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Riverdusk
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Wolf-only Beasts/Thermal/Mu (K9 cop): is this viable?
Riverdusk replied to Bastille Boy's topic in Mastermind
I'd be amazed if anyone in a teaming situation would care if you used lions or not. More likely they'd be grateful for 2 less pets in the way, as long as you are also using your secondary. I don't think they'd really notice what epic pool you use either. When I team I sometimes don't use my tier 1 pets and no one has ever said a word. For solo it is all a matter of perspective. It'd be slower, but up to you if it is too slow. Once you get the big wolf I'd try it with just the dogs and see how it feels. -
I remember back on live several people suggested the SG limit should be on number of accounts rather than players. So if you had 50 alts in a SG it'd still only count 1 against the SG limit. Probably a technical reason why that isn't so easy to do, although always thought it was a great idea.
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Defender's resistance cap is 75%. I agree it being more clear in game would be nice, but you'll find a good resource here for a lot of the games caps: https://paragonwiki.com/wiki/Limits Overall that wiki has a lot of good info for you and is worth taking a look through. It isn't being updated anymore for changes Homecoming is making, but the vast majority of it is still good.
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I thought I was bad, it took me about 3 years to get my first 50 on live (2004 - 2007). I've managed to get one 50 here so far. That 50 took me close to 100 hours of playtime per the old trick of clicking on an NPC who's name starts with "M" to find your hours played on a character. Yes, I take my time, obviously. Good luck to you!
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Pretty sure there is no such setting. I know people have been asking for that as an option. I especially heard quite a few asking for it with the intro of the panacea proc with its constant floating heal number above your head every few seconds. Some of the absorb shields can get pretty obnoxious too.
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30% buff, but actually that also scales with level and doesn't get to +30% until level 20. At level 1 the vigilance solo damage buff for defenders is only 6%. https://paragonwiki.com/wiki/Inherent_Powers#Vigilance
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Yep, I dislike that same animation on Ripper for spines as well. Although I guess spines feeling clunky seems not as bad as it does on claws.
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Certainly. It did seem to work from the quick testing I did by just getting to a rough distance and aiming at hellions in Atlas park and trying fire ammo and getting "out of range", immediately switching to cryo and it let me shoot.
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Was just looking at starting a Dual Pistol Sent and enjoyed @oldskool's guide. Very good job. However, I also stumbled upon something just tonight that I never knew about them and I've never seen anyone else mention (not that I couldn't have easily missed it of course). That is that using Cryo ammo gives you a +33% range buff! The only place it is even mentioned is on the actual "Cryo Ammunition" power you get after taking swap ammo. Its text reads "Cryo Rounds are more aerodynamic, being able to travel a greater distance" and under power info it shows, " +33.30%% strength to range on self. Ignores buffs and enhancements. unresistable" That actually puts all the single target DP attacks back to the same as a blaster's range I believe and makes Empty clips, ironically, have better range on a sentinel than any other AT. You have to give up the nice extra damage of the fire ammo, but I thought that was a cool little thing (excuse the pun) they added for sentinels to make the cryo ammo more useful in some situations. I have a dp defender as well and didn't see that same text on the defender version of cryo. I thought that should be added to the guide, unless it was already added somewhere and I missed it.
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You aren't the first person I've heard say that and I'm not sure why. You definitely CAN use Shinobi-Iri with combat jumping. I am using both at the same time on my character right now. The only conflict is Ninja run and combat jumping, those two you can't use together.
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Don't really have a build handy, but going by the Kaeladin's dps spreadsheets Dark Melee with even just 1 target in soul drain is near the top of scrapper ST dps if you have enough recharge to keep soul drain up most/all of the time and are using the ideal attack chain. Add in the bonus damage of shield and if it can't do it, not sure what else can. DM/Bio would probably be the one even better with both its damage bonus and its -regen. I'd definitely give the nod to TW/Bio and DM/Bio as the ultimate melee AV (or pylon) killers. But then bio has a much tougher time getting the defense you are asking for. Oh, one hint, you might try Leviathan mastery as your epic pool choice. Have heard Water Spout helps a good deal against AV's/Pylons. Can also put an achilles heel -res proc in it.
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Was just going to say the same thing about Kuji-in Rin, not necessarily a bad thing to have it double stacked. It gives ninjitsu some of the best psi resistance of any set, very nice to have when you run into those few psi attacks that don't have a positional vector to them and otherwise blow right through your defense. But if you are desperate on slots it can be sacrificed down to 1 slot.
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Probably tough to get to 58.5 s/l defense with it, without some trickery, but just to note, Willpower also has a taunt aura. The taunt aura is considered a weak one, but it is enough in my experience unless you are trying to actually pull aggro off of others with their own taunts. As a scrapper I just want it good enough to keep things from running off every time their health gets low and it works for that. Not sure why dark/shield doesn't work for you, seems like it could hit all the marks (except maybe the rare non-positional psi), unless you just didn't care for the "feel" of the combo. Going back to WP, it is one of your rare ones that does have some specific psi defense/resistance built in.
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Honestly the thing that's always bugged me about grave knights is why they don't have some lethal resistance. They are basically skeletons. If anything swap out the toxic resistance for lethal.
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As I mentioned those are exactly the characters I don't take SS on as something like shadowfall + Celerity: stealth IO gives you that invis, so SS isn't needed. So, on those characters I feel free to go with fly or SJ. 😀 Most of my other characters I go SS in order to get that full invis, SS + Stealth IO, since they don't naturally have their own built in stealth to stack with the IO.
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Defenders, Controllers, Other powers
Riverdusk replied to DrRocket's topic in Suggestions & Feedback
Actually defender range scale is .65 and blaster is 1.125, so more like 58% of a blaster's, unless they changed things since Paragon Wiki's shown values. Also the math doesn't quite work out that simple once you add in enhancement or other damage buffs that are common. That 30% damage buff is to that low defender base damage, not enhanced damage. The 30% helps, but it does fade somewhat once the blaster puts in even the standard +95% worth of damage enhancements and pulls much further ahead with their much higher base. By my calculations solo with the +30 Vigilance bonus defenders are doing more like 67% of a blaster once they both slot the standard +95% worth of damage enhancements in an attack. Things get more complicated though as then you add in potential debuffs/buffs the defender might have, procs, etc. I agree with your first statement completely though. -
I pick super speed usually on any character that doesn't already have their own stealth power in their primary or secondary sets. Super speed combined with a stealth IO is easy full invisibility. In other words to me super speed is a stealth power that happens to make you run real fast. I could take stealth itself now since the annoying -runspeed to it was dropped, but often I don't have room or I've already used up my 4 power pools (and I'm usually already picking up hasten anyway.) And yes, when I do grab super speed I always get combat jumping to go with it, gives you enough vertical to get to where you need to go almost always. I can put on a temp jet fly pack for the rare times I need it (and just a 1 hour fly pack will last almost forever when you are only occasionally using it for 5 seconds at a time here and there.) Even if fly speed was increased I don't think it'd change things much for me.
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Ugh, just ran into this issue. Took mighty leap at level 6 and had to search as to why Null wasn't offering me the option to disable. The pop up tray is annoying as I always put a 4th tray over the top of the initial 3 and the pop up tray messes up that layout. Now I have to use a 2nd build to take mystic flight just for the option to show up at Null. I also have to wait until level 10 to even do this since 2nd builds aren't available until 10. Very annoying.
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If we are having a power swap meet I'll take crushing field on my illusion controller then please, I'd kill to have an aoe immobilize for illusion. 😁
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Quite a few kinetics and empathy users I remember not taking it, instead relying on transference and recovery aura.
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Was thinking the same thing. Part of the balance on brutes, at least theoretically, was the drawback of it being somewhat harder to quickly pump up your damage in certain situations to near scrapper levels. Was often one of the few reasons I heard people give as a plus to a scrapper over a brute. I more often heard from brutes that even then it "wasn't that hard if you just use your attacks." Although, I do agree with "balancing" fury generation between the slow and fast animating attacks.
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Yep, anything can be made to work of course, but the resistance cap difference of 75% vs 90% makes it real hard for me to ever recommend a scrapper over a brute for the resistance based sets. That is a huge difference (and a big part of why I think scrapper's res cap should be increased to at least 80%). Lack of taunt aura on electric armor is also a big annoyance to me, as it means you will have to deal with runners, which is an even worse issue on sets that have a damage aura. I'd go brute all the way.
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It depends somewhat on what exactly you have in mind for your "solo missioning". If you doing something like trying to just enjoy all, or most, of the content solo (which almost requires you to stick to +0/x1 difficulty or else you outlevel stuff anyway), even on a blaster you aren't going to be eating a lot of dirt. Even a bit higher difficulty and all should still be fine even at lower levels. Now if you want to do the +4/x8 thing, that will take some work and is tougher on blaster/corruptor. Bottom line, don't go crazy in cranking up the difficulty and either should do you well. My dark/device blaster so far is very safe and kills things plenty fast. Mine would probably be one of the safest most solo friendly blasters you can make, but ice/ice is high on that scale as well.