Zandock

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  1. If you need to feel like a special snowflake because you play the game differently than the way some other people do, go right ahead.
  2. Quote:
    Originally Posted by Arnabas View Post
    Ah, sarcasm...

    Of course Hurdle, Swift and Stamina have no effect on that.I wasn't actually referring to the Fitness pool with that example. I was commenting on the OPs feeling that there was a "creeping easiness". Whether it is because I am a better/ more experienced player or some other factor, I have also found that the game just feels much easier now. Not a major complaint, or anything. Just an observation.
    Go try out the sneak peak of the Incarnate Trials and then tell us how much easier the game is now than the days when a tank could herd an entire map full of enemies to one point and let the blaster destroy them all with his nuke.
  3. Is this really what passes for a guide these days? A listing of powers with only a few scant details listed about them, and some bad advice given on them in some cases, and then just dropping a build with no insight behind it?
  4. Quote:
    Originally Posted by Nihilii View Post
    Yes, it works.

    The most useful ones are Damage HOs for resistance powers and Tohitdebuff HOs for tohit buffs, because they give 33% rather than 20%.

    It's considered a bug and some people will argue that it might get fixed eventually.
    Nitpick here, but Tohit and Tohit Debuff are both schedule B and gave the same enhancement value. It is likely you are thinking of the Defense mods. Defense Buff is schedule B while Defense Debuff is schedule A.

    As for "reverse effects", that is not really the case. The enhancers are doing exactly what they are supposed to do according to game mechanics. As far as the game is concerned, there is no such thing as debuffs, just buffs with a negative value. So when you slot a "Defense Debuff" Hamidon Origin Enhancement into your Evasion power, all the game sees is that it enhances defense powers, and applies the proper enhancement percentage.
  5. If I read that bio I would simply avoid the person. If you want to say you're the lord of all creation in your private RP, that's fine, but I'm certainly not going to take part in it.
  6. Quote:
    Originally Posted by Deevian View Post
    Yeah for some reason, if you look at mightnight grasp in game is says (5 targets max)
    Not sure why...
    Are you looking at the Tanker version of the power? The five targets are those affected by Gauntlet.
  7. There's no difference between heal buffs and heal debuffs as far as the game as concerned. They all modify heals, just one is set to a positive value and one is set to a negative value. The question would be if the Rider's Weaken power is set to ignore buffs and debuffs.
  8. So, I've been looking over possible final builds for a Huntsman of mine. As you might have guessed, I'm mulling over ideas for what would make the most optimal ST attack chain might be. I know Gloom is an excellent power with one of the best DPAs around, but it is also going to cause redraw on the gun. Does anyone know just how long the redraw takes?

    The chain that I planned on using was Single Shot>Burst>Single Shot>Gloom

    When using the arcanatime listings in mids and my damage slotting (which includes a Musculature Total Core Paragon) I clock that in at around 175 DPS on paper, but that doesn't include the redraw time.

    Now I've found that a chain of Single Shot>Burst>Bayonet does pretty much the same DPS, but isn't going to take the dip when you factor in redraw time. Of course, you have to be in melee range in order to activate Bayonet, which opens you up to a lot more attacks. So right now I'm wondering if the loss of damage due to redraw is large enough to warrant going with the melee required chain. Any insight would be much appreciated. I'll throw up the build I plan on using if anyone wants to take a look so they can tell me how badly I probably messed up my math:

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  9. Quote:
    Originally Posted by Thug_Two View Post
    That is very much a (simplified) Burke-class. It's missing the hexagonal bit that's the antenna for the SPY-1D radar, which I find a bit of a letdown (that radar is the basis of the Aegis combat system, which is more or less the point of having the ship) but that's because I'm picky about such things.

    My wife and I once had a picnic lunch on the fwd missile doors on one of those while it was under way. Long story.
    I served on a Burke DDG as an AEGIS tech myself, so that jumped out at me pretty quickly. It would also be cool to see the Phalanx guns on there as well. The CIWS guys were part of our division, we got shifted from combat to weps for some reason, and they decided to redo the nonskid on the platforms the guns sat on shortly after I reported to the ship. Of course being the most junior person in the division I was picked to go help them out. Spending hours in the Norfolk sun with a needlegun scaler is not fun. I think my arms kept vibrating for days.
  10. The idea that playing alone should offer comparable rewards to a group of people who have to spend the time forming and organizing a team and then working together to tackle greater obstacles has never made any sense to me. I'm impressed that a solo option for furthering Incarnate advancement is available at all.
  11. Quote:
    Originally Posted by David_Yanakov View Post
    So, you're saying that flash arrow still wins in this scenario despite being 'weak'?

    And to be fair to the trappers, In the course of running a Thugs/Traps to 50 I can count the number of times my FF generator got blown up on one hand. Not counting the occasional wipe situation.
    Look at it this way instead:
    Slotted Radiation Infection against non-AVs: -~45% to-hit
    Slotted Fearsome Stare against non-AVs: -~29% to-hit
    Slotted Flash Arrow against non-AVs: -~9% to-hit
  12. Going to throw up the build I'm planning on using. Has a bit higher recharge and softcapped S/L/E. I've made some different power selections than you, but you can use it to get a general idea. I would definitely go with Spiritual Alpha with this build.

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  13. Zandock

    Is this it?

    Farm blue and green mobs in hazard zones.
  14. There's no question that Scrappers make the most of Shields. Their modifiers make Against All Odds amazing, and they aren't as hampered by the pet damage limit.
  15. Cell phones as morphers again makes me rather sad. The part at the end seems like a Power Rangers version of Dynasty Warriors.
  16. I'm not sure how you can justify skipping Blaze...
  17. I was planning to have my Traps character run Hover to take advantage of Ranged Defense, but I can't recall if Acid Mortar and Poison Trap require you to be grounded. Can you just float down close to the ground, or would you have to toggle any flight power off?
  18. It's going to be rather frustrating if the online store is not working by then.
  19. I noticed this happening a lot on my KM/SR. For some reason I never linked it with Power Siphon. Glad that I wasn't just losing my mind.
  20. I'll just keep waiting until I can make my SS/Nin Scrapper.
  21. Quote:
    Originally Posted by Lady_Cyrsei View Post
    Do you have a pic of Seigyoku in street clothes? or a different representation of her face? I'm not very good with creature features >.<
    Here's one with her human disguise:
  22. Might as well make use of this thread, since I'm leveling a Rad/Fire at the moment. I'm mostly just wondering how much use people get out of Blazing Aura and Hot Feet and if they're worth taking with the massive endurance cost.