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Justisaur

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Everything posted by Justisaur

  1. Oops, I left out Sentinel, if that's an option, not sure how to edit the poll. Definitely needs to be Dark/Dark (dark or soul maybe for Epic/Patron)
  2. I have a concept for a dark/dark, there's just so many of them, I think every single AT besides EATS and MMs (Necro, but not what I'm looking for.)
  3. I remember when I was playing CoH and WoW came out and all my local friends who were playing CoH jumped to WoW. I had played EQ for 3 years before that and was kind of burned out on fantasy, so didn't go. Eventually I took a break from CoH, and at some point all my cow-orkers were playing WoW and convinced me to try it. I managed to keep it up for 3 months, but I kept thinking, Why the hell can't we fly? Why do I have to go on fetch quests and gather x pieces of grass? I have no interest in WoW.
  4. It works much better in aim/buildup now, you'll get it more often, and you're expecting to hit your big powers after hitting aim anyway so you get the benefit of both. You also don't want to add recharge to aim so that the proc has a higher chance of going off (think it's 90% with no rech added.) Global recharge doesn't affect the proc chance. At least on my bane, which is a bit less tough than this crab the only time I've found I feel like I could use more healing is doing DA missions solo at +3 or higher. Teaming I never feel like I even need the panacea proc, let alone anything else.
  5. I'm not absolutely sure on this, but I'd avoid Market Crash until level 50. If you complete it then you get a purple enhancement (very rare) the first time, this is worth at least 10 million inf, probably more. I've heard some people say they got it as low as 47, but not at 40.
  6. Yes, I'm a bane, not a crab so they both come from the wolf gun. The in game info says 1.65 sec on both wolf gun powers, I see 1.84 in pines for the wolf gun ones too, perhaps there was some increase in activation time at some point that wasn't included in the power info? It's appears slightly longer than that but .2-.3 seconds is pretty hard to validate in video.
  7. I might just have been feeling shatter's animation time as it's SO LONG (2.33 sec) - also because when I switch to mace I'm often doing something like survailence, placate, build up, shatter which a bit more than 5 seconds before I do damage. It does 'feel' longer when going back to venom grenade then going WAWG, but it's really hard to say without taking some video or something to go through what it's doing. I suppose I could do that as it's bugging me. Update: I took a video and went over it for about half an hour. It appears Timepants is right at least with bane mace attacks. They're still taking the same amount of time switching, but switching changes when the attack goes off in the cycle to near the end, so it feels like it's taking longer, but it's pretty clear it just changes the timing so there's a wider gap between the last attack with one weapon and the first attack with the next, then a really short gap to the second attack with the same weapon, which amplifies the feeling. It's a lot easier to see this when watching the video than trying to tell while playing. Overall you aren't losing any time, but may take ever so slightly longer to put a killing blow on something when switching, but then evens out for the next attack. Venom Grenade and WAWG seem to both be taking longer than they should though, each about 2.1 seconds instead of 1.65 as stated in the power info. I'm not sure if this is due to switching (switching to for the first power, switching from for the second) or if the activations are just longer than the info says- since those are my only wolf powers, I suspect they're just longer than stated, since the bane powers aren't affected, and they have the same long/short attack landing in the animation, but hard to say for sure. I could switch to my leveling build which had more wolf powers and check there, but didn't think of it last night, or just have patience and let the attacks refresh and try again. I may try that tonight.
  8. You'll be protecting both yourself and the party quite a lot with double maneuvers (really more like 4x because TT is 3x better.) They're interruptible, and the heal other is extremely short range, so you'll be chasing after anyone not right next to you to do it, and it'll probably be interrupted as they move, or wasted as they're resting for both health and end. You can of course take field medic to make them uninterruptible, but that's 3 picks, and once you've got that resuscitate is also tempting. I am tempted to try it out, but it's quite a lot to dedicate to it, with loss of much better powers for your group or yourself, and running into a group where there wasn't significantly better heals from someone else is extremely rare, so the rest of the time it'll feel like you wasted those slots. If you just want to heal yourself save up some inf to buy the self heal from the P2W vendor, unless you solo you'll probably never even use up one pack's worth. I wouldn't recommend it, but if you want to have heals, go ahead, you get so many respecs you might as well try them out and then respec out of them if you don't like them, unless you're already familiar with them and know you'll like them. I did take the heal incarnate which I mostly just use to try to keep my pets alive a little longer, mainly as there wasn't anything else that sounded useful. It's possible the heal other power would be useful for that once you get pets too.
  9. I started a Plant/MA dom yesterday (had a plant/energy on live) at 22 now (soloed most of that in the morning,) loving it so far.
  10. Bane. My Bane Ult control/support thread: I love playing this character, now vet level 11. I was altaholicing pretty bad before I got this character, now I can't keep away from this single one. It's neigh indestructible (I think I died once or twice in those 11 vet levels.) hits pretty good in melee, and has great team buffs and enemy debuffs, and it exemplars wonderfully. The only problem with it is there's so many options what to do with it that I keep thinking of changing the build to try other things out, but then I just log on and play.
  11. Server upgrade ate my reply. Stalker is still faster killing stuff than anything else, and it's a bit more engaging than scrapper or brute, with just a bit less health, and with SOs basic IOs you aren't going to be hitting resist caps so you won't be able to take best advantage of resists that most benefit brutes. Stj I think has enough aoe to handle mid sized groups, certainly will be the fastest at minimum +0x1 with bosses, and can probably handle between +1 to +2 x4 with SOs, and will be able to handle more AVs than almost anything other than a support toon with -regen like rad (but those will be much slower for everything else until late game.) Since you aren't going to have the ATO proc, you'll want to be using placate though. If you want something more area focused, probably spines/bio stalker would be able to handle +0x6 to x8 eventually, maybe +1, but will be slower against AVs. My only warning is bio might not be that good without sets, and is pretty difficult to set up properly and I'm not even sure how you would do it with just SOs. Super Reflexes might be the way to go as it can get you closest to capped (capped?) on positional defenses with SOs. Thinking on it more, while I love my bots/storm MM and solo with it well, without using sets or incarnates it's extremely end hungry, and unless you like converting all your inspirations to end you'd probably be running dry too often to make it fun.
  12. Yeah, since I got the badge that way.
  13. I'm pretty sure it takes a lot longer for that first attack after switching to hit, but I'll give queuing an attack a try, I'm always afraid to try that because if my last one isn't done and I don't see the white circling that it'll do the other attack, and the order is important. I also do group my attacks, but really all I have right now is WAWG and VG in the wolf set, though thinking of trading to more. It's probably more valuable to switch on a bane, as the ST attacks on Bane are a lot better, and the AoE attacks on Wolf are a lot better, where Crab is AoE & AoE, and you can get VG in the Crab attack set if you prefer to have suppression I agree it's one of the better looking attacks, and don't like skipping out on it on the crab side, it's also a wider cone than HB, which is nice.
  14. I found the problem with WAWG, it doesn't have enough accuracy, and is missing almost half the time at +4. It also needs more immob duration as it wears off too quick on +4s. I can't really tell if the -rech is working, and unless I'm soloing it doesn't feel like I need it for the -rech anyway. I don't have the slots to pull from anything else though, so it might be better to drop it for a better one slot wonder. I'm incarnated with at least T3s and T2s in everything now. I took Alpha: Cardiac as end drops a bit much, and with that I'm considering putting in tactics somewhere (which may save WAWG?) With Cardiac I can run all my toggles and even ninja run and stealth without needing any blues, I'm thinking I might want to switch out with Musc and the other buff click that gives end. I took Knives for Lore, but the damage pet dies quickly to stuff that even my Call Reinforcements don't, so am thinking of switching to something else but not sure what's sturdy. I took ION for Judgement since I thought maybe I could stack the hold with WE - but it usually kills or almost kills everything, and I haven't really gotten any use out of WE. I took the dam -resist proc and heal for whichever those are from, but apperantly there's reports the dam/-res proc isn't working right, the heal is nice. I did some soloing. The wall in Cim is laughably easy. I can do +4x8 s/l farms with the occasional inspiration, but it's fairly slow. I think this bane may be tougher than my rad brute! I don't even remember the last time I died. Obviously damage is lower. With all that I haven't felt the need to go with the more expensive build I started with and am still sitting with the cheap build. I've been getting better hang of placate, and it does seem valuable, I've found it's usually more useful to follow with (double) build up and crowd control rather than shatter, even though it's only 50% chance of 50% multiplicative extra damage, so it can do a lot of extra area damage when all those are up, which I'm otherwise lacking. I'm currently thinking of dropping pulverize for haste, which will make the bigger attacks & build up cycle faster. I'm also considering dropping the Pets, WE and WAWG (though I was really happy to have a -fly yesterday for Market Crash for the flying things) for some of tactics, vengeance, frag grenade, heavy burst, or school of sharks and arctic breath. I'm thinking FG slotted with KB-KD might actually be better than WAWG for mitigation coupled with more damage, which I feel is what's I'm really lacking, or getting more self & group damage with a bit of control through leviathan mastery. I'm also thinking of trading out bash for single shot as it's faster, and as I often want a quick shot at a runner, and bash is rarely used. Still it's working pretty well as is so I'm not feeling a great need to change anything other than just a general want to fine tune. Any thoughts on these ideas for changes?
  15. I'm seeing my pets die quite quickly usually, and am considering dropping them too, there's some situations they're useful, but I'm not sure they're as useful as a different power pick I'm having trouble fitting in like haste, vengeance, or frag grenade, especially since when I need them most is when they die immediately. I haven't really noticed the problem with stealth mentioned, but that might be because they died. If you just want an alpha taker, take one of the free P2W shield/buff pets and cast it, they die immediately, but will take the alpha if you were stealthed, and you'll remain stealthed since they don't attack. They also refresh almost immediately so you'll have it every spawn.
  16. One way you could increase the tank agro cap without changing the global is give them a psuedo pet that takes agro and transfers damage to them.
  17. When I ran with that plant dom, the first time they wiped us and they saw me even through hide + stealth io from the entrance and all came at once, there was no pulling one at a time. I guess the plant dom gets some pretty crazy +perception from something.
  18. Whenever I really need to hit... that's when I miss. RNG has a perverted sense of humor.
  19. Whips/Kin again, most of your buffs/debuffs are attacks, so you just fill in with whips, and the whips will recharge 50% faster after you hit siphon speed. I'm tempted to make one myself now, really how different is that from a kin/sonic defender? Sure the -resist is a bit less, and your leadership isn't as good, but no one bothered me about it on my controller or corruptor kins, and I need to use kin so much on groups, that I rarely get to use the primary attacks anyway. ou'll have plenty of room to put in kick/tough/weave too, and whatever other pool powers you want, sorcery perhaps. If you don't mind having other attacks, go ahead and get all the fighting attacks. Pick up presense for the fear, that'll let you drain your victims in peace solo. I'd probably still throw in hell on earth, as they're small and you don't need to/can't direct them, so not entirely petless. Time would probably work even better as you eventually get some of that sweet recharge, and you get all those buffs/slows/debuffs to make it easier to deal with mobs, but time doesn't have quite the same appeal to groups as kins for some reason.
  20. I like the idea, but you also need to consider secondaries. /time /dark /kin /traps all like to be up close at least part of the time for instance. /rad can be a bit futher away (choking cloud's the only thing you need to be close for and it's kind of meh so can be skipped.) /nature I'm not sure about though I know it has a power like rad's choking cloud. I think all the others are fine from a distance, but not sure which I'd want, My initial thought would be ice/storm.
  21. Stj/Bio stalker - stealth to end, kill stuff fast. I suppose it matters what you're fighting and if you want to stealth, or kill all. If you're doing +0x1 with no bosses, it hardly matters as long as you've got stealth and superspeed to get there fast. I actually feel like ninja/storm MM might be better than anything else especially without sets, set to agressive, and just follow/drag them around and they kill everything without you even having to bother targeting anything.
  22. VEATs can't turn off redraw. It's really my biggest annoyance with my Bane, as I like to use VG & WAWG, both cause redraw from my mace. I was thinking of taking either Frag Grenade or Heavy Burst too for some more AoE. The redraw definately slows down attacks considerably when it happens, I'm not sure exactly how much it adds, but it's quite noticeable, and I'd guess 1.5 seconds, but that may just be my annoyance at it. I find myself waiting for both VG & WAWG to be up before using them, and use them together so I suffer the least amount of redraw.
  23. You can get the badge with someone else running it. I got it with a plant dom running it.... which was really hard. Don't try to run it alone, get a full group, and run it at +0.
  24. I was thinking of trying something a bit better at solo farming than my support bane for a second build, far more offensive, for use on +4x8 TV, Battle Maidens, or AE s/l farms, or just general kicking rear on +4x8 missions with others. Does anyone have a build for that? I'm not sure if It'd be better to go crab, bane, or (more) huntsman? Crab is tempting for more aoe and serum, but doesn't have much single target heavy hitters to deal with bosses, and I assume the pets will just die right off the bat, which is my experience with call reinforcements on my bane, unless teaming. Bane has the single target and aoe but they're a bit slower, I'm not sure if surveillance & placate would be worth it or just dishing out more damage to compensate? Or just use the Huntsman attacks, but then do you add bane or crab, and what do you take from those? I'm guessing skipping WAWG, but the -rech might be helpful, or slotting up with some damage procs (only see the one chance for lethal though) I assume Venom Grenade is still useful, and perhaps Artic Breath for more damage debuff unless that slows you down too much solo? Is assault, or even any of the TT powers beyond +def worth it solo?
  25. +1 to Venom Grenade, It's the single best SoA power, well maybe after TT:M. Yes it's annoying for redraw, still worth it. Aid Self sucks, it's a long cast that's interruptible, it might possibly be useful if you took Field Medic as well. You can save yourself the power slot by just buying some med packs from the P2W vendor, they're expensive at 500k per 10 uses, but saving a power slot's more useful, or just rely on green inspirations. In half a day of play on my bane today though I think I used 1 green when I took about 1/5th my bar, just as a precaution. Aid Other also sucks, ditto long cast, interruptible, and to that extremely short range, even with Field Medic it's worse than the worst support heal. The only thing I ever found it somewhat useful for is an MM who took a no heal support set like cold - it's going to be a lot harder to heal players than pets you can tell to sit in place and they immediately listen. But give them both a try, I'm thinking of making an almost no attacks Bane with it, just as a full support concept. If they do work for you let us know.
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