UberGuy

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  1. They did say that according to info communicated by attendees. However, I have also heard that they backtracked on it. I have only heard that once, recently, and it was the first I heard of it. I found the notion depressing.
  2. Quote:
    Originally Posted by Doctor_Bob View Post
    honestly i cant get to excited to pay for something after what happened to those who got the last one for free after some of us paid full price for it!
    I can't get excited about buying a Big Mac from McDonalds since they might go on sale in April. A Big Mac sounds really good right now, but I'd hate to pay full price right now when I could wait till April to buy one for $1.00.

    It's too bad, because I bet it would taste good.
  3. Quote:
    Originally Posted by Tidbit View Post
    I really don't think they are going to let us take anything to the other side. They may have a new system that would create an alternate build that starts at level 1. What our current character has may be locked in so that it will be there if/when we return, but will not be accessible on the other side.
    I would never use that system. There's no ******* point.

    If I want to start over at level 1, or with no "gear", I'll roll a new character.
  4. Yeah. I wonder what they've done.

    I think it's going to be pretty interesting, because even if it doesn't include any changes to the information displayed, just how they display it could have impacts on people's buying and selling habits.

    For example, today prices are often highly siloed, where prices of the same item at even adjacent (and non-maximum) levels will have distinct and often very different price trends. I presume this is because you have to somewhat laboriously expand items in each level to compare their prices, so people just look at the item they're selling or buying and list or bid based on the history for that specific item and level without comparing it to nearby levels. Changing how that's laid out could change the cross-level pricing structure.
  5. Quote:
    Originally Posted by Vitality View Post
    So, I'm in Atlas and I take the base portal to my SG base. I log out. When I log back in, it logs me into Atlas.

    Why can't we log into our SG bases?
    As others said, our bases are instanced zones. When no one is the the base, it "despawns", just like our missions do when we log out. (There may be some safety band where the base persists a little while in case someone else enters the base right after someone else exits.)

    Note that, just like normal missions, we don't auto time-out while standing in our bases.

    When you log out, the base "despawns" and your character is left wherever they entered the base from (just like how you're left standing at the mission door if you log out in a mission).
  6. Quote:
    Originally Posted by pohsyb View Post
    Do you not have a global name? Thats weird...you should have one.

    Nothing can cross from hero to villain or vice-versa. It would get dirty.
    The email system today doesn't work based on global names.

    Or are you suggesting that it's not actually the "email" system we have in game now? Something like a moneygram /tell?
  7. UberGuy

    Willpower?

    Quote:
    Originally Posted by Desmodos View Post
    I'm probably reading too much into several of the posts, but I should clarify. I agree defense is an important focus for any Willpower build. I just feel +HP has higher priority. In other words, I shoot for 2200 HP first, then start adding defense. The final build, in terms of combined +HP and defense may not differ considerably from someone who chose to focus on defense value first.
    I don't especially disagree. To me, what determines chronological priority on what you focus on is dependent on a lot of factors that will vary from player to player - wealth on hand, level they start considering set IOs, perhaps how fast they earn merits, or how proficiently and willingly they "marketeer".

    HP bonuses aren't especially hard to slot for, so they may well work as low-hanging fruit.
  8. Quote:
    Originally Posted by Organica View Post
    I've always skipped Crippling Axe Kick. I didn't like the animation, but I was under the impression that it wasn't that great a power anyway given the animation time. Maybe I was wrong?
    It used to be much worse. It was significantly improved in the last re-balance pass that MA got. I find it worth having, but have not done any serious number crunching to ensure it makes sense in a decent attack chain.

    Quote:
    And I've always, always, skipped the taunt and Cobra Strike.
    I too have always skipped CS. I have looked very hard at taking it, as it's quite possible to perma it. However, the base recharge is long enough that it takes you a while to get two hits in, naturally assuming one doesn't miss. In that time, with the other stuff I can do on a Scrapper to up their survival, I rarely end up taking it. It gets prioritized off the bottom of the list.

    I am strongly considering it on my MA/DA, though. Stacking it with OG seems like potentially hot stuff for boss fights.
  9. UberGuy

    Willpower?

    Based on my own DB/Regen (who obviously does want Hasten for the /Regen side of things), I'd say no, you don't have to have it. It depends on the combo chains you're looking for and how much global + slotting recharge you have in the attacks in question of course, but I find I can basically sustain my chain of BF + Attack Vitals with Touch of Death in my attacks and 55% global recharge.

    The only time I like Hasten being there for DB is when I miss or get my chain out of order (usually because I want to use Sweeping Strike to hit a cluster of foes right away) or when I want to cycle rapidly between Sweeping Strike and Typhoon's Edge, usually when I'm surrounded and want to clear foes rapidly.
  10. UberGuy

    Willpower?

    Quote:
    Originally Posted by JLane View Post
    For those of you that have IO'd Willpower Scrappers or are thinking about it, what defense levels would you shoot for? Would you try to bring S / L to the softcap and keep the others in the mid 30's or so, or is that a bit overboard / Sacrificing too many other stats for a character?
    Check out this thread. There's some good feedback in there. I give a breakdown of the sort of broad brush defense spreads I tend to create with bonuses and powers like Weave and CJ, and other posters certainly pitch in additional options.
  11. UberGuy

    Willpower?

    I'm with the turbo-charged scrapper vets here. +Def is more likely to do more to increase your time-to-defeat than +HP will.

    Just 20% defense is a 40% reduction in average incoming DPS. To realize that same (average) benefit on time-to-defeat you'd need total extra HP equal to 66.7% of your base.

    And that's just for 20% defense, which is a somewhat conservative target.

    Now, random stuff is random. How it's going to work out is a function of what you're fighting and how likely your defense is to make foes miss. Low-ish values of defense "feel" like they're doing more when you're fighting something where the incoming damage isn't real spikey, like standing in a big pile of minions and LTs. That sort of situation creates lots of smaller attacks. On the other hand, if you run up to an AV, odds are still good it's going to hit you several times in a row and ruin your day. But more HP probably isn't going to make the AV's attacks feel that much better either.

    Ideally, you pump up both HP and Defense.
  12. Some times, people drop Ouro portals near Hami. They're essentially lightly griefing the raid, as the usual intent is to get someone to accidentally click on it instead of Hami, causing an opening in an otherwise full zone. (Light grief to the raid overall, major downer to whoever gets caught by it.)

    Anyway, this seems to make "meandering Hamidon" very likely. I have no idea why it would cause that, but it's one thing I've seen pretty consistently correlated with him moving, and has seemingly caused him to move multiple times in the same raid. He has moved in the past before we ever had Ouro portals, but it was always extremely rare.
  13. Quote:
    Originally Posted by Umbral View Post
    You're looking at the Mids' number, and I'm looking at the City of Data numbers. CoD might be a bit out of date (I think RedToMax quit or something), but the numbers are right. The Mids' numbers probably don't properly correct for the damage from hidden so they show Dark Blast dealing twice as much damage as it should.
    That looks like exactly what it is doing. In the Data View window, Dark Blast data doesn't have the "if Assassination" flags on the second set of damage entries for either PvE or PvE.
  14. Yeah, there's really not a major loss if you slot 4 KC and 2 other enhancers, chosen to cover what the 4 KC leave lacking.
  15. Quote:
    Originally Posted by mauk2 View Post
    Have I missed something?
    On live right now you can enhance the buff from the recovery uniques by slotting them in powers you also enhance with endmod. On test, that's "fixed" for Numina (only).
  16. Quote:
    Originally Posted by mauk2 View Post
    In all seriousness, defensive oriented scrappers are wonderful teaming toons, they serve as extremely effective buff magnifiers. Plus, having the leadership pool for manuevers makes YOU a buffer too! Win!
    For that I just take one of the builds that's got around 30% defense and let the buffers get the rest. I'd far rather be pretty tough but a sustained killer solo and unkillable on a team, than unkillable but low recovery while solo and want end/recovery buffs on a team.
  17. Quote:
    Originally Posted by mauk2 View Post
    Works frighteningly well on a WP, and might be almost as nice on an Elec or Dark.
    Hm, that cuts out both Hasten and Stamina.

    My new DB/Regen is sans Stamina, and I bailed on Maneuvers in my build once I saw the change to the +Recovery uniques. (Right now just Numi, but I suspect Miracles are on the horizon.) With just PP, two PShifters, QR and both +Recovery uniques, I was borderline on my end burn. Maneuvers would have pushed me places I didn't want to go.
  18. Pool B drops seem to be a sight more common than rare pool As. In other words, you're a lot more likely to get a particular pool B drop at the end of a given mission than you are to get any particular pool A drop from defeating a mob. I can go months without seeing a particular pool A, but I am usually swimming in pool Bs of all sorts.
  19. If I really want to do this (and I actually really don't want to fully switch sides with anything) I'll just give the inf/goods I don't want to loose to another character.

    Really, though, this is stupid. Whether they want it to be or not, influence and infamy have always been currency. They need to get over this RP crap that it's your "cred". And I'm not saying RP is crap, I'm saying this particular contrivance is crap that's anchored in RP concepts.

    Edit: Of course I'm making a worst-case assumption with the above. Carefully re-reading the article, they might not mean loss of inf. I'm setting my bar at "cynical" on this one though, and betting that's what it means.
  20. Nope, I haven't. I didn't mean to suggest it's possible for arbitrary sets using Katana or Broadsword. I think I just merged two semi-related thoughts: it's not generally possible, but it's possible with Katana | Broadsword. I should have been more clear that even then it's not always possible.
  21. Quote:
    Originally Posted by Necrotech_Master View Post
    no idea if it will be cross server, maybe could do experiment to see if you can send emails cross server now
    You can't. The email system predates the current global name system, and was definitely designed for same-server communication. It'd be nice if that was revamped. That said, I don't really see email as very useful given the current chat system, which is already cross character and has a fairly reliable queuing mechanism for offline recipients. So I can only really see people making use of cross-server email specifically for cross server inf moving, which might mean it might not happen for a variety of hypothetical reasons.

    Still, this is a nice QoL step. As a holder of two accounts, it doesn't add much for me, but it's nice to see it added.
  22. I take one of several approaches. I don't usually like to be below 95-100% slotting for the primary attribute of my powers (so damage for attacks). Skipping the straight damage IO will leave you at around 90%.

    If I want good recharge slotting and the power itself has large base damage and a large base recharge time, I'll skip the proc. That's for PvE, where the proc is primarily used to increase DPS. In PvP, you might want the proc on a large scale attack to try and deliver better spike damage.

    If I want the proc (usually in a small-to-mid scale attack with fast base recharge) I skip the damage, but usually add another "frankenslotted" sixth slot to the attack. I usually pick an dam/end if I can get it, since this maxes out my ED damage and improves on something purples leave a bit to be desired on compared to a lot of more mundane attack sets - end reduction.

    If I want either to use just 5 slots in the attack, or to put something completely unrelated to damage in the 6th slot (such as an unrelated proc or even a generic level 45-50 end reducer) I usually skip the damage/recharge. I tend to do this in attacks that already have low base recharge and when I am going to have good global recharge bonuses. Unless you have super tightly tuned attack chains, you probably won't notice the difference on anything with a 4-6s base recharge time, especially if you end up with 40-60% or more global recharge.
  23. My recommendation is the following, in rough order of increasing "awesomeness". All the above assume you don't have any in-powerset +defense - if you do, you can probably hit higher numbers.
    • ~20% defense in either melee or lethal/smash, ~10-15% other or possibly nothing in other. Almost any build should be able to achieve this with Weave, CJ or Hover, and a few powers slotted with the "good" +Def melee sets, like Touch of Death or Kinetic Combat.
    • ~25-30% defense in either melee or lethal/smash, ~20% in other. If To do this you're going to need Weave, CJ, squeeze in +defense sets that give 2.5%, 3.13% or 3.75% defense wherever you can, but if you can't equalize the defense types, probably focus on melee or lethal/smash, depending on what you're building up (positional or typed).
    • ~45% in either melee or L/S, and nothing in other postitions. This can very durable, but is potentially prone to sudden collapse due to debuffs from unprotected vectors. In my opinion this works best with typed defense capping L/S defense using Kinetic Combat, because this defends against a lot of bullets, which are a common form of ranged defense debuff tossed out by mobs. There are exceptions, and they'll be painful if you're relying on this defense.
    • ~25-30% defense to all positions or types. This is basically going for broke, and you might need to do some unusual things to fit in all the slots you need to raise all your defenses this high all around. Note that this doesn't mean you're gimping yourself in other areas, but you might make some noticable tradeoffs. You don't have enough defense in any position to ensure that debuffs don't land on you, so cascade failure is still a problem, but at least you're more or less well-rounded. This kind of build is actually quite hard to do with typed defense if you don't start with some defense in your powersets. Sometimes this will be better than the previous options, sometimes worse, depending on what you're fighting and what sort of powers they're flinging at you.
    • ~45% to all. This isn't generally possible for Scrappers that don't have some defense to start with unless they're using Broadsword/Parry or Katana/Divine Avalanche to cover the melee position and loading up on Blessing of the Zephyr to get the other two positions. If you can do this on top of other mitigation types, you've got something really, really strong to play with.
  24. UberGuy

    No, really...

    The attack is Sweeping Strike, the DB attack that opens up at level 26. The visuals are all regular in-game effects. Those energy blades are the Vanguard "costume" pieces for the Dual Blades, recolored to the general theme of the costume, and the little sparkly explosions actually appear whenever you hit with a bladed weapon in most attacks in most powersets. I just happened to snag a screenshot of it just as they went off.