-
Posts
3388 -
Joined
-
[ QUOTE ]
Isn't there a -res cap? Maybe if someone knows they could post it for relevancy.
[/ QUOTE ]
The minimum resistance for both players and critters is -300%. That't not gonna happen (and also one of the big reasons as to why -res is so awesome). -
[ QUOTE ]
Paragon Wiki doesnt have a duration for the purple proc. Does anyone who use this have an idea how long it lasts?
[/ QUOTE ]
It's a 33% chance to generate a mag 3 Confuse that lasts 10 seconds once per target every 10 seconds. It helps out WoC considerably but still doesn't do much to actually make it a decent control power. -
Time to get my melee set design on...
All damage is going to be assigned in DPA, mainly because it's a more important number for set design that base damage. However BABs designs the animations would have a huge effect on the potency of the set if the animation time has a significant disparity from expected animation time.
Light Attack 1 - 52 DPA, 3s recharge, 6 sec 12.5% -res
Light Attack 2 - 52 DPA, 5s recharge, 6 sec 12.5% -res
Hard Hitter 1 - 70 DPA, 12s recharge, 9 sec 12.5% -res
Hard Hitter 2 - 70 DPA, 15s recharge, 12 sec 12.5% -res
Build Up - classic BU, 90 sec recharge, 10 sec 20% +hit , 10 sec 100% +dam
Utility - not sure here
AoE 1 - 8' radius, 360*, 25 DPA, 15 sec recharge, 6 sec 12.5% -res
AoE 2 - 12' radius, 90* cone, 30 DPA, 12 sec recharge, 6 sec 12.5% -res
Confront - classic Confront -
[ QUOTE ]
The experience from two of my friends has been that World of Confusion does not seem to work much, if ever. I haven't messed with it myself.
[/ QUOTE ]
It procs too slowly, is too unlikely to confuse, and doesn't last long enough. It's less a mez aura and more a minor damage aura. -
[ QUOTE ]
I mentioned it was odd only because I don't remember other set end costs being that way. I like click 4 though and now that I understand it I agree.
Would the melee set be all punches? Would you generate sonic weapons? Is it mostly single target?
What if Sonic Melee would only have one cone and one AOE like fire, and the Sonic Armor would have a sleep aura just for a change of pace? Hmm... maybe not.
[/ QUOTE ]
I predict that the melee set would be very choppy. Fast movements punctuated by sharp pauses and strikes. I'm thinking some kind of pressure point looking set, only with open hands and the CoX sonic shimmer around the hands. -
[ QUOTE ]
Interesting. I think it's odd to have different end costs for the toggles there though. Click 4's recharge would have to be longer IMO - although it's only a bit longer than MoG I think. Hmm...
[/ QUOTE ]
I did the different costs because res to 2 types should be cheaper than res to 4 types imo, even if it's the difference between s/l and exotic damage.
I modeled Click 4 after MoG (which should be obvious), though, keep in mind, that it doesn't contribute any +res. I might need to change the recharge times on some of them, but I think the overall uptime/downtimes are pretty good. -
[ QUOTE ]
Gaelic warriors typically fought semi naked, occasionally with blue body paint covering the the bare skin (especially the Pict).
[/ QUOTE ]
Wode is awesome stuff. Topical anesthetic and minor hallucinogen. What's more Scrappery than going into combat half naked, covered in blue, not feeling anything, and seeing all kinds of crazy stuff. -
[ QUOTE ]
Thematically I can't come up with a reason/application of +hp or a heal.
[/ QUOTE ]
Healing resonance. You vibrate at a frequency that is specially focused to increase your health and rate of healing.
If I were to follow through with the click based set idea, I'd probably do something like this...
Shield 1 - .21 end/sec, 22.5% +res (s/l)
Shield 2 - .26 end/sec, 22.5% +res (n/e/f/c)
Mez Toggle - .26 end/sec, 10.4 prot (stun, hold, immob, KB, KU, Sleep), 10% +res(all)
Click 1 - 45 sec recharge, 12.5 sec 22.5% +res(all)
Click 2 - 60 sec recharge, 12.5 sec 17.5% +res(all), 7.5 sec mag 3 stun in 15' radius
Click 3 - 120 sec recharge, 30 sec 17.5% +res(all), 60 sec 15% +hp (unenhanceable), 60 sec 15% +hp (enhanceable)
Click 4 - 150 sec recharge, 15 sec 70% +def(melee, ranged, AoE), 15 sec 150% +regen
Passive 1 - 7.5% +res (s/l), 20% +res(recharge debuff)
Passive 2 - 7.5% +res (n/e/f/c), 20% +res(recharge debuff)
edit: of course, not in that order, the specific order of powers within the power set would need to be tweaked, probably with the passives coming earlier -
[ QUOTE ]
If you go through a door you didn't mean to, you've added maybe a minute to your travel, give or take especially long or short load times. If that small amount of extra time frustrates you so much, then learn which door is which.
[/ QUOTE ]
My question would be how does this actually negatively affect the people that aren't the "lowest common denominator"? Would you get angry because, if it were to happen, all of your hard work learning the doors would be wasted? Would you get angry because now everyone else can navigate as quickly as you can? It's not like it's a huge undertaking (such as making all of the Midnighter Club extensions for each zone look different) or even particularly difficult in some ways (create some permanent tacks for each door), but it would decrease player exasperation concerning navigating the Midnighter Club. -
[ QUOTE ]
i made a Kinetics/Electric defender who is now L11 and it seems like it is too easy for enemies to get a sliver of endurance back and get an attack off.
i know i only have Short Circuit which prevents end recovery for 10 sec, but other then Transference at L26 (which is just an end drain) i would have to make Short Circuit perma. it seems like way too much effort to keep an end draining build up.
the only guide i saw on this kind of build was very old so i assume at this point in the game an end draining character is obsolete?
[/ QUOTE ]
End drain has been pretty useless as a primary support/defense mechanism for a long time. Enemies requires next to no endurance to actually use most of their attacks, including their best ones. In order to actually have much of an effect, you're going to need to throw out huge amounts of -recov at all times, which isn't particularly feasible in AoE situations. -
[ QUOTE ]
Ok...this is gonna be my first serious attempt at PVP.
What IM looking for is a scrapper that can do PVP and excel at it. Id like to have types, reasons, experiences, builds, whatever.
Im a complete noob to PVP (Ive attempted with pve builds got owned /rage quit pvp lol )
Any and all serious help is most welcome...I am tryin to expand my horizons on this game. I have been playing since beta with breaks. I just got back from a break of a few months so learning this who AE thing etc.
[/ QUOTE ]
Most of the Scrappers that dwell on this forum are interested in PvE and have little to no interest in PvP. You'd probably be better served checking the PvP forums for PvP specific builds and experiences. -
I think an interesting interpretation of a Sonic armor set would be a +res set similar to */regen in its application. Have 3 toggles to provide a decent baseline (s/l and f/c/n/e shields plus a mez toggle), 3-4 click powers that all increase resistance for a short time but are differentiated by their duration and secondary effect (one is +hp, another +def, another an AoE -res, etc.), and then fill the rest with passive powers to balance everything out. It'd be an interesting play style at least.
-
[ QUOTE ]
[ QUOTE ]
Energy Drain is a +heal/+end with a substantial end drain to the mobs and a 60 second recharge
[/ QUOTE ]
I'm assuming you used Mids to get your info. I haven't tried the power in game since I'm talking about FB and PP, but according to Paragon Wiki Energy Drain is not a heal, it is an end buff only. I'm not sure if the recharge that is listed in mids is correct either, but paragon wiki does list the recharge as long, and the recharge for dark comsumption as very long, so I would assume the recharge displayed in mids is correct.
[/ QUOTE ]
I suggest you check something a bit more accurate than Paragonwiki. Probably some other, more informative online resource such as City of Data, which actually has all of the numbers as the game sees them. If you check Energy Drain you'll see that it's got a heal component to it. Thanks for trying though. You may want to actually get your information right next time. -
Claws/*, DM/*, and MA/* are all good primary selections. */Regen is probably the best secondary choice. Recon and QR are simply great, especially in the early game where healing is generally better than any mitigation you can get.
-
[ QUOTE ]
O.o What the... I know they want to make controllers and dominators viable for pvp... But why neuter melee characters in PvP? It's hard enough to take down all those super leaping kiters with melee. And now they can hold us too? I gotta test this. Anyone want to meet me on test with a level 50 with a hold? I'll bring Madam Enigma.
I just have to see this for myself. (where's the patch note for that?)
[/ QUOTE ]
It's actually better for melee in the long run actually. Melee was actually made to be able to compete decently. Attacks now trigger diminishing returns in movement for both the target and the attacker, allowing melee characters to actually force engagement to some degree. Damage was also normalized pretty heavily as well. Plus, they also shortened the duration of all mez powers and, if you didn't read it the first time I wrote it, there are significant diminishing returns on holds (and pretty much everything else too) so that it's impossible to chain mez someone. -
[ QUOTE ]
Why not just remove the priests
[/ QUOTE ]
Is it just because it's been a while since I last did an RWZ raid because I don't ever remembering seeing the Rikti Priests pop in for the RWZ raids. -
[ QUOTE ]
[ QUOTE ]
Werner's got it pretty dead on here. RttC shuts off anytime you are mezzed, which is very often, every AT in the game has some sort of mez available to them, and if it hits you it WILL stick.
Most players that can do so will fight you at range and never enter melee range, making RttC worse than useless in PvP, it's pretty much just an endurance drain that doesn't do anything. Add in the fact that the set lacks a self-heal, and is a jack of all trades set that isn't very good at any one thing, and you have a set that gets annihilated in PvP.
Basically all the things that make it awesome in PvE are the same things that make it suck in PvP.
[/ QUOTE ]
Any scrapper that is routinely getting mezzed in pvp to me seems weird. what, don't PvPer's take their mez protection? How is anything except a Dom using dominator or controller mezzing a scrapper?
[/ QUOTE ]
I I13 mez was changed so that players no longer have mez protection in PvP. They've got mez resistance and diminishing returns as their defense. If someone hit you with an attack, you're pretty much going to get mez'd, but not for nearly as long as you used to and it's impossible to keep it perma. -
[ QUOTE ]
Fields of Force in Dune were overcome by training melee fighting techniques against them. If you realize applying force Y in direction Z against target X pushes you A along the X/Y/Z axis to the left, you adjust and end up hitting the guy if you're good enough.
[/ QUOTE ]
Actually, I believe that the force shields in Dune actually hardened based on how fast an incoming whatever is coming at them. It will stop something coming in fast but allow in something coming in slow. The melee techniques they taught soldiers were to slow the weapon down mid-combat to allow your blade to pass through your opponent's shield rather than having it bounce/ricochet off. -
[ QUOTE ]
why hurdle at 24???
[/ QUOTE ]
Hurdle will increase your movement more than Swift will, especially if you're using Super Jump. Combat Jumping + Hurdle is amazingly fast for in-mission movement as well. You just have to learn to hop around, which isn't too hard.
[ QUOTE ]
also why gamblers cut over sotw? its less damage but recharges a little faster. just wondering
[/ QUOTE ]
Gambler's Cut deals less damage but activates faster. Because activation time is the primary limiter on how much damage you can deal over time, you have to figure out how much an attack deals per animation second (generally modified for Arcanatime, but that's gonna complicate things).
SotW deals 79.8 damage in 1.17 (Arcanatime: 1.32) seconds. That's 68.2 (Arc-time: 60.45) DPA.
GC deals 57.8 damage in .67 (Arcanatime: .924) seconds. That's 86.26 (Arc-time: 62.55) DPA. -
You could name it Resonant Combat and simply follow the same design mentality used when getting the numbers for Sonic Blast: lower the base damage for all of the attacks by 20% and allow for 4-5 stacks of 13% -res to get the damage rolling. After that, you just design the set as normal.
-
[ QUOTE ]
Best with endurance is Kin/Elec Defender, by far. Transference >> just about any +rec or +end power in the game.
[/ QUOTE ]
Kin/Elec Defender only has Transference for 50 end every 30 seconds and it has to make a tohit check (and maybe Dark Consumption for 100 end every 6 minutes).
Dark/Nrg and Dark/Elec Brutes have Energy Drain/Power sink for 100 end every 60 seconds and Dark Consumption for 100 end every 180 seconds. Energy Drain and Power Sink are commensurate with Transference and neither of them has to make a tohit check and Dark Consumption puts it over the top. -
[ QUOTE ]
Umbral in your build you had Health, Stamina, and Drain Psyche, wouldn't drain psyche be enough.
[/ QUOTE ]
It could be (emphasis on could), but the OP asked for Stamina. Personally, I'm not that big of a fan of Drain Psyche. It requires that I get in the middle of a large group of enemies and, even with this much defense, that's not going to guarantee you stay alive. It's perfectly fine for a blapper (though */MM is sadly lacking in really good blapper powers) that expects themselves to be in melee already, but, if you're hovering around the edge and letting loose with ranged attacks, it's going to take time out of your damage to get the buff back. -
[ QUOTE ]
Umbral, you invite someone to a team, and very reasonably expect that person to adapt the use of their powers to the needs of the team. Do you not, likewise, expect the team to adapt their playstyle to the collective abilities of all the people on the team? If you invite a storm defender, the team plays one way. If you invite a radiation defender, the team plays another. It's not a matter of the defender saying, "ok, here's what defenders do on teams, so I've got to make my powers fit this mold." The exact same holds for blasters, tankers, and any other AT in the game.
Knockback is a tool. If you invite an energy blaster, you have that tool available. EXPECT knockback, and make plans to put it to the team's advantage. It is not up to the blaster and the blaster alone to attempt to negate an inherent function of their powerset, nor is it useful for the blaster to try.
[/ QUOTE ]
Oh, I realize that and try to do so at every opportunity, but it's also much easier to get 1 person to change to account for the play style and capability of the other 7 people in the group than have the 7 people in the group change their play style for a single person. But there are numerous ways that the team could, itself, alter their playstyles to account for the heavy use of KB: the Tanker can herd against the wall, Controllers can use -KB immobs, and Scrappers can stand on the opposite side of the mob than the KB user. Most of the time, if I know that there is a KB heavy character that loves using them, I tell people to do so. However, it's simply easier a vast majority of the time to tell the Blaster to change his own play style to account for the capabilities and function of the team, especially since it's less work for the team overall (Storm defenders are a completely different beast to deal with). -
[ QUOTE ]
[ QUOTE ]
The only reasons to aim for +hp on a */regen are that you're not stacking enough +recharge to get perma-DP or are short slotting DP for less +heal.
[/ QUOTE ]
Or you use DP tactically as a heal + buff and not just as a buff.
[/ QUOTE ]
That's still a flawed argument. If you're running with Dull Pain and that much recharge, you're better off using Dull Pain as your primary heal (meaning used first), especially since you're going to be running with more hit points. I use DP "tactically", which simply implies that you've got sound reasoning behind the use criteria but you take to mean "only whenever you need the heal", but I maintain it permanently.
When people talk about using Dull Pain "tactically" that doesn't preclude keeping it up permanently, especially since it's not even remotely difficult to get a 15-20 seconds overlap in the recharge times. That's an entire Reconstruction recharge period. If you're not using perma-capable DP before Reconstruction, you're wasting it. You can use DP "tactically" and still keep it up permanently, especially if you're in a situation in which you need to control your use of */regen click resources, which only means that you're in a situation in which you'll take 1000 damage which needs to be healed in 20-30 seconds.
The point of this is that, if you're in a situation that actually calls for the type of build you're running with, you're going to be keeping Dull Pain permanent and still be using the heal optimally. +HP is largely pointless because, if you're actually using Dull Pain rather than "tactically" letting it sit around and only using it once every 5 minutes when you actually need the heal, the time period that the +hp from set bonuses isn't completely negated by the hp cap is so small as to be pointless in comparison to when it is up. You're better off aiming for other set bonuses completely. It would be like building a character with capped resistance and then giving him a slew of +res bonuses because, on occasion, he faces enemies with -res. For a vast majority of the time, it's pointless and only has a marginal effect when it is active. You'd be better off going with a different set bonus that is active at all times. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Of course, none of this explains how you can shoot out of a force field, but are protected when inside.
[/ QUOTE ]
The field is based on repulsion. If you expel something from inside the field, it gets pushed away, which would actually assist in damage.
[/ QUOTE ]
Especially if you shoot lasers, since the beams would get pushed faster than the speed of light.
[/ QUOTE ]
Considering the game assumes we're not operating within a vacuum so that light doesn't actually travel at the same speed as the constant 'c', that's perfectly acceptable.