ArcticFahx

Legend
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  1. Quote:
    Originally Posted by Eiko-chan View Post
    You still didn't have to pay for it, while they did.

    I really wish the people against this would stop trying to justify it any other way and admit that the reason the support the program as is and like the program as is is due to the feeling of being special, valued, and favoured it conveys. You like knowing that the time you've put in makes you valued more than the people that have put in less time.

    It's that simple. It's human, it's understandable, and it's what's really behind all the objections.
    BZZZT! Wrong!

    If a company has a loyalty program attached to, say, their monthly subscription (let's assume a gym here) where you get some free workout gear with a unique logo every year or so, no, it's not the same if you can buy that exact same gear. Veteran rewards are for actual loyalty by staying subscribed. By the way, I'm a 27 month veteran, and I'm missing a long chunk of time that could be my vet rewards (as you can see by my reg date), but I will *always* oppose this suggestion because it denies the point of Veteran rewards.
  2. Quote:
    Originally Posted by Talen_Lee View Post
    • Powers aren't taken away from archetypes that are live. It hasn't happened in living memory.
    Fold Space would like a word with you.
  3. Quote:
    Originally Posted by Eisenzahn View Post
    Bingo.

    Depending on where the participants live, ERP with a minor (even one who has not been identified as such by the other partner) may constitute criminal behavior according to the local authorities. Extremely difficult to prosecute in any jurisdiction, perhaps, but it doesn't need to go to court to have a devastating impact... it just needs to wind up on the news.

    <snip>
    I have to completely agree with Eisenzahn. As someone going to college to be a teacher, I already know the damage that can come with just an accusation of this sort of thing. Whether or not the minor consented (PROTIP: legally, under a certain age, minors cannot consent) matters not.

    And because you can't be sure of the age of the person you're dealing with, you shouldn't ERP if there is even the slightest doubt.
  4. Quote:
    Originally Posted by Umbral View Post
    Good thing that influence/infamy isn't actually money.
    Sorry, but the moment we got a market, that became full of crap. You don't buy from other players with your influence among the citizens, nor does the black market take away 10% of your infamy.
  5. No one gives a rat's rear-end what you have to say, Fire_Minded.
  6. Okay, I'm trying to make an Elec/Nin soft-capped build (preferably soft-capped with hide suppressed, because that's where I'll need it). Best I've gotten so far without sacrificing attack slotting badly is just there, but it's a bit of a mess. I can work the market to get some funding, but I'd like to keep it to 7-8 digits max, if possible.

    Notes: I have the Ninja pack, so travel powerless is good (and may fit concept better anyway), and I have no objections to running Maneuvers/Tactics to get there, especially if it helps me avoid Boxing/Weave/Tough.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(3), T'Death-Dmg/Rchg:35(3), T'Death-Acc/Dmg/EndRdx:35(5), T'Death-Dmg/EndRdx/Rchg:35(5), T'Death-Dam%:35(11)
    Level 1: Hide -- Ksmt-ToHit+:30(A)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(13), Sciroc-Dmg/Rchg:35(13), Sciroc-Acc/Rchg:35(17), Sciroc-Acc/Dmg/EndRdx:35(39)
    Level 4: Ninja Reflexes -- RedFtn-Def/EndRdx:35(A), RedFtn-Def/Rchg:35(43), RedFtn-EndRdx/Rchg:35(43), RedFtn-Def/EndRdx/Rchg:35(45), RedFtn-Def:35(45), RedFtn-EndRdx:35(45)
    Level 6: Assassin's Shock -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(7), T'Death-Dmg/Rchg:35(7), T'Death-Acc/Dmg/EndRdx:35(9), T'Death-Dmg/EndRdx/Rchg:35(9), T'Death-Dam%:35(11)
    Level 8: Build Up -- RechRdx-I:35(A)
    Level 10: Hurdle -- Jump-I:35(A)
    Level 12: Placate -- RechRdx-I:35(A)
    Level 14: Health -- Numna-Regen/Rcvry+:35(A), Numna-Heal:35(15), Mrcl-Rcvry+:35(15)
    Level 16: Kuji-In Rin -- HO:Ribo(A), HO:Ribo(17)
    Level 18: Chain Induction -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(19), T'Death-Dmg/Rchg:35(19), T'Death-Acc/Dmg/EndRdx:35(21), T'Death-Dmg/EndRdx/Rchg:35(21), T'Death-Dam%:35(33)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(40), EndMod-I:35(40)
    Level 22: Danger Sense -- RedFtn-Def/EndRdx:35(A), RedFtn-Def/Rchg:35(23), RedFtn-EndRdx/Rchg:35(23), RedFtn-Def/EndRdx/Rchg:35(25), RedFtn-Def:35(25), RedFtn-EndRdx:35(27)
    Level 24: Kuji-In Sha -- H'zdH-Heal:30(A), H'zdH-Heal/EndRdx:35(27), H'zdH-EndRdx/Rchg:35(29), H'zdH-Heal/Rchg:35(29), H'zdH-Heal/EndRdx/Rchg:35(31), S'fstPrt-ResDam/Def+:30(50)
    Level 26: Thunder Strike -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(33), Sciroc-Dmg/Rchg:35(34), Sciroc-Acc/Rchg:35(34), Sciroc-Acc/Dmg/EndRdx:35(34)
    Level 28: Caltrops -- P'ngTtl-Acc/Slow:35(A), P'ngTtl-EndRdx/Rchg/Slow:35(33), P'ngTtl-Dmg/Slow:35(36), P'ngTtl--Rchg%:35(40), P'ngTtl-Acc/EndRdx:35(42), P'ngTtl-Rng/Slow:35(42)
    Level 30: Combat Jumping -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(31), Zephyr-ResKB:35(31)
    Level 32: Lightning Rod -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(36), Oblit-Dmg/Rchg:35(36), Oblit-Acc/Dmg/Rchg:35(37), Oblit-Acc/Dmg/EndRdx/Rchg:35(37), Oblit-%Dam:35(37)
    Level 35: Blinding Powder -- SipInsght-ToHitDeb:35(A), SipInsght-Acc/ToHitDeb:35(46), SipInsght-Acc/Rchg:35(46), SipInsght-ToHitDeb/EndRdx/Rchg:35(46), SipInsght-Acc/EndRdx/Rchg:35(48), SipInsght-%ToHit:35(48)
    Level 38: Kuji-In Retsu -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(39), Zephyr-ResKB:35(39)
    Level 41: Mu Bolts -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(42), Thundr-Dmg/Rchg:35(43), Thundr-Acc/Dmg/Rchg:35(48), Thundr-Acc/Dmg/EndRdx:35(50), Thundr-Dmg/EndRdx/Rchg:35(50)
    Level 44: Electric Shackles -- HO:Endo(A)
    Level 47: Swift -- Run-I:35(A)
    Level 49: Recall Friend -- IntRdx-I:35(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 14.3% Defense(Smashing)
    • 14.3% Defense(Lethal)
    • 12.1% Defense(Fire)
    • 12.1% Defense(Cold)
    • 13.9% Defense(Energy)
    • 13.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 19.9% Defense(Melee)
    • 21.1% Defense(Ranged)
    • 21.1% Defense(AoE)
    • 2.5% Enhancement(JumpHeight)
    • 15% Enhancement(RechargeTime)
    • 2.5% Enhancement(JumpSpeed)
    • 52% Enhancement(Accuracy)
    • 2.5% Enhancement(FlySpeed)
    • 3% Enhancement(Heal)
    • 2.5% Enhancement(RunSpeed)
    • 8% FlySpeed
    • 54.2 HP (4.5%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 1.65%
    • MezResist(Held) 11%
    • MezResist(Immobilize) 12.7%
    • MezResist(Sleep) 2.75%
    • MezResist(Stun) 2.2%
    • 3.5% (0.06 End/sec) Recovery
    • 32% (1.61 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 8% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Touch of Death
    (Havoc Punch)
    • MezResist(Immobilize) 2.75%
    • 18.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Scirocco's Dervish
    (Jacobs Ladder)
    • 10% (0.5 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Red Fortune
    (Ninja Reflexes)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Touch of Death
    (Assassin's Shock)
    • MezResist(Immobilize) 2.75%
    • 18.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Numina's Convalescence
    (Health)
    • 12% (0.6 HP/sec) Regeneration
    Touch of Death
    (Chain Induction)
    • MezResist(Immobilize) 2.75%
    • 18.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Red Fortune
    (Danger Sense)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Harmonized Healing
    (Kuji-In Sha)
    • 1.5% (0.03 End/sec) Recovery
    • MezResist(Confused) 1.65%
    • 3% Enhancement(Heal)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Steadfast Protection
    (Kuji-In Sha)
    • 3% Defense(All)
    Scirocco's Dervish
    (Thunder Strike)
    • 10% (0.5 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Pacing of the Turtle
    (Caltrops)
    • MezResist(Sleep) 2.75%
    • 2.5% Enhancement(Slow)
    • 9% Enhancement(Accuracy)
    • MezResist(Held) 2.75%
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Blessing of the Zephyr
    (Combat Jumping)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Siphon Insight
    (Blinding Powder)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    • 2% XPDebtProtection
    • 9% Enhancement(Accuracy)
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    Blessing of the Zephyr
    (Kuji-In Retsu)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Thunderstrike
    (Mu Bolts)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)



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    Critique/suggestions?
  7. Quote:
    Originally Posted by Dispari View Post
    Even some normal AVs change tactics at HP levels. Statesman for instance will start using Unstoppable, and start using his AoE lightning smash.
    Zeus' Lightning spam is quite fun. Especially when the brute you have tanking States is /Elec Armor, especially with a bunch of VEATs providing soft-caps to everyone.

    >.>
    <.<
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Nosferatu is the most dangerous in melee, but since I couldn't keep him at range (low ceiling), I ended up having to use cheap tricks to scare him off. Tricks like Burn and Rain of Fire, which IS cheap, but whatever works.
    Not to rain on your parade or anything, but as a Fire/Fire blaster, you have an easy way to keep him at range. Ring of Fire. Purple Triangles don't boost immobilization protection.
  9. I would personally suggest a */Sonic or */FF controller. From 1-20 you can pre-emptively mez the lieutenant in the group, then at 20+ you can take Sonic Dispersion/Dispersion Bubble, which gives mez protection against everything but sleep. For good damage primaries I suggest Illusion, Grav, or Fire.
  10. Quote:
    Originally Posted by Zombie Man View Post
    I'm getting sick of greedy gamers who want to throw role-play out the window because they want to keep their stuff.

    Do you think Spider-Man can become Venom and terrorize the city and still call upon a favor from the police chief?
    No, but the better you are before you fall (read: more influence), the more evil you'll be when you do (read: more infamy).

    Also, the moment markets were added, inf stopped being a non-currency. And when Lex Luthor finally snapped and decided to hate Superman, he kept all his money, and he keeps all his money when he does team up with Supes.
  11. Because BABs said "imagine if we changed Build Up from a +ToHit, +Damage power to a power that built a small cottage at your location."
  12. Quote:
    Originally Posted by El Flamingo View Post
    official rp server
    You keep using that term, I don't think it means what you think it means.


    You meant unofficial. CoH has no official RP server (which is good, as they just attract RP 5th Columns and griefers).
  13. Quote:
    Originally Posted by Jags_Powar View Post
    I probably sound like a fool asking this, but I've heard countless rumors about a fabled "Candy Cane Shield" and "Candy Cane Sword" That scrappers/stalkers and tankers/brutes can unlock by doing some ridiculous task with the winter missions.

    Can someone either debunk or support this rumor for me?

    Gracias Muchachos
    This definitely is false, but needs to be suggested and make its way in next year.

    "Christmas Weapons"

    Candy cane swords
    Fruitcake-on-a-stick maces
    Starlight Mint shields
    Gingerbread axes
    Candy cane spines
    Tinsel-gun AR/Pistols
    Taffy Bow & arrow

    Or something along those lines.
  14. Quote:
    Originally Posted by Aragain View Post
    Ok, here's why I am confused.

    I just did a test to see about the XP. In Talos on the street, an even lvl Tsoo minion was worth 130 xp and an even lvl lt was worth 435. In two different AE Editor's Choice mishs an even lvl minion was worth 62 and an even lvl lt was worth 207 (5th column and arachnos).

    Either I'm missing something or AE xp is half of normal.
    You're missing a lot.

    a) Tsoo give more XP than the average mob of their level.
    b) exactly what level are you looking at? Because lower-level mobs give less XP, even when even-con.
    c) did you have patrol? Patrol XP doesn't work itself off in AE.
  15. Quote:
    Originally Posted by Rodion View Post
    I just tried using the Nemesis staff on the Oil Slick created by my Defender, and it doesn't ignite. The details on the staff say it only does Smashing damage. I also tried using EMP Arrow, which is energy, and it also does not work.
    EMP Arrow only does its damage to robots. Oil Slick Arrow is not a robot, therefore it doesn't damage it, and can't light it.
  16. Quote:
    Originally Posted by BlackBellatrix View Post
    I think that Veteran Rewards should be made purchasable. Something along the lines of $1 per month. (So, 3 per reward.)

    As a caveat, however, you should only be able to get rewards up to your account purchase date. It would allow people who have had their accounts inactive for periods to make amends and get some of the rewards.

    Yeah, so my account was started April 18th, 2004 and I only have the 27 month vet reward... wanna fight about it?
    *points to his start date* I only have 27 as well, and if I'd stayed subscribed, I'd be at 54 months. And I'm against it, because I understand the meaning of Veteran Rewards. You get them from time subscribed, not money paid, not anything else.
  17. ArcticFahx

    Let us solo TFs

    A Task Force implies more than 1. /unsigned, no, and all that jazz. If you want to play them on "dead" servers, join the global channels for the servers. They aren't actually dead.
  18. Quote:
    Originally Posted by Darkelven_Vixxin View Post
    hello

    ok I was wanting to mess with some concepts but the pwers don't allow it

    I was thinking Teleport can be reworked the last power option?, "Map Port", make it so when you get this rank of power, you can port directlly to misson doors, contacts base port locations or stores ... anyting that shows on the map you can click on to just be there, one port, that makes somuch more sence than being slower than the speedsters or super jumpers, could even make it so you see your team member on the map?, you can port directlly to them, useing the map port power.
    a) Teleport is *already* the fastest travel power.
    b) Map porting presents one major problem. The Z-axis.

    Quote:
    Another power is Flight the last power of "group flight". put all your team that is inrange on auto follow automaticlly, becuse otherwise they ger outta range and fall to their deaths heh.
    Bad idea. Imagine if you're caught in someone on your team's Group Flight, but you need to go somewhere else, like on a Hami Raid, if you're a Yellow-soloer, and the spike team starts dragging you along before you get to your Yellow.

    Quote:
    heres one, in concealment the last power "Phase shift", make it more like a toggle use the same prinsible of "Personal Forcefield" you can' effect others while phased, but you don't have to fear it dropping on you , maye even to put some resistance on it, make the end bar your power meater for it, that drops to zero you drop phaseshift, but make the power useible and allow moveing thru things you an see thru, cell doors, fences, windows.. anythgn you can see thru, you should beable to phase thru.
    The engine has *no* way to support this, and the devs have already said an engine overhaul would basically create a new game.

    Quote:
    Anpther thing, Speed " super speed", I say the speed feet glow thinggy?, yeah make that only show when you move, so thoses lazy freeking people that can't seem to remember to turn off toggles arn't blinding everyone around them with their silly non moveing feet glow
    I believe BABs and the crew are already working on Power Pool customization. In the mean time, there are people that like the glow as it reminds them they have it on, and reminds them to turn it off when entering battle, so whether he changes it or not, there will be people who don't like it, so he'll leave it be for the time being (which is quite sound reasoning).

    Quote:
    While we're on speed i say make the "hasten" glow fade out liek it apperes from the chest flows to the hands, but then make it fade out.
    I wouldn't be opposed to this, but again, some people like the current animation, so until customization spreads to pool powers, it'll likely stay that way.
  19. Quote:
    Originally Posted by Fury Flechette View Post
    Quiz question #1:

    In the following group, who would you attack first?
    a) Tsoo Sorcerer (healer, hurricane, foe hold)
    b) Tsoo Green Ink Man (melee stun)
    c) Tsoo Yellow Ink Man (ranged sleep)

    I asked a number of SG mates this question, and I was fairly surprised at their answers. Assume you're a level 23 blaster, and the minions are orange con, which means you can probably take out one of the minions outright with 1 aim + build up blast but would take 2 shots to take out the Sorcerer. Who would you attack first and why?
    Okay, since my main is Ice/Ice, we're going with:

    Aim, BU, Ice Storm from around a handy corner, with the sorc targeted. Immediately, queue up freeze ray, catching the sorc when he teleports around said corner, then kill the two minions with the usual blasts (maybe a frost breath). Return to the sorc, refresh the Freeze Ray, then kill him in melee and laugh as he is utterly impotent.

    Quote:
    Quiz question #2:

    In the following group, who would you attack first and why?
    a) Vahzilok Mortificator (ranged -slow, revive fallen cadavers, hard hitting melee attack)
    b) Vahzilok Embalmed Cadaver (explodes, dumb AI)
    c) Vahzilok Murk Eidolon (downgraded from a boss to a Lt, Midnight Grasp, Opressive Gloom)

    Assume you're a level 11 blaster, and have build up but not aim. The Lts con yellow while the Embalmed cons white.
    Chillblain on the Mortie to keep him in place, then alternate between the murk and cadaver, slowing them with all my ice blast attacks so they can't close with me. when Chillblain recycles, hit the Murk with it, since cadavers have immob protection, then kill the cadaver. Keeping the mortie and Murk immobed, mortie is next. Finally the murk goes down last.
  20. Quote:
    Originally Posted by Noyjitat View Post
    Wormhole is a foe AOE teleport power which drops them from the sky with a chance for knockback. Not sure why you brought that power into a knockback discussion because you really don't need the knockback in it. Because when it hits stuff and drops them its already done its job.
    Wrong, it's 100% KB. And if you've spent over 2 years playing that character knowing how to place them so the KB puts them where you want them, it's a hard habit to break when your team leader suddenly turns off KB on you.

    Quote:
    You didn't read my post. Or you would see that I mentioned that he wasn't slotted for knockback and didn't have any abilities that increase knockback mag or sets and the enemies were not clockwork or other enemies vulnerable to low knockback mag. Thus is does happen thanks.
    I did, and you're wrong. Here's the list of effects on every Battle Axe power. (Remember, KB < 1 is KD. Might be .75 for the threshold, but even then, at Mag 1 they'll move a foot at most.)

    Beheader - 40% chance of Mag 0.67 KB
    Chop - 50% chance of Mag 0.67 KB
    Gash - 50% chance of Mag 0.67 KB
    Swoop - 70% chance of Mag 7.789 Knockup (which sometimes lands them a bit further away than you like, but that's because of ragdoll, more knockup makes them land more erratically).
    Whirling Axe - 50% chance of Mag 0.67 KB[/url]
    Cleave - 80% chance of Mag 0.67 KB
    Pendulum - 50% chance of Mag 0.67 KB

    So, which one has Knockback > mag 1 again?



    Also, no response to the fact that the "turn all KB into KD" option makes Force Bolt (and Power Push) utterly worthless?
  21. Quote:
    Originally Posted by Noyjitat View Post
    Yeah.... Its a horrible idea if you like to join and grief teams with bonfire and powers that scatter foes everywhere. Knockback honestly doesn't bother me until it gets to that point.
    It's also a horrible idea to turn off my KB when I'm trying to use Wormhole to position a new mob into the currently thinning one because it's up and it'll speed the team up. Or when I'm using Force Bolt/Force Bubble to knock foes back into my teammate's Freezing Rain or Tar Patch, or even just into a tanker's taunt aura.

    Quote:
    Why should I have to tell someone "You can't use that power because it knocks everything back"? You think I'm not going to use my energy torrent, or Explosive blast because it does extreme knockback? Or do you think I'm not going to use solar flare on my human pb because the team doesn't like it? Hell no, I'm going to quit the team because those are some of the more powerful AOEs for those particular power sets.
    And I'll quit any team that turns that slider on, because I am not relearning my powersets just because some people can't handle KB.

    Quote:
    I was on a team playing as my merc/paindom mastermind and 6 people actually quit the team because the occasional knockback from my mercs grenade launcher. I couldn't believe it... I mean seriously, I'm a mastermind and I use pets, what do you want me to do about my pets?
    Congratulations, you found out that people are flipping morons.

    Quote:
    This idea is win win for everyone. You don't get kicked, you get to use the powers you enjoy, and everyone else is happy. Just make enemies stay knocked down as long as they would be from knockback and the survivability from knockback remains the unchanged.
    No it's not. It's lose for anyone that has a modicum of ability to use KB.



    Quote:
    I've seen more than a few battle axe tankers fling enemies around like rag dolls and they were not vulnerable to knockback nor did the tank have knockback ios or knockback boosting powers and the enemies were not green, blue or grey so it had nothing to do with low level enemies. It DOES happen.
    Yes, if they slot for KB.
  22. Quote:
    Originally Posted by _Pine_ View Post
    On a related note. How good is energized?
    Energize is GODLY.
  23. ArcticFahx

    Vanguard Pricing

    Quote:
    Originally Posted by Umbral View Post
    The costs are balanced around the designed primary method and reflect as such. They're perfectly fine where they are. It's not the devs' fault that you're either incapable or unwilling to start or join an RWZ raid.
    Make the uniform cost about 1 raid's worth of merits, then. That's still 300-400 for the whole thing. And have it crafted as a package. "Vanguard Uniform".

    Then make the weapons cost another 150-200 each. Still provides incentive to raid, but now it's actually feasible to get the uniform without raiding if you can only play at 1 AM Tuesdays (and your home server is Protector or Champion).
  24. Quote:
    Originally Posted by Noyjitat View Post
    And also allow the team leader / mission owner to control this.
    NO!!!

    That is a horrible idea that has been rehashed eighteen million times, and only 3 people are ever in favor of it.
  25. Quote:
    Originally Posted by Stormfront_NA View Post
    Target Clockwork
    Hit by clock, zapped by clock, zapped by clock, hit by clock, zapped by clock, hit by clock
    Swing at clock, hit and knocked way away
    Hit by clock, zapped by clock, and so on...
    Re target clock
    Hit by clock, zapped by clock and so on
    Swing at clock, hit and knocked way away
    Hit by clock, zapped by clock, and so on...
    Re Target Clock
    Hit by clock, zapped by clock, and so on...

    I hope the sequence above, helps illustrate the frustration experienced by using my axe powers, when compared with mace, both have same damage capacity but Mace has a disorient effect and Axe has knock-Back. When a mace user strikes, the victim remains within range of a second attack while possibly disoriented, the axe user simply knocks the target away to prevent a follow up attack. This has an effect of drastically dropping the damage ability of the axe wielder over a stock of time, since the mace can go hit hit hit, while axe is hit, chace, hit, chase, hit.

    It would be nice if the Axe attack for tankers would have its seconday effect changed from Knock-Backs to Knock-Downs. Its not like I need the knock-back as a survival mechanism.

    Hugs

    Stormy

    Ps: Perhaps other melee attack types should be switched from Knock-back to knock-Down as well, I find my MA scrappers having the same issue.
    They were getting knocked back because they're clockwork. Clockwork have something like -200% KB resist, which turns all KD into KB.