull their weight on large teams? Why or why not?
But even then comparing the number of AoE/Cones can't be done directly because you have think about the type of damage being dealt and what the set offers in terms of mitigation/protection.
And then you have to take into account what secondary they have taken because they fill in some gaps which your primary may be lacking. For exampe a Fire/ blaster may take /Devices to fill in the gap that Fire/ lacks any mitigation while a Psi/ blaster may take /Mental or /Fire to boosts its AoE potential.
It all depends on how the toons uses the tools it has avaiable. -
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Ive just entered RoA on Mid's for both defender and blaster. The figures that came out were:
Defender - with full Fulcrum Shift, full Siphon Power and Aim (it goes over the cap I know) comes to 731.5 (base: 146.3)
Blaster - with Aim and Build Up comes to 814.4 (base: 225.2)
Both were triple slotted damage (lvl 50 IOs)
Mid's may be wrong but looks like UberGuy is right about Blasters doing more damage and like he says Blasters can go up further because they're not at the damage cap.
Still 731.5 damage from a defender isn't anything to sniffed at particularly you can do it every 30 seconds without the endurance crash!
Edit - and I've just checked in game and the base for Defender RoA matches what Mid's says -
Quote:....
Besides getting the powers sooner as a Defender, there's the most important aspect...CONCEPT
There's also a difference in playstyle.Quote:Because trollers cant have fulcrumed Rain of Arrows, Blizzard, Ignite or Full Auto.
Ive tried to level a couple of Kinetic Controllers and ended up deleting one and the other is stuck at a low level. But on the other hand I have LOVED leveling my Kinetics/Archer Defender (Super Speed, Mass Hypnosis, Fulcrum Shift, Rain of Arrows = my dream combo!)
I think getting both Transference and Fulcrum Shift so much earlier is what sold me. My Kin/Arch defender is my first Staminaless toon (and thats running the 3 leadership toggles) because of Transference and could remain Staminaless even when exemp'd down, I didn't even need to have a seperate leveling build with Stamina because I got it early enough. I don't I think could say the same for a */Kin Controller who would at least need a leveling build with Stamina and a seperate build for when exemping down.
Also having access to Speed Boost pre-stamina levels is a bit of bonus to a team (although its duration is one of my pet hates of the Kinetic set I know how beneficial to people it is from when its used on me!). -
Quote:Im not sure if the power boost is related to staying with one alignment or there are different perks for this but if you go here it does list that there is going to be "difficult tasks for level 50 characters to do that make them more powerful". Now that doesn't necessarily have to be with an increase to the level cap or with additional enhancement slots. They could very well be new accolades etc. From what I understand there isn't much more information about it that what is listed there.One of the last times a level cap raise came up Castle said that even if the cap was raised, we wouldn't get more powers or enhancement slots but that he did have ideas for for future advancement, so I'd be shocked if Going Rogue gave us either of those. And while we have been told there are rewards for not switching sides, I highly doubt the post 50 advancement is it.
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Quote:Considering the Midnight Club is directly tied to Universities, and the only other gateway is to Cimerora, which doesn't need a crafting table because it's set in ancient Rome, I'm gonna have to /no this. You're close enough to crafting tables as it is.Quote:Except:
Highlighted the point; mixed teams have no way outside the relatively expensive accolade.
Since the Midnighter's is supposed to be a supergroup; why don't they have one? Or better yet; a mystic variant of the invention table with arcane light instead of the tech table? Hell, even the Cimerorans could have an apothecary table acting as the crafting table for that zone.
As I pointed out in the title I suggested it be in the midnighter club, not actually in Cimerora, which is based in the present day and is still considered a Coop zone (hence why villains can get their missions from Mercedes Sheridon although she is based in the Steel Canyon entrance).
The reason I said "ITFs or mixed teams in Cimerora" is because there isn't actually mixed content actually based in the Midnighter Club yet. Edit - I think I could have made that bit clearer in my original post, that I think the table should be in the Midnighter Club and not in Cimerora. -
Quote:I can kind of see your point as its not something that is necessary but don't entirely agree. Crafting tables are available in the RWZ (another big coop zone) and are easily accessible red/blue side (either via an SG base teleporter or using the AH teleporter to either Steel Canyon/Cap du Diable for the universities located next to them).I can already tell you what the response would be.
There's already a method in game for players to gain a crafting table anywhere. Yes, the Field Crafter badge is rather expensive, and time-consuming to get : http://badge-hunter.com/view_badges.php?id=705
But if anybody needs to make a recipe that badly in the field, the option is available.
So its not exactly asking for something that isn't already available elsewhere. -
Pretty much what it says in the title.
I haven't seen one before but thnk it would be useful for those on ITFs or mixed teams in Cimerora as otherwise they cannot craft recipes without having the quit the team. -
Quote:I think /TA does become a fun, but like i mentioned it can be VERY slow at the beginning and I went through a couple of respecs as I went along to support myself through that (adding in powers and taking some away).So /TA, does it get to be fun? (I remember it being kind of underwhelming on my Ice/TA... but that could just be the Ice/ talking
<I wish I could stand the drab colors of villainside..., It may be that dominator is what I'm really looking for, it's tempting if TA doesn't give enough damage in reality>
I think if you do want to go for real punchy damage type then I would go with what EmperorSteele says and slot everything for damage. And possibly choose a secondary to support that (maybe Kin for +damage, Rad for regen and resistance debuff - Thermal would do this as well but again at later levels).
And you may be right about Dominator's - my Mind/Fire dom is only low lvls but I can already get a feel that she is going to be a great mixture of damage and control
This is the final build for my Mind/TA controller which offers brilliant control and respectable damage. I wouldn't say its anywhere near pefect but it works well enough for me. If you want to 'refit' the build for damage (without using purples) you could always drop Ice Arrow for Mesmerize and slot that for damage and a lot of powers can be slotted with at least two damage procs. And you could drop Ice Arrow in favour of Mesmerize.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Mind's Arrow: Level 50 Science Controller
Primary Power Set: Mind Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Levitate- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Accuracy/Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (15) Thunderstrike - Damage/Endurance/Recharge
- (34) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Accuracy IO
- (5) Accuracy IO
- (A) Devastation - Accuracy/Damage
- (3) Devastation - Accuracy/Damage/Endurance/Recharge
- (7) Devastation - Chance of Hold
- (15) Lockdown - Accuracy/Hold
- (34) Lockdown - Accuracy/Endurance/Recharge/Hold
- (46) Lockdown - Chance for +2 Mag Hold
- (A) Recharge Reduction IO
- (5) Recharge Reduction IO
- (A) Perplex - Recharge/Confused
- (7) Perplex - Accuracy/Endurance
- (13) Perplex - Accuracy/Recharge
- (17) Perplex - Accuracy/Confused/Recharge
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Lockdown - Recharge/Hold
- (11) Lockdown - Accuracy/Hold
- (11) Lockdown - Accuracy/Recharge
- (17) Lockdown - Endurance/Recharge/Hold
- (40) Lockdown - Accuracy/Endurance/Recharge/Hold
- (48) Lockdown - Chance for +2 Mag Hold
- (A) Endurance Reduction IO
- (13) Endurance Reduction IO
- (50) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Jumping IO
- (A) Lockdown - Recharge/Hold
- (19) Lockdown - Accuracy/Hold
- (19) Lockdown - Accuracy/Recharge
- (23) Lockdown - Endurance/Recharge/Hold
- (37) Lockdown - Accuracy/Endurance/Recharge/Hold
- (46) Lockdown - Chance for +2 Mag Hold
- (A) Shield Breaker - Defense Debuff
- (21) Shield Breaker - Accuracy/Defense Debuff
- (21) Shield Breaker - Accuracy/Recharge
- (31) Shield Breaker - Defense Debuff/Endurance/Recharge
- (46) Shield Breaker - Accuracy/Endurance/Recharge
- (A) Healing IO
- (23) Healing IO
- (A) Endurance Modification IO
- (25) Endurance Modification IO
- (25) Endurance Modification IO
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Recharge
- (27) Glimpse of the Abyss - Accuracy/Endurance
- (29) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (37) Glimpse of the Abyss - Endurance/Fear
- (43) Glimpse of the Abyss - Chance of Damage(Psionic)
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Call of the Sandman - Accuracy/Recharge
- (31) Call of the Sandman - Accuracy/Endurance
- (31) Call of the Sandman - Accuracy/Sleep/Recharge
- (33) Call of the Sandman - Chance of Heal Self
- (36) Fortunata Hypnosis - Chance for Placate
- (A) Perplex - Accuracy/Recharge
- (33) Perplex - Recharge/Confused
- (33) Perplex - Accuracy/Confused/Recharge
- (34) Perplex - Accuracy/Endurance
- (40) Coercive Persuasion - Contagious Confusion
- (A) Damage Increase IO
- (36) Damage Increase IO
- (36) Touch of Lady Grey - Defense Debuff/Recharge
- (37) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (39) Recharge Reduction IO
- (A) Lockdown - Recharge/Hold
- (39) Lockdown - Accuracy/Hold
- (39) Lockdown - Accuracy/Recharge
- (40) Lockdown - Endurance/Recharge/Hold
- (48) Lockdown - Accuracy/Endurance/Recharge/Hold
- (48) Lockdown - Chance for +2 Mag Hold
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Range
- (43) Detonation - Damage/Recharge
- (A) Aegis - Resistance/Endurance
- (45) Titanium Coating - Resistance/Endurance
- (45) Steadfast Protection - Resistance/Endurance
- (45) Steadfast Protection - Resistance/+Def 3%
- (A) Obliteration - Accuracy/Recharge
- (50) Scirocco's Dervish - Accuracy/Recharge
- (50) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 15.5% Defense(Ranged)
- 13% Defense(AoE)
- 2.25% Max End
- 3% Enhancement(Confused)
- 2.75% Enhancement(Terrorized)
- 13.8% Enhancement(RechargeTime)
- 5% Enhancement(Sleep)
- 10% Enhancement(Held)
- 46% Enhancement(Accuracy)
- 76.3 HP (7.5%) HitPoints
- MezResist(Confused) 2.5%
- MezResist(Held) 9.1%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 11% (0.18 End/sec) Recovery
- 24% (1.02 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
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Quote:HeheI've got a Son/Ice Blaster who, when I'm finished building him, will have 3 Call of the Sandman procs in AoEs (Siren's Song, Frozen Aura, and Flash Freeze), and 5 Entropic Chaos procs in single-target attacks (Scream, Chillblain, Shriek, Shout, Screech)
(Of course, he's not yet high enough for Frozen Aura/Flash Freeze, and I dont have all the Entropic Chaos procs yet...)
HEAL ME! =O
It's like siphon life, only louder
I think I will definitely have to put it in my Mind/TA 'troller and my Sonic/MM blaster! -
Quote:You know what - Im not sure! I will have to try and see what happensThat does sound nice, it'd also be a way to set a little more containment (TA).
Does confuse also keep them from running off the patch? I've noticed they don't really react to anything like normal when confused. -
One way to make up for the lack of damage - particularly at later levels - is by going with the Mind/Trick Arrow/Fire combo.
Ive recently gotten mine to lvl 50 and the combo of Mass Hypnosis (while stealthed) - Oil Slick Arrow - Disruption Arrow - Fireball - Terrify means I can get through a mob like a hot knife through butter! And OLS and DA dont cause agro as the mob is asleep!
It will wipe out minions very quickly and take huge chunks out of Lts. Ive got a damage proc in Terrify.
The other Procs I use in my build are the chance of +2 mag hold (2 in dominate, 1 in ice arrow, 1 mass domination, 1 in EMP arrow) along with the Contagious Confusion and Chance to Plactate purple ones. I am going to be adding the Chance of Self Heal Sandman one soon to.
EDIT- I forgot to say that although brilliant at later levels it can be slow at earlier levels due to lack of damage -
Thanks for the replies guys! Very much appreciated
And now I want to try and fit in Poison Gas arrow on my Mind/TA toon just so I can have a healing arrow to! -
Sorry if this is posted elsewhere - I couldn't get the search function on the forums to work without a Timeout!
I was wondering how useful the Call of the Sandman chance of self heal proc is in Mass Sleep powers? Does it have a chance of going off for each foe it hits?
I ask because I have been playing around with builds for some new tanks who will probably take the Earth Mastery pool and some new controllers and dominators.
Looking at wiki it only has a 10% chance of going off but if it does have a chance of going off with each foe hit that may not be so much of an issue.
Anyway - peoples thoughts or experiences would be greatly appreciated! -
Quote:It wont be happening until the new paid expansion comes out the end of this year beginning of next. You can get some info hereWhat? Pardon my ignorance, but we can take a villain to the blue side? Vice versa?
I've always been curious about the red side. I'd take one of mine over to look.