Jump to content

Mack008

Members
  • Posts

    112
  • Joined

  • Last visited

Everything posted by Mack008

  1. The Defiant Barrage proc gives a Mag 1 status protection for 10 seconds and can stack up to three times. Question: if it's slotted in /Device's Gun Drone, would the player get the status protection?
  2. Out of those three powers, only Sniper Blast will accept a FF+Recharge. The two melee attacks don't have knockback.
  3. I have a few notes about a Peacebringer’s Knockback to share with folks. Yes, PB’s have a lot of powers with Knockback, but there’s large variety of KB magnitude among them. The below info is intended to help players know which powers they need to be careful of, and which ones they can safely let fly. The following list is the powers with KB, in order of most powerful KB to least. - Dawn Strike, 100% chance of 18.7 KB. If you’re going to mitigate the KB of only one power, this is the one. At 18.7, this power will absolutely scatter mobs and really frustrate your teammates. - Solar Flare, 80% chance of 4.1 KB. While not as bad as Dawn Strike, this will still scatter everything around you. Highly recommend some mitigation. - Luminous Detonation, 50% chance of 3.8 KB. Now we’re getting to a power where you might choose to not mitigate the KB since it will only affect half the targets. The magnitude is still fairly high though. - Bright Nova Detonation, 50% chance of 3.7 KB. Same as Luminous Detonation. - Radiant Strike, 60% chance of 2.0 KB. At this point, you may not feel the need to reduce the KB since this affects only a single target and it won’t fly that far. Just be prepared to finish them off with a ranged attack if they survive. - Photon Seekers, 50% chance of 2.0 KB. Another judgment call on this one. The KB from a single seeker isn't bad, but all three going off simultaneously can be unpredictable. Especially if one lifts the target a bit and the second or third one goes off a moment later. - White Dwarf Smite, 100% chance of 0.7 KB. No mitigation needed. - White Dward Flare, 80% chance of 0.7 KB. No mitigation needed, unless you’re fighting a lot of low-level targets. - Incandescent Strike, 80% chance of 0.7 KB. No mitigation needed, especially since you’re probably using this against a Lt/Boss/EB/AV who’s not going to be easily tossed around. - White Dward Strike, 30% chance of 0.7 KB. No mitigation needed. - Bright Nova Blast, 10% chance of 1.9 KB. No mitigation needed. This happens so rarely that you’ll forget it can happen but may be annoyed when it does. - Gleaming Blast, 10% chance of 1.9 KB. No mitigation needed. Same as Bright Nova Blast. One more thing to keep in mind when you’re thinking about what powers to mitigate is the level of opponents you’ll face. If you’re routinely fighting evil doers who are above your level, then KB will be less pronounced. In which case you can get away with not mitigating the KB of some powers.
  4. Part of this depends on playstyle. I prefer to keep my blasters at range, so I avoid PBAoE attacks. Powersets like AR become a solid for me with Buckshot, M30, Flamethower, and Full Auto all keeping be a bit back from the action. Also,, Full Auto recharges in only 60 seconds by default, which nicely offsets the lethal damage and 10 target limit. YMMV.
  5. So how much Accuracy (and To Hit) is considered enough to reliably hit level 50+ content? I've got a Blaster right now who's running: +44% To Hit (combo of Targeting Drone and Tactics) +80% Accuracy (from a number of set bonuses) ~45% Accuracy in each attack power (from IO sets) I feel like I've overdone it.
  6. Here's mod I'd love: give me the ability to shrink the size of MM's Demons and Robots. I like both sets, but they take up a lot of visual space, especially on cave maps where they make it hard to see the fight.
  7. Is there a mod to reduce the size of henchmen? I like playing with both Demons and Bots, but they take up a ton of visual space and can make it difficult to see the battle. I'd love to find a client mod that shrinks them down to human-size or smaller.
  8. Reason I ask is this line from CoD, which appears to be a 5 sec timeout if the target was already held. Target Requires: (source.EventTimeSince>Held > 5) && (source.EventTimeSince>Sleep > 5) && (sourceventTimeSince>Stunned > 5)
  9. Is it every 2 seconds or every 5 seconds?
  10. Mack008

    Dark Dark rebuild

    Depends on what you want to accomplish. I have no illusions about tanking with a Dark/Dark Brute. Might as well lean into killing (er, arresting!) targets.
  11. Mack008

    Dark Dark rebuild

    I'm tempted to make a Dark/Dark Proc Monster, since there's a ton of potential. A quick look says the toggles alone (Dark Shroud, Cloak of Fear, and Soul Transfer) could have a total of 7 procs between them. It adds up to a 248% chance of a proc hitting a nearby target. That will average 176 points of damage every 10 seconds to anything nearby. And the click AoE's are also really ripe for procs. Dark Consumption alone will proc for over 300 pts to everything around you.
  12. /Dark is a odd because it relies on the Fear and Stun effects from two toggles to stop in coming attacks. If your accuracy is too low (or you get debuffed) those two powers immediately miss and you get hammered. And since your resistances aren't that good and you have little innate defense, it's going to hurt. /Bio is good, and lets you choose one of three stances (Offensive, Defensive, and Efficient). You can quickly swap between and adapt the situation as needed. Personally, I prefer /Bio.
  13. Why does Panacea have a greater effect on Defenders than Controllers & Dominators (106% vs 93%) when all three have the same base HP?
  14. I just ran a quick, non-scientific test with a Mercs Mastermind and couldn't tell any difference in the redraw, both on the MM and on all the henchmen.
  15. Glad to see an update to Full Auto. Way back in the time before time, Blaster T9s had crashes and long recharge times to offset their extreme power... except for Full Auto. Instead, it was made a narrow cone and less powerful. As the eons progressed, the other T9s have been improved (most notably the crashes removed) but Full Auto had never been revisited. Expanding the arc from 20 to 90 degrees is a welcome change, and greatly improves its usability as it's now easier to match its cone with that of Flamethrower or Buckshot. However, having a T9 power capped at 10 targets still hurts. Recommend increasing it to 16. And if I'm allowed to ask for more... adding a side effect (such as -7% Defense like Burst) would be a welcome addition and still match the theme.
  16. Hmm... may have to do some testing. I wonder if Preventive Medicine's absorb proc would apply to all the 'bots? Seems like that would give the most bang for the buck. EDIT - Nope, doesn't work.
  17. So now that Upgrade Robot accepts Healing IOs, has anyone found a nifty use? I assume any of the proc IOs (like Panacea) would affect only the MM and not the pets.
  18. Appreciate all the replies! I'll give ZemX's keybinds a try, but otherwise it sounds like I'm not missing another solution.
  19. Curious how other folks handle Active Defense from Shields. Since it's Mez Resistance I like to keep it up at all times, but that creates a conflict. Options: 1) Leave Hasten on auto and click Active Defense when I think I need it. Not a fan of this option. 2) Leave Active Defense on auto and click Hasten before each fight. This is what I'm currently doing, and it works reasonably well. But it's definitely not unusual for me to miss Hasten being ready. 3) I've tried binding Active Defense to my walk forward key, so that I'm constantly trying to turn it on, but I found it annoying. I don't care for hearing the "it's not ready" sound over and over again, and it prevents me from queuing up another power. Any other options out there?
  20. Was a Superdine Raid in Skyway today, but one little problem: the path they take goes right by an AE building, and the security drones sniped the Supa Trolls before they could ever assemble.
  21. Another thought... anybody try to slot Sentinel's Ward proc into Voltaic Sentinel? Does the Absorb protection affect the character?
  22. However, Scrappers have to spend time getting into position to attack their targets (or chasing them down) where Sentinels can just shoot them. (This is why I quit playing Scrappers. All too often my target would die before I could get an attack off, and I spend a ton of time moving.)
  23. And for some extra pop, you can drop one right after a Time Bomb and get both explosions to go off at the same time. But I agree with the others... it doesn't get used much on teams. They move too fast.
×
×
  • Create New...