
siolfir
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Everything posted by siolfir
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Alternate (because why not?):
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What about fruit sauce? Because, you know, tomatoes are a fruit.
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I thought that this was common sense to say since we've been posting the formula and talking about trying to grab aggro, but... A Brute that was taunting would apply a 41 second taunt duration, which is much longer than the 14.96 seconds Tankers get for Gauntlet (applying more than double the threat since that's the largest known part of the formula). A Tanker is still going to have some mobs come at them, because the target cap for Taunt is low, and Gauntlet's taunt is AoE vs Fury being single target, but the mobs affected by Taunt should stick, and the base recharge for Taunt is one quarter of its base duration so you can use it on different mobs to hold a higher number. You'll also have to do some damage, but if one is using Taunt and the other isn't, the one using Taunt should win as long as the damage is comparable and the mobs aren't that far apart. Note that this doesn't work with Confront - it has a shorter duration (23.1 seconds) on ATs with a lower AT threat multiplier (3 vs 4) so the math doesn't work out as well. If you want to do it passively and didn't take Taunt, yes - you could slot for taunt duration. But if you really want to hold aggro, the more reliable way is to take and use Taunt because the base duration is so long. But that eats into your time attacking, so most Brutes don't use it.
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I think I might have already used this one before... If so, just go with Kansas' The Wall:
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The first Page 4 release candidate included a line about normalizing the Taunt auras: Specifically: This represented a weakening of Invincibility and Against All Odds and a buff to Rise to the Challenge. It was in the patch notes as far back as December 6th... ...and remained in the patch notes until RC3: Where we ended up with this note: But the difference from RC2 did not include mention of any reversion of this being done: Since there wasn't a mention of specifically removing it, and it was present in the RC2 notes after the "Minor tweaks and fixes to Tanker powers and descriptions." line in the Changes from RC1 section, plus you can also check the in-game information and find that the durations are slightly longer for Tankers - due to an AT modifier boost on their Taunt duration - but all three listed powers have the same duration for the respective ATs, I feel confident saying that it was just a documentation issue where it wasn't included in the later patch notes.
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Since I didn't see someone address this yet (but I might have missed it): at the end of Time After Time. Oddly enough, with the exception of a rare few arcs, the paper missions that people complain about requiring to unlock contacts are also the usually the most player agency you get redside. That's why I don't mind them so much - you look at what's going on, decide what you want to do about it, and go make someone's day a bit worse.
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So clearly the takeaway from these last several posts is that SR (and Fiery Aura) Brutes are (usually) better at tanking than Blasters.
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You can bypass the holds with enough DPS, but it's a rather high amount: Lore pets help with this. But yes, holds from any source (Seismic Smash, Knockout Blow, tier 3 Crushing Uppercut, Freeze Ray, hold procs, etc) make it easier.
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Couldn't decide which "Gimme" to use (Shelter, All Your Lovin', or The Prize). Bypassed the decision with this one.
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It's as balanced on a Stalker as it is on a Scrapper, Tanker, or Brute.
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I'd nominate the Barracuda Strike Force as the worst of the Strike Forces, especially when compared to the Khan TF - one features forced player defeat and imprisonment after they run around with the idiot ball before passing it off to the Arachnos patrons, has a mission with multiple "lead mob to location" objectives and nearly requires certain ATs due to the huge-sack-of-hp at the end phasing to regen, and one is a romp against super-Nazis where you just quickly work through the huge-sack-of-hp and play with other AVs at the same time. Because of the number of powers available I put Synapse worse than Citadel, they're both little more than selective radio missions with an AV at the end, and I personally just dislike Clockwork as an enemy group. So for me personally... 1. Synapse 2. Synapse (it's so bad it deserves a double mention) 3. Barracuda 4. Citadel (sure it's boring, but at a level range that people tend to run Council or Freakshow if they're doing radios anyway) 5. LGTF, because of the binary nature of the Hamidon mission - it's either really easy or a huge slog I'm not against "different" mechanics, though: Apex and MLTF/STF are some of my favorites. I liked the original LRSF better than the nerfed one players get now. I think my favorite is still the Ice Mistral SF just because of all the pretty (explosive) crystals.
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issue 26 Patch Notes for February 18th, 2020
siolfir replied to The Curator's topic in Patch Notes Discussion
To save you some time (possibly), here's what it looks like on one target: Ignore the green effect... that's from Rad Melee causing a Contaminated effect. -
issue 26 Patch Notes for February 18th, 2020
siolfir replied to The Curator's topic in Patch Notes Discussion
Random guess: Reactive Interface? -
See, there was another easy match:
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First, a disclaimer: I haven't played Rad Armor. But I agree, you shouldn't be dying at +0/x2; what enemy groups are you fighting? Since you were comparing to a Kat/Bio, you should also know that Titan Weapons has a power similar to Divine Avalanche to offer additional defense; it's not the best DPA but it will help your survival. Second, if you are having trouble with endurance, slot for endurance reduction. Go with 1 EndRed, 2 Resist in Alpha Barrier and Proton Armor, slot attacks with 1 Acc, 1-2 EndRed and then slot damage. As a Brute, being able to attack all the time will keep Fury up, meaning you'll do more damage that way.
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The critical damage is at combo level 0 (ie, not enhanced by combo levels) for both Scrappers and Stalkers in Street Justice. This means that if you have combo levels built up it's only a "partial" critical. I haven't played Savage Melee, but I think the only power that doesn't critical there is the t9, and the critical damage doesn't account for the damage over time.
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I bind numpad1 through numpad 8 to teamselect <x>, making it easy to target teammates without having to find my mouse cursor; unless I'm using it for something else, numpad0 is usually the Destiny power(s) that I have - just put all of them in there, whichever one is slotted fires because the others aren't available. If I'm using it for something else (Mind Link, Farsight, Speed Boost, etc) I use decimal for the Destiny powers instead. Subtract is usually /powexecname Mystic Fortune. Another useful bind is /powexeclocation self Team Transporter (used with or without a comment). This will only work if you don't take them both on the same character. If you do, it will try to execute teleport foe each time. It's a decent "general use" bind to have loaded as a default if you only ever take one or the other, though.
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Rune of Protection Graphics Persist past Buff Expiry
siolfir replied to Blackfeather's topic in Bug Reports
As of the patch today, this is now occurring on live. Here's a screenshot, showing the effect still present with the combat attributes shown to indicate that the power has worn off (this way I could crop to a smaller image size): As reported by @Blackfeather the effect goes away when zoning, even when it should be present: I don't know if you want to move this to the Bug Reports section or not since it's on live now, but just wanted to post some corroboration. -
Everyone should run his arc at least once. If for no other reason than Becky.
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That was actually on beta for a while years ago - most people commenting on it hated it because they go so little use out of it, but a few people liked how quickly they could take down AVs and GMs.
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Thanks for getting the screenshots - I'm not in a position to get them right now since I'm on the forums when I should be at least pretending to be productive at work. 😉
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Was the new character a Peacebringer, Warshade, Arachnos Soldier, or Arachnos Widow? Those ATs don't have access to the tutorial. Everyone else should get a prompt asking if you wish to run the tutorial before a prompt to create character and enter game.