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Everything posted by ZemX
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It's called Reserve Power and has a 25ft radius. It also seems to cast instantly on defeat with no delay, which means if they are defeated by a knockback, it's not where they land but where they were hit by that last shot that determines who is hit by their rez. KB though, is a good strategy if you're on a team. Even if all you have is Nemesis Staff, use it on them. Knocking them away from the team can help, even if they still manage to rez, it will affect fewer teammates and they will have less health when they rez. Knock them back early and often. They tend not to come rushing back in usually because they can fire from range. If I'm on a tanker, I try not to hit them with Taunt so as not to debuff their range. Want to keep them out there taking long range shots, not in melee with the rest of the team. Second tip for Penny Yin though (also Synapse): Endurance Drain resistance is available from the SG base empowerment station. It does help a little.
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Apologies for the necro, but I was asked for my Rad/Staff build in game and this is where I last posted it sooo... an update of sorts from earlier in the thread. This build relies a little bit on Staff's Sky Splitter +res(All) bonus when in Form of Body stance as well as the Might of the Tanker ATO to boost resists. I also gave up slotting defense as I found the lack of DDR meant any defense I put in was stripped anyway in the really tough fights which is the only place I ever need it. Instead I focused on addressing all the incoming status debuffs like toHit and slows. Not getting slowed is a big deal for Rad Armor in order to keep refreshing Particle Shielding or using the heal when needed. There are still a few rare cases where endurance drains can cause me trouble... so I've considered giving up a dmg proc in Rad Therapy for Theft of Essence end proc. Something to think on. Here's the latest build. Incarnates not shown since the build doesn't rely on them.
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I once did an all-Stalker ITF way back before the Issue 22 stalker buffs... I kid.. it was surprisingly fun. Lot more so these days.
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Just join any team and you'll be automatically exemplared to either the leader or the person who owns the mission the leader has set for the team (usually the same person but can be anyone on the team if the leader so chooses). For Task Forces, once it is started, you are either exemplared to the team leader or to the maximum level of the task force, if the team leader was higher level than that. So if you join a Positron 1 in Steel Canyon and the team leader is 30, you will be 30. Once they begin the task force, you will be 15 (and so will they). However, if the team leader is 10, you'll still be 10 when the task force is started because it's above the minimum but below the maximum. Sometimes for this reason the person who organized the team will ask if someone higher level wants the star before beginning. Or not. Up to them and the team. There IS an Ouroboros version of Positron's task force but it's not the same. It's the older original version. Sometimes you'll see people advertise that but much more commonly people just run "Posi 1" or "Posi 2". That means Steel Canyon to start.
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As one of those pesky "vet level" folks who likes to join lower level PuG contact/radio teams, the whole reason I do it is that this typically DOESN'T happen. Not that you can't get on a steamroller team with the right makeup, but it's a whole lot less common in the mid-levels precisely because people usually do pick an appropriate level of difficulty. The thing is, you mention Moonfire but also that you made sure not to be on a speed run team. Was that Moonfire advertised as a Kill Most or something? Was it being run at high difficulty or at +0? Because in my experience damned near every TF/Trial that isn't a Kill Most ITF (or now the Aeon with the higher difficulty levels) people run for speed/merits at +0 even when they don't SAY they are doing that. It's like the default for TFs. They're less common, but look for (or run your own) "contact mission" teams. These are less popular with the level-up-fast set because you tend to have to do some zone travel and some talk-to missions rather than just processing batches of +4/x8 radio missions. You'll also want to get on a team that's at or below your own level (another benefit of being the one leading the mission) so that you don't end up trying to hit +5 and +6 purples because you're side-kicked.
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You're not wrong. It's partially obscured in the screenshot I posted above but Foot Stomp, for example, is 16 targets on a Tanker and 10 targets for everyone else. That little expression says "16 - 6*Source.Mode?(kDisable_GauntletTargetCap)". I don't recall what would disable the Gauntlet target cap for Tankers but in my experience with Staff Fighting at least, the target caps are 16 for sphere AoEs and 10 for cones whereas they are 10 and 5 respectively for other melee ATs. The target caps are specific to Tanker powers, I think. Cross Punch in the Fighting pool, for example, has a 5 target cap for everybody, including Tankers. If it's not coded directly into the power, it doesn't get the higher target cap on tankers. That's different from the Radius/Arc strength boosts since those are essentially like a global enhancement. Any AoE should benefit if it's cast by a Tanker and doesn't specifically disallow Radius/Arc strength. I'm not sure if it applies to pseudo-pet based AoEs like Shield Charge or Lightning Rod though but I think it would. Other global strength boosts like +dmg apply to pseudo-pets. But I know it boosts AoE sizes in pool and epic powers in general.
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Yes, it's a global buff Tankers get, so it doesn't show in the power description. AoEs, TAoEs, and PBAoEs get their radii increased by 50%. Cones are widened by 50% (but do not get longer... that's not considered a "radius" by the game). Best place to look for exceptions is City of Data. You can see if the global "strength" to arc and/or radius is disallowed for a power like this: Foot Stomp, being already a 15ft radius PBAoE, unlike most other 8ft or 10ft PBAoEs for Tankers, was excluded from the buff. Meanwhile, Frozen Aura in Ice Melee, a 10ft PBAoE, becomes 15ft radius just like Foot Stomp, when used by a Tanker. It's quite nice.
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It's a nice-to-have on teams and probably much less useful solo. Although it claims a -100% range debuff for tankers, it seems to be capped at something more like -75%. Snipers, for example, will never run right up to you when taunted. And most mid-range enemies will stop short of running into melee range unless they have a melee attack their AI might decide to use if they are "close enough". In any case, it's main use on teams is pulling aggro off teammates without having to leave the main pack of enemies you have bunched up. Which is why I say it's "nice to have" rather than necessary. As the sole focus of aggro when soloing, it's less of a benefit.
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Sell me on "Leaves you drained of endurance" powers
ZemX replied to Techwright's topic in General Discussion
I didn't know it either until recently when I said something in help chat like you did here and someone pointed it out. It's probably of less use to a high-defense character who dodges most debuffs already, but it turned out to be just the thing my Rad Tanker needed. I only wish I could take it sooner than 35 but at least it covers my favorite 30-44 range of levels for teaming and enjoying an Incarnate-less game. -
Sell me on "Leaves you drained of endurance" powers
ZemX replied to Techwright's topic in General Discussion
The OP is about high level powers that "warn" they leave you drained of endurance. It's not about powers that merely have a high endurance cost to use. It's about ones that specifically crash endurance to zero (or near zero). Armor T9s are the obvious example. But there are others, as you say, like Rage (though it only drains some endurance, not all of it). I wouldn't include high-cost toggles though. That is managed as endurance usage. It's not a sudden crash. For example, my Rad Armor tanker has loads of recovery and happily runs Focused Accuracy for its wonderful toHit and perception radius debuff resistance. -
Sell me on "Leaves you drained of endurance" powers
ZemX replied to Techwright's topic in General Discussion
Got nothing to do with skill. As others have already said, these powers used to mean something at least back when you couldn't obtain effectively 100% uptime versions of the same power effects with IO sets and Incarnate powers. Many don't really have a place in today's game is all. -
Got a link? Because I don't see this proposal (or a rejection) in the thread @Erratic1 linked. To be clear, the post of mine you are responding to here was about making Rage a permanent 1-stack of its current incarnation, with no crash. i.e. a permanent Build Up, essentially. I have trouble believing anybody rejected that unless it was because they thought it was TOO powerful. Which it is.
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I definitely get wanting to have some boost to the underperforming sets. I played the hell out of a Ninja Blade Stalker even before the Stalker updates in i22. Just loved the way it played. Hated how it felt like swinging a cardboard tube instead of a sword sometimes tho. But an always-on 80% damage buff? I'd love that too. But that's way overkill for no downside.
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Straight numbers, Snarkster. Just like the original devs did. I am addressing the idea that SS's attacks were somehow designed to underperform in order to compensate for Rage. I don't think they were. Neither was it balanced around damage type, since you brought it up because NO powersets were balanced around damage type. They gave us this wonderful game but, if we're being honest, they weren't initially very good at the whole balance thing. The whole reason there are differences in how resisted one damage type is vs. another is because they were assigned according to theme rather than according to some equitable distribution of damage resistance among NPCs. Oh, it's another robot with metal skin? Lethal resistant, check. Oh it's a ghost that doesn't HAVE blood? Lethal resistant! Oh wow, tough nuts, blade fans! Smashing may not be king, but it's not Lethal either. Those poor bastards REALLY got screwed.
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Doesn't look that way to me. Important to remember the original design never accounted for animation times. If you use the powerset comparator in Mid's like @Erratic1 did, but instead choose Damage/Sec and tick "Attempt Matching" the result is a lot closer for the two sets. The attacks are mostly in line with their recharge times, which is all the original design cared about. Which means if you want to talk balance, you kind of have to compare Rage to Build Up. No way anybody is getting even 1-stack Rage as a toggle with no crash because that's Build Up... except always on.
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You can pick up a little end drain resist in the base empowerment station as well.
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Down with Rookies! Fight the establishment! What? What do you mean this reply "won't age well?"
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Well at least I don't have to salute anyone.
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Nah, it's fine in Spin. It's just HILARIOUS in Ground Zero because it hits so many targets and has a 90% proc rate there. It'll only proc a little better than a third of the time in Spin but you're using it six times as often as Ground Zero. But give it a try sometime just for giggles. Cost you a few unslotters to swap it back and forth but worth seeing what it does vs. a full team sized spawn... or two at once.
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You mean the inherent arc/radius boost? It's +50% radius to AoEs and +50% arc to cones. I think it does not apply to pets or pseudo-pets however. Can't be certain, but I don't think so. Ice Patch on my Ice tanker does not seem to have a larger radius, for example. Certain other powers have specifically disabled the tanker inherent boost to arc/radius. Foot Stomp is one. It was already 15ft radius and devs decided not to allow it to get bigger. You see that here in CoD: Hover on that little red exclamation point and you see radius strength doesn't work on Foot Stomp. That means it stays at the listed radius for Tankers. Ground Zero, however, has no such tag. So its 15ft radius should be 22.5ft on Tankers. Oh and it hits thirty targets. It's bonkers! Rad Therapy is bigger at 20ft radius (30ft for Tankers) but only hits 10 enemies in that huge area. Still nice. If you have a spread out spawn, it's a nice way to taunt 10 of them (and everyone in a 10ft radius around each of those targets) with one button press while dealing a good chunk of damage.
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If it doesn't already have one... find a way to put Superior Avalanche: Rech/Chance for KD in Ground Zero. You will thank me later. Put that one and another from Avalanche in there and get the +15% slow resistance if you need any more of that too.
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As I understand it, it's a -100% range debuff, but there's a floor of 25% range. So there are still mobs, most especially Snipers, who will never get close enough for your AoEs, even taunted by a Tanker. But it works well enough for most others because they have more moderate ranged attacks. A 70 foot rifle shot from a Nemesis means coming in just under 20 feet to keep shooting you. And once they are that close, they are that much more likely to want to use their one melee attack as well, which brings them the rest of the way in on their own.
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The main benefits of Taunt are the inherent -range effect it has and, simply, that it's a ranged autohit AoE power. You can grab aggro from 70 feet away without having to go to it. That's nice if you have punch-voked a group of enemies and then there are stragglers. But you can do similar with another AoE like Ball Lightning if you want. It just won't be autohit and it won't have the -range effect. But for most mobs it does the job. I take Taunt myself every time. It's just too useful if tanking for a team is what you want to do. It's not that you can't do without it. It's that it makes it easier to do. It also needs no extra enhancement slots.
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Drunken Master of the Aeon Strike Force?
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I suspect that comment was more about narrow/longer cones like Breath of Fire or Shockwave. Most melee cones don't take you out of melee range to fit the most targets into them as possible. You might move a little to line things up but that's about it. And of course it's that much easier on Tankers with the +50% arc inherent.