Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Omega-202
Members-
Posts
877 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Omega-202
-
You are definitely misremembering. Procs definitely work in pets. Clouded Senses goes off a ton on Dark Servant. Achilles goes off on Soldiers. Obviously Soulbound Allegiance BU proc goes off for the pet its slotted in. Not sure whats going on with Energy Font, but its definitely an oddball, not the norm.
-
A Rude Surprise (Stealth vs +Perception)
Omega-202 replied to Solarverse's topic in General Discussion
I'm stumped. Next step is Power Analyzer/Surveillance. I can see if I can hop on a Bane spider on test in the next couple of days. Maybe we can get more info about what effects they have active. -
A Rude Surprise (Stealth vs +Perception)
Omega-202 replied to Solarverse's topic in General Discussion
Now that is odd. A few observations: - You were there for plenty long in the SI test for a bunch of ticks of any aura to have gone off. Could have been useful if you had the combat window in your chat open to see if attack rolls were being made against you, just in case, but I can't see how this could be explained by just a high AoE defense stat. - They didn't react to you like a normal stealth spotting enemy. Rikti drones for example will turn and follow you immediately once you're in range. There was an odd lag, as if there was some sort of check or roll being made. I'm curious if there's something to that. Now I'm super curious about what's going on here. I wonder if anyone else has any ideas. -
A Rude Surprise (Stealth vs +Perception)
Omega-202 replied to Solarverse's topic in General Discussion
Could be that the Positioning power has a hit check. Stalker hide has a huge amount of AoE defense when not suppressed and Superior Invis gives a solid amount too. Could be that the checks missed. No offense but I'm going to assume that the wiki is right on this and there's some other reason you feel like they didn't spot you with Superior Invis or Hide. Go back, get within 8 feet and open your combat window and report back. -
A Rude Surprise (Stealth vs +Perception)
Omega-202 replied to Solarverse's topic in General Discussion
The paragonwiki page has some info, although some may be outdated. https://paragonwiki.com/wiki/Stealth_and_Perception But regarding your specific situation, the witches don't have +perception. What they have is an aura: "There are some enemies, most notably Longbow Eagles and some members of The Cabal that have a power called [Positioning] that makes these enemies appear to ignore stealth at times. These enemies are not meant to fight at melee range and Positioning forces them to move away from players. A side effect of this power is that it acts as a short range (8') Area of Effect attack. This "attack" forces stealth to suppress, allowing the enemy to see the player." - from the wiki The "positioning" aura checks for foes within a certain range, and acts like an attack so it suppresses your stealth. Cabal, Eagles, and some Sky Raiders have it and it just cancels stealth outright. -
I specifically said that I don't care about the badges if you read my earlier comments. Agreed. I honestly don't care for your opinions. I never said I valued anything in this discussion or that I took pride in anything said here. My only comments in this thread were pointing out the hypocrisy of certain other commenters who previously advocated for taking away things from the game that are currently available to all. But go ahead and feel like there's some Gotcha moment here before you go back to feeling "proud" of your shiny pixels.
-
I think the original person was talking about farming situations. In a solo farm, even just one of the old nonAE portal farming maps and more so in AE, its very easy to stay damage capped if you're using binds to convert and burn reds. If you have a farming character it would be crazy to not set up the convert+use binds. I have mine on Mouse 4, 5 and 6 and just hit them between spawns. Helps in general content too, as a time saver.
-
You're assuming others haven't crunched the math and come to a different (and better) conclusion. Always consider the other side before immediately getting defensive because sometimes people have put more thought and experience into things than you have. The basic answer is "Accuracy and Endurance are easy to 'cap' for Stalkers, Damage is not". Once you have enough Accuracy and ToHit to give you 95% chance to hit a +3 enemy, you don't need more Accuracy slotted. Once you have enough Recovery and End Redux to run a full mission without stopping to rest, you don't need more End Redux. Both if those are easily attainable without using your Alpha. If you are having accuracy and endurance issues, you have problems elsewhere in your build. But Damage is harder to cap for Stalkers. Lets say no Alpha slot, so your attacks are slotted at 95%. Gaussians proccd BU will give you 160% for 5 seconds and 80% for another 5. Assault Hybrid with max stacks will give you another 90% between the passive and stacks, with only 50% uptime. So without double stacking BU, you are at 445% of 500% cap FOR 5 SECONDS! You can't even self cap without popping insps or double stacking BU, with a proc also popping. Quick analogy: You've got a plot of land with a reasonably sized house on it. Decent bedroom, decent living room, decent bathroom, decent laundryroom. You want to expand the house. Everyone is telling you to bump out your living room because more living room is better, but instead you are planning on making a larger laundry room and bathroom. But why? if you can fit a shower, toilet and sink with some room to spare, why are you expanding the bathroom?
-
Fine, like I said, I'm fine with things as is because the status quo is the compromise. I was being facetious using the horrible meme text to mock you from the other thread so yoi can see how terrible you sounded. But I am just hoping certain people (I guess, you included) have reassesed their stance since that other thread because obviously there are two sides to this. All the BS calls of "the game will die without grind" and "I took an in game poll and we're the silent majority" is a bunch of crap. There are plenty of people who would be happier with an instant 50 button and nobody can predict what will keep people around longer.
-
I just want to point out that people were being called selfish and uncompromising (not necessarily from you, ML) for advocating for status quo in the other recent thread asking for MORE grind. wHy CanT yOu ComProMiSe? I'm good with where things are, but I hope certain people can see that there's other sides to the coin.
-
For what it's worth, I run Rune, Melee and Barrier on my Ice/Dark/Dark corruptor. I find that Rune and Melee do more than enough to keep me from being mezzed and Barrier, although it doesn't provide mez protection, does make me unhittable for a minute due to capping my defenses. Have to hit me to mez me. I don't know how useful Clarion would end up being, especially if you're adding FoN on top of Rune and Melee. Seems like overkill.
-
FoN has a 1000 second cooldown and a 120 second duration. The recharge cap is +400%. That means the lowest recharge you can get is 200 second recharge (1000/5, where 5 is 100 base + 400 enhanced). So you'll have an 80 second gap, best case scenario. Kin probably comes the closest of any build to self hitting the recharge cap, but even Kins would struggle to stay there. +330% is more reasonable (70 from hasten, 60 from triple siphon speed, 100 from sets, 95 from slotting) so its actually more like a 100-120 second gap. Have you considered Melee Hybrid and Barrier Core Incarnate powers to help your squishiness?
-
Going to strongly disagree on Soldiers. Widows, I agree with you, but Crabs love their epics. Sure, they have ranged attacks, but Gloom and Mu Lightning have better DPA than any of their primary attacks. The AoE immobilizes are also great to help enhance the already great AoE damage because it keeps enemies clustered so they take all of the incoming damage. Finally, if you're playing a Crab, you want all of the pets. You'll be building for perma Disruptors any way and they have the same recharge as the PPP pets. More pets = more allies benefiting from all of your leadership buffs and more chances to proc Gaussian's in Tactics. In fact, I'd say Crabs, Defenders and Controllers are the only ATs where I think you should even consider the PPP pets. Go check any Crab build in the subforum. You won't find any top build that skips the PPP. To the OPs question, I think Widows and Corruptors/Defenders are plenty doable without the epics. Def/Corr depends on the power sets, because some have plenty of options while others don't.
-
Invulnerability's defense based powers (eg Tough Hide and Invincibility) give elemental based defense, not positional. It's easier to work with that than try to fit a round peg in a square hole. You can pretty easily hit the s/l/f/c/e/n defense caps, way before you hit the positional caps. Then your only real hole is psi damage, but even that can be boosted up into the 20% range just using the standards (weave, cj, gladiator armor, steadfast, random io bonuses) and you can drop a few Impervium armors in to help with the resist. TLDR: go with elemental defense, not positional, and learn to cope with / live with the psi hole.
-
I'll post my current and my brainstormed (full ranged chain) Stalker builds later today. I don't have a decent comparison Sentinel build (or a functioning in game Elec Sentinel to compare) but I'll play around on Mids and see how they may compare. EDIT: Here are my current build and my ranged build that swaps out Thunderstrike for Mu Bolts (slotted with Thunderstrike lol) Both hit elemental defense cap with Barrier core running (except to psi) and have about 70% up time on Rune of Protection which gives me resists of 70+% s/l, 66% f/c and 55% to e/n/p/t. The "ranged build" (second one) should have a pretty uninterrupted ranged chain of "Bolts>Zapp>Bolts>Shackles>Bolts>Ball Lightning (slight gap)>repeat" due to the high recharge (1.32 s recharge on Bolts). Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Speed Power Pool: Sorcery Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(3), CrsImp-Dmg/EndRdx/Rchg(3), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Acc/Dmg/EndRdx(5) Level 1: Hide -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(7), Rct-ResDam%(7), Ksm-ToHit+(9) Level 2: Resist Physical Damage -- ImpArm-ResPsi(A) Level 4: Kick -- FrcFdb-Rechg%(A) Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg(15), SprStlGl-Acc/Dmg/Rchg(15), SprStlGl-Dmg/EndRdx/Rchg(17), SprStlGl-Acc/Dmg/EndRdx/Rchg(17) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Dull Pain -- Prv-Absorb%(A), Prv-Heal(19), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(25) Level 16: Unyielding -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(27), Ags-ResDam(27), Ags-ResDam/EndRdx(29), GldArm-3defTpProc(29) Level 18: Chain Induction -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg(31), SprAssMar-Dmg/Rchg(31), SprAssMar-Acc/Dmg/Rchg(31), SprAssMar-Dmg/EndRdx/Rchg(33), SprAssMar-Acc/Dmg/EndRdx/Rchg(33) Level 20: Environmental Resistance -- ImpArm-ResPsi(A) Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(34) Level 24: Mystic Flight -- EndRdx-I(A), EndRdx-I(34) Level 26: Thunder Strike -- Obl-%Dam(A), Obl-Dmg(34), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), ScrDrv-Dam%(37) Level 28: Spirit Ward -- Heal-I(A) Level 30: Reinforced -- LucoftheG-Rchg+(A), HO:Cyto(37), HO:Cyto(37) Level 32: Lightning Rod -- Arm-Dam%(A), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40) Level 35: Combat Jumping -- LucoftheG-Rchg+(A) Level 38: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-ResDam(42), UnbGrd-EndRdx/Rchg(42) Level 41: Zapp -- Apc-Dmg(A), Apc-Dmg/EndRdx(42), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dam%(43), StnoftheM-Dam%(45) Level 44: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Knock%(46), PstBls-Dam%(46) Level 47: Electric Shackles -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(48), UnbCns-Dam%(48), Dvs-Hold%(48), Dvs-Acc/Dmg/Rchg(50), Dvs-Acc/Dmg/EndRdx/Rchg(50) Level 49: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), EndMod-I(13) Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Barrier Core Epiphany Level 50: Musculature Radial Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Assault Radial Embodiment Level 50: Banished Pantheon Radial Superior Ally ------------ Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Stalker Primary Power Set: Electrical Melee Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Speed Power Pool: Sorcery Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(3), CrsImp-Dmg/EndRdx/Rchg(3), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Acc/Dmg/EndRdx(5) Level 1: Hide -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(7), Rct-ResDam%(7), Ksm-ToHit+(9) Level 2: Resist Physical Damage -- ImpArm-ResPsi(A) Level 4: Kick -- FrcFdb-Rechg%(A) Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg(15), SprStlGl-Acc/Dmg/Rchg(15), SprStlGl-Dmg/EndRdx/Rchg(17), SprStlGl-Acc/Dmg/EndRdx/Rchg(17) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Dull Pain -- Prv-Absorb%(A), Prv-Heal(19), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(25) Level 16: Unyielding -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(27), Ags-ResDam(27), Ags-ResDam/EndRdx(29), GldArm-3defTpProc(29) Level 18: Chain Induction -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg(31), SprAssMar-Dmg/Rchg(31), SprAssMar-Acc/Dmg/Rchg(31), SprAssMar-Dmg/EndRdx/Rchg(33), SprAssMar-Acc/Dmg/EndRdx/Rchg(33) Level 20: Environmental Resistance -- ImpArm-ResPsi(A) Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(34) Level 24: Mystic Flight -- EndRdx-I(A), EndRdx-I(34) Level 26: Spirit Ward -- Heal-I(A) Level 28: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-ResDam(36), UnbGrd-EndRdx/Rchg(36) Level 30: Reinforced -- LucoftheG-Rchg+(A), HO:Cyto(36), HO:Cyto(37) Level 32: Lightning Rod -- Arm-Dam%(A), Arm-Dmg(37), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39) Level 35: Combat Jumping -- LucoftheG-Rchg+(A) Level 38: Mu Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(46) Level 41: Zapp -- Apc-Dmg(A), Apc-Dmg/EndRdx(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dam%(43), StnoftheM-Dam%(43) Level 44: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Knock%(46), PstBls-Dam%(46) Level 47: Electric Shackles -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(48), UnbCns-Dam%(48), Dvs-Hold%(48), Dvs-Acc/Dmg/Rchg(50), Dvs-Acc/Dmg/EndRdx/Rchg(50) Level 49: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), EndMod-I(13) Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Barrier Core Epiphany Level 50: Musculature Radial Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Assault Radial Embodiment Level 50: Banished Pantheon Radial Superior Ally ------------
-
Where did you lose sight of the fact that this is a game, and not real life? You want to feel accomplished? Go get a promotion at work, go get a degree, go volunteer, go beat your max at the gym. Your comparison for "working hard leads to accomplishments" falls apart immediately when any rational person takes a look at it and sees that you're applying it to a game.
-
So there's a ton of unlockable content that you haven't gotten to and yet it would be a good idea for the volunteer development team to dedicate their time to making content that only a fraction of people would utilize? You yourself have not availed yourself to whats already there, so why make more content nobody is going to see?
-
Yeah, in a AE farm, I think hitting those numbers obviously makes sense. My issue is replicating that in a standard +4/8 TF environment. I plan on taking a spin through a few AE farm runs as well as Council Earth to see if I can make it work.
-
Regarding your positioning comment, I don't actually believe you're correct about the mechanics of TS. It is a targeted AoE and it can hit people behind you, as long as the secondary target(s) is/are within a 7 foot radius sphere of the primary target. I very often have targets hit behind me with TS, specifically because I launch LR using the "tp to target" bind, so I'm right up in my LR targets face. Maybe you just have better luck than me on it, but without herding, I just don't get that many targets in that 7 foot radius sphere. I'm going to give it some practice this week on some Freak farms to see if I can find a trick to it. Regarding damage, true it does more than BL (110 vs 64) but if I'm hitting double the targets, then BL definitely comes out ahead. RE: positional vs elemental, sorry for the confusion, but I run Invuln. I posted here about TS because I thought it would make sense instead of making a new thread. Respect to my shielded brothers, but us Invulnerability face tankers rely on elemental def. I'm currently at ~40% def to s/l/f/c, but e/n is only at 37% so it could use a boost so that Barrier gets them all to 45+%. EDIT: I just had a thought...what if the difference here is Invuln vs Shield? Stalker invuln has no "taunt aura" while shield has AAO. You may have a leg up on clustering enemies because of it, while invuln doesn't have anything with a similar effect. That could explain why I'm having less luck hitting big packs with TS (because they're not higging me as much).