Riverdusk
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Secondaries are a big one. Right along side that to me are the target caps, which are much lower on a sent. Not a big deal if you are soloing and aren't cranking up the mob size too much, but if you are teaming or turning it up to x8 while solo, it is noticeable. I still actually prefer sents though as I just find them a smoother more enjoyable leveling experience.
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Technically enemies do have debuff caps. They are often just at numbers that typically aren't reached. The -Resistance debuff cap for example is -300%. -Recharge is probably one that is more commonly reached as it is -75%. Still impressive when you can hit the recharge debuff cap though as it means things are attacking at only 1/4 the normal rate. https://homecoming.wiki/wiki/Limits
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some questions about /marine with a few different pet types
Riverdusk replied to R jobbus's topic in Mastermind
Agreed. And I find sad that most newer games don't seem to bother having such complex systems. -
some questions about /marine with a few different pet types
Riverdusk replied to R jobbus's topic in Mastermind
Another one I've heard is a certain amount of attacks taken in a certain period of time (>x number of attacks that hit a mob in say a 10 second period can cause a run trigger). Each tic in a dot counts as a separate attack for this calculation. Anecdotally I noticed an increase in the number of runners my dark melee scrapper had when the change to touch of fear happened. ToF does 5 tics over 3 seconds and is easy to spam. So, I give some credence to that theory from personal experience compared to when ToF wasn't in the rotation. Masterminds due to number of pets tend toward a great number of attacks in short periods of time (if they are focused on one enemy) would certainly trigger that if it is an accurate theory. -
some questions about /marine with a few different pet types
Riverdusk replied to R jobbus's topic in Mastermind
Some AV's like to run no matter what. But yes, burn patches tend to make things run even more. You'll also see it on Thug's arsonist who also creates burn patches. Personally I tend to always grab an immobilize power from an epic pool when I can, unless it is a character that has a taunt or already has immobilizes. I even had a beast/dark once where it was a real issue as debuff toggles also like to trigger things running and it was even more a pain on a melee pet set. I literally couldn't solo one AV because the pets never stayed in range of him for more than 2 seconds at a time before he'd take off running again (and regen all the damage). That is when I forever changed my epic pool strategy. Of course if you don't care much about soloing AV's it isn't as much an issue, usually someone on a team will have either immobilize or taunt. -
Same. Growing up playing D&D in the late 70's and 80's my entire family pronounced it that way because we'd only ever seen it in print in D&D books and that made sense phonetically. Not too many people back in those days went around saying the word melee outloud.
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Gravity/psi dom wouldn't be a bad choice as psi assault's single target blasts aren't great. You could swap out mental blast and subdue for the gravity 'blasts' (lift and propel) instead, which are actually better dpa. Pick up the snipe, the aoe attacks, and some of the melee from psi assault. You of course also end up with the great drain psyche as well.
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Tankers/Brutes Should Have Fear Mez Protection
Riverdusk replied to Projector's topic in Suggestions & Feedback
Thinking you might have noticed it more recently due to Halloween mobs? Probably the only time I've ever even noticed it was during trick or treat teams if I'm even remembering correctly. It is a pretty rare effect for the most part. -
At least it wasn't declared that the AT is completely unplayable. Progress.
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If you ever wanted to try ice melee it is by far best on a stalker as its somewhat weak single target damage is made better on a stalker. Electric melee is good for the same reason. In the case of ice melee, it is also nice because you get ice patch to help prevent things from running considering stalkers don't have taunt auras. Although often stalkers can one shot things so they never get a chance to run.
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Mag 2, so it is only going to affect minions unless you have something else to stack with it. Maybe at lower levels it can help. At higher levels minions usually aren't much a concern (they are often wiped out by someone's nuke in about 2 seconds). At that point I typically only use it as a rez or as an AV debuffer myself.
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This may still be true to a decent degree but it is less true than it used to be. Not too long ago HC devs went through and updated attacks so that each one would have a "main" attack type and can be defended by only that specific typed defense. Fireball is a good example. It does around 80% fire damage and 20% smashing damage. In the past it was tagged as being defended against by fire OR smashing defense. So if you had smashing defense you'd could avoid the whole thing even though it was mostly fire damage. Now fireball is tagged as ONLY fire (and AoE of course), so now that smashing/lethal defense does nothing against a fireball anymore. There were quite a few powers that were updated that way. So, going the pure smashing/lethal route isn't quite as effective as it used to be, even though it is still going to be the best typed defense to get if you can't get them all.
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I think it is more of the set as a whole in that regard. Twilight grasp also gives -50% regen for 20 seconds, which isn't much, but it is stackable. So if you spam it you are probably looking at another -150% or so regen. Then dark servant also has twilight grasp so it is likely giving another -50 or -100% regen debuff. It all adds up to be a solid -regen set despite its lapses in uptime for its biggest one. Traps is probably the best -regen set though with radiation, cold, and thermal not far behind.
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For primary I prefer electric as it also gives the extra utility and defense of endurance drain as well as being a top tier dps set now (from the charts I remember seeing it is right up there with fire now or at least very close). Also almost worth it alone for the fact of never having to worry about MOG'ing paragon protectors ever again, or bubbling fake nems, etc. They can't do that annoying stuff when they have no endurance.
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Change Death from Below's Cadaver Counter badge
Riverdusk replied to kelika2's topic in Suggestions & Feedback
I don't think it really needs to be changed. I do have to say though it is especially tough on a necro mastermind now as even your attacks spawn uncontrollable specters. I've actually caused a failure twice (long enough in between to forget), while playing one because I forgot about that new little feature. The second time I realized right after I attacked and spawned one and went "oh no!" and didn't think to use /release_pets in time.