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Psylenz0511

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Posts posted by Psylenz0511

  1. When I say leave foes in their wake I don't mean minions and lieutenant s, I mean superstunners paragon protector boss werewolves jump bots that don't die in the first salvo

  2. In my estimation, the team skills of players who tank have really fallen off. Too many tanks fall into a category which used to be called scrankers, tanks who want to be scrappers. There used to be topics of convesation whether  you had to take taunt on a tank with other means of drawing aggro. Not anymore.

     

    I play a lot of characters and do a lot of pug groups and task forces. The tanks break off from the first couple groups and let the rest of the team clean up after them, pushing further and further into the mission regardless of what they leave behind and regardless if the mission is a kill all or not. The tanks are playing regular content like an AE mission and their teammates are the door sitters.

     

    I don't think 3/4 of the tanks in game know how to keep their team moving efficiently, taunting hard targets off teammates, managing aggro, balancing the team against support, dps, and those that heal them. Teams split all too frequently, but I am talking about when a tank just goes berzerk and abandons the rest of the team. It amazes me still when a tank gets to the final boss, EB, AV and says, 'I found him' but no teleports follow up. 

     

    These tanks are selfish, rude, and parasitic. If they want to solo content, then do it. Don't drag a team behind you through the gauntlet of foes that are peeling off in your wake. I think the game needs to become harder, much harder, so that team play improves instead of having the berzerker and his  cheerleaders fawning over how tough the tank is  to fight so much solo.

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  3. The only thing I would add is what abilities can now be proc'd out on regular Force field abilities such as Force Bolt and Repulsion bomb. I am pondering what is available to proc on repulsion field if it were 'tamed' with a KB > KD  enhancement.

     

    For what it's worth, on the Statesman Task Force, back on live, I would clearly indicate which of the towers buffing Lord Recluse would be Detained. Most of the time folks didn't complain. It mostly made it easier for whoever was tanking Lord Recluse.

     

    Also kudos to the suggestion for a beam rifle secondary. Most of Force fields isn't busy as say electrical affinity so you have the activation time available associated with some beam rifle abilities.

  4. On 9/3/2020 at 12:54 PM, srmalloy said:

    When the defeated anchor despawns, it turns off. This is an important distinction. Put Darkest Night on a CoT spirit, and since they don't leave bodies when defeated, the toggle turns off the moment they go down. Put it on, say, an Earth Mage, and DN will stay up for a while after the anchor goes down, until the body vanishes. That said, there are a fair number of mobs that are 'bad' anchors -- the gem and rock types of DE, for example; since they have a chance to spawn the "mini-me" versions when they're defeated, the original anchor disappears immediately. Sky Raider Sky Skiffs blow up when defeated, as do the Council flying bots.

     

    Darkest Night is a -Res and -ToHit, so dropping it on a mob will make it and his friends go down quicker and hit less, so it's more effective against EBs, AVs, Monsters, and GMs than it is on lieutenants or minions, as you observed, simply because the higher the 'grade' of anchor, the longer the AoE debuffs them and everything around them.

    I am not one to usually correct posters, but it should be noted that Darkest Night does NOT do -RES it is -DMG, reduces damage potential of foes within its affect. This offers more protection from big damage numbers from hard targets - bosses, elites, archvillains/heroes or Giant Monsters. Darkest Night does have the -tohit benefit.

     

     

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  5. When you are thinking ancillary power pools, fire with bonfire as a choice is a leading contender for outstanding mob control. You would just need to slot a knockback to KnockDOWN Invention Origin enhancement in the  power for superior effect.

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  6. When incarnate raids started, the devs realized that certain buff sets would need to buff continuously to protect a raid. That and the buff sets for masterminds needed some love. So now when you cast sonic shields abilities, forcefield shields, cold domination shields, thermal shields, the shields are applied to the allies within a radius of the targeted ally.

     

    In the bad old days, masterminds would summon pets, equip each pet (up to six times), upgrade each pet (up to six times), and apply individual shields like forcefields to each pet, just to fight the spawn camping the door to your mission. Next, after clearing the area near the door, you would zone into the mission, and your pets despawned. So there you were, alone facing an ambush at the door (frequently on red side) trying to summon, equip, upgrade, and buff your pets just to survive entering the mission. Now the pets will follow you into an instance (unless there is a level check for exemping) and keep their equips and upgrades. Times are much better for masterminds.

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  7. Nobody mentioned this, but back on live my cousin played a Necro/storm to very good success. It's hard to quantify in numbers the syngery between the hurricane repelling foes while the zombies melee them. Steamy mist does a good job of protecting zombies to fire, one of the damage types that zombies are susceptible to. If the foes can't stand up they can't attack

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  8. I haven't had Demons/Poison directly, but I have had Demons/Sonic, and my first MM was Bots/Poison - back the in the dark days when equip and upgrade were single target on long cooldowns. Oh and of course your pets wouldn't zone into instances or different zones with you.

     

    All this to say, I am not sure I would put my tier 9 poison debuff aura on the Cold Demon Prince. I would leant to putting it on the Hellfire Demon. He is more aggressive and moves from spawn to spawn quicker it seems to me. I got to where I put the demon pets in split stances with the boss demon and the 3rd tier on defensive follow and i would follow the 2nd tier demons on attack my target as they mowed down the foes. I am also aware the sonic debuff toggle works differently than the poison debuff aura but its something to consider.

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  9. The knee jerk reaction I had was to pair up with a kinetic/sonic defender. Hellooo damage cap.

     

    Second thought was something with good -resistance like a storm or a cold defender.

     

    Then I thought of a novel idea. Try a sonic/sonic defender. The hula hoop of doom is designed for a dedicated melee teammate. You have the dispersion bubble for your own mezz protection, and with the sonic shields, the brute can slot more towards damage and less towards resistance in theory teamed with the sonic. Then of course you can proc out what can be proc'd and blast away to add to the duo's output damage total. Sonic/rad or Sonic/water may lend themselves to increased proc damage. Howl is hard to resist though.

  10. Group fly is also situationally useful in instanced maps where the robots pathing will often send them through additional groups. You can avoid this with group fly to position your robots where you like them to go without running around like chickens with their heads cut off

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  11. On 8/13/2020 at 1:57 PM, Xandyr said:

    I'd have to go with Dark, Rad, or Cold.

     

    Then DARE anyone to hit me or my team.

    When the Triumphant Defenders roamed the triumph server back in the day, the theme song that ran in my head, when the forcefield bubbler, the doubly dark defender, and the stormy grouped, was MC Hammer's Can't Touch This. (Does the constipation dance side to side in my imagination)

  12. Last Sunday, we had a diverse group of Defenders take on the Ouro-Sister Psyche TF. Much fun was had. Please join our global channel "Buffed Up" and look for us on Everlasting around 3PM EDT. See you soon.

  13. On 8/12/2020 at 9:55 AM, Omega-202 said:

    Electric blast is considered bad because it's secondary effect (endurance drain and -recovery) is usually useless unless you build specifically for using it.

     

    Lets do a quick example: Fireball and Ball Lightning both have a 16 second recharge and ~1 second activation so they are a good direct comparison.  Fireball does 1.1928 base damage and Ball Lightning does 1.02 (85.5% of Fireball's damage).  What do you get in BL in exchange for only doing 85% of the damage?  -7% endurance and a 30% chance for -end recovery for 4 seconds.  For the most part, that -end effect is completely useless.  Minions and Lts will die before they are drained, and AVs have absurdly large endurance pools and debuff resistances.  For the most part, the only time the drain comes in handy is on certain boss enemies, but even then, you need to stack multiple levels of -end.

     

    Another issue is that Electrical Blast lacks a tier 3 blast.  That is less of an issue now that fast snipe is so straight forward, but it does mean that you need both the tier 1 and tier 2 to make an attack chain, whereas a set like Fire can go with tier 1, tier 3 and snipe and have a higher DPS chain. Voltaic Sentinel is nice, but it kind of does its own thing and does't always attack the right targets.  

     

    I will say that if you really want to go with Electric Blast, Electrical Affinity is the only primary that would really make it work.  

    Kin/Electric probably drains better than Electric Affinity but Kinetics does not have Faraday Cage.

  14. On 6/22/2020 at 9:02 AM, Hjarki said:

    <snip>

    I think it works well on Masterminds. Indeed, this is generally true of 'healing sets' - they work well for Masterminds and somewhat poorly for other AT because there's no guarantee your buffs/heals will have any meaningful impact on some arbitrary ally. When you bring your own allies, you know precisely how much healing/buffing they'll need and anything you give the rest of your group is simply gravy.

    Help me out with this observation. I am not following. On my elec aff defender I target the ally with the lowest health bar, or the ally with the  lowest end bar to benefit accordingly. As far as I know, although it is smaller than kinetic or rad emission, energizing circuit boosts recharge and end modestly. Empowering circuit boosts +damage +tohit, and insulating circuit throws on an absorb shield. Unless the team is always at the recharge, damage, absorb caps along with the ever popular Faraday Cage. As good as dark, cold, kinetics and rad are, they don't boast the mezz resistance of electric affinity.

     

    Or is it about the fps?

  15. 6 hours ago, Gobbledegook said:

    I remember back in the day Teams of Rad Defenders being a thing. All stacking Accelerate Metabolism. Damage/recharge/recovery,  Is that still a thing?

    Would that be 200% damage/240% recharge/240%recovery and very fast movement speeds, Rotating nukes.

    I don't know of any group doing this specifically, but it would still work on an all Rad/x defender team: dmg, recovery, recharge, some mezz resist, rotating anchors would debuff defense and resistance, stacking lingering ratiation two or three times, rotating nukes, rotating EMPulse - oh my, gives me chills. Let's not forget a good mixture of sonic debuff, rad blast debuff, water debuff, dark blast debuff, mmm. Toss in dual pistols, fire blast, ice blast, psy blast for flavor.

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