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why does the rikti have to be in a different dimension, can't they be in our dimension and simply travewl through space to attack us, that would explain the space ships during the invasions. otherwise they would flood us from portal corp like the praetorians.
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Ummm...read the backstory to them. They aren't aliens. They are from a different dimension. -
Errr...why? Why couldn't both Praetoria and the Rikti dimension be on different sides of our dimension? Why would one be below, and one to the side?
Why couldn't it be:
(Praetoria) <---> (Our world) <---> (Rikti)
edit -> also, there are plenty more dimensions that are brought up in the game.
There's a dimension that your alternate self destroyed. There's a dimension that Nemesis took over. There's a dimension that the Council took over (IIRC), etc.
We already have more than 4 Dimensions. -
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There....There are simply no words for how horrible that movie looks.
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Yet, I feel the need to go and see it. Somebody save me from myself! -
I believe that the Kismet +Acc IO is a global IO, not a Proc. Basically, it's on all of the time. Procs are generally those that have a percentage chance of occurring, and those do check every ten seconds to see if they go off. However, the globals are just always on, regardless of where they're put.
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I think Lady_Mage is right, the zombies have at least a slight vulnerability to fire. I believe that the Plant-based Devouring Earth have a weakness to fire as well.
Depending on what type of fire character you are, there is also the fact that most mechanical enemies don't run out of things like Burn patches. -
Movement suppression doesn't necessarily make it detrimental to use a travel power in combat, it just slows you down. For super speed, it basically brings you down to base running speed. So you might as well turn it off, unless you really need it up to travel between spawns.
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First off, welcome back, T_M!
ParagonWiki has a good section on inventions and sets. I would recommend heaading there and reading up on Inventions.
And yes, you can still perma-rage. -
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This suggestion has honestly come up more times than I can count and I have yet to see a dissenting argument for it.
My question is: why isn't it in game yet?
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Coding issues, most likely.
The e-mail system, while it may appear simple to us, might be more complex behind the scenes. The person who coded the e-mail system into the game may have left the company, and nobody can figure out how the heck he got it to work in the first place, let alone how to modify it.
Or, the Devs have some use for e-mail coming up that our suggestions can't be put in as we're putting them forth.
Or, the Devs secretly ARE the RMT guys, and they're just making money off of the sales, and need the advertisement. -
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/signed.
But I think I'd rather just have e-mail filters that allow me to limit who is able to send me e-mail in the first place. Your suggest, while fine, is reactive. I'd rather have a proactive approach.
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This, honestly.
Though I'd like if any emails from "empty" due to that account being banned (as opposed to just a deleted character) went away, or at least you had that option - it'd reduce the visual impact of it.
(Specifying from banned accounts because I have one from a friend, no longer in the game, from a deleted character of hers that also shows "empty," and would be highly irritated if that one went away.)
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I agree. Very much.
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So, in theory, we'd prefer the options in this order:
1) Allow us to filter our incoming e-mail
2) Remove e-mail from banned accounts
3) allow us to have a 'delete all' e-mail button. -
Well, the reason you're getting torn up by enemies that have ranged attacks is that you haven't taken your Ranged Defense shield yet.
Battle Agility should be taken much, much earlier in your build. It's the second half of your main protection to attacks, and should not be put off until level 30.
As for other things I see:
1) Take an EndRed out of Deflection, and put in another DefBuff. It doesn't cost that much endurance to run the shield, but you might as well get the most defensive bang for your buck out of it.
2) I tend to slot attacks for Acc first. A missed attack is a large waste of endurance. But that's up to you.
3) I'd put at least two slots into Active Defense. I know that you'll have Hasten to help, but Hasten isn't up all of the time on your build, and you WILL want Active Defense up all of the time, as it is your Mez Protection shield.
4) Put more slots into Rage. Both some extra Recharge and some ToHit would be useful.
5) Tough and Weave, while endurance heavy, really only need two slots for EndRed. I think the third slot is overkill.
As always, these are just suggestions. Take 'em or leave 'em as you like. -
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so how can a /regen even solo an av if it cannot solo an eb
the other secondaries are a lot more efficient at it
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Characters aren't supposed to be able to solo an AV. Failure to do so does not make the set broken.
However, if a /Regen character can't solo an EB, I'd say that's more player skill than anything else, because I've soloed EBs on Blasters before. A /Regen scrapper should have no problem.
However, they do have two click heals and a click +regen power. If you think that a /Regen character needing to use those makes the Regen weaker, that's fine. But if they need to use powers that are part of the set to solo an EB, then that's kinda the point. -
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We waited so long to get shields I guess we shouldn't be suprised someone would complain that they have to have a shield to use the set.
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Just wait, If/When we get Dual Pistols -blue side- someone will complain about that. Be it the attacks, animation, names..
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I want to shoot bullets out of both hands, but not have a stupid 'gun' there. Can't we have a Dual Pistol set without the pistols?
Oh, and happy birthday! -
Well, there are several possible reasons for this. It may be the level difference between you and your friend. It may also be the level difference between you and the enemy. It may be a slotting choice. It may be a power use choice.
However, it is not likely to be any one of those. It's much more likely that it's because of ALL of them.
The Threat formula, roughly boiled down, is this:
Threat = Damage * AI Mod * RangeMod * AT Mod * DeBuff Mod * (TauntDurationRemaining * 1000)
Now, for the Scrapper to pull the aggro that you've built up, he needs to have twice the threat value that you have created. There's some degradation of threat over time, but I've yet to see any extensive studies or results on just how that works, so we're going to ignore it for now.
Now, as a Tanker, your AT Mod is 4, while the Scrapper's is 3. So you've got an advantage there. Your attacks also have a debuff on them (usually a Mod of 2), whereas his don't. So that's another plus for you. However, where you're probably falling short is in the Damage department. If you can only do 50 damage per second, but the Scrapper can do 200 damage per second, he's going to be getting more aggro by a factor of 4, all other things being equal.
However, Taunt is the big kahuna here. At level 50, Taunt lasts for 45 seconds base. The taunt from your aggro aura should last about 13.5 seconds, without slotting. However, against +3s, your powers are at about 65% effectiveness, if I remember the chart correctly. Thus, the taunt values are lowered to 29.25 seconds and 8.775 seconds. That should be still enough (with the *1,000 multiplier on them, to counteract the Scrapper's Taunt values.
Here's the kicker though: the Scrapper also has an aggro aura. At only one level below the enemies, his effects work at 90% effectiveness. His aggro aura has a taunt length of 12.15. That shouldn't be enough to matter against your actual Taunt power, but will override your Taunt aura.
Assuming that the damage you're doing is equal for a second, here is how the formulas will work out:
You:
Threat = 50 * AI Mod (the same for both of you, so will be dropped) * RangeMod (same as AI mod) * 4 * 2 * (8.775 * 1000) = 3,510,000
Him:
Threat = 50 * 3 * 1 * (12.15 * 1000) = 1,822,500
So, you should still have the greater threat value than him. However, this is ignoring the damage discrepancy that you're likely to have. Putting him up to 200, we'll see this:
Him:
Threat = 200 * 3 * 1 * (12.15 * 1000) = 7,290,000
That's well over twice your threat value. If he steals the aggro from you here, you'd need a value of around 14.6 million to get it back. Let's see what you can do with Taunt:
You:
Threat = 50 *4 * 2 * (29.25 * 1000) = 11,700,000
So, basically, not enough to get it back, once you've lost it to him.
This is likely what you're seeing. If you Taunt first, you shouldn't lose aggo (in the examples I've created). However, his damage output and level advantage are a large portion of why he can get and hold the aggro over you.
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Damn, I got that all in before anyone else responded? Really?
Also, I'm sure that this is more than what you wanted to know. I was just bored and had time to explain it in depth a little bit more.
Edit 2 ->
If you can download Mid's Hero Builder, and show us what your build looks like, we can probably help you out a bit so that you can hold aggro a bit better. -
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They'd have to base the number on the arc length. Otherwise, eventually, we will have a 1 mission dev choice arc, which would be farmed to death for merits.
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Well, I'm sure that the Dev's wouldn't choose an MA arc like that. -
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Invulnerability: The primary that has most other Tankers rerolling Scrappers.
Fire: The primary for people who pay to be alone in a multiplayer game.
Shields: The primary made to seduce Warriors over from Worlds of Warcraft.
Ice: Tanker on the rocks.
Stone: For people who are frightened and confused by the character builder.
Dark: For those that cried when seeing Donnie Darko and wish to cry more while tanking.
Will Power: Because having a Regen Tanker would drive Scrappers to new heights of whineyness and envy.
Hope this helped
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Sounds about right to me! -
Well, I'd try posting this in the Tech Issues and Bugs forum, but they're gonna ask you the same question:
What kind of computer and software are you running? Post a HiJack This! log for them, and they'll be more able to help you out. -
First off, welcome to the game and to the forums.
Secondly, my first question would be: why do you want to blow through the content? This game is not end-game focused. The focus is on the content from level 1 to level 50.
Secondly, if you do want a great soloing toon, I'd say that any Brute or Mastermind will serve you well, as well as certain types of Stalkers (my Elec/Ninjitsu Stalker is a solo machine). -
/signed.
But I think I'd rather just have e-mail filters that allow me to limit who is able to send me e-mail in the first place. Your suggest, while fine, is reactive. I'd rather have a proactive approach. -
I would say that, considering that there's one new player to consider here, a Scrapper/Defender (or Controller) or Brute/Corruptor duo would be a good way to go on this.
You, as the more experienced player, from what I can gather, would be the Defender/Corruptor. Use your buffs to make the Scrapper/Brute more survivable, and then join in with the blasting, and allow your son to go in first to get the aggro. With a decent defender behind him, your son shouldn't have anything to worry about, and can probably charge into the fray without too many worries.
Edit -. Also, I forgot to mention: welcome to the game and to the forums! -
If the leader is gone, and they have not been around for as long as the SG auto-demotion is set to, then the next person in the group to log in should have been given leadership rank and permissions. This allows those who are still active to continue the SG and pay rent.
However, sometimes the rent issue gets screwed up, at which point a nice little petition to support should get you all cleared up. -
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::does a raindance to summon ModOcho::
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Red Rover, Red Rover, send Moderator 08 one over...
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We who are about to get moderated salute you! -
I always love how JB continuously forgets about the buffs to Tankers that have happened even recently. They're just not the improvements that he wants, so therefore they aren't buffs.
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Well, one of you always is going to be the "secondary" tanker, since only one of you will have aggro on a mob at a time. Usually, whoever jumps into the spawn first will hold the most aggro on that spawn (there are exceptions to this, of course, but in the simplest terms, holds true).
If I were to build a Tanker duo, and didn't care about other teaming or anything like that, I'd put two WP Tankers together. Give one an AoE-heavy secondary, like /Fire or /Mace, and make the other one a single-target specialist, more along the lines of /SS, /Axe, or /Energy. I could definitely see some synergies with a WP/Axe and WP/Mace.
However, that might not be as fun.
Also, if you'll be teaming with this duo a decent amount, you can always go opposite pairs, or something like that (an Ice/Fire teamed up with a Fire/Ice).
I don't know how well this would work, but two Inv/Dual Blades Tankers could be interesting, especially if you build for different combos. -
Should be fine.
Remember that at one point, people were doing just fine with 33%-66% total accuracy enhancements on powers, and that's without the +Tohit from Rage and Invinc.
I'd say that what you've got there is more than fine for most of the game. -
There have been several bugs with the account information recently, specifically regarding the dates that Vet rewards are handed out. Contact support, and see what they can tell you.