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Bopper

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Everything posted by Bopper

  1. The biggest thing that helped me was taking sorcery instead of fighting. Not needing to run the Tough and Weave toggle was a big boon to my endurance consumption. I also don't take that many TT: Leadership toggles (which isn't for everyone). But yeah, having set bonuses to pair with Conditioning does make a difference
  2. I almost said lovechild between Scrapper, Blaster, and Dominator. But the fact it offers support and control (Controller) on top of melee attacks and armor (Scrapper) and ranged attacks with nuke (Blaster), it felt more fitting. In some ways, it feels like what I think Gaurdians were described as (depending on which iteration of the AT) where it's sort of an Assault/Armor+Support AT. The best part about it, for me, the build progresses so naturally. All the powers I want, and they're all available when it's time for me to select. So no gaps in power selection, really.
  3. Turn on Steam Jump. You're welcome
  4. It takes time to manually add that to every attack in the game. Plus a lot of toxic damage comes from secondary effects in the form of DoTs, so it's not as simple as a find/replace, you need to manually look at each power and see what makes sense as Toxic and what doesn't.
  5. Followed a couple of those links and came across a Tweet that gave a link from 3 months ago. Still not the newest info, but it's something: https://github.com/Segs/SegsEngine/wiki/Current-status-of-4.1.0
  6. Two reasons why this can't work. First, all the servers get pushed the same code. So what's on Excelsior will be the same on Torchbearer as will be the same on Indomitable. Second, forcing everyone who is on Indomitable for reasons other than PvP (it's an unofficial PvP server, after all) into a world-pvp is incredibly obtrusive. Many on Indomitable have already set down roots, formed friends, formed SGs, etc. So asking them to simply go where world-PvP isn't a thing would be unrealistic. The closest thing that you could possibly achieve would be an opt-in PvP world. Something like going to Null the Gull to grant yourself a token that says, "Hey all, I'm down for open-world PvP. If you're like me, come at me". Perhaps this can turn you red and targetable to anyone else who opted in, but if you choose to team then you become friendly once again. I think that idea could be a form of getting new people into PvP. If you're in Atlas Park and you see two players going at it, how fun would that be? You're safe but you get to witness some cool action and you might get tempted to try it yourself. At that point, your foot's in the door to potentially become an active PvPer. Now, there are plenty of techincal issues to consider. For instance, Just because you opt-in, it should be a fair fight. So perhaps you can only fight others who are within 3 levels of you (exemplar/side-kicking rules applied). You would need to make sure powers function properly (some use PvPOnly flag or isPvPMap? type of requirements...so some power data sweeps and code update may be needed for a seamless inclusion of open-world PvP). Some powers have very different rules for PvP as they do in PvE, such as different recharge times. Powers like that would need some special attention to ensure in open-world they function as intended. Perhaps an event trigger can be used that says you are in PvPCombat, so for the next few seconds the powers you use that have PvP rules will use them (Jaunt comes to mind).
  7. Yup, that's an annoying one. It is displaying the message for each damage type it's reducing. Smash, Lethal, Fire, Cold, Energy, Negative, Toxic, and Psionic
  8. They do pure toxic damage, so if you lack toxic resistance it will hurt for that reason. But you could have 100% toxic defense and it won't matter as only your ranged defense will be checked.
  9. Those should all be flagged as Ranged Attacks (no Toxic flags)
  10. https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.opportunity_proc&at=sentinel Scroll to the bottom and see this. It is a global enhancement so it applies to all powers
  11. DoTs are the more likely culprit, which my Fortunata has plenty (Spider's Bite, Degenerative Interface, Gloom, Psionic Tornado, Dark Obliteration and Lunge). I'm not sure if you looked at everything in the last post, but if you scroll to the bottom you'll see I also did a build where I used Soul Tentacles with an immob proc in it. It was decent/fun, it just didn't do everything to my liking as the range is not great and some enemies (especially AVs) simply like to resist the effect. So unless I stack it, and hit both times, they likely will be running again in no time. That was with a 40s duration on the effect, but purple patch and occasionally built in mez resistance wins out. The problem isn't so much keeping DPS up against mobs, I am mostly referring to AV fights where there is no next group of AVs I'm planning to take on. I recall that being brought up by someone else where I did say I would get some use from that power if I went the unrelenting route. However, I prefer Confront over Provoke. It has longer range (80' vs. 60'), it has nearly double the base duration (26.25s vs. 14s), faster cooldown (in case I need to stack it), and it's Auto-Hit (whereas Provoke can miss).
  12. It appears the ignoreStrength flag was added to the accuracy effect a year ago when all Strength attributes were set to ignore strength buffs. However accuracy is an oddball as it only deals in strength buffs (there are no current buffs for accuracy). I believe this was an oversight and should get reverted.
  13. I like the concept, if you don't mind I made some improvements. Here are the numbers before and after (I added accolades to both builds) You'll see I added about 4.5-5% more Range/AoE defense to get you to incarnate cap plus I added almost 10% more E/N resistance to help balance you out. Best of all I changed the slotting to Mind Link so that it's perma without Hasten. Here is the cooldown with Hasten off I show this as a means to see if you're interested in not having Hasten altogether. You can use the power pick on a travel power of your choice (if you don't want to use Mystic Flight) and with the extra slot you can swap out Mystic Flight for Spirit Ward. This will allow you to move the Absorb proc out of health and into Spirit Ward, and that would open up one more enhancement slot for you to put wherever you want. If you want more S/L resistance, two slot Spirit Ward for the 2.25% S/L resist, if you want more F/C resistance, add a 6th slot to Tough for an extra 5.25% F/C resist. If you want more Toxic resistance, you can add a 6th slot to Rune of Protection for an extra 4.5% Toxic resist. Or you can use the slot on more defense (give Weave a Def/End). Anyways, it opens up some options for you if you'd like a little more resistance but you are more than welcome to keep Hasten and enjoy that. FWIW, Mind Link will recharge in 70s with Hasten active.
  14. For the last few weeks I've been maining my ST Proc-centric Fortunata character (easily my favorite build so far). And I have tried many flavors of the same build (taking Strike with Assault, taking CT: Offensive with Confuse, taking CT:Offensive with Total Domination, etc). During my solo play there was one situation I simply could not stand, and that was runners (especially AVs). It completely would break my DPS when I had to chase down my target, putting me at risk when running into mobs I didn't intend to run into. So I decided (at least for my solo build) to take Confront. Having something Auto-Hit that keeps an AV on me for 25-40s just made the play experience that much better. Now...if I wasn't solo, I would swap out Confront for Assault and call it a day. Or take Confuse again for moments where it can be a game changer. Anyways, here's the build as it stands today (not updated in the OP, yet). Notes on some of the build choices: I muled Telekinetic Blast for the set bonuses, however it is no longer off my power bar. I have found there are situations where I want to be off-tanking. For example, when I stand toe-to-toe with Romulus in the ITF, their melee attacks do -Defense and I am at risk of getting overwhelmed if more than one of those hits land. So being able to move out of melee range (which limits the number of incoming attacks as well), I can safely whittle down their health. However, a chain of just Dominate, Gloom and Dark Obliteration is not enough (nor is sprinkling in Psionic Tornado). So having Telekinetic Blast available to fill in any gaps is nice DPS-wise. I also chose to 4-slot Maneuvers with LotG for the extra accuracy. This build now has enough accuracy to hit +3s 95% of the time with all my attacks, even without Follow Up or Aim. If you like, you could move around the slotting between TT:Maneuvers, Foresight, and Maneuvers so that you can add 3.75% S/L resistance (buffs it from 9.5% to 13.25%, nice). However your chance to hit +3s will drop to 91% unless you have a To-Hit buff active. There was another variant I tested that some may like, but I personally didn't. Instead of using the 5-piece Dominion of Arachnos set in Telekinetic Blast, I redistributed the slots to my defense powers. This allowed me to add 9.75% S/L resistance and 4.5% E/N resistance, making the build a bit tougher all around. The downside, losing the set bonuses...especially the recharge. Plus, losing the attack power in Telekinetic Blast further exacerbated the lost recharge issue. Nonetheless, I'll share that build here for anyone interested in doing something with it. Finally, there was one build I tried that didn't take Confront. Instead I tried to handle runners by taking Soul Tentacles. It wasn't reliable enough for me, but it did offer up extra AoE into the build while half-way solving my runner problem. Same issue as before, though...the loss of accuracy and recharge. However you get one more AoE attack (so less worries over attack gaps). I'll say this...this was a fairly fun build to play just because of the active maneuvering I did with lining up Soul Tentacle's narrow cone. I usually start off by: Hitting someone in a mob with Follow Up, buffs my To-Hit Use Dark Obliteration, hopefully lower their resistance and by now the mob should have started gathering on top of me Use Psinado, hopefully trigger FF proc, hopefully knock up a few enemies Jump Backwards and use Soul Tentacles on the tightly grouped mob (I usually can hit 3 reliably but can get lucky for more).
  15. If you're talking about the Vahz-Vapor, that is not tagged as Toxic Attack, it is only tagged as AoE Attack
  16. Arcane already stated this but I will reiterate it. Null the Gull is for handling inconveniences outside the control of a player, such as having someone buff you with speed boost, someone teleporting you, someone buffing you with Mystic Fortune, etc. All of those scenarios are to prevent somebody else putting your character into a state you don't wish to be in. In this case, the state you're in is your choice. Much like when I am in Granite Armor it is my choice. Sure, I don't like being debuffed and I don't like being slow and unable to jump, but I choose to accept something I don't want for something I do want (Resistance, Defense and mez protection). Your example is slightly different as many find the speed to be a benefit, not a detriment, but nonetheless the point is the same: you choose to use the power for better or worse (+Fly, protections vs. Fly too fast). The fact it is your choice to be in that state is the reason why it is something Null the Gull would not be populated with. On the other hand,, you do bring up a point that I think could be actionable. If you feel as though you need to turn off Evasive Maneuvers periodically strictly for slowing yourself down, you could make an argument for having EvMa be a 0s recharge so that you can maintain instant control on when you do and do not want the extra flight speed. Currently, the 10s recharge (iirc) would cause you to reconsider turning it off in fear of it not being available again when you need it. It's not much, but it's something to consider.
  17. For what it's worth, there are situations in the game where having a Ranged Toxic attack has benefits. For example, in the ITF many of the enemies have Energized Shield which gives defense for all types other than Toxic and Psionic. You'll be able to cut through that quite easily
  18. Actually the exact opposite is true. Toxic damage is the most resisted damage type in the game and is the only damage type no enemy is weak to (i.e. none have negative resistance to toxic).
  19. hmmm, Endurance Discount has always looked weird when calculated for you, but in this case the top right seems to be a bug. Normally when you get a global endurance discount (in this case 10%), I would expect to see them calculate the endurance reduction as such: 100%/ (100% + 10%) - 100% = -9.1% In this case, the calculated endurance reduction seems to be using the base 100% in its discount (speculating). But go with me on the math here: 100% / (100% + 110%) - 100% = 1/2.1 - 1 = -52.38% (which is extremely close to what you have) Personally, I wish they would stop calculating the EndRedux for us because it is usually information that we can't use. For example, if you had 6.25% endurance reduction in your build via set bonuses and you have another 10% from your Hybrid, you might see the following: From set bonuses: 100%/106.25% - 100% = -5.88% From hybrid: -9.1% Add that up: -14.97% But what is your true endurance reduction? Combined set bonuses and hybrid: 100%/(100%+6.25%+10%)-100% = 1/1.1625 - 1 = -13.98% As you can see, the total you thought you had was significantly more than what your true endurance reduction is. For this reason, I wish they wouldn't display it this way but rather just show what the +EndRedux is and let us calculate what that means ourselves.
  20. It wouldn't surprise me, I thought they're all treated as global enhancements which would be given to your pets. This is why I always thought MMs/Crabs should take the the DoT/Radial branch of their interface as the debuffs only stack up to 4 but DoTs stack up to 8, and with so many attacks from so many pets you can hit the 4x stack even with 25% chance to proc.
  21. You get a /jranger from me for one reason and one reason only... You didn't call it Pest Control 😎
  22. It's probably an oversight but I wouldn't worry too much. There are about 21 critter powers in the game that carry the toxic attack tag, and you are likely going to have a higher defense on whatever other attack tag it's paired with.
  23. Aussies: Oi, Oi, Oi
  24. You probably have the wrong update manifest (many seem to have that). Everyone should have their update paths set to this
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