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Everything posted by Sura
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My Ice/Elec tanker is going to be looking around at all the changed Tankers and thinking "wait, what?".
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Welcome home Antarcticaa, the City is glad to have you back! 🙂
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Would HeroStats work for this?
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Just as a sample: Ice Armor resists -recharge and -movement in Permafrost, Energy Absorption, and Wet Ice, and defense debuffs in Frozen Armor, Glacial Armor, and Wet Ice. A quick look at Invulnerability also shows resistances to defense debuffs, endurance debuffs, recovery debuffs, -recharge, and -movement. If you load up a character in MIDS and take all of their armor powers you should be able to then click "View Totals" and then go to the bottom part of the Status tab to see debuffs that the armor set is providing resistance to.
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One thing about Permafrost: if you remove it you can't cap slow resistance. Ice has the potential, with Permafrost and Winter's Gift, to 100% resist recharge and movement speed debuffs. I love not worrying about those two things.
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I didn't remember about the "Lock Powers in Tray" in the General Options, so I've already gotten something out of this thread. But even yesterday during our weekly SG adventuring session we were talking about being able to lock the trays so the arrows weren't active. I'm still all in favor. 🙂
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It might be mob dependent, but I see my END drain having an effect fairly often. END drain as mitigation is not something I'd want to depend on, and anything over EB isn't going to fall for it, but it's a good tool for a character's toolbox. It seems like all of the mobs' attacks cost one END, so even one tick of recovery allows them to attack with any of their attacks (it really should be that their attacks cost what they would cost for a character). But if you can drain them and then debuff their recovery it can work. I think recovery ticks once every four seconds, so it can also be that you drain, they tick, and then your attack with the recovery debuff goes off. So they'll get at least one attack just from unlucky timing. There's another piece to this too I think, that I'm having trouble putting into words, but it's something like that there's no way to completely eliminate recovery on a mob. You can FLOOR recovery, but not eliminate it, if that makes sense. At least that's what I think. The best thing I can think of to test is to get a Boss or EB solo and drain them down and then note how it changes their attack patterns. That poor minotaur at the end of the Alpha slot unlock quest chain got drained so fast I don't think he attacked me much more than four times as my Ice/Elec tanker whittled him down. EDIT: another thing where you can see your END drain doing stuff is with Tsoo Sorcerers (for example). If they put up Hurricane and you drain them it'll shut off immediately. It's an obvious detoggle due to END drain, but I would guess there are other not so obvious things like that as well. I know you can at least delay Paragon Protectors from popping MoG too. Also keep in mind that there are Incarnate pieces that you can try that can enhance your END drain build.
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I like the 35+ requirement. In the zone MSR's I've been in some where I felt like 75% of the participants were 30 or below and just flailing around. It wasn't as much fun.
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I've not seen another Ice/Elec either. I would guess there's not many around. I love the symmetry of the END drain from Energy Absorption on Ice and all the END drain in Elec.
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Give Null the Gull option for minimal FX for Ice Shields
Sura replied to Solarverse's topic in Suggestions & Feedback
SuppressCloseFx and SuppressCloseFxDist will remove the vast majority of effects on your character on your client. Fire shields, Ice shields, all that kind of stuff. It won't do anything to characters other than yours, but give it a try if you haven't already. Also, I think if the distance is set too closely you can lose even weapon effects and some effects are too close to eliminate. -
Give Null the Gull option for minimal FX for Ice Shields
Sura replied to Solarverse's topic in Suggestions & Feedback
The only thing I can think of is that (AFAIK) turning on SuppressCloseFX won't do anything unless you've set a distance with SuppressCloseFXDist. When I set it I just got my Tanker out, turned powers on, turned on SuppressCloseFX, and then worked with the distance until the power fx suppressed. But as you say, those settings will only apply to the player's avatar, not to teammates, so it wouldn't be a solution to your dilemma by any means. Needless to say, I agree with an option to reduce/eliminate the FX for ice. I think the hurdle perhaps is the idea that one player shouldn't be somehow altering how another player's powers appear to everyone. I would be better with a client side suppression or change for example (like SuppressCloseFX), rather than something that defines not only for myself, but for teammates, how a teammate's powers appear. Does that make sense? -
Give Null the Gull option for minimal FX for Ice Shields
Sura replied to Solarverse's topic in Suggestions & Feedback
I have an Ice/Elec tanker and I just turn on "Suppress Close FX" and "SuppressCloseFXdist" and all of my annoying Ice armor stuff goes away on my client. Nothing but costume, just the way I like it. Won't do anything to other avatars, but it cleans mine right up. That might get you part of the way there and it'll apply to anything: Fire Shields, Ice Shields, etc. Once the distance is set (I think I did 35) the setting stays at that distance and I can use the Suppress Close FX option in Options - Graphics to turn on and off the FX. https://paragonwiki.com/wiki/SuppressCloseFxDist_(Slash_Command) -
Good grief yes. Within the first levels of Sonic I found myself thinking the same thing. There's just not a lot of room for intangibility powers in the game, and the set could really benefit from a hold.
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Good point. It's still something I'd sacrifice to get the recharge down, if a sacrifice were needed. I'd rather just have the recharge down to 150 or 200 or something, without losing anything.
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I can see that. Maybe take out the 3% chance for knockback(down) (is .67 knockdown? I think so) and then use that as an excuse to lower the recharge. Not really sure why a 3% chance of ANYTHING is worth putting into a power. Honestly, you could halve the recharge down to 150s and I think it'd be fine.
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Even as an MM (currently low forties) I agree with all of these. Especially Liquify. When I saw the recharge is 300s on Liquify I was just baffled. Tar Patch is a much better power and it has a 90s recharge and a longer duration! Liquify should be about the same as Tar Patch: 90s recharge, 45s duration. EDIT: Removed comments about Sonic Dispersion, I was looking at the wrong power in MIDS.
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Mad geniuses of the forum: Necromancy secondary insights?
Sura replied to ParaBruce's topic in Mastermind
Not to mention resist capped T1 and T2 pets (at 90% no less) and nearly fully capped T3. My Necro/Sonic is into the forties now and rolling along pretty well. It's not a super active combo, but I think it's very effective. I'm flying by the seat of my pants build-wise. Have to say, I just didn't understand Sonic Repulsion. I was expecting something like FF's Repulsion field but it sounds like it's something else? -
I'm not a super experienced MM, but I do this. If I'm on a seven or eight person team, the team doesn't need my T1's mucking things up; we're going to most likely be rolling through content whether they're there or not. I've even been on teams where I just did the T3. I've never had anyone complain, but I have had two people notice and thank me for only using the one pet.
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I'd go Electric Melee. Great AoE, less resisted damage type, dramatic attacks, a fantastic opener (Lightning Rod), and thematically easily paired with the Mu Epic pool. I love the set, especially for Tankers. Out of all those listed it also emphasizes the cyborg nature of the returned character the most.
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I very recently started a Necro/Sonic mastermind, and so far it's working pretty well, and I'm spending a lot of time sitting in the middle of melee. I'm not DOING a lot, just the Sonic bubbles, Sonic Siphon, and some of the temp attacks, but at 31 (with some financial backing) I've already maxed resists on the T1 and T2 pets for Smash, Psi, Cold, and Energy (I think, I can't remember exactly). So I send in the pets and follow them in to make sure they're getting the benefits of Sonic's dispersion field. I put Disruption Field on one of the Grave Knights when soloing, and on a meleer when grouping. Love that power. Stacked with Siphon some bad guy's at -40% resist. I'm thinking about getting in to the Stealth pool for Stealth at least, and maybe Invis. If I sit there invisible will my Dispersion bubble still be buffing the pets? I'll maybe have to find out. Eventually I'll get Liquify, and maybe go for Bonfire, to give me some good ground targeted use-knockdown-as-mitigation options. I wish the fire epic PP had some kind of armor in it. I'm also figuring on what will probably be at least one significant respec as I've not done much with Masterminds, Necro, or Sonic, so I'm kind of making it up as I go along. I also admit to being a little bit RP bound (this character's a banshee) so I may not make optimal choices. 🙂 Still, it might be something that would work for what you're looking for. I'm happy to answer any questions as best I can.
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Blasters are ranged damage/melee damage (damage/damage) Sentinels are ranged damage/armor (damage/armor) Corruptors are ranged damage/support (damage/support) I tend to think of AT's in terms of the simple classifications in parentheses, but figured I'd be a little more precise for the boards. That said, there are secondaries that have immobilizes, holds, and other crowd control possibilities, and epic pools with things like Bonfire as well.
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I hardly ever upgrade the Bruiser because all he gets is the boulder toss (which sucks) and I want him in melee as much as possible. So auto-upgrade wouldn't work for me.
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I have an AR/Ninja Blaster at 50. I liked Ninja quite a bit, but I didn't take any of the katana attacks. I've figured the character is a super spy type. Immobilizing Dart you have to take, which is a bummer. Choking Powder is a nice hold. Not probably a necessity, but nice to have. Shinobi is a nice multi-power, stealth/+to-hit/dmg-buff/+def. Necessary. Kuji-In Toh is fantastic. Get it, set it to auto, pretty much forget END issues. I tried Blinding Powder, but the range was too short and I wasn't using it in groups or solo.
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I did Elec and I really like how it's turned out. I'm a sucker for screenshaker knocker downer powers and Elec has three, including Lightning Rod which is an amazing opener. I think Elec pairs at least somewhat well with Ice because the (significant) END drain in Energy Absorption combines well with all the END drain in Elec. I know END draining isn't the super coolest, but it's been a fun angle, if that makes sense. I was Ice/Axe back in Live, and that was good. Kind of epic/legendary in a way, like Thor. I tried Ice/Staff and never made it to 50. There was just no thrill to it for me.