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Ok first off, technically the PvPIOs are not Purples. They have some behavior similar to purples but they aren't actually purples .
Realistically the best way is to buy them on the market. You mention having a decent supply of resources so I'd suggest liquidating some of them and using the Inf to buy the recipes you want. Specifically:
Hero Merits: Trade these for high value recipes like LotG +&.5%s or Numina Uniques and sell those
Converters: Buy cheap Purple or PvPIOs (for purples the mez sets tend to be relatively cheap) and convert them into more valuable IOs. If you're lucky you'll get one that you want but if not you can sell it and use the inf to get one you want. Just remember, in-set conversions are pretty much a waste of converters, just convert out of set until you get something you can sell for a profit.
Now if you want to earn them yourself you can setup an AFK PvP Farm but i can't help you with that. -
You know that would be very, very interesting if they did something like that, especially with Impervium Armor and Impervious Skin. Unlike a lot of the other Globals these one isn't unique so you could theoretically slot 5 of each of them in a character. Now admittedly getting 5 resistance powers isn't something all sets can do but there are some options there.
EDIT: Well obviously this speculation was wrong. Still the changes to the globals are definitely interesting. -
Yeah if you can create Praetorian characters you have Going Rogue which by default means that you spent money on the game and in your case applied a retail code. I think the next step is to check your Paragon Reward Tokens. You need to do this in game but see if you have been awarded two tokens or one.
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For the same reason they didn't add it to powers like Soul Drain, Power Boost or Build Up. The sustain powers are all ones that were pretty marginal so adding the sustain makes them more desirable. Adding it to powers that everyone already loves (like Targeting Drone) wouldn't encourage more use of Blaster Secondaries. Something to remember about cloaking Device is that despite the people talking about how much they like it at the end of the day it isn't really that much better than Stealth. It's a neat power but it's very unlikely someone will take Devices just for Cloaking Device. Well with the sustain changes that is no longer true, Devices has the only Sustain that is both a toggle (and thus low maintenance) and won't aggro enemies, the stealth feature is just a nice bonus. Every other sustain either aggros nearby enemies or is a click power 9or both).
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You should indeed be a premium player, what perks are you missing? When you check the Paragon Rewards Program interface how many tokens do you have available and assigned? It should be two (one for having an account and one for having applied a retail code), if you only have one then something is funny, are you sure you're using your old account and didn't create a new one?
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I'm not sure. I mean you can make an argument that except for Energy all of the sustain powers have situations where they can't be used. Admittedly Devices has a stronger weakness than most but there will be cases where a Blaster can't use their sustain for all secondaries except Energy.
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See what we need is a "fireman's carry" power where instead of leading the escort out you just toss them over your shoulders and carry them out (Villains get a different animation where you knock them unconscious first for kidnapping missions).
For balance this could render you unable to attack while carrying the escortee .
On a more serious note, I always figured that the easiest way to fix escorts and stealth would be to give them really really high perception so they can always see you though stealth (or give them whatever those bloody Rikti drones have).
EDIT: Considering how long Stalkers have been asking for a change like this I really doubt that the devs will implement it just to avoid upsetting Devices Blasters anyway. -
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Quote:The problem I have with this argument is the general problem of Defense versus Resistance. Defenses (even typed defenses) work against a much larger range of powers than resistances do.Is that a trick question? Forget now, when even my current 40%+ s/l resistance is very noticeable on a blaster. But in I24 blasters are going to have regen-scrapper levels of regeneration inside that resist.
Compare the values of soft-capped Ranged Defense for a Blaster against capped S/L Resistances. Now obviously the S/L Resistance Blaster is going to be tough against enemy groups that deal S/L Damage but against other groups he basically has nothing. Now conversely soft-capped Ranged defense works against any group irregardless of damage type.
I don't think that there is an easy fix for this but it really feels like building Resistance on a squishy character is a fools game, you either end up with a character that strong against one pair of damage types and very weak everywhere else or a character that's pretty weak everywhere.
Personally I would love it if the shields that squishy characters get in their epics were changed to provide resistance to all or all-but-psionic (possibly with the total numbers reduced to avoid upsetting melee characters). Then I would feel that I had a decent foundation to build IO resistances on. -
If I distract Black Pebble could you possibly leak the values for the new resistance bonuses?
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No all nukes become crashless when they showed it off originally Nova was the one they used as an example.
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No, no you've got it all wrong, here's the actual summary:
The trial begins in Dreamspace, where the Dream Doctor has set up a staging ground for the Incarnates to invade Nova Praetoria. After opening the portal, you're transported to street level where the Carnival of Light are retreating after taking care of the Talons of Vengeance and battling the IDF. They all teleport out and you're left to clean up the remaining IDF forces.
When you finish the last IDF, Chimera, Shadowhunter and Nega-Pendragon turn up to find that all of the Incarnates have returned to Primal Earth since it's more effective to farm the IDF for iXP than complete the trial . -
Quote:Here's the problem I have with it. I think that it's going to make melee characters even more overpowered while not really providing a viable alternative for ranged characters. This is partly because Melee characters already have Defense or Resistance to stack it while ranged characters don't (or at least not to the same degree) and also due to how the sets were originally designed. The Melee damage sets almost all have Immobilization Resistance in their second set bonus while this was pretty much usless to melee characters before in I24 they'll all be picking up a chunk of resistance without needing to lose any of their existing defense or recharge bonuses.I'm with Arcana on this one. The potential for this to spiral into extreme unintended power creep is very high.
I know we can't be sure of any of this, but I'm certainly worried. This has game breaking potential.
I can sort of see the pairing of Damage Resistance and Status Resistance as an attempt to make it useful to ranged characters but I don't think that it's going to be that valuable compared to the standard defense build.
EDIT: Ok, more thinking about this. I have an Cold/Ice/Soul Defender. He actually has pretty decent resistances to everything except psionic already. With this change it might actually be worth giving him a resistance-based build. -
Quote:Nope you've got it correct, you're just slightly misunderstanding what I meant by "set bonus name".I believe that's only true in the case of the Luck of the Gambler global recharge IO, unless I'm misunderstanding what you mean by "set bonus name."
If I have 3 sets of Doctored Wounds for the 5% global recharge and 3 sets of Obliteration for the 5% global recharge, one of those is not going to affect me. It'll cap at the fifth stack of 5% recharge.
In the example you give of Doctored Wounds and Obliteration both sets give you a buff called a "Moderate Recharge Time Bonus" (or something like that, I forget the exact name). Since the set bonus provided by both sets has the same it will only stack up to five times.
Now conversely the bonus provided by the Luck of the Gambler IO (and indeed all global buff IOs) has a unique name, in this case something like "Luck of the Gambler: Recharge Speed Bonus" so you can only have it five times. But since it has a different name it is counted separately from the generic "Huge Recharge Time Bonus" (which also provides 7.5% recharge) from sets such as Panacea, or Basilisk's Gaze.
I hope that clears it up.
EDIT:
Quote:So I think the concern is, if damage resistance is getting added to mez resistance and vice versa, those people who already had damage resistance bonuses and/or mez resistance bonuses in their build may suddenly find themselves having duplicate percentage amounts and going over the Rule of Five cap.
Now the way I interpret Synapse's Post when this change goes through we will likely have four types of resistance bonuses (for a total of 28 different names including sizes):
<Size> Smashing/Lethal/Mez Resistance Bonus
<Size> Fire/Cold/Mez Resistance Bonus
<Size> Energy/Negative Energy/Mez Resistance Bonus
<Size> Toxic/Psionic/Mez Resistance Bonus
Now obviously this is very, very much guesswork but based on how they did the Defense change and the information Synapse has released this is the "logical' way for them to do it. -
Yeah I think this is the key question. I picked 20% as a target above but I'll fully admit that it was pretty much pulled out of my ***.
Now consider Purples there are 7 sets that currently provide a Fire/Cold Resistance and a Toxic resistance bonus. Let's assume that these become a Fire/Cold/Status Resistance and a Toxic/Psionic/Status Resistance bonus as implied by Synapse's post.
Suppose someone stacked five of these sets (not a bad idea for most Dominators and a lot of other characters could do it) what resistances should they get? They are effectively getting 20X the base damage resistance set bonus for F/C/T/P and 40X the base status resistance set bonus.
If we assume a 1.25% resistance base that works out to 25% F/C/T/P resistance and 50% status resistance. Is that reasonable? It's hard to say, 25% Defense is theoretically a 50% damage reduction but it's more fragile than Resistance. On the other hand adding 25% F/C/T/P to an Invulnerability Tanker is a pretty impressive benefit. -
I think it depends a LOT on what the base value of the resistance is.
Based on Synapse's comment all Resistance bonuses are becoming Double Res and Status Res so let's assume that the base multiplier is 1.25% for the moment. This means that sets which currently have a single res bonus will not get nerfed for that one and it's the same as the defense bonuses which fits with how the devs seem to do things.
So what would this mean in practice? Well most high level sets use Moderate, Large or Huge bonuses which would be 2.5%/3.125%/3.75% resistance respectively. So you'd need to get about 7 resistance bonuses to get 20% resistance to two damage types. If you wanted 20% resistance to all then you'd need about 28 (or 24 if you used Purple sets which currently have a Toxic resistance and will presumably get a Toxic/Psionic Resistance).
So overall I think that this will be a viable option for at least some melee characters but I don't see it really changing the general IO meta-game for most ATs. Unless the values are insane enough to be overpowered on Melee characters then I doubt that the current Defense/Recharge paradigm will change much. The characters who benefit the most are ones who already have lots of defense and no resistance (Super Reflexes, Arachnos Widows etc.). -
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Quote:According to the wiki the Mez Resistance Cap is quite a bit higher than 50%:4. Will the Mez Resistance cap of 50% be addressed in this issue or will it remain 50%?
http://wiki.cohtitan.com/wiki/Limits...ect_Resistance -
Yeah the value of this change really depends upon the magnitude of the new set bonuses. Resistance has several pros and cons compared to Defense so the question of how much we can build up is a very big questions.
For the sake of an argument on a Blaster I can reasonably expect to build up say 30% Ranged Defense without screwing my build up to much (yes you can soft cap Blasters but you normally get a good chunk of that from powers).
Now 30% defense provides about 60% damage mitigation against ranged attacks and effectively protects from mezzes and debuffs by stopping them from hitting me. So the question is how much Resistance will I get instead and is it worth the tradeoff? Now I'm pretty confident that the devs aren't going to let me get 60% resistance to all since they aren't insane but how much do I get?
My gut instinct is that I would need at least 20% resistance to everything but S/L and 100% mez resistance to feel like I got a fair tradeoff. I'm assuming here that I use a S/L resistance shield to make up that and the Mez Protection proc in the upcoming ATIO set. With 100% mez resistance mez durations are halved which makes the 3 points of protection I can maintain with the ATIO a lot more useful, it'll stop one mez but I need to avoid stacking which I figure I can do with halved mez durations.
Now 20% resistance is more of an ***-pull. That's about the same as an unslotted Blaster S/L shield but it feels about right.
So yeah, that's my view on it. Frankly unless the values are a lot higher than I expect then I still think that most people will build for Defense. A few sets like SR, Shield and Arachnos Widows will probably build more for Resistance since they can easily softcap but I expect that Defense and Recharge will still be the way to go for most characters. -
Quote:I'll admit I haven't read Venture's reviews but the term "Idiot Ball" does not mean that the author is an idiot. It means that the writing is making the character's act like idiots. While it can potentially be used as an insult (since it is generally taken as a sign of poor writing) it is also a valid criticism, especially in AE arcs where my character is the hero. Writing an arc where my character is carrying the idiot ball is not going to endear it to me (and in fact this very criticism has been leveled at several of the official story arcs in the game).Venture, I've seen several of your MA reviews in the past use the term "idiot ball." I would certainly classify that as an insult.
Reference:
http://tvtropes.org/pmwiki/pmwiki.php/Main/IdiotBall -
Honestly I don't think we have enough information to say for sure yet. A lot of it depends on what the values for the new set bonuses are going to actually be and whether this will change the IO meta-game enough to make it worth slotting for.
That being said if the meta-game DOES shift then here are a few sets that I do think are worth keeping an eye on:
Devastation: a Huge Hold Res bonus, if this gets changed to a useful damage type (say S/L) then this may be useful.
Sovereign Right: FOUR different mez resistance bonuses and a Melee Defense, hard to use but potentially a good choice for Tankerminds.
Detonation: 1 status resistance, two damage resistance and debt protection. Could be a viable alternative to Positron's Blast
Titanium Coating: Three mez resistance bonuses and a Melee Defense, I can see this being popular for some melee characters.
Celerity: A mez resist in the second slot and you can always slot it in sprint, depending on the type this may be good