macskull

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  1. Animation times are pretty much the only factor for damage anymore, so Broadsword will be better than Katana (though some people make do with Katana and are alright).
  2. Elec was fairly good pre-I13... post I13, not so much. Go /EM or /Dev (or /MM if you're feeling adventurous).
  3. Quote:
    Originally Posted by Gaderath View Post
    Yes, WoC is there to look pretty... I've not found it useful so far, and have pondered what to replace it with. But like you said, it looks pretty. I figured that cheap proc would be the best thing for it. Now I am eyeing those -def slots in a few powers, the 2 slotted ones, and appropriating their slots to WoC, and 5 slotting the purple. I get 4% dam, and 10% rech... go 1 more and another 5% ranged def.... i never noticed the purple confuse set had that, I tend to ignore the final purple bonus. I'd only lose 2-3x2% damage boosts, and some rech/end/def debuff in a couple powers.... Hm...
    That's probably what I'd do, given that build.
  4. It seems like some of the slotting is expensive just for the sake of being expensive, like the Microfilament in Swift or the Aegis unique in FoN (not sure why it's even worth slotting one of those). Don't think the res/def piece is worth it either unless you're building for defense. Probably not worth slotting the Undermined Defenses pieces in X-Ray Beam and could get more mileage out of it with procs. Irradiate could use some endurance reduction. I'd also try to find a way to get more slots into WoC to use the full purple set instead of just the proc - WoC is really only there to look pretty (and act as an IO or proc mule) so if you're not going to slot it well, why slot or even take it?
  5. Elec Melee is good for Stalkers because of how the crit on Thunder Strike works. It would be decent but not all that wonderful for a Scrapper - I'd go with Broadsword or Fire.
  6. If you don't have Super Speed you'll find PvPing very difficult in an environment where people liberally use Web Grenade, Web Enveloper, and other similar grounding powers.
  7. macskull

    Orbiting Death.

    The only reason Inky Aspect does not detoggle when you get mezzed is because someone hasn't changed a value in a spreadsheet yet. If it affects enemies in any way, it should shut off when you get mezzed. For example, Rise to the Challenge has a very small tohit debuff and is therefore considered an offensive toggle (and will detoggle when you get mezzed), even though it's defensively the primary survivability tool for a Willpower character.
  8. I'd probably wait. All the new stuff in I16 means people will want to be leveling.
  9. Nope. The pet AI tries to cycle powers in the most efficient manner possible (where they are in relation to the target, which powers are recharged and available, and a variety of other factors) but some pets tend to get stuck in certain loops, like the Bruiser only using Hurl, or Arsonist running into melee, or Animated Stone just generally being a tard. The fixed recharge change in I14 was supposed to fix these AI issues but they're still present, at the cost of being able to improve the performance of our pets.

    I'd love to have the ability to tweak the power usage guidelines like you've proposed but it'd require significant work to the pet AI in order to do.
  10. Quote:
    Originally Posted by Bionic_Flea View Post
    Good job Ice, and everyone else. A very smooth villain raid.

    P.S. Abyss crashed me again on Hammy defeat.
    Started to get really nasty lag after we killed Hami so I scooted out as soon as I could. Raid went very well though - doubling up bio nukes helped a lot in terms of kill speed and survivability on the yellow teams.
  11. Quote:
    Originally Posted by SwellGuy View Post
    True. Used to be you just had to get to level 6.
  12. macskull

    Respec Recipes

    Quote:
    Originally Posted by SwellGuy View Post
    Probably Chance for Knockdown.
    Maybe... even so, purples were pretty damn cheap compared to today before I14 hit. I remember buying full sets of Soulbound Allegiance and Gravitational Anchor for my MM and they didn't run me more than 100 mil for each set. Ragnaroks weren't more than 20-40 mil at that time so I picked some up for my Crab - went to buy another set more recently, saw the really high prices, and used Posi's Blast instead.
  13. Quote:
    Originally Posted by Quatermain View Post
    thaw, forge, directed heal on the brutes.

    there is no actual yellow damage team. sometimes the brute teams will pick up some ancillary melee damage.
    Yeah the last few red raids I remember being on just had two yellow damage teams (6 Brutes and 2 support per team if we could get 'em) and each team took a side, doubling up Brutes on each mito.
  14. GFs everybody. Busiest I've seen Justice RV in a while and it's nice to know there are still at least some people PvPing here.
  15. 2 Son/Dark or Fire/Dark
    2 Son/Rad or Fire/Rad

    Game over.
  16. macskull

    Ice/Cold Corr

    Quote:
    Originally Posted by Sentry4 View Post
    Anything can be good. If you know how to use that toon you should be able to kill plenty of things. Find it's stregnths/weaknesses, full in any holes with IOs and be creative with the build.
    The only way you are going to be able to make Ice/ competitive in PvP is to stick lots of procs into your attacks and hope they fire. Sounds simple enough, but spend that inf adding procs to a better set and you see where this is going.
  17. Quote:
    Originally Posted by PumBumbler View Post
    Which picture were you referring (refurring?) to?
    Reefering?
  18. Quote:
    Originally Posted by Lucky666 View Post
    I don't think hitpoints is DRed Mac
    HP's one of those aspects where DR hits it minimally, if at all. Other than that I'm pretty sure DR axes everything badly past a certain value.
  19. None of the PvP builds I spend most of my time on have anything other than -KB IOs (or in the case of my Mind/Emp, no IOs at all).
  20. Quote:
    Originally Posted by Dissolution View Post
    When I went into RV I noticed my.. along with everyones defense drops. Is this a percentage drop or does it set all defense to an established percent for that zone?

    Thanks all!
    Welcome to I13 and diminishing returns. Any modifications to any base attributes of your characters cause DR (though some less than others) - slotted enhancements, IOs, your own powers, external buffs, everything. Every aspect gets DRd too - defense, resistance, regen, recovery, recharge, HP, damage, and so on. You're asking about defense, and unfortunately the DR curve is quite harsh for defense, at least on squishies - you'll be lucky to hit 20% defense on a squishy, while melee ATs have a DR cap in the 50-60% range. Basically, as you add more and more defense, the benefit you get from it will be less and less until it's not worth it anymore (on my MM, which runs around 30% smash/lethal defense in PvE, I have about 15% in PvP, and adding PB'd Veng to the mix bumps that up to about 19%, as opposed to 75% or so it'd be in PvE).

    Yet another one of the I13 changes that wasn't documented in-game which only serves to confuse potential new PvPers even more.
  21. macskull

    Boost Up

    Guessing you have the Gaussian build up proc slotted in Tactical Training: Leadership or the Decimation build up proc in one of your single-target ranged attacks.

    [Boost Up] is the power attributed to the "chance for build up" IOs in the GSFC and Decimation sets. There was never any visual indication of the power firing, so you'd have to be monitoring your combat logs or combat attributes. Now the icon pops up whenever the proc fires so you at least have a visual indication. Wish the icon were different but it uses the same generic icon all set bonuses use so I guess there's no changing that.
  22. Quote:
    Originally Posted by Shred_Monkey View Post
    I started building a stone/elec brute with a similar strategy. I'm going for maximum recharge to get power surge and other click powers up faster. Also, stone has some good active mitigation. Brutes have access to different epic pools, too that add some interesting concepts for survival. The other thing I really like about this concept is that the buffs I get from teams will actually give me a benifit. Teams typically bring lots of +defense buffs, and -tohit debuffs. Most of my toons don't benifit from that at all. +Resist buffs will be more significant since a boost from 50% to 70% is a lot more noticable then 0% to 20%.

    The thing that really sold me on stone/electric was the huge amounts of endurance I could grab to fuel some very expensive stone attack chains... and +recharge seems to be doing double duty both on the damage output andn the survival.

    At the moment, I think my toon is level 8... not much exprience yet, but I like the theory... I don't think he'll be a solo monster... but I do thnk he'll be a fun toon.
    I had a Stone/Elec before it was cool!

    Seriously though, I made a DB/WP Brute right after I11 went live but was very disillusioned with Dual Blades and that didn't make it past level 6 or so. Deleted it and made a Stone/Elec on a whim (I was fairly new to the game at that point, didn't follow the forums, and really had no idea what I was doing). Managed to make it to 50 after tweaking the build several times to fit in Tough and Aid Self, but DoT attacks were still killer. Focused my set bonuses around +HP and +melee defense, which was respectable when combined with the active mitigation from Stone and the extra healing Aid Self gave. Did a respec when I16 hit, dropped Aid Self, picked up Hasten and Weave. Kept the same build goals but added a bit more melee defense (think I'm up to about 25% now) and a little more recharge. Sitting at about 50% global recharge now and just shy of 2000 HP with all the accolades except Invader. Added some -KB IOs so I can do yellow mito duty on Hami raids without having to use Power Surge.
  23. Quote:
    Originally Posted by Solo_One View Post
    taunt really neuters ranged attacks, they might get 1-2 attacks off if he sees them coming. also, if you can catch the other teams healer with -range from a taunt or 2 your team doesnt even have to kill it until last.

    elec wants to be on the ground anyway for the extra -kb, and its not like he has to worry about stalkers lining up AS with him on the ground, as a villain in a zone.
    Another nice thing about Elec, which helped make it a decent choice in Warburg before I13: even though DR cuts into your resistances, a Therm or Sonic will still add a respectable amount of +res with their shields, and you'll have relatively good energy resists which will help with all the EM and Elec Stalkers once GR comes out.