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Everything posted by Carnifax
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This. Madly charging through and trying not to be ripped to pieces by the tentacles while you take the pylons out is what I've done every time too. Ditto with the big bots vs Malta chaos. Kill bots, ignore Malta, dash into warehouse, go play with Mr Tripmines.
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Depends on the situation. Mission teams rarely needed. TFs it can be useful on the longer ones. For example Manti after the first few X kill-alls it's a bit of a relief to be able to Stealth a few. Or just run through them if on my Fire Tank and ATT at the end.
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I love PuGs. Always have, always will. The chaos is fun. PuG TFs can be amazing. My worst PuG experience was a random live one at level 49 on my Plant/Emp where the tank leader was a control freak and kept yelling at me for controlling rather than healing him. So the next spawn I did as he asked, which meant he took the full uncontrolled alpha and melted. Everything had to be herded by them and as far as they were concerned I was there to make them awesome, nothing more. What made it really memorable was that I actually dinged 50 mid-mission (only my 2nd 50 ever) and it totally soured the joy. So much so that when it came to remaking them on Homcoming I made them Plant/Storm to get as far away from "u're a healor" as possible (plus Plant/Storm is MUCH more enjoyable).
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I think I made this originally just after Artillery & Bombardment were added to the game. They really are useful. Artillery is the #1 set for cones IMO. Bombardment has a proc and the 2 set bonus is also a small +range boost so it can be really useful in any ranged AOE you are planning to frankenslot + procs. The Ice Shield is also the only +Def shield which will let you slot the +Def uniques from the Resist sets. Didn't matter here since I had Tough and Time Lord available but I've used this trick on my Grav/TA controller where I didn't take Fighting. I did experiment with Scorpion Shield and Spiders (thematically they matched my "Time Blaster" concept) but the Spiderlings were impossible to keep alive. If I'd gone Water/Time corruptor they'd work pretty well.
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Yep, the casts are terrible. Even Acid Mortar, although it appears instantly and starts shooting you stay crouched down fiddling with it for another 2 seconds. Annoying when you're just too close, it starts shooting before ive cast Fold Space and one stupid enemy comes running into The Death Patch setting everything off.
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I've been on a bit of a Traps buzz recently. I started with a Thugs / Traps which is quite effective and has most of Traps toys along with Fold Space and heading for Burnout too. On teams the Thugs helps because they are constantly laying damage down while you're messing around with Traps. After that I wanted more. Rolled a Traps / Rad Def and a Controller equivilent (Ice/Traps/Earth/TP/Sorcery) on Beta and tried out both at 50. Traps/Rad was fine but the Ice / Traps was really enjoyable. Felt like Ice gave me enough control to toe bomb with Trip mine a bit more successfully than the Thugs/Traps or the Traps/Rad. Genuinely feels like one of the better combos for Ice Control. Of course on suped up 8 man teams you might feel like you're not adding a huge amount or dropping things just to debuff / explode the last 2 things in a spawn, but I've always said that 3/8s of any strong 8 man team is unneeded anyway. I've felt the same with pretty much any support, at least until you reach the AV. Then its your time to shine. On a smaller 4/5 man team it's excellent. As it is solo, but the pace is a little different (or can be). Fold Space is a game changer for Traps, even on teams the Tank is going to love you if you're fighting things like Praetorians, who are less inclined to scrum in.
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All of them? Ice has excellent single target damage thanks to the animation times being low and Freeze Ray existing (not Bitter Freeze Ray though, that's annoying / skippable). AoE isn't amazing so anything with a nice chunk of AoE in the secondary should pair especially well. Mine is an Ice/Fire Damage over time blapper. Get in close. Drop Ice Storm or Blizzard > Burn > FSC and then start point blank blasting and fire swording my way through the toughest thing in the spawn while everything else gradually melts from the DoTs and your damage auras. One reason I like it is that it's not an "insta-nuke" build so it feels more team friendly. Everyone has a chance to bust out their powers, you aren't going to be Buildup + Aim + Nuke = deathing everything in 5 seconds. Downside is that it can be scattery if you don't have an aggro-holder on the team. Things will tend to try to get the hell away from you (the slows from Hotfeet and Ice Storm help but things like Warwolves can be annoying).
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I'll have a rum or two while playing on a Friday or Sat night. Especially on an SG team (where they're used to me). Hell half the combat parser was written one bank holiday weekend evening, after quite a lot of rum (which possibly explains a lot). Edit : Also this
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Here's my build. Bit more proccy and less Control. Procs are especially good in Water Jet thanks to the insta-recharge with 3 Tidals. Means vs AVs you can quickly chain 2x proccing Jet on them. Also the Gaussians Chance for Build up in Chronos or Tidal is VERY useful, especially as I find I trigger the two right before a Geyser (or again in AV fights you can chain 2 Jets with a nice chunky damage buff on them) If you're looking to make changes I'd suggest switching the Winters set in Steam Spray for Artillery for more Ranged Def. At the moment you've got 30s Def in everything but since a ToHit will always use your best Def against that type getting Ranged up from 30% to 45% will make a huge difference. Especially if you're a Hover Blaster. Also Artillery comes with decent Range enhancement values. With cones you'll hit a lot more with a 54 foot cone compared to a 44 foot. At 30% def something even-level will hit you 20% of the time. At 45% that drops to 5%. So you make yourself 4 times less likely to be hit (that's the best case scenario, vs even level minions, but it makes a huge difference generally). Anything that does get through then has to get through your S/L resists from Tough + Fire Shield and your Absorb (and with Dehydrate anything left over can be healed right back up)
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New wee Update. Powers like Lightning Field, other Damage auras and Interface will now record hits as well. The DoT aspect of Spectral might throw it a bit but at least it gives you an idea of how many Hits there are. Also DoT seemed to be wrong there, Spectral is all DoT but was recording both as Damage and DoT (because some idiot forgot his ELSE in front of one of the IF blocks).
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Your log file gives me two interesting powers, Interface and Lightning Field. Both of these never log Hits, just misses (in the case of Lightning Field). So I'll add a "NoHits" rule for these along the lines of the above which should give you some info about how often they actually hit things. Now there is an obvious downside there. Spectral is DoT and each "tick" will be recorded as a new hit. But nothing I can do about that really.
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Sorry I missed this 1st time around. > For example, in the below image, Nova doesn't show up a label in the 'Damage by power' but clearly has a large slice of pie and it's own color. Yep, the graphs are limited to a 340x340 box (or thereabouts). So what happens is that the Legend gets truncated simply because there's no room for all of it. I'll probably let them become max-able someone with a Fancy Box so you could show an almost-fullscreen version which would allow the whole Legend to get shown. For example if I mess with the width and height via Browser Inspect you can see it more clearly > Also, using the custom graph, it doesn't seem to show hits or activation for the interface procs, at least for the one that I was running. It be nice to know how many times an interface proc goes off, for instance. Again I have reasons for this. Simply Interface (and other procs) never give you any Hit or Miss lines (or any Activation lines). A normal single target power (lets say Brawl) is nice and neat : Brawl Activated : I catch this and record a new Instance of a Power being cast Brawl Hit / Missed with the chance and the roll : I record this, associating it with the last Instance Brawl did X [Type] damage to Y : Again I record this and mark it against the last instance This works really well for lots of things, even with AoEs I could tell how many times it was activated and how many it hits / misses. But Procs and the like are trickier Proc Activated : This is never logged Proc Hit / Missed : Ditto Proc did X [Type] Damage to Y : This is actually the only bit I can log. Which makes it really tricky to record in a way which will work but ALSO won't bugger up our recording of Brawl from above. For example if we said "Every time we do damage we should add a hit" then you'd be adding lots of "false" hits to our Brawl records. Damage over Time would also act weirdly. Part of this is due to my insistance that the Parser should have 0 foreknowledge. For example we know Interface is a proc, so I could go off and code special rules for Interfaces, procs and the like. But then I'd need to know the full list of these and have a big IF / OR block of code to catch them. I might be able to come up with a design for handling these better though. For example I could look at giving the system an alogrithim for these. Something like an "Is Autopower" function. That would trigger the 1st time a power does damage. If it is a power that has just done damage despite never having created a Power instance or made a hit/miss roll we know it must be some sort of proc and mark it as such. Then every time it does damage we can also acrue a HIT. That should work. Provided there's no DoT procs (I don't think there are). *Edit : Turns out I already did this for most procs. For example your Armageddon proc here did 94 instances of Damage. But it looks like I need an alternative / additional pattern for Interfaces.
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Be prepared for the toughest fight in the game.... Dealing with the Blue Bar. Mine is mid-20s and even with the various uniques is constantly gasping. What usually kills him is running out of blue, then shields dropping, then death.
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Fire/Claws tank. Because he's a giant flaming chicken. Oh, and fun. Way more fun than the giant, non-flaming Sea Urchin (who is Bio/Spines). I am considering respeccing the Bio/Spines to have Fold Space, mostly for my own amusement.
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That makes more sense. Tested it on my Scrapper yesterday with a 1:21 recharge and it was recharged but unavailable for 5-6 seconds.
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But anyone* with access to Icy Bastion can also get Hibernate in the Epics. My Ice/Ice/FishBoy scrapper has both. Bastion before I jump into something tough. Hibernate if it turns out that they were tougher than expected. That combo has allowed me to do things like survive +4 Bile after he wiped the team, including the Incarnate Brute who specifically joined to tank him. (Random thought. Maybe Tanks and Brutes should be given a new Epic pool with Icy Bastion in it somewhere?) * Maybe not sentinals, I dunno
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Procs also do the same damage regardless of AT or damage buffs. They're pretty much a separate stand alone power which you trigger occasionally. Even the combat logger shows them as a separate power (much to the annoyance of my parser).
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What would you like to see in a Goldside rework?
Carnifax replied to Lens Perchance's topic in General Discussion
I'd extend the top level range of all the zones because there's a lot of content in there and you level so fast (even with dxp on) that you can miss stuff. Plus the content is hard enough to allow a little level drift. I'd also allow Blue/Redside players to more easily start the Goldside arcs if possible as an alternative to the usual "Steel after Kings Row" progression. Add one or two of those contacts into the "Find Contact" system. Oh, and the opposite for First / Night Ward. Stop spamming me to death with every bloody NW contact once I get over 30. Give me one or two in Find Contact, not the entire list. First Ward could easily extend to 35 without any other changes, NW could go to 45 / 50 (50 might be pushing it). We've been really enjoying the Yellow Brick Road dedicated team on Reunion. Except for First Wards stupid talkie-chains. But there's some really fun missions in there, even when Doc does decide that releasing the nutjob Resistance members and thus picking a fight with 100s of smart Ghouls sounds like a fun time. -
NRG Armours recovery tools come quite late on (28 / 35). Once you get them it's a game changer but it does take time to get there. Around the same time, with a little IO slotting, you also tip into Godmode territory because your Def numbers can get quite silly (ended up over the Incarnate cap for S/L on my Staff/NRG brute almost by accident).
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Kheldians!! (And Sents). I'd agree that Domis and MMs are almost there. In fact MMs are fab solo and/or up to maybe the 40s, then the Purple Patch and new enemy groups with lots of AOE show up and suddenly your Tier Ones are being AOE one-shotted by +6 (to them) Nemesis. I'm awful at Domis, the build pressure for perma-dom forces compromises which I find hard to deal with (hard to get defenses up too and maybe squeeze procs in). Monitoring Dom is a bit painful too. Stalkers are in a good place IMO. I never / rarely open with AS, almost always BU > Ball Lightning > Savage Leap on my Sav/Shield and usually Sky Splitter on my Staff/Inv (or the disco AoE) on the nastiest thing in the spawn. I'm actually in the "Why would I make a Scrapper when I could make a Stalker" camp. I like my Ice/Ice scrapper but I'm always thinking "I wish I'd made you a Stalker instead".
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4x Cloud Senses, inc the proc, it goes off a fair bit in parses thanks to all his attacks having -ToHit. and one -ToHit IO (I used DW Despair, probably so I could slot it Attuned at 38 and not care after that) to max it out does me on Carni. Gives me a 6.25% recharge bonus and greatly increased his damage. Doesn't mean amazing damage mind, just that he actually does some now 🙂
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That's sadly typical and not really a bug with Sorcery. It's just conforming with how pool powers interact (or don't) with Khelds in general. I'm not saying you aren't right that it sucks, because it does, but its a Kheld issue affecting all Pool Powers, not a Sorcery issue. Khelds need a balance pass overall and one of my hopes with it is that they get proper Pool Power access. The crux of the problem is animations I think.
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The main purpose of the Irresistable portion really is so AVs Purple Triangles of Doom don't make it totally pointless by eating 85% of the entire thing. So against a +0 AV if you have the -ToHit slotted up fully (so ~12 resistable and 12 irresistable) they'll take (12 + (12 * 0.15)) = 13.8% -ToHit rather than 24% It has no effect on the effectiveness against a +4 enemy for example, the Purple Patch modifications kick in after the -ToHit is calculated. So a +4 AV will still reduce that to 0.48 of what it was against the +0, ending up with 6.624% -ToHit. Even a +4 standard enemy with no special -ToHit resistances will drop it from 24% to about 11.52%, there's nothing you can do to prevent that.
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Illusion - Does it really need two stealth powers
Carnifax replied to Spectre7878's topic in Controller
Pretty much this. I've had Carni since i3 or i4 and alternated between the Invises but for her now (Ill/Dark) Group Invis is very useful. LOTG Mule and combines very nicely with Shadow Fall for perma-invis. And on speed runs it can be useful to blanket the whole team with invis if we're ghosting something like the last chunk of a Manti. Something like Ill/Traps I'd be more leaning towards Superior Invis.