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Dimension Shift.
I'll second the Sonic Repulsion is pretty useless as well. -
Let's hear them. The good, the bad, and the ugly. What moment defined the weekend for you? Did you get a purple drop running an ITF? Or did you taste bitter defeat at the hands of a poorly organized pug? I'll get the ball rolling with mine.
The best part of the weekend for me has been an all controller ITF. We had a few deaths along the way, but it was tons of fun and we steamrolled Romi. I was on my grav/storm and able to let loose with all the powers available without worrying a bit about knockback. I even gained 3 levels on it.
The worst part was pugging with a tank that tried to corner pull everything. Even the Praetorian robots that shot him full of holes before he could make it back to the corner. Then the rest of the team rushed in and mowed them down. Next mob. Deja-fricking-vu! He tries it again. Time after time, until we got a Kheld that tanked things properly. -
Seems like there may be a glut of high end salvage from people sk'ing up to more rewarding content. I may pick some up on the cheap so I can craft some common's for all the new 50's.
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Blaster, I can see. Damage is good since we're all fairly squishy at that point (dead things can't hurt you), but why would anyone want a lowbie tank? Low damage and a few more hit points, but they don't have any of the tools to mitigate damage yet and they're facing toxic and psi damage.
Why not take the controller or def who may be packing something like tranfusion or AM? Sounds pretty dumb to me. -
Quote:I should clarify that the defense only affects your pets and not pets in general. I'm not sure if it even affects all pets or only the one in which it is slotted. You may be able to find that answer on the mastermind boards.Oh thats good then so if there were a team of 3 Fire trollers all pets would get 30% def from their aura alone
Wonder if there is a way to check into the Soubound proc details... if there is a buildup effect... is there an animation?
Aren't all pets summonned at 1 level less than their summoner ? -
Quote:There is a radius of 40 feet for both of those IO's and they will only affect pets.Ah! that's a good idea... few more questions tho just to clear things up.
It says "Aura" on Call to Arms IO, does this effect other players pets? Is there a Radius?
On the soulbound Proc, how often does it test to buildup? Every attack or at set intervals?
As for the Soulbound Allegiance proc, my understanding is that it is set to check with each attack. At one point, it didn't affect Imps because they spawn at level 49 rather than level 50. I'm unsure if this is still the case though. -
Quote:Yes, the imps will be affected by Dispersion Bubble and Maneuvers as long as they are within their radius, that's 25 ft and 60 ft respectively. Speaking from experience, they will go beyond the radius of Dispersion Bubble quite often.Ok what is the best slotting for Fire Imps... I am considering.
Accuracy / Damage HO
Accuracy / Damage HO
Accuracy / Damage HO
Soulbound Allegiance: Chance for Build Up
Edict of the Master : Defense Bonus
Call to Arms : Defense Bonus
Anyone any what defense this will give my imps?
I am using a Fire/Forcefield so would Dispersion bubble and maneuvers effect them also ?
Anyway, let's add it up. This is with the ally shields and using generic level 50 defense IO's.
16.8% from Deflection/Insulation Shield
3.93% from Maneuvers
11.2% from Dispersion Bubble
10% from Edict of the Master and Call to Arms
41.93% total defense as long as they are within the boundaries of Dispersion Bubble.
There are two things I would suggest to go along with this. The first is to avoid Tactics; generally, it's a great power to have, but it also tends to cause the imps to flake out because it increase their perception. When I ran it on my fire/ff, I found the imps tended to over-aggro pretty often. The second is to take Smoke. Its -5% tohit debuff will essentially softcap the imps with that much defense. It also helps to keep the imps from aggro'ing entire mobs when they smack one guy and run back to you. -
Quote:I've had the pleasure of being part of an sg in which the senior members crafted generic IO's for anyone at level 35. Then again at level 50. I don't think I've gone back to regular SO's myself, and have started crafting IO's for the sg whenever I have the salvage.I know when I9 rolled out and brought inventions, I was excited, but yet, I never got into to them. It might be because at the time, all I had was my 2 high level mains and because I didn't feel like remaking their builds to use IOs. I have this feeling where if I use them, I want to go through from the beginning with a new character and work my way up to using them, but that just hasn't happened.
To this day, I still can't get into them. It seems to take an exorbitant amount of time to make any sort of headway on buying the salvage for a decent IO set, to get a recipe at a decent price, and after all that to make sure that I have enough left over Inf to actually MAKE the stupid thing. And after all that, I feel like the bonuses just aren't worth it.
In fact, I don't even craft normal IOs for the same reasons basically.
Am I weird? I know I can't be the only one who's perfectly content to just slot out SOs. (My idea of progress is to just make all my SOs level 50++ using the ancient enhancement fusing system that no one ever touches anymore.)
For me, the inconvenience of making IO's is far, far smaller than updating SO's. There was nothing worse than having most of your SO's go red in the middle of a mission. If the effectiveness kept degrading it wouldn't have been bad, but the sudden drop to 0% hurt. Reslotting everything every 3-4 levels to keep up the performance of a power was a pain too if I could afford to do so. -
Quote:I like ID for one thing that it can hold over Clear Mind/Clarity: knockback protection. Long before I can get my hands on those precious -knockback IO's it's nice to have ID for things like the Council.Someone said they didn't like Increase Density. I have to say you really don't know the up side of Increase Density.
First off its Clarity, or the Sonice version that can wake a mezed teamate. I'm not a fan of that power and if it only did that I probably wouldn't take it.
Second it grants really good resistances. With the current focus on defense many builds don't have maxed resistances and so added resistance can be very helpful to throw on a tank.
Third the slow is a nifty griefer power. But you have an antidote to it in Speed Boost.
Really, when you rule out the effects that don't occur often in the PVE game the difference between CM and ID really comes down to Sleep Protection v. Knockback protection. (CM also offers confuse and fear protection; ID offers repel and tp protection as well.) So why do you hear more praise for CM?
So there's two things to consider then. First, there are sources for constant knockback protection in sets. Secondly, despite how much you'll hear folks complain about how much the hate knockback, it doesn't knock your toggles off. Sleeps tend to shut down some important things like rad toggles, Hot Feet, and Arctic Air. -
I use the Ice APP on plant/ff. It's definitely handy to be able to pop into the cube for a bit of health and endurance. The only problem is that things are usually uglier after I come out of Hibernation than they were when I went in.
As for the AoE damage of Ice, it's fairly good. The fact that you can make things sit still while Ice Storm shreds them is a big plus. Frostbreath is a big iffy. It'll do more damage to a single target than Fireball, but it won't hit as many and is a bit harder to use since it's a cone. I like to be aggessive with Hurricane so, for my playstyle, I'm generally to close to get the max number of targets. On my plant/ff though I keep at range and it works out nicely. I'd guess it hits about 5-6 targets on average. -
Not really. You've built something for a niche role that not many people bother tackling. Ergo, there are few people to give advice on the matter. I haven't built a controller for this specific goal but there is one thing I will point out.
The slotting on Lingering Radiation is pretty bad. Slow enhancements only affect the movement speed portion of slows and not the actual recharge slow. Replace the acc/slow from Tempered Readiness with acc/end, and replace the acc/dam/slow with an acc/end from Pacing of the Turtle. You'll keep the recovery bonus from the set, lose the slow bonus (which is largely useless), and reduce the endurance cost of LR by 73%.
Just noticed another slotting problem. Replace the end/acc and end/recharge in Stamina with generic IO's and you'll gain 2% more recovery.
Two additional points: the cost for running all your toggles is quiet high. Even dropping off the resistance toggles, you're eating endurance fairly quickly. Secondly, while you've got ranged defense covered, you may find it difficult to get close enough to use Consume. A PBAoE could hit you very easily when you do. You're also quite vulnerable to targetted AoE's. Generally, I would suggest keeping your AoE defense near the same level as your Ranged defense. -
Quote:But have you got an Kinoshita Hideyoshi?thehe. um that is one of my favorite characters of all time. so yeah not pulling me with that. I actualy dream of being ranma so yeah. Oh I have a lot of photos oh him/her and Jun Watarse. I wish I could post my favorite Jun one but then it is way to suggestive for the forums.
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Quote:City of Data reports Flash Arrow as Unresistable. Smoke, however, isn't flagged the same. This could be an error or not. I haven't used either power extensively to be sure.I haven't used Smoke a lot, but I was under the impression that because it is uncontested the -ToHit doesn't scale. I thought that if your base -ToHit was 5% or whatever that it was -5% regardless of the level or any resistances the enemy might have. I'm pretty sure it works that way with AV resistances at least. Maybe the Purple Patch/level based resistance is different?
EDIT: Nevermind. I see someone already addressed this. Maybe next time I should read all the posts before commenting.
RE-EDIT: Nevermind again. I don't think the linked material addresses the special mechanics of uncontested powers. Someone more resourceful than me want to search for the mechanics of Smoke's sister power Flash Arrow. Someone explained how that worked a while back. -
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Quote:http://wiki.cohtitan.com/wiki/Purple_PatchThat may be true, but the only info I can find says differently.
http://blog.swagvault.com/2008/10/31...ense-v110beta/
According to that, there is a rank bonus and a level modifier.
Bounded[ (InherentAttackAccuracy) * (RankBuff) * (LevelBuff) * Bounded[ (BaseToHit + ToHitBuffs - ToHitDebuffs - Defense + DefenseDebuffs) ] ]
According to this, even with taking into account levels and ranks, to-hit debuffs and defense are both factored in the same way. If this is wrong or outdated, maybe you can point me in the right direction. I'd be interested in seeing how it really works.
http://wiki.cohtitan.com/wiki/Attack_Mechanics
The site you linked is accurate in its description of the attack mechanics. The part that you're missing is the effectiveness of tohit debuffs due to level scaling. You'll find that described in the wiki's entry on the Purple Patch. Essentially, the debuff is resisted before that number even goes into the attack formula. -
Quote:There are generally two approaches with IO's.Thanks a ton for this Sterling. It really does help quite a bit. Last question ... If I were to begin weaving in set IO's where should I be focusing and what would that start to look like?
One is to frankenslot, or grab IO's with multiple values essential to a power. For example, there are a number of set IO's that contain acc/hold/recharge that you could use for your holds. You can use these to obtain higher bonuses in a power than by using SO's or generic IO's. This is generally an easily obtainable route to go and you can avoid expensive pieces.
The other approach to slotting is to acquire set bonuses. As you may know, slotting multiple enhancements from a single set in a power grants you an additional bonus. For example, four pieces of Basilisk's Gaze will grant you 1.25% ranged defense, 2% recovery, and 7.5% recharge globally. Generally, people will select a single aspect and use as many sets as possible that grant a bonus to that aspect. However, due to the highly desirable nature of some bonuses, certain sets may be much more expensive than others. A better bonus usually means a higher price at the market.
Two of the most popular bonuses to chase after are defense and recharge. For most controllers, pursuing recharge bonuses is very handy. It will allow you to get your AoE controls, debuffs, and other useful powers like Creepers and Lightning Storm up more often. It is even possible to stack enough recharge to make Hasten recharge faster than its duration. Defense is also a popular if you can reach the soft-cap*. Generally, reaching the soft-cap for smashing/lethal and it great increases your survivability against most mobs.
*At 45% defense, minions up to +5 will only have a %5 chance to hit you. This is the lowest chance possible. The most common damage type and therefore sought after defense is usually smashing/lethal.
If you are a PC user, then I highly recommend downloading the Mid's Hero Designer. It will let you lay out powers and sets so you can have a goal in mind before you start slotting.
Also, bear in mind that some builds are long term goals. You won't be able to pick up everything you want on a casual play through to 50. However, if it is a character you enjoy and will play often after hitting 50 then set bonuses are an additional goal that can be fun to shoot for. -
Quote:It's really dependent on what you're fighting. If you choose to fight at -1/x8 then you'll find smoke fairs very well. However, fighting at +5/x1 the debuff of Smoke will only be 30% as effective due to level scaling. Stealth's defense bonus will remain the same effectiveness until facing +6 enemies where they gain an additional +5% tohit. As for team effectiveness, if you faced off against +4 enemies an unslotted smoke would yield similar results as an unslotted maneuvers, albeit with a much smaller endurance cost.it's very similar though. I believe the formula is something like
NetToHit = (InherentAttackAccuracy) * (1 + AccuracyEnhancement) * [ BaseToHit + ToHitBuffs - ToHitDebuffs - (Defense - DefenseDebuffs) ]
based on this formula, mathematically a defense buff and to hit debuff have the exact same overall effect.
What's your take? Regardless, I can't see any argument for taking the power pool stealth and slotting for defense when you can take Smoke and get better benefits for your whole team.
On some Fire builds I could see taking Smoke for its defensive capabilities and tactical options, fire/kins tend to roll over things though and find less time to use it. It's a good power, but perhaps overshadowed by the combination of fire control and kinetics. -
Quote:Most people only use one to duel, although i will concede that single shot and revolver pistols are more traditional than autoloaders. Even most Old West gunfighters only used a single pistol for duels. Wielding dual pistols was usually reserved for the big shoot-outs.
Let's forget that happened.
Come back when you have Dual Pistols! -
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Quote:A few things...Well I'd rather not take the shield, as I have enough endurance issues as it is, without having that sucking it away. I didnt want fireball because I dont plan to use my attacks much. Fireball would draw too much aggro for my taste. And I wont take hasten/speed idea because I can NOT stand super speed. I'll considor dropping a power for hasten, but I've played this game for years, and I've never chosen hasten without respeccing out. I really dont like it much at all, I think its overrated, but I will considor it, having little experience with trollers. And what you people all seem to be missing is that in my experience, to use a wakie during combat effectively, you need a break and a blue, probobly a respite or two if there's no healer. The rez and self rez are much more covienient, and if I'm in a zone with no hospital, the load times going to the hospital, then zoning at least once, and loading the mish again are crippling (Im a disturbingly slow loader). We all have our own styles of play, and mine includes taking a rez, self or otherwise, whenever possible. Done it for years, no regrets. You get it? I'm not dropping either rez
And for the record, I'm passing stone mastery because it has the melee. If I chose it, I would end up at dangerous range (I dont like melee fighting with squisheys, I just end up doing it out of habit). If I have fire mastery's ranged offense, I'll be less tempted to get in close. And as I mentioned, both APP sets sound great, but fire suits her better
Fireball won't generate near the amount of aggro that you're probably expecting. Really, it's just another drop in the pail. You may find a surprising amount of aggro coming from Stone Cages with its debuff and DoT. In any case, a controller should be locking things down enough to survive a little additional aggro.
I can understand your hesitation towards Hasten coming from other AT's. If you can build a solid attack chain without Hasten then you're fine there, but that's not the case with controllers. There are powers that you want up ASAP. Take Volcanic Gases as an example. It's base recharge is 240 seconds, reduced to 130 seconds with two level 50 generic IO's. With Hasten, you drop that down to 94 seconds while Hasten is active. More recharge means more control means more survivability. Even having the single target up a second early can mean the difference between locking down a boss or eating their 500 hp heavy hitter. There's just no denying how important recharge is to controllers. -
Oh Victory, why can't you be more like Virtue? Blueside Hami raids used to happen 2 times a night Monday and Wednesday. Now the zone is filling an hour before launch and there had sometimes been a 3rd round of raiding.
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Quote:I was buying spices for 5 influence last night, but someone price jacked sugar to 500,000.I responded to this kind of thinking earlier in the thread, Humility. The experience you stated for the redside market is no different blueside. For my characters on both sides, I put bids in for recipes (and any of the salvage I still need to make those recipes) ahead of time so I will hopefully have them when I need them. Sure, sometimes there are recipes and salvage there when I need them. But there are plenty of times where I have to wait for a recipe to pop in, or wait for some price spike on a piece of salvage to calm down.
Redside market IS slower, don't get me wrong, but arguing that blueside is sugar and spice and everything nice isn't going to fly, either. -
Quote:Baka to Test is surprisingly amusing. When I read the premise I blew it off, but I did give the first episode a go and found myself laughing out load. Voyeur is the greatest.Well, Durarara is made by the same people who did Baccano, so if nothing else, I expect the show to have great characters and a pretty dang good, if meandering, plot. Overall, I'm certainly enjoying it.
Also, Baka to Test to Shoukanjuu is a whole lot of stupid fun. It makes me laugh every episode. The cast clicks together in their idiocy so well, the OP and EDs are both incredibly catchy, and the production values are surprisingly high. If you enjoy silly comedies, you'll like BakaTest. -
Quote:My understanding of the tohit mechanics, and I may be wrong, is that tohit and defense were essentially opposites and so a -25% tohit debuff on the attacker and -25% defense debuff on the target would essentially negate one another. You could speed up the mobs defeating themselves by slotting for more defense debuff than tohit debuff. You could also utilize the Achilles' Heel proc for a chance of increased damage. Also, while EV does nothing to increase confused mobs' kill speed it does increase your own.RI from /rad actually hurts the effectiveness of Seeds since the mobs are hitting less. EF doesn't really do anything for Seeds, the -res and -damage counter each other. Fulcrum and Siphon Power from /kin also are counter productive towards Seeds with their -dmg. /ta and /storm would be the top two picks for me. They both will get the best -res outside of /sonic on teams and add damage.
For a dom, Plant/fire would be good.
Kin may slow the speed of confused mobs but will increase your own killing speed with Roots, Creepers, and your epic AoE. -
Some folks work the other way. Find a powerset that is fun and effective and develop a theme. I assume that's the OP's method of operating as he mentions the mechanical functions of the sets rather than any conceptual trouble he's encountering.