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KaizenSoze

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Everything posted by KaizenSoze

  1. We might want to create a separate thread for the TF changes or at least the Caverns of Transcendence Trail. I did a quick run. Will the mobs size always be set as if you're a team of 8? I ran it at 1x1 and I was getting full sized spawns. Caverns of Transcendence Trial Almost entirely redone system-side. Objectives now track on the navigation telling you how many obelisks remain. Koago must now be defeated to complete the trial. Mob spawns re-evaluated, many packs had a 20% of spawning, causing the trial map to sometimes generate as an almost entirely empty instance. In set interval checks, surviving mobs on the map will have a chance to start chasing players depending on team size and how many obelisks have been completed. In addition to existing rewards, it now also has MissionOwner, which will trigger various Day Job bonuses and a chance of Pool B recipe.
  2. In honor of the awesomeness that is Arcane. I am not talking the game, just the animation. Let's convert Arcane characters into City of Heroes obviously not try to violate copy write. Just for fun. I think Jinx would be a Dual Pistols/Devices/Munitions Mastery Blaster.
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  3. The Toxic proc is in strike. A few suggestions: Spin is an end hog. You should swap one of the Avalanche piece for the damage/endurance. You should consider slotting Dominion of Arachnos ATOs in Strike and move the Toxic proc into Follow up in place of Kinetic Combat. You'll lose a tiny bit of s/l resist, but gain 5% more recharge and 7+ accuracy. If you're having endurance issues, it's going to be because of the claw attacks. Just keep that in mind.
  4. Surprised you were face tanking those crystals. Night Widow have such low health.
  5. I just tested this, the -tohit is effected by the purple patch. But the max -tohit is 6.09% with four level 50 -toHit enhancement. Not, 5.94%. -toHit enhancement only buffs 25.5% per piece. So you need four to max. So, that makes it 4.14% max debuff with 51 vs 54.
  6. Bless @UberGuy for creating this site: City of Data It's not mentioned in the Mids description. The -toHit on Smoke Grenade cannot be resisted. It will always inflict the full debuff regardless of -tohit resistance. I still believe it's effected by the purple patch level scaling. So, a 51 vs 54 would get you a -toHit of 2.44% base or 4.14% max. I haven't tested it yet. Still that's a nice to know. An auto 2-4% def buff basically. City of Data: Smoke Grenade
  7. Given my vast Ice Control experience... I mean Ice Blast.. Oh well. Here's a thought. I would suggest Savage Assault for the recharge and more importantly the endurance discount. Here's an build that's purely food for thought. I avoid any power that eats blood stacks. So, you are running with 3-5 stacks during combat.
  8. Level 12 Venom Grenade pair this frag nade and you have all the ranged AOE a Bane needs Level 32 Fortunata Psychic Wail nuke plus stun or Bane Crowd Control 180 degree melee that can crit
  9. As people have said, the greifing potential for having high level mobs in even slightly lower level zone is a real problem. Some people just like to watch the world burn. Lower your level via contact is a good idea. Also, raise the experience gained to make street sweeping worth it when down leveled. Actually, I like to street sweep for fun. Just not a lot of places to do that at 50.
  10. More advanced difficultly thoughts for other TFs. ITF: Glue bombs or nets to down fliers Shield charge for Roman bosses Call of Hades for upgraded EB that rez all nearby mobs Bull rush for Minotaurs aka Savage Leap Switch the surgeons from empathy to nature for better buffing Cyclopes get an AOE hurl boulder Romulus Augustus gets a judgement, either Void, Ion, or Mighty
  11. Take this from someone who doesn't think Tesla Cage is all that great. Making these kinds of absolute statements does not help your argument. I think TS is not mandatory, I can build strong sappers with continuous attack chains w/o it. Even though the devs obviously want players to take it. As I said before, if they would counterintuitively raise the recharge it would proc better or add damage or lengthen the chain jumps so it would hit more targets. I think it needs some tweaking, but it's not garbage.
  12. Not exactly a combo. Purely ranged Night Widow. Very durable, would take forever to kill anything marginally tough. Sentinels would point and laugh.
  13. Interface is the only dog of the group. Judgement especially Ion is ridiculously overpowered. Lore can be very useful for AV or GMs. Honest, they can use all the time, just overkill in most content. Hybrid brings a lot of very good buffs.
  14. Currently, on live sleeps are not auto hit. They are auto hit on beta, except for AVs. Unfortunately, cold's AOE sleep does damage, so when they wake up they will remember you. Unlike Mind or Plant. Also, cold's sleep has a shorter ranged compared to Mind or Plant. Mind is 80. Plant is 70. Cold and Electric are 60. Earth is PBAOE. The range does not matter in normal play, but on the ASF at higher difficulties the mobs have higher perception. Just something to keep in mind when testing out Vicious difficultly or higher on beta.
  15. I sent you an forum IM. My standard stamina slotting is two stamina IOs and one performance shifter proc. Also, slot SO end reducers as you get them as drops until your can respec. Check the auction house just in case for IOs.
  16. Funny enough I wanted to slot it more for recharge. Of course, doms want it for the purple set recharge also. Having it up every twelve second due to slotting and global recharge is a nice get out of trouble card.
  17. Oh dear you need some money. Are you on Excelsior? At the very least 3 slot stamina.
  18. I know why Widows/Forts are end hogs, the expensive claw attacks. It's not the AT toggles, they are cheaper than the pool versions. Not sure about Crabs though, but likely it's your AOE attacks. A quick glance shows a lot of +15 end attacks. Full sets will help a lot with endurance. You should post your build. My Bane is the only end stable melee VEAT I have. Some ranged Widow/Fort/Wolfspider builds are end stable. Ranged attacks have reasonable end costs.
  19. Did a quick check a -fly 1.6 is enough to ground a 54 boss in ASF. Impale and pretty much any control power that has -fly is enough to ground bosses at least. Good news. Surviving casting an AOE immobilize if the tank is over aggro cap is another question. 🙂 There are a lot of open questions, I know Elec/Elec Sentinel have been useful sappers in ASF. They fight at range mostly, but as @oedipus_tex surviving close to the fight with aggroing AOE controls like Conductive Aura has yet to be determined. Another open question is pets. Non-mastermind pets tend to cause annoying issues in normal play due to chasing runners. That can be fatal in a max ASF. Best argument for giving non-Masterminds at least a recall pet button.
  20. He is not supposed to be soloable at that difficulty. Or at least at this time, no one has posted a way to beat it. Someone will come up with a specific way at some point. The player base is insanely creative.
  21. I have been discussing with a few people the problem of uncontrollable pets at high difficulties. Controlled pulling is important and it seems to me that pets that cannot be pulled back are a liability. Just a thought for the next patch. Maybe give all pets a return to owner button. What has been folks experience with non-Mastermind pets on relentless?
  22. There is one circumstance I would pick Degenerative radial over core. Otherwise, it's core all the way. If you're using Soldier of Arachnos venom grenade which provides -40 toxic resists. So, it boosts the toxic dot nicely.
  23. So, after lots of testing on the beta server. Unfortunately, solo as it's hard to get groups. My test routine goes like 4x8 DA "radios", 4x8 PI Radios, Oroboros Trapdoor mission, then 50x8 ASF first 2-3 mission. I tested Mind/Dark, Mind/Savage, Mind/Martial, but the winner is... Mind/Thorny/Psi... what!..did you give the wrong envelope again! No really, this was the best?!?! Let me try and explain and you all more experienced folks can tell me how insane I am. Mind is well awesome, the new sleep auto hit is amazing for stopping everything, even with the small AV nerf it got in the last build. Plant and Dark are better soloers, not arguing, but I have done relentless runs with other ATs. @Mezmera is accurate about how useful the amount of control Mind brings to ASF at that difficultly. Thorny Assault works best for my play style. You can fight at range or melee on the edge of the group with Terrify and Fling Thorns cones. So, it does not required jumping into the middle of the fight and back out like savage. Lots of utility to the group with -defense, it has massive amounts of -defense and -fly/jump to keep the mobs nearby. Also, Impale and Thorn Barrage proc really well. Thorn Barrage in particular procs extremely well for force feedback. The build is a bit wobbly on end in long fights, but domination comes back quickly because of the force feedback proc, so it's manageable.
  24. More difficulty thoughts. Miss Liberty's TF: Banes get venom and frag grenade. Mu's get an end drain toggle. Spiders summon more spiders to aggro cap the tank/brute. Widows/Forunatas get mind link and shockwave.
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