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Well, first off, I'll give a shout out to ParagonWiki's article on the Incarnate Abilities. It might be a good place to start on this.
Most of the Incarnate stuff is possible to do solo (though some of it might be hard for you, depending), but teaming will make it easier to do.
However, to make an ultra-rare Incarnate Ability, for right now, you will need to be doing the Weekly Strike Task Forces, which will require you to team. -
Gotta admit, that does seem pretty cool. Very random and completely unexpected, but I think I'm going to like.
I wonder if it's going to be the "Rogue Islands" stand-in in Praetoria. -
This. +HP is almost the same as adding in +Resistance to everything. Sure, it contains a +Res(Toxic), but that doesn't mean it won't help against everything.
Other than that, the +Psionic Def/Res IOs and set bonuses, and +Def(all) powers are the only real ways to increase your protection.
However, you can also close to melee range, and CE will lower their damage against you. -
/Kinetic Melee would also be good. The -Damage helps with the lower resistance values, and Power Siphon can be a huge boost to your damage aura. The Stuns and KD effects should also help you out, and Burn + Burst should help out even more in the AoE department.
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Quote:How is that disagreeing with me? I think it actually agrees with me. There is no heal aggro in this game, and you're saying the same thing.
Oh and Sorry Aett but I have to agree with yoiur detractors. I have been the EMP on numerous STFs with my ILL/EMP troller and the Tank even set up close enough so while I was constantly hitting him with CM, Fort and Heal Others my Phantom Army and Phantasm could help the rest of the team take down towers. I never once had LR peel off to attack me. The ONLY time I ever drew aggro was on one run where Black Scorpion peeled off from the Tank and one shotted me. The tank was low on end and stopped stopped taunting to pop several blues .. I was the next closest target and I earned a trip to the hospital aboard ship. Healing aura don't affect enemies in any way so how my little green numbers could draw aggro is something I find hard to believe -
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Quote:Provide video of this happening that doesn't show any other reason for the "healer" to die, and I'll believe you. I've never seen evidence of this, though.Mmm...
I see aggroe stollen all the time, and I seen healers stealing it. In fact, there is a TF, want to say STF, were several experienced leaders had adviced Emps to not use their max heals or they will steal aggroe.
And yes I was playing my Psi/Emp Defender and was providing my weak heals to the tanker holding LR enterteined, a spider crawled over my keyboard, which I immediately rproceded to freak out and scream, but my son valiantly ran to me and disposed of the hairy yucky critter. Unfortunately by then, my charge, the tanker was about to die, barely alive by a hair's width, and I went pow with my strongest heal and taking damage to myself in the process, next thing I know I am dead. LR took insult of my denying his impending kill and took it out on me, with the all too common one-shot-kill.
While I keep being told, there is no anti-healer code, I keep seeing healers getting aggroe and getting of course auto-killed since they are overly-fraggile. If there is no code, there must be instead a combination of events or circumstances, that does a great impression of such an imaginary code.
Hugs
Stormy -
It depends on what you're trying to do with the set bonuses.
While the damage output might not seem all that great because it happens in frequent, but low-damage tics, the overall damage output by these powers is actually pretty good. Slotting it with 6 Obliterations is a good way to go if you want some Melee defense, though only if your Endurance usage is under control. If it's not, then 6-slotting with Multi-Strikes might be better. -
I think that swinging Goofy at your opponents would be fun! However, I think that unless you allow customization of it to allow people to use Mickey, Donald, or Pluto as well, you're going to hear complaints.
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Quote:I agree with all of this, and I do not argue against these points. My only point was that using the Taunt power inefficiently isn't going to help things. Basically, if someone is in your aggro aura, the Blaster is highly unlikely to strip aggro from you, and using Taunt isn't going to change that.If the formula is based on Taunt Duration Remaining, however, and the Target has been out of Aura for 13.4981 seconds (quite possible when trying to draw one AV to another), then the blaster wins Aggro. Furthermore, if Taunt is shaken off faster on account of level differences, a +4 AV would lose said Aggro in about 7 seconds. A strong "kill the squishy" AI mod (which is an unknown in strength, AFAIK) could also potentially overwhelm taunt, if such a thing were programmed.
If they wander out of the aggro aura (which should be apparent to everyone on the team, since they can see where the mobs are), then the blaster should be accounting for that. In 'normal' missions, you won't experience a +4 AV. If you are at the point where you are going to encounter them regularly, you should have Taunt, and I won't argue that either. At that point, Taunt is going to be the only truly reliable way to hold the aggro (both due to its autohit nature and it's length of duration). But on a minion? Taunt isn't needed, and unless it's used intelligently, provides much less usefulness than people give it credit for. -
Korilynn,
First off, I'm glad that you took my post in the way that it was intended. However (and while I'm not too upset by this, I know a decent amount of people are), using the term 'hon' in a post when referring to someone is decently patronizing. I'm not four, and I do tend to know what I'm talking about.
Now, as your post is fairly large, I'm not going to quote it, but only certain parts of it. I hope you don't mind.
Quote:Actually, this isn't true. IOs begin to match SOs around level 25. And level 30 IOs are better than some +level SOs. Generally, on my characters, I begin making IOs around level 30 when I find them, slotting SOs in whatever slots are left.Hon, SOs are better than IOs until level 40.
Quote:It's not about competing. It's about playing the game rather than running around in AE. AE is all well and good. I've played some pretty neat stories there. It's not the content I'm after, though. SOs make me stronger than IOs for a good while...but IOs give badges (I'm a badge nut) and they don't wear out, so if I level a couple times in a Task Force, I still have something. SOs can go red...which is a bad thing halfway through a task force or team session.
Quote:Normal enhancements aren't worth the price of admission. You can go broke in no time getting those things. Tried that. Cost is high, and they need replacing every three levels to remain at near top effectiveness. IOs get replaced evey FIVE levels...and they still work past that if you aren't ready to replace them yet. Normal enhancements go red...and MUST be replaced.
Quote:Why should I be able to compete with a veteran? Come on, hon. I have to play the same content they do...often in the same teams with them. Ok...they go charging off mowing down everything in sight, while I cower in the back (or get clobbered) because I have nothing in my slots...or TOs or IOs while they have SETS in their level 26 alt of the moment?
I've been kicked from PuGs before because I wasn't "uber" enough. Fortunately I'm making a network of good friends...helpful, patient and just as interested in fun as I am without the need to prove anyone's self-worth by playing a video game.
My point wasn't that you shouldn't be able to charge in, but that they are going to have years worth of stuff accumulated. Might they be able to do things that are a bit harder than you? Sure. Can you complete any content that you attempt? Yes, though it may have to be on lower settings.
Let me just say here that I am not rolling in dough in this game. My altitis and low amount of playtime lead me to not generating a lot of influence. I do generally struggle to afford everything that I want in this game, despite being an almost 7-year veteran. Still, I understand that people with 20 hours of playtime a week are likely going to be able to afford more stuff than my 3 hours will allow me. That's not something I hold against them, even if it makes me comparatively weaker. I will probably never get a character to the point that I can solo +4/+8 missions. That doesn't mean the system is broken, though. I can still play the game the way I want to.
Quote:It's not about making money. It's about wanting to play the game. I do NOT consider the market a "mini-game" as some seem to. I want to go bop bad guys in the snot-box, not stare at a dialog box for hours on end. -
The Fighting Pool was already taken a lot by the melee ATs, especially Tankers and Brutes. I see a decent amount more Scrappers with it, but I would say that Leadership is becoming more prevalent on the ranged ATs. Both Assault and Tactics can be helpful with only 1-2 slots, and Maneuvers taken by everyone on a team can give everyone 20-30% Defense to everything on top of what they already have.
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Quote:I do agree that the KB on the melee attacks needs to go. But other than that, they're not that bad.I agree with Stormfront_ NA
Best thing you can do with your PB is delete him, lol
Im joking, but I deleted my PB few days ago. She was 42, and I noticed I dont like her anymore. I hate KB when her best powers are in melee, also with an annoying KB effect.
PBs not my thing anymore. -
Quote:Except that there is no heal aggro in this game. There is not enemy that wants to kill somebody for using a healing power. So that is moot. Also, because of the Threat formula, the only enemies a Blaster can pull off of a Tanker's aggro aura are the ones that aren't hit by it. Here's a tip to everyone out there: the aggro cap is 17, and Tanker aggro auras have a target cap of 10. That's 7 enemies potentially that the Tanker might not have much threat from. And even if he uses Taunt, he might not be hitting the ones that he doesn't have aggro on. Just because a Tanker has Taunt doesn't mean he knows who to target with it.Amen!
Too many Tanks do not even bother to acquire Taunt, and solely depended on their powers and inherent taunt abilities. While these forms of taunt can be effective, they are not that strong and Blasters can easily rip aggroe away from them, healers can out heal the tankers damage and inherent taunt and find themselves in a pickle real fast, etc.
Quote:I would suggest, before you "open up" on something that a Tank has allegedly gotten a mob's aggro to observe if the tank is actually taunting, the graphic for taunt is quite unique. If you don't see them taunting, then you know that they are depending on their inherent and power specific secondary taunt effects, and then as the saying goes: "Buyer Beware"
Let's use some numbers here. A Blaster deals 200 damage with an attack with no debuffs, and a Tanker does 100 damage.
Blaster Threat: 200 * 1 (AT Mod)* 1 (DebuffMod)* RangeMod * AI Mod * 1 (TauntDurationRemaining * 1,000) = 200 Threat
Tanker Threat: 100 * 4 * 1 * RangeMod * AIMod * (13.5 * 1,000) = 5,400,000 Threat.
You're telling me that the blaster would pull aggro from him? IF you can show me that in-game, then it shows that something in the formula is broken, not that the Tanker needs Taunt.
Taunt just gives the Tanker a higher modifier. It is not an instant and permanent aggro-gaining tool.
Quote:When I play my tank, I close in with the greatest threatening mob and swing first with my hardest hitting power, then I follow with my Taunt power. So it would be unwise to open up immediately after I swung with an area attack for instance, for while I may hold the aggroe from biggest meanie the others are not firmly taunted. But next round after I taunted, go for it! I tend to re-taunt cycle after 3 attacks...
Taunt isn't an "I win aggro" button. It helps, for sure, but you've still got to be smart about aggro. -
Quote:May I ask why you're still here, honestly? It doesn't seem like you actually like this game at all, but you continue to play it out of some sort of sense of spite.Mmm..
In general you are out of luck, the Epic AT is horribly pidgeon holed. When solo your abilities are so weak, its more annoying to fight with a PB than a Defender. In groups your mediocity decreases with the size of the group, but even in a full group your damage potential is a joke.
Grouping can be an issue, for unlike the red epics who provides a boost to the group, the BP yields nothing to the group and instead of being a boost they create added mobs for the group to suffer through.
I have spent lots of influence IO slotting up my PB, she is very survivable, but the fighting with her is simply boring for they do too low damge. My hardest hitting blast has very strong Knock Back which annoys the living daylights out of PBAOE using players, for I do a great service to the enemy by dispersing them.
Frankly, PBs are not worth playing, I made mine as a status symbol and be able to say I have one. But I seldom ever play it, in fact since I filled all my slots in Champions, I paid to transfer it to another server to never be played again.
Stormy
PBs do need some fixing, but they're not that bad, either. I played a human-form PB to level 50, and while it was sometimes frustrating (mostly in the 40s, where mezzing enemies are commonplace), it was a fun ride being able to do pretty much anything the group needed me to do.
Blasts? I've got those (and using Combat Flight, I can turn the KB into KD). Melee ability? I've got some of that. Tanker getting a little low on health? I've got a heal for him. Some AoE control? Sure! About the only thing I couldn't do was Tank, and I could use the second build for that if I wanted to.
The good thing about PBs is that they are a jack-of-all-trades, master of none. The bad thing about PBs is that they are a jack-of-all-trades, master of none. What made my character feel fun to play was that I built him for versatility. Then, when I joined a team, I figured out what role the team needed, and played to that. Was I the best at anything? No. But I could fill the holes a team had in a pinch. -
First off, welcome to the game! I am very glad that you like it, and I'm glad that you'll be staying a while.
Now, to your points (in no particular order).
1) You do not need to buy IOs to compete. The game is still balanced (at least in normal content) on SOs. As such, if you sell all of your salvage that you find running through the game, you should have more than enough influence to buy normal enhancements. Those high sell prices help out the sellers, if you're not also buying things.
2) As a new player, I don't know why you'd expect to be able to compete with players that have been here for years, especially since they've had years to build up influence stores before there even was a market. (A bit of history for you, before the market came out, one of the Devs came out on record saying that there was over 3 TRILLION influence in circulation. While that has likely gone up, you see why many people think that this game needs influence sinks).
3) A single player can do little to affect the long-term inflation of prices. As such, market griefing by single players doesn't do a whole lot. Another person listing the item at 5 influence will sell before the "griefer's" items priced at 100,000, regardless of the bidders price.
4) Before Incarnate content came out, there was little to do at the end game. The game focused highly on making alts and going through the game again. As such, there were usually a lot of players on at all levels. With the Incarnate stuff going on, there are a lot more people playing their high-level toons at the expense of making new ones. This means that there are fewer people generating low-level salvage items. However, the demand for these items hasn't gone down as much. So there's less salvage supply, and constant demand, which means that prices go up. Because of this, it becomes a seller's market. Run magic-enemy content, and you can make bank selling the in-demand salvage.
5) Using tickets on SOs is a decent idea, but you might actually make more money using those 3000 tickets to buy random magic salvage rolls, and selling what you get.
6) Be glad that you came into the game now, where there are alternate ways for new players and low-level toons to make money. In the early issues of the game, the Dev thought was that characters shouldn't be able to afford a full set of SOs at level 22. Influence gain was about the same as it is now, but there was no market to sell random stuff on, stores only sold the "power ten" enhancements (so enhancements like Endurance Modification were only sold from your contacts, at VASTLY inflated prices), and the only way to make lots of money at the low levels was to hand it down from someone else. It's much easier to outfit a low-level character now than it ever was.
I hope this helps a little. And please don't judge these forums based on the S&I forum. It is known to be one of the more...contentious...spots on the forums. If you ask a question in the Player Questions forum, there's an unofficial race among some of us to give a helpful answer quickly. These forums are some of the best I've seen in terms of community. The S&I forums just don't always show that. -
Quote:Fly and Leaping are not inherent powers at all. If you've been around long enough, you can pick them up without taking a prereq power, but they're not inherent.
Also now that Fly, Sprint, Leaping and Stamina are now all inherent powers to start, it seems the dev's also knew what was being used the most to make these inherent powers.
And I rarely, if ever, get Hasten. I tend to build for an attack chain that doesn't require it, so I find I don't need it. Might it be useful to me? Maybe. But I'll still only take it if I'm going for Super Speed. -
This has been asked for before (though not usually with a specific speed in mind). The problem is, the geometry can't tell how fast you are going, and determine how to interact with you based on that. Basically, with the way the game works, there would only be two things to do: 1) What we have now, with everyone swimming, or 2) if anyone has a +runspeed power, then run on the water, even if standing still. Obviously, number 2 is fairly dumb, as if you stop running, you wouldn't sink.
There may be other technical hurdles to it as well, but the Devs have looked into it before, and it's a lot tougher to do than you might think. -
It works with every other form of stealth.
Now, there are in-game limits to Stealth, which might mean that if you're already at the Stealth cap, then it won't have any effect, but the Stealth procs work with all in-game forms of stealth. -
Quote:While I agree that a Tank on any Master run should be using Taunt, in regular gameplay, I don't think it's as important.Just to clerify, if the tank is taunting and attacking, nothing is going to pull agro of the tank. However, some tanks think they don't need taunt, or don't need to use it. Running a MoKahn with a tank who isn't taunting taunt would be rolling the dice to begin with.
That said, you probably should have waited until someone said go, or until others were going if you were unsure. -
Threat depends on a number of factors, and it's not just a binary thing.
In short, the formula for Threat (in a very minimalized fashion) is this:
Threat = Damage * AT Mod * AI Mod * RangeMod * DebuffMod * (TauntDurationRemaining * 1,000).
Now, given your scenario, I would imagine that a few things happened. First, the Tanker jumped in, and got sight aggro, or maybe even a single tic of damage from his damage aura hit Reichsman, and then the Tanker started leading him away (possibly not having Reichsman in his aggro aura in the transit period). Thus, when you hit him with the Debuff, the Tanker's aggro had decayed to the point where you could steal aggro from him.
Does that sound possible? -
Disaster Preparedness Office.
Edit -> And it is pronounced as depot. But it is an actual military acronym, and is how it is really spelled in the Air Force, at the least. -
The game really has no way of knowing how you got a certain IO, though. Certainly there are different pools of them, but it can't tell if you got a pool A recipe from an enemy or from a merit purchase. This is complicated further from the fact that you can sell them. Does a buyer need to know if the seller got it from merit purchases, or that it's the rare one that they are looking for? I know that I don't particularly care where it comes from.
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"Normal" set IOs will lose their bonuses if you exmplar down to more than 3 levels below the enhancement level. Meaning that if you are slotted with a full set of level 40 IOs, then if you exemplar down to level 36, you'll lose the bonuses.
However, Purple sets ignore this. You can exemplar down to level 1 and retain their effectiveness. This is part of what makes them better than normal sets. -
Well, it's not quite the same thing. -ToHit and +Defense go into the ToHit formula in the exact same spot. However, -DMG comes into play before Resitance gets applied, but it ends up being about the same.
Let's say that you have an attack that does 100 damage, and that you are 50% Resistant to. Normally, this attack would do 50 damage to you. Now, let's say that a 20% -DMG effect gets applied to the enemy. He will now be doing 80 damage to you, of which you resist 40, leaving 40 getting through. As such, you are resisting 20% of the damage that you normally would have taken, but it's not the same as you getting another 20% resistance, if that makes sense.
For instance, if you were to get a +20% resistance buff, you'd be at 70% resistance to the attack, and only take 30 damage.