
Justisaur
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Everything posted by Justisaur
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Absolutely, a brute and a tank make you both feel half redundant. Stalker is a great choice, if you do decide to go stalker, and since you mentioned it already staff/bio is a really good combo for it. Although I'd probably go with a damage & buff/debuff set - Corruptor, MM or Veat that way you get to improve both of your's performance and do damage, which tankers are lacking a bit. If you really want to do melee I'd go Veat, you get double leadership which doesn't require any attention, and can act a bit like a stalker as a Night Widow or Bane, of course you have to start as a villain if you do that but you can run off to pocket d and change alignment immediately if you're being heroes. If you really, really want a brute, you might consider Rad, as it's a bit more team friendly with a PBAoE heal and debuffs, it also has good end generation and is very tough. TW is a bit slow until about 20, once you have a set of attacks to take advantage of momentum and the build momentum power, after that it's probably the best. I haven't played with staff, but it looks faster in the earlier levels, and is good at bolstering def, which works really well with /bio's layered protections.
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Psi is 74% psi damage, except for the T9 AoE which is all smashing. Also all damage from crits, and insight is completely psi (even on the T9) is all psionic.
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The T9 is all smashing... unless you had insight then it adds a psi dot. It's a really great PBAoE that's up pretty often that tosses everything around you into the air leaving them getting up for a good while, that also crits (50% from hide.)
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I Need a map where allies spawn in near front
Justisaur replied to Rerun's topic in Mission Architect
I think most of the office ones, and banks do. I know I was running one of the 'new' office maps that do. Also I think cargo ships do it fairly close if not right at the entrance. Most, if not all of the other unique and/or outdoor maps don't. -
Wow, what'd you get that's selling for 5 mil from 989 tickets?! I've just been getting rare salvage for 540 and selling for about 400-500k if I'm lucky. I'm getting about 1000 tickets per 20 minutes, so that seems really slow too.
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Try it on Justin. I did. I think it did shut off all the toggles, and all powers were grayed out (so no attacking.) While I did get attacked occasionally, I think it must have had a phase effect, as the only thing I took damage from was falling. I was attacked in RWZ so it's possible it was the +perception of some of the mobs there that saw through it. It's been over a week, so I might be misremembering some of that. It wasn't particularly fast though, so I'm not sure it'd fully replace SJ.
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I tried this out on Justin last night and it did remarkably well, was able to tank whole groups of Rikti 54s in RWZ, and tried +4x4 with extra boss on freaks & rikti without issue. It did significantly better than psi/bio with survival, where I had to go defensive and run away a lot on /bio, I didn't have to at all with /ice, but that could be because my /bio build wasn't very good as I couldn't figure out how to make it good. I still wasn't able to take out the pylon but at least was slowly stacking a bit of damage on it, I probably could have got it eventually but it'd probably be something rediculous like 10 minutes. I got a heavy 53 down to 1/3 health before I died, and if I'd launched icy bastion or hibernate earlier I think I would've got it. Icy Bastion especially good with all that +regen and +recovery without a crash. Lockdown's +2 to hold mag on GPB was nice as I held bosses occasionally for a good bit of breather room, combined with the knockdown and -recharge it made the set feel really tanky. I've tried a whole bunch of different options, but I can't seem to get pines to give me the power list, at least here's the code. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1455;693;1386;HEX;| |78DA6594CB52134114867B32132321812010C04020819010C840002DCBF2529608A| |26045B1DC691CB181D198509948C9C2854FE113A8E5422D7D1217BA73E375A7A082| |E50DE3A1FF43403355936FFA9CFE4FFF7DCBF4AD31DFE3893B4785E63F9EB31C273| |B53B272D765D173C62ADD2C5A395DD0E3A137C489ECB4CC4969661CBB90B767D16A| |DBCA8DC9399977A439392BB3C78A370A45E1CB140A39734A5A8B767EDEAB1A338B5| |25EF5ABCF717B7EA1448906D59ACC2FD98E7DC5CED9A5E5F089457BD6DCAA3B2597| |6CABB460E5B3D3965392C5E5567214A37765F3473D65B7C810A286709D659E038D1| |9E67930728868E8C20C1235A5758966FA481BA269839A1D86487DD5557B35C65DA8| |BE3607FDAE7970F702D306BDD784D2A46F1B8A27E342E8D0EAFA414DD58D1F01FB0| |E83A903F0F299C671C38BDB3D873A6A1CA2CF66BE80A7BAE760E02518A4EDF1402B| |3C3C8F28C56A30B656D30F7D90A951AE1639515BA6474C90533F2AE87EAE5017002| |34D604F23384CAB56CF7DEB9F21D6FD84FB3C05E38FC0359A550346321A2EBA54AC| |F512330BEEBD0CB65BA04EEE1AB97EE30FCCB0690D0CAF83DDDF4183FA3673DF66F| |61B64BFDD3C8F01F63D42BE5B78955A86A1FF42FEDA7887DA1EB29F7BECE73ED8F3| |004C933E04BD168A6025C3CC51CA7570AE83C70DB39F6F3446279FA0CEDFA8D5556| |66E30FF80915F60D241DD7D5437AACE5FD9888EC373EF69307E0A4C4E32BBA0598F| |E1666C6A627DA8D79B60C6C1BE24F327F88A4A24D863E20DEA0DBC65BE0353EFC1C| |10FCCD7E0BA4F887E3E69FD7CC2D24C3FED8FC9EB6286111BE435DB4F731B62DDD0| |7FBA9051B9D5E5F6EDEFCD269DD6645564C8A8DC643AF6BC5F55BD46AA22A35591A| |9AA48C6A8FC03084D456A02957B5DFEE8A52C8FACA5E07E653BE6D22EE014ECE911| |FFF0D34E5D02B1D59DBABB9885977735C0FC0B8F90E0BC| |-------------------------------------------------------------------| I wanted to get this out there in this state since it felt so good, but there's a number of things I'm considering changing. I felt like I was severely lacking AoE before trying Water Spout which I thought would go well with the other knockdown powers, it was alright, but not all that impressive. I could launch it off at the start of a battle after Mass Levitate, and it did a little bit of extra knock-down and it'd be up for the next one. I'm considering trying moonbeam again for the resistant mobs - it certainly doesn't feel like it needs another single target attack though, or perhaps mu for the electric aoes instead. On the other hand tossing off one Water Spout at the beginning of a group means it wasn't interfering with my attack rotation. Hibernate didn't seem to work the way I thought. I thought I got it off once while fighting the Heavy, but I died so fast after I wasn't sure it actually got off. Are you still vulnerable while hibernating? Ice's heal wasn't up quite enough in and I was wondering if I'd have been better off with aid self instead, but the +max health makes me pause. I'm curious to try it with chilling embrace turned off just to see if the -recharge is really doing as much as I think it is. That's the whole point of the synergy with psi though. I'm not sure the kd chance for Psi Blade is worth it, as things mostly either seem to already be on the ground from other powers, or too resistant to go down, so would probably switch that set for another. Energy Absorption needs energy mod, not defense, so need to switch shield wall to another power, or skip shield wall, it was still adequate if I remembered to use it, probably need to put it on auto. I'd like to fit recall friend in there somewhere, but the only thing I see I might skip totally is stealth. Any other thoughts or comments how this could be improved?
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I can't speak to spines specifically, but my general feeling is to take all the attacks until you've got a good chain for getting Focus by the time your AS is ready. Then you can spec out of them later if you find you need the power slot and aren't using an attack anymore. I would mention /bio is probably better with a primary that gives some more defense like staff or other mitigation, but should work fine with spines, you just might find yourself in defensive a lot more, or going against lower level threats than another set with more mitigation when you solo.
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You could pick up the ranged attack from sorcery too, then the fly/teleport as well. Frankly I don't see how you'd be any worse than a sentinel... probably significantly better, and people play them quite a lot, probably more than stalkers from what I've seen.
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Ninjitsu's only +End power is a very long recharge 1000 seconds, lasts 3 minutes, and crashes leaving you with no end and no recovery for 20 seconds, which seems really really bad to me as that'll drop your defense toggles, but perhaps it'll work for you. Energy which is a def set would probably be far better than that with a heal/56% end discount for 30 seconds on a 2 minute cooldown, and a PbAoE which gives you end and a small amount of defense to all on a 1 min cooldown. Both of which should be able to be made much shorter with recharge/hasten.
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Bio is probably the best stalker secondary (possibly the best armor on any AT) you can go defensive for a 25% hit on damage which in most cases is not that bad on a stalker (though ran into issues when using psi with things that were already resistant), or go offensive for 25% extra damage, which should be great on teams with support that can keep you from being hit, or switch to efficient if you get low on end, all while regenerating and getting absorb. I haven't noticed the sleep working even solo and with your aoe it's not going to be sleeping long even if it does work, and the power is a real end-hog so I'd probably say skip Genetic Corruption. There is the regen if efficient, and defense if defensive, and the -dmg too though, so maybe not. Spines I never liked the look of so never got into, but it should be good, as you end up with a more balanced set, good AoE & good single target, trading quills for assassin's strike. Spines/Bio on a scrapper will be much more aoe focused, so that's the trade off.
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FFitW is set to a specific boss, so you can't make them EBs. (there's another one with hellions I think is a little faster called something like low level solo farm) I don't think EBs, AVs or Custom enemies will drop anything from my testing. I do prefer doing the ones that grant tickets as a few runs is usually enough to get the 2m influence to buy 25 generic IOs when I get to that level, though the EB ones are a little faster on the xp. I've tried making boss farms with higher levels so you can fight higher level, and at greater + to level with all your powers, but it tends to go considerably slower the higher level you are.
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A.) I think only the dev choice ones give 100%, as the idea was to discourage massive numbers of mobs in farms which take up a disproportionate amount of server resources. B.) It's hard to say, I take tickets as it's more consistent if you just buy rare salvage with the tickets and sell that. There's the caveats in that some things don't reward tickets - custom characters, EBs, AVs will never give you tickets, so if you're doing a mission with those, then you want standard rewards. C.) I believe drops are the same.
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AE mission creator question: Solo Bosses
Justisaur replied to Threatlevel0's topic in Mission Architect
It took me awhile to figure out. There's an enemy group I think called "Empty". You have to set both the main mission enemy and the boss enemy encountered with to "Empty." -
I'm surprised I didn't see this earlier as I'm running a Psi/Nin at 43 currently (though shelved considering other options) I'd drop both Blinding Powder - at 5 seconds, the duration isn't long enough to be noticeable for anything especially by the time you're going +3 or +4 content, and Smoke Flash - area placate that doesn't even make you hidden, really only useful for escaping, which you can do by just running away and waiting for hide. Take Boggle instead of Blinding Powder which is far more valuable with a long lasting confuse - you get the same effect with contagious confusion in it. Instead of smoke flash Moonbeam (Soul Mastery Villain Epic) gives you a snipe and another non-psi attack to help with resistant mobs, I'd probably drop something else for Shadow Meld for times when you're getting def debuffed. I'm not sure about Misdirection, at least it has a -res component in addition to the placate, I suppose if you're going PVP it would be useful to have 2 placates, but I've not done much PvP. Edit: I looked up misdirection, it's extremely long recharge, so you wouldn't be able to use it very often, doesn't look very good. I'm not sure if it does a real placate giving you a hide or not though. I looked up blinding powder and it actually has a longer confuse than boggle, but with a mag 2 vs. 3 of boggle, so perhaps only affects minions? The sleep is longer than I thought too, but it being so narrow I guess I never felt like it was doing much, either that or I was just fighting things with a lot of resistance which lowers the sleep/confuse duration.
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Psi only has the one, it's T9, it's pretty nice with the knock-up, but it doesn't do an awful lot of damage. Fire also looks good for AoE.
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I'm trying to work out a better set up for psi/bio and having issues with it too. I'm not sure on what to focus first, as it's got all the options. Genetic Modification is maybe skippable, as I haven't ever seen the sleep work, it does have a -10% damage debuff (maybe equivalent of +10 resistance if close?), but it's a huge end hog. Everything else looks pretty mandatory.
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Hey, hiding behind a shield is much easier. No... that's just a shield lying over there, nothing unusual at all.
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Are you sure it's collisions? I seem to have a lot of trouble just moving solo, stop then hit AS, it says interrupted. I assume it's some sort of lag? It's bad enough I stopped doing that and just do my biggest non-AS to start most times.
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The one I've got the most comments on it game: Covfefe - Plant/Kin Controller I made this one which always makes me laugh, but no one seems to get the reference: Lactomancress - Water/Kin corruptor with powers colored very light grey (Milk) Her warcry: "You thought Lactomancy was a joke?!" I've since added an M on the end of all my characters for identification, so it's Covfefe M, and Lactomancress M if anyone wants the plain name. I used to have Volcano Girl - Stone/Fire tank, on live, but I didn't play for about 6 months and the name got taken. Same happened with Clockwork Queen - Ill/Rad controller. Haven't remade either yet. Fstr - My Sonic/Kin Corruptor, took afterburner and she was fast.
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What's up with the XP rate in Death From Below?
Justisaur replied to Vanden's topic in General Discussion
Got a Plant confusing groups who hurt each other's xp? -
After testing on Justin at 50, Bots/Cold seemed to suit me best, so I made one and an up to 31 now. Both Bots & Cold are somewhat late blooming and I feel a bit underwhelmed at this time, but I saw how good it was, so have a goal. I'm worried it's not going to be very good for maling due to the late blooming nature though. I don't have Sleet or the last bot upgrade yet. I didn't take any heals, instead taking repair, between that, frostworks and the bots healing, it seems adequate most of the time. I found snow storm invaluable so far as it debuffs recharge which means the mobs don't attack as much, and it slows keeping them from running away so fast, perhaps I'll drop it later, but it seems like if I plan to be maled down for SFs etc. much it'll still be invaluable. I took 2 of primary attacks as well, and those seem like they speed up things, and give me a bit more targeted knockback to help with more mitigation, however if I use them much and snow-storm my end drops quickly, even without snow-storm and using them end gets to be a problem, especially if I end up re-summoning much. I also changed to minimal FX to avoid irritating team-mates, but I find it harder to note when shields have dropped, or if I've missed anyone so thinking of turning it back, but that's likely to be expensive at the tailor at this point.
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Anyone tried Sorcery Enflame on the melee pets?
Justisaur replied to SmalltalkJava's topic in Mastermind
I had tried it on Thugs, which aren't really melee, it didn't seem to do much I could notice. -
I just realized some of my issues on Justin were that I'd paired it with Bio to try that out (I'm Ninjitsu on live, still had trouble there though) and I had to go Defensive Adaptation all the time to survive the content I was trying to handle, and that also lowers your damage, so Defensive combined with the Psi resistances and regen stacked to make the damage very low. I was still able to kill the non heavily resistant/renerating mobs at +4 though, and if you've doing content with /bio that you can put on Offensive Adaption that would probably help overcome resistance, or another secondary set like Shield, SR, or Rad that can increase your DPS.
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I made my TW/Rad based on that premise. Rad still is a bit lacking in Psi resists which I tried to get more of from sets (on Justin anyway), but seems to do fine against them, running around beating up 54 spawns in RWZ with no issues. Rikti are slightly more vulnerable to Negative & Fire, and slightly more resistant to Cold & Energy on average, the bosses tend to be more resistant to smash, lethal and psi though (30%), so TW takes a hit in that regard. With that in mind I might consider Dark or Fire for primary depending if you want more safety or damage, however both sets probably lose out enough damage vs. TW that it's a wash anyway. Electric is your other armor set that doesn't have quite as much of a Psi hole as other sets, but it's PBAoE is all energy, where Rad's is at least partially toxic which would make it less resisted.