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siolfir

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Everything posted by siolfir

  1. Enough: All there is in the world if you like it. https://www.infoplease.com/primary-sources/books-plays/the-devils-dictionary/devils-dictionary-256
  2. If I'm doing a respec, I slot them in the set order. If I'm leveling I slot them in order of effectiveness with the slots that are already placed (similar to what @Chris24601 listed above). And yeah, the KB-to-KD proc was the first slot in TK Blast on my (melee-focused) Widow, because while leveling I either used it on runners (and wanted them still within range) or hit it on accident and was trying to hit Follow Up instead since they were next to each other in the tray.
  3. You have to have a seller to be a buyer. The value is whatever NCSoft decides it is, since they hold it currently.
  4. Right, it does less damage (by scale, not even accounting for the lower AT modifier) in the same cone size with a worse secondary effect (KB) on a lower recharge (8 sec vs 10 sec) and a broken endurance cost. At the recharge and cone size it should do scale 0.91 (see Buckshot, Fistful of Arrows), not 0.79; it should also cost 10.66 endurance at the higher Mastermind penalty rate instead of 18.98. The cost for it is as if it was a radial targeted AoE instead of a cone with double the recharge (see M30 Grenade, Photon Grenade), but the damage and recharge is off for that. You can't even try to give it the "well, it's a soft control power, that's why it costs so much" (like Torrent in Dark Blast) because the knockback has a 10% chance. So the problem is that MM Empty Clips is bugged with an endurance cost that is 80% higher than it should be and lower damage that it should have. As for MMs running out of endurance... meh. Prior to inherent Stamina, MMs were the one AT that I never felt like I had to work Stamina in at level 20 for. Now you don't even have to resummon pets every time you zone, and the upgrades are AoEs. Darn kids need to get off my lawn. 😛
  5. Here you go, take a look at some of the times. Are you sure you want people running out of content that quickly?
  6. As for mez protection, you could throw in a low value (mag 3-4, so easy to overwhelm and giving a reason to use Dwarf?) to the shield toggles - split between them, like in Bio, so one power doesn't cover everything? That way it's still something you have to build for... I'm not against it, or against allowing pool toggles to be active in forms, but having a damage-and-resistance-capped Nova with mez protection from Clarion is already possible for Warshades, do they really need more?
  7. Well, yeah, but wouldn't a higher damage cap be nice?
  8. All the more reason to play villains. Then you go into another villain's lair, defeat them, and if there's someone there is makes sense that you'd complain about them dragging their feet the whole way back to the door. Also, tying most of the rewards to mission completion and end-of-arc bonuses will just lead to more stealthing of content. When merits were introduced, the merit rewards for SFs (and many arcs) was so much lower than the heroside TFs was due to a lot of stealthing for the rewards when IOs first came out.
  9. I think there was a mention in either the first or second Tanker thread in beta about a taunt aura for Khelds... that might already be in the works (eventually). As for the PBAoE, if anything I'd rather see the AoE power in the primary tagged to be useable while in dwarf form, adjusted for 0.67 KB instead of 3.739 KB, and set so that it taunts while in dwarf form. Then you're not splitting slots all over the place, the animation exists because you're using it for the tier 1, and it's available for both Peacebringers and Warshades in human form. I agree that there's no reason for the taunt not to work like all the others. As for Dwarf travel, just give it the same +runspeed, +jump, and +air control that you get from Beast/Ninja Run. Then you can choose to run faster or bounce around like a shell-covered pogo ball. As for the transparency, I normally have a stealth IO slotted on most of my characters so I never really notice it since I'm used to seeing my characters as translucent.
  10. Going two deep into Fighting for Tough is as much of a waste as two deep into Medicine to get Aid Self IMO, but you can get decent E/N with Shield Wall (it's not like Widows are missing defense powers to slot them in) - the problem is going to be slots. I just aimed for softcap without Mind Link, so I could use it for "debuff resistance", and let the scaling resistances, Preventive Medicine absorb proc, and kill speed take care of the rest. For Vengeance... meh. If you're already two deep into Leadership (Assault and Maneuvers) then Vengeance is the same power in PvE from the pool or secondary (same range, AoE, target cap, buffs). I agree that concealment is a waste for a PvE build, though. I don't think that the Build Up/Follow Up lockout should be there, and I would love a no redraw option that lets me cycle Follow-Up and Dominate (or Venom Grenade and Shatter) faster, but a lower-hanging fruit that Widows and Soldiers really need is the "damage AT" damage cap of +400% instead of +300%.
  11. You get diminished effects after 4 with DOs, but ED kicks in based on the type of slot and percentage slotted, not the number of enhancements to get there. 95% is 3 SOs; each DO is half of a SO. The first 4 DOs aren't reduced at all, #5 gets you to ~82% and #6 gets you to 95%.
  12. My Time Manipulation character is a Corruptor, so I had to take Time Crawl, and I just slotted a single Accuracy IO in it. I mainly use it for -regen, which isn't enhanceable, and everything else that it does is either unenhanceable (-recharge) or not needed because of other powers in the set (-speed); combined with Time's Juncture it can floor mob speed at base levels and given that I went with Ice Blast I really didn't need more slows. Since the -regen is resisted by AVs it's debatable whether it's worthwhile for Defenders, but I find that it's nice against GMs; since it doesn't need extra slots it's a nice little bonus if you're slot-starved.
  13. I was going to come in and say Heather Townsend's arc for the exact reason listed above, but Apex/Tin Mage are probably faster on average.
  14. I was assuming the "no pets" rule applied to primaries and secondaries (most of the damage from Storm is pets), otherwise there are a lot of MM options even ignoring powers with -regen, and a Crab with all the pets puts out a silly amount of damage when they're all focused on one target. You probably meant Stalkers, if you're talking about sneaky.
  15. If you have a tier 3 or tier 4 alpha slotted, you will get a level shift that applies to all content where you're level 45 or above. The incarnate shifts for Lore and Destiny don't apply, but it will.
  16. Across the entire spectrum, no - at least not outside of tier 9s. But Electric Armor can cap S/L/E/F/C all the time with decent numbers for negative and Psi while still getting some defense tacked on. A friend built one. My Electric Armor Brute went for a more modest 83-85% S/L/F/C with a scaling resistance proc and higher defenses.
  17. I teamed with a SR Tanker at 50 in RWZ who was worried about being squishy. I think that they probably just hadn't supplemented their scaling resistances with anything else. But there are people who played the combination and thought it needed help... just like there are a few ongoing threads about how squishy Widows are.
  18. A couple of things: For the part highlighted in yellow, Widow's don't have an inherent taunt in their attacks, only Tankers and Brutes do (Tankers in an AoE). It is exceedingly unlikely you will be capable of stealing aggro from one of those ATs, especially given that your basic threat level is half of theirs: if they didn't Taunt, you would still have to do twice as much damage. So go ahead and use your AoEs, it's not going to drag anything your way that would otherwise be attacking the Brute or Tanker, and it might keep it off of a Defender, Corruptor, or Controller who is using their AoEs. For the part highlighted in red, that is going to be the case until the scaling resistances kick in unless you build some resistance in through set bonuses or pop orange inspirations. I find that my Widow drops quickly to about half hit points, but as the resistances come up she's just that much harder to kill. Yes, it will look like you barely survive... but you were in control the whole time; an anecdote for you: running on a fire farm yesterday with the mobs at +3 to me to get some inf - so constant fighting - I would drop to about 20% health and then the damage slowed to a crawl that a Panacea proc was just keeping up with. In the team window, my health was hovering in the red, but from that point I could turn on melee hybrid (+resistance), pop an orange or two (+resistance), or hit Demonic Aura (+useless defense, +resistance), all of which sent me to the resistance cap (85%) at that level of hit points, and I would simply outregen the incoming damage and my health would increase. I could also hit Rebirth (heal, +regen) to top off my hit points and reset the cycle. But I never ran out of options too quickly to do anything about it, and that's not even accounting for the AoE Confuse I could have used as a "panic button" to get some breathing room while they attack each other, because I never needed to use it. Trust your defenses, and trust that when your resistances kick in that it will give you time to react. For the part highlighed in green, check the VEAT section of the AT forums. There's a thread there where someone is having similar trouble with a Fortunata, and there was some advice (and I posted my build) there. There are also several threads where other have posted their builds.
  19. ... AS outside of Hide is a 2.5 scale damage attack with an animation time between 0.67 seconds (Kinetic Melee) and 1.33 seconds (Broadsword, Ninja Blade, Dual Blades), with most primaries being at 1 second. With Assassin's Focus you can guarantee a critical, so let's call it a scale 5 attack in 1 second. Energy Transfer was nerfed to oblivion and killed an entire powerset across 3 ATs because it did scale 4.56 damage in 1 second, even though it did damage to you also. Sure, you don't need it. But only using it for a big alpha strike seems like a huge waste.
  20. Me too! These darn kids keep trampling the lawn... I remember having to actually work to get Fury on a Brute with a stealth power that doesn't suppress while attacking, faster-decaying Fury, and *gasp* no taunt aura. That's where most of the reputation comes from. It can be if you use Overload. Pre-IOs, when people actually took and used tier 9s, you could time Energy Drain to fire while your endurance was crashing and refill it before it bottomed out and all of your toggles dropped. Still can as far as I know, but I haven't taken Overload since IOs came out (not even for the +hp). Electric Armor can do the same with Power Surge, but it has a hit point drop also so even with the built-in EMP from the crash it's a bit riskier.
  21. The power Hide suppresses the extra defense on attacking, being attacked, or clicking objects. Hidden status (kMeter) isn't checked as it is in attacks (see Assassin's Strike for how it checks kMeter for hidden status); powers like Placate also set the kMeter, stealth radius, and translucency to mimic Hide without the extra defense. True, but I've seen a lot of costumes where that's a bonus.
  22. The -regen is just as heavily resisted as the -defense (85% at level 50), has a base of -100%, is not enhanceable, and comes from the DNA Siphon for 30 seconds on a 90 second base recharge click heal; that's the same level of regen debuffing that TIme Manipulation has in Time Crawl (-15% regen against an even level AV at 50) without being perma out of the box. For comparison, an Envenomed Dagger is -250% regen, and the "strong" regen debuffs such as Benumb or Lingering Radiation are -500%. It's something but it's not the end-all-be-all of why Bio works against AVs. It's just an extra layer on top of everything else that Bio offers in Offensive Adaptation: the -resistance, while relatively small compared to other resistance debuffs, doesn't have any special AV debuff resistance and acts as an effective multiplier of your damage - which is already being increased two ways (+dam, extra hit).
  23. It's less thematically inappropriate than Electricity, Radiation, or Fire
  24. Sure, they are. They're just "hopped up" on Kinetics! Get enough Kins together with Inertial Reduction and you can overcome the penalty.
  25. Titan Weapons/Bio Scrapper outdoes it, actually.
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