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Carnifax

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Everything posted by Carnifax

  1. I recommend that proc on any tier 1 henchmen. All that knockdown is excellent. Ditto for imps or spiderlings. Bonus points for zombies cos they puke and then things slip on it.
  2. Carnifax

    EM/Fire build.

    At least they're arriving at the Medi-teleport facility in chunks.
  3. Bios issue is that it's more "eggshell-y" in that Defense debuffs can decimate your main Elemental defenses (NRG, Neg, Fire & Cold shields are all Def based and you don't get any DDR to protect them) and it has poor Resists in those categories. It's a bit weird, the main other hybrid-ish sets have good-to-superb DDR which Bio lacks (Inv has 50% and Shield has 75%+). I think Bios thing was that the Regen was supposed to counter that, but sometimes the incoming damage spikes will be too much. Rad is strong resists (other than Cold) backed with Absorb Shields so even if something does a tonne of DDR and strips out your IOed up Defense you still have strong NRG, Fire & Neg resists so the total incoming damage won't be as bad / spiky.
  4. Totally this, it's mostly a mental block I have. But by the gods it's annoying.
  5. Staff lacks a no-redraw option so constantly drawing it can be annoying. So for my 2nd staff char (a stalker) I went Inv since it has only one clickie. Inv is also very capable of being built into a real beast (and has some DDR built in). Psi hole is reasonably easy to shore up. Rad is great but on mine the proc bombed Ground Zero and Rad Therapy are things I use a lot.
  6. You can trying parsing it. Switch Combat Logging on (/logchat I think), right click your Combat tab and add Pet Damage etc and give it another go. Fight til you kill it or get bored. Then you can upload the log (close the game or make a copy because the game keeps a file lock on it) and you can upload it my combat logger and see what the DPS is worked out as. https://www.carnifax.org Like this sample (ITF on my DP/Kin corruptor I think)
  7. On an Ice/Storm I could see Hurricane being situationally very useful. But it is highly situational (I just think Ice being ranged = more likely to be able to just Hurricane up and blast things from afar). Tornado needs a KB2KD but as Zork says having it in there makes it an excellent power (I've kb2kds and forced feedbacks in both Tornado & Lightning Storm).
  8. I've no idea how the Tanker "Higher Target caps" works, if its a buff or what but CoD lists it as 5. Kind of. The initial Burn hits 5 for a chunk of damage (and procs) and drops a Burn patch. Each of these can hit 5 people with their patch-style DoT (and more proc chances I guess). https://cod.uberguy.net./html/power.html?power=tanker_defense.fiery_aura.burn&at=tanker I think old school Burn didn't have those 2 sets of "cap of 5". (For what its worth I think Burn is also one power unaffected by the "larger AoE" buff Tanks have now, like I said no idea if / how it interacts with higher target caps)
  9. While I can understand people thinking "use search" at the same time there's no harm in repeat questions. Last one of yours I saw I answered, mostly because I'd more information (because I'd been playing the combo all week). So my stance is "if it irks someone they can ignore the new thread or you". Mine is "I'll have a look and either post nothing, link back to the previous thread or post a response with some extra info". So pretty much I agree with Sovera. I just took 3 rambly paragraphs to say it 😀
  10. I didn't know this existed either so TY! Nice to see we used the same Graph library as well (yours are prettier)
  11. This. I won't be touching it for at least a year. Year 1 you're basically a beta tester. Once they and manufacturers have had time to release patches and fixes I'll consider it.
  12. In my experience no-one will really care too much, especially about the Control set you have. Support-wise TF teams will generally like to have a strong -Resist / -Regen debuffer for the AV, but it's rarely a deal breaker.
  13. Eh? I manage it constantly on my DP/Kin corruptor. Remember that enhancements account for 95% of the cap. So hitting 95% less than what's showing in Combat Attribs isnt that hard. Granted a brutes cap is a bit higher but should still be possible (when I'm combat attrib capped I'd be at 595% for most of my set slotted powers if it wasn't for the 500 limit)
  14. Burn only has a 5 target limit now. No idea when that was put in.
  15. I assume it was the Max Targets change from i3/4 that destroyed dumpster-herding as a "tactic".
  16. Gloom is good dpa. Assuming you are happy getting that damage over time over 3.6 seconds. That's why on paper it's the strongest attack, because it is spread out into a DoT and DoTs lend themselves to pre-corpse blasting (aka shooting something that was about to Gloom to death anyway).
  17. 4/5 person team are more fun for me. With 8 3 of you are probably obsolete. At least for most content.
  18. The last few arcs added to the game have these for the most part. Some Dark Astoria contacts end in them I believe, as does Number 6s arc and the New Praetorians arc in Bricks. Most are indeed pretty clunky to play.
  19. "All your powers.... No, not those!!"
  20. Just you. Most IO bonuses will never affect pets / henchies.
  21. It's better than it used to be when they cut off when the target died in fairness. Who knew that sticking a big swirly effect on an enemy would automatically make the Scrappers murder it. It's not their fault; it's how they are wired.
  22. He misses you and is always asking why you never call This is what I usually do too. I'll do the Dark Astoria arcs for as long as I can tolerate the dark maps but the incarnate powers themselves are much less appealing than some new combo to try out.
  23. I just tested Water Spout on my Ice / Ice scrapper vs a CoT Lieut. If I summoned it without any +Dam it did 9.75 damage a tick. I then waited for it to recharge (Hibernate is very useful sometimes) and did Build Up (with the proc) > Water Spout : Still 9.75 damage a tick. Looks like Water Spout is essentially an unbuffable pet (rather than a pseudopet like Ice Storm). So the answer is : Water Spout won't inherit your damage buffs. Fulc won't make a difference. So I'd pick another EPP if you want Fulc to buff it. Edit : Looking at City of Data it looks like both the Controller and Stalker versions of Water Spout have "Use Caster Mods" set to false and that's what controls if the buffs are inherited or not. https://cod.uberguy.net./html/power.html?power=villain_pets.water_spout.water_spout&at=minion_pets Whereas Ice Storm has it set to true https://cod.uberguy.net./html/power.html?power=pets.epic_icestorm.icestorm&at=minion_pets
  24. They never stack full stop. They are coded so the enemy actually casts the debuff on themselves so they can never have two instances, even if a team of 8 rad blast defenders was spamming powers slotted with it.
  25. This occurred to me last night while levelling my Rad/Martial. For AoEs the size of the AoE has a direct effect on the chance to proc via a somewhat complex formula. Homecoming patched Tanks to have wider AoEs. The way they did it was to give Tanks more than 1 in their "AoE Radius modifier" attribute I believe. So which radius do Proc checks use for calculating? Did Tank get both a wider AoE while retaining "normal" radiuses for calculating proc rates?
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