Amy_Amp

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  1. Yep. It's been a rather recent bug, but it's happened a couple of times.
  2. Quote:
    Originally Posted by Xanatos View Post
    Incarnate End Game = Farming.
    And adding more trials isn't changing it.
  3. If a team is running a mission that isn't the leader's and the needed objective(s) is completed, then the team's level immediately goes to whatever the level of the leader is. If a team is running a level 40 mission, completes it, and the star holder is level 20, the team drops to level 20. If said team is still fighting, then you can see where this is an issue. Add in the bug where team members don't show up correctly and an easy fix is to pass the star, and now you can see an even bigger issue. People pass star, mission completes, team level drops.
  4. I think a super porter would be sweet. It would be fun to see one store all of the beacons on it.
  5. Quote:
    Originally Posted by Santorican View Post
    Shields................
    The image in your sig is really what sells the post.
  6. And going Dark is good since it indirectly helps cover up the psy hole. All sets have pros and cons. You just have to figure out if you are ok with the con.
  7. Quote:
    Originally Posted by Mr_Vexx View Post
    I have a claws and I tried DB...I tried both on the same fire farm. To me, Claws out performed DB. I deleted the 50 DB I just leveled up. Of course, I was using /FA with both.
    Fire farms are not even .01% of content and /fire isn't /wp. I wouldn't pair up /fire with a weapon set unless I had a really good concept I had to roll. DB might be the worst weapon set to pair with /fire.
  8. I'm just glad I got my mission done a some quick final exp to ding 32. This is obviously frustrating from the player base to have this happen twice already today. You can imagine the words that I said when I saw the infamous red letting go into global channels.
  9. Traps/dark defender. You get FFG for some mezz protection. Drain Life gives you a blast/heal to help fill in mitigation. T.T. keeps things in your area of toys. The -tohit debuffs stack with FFG. It's good enough as is and if you do end up liking it enough to invest in it, there's tons of potential for procs.
  10. Quote:
    Originally Posted by Nightchill_EU View Post
    /FA brute we r talking less than ten hours play to 50. No MM gets anywhere close .
    Now take that build as is outside of AE ambush farms...

    There are a couple ways to solo based on diff setting. You either go higher level with small mobs, or lower level with bigger mobs. How a Spines/elec and Dark/shield solo is rather different, but each solos well.
  11. Fire/wp since /wp can cover the higher end cost of Fire.
    Fire/invul since /invul can be a top end armor set and covers Fire's lack of mitigation.
    Dark/wp for even more end recovery and healing.
    Dark/inv to help patch up any issues /invul might have and adds end recovery

    I don't look at end recovery as much of a concern once you factor in IOs and going Incarnate, so I would look more at /invul as being the ideal pick.
  12. Shockwave is partly depending on the secondary since a number of secondaries want mobs close to it. You can still take it, but you have to play with it more. I'm still undecided about the combos. I hate getting half, or 3/4s of the way into a combo and their being nothing to attack next so the combo option goes away. On the plus said, getting the DoT off of the AV combo is awesome. You don't have to take 1K Cuts, but it's part of your only hope for solid AoE mitigation and /wp benefits from that. I think you could get a Claws/wp up to 18 to get a rather good base of what to expect. DB has to be played to 26 though. It's just kind of there until you get Sweeping Strike, which is on the opposite side of awesome compared to Evis. I think part of me thinks DB/wp is the ideal pairing since they both came out at the same time and /wp toggle based nature means you have more time for the over the top animations DB has. I really wished there was a way to make DB work as a whole without the combos though. With Claws I wouldn't have to think. I would just go.
  13. Quote:
    Originally Posted by theduke24 View Post
    oh yeah another question, Does /son do more damage than/psi on average? i would think so
    Even if psy wins when soloing, once you factor in teammates /sonic wins.
  14. Amy_Amp

    ?/son

    I'm all for rolling what you already think is best. Is Traps/sonic awesome? Yes. I just don't see an overwhelming reason to roll it over Storm when you already like Storm.
  15. Please note there is a thread about this issue in the tech forum that's 44 pages as I type this and it was started on 9-8-10.

    Link
  16. Quote:
    Originally Posted by flarstux View Post
    marco!!!
    polo!!!
  17. Reading thread while logged into Warrior farm.

    Hey, I am working hard. I showered, started laundry....
  18. I think I started a Posi at 9ish and got flooded with tells.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    Two words: Perma Fraggin' Lightform.
    That's actually three.
  20. There's really not much a reason to pick Kat on a scrapper versus a brute. I think this is one case the brute is better.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Based on SO slotting, Regen blows the doors off of most other powersets on mitigation. It even does well compared to Willpower. Its only in invention-slotted higher end builds that Regen's weaknesses start to become apparent.
    I remember getting a low boosted Kat/wp on test and playing around with them. On SOs, /wp really isn't that standoutish, but then I'm not sure a lot of builds are considering what happens when we IO out builds. An SO build is like using training wheels.
  22. Quote:
    Originally Posted by pomo View Post
    I don't personally see that as a solution. It used to be a lot of fun tweaking a build as much as humanly possible to get it to perform above and beyond. Now anyone willing to slug through incarnate system can do what those toons could do and more with almost no effort.

    For someone that likes putting a ton of effort into their toon to extract every ounce of performance turning and telling them to purposely handicap themselves isn't much of a satisfying solution.

    But it isn't like min/maxing has disappeared with incarnates, there is still a world of difference between a crappy incarnate build and a min/maxed one, but it barely matters because both of them can blaze through pretty much anything the game has to offer.
    If you are willing to go down the road of min/max then you will eventually hit the point where things are too easy.
  23. Quote:
    Originally Posted by Zwillinger View Post
    I've forwarded this one up the chain yet again.
    Please note in my a couple of minutes research looking at the log out issue on the vBulletin forum they seemed more tied to older versions like we are running. I didn't really look at it being in issue in the more current versions which is 4.1.5. We are running version 3.8.6.
  24. So exempt down, or don't play end game content. I have characters who at best solo on 0x3.
  25. Quote:
    Originally Posted by Organicide View Post
    It looks like Time Manipulation is heavy on the SLOWS, which if I'm not mistaken, serve Controllers moreso than our defender and corruptor cousins (due to higher base modifiers?).
    I can't recall for corrs, but defenders and controllers have the same values for slows since they are considered a control, but also a debuff.