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KaizenSoze

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Everything posted by KaizenSoze

  1. I have had a day to think about the relentless run. Voice chat is mandatory The tank will almost always be aggro capped. You need at least two forms of aggro control. Second tank/brute Illusion controller with perma Phantom army High levels of stealth is still useful to bypass mobs Have 1-2 teammates with Incandescence for two reasons Bypass mobs Move the team out of nuke range. I won't elaborate as to not spoil things Buffing, nothing is bad Resists will be extremely useful, but won't save you w/o a strong team My SR/DM tanker with 100%+ positional defense would often see -10% on resists The worse I saw was -66% s/l and -96% energy Recovery buffing is needed, as you get your recovery zero'ed out fairly often Healing Due to the amount of -resist from mobs. Single target healing is useful, but often too late. Absorb shields and heal over time might be better Natural Affinity might be very useful, but we didn't have one Having at least one 1-2 teammates with rebirth is also useful. My tank uses the Radial heal/regen version Revive You'll need 1-2 players with revive powers Large revives inspirations do work on relentless Consider slotting the Radial barrier that rezes up to two players
  2. We ran this on relentless today. I have to stop due to time constraints just before King Midas, we were close to three hours. It's by a huge margin the best TF in the game. But being the only tank was exhausting. If you're going to run on relentless bring two tanks. So, one can take a break.
  3. Yep, I know that now. I even triggered on the beta, but initially I read it as episode two that wasted time trying to trigger it through the wrong arc. Everyone else I have asked has also gotten it wrong. SSA2 is not enough information figure out which one to run. It's just not obvious to most people.
  4. Pandora's Box Completing the last mission of SSA2 Pandora's Box will trigger a Nemesis invasion in a zone matching the arc's alignment. I ran this bit by several SG mates and no one guessed correctly which Episode was supposed to be run. Really need some elaboration. Contact and/or zone would be enough.
  5. @Bopper The awesome person that he is, found a bug in TT:Offensive, which is fixed in this patch. Combat Training: Offensive (Arachnos Soldiers and Widows): Removed the IgnoreStrength flag from the +Accuracy effect to allow slotted Accuracy to enhance it. The power is now set to Ignore Strength from external sources which will allow slotted enhancements to buff the accuracy effect, but not outside powers. Placate is now an quick firing AOE with a cap of five targets. The Placate targeted power, typically found in Stalker power sets has been changed to meet the following standards: Range 60ft (some versions were set at 50ft) Cast time 0.8s, down from 1.5s (sometimes 1.67s) Instant Hit (down from 0.5s delay upon activation) Changed from Single Target into 15ft radius Sphere AoE Target Cap increased from 1 to 5 This applies to the following set categories: Stalker Melee Bane Spider Soldier Widow Teamwork
  6. Now, that you have beaten the ITF a bunch of different ways. Next AE 801s and Doc Aeon's SF.
  7. Not sure. Since, he doesn't give any badges I had forgot about him. I'll check on my level 50 VEATS to see if I can get those low level missions.
  8. @Bopper I took your version of the Night Widow Tank out for a spin on the beta server. 801.5 didn't complete to time constraints, but I cleared about 30% of the map and only died twice. Any of version would have died every other fight I think.
  9. Just curious, no Aura of Confusion? On one of my early test runs of just 4x8. I found that Aura of Confusion with the Coercive Persuasion would confuse the entire crystal spawn. That might not as you want, because you're trying to kill the crystals off at almost the same time.
  10. No sorry. No idea who that is. 🙂 Look forward to learning something about Widow slotting.
  11. I would really like to see your Night Widow build. I have endurance issues and I don't take tough, weave, or maneuvers. The inherit does practically nothing. It's a token to appease the live player base that demanded that all VEATs have an inherit. See the thread I linked above for the history. Also, VEAT toggles are cheap compared to other ATs, very cheap compared to Leadership toggles. If you look at the claw attacks endurance usage, just the ones that are not higher damage. Swipe, Follow up, Spin, and Eviscerate. They all use significantly more end that other ATs versions. The other attacks, Strike, Lunge, and Slash do more damage or don't exist in other ATs, so it's harder to compare apples to apples. Side note, Fortunatas tend to have less endurance issues, because their ranged attacks have a good damage/end ratio. My Fort uses two claw attack Follow Up and Lunge, two ranged proc'ed out Dominate and Gloom. She has a lot less end issues with about the same toggles.
  12. @StarSeven I feel your pain. As an experiment, I leveled a Night Widow from scratch w/o support until higher levels. It was difficult. The claw attacks are what are eating your endurance. It does get a lot better once your have all your sets, but leveling on IO and SO is painful. Your best option is to slap two endurance reducers into each attack. Even at the expensive of damage. At least leveling. Your toggles are not the primary issue, but you might want run all of them only when required. Here is my fully built out build. I call it the Mu Widow. Here are my leveling experiences.
  13. I saw that. Impressive. I was planning on trying soloing a plain 4x8 ITF. I keep forgetting how powerful flying is. I was planning to try and do on the ground.
  14. Here is the Bane I have been running for awhile. Though I have plans for tweaks. Not a pure mace build. Uses Venom and Frag grenades.
  15. As it stands right now most of the Safeguard/Mayhem badges are only rewarded to one player on a team. Usually, the one the clicks the final glowie, bomb, weapon storage, etc... Give credit to whole team. Right now, there is no incentive to team for badges in these types of missions.
  16. Oh, yes we have TA/DP builds. I have a 30+ vet one of these. Lays down the debuf and damage. It is busy to play though.
  17. Thank you! This was very useful.
  18. Oh. I have read those and many suggestion forums. Started a few myself. Bane mains, the few, the proud, the very few. I am very not costume focus. So, thank you for mentioning that thread. I'll add those. I have learned that the inherit was always meant to be a token buff. Simply to fill the requirement to have an AT inherit. Does not mean we cannot use as a way to solve some end issues. This thread was very information about the inherit and claw end costs.
  19. I just seem to be having bad luck. I got the 500 prisoner badge easily by running laps around the Zig. Barely any progress on the bosses. They just aren't spawning. Must be out of season. 🙂
  20. I have a dream... that one day the devs will give a through review of VEATs. And in that dream I presented them a cheat sheet of the key issues facing VEATs created by the VEAT community. I wanted the vetern VEATs player to have a place to comment w/o the general scrum of the suggestion forum. Feedback added from: @arcane @MidnighterClubPatron @mcdoogs Costume issues by all VEATs: Weapon re-draw More Customization More than one Arachnos costume slot Inherit: I have learned that it was always just a token power to give all ATs an inherit. Still two suggestions would be to raise it's power to make it useful. Or give a 10-20 buffs to VEATs. This would avoid a lot endurance issues leveling and resolve the endurance expensive claw attack issue. Shared issues faced by Widows/Fortunatas: Claw attacks endurance costs Claw attacks are very expensive for the damage and are the cause of most Widow endurance issues Claw attacks should be allowed to slot slow pieces. They already do slow and -recharge. Night Widow specific: Build Up vs Follow up Fortunatas can pick both and Night Widows cannot Psychic scream A poor T9, 2.67 cast, 17 end, 30x60 cone, below average proc rate Tweak options: Overhaul cast, cone size, damage Overhaul: Psychic Wail with double the recharge of the Fort version, or my favorite, low recharge Concealment: Misdirection. Smoke grenade 3.75 -toHit, maxed out at 5.94. Raise the -toHit. Note, it is already unresistant-able. Mental Blast Weak compared to Poison Dart, 59 vs 72 base damage Make damage equal Eviscerate Cone is too shallow or narrow. Note, a lot of non-VEAT ATs skip this power. Make wider or deeper. Or fix the T9, so we don't care. Fortunata: Mental Blast Weak compared to Poison Dart, 59 vs 72 base damage Make damage equal Psychic Scream A poor attack, 2.67 cast, 14 end, 30x60 cone, below average proc rate Widen cone or increase damage or raise recharge for better proc rate Scramble Thoughts 3 second cast. Lower cast, raise recharge to compensate, or lower cast and make it do more damage Soldiers of Arachnos: Need feedback, Huntsmen seem to do fine as AOE machines. Wide Area Web Grenade 10 radius, would be nice if it was 15 Bane: There is something off about mace attack animations. A sense of wasted time at the beginning and end of attack. Would be great if someone could quantify it. Banes lack either Fortification or scaling resists. They could use a something to make them more durable like DDR. For some reason all Bane ranged attacks take 2 seconds to cast. Regardless of damage. These three attacks have the same issues. Low damage, knock back tax, poor proc rates Mace Beam Tweaks: Remove knock back or make it 100% chance. Change damage to toxic/smash, to leverage venom nades -40% toxic resists or add -resist Mace Blast and Mace Beam Volley Tweaks: Remove knock back or make a high chance, its 30% now Raise damage and recharge Overhaul: Turn these two powers into venom nade and frag nade. Lite versions if it is deemed to powerful. Poisonous Ray Lower cast time, extend range it's 40 now, raise recharge to compensate Web Cocoon Lower cast time, extend range. Bring it up to Fortunata Dominate performance. Crab: I don't play crabs, need help here. Crab backpack I want other visual options for the crabpack Omega Maneuver Recharge or damage improved. Pet durability and/or the ability to protect them. Some players do not seem to have this problem. Maybe some quality of life improvements. Non-crabberminds what are your issues? I know single target damage is an issue. Patron Pools Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Spirit Shark Mace Blast Mu Lightning Gloom School of Sharks Web Envelope Electrifying Fences Soul Tentacles Bile Spray Disruptor Blast Ball Lightning Dark Obliteration Arctic Breath Shatter Armor Static Discharge Darkest Night Summon Guardian Summon Blaster Summon Striker Summon Widow Leviathan Mastery Long cast times, nothing faster than 2.3 second, narrow cones nothing wider than 30 deg, nothing is really good Mace Mastery Knockback tax, long cast times 2 second plus, redraw, one very high damage melee attack Mu Mastery Decent pool, AOEs proc decently, endurance return is nice, fast cast times Soul Mastery Gloom makes the pool, Soul Tentacles is poor 25 degree cone, Dark Obliteration is on par with Mu Suggestion review the cast/damage/cone width, Mace should hit harder for all the minuses, Leviathan needs an overhaul. Meta game play (Very Opinionated, slightly crazy ideas): To make Night Widows unique, give them a Misdirection like power. Make them the placate mistresses. Raises damages and adds durability. And/Or make them a toHit debuffer. Banes should be the toxic stalker/debuffer, add more -resists powers. Leverage venom nades power with more toxic damage. Fortunatas are in a good place, just need some minor power tweaks. Other player suggestions, less crazy: Raise damage cap to 500%. I think this would be a good idea for Night Widows and Banes. Might make Fortunta and Crabs overpowered.
  21. Has anyone figured out where the prisoner bosses tend to hang out in Brickstown? You only get 3 bosses for each prisoner escape event. Or is there a good mission?
  22. Another tip if you're having issues getting the defeat 20 UNSEELIE badge. This happened on one of my chars because the other teams in the league were wiping out the UNSEELIE so quickly that I wasn't getting credit. Hunt Jack or Eochai in another sub 50 zone. Eden is good for this because the spawns are close to the teleport. The UNSEELIE levels will be limited by the zone level. So, it's easy to defeat them and ignore the GM. Nobody hunts the GMs in the sub 50 zones. So, you aren't causing issues for other players.
  23. You should post your build. I suspect you could improve your recharge with different slotting.
  24. I have been dabbling with dual boxing on the same machine. Very helpful on Trick or Tricks leagues when there aren't enough ican slotted players. What do you think would make a good pair? I figure there's two ways to go. One build is support, buff, debuffs that follows. The other active where you do most of the playing. Or ones that alternate depending on mobs or power recharging. Both can be primary some of the time.
  25. That's why I wanted to point this odd difference between those two powers. Maybe it will provide a clue.
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