-
Posts
51 -
Joined
-
Has any body tried to put the two available procs in these powers? Impede Swiftness: Chance of Damage(Smashing) and/or Pacing of the Turtle: Chance of -Recharge?
I assume that the -Rech proc would be redundant and not very useful in Snow Storm, and thus possibly in Quicksand since they're usually used concurrently.
How does the Chance for Smashing damage work in these powers? Does it go off every 10 seconds or only when initially placed/attached? If it is every 10 seconds is that worth it? -
Just recently upgraded my computer and reinstalled Windows 7. However, all of my games are on a separate hard drive so that I don't have to fully reinstall them every time I do this. In the past I would simply point the launcher at the appropriate folder and it would verify the files and I was good to go.
However, with the new NCsoft launcher, when I try to do that it warns me that: "The chosen folder is not empty. If you continue, files in this folder might be overwritten or deleted by this process." Which would be a real shame, not only for the time investment of downloading and reinstalling them game, but also because I have various keybind files and Mid's and screenshot folders in there (which I can easily move, of course).
I don't remember getting that message or a similar one in the past, although I could be mistaken. I was wondering if this will just verify files as in the past or if it will actually just overwrite everything. Any help is greatly appreciated. -
Best for me:
Unpronouncable (yes it's spelled wrong)
Errant Thoughts Mind/ controller
Dice's Mercy -
Does this include the Illusionists summoned by Master Illusionists? That would explain a great deal about why they give my Super Reflexes Scrapper so much more trouble than any other boss.
-
The only way that this could be acceptable is if there was a way that you could dynamically choose whether you wanted to effect the fewer number of people more, or the entire mob less. For example, it's more useful for the control sets to be able to lock down part of the mob for longer than all of it for shorter in most situations.
This would massively change the dynamic of the game, especially since, as Alpha pointed out, there are certain powers that were designed as final buttons. They were too powerful when there was no target/aggro cap, but that was changed in a way that preserved the "final strike" nature of the powers. If this were implemented those sorts of powers should have their recharge reduced at the least, probably the endurance crash as well.
That's just one example of a large change to power levels of certain sets and powers that this proposal would have. And personally I dislike the nature of the changes. I would prefer to simply end half of a mob than annoy all of it. Feels more powerful and (as tired as I usually find the description) more super. -
My Tanker dinged 50 after killing the AV Nemesis at the end of the Rikti War Zone arc, when my Perfect Zinger: Chance for Psi Damage enhancement proc'd. That was definitely my coolest level 50 ding.
-
Yes, all the dang time. Cases in point: Trauma Hawk, Mechanical Edge, Shortest Straw, Dice's Mercy, Unpronounceable, Malachi Gidon, Diessence. That's not counting some of the deleted ones that never made it to level 10. Or the ones that I wanted to create but found my "awesome, unique and super-neat name" had previously been thought of. :P
-
-
As I recall, Castle had a conceptual issue with shield offense. Namely being that if any of the attacks involved throwing the shield (which given the source character, it almost would have to) then you should lose the defense during that attack. This also applies to a lesser degree to the idea of using your primary defensive measure as means to attack people. When the shield is being used offensively it is not being used to protect you.
-
One of the other factors in Dominators not receiving Illusion Control is that it would have a very hard time build Domination at rate even comparable to other current sets. Dominators don't get Domination from any attacks that their pets throw out, which means Spectral Terror, Phantom Army and Phantasm all do not benefit Domination. And since that becomes 1/3 of the power set not helping compared with 1/9 of most other powersets not helping. At least that was the best explanation that I heard. Now it might still work as people would deem the trade-off acceptable, less Domination generating ability for better aggro spreading, but I can't speak to the developers or other players' opinions on that matter.
-
Kind of a tautological question given the criteria, it seems to me. The setting really has nothing to do with the fact as to whether I would play a game or not if it is a well made game of a type/genre that I enjoy. You've basically just asked if I would play a good game of any given type.
-
Wow. I should check the date before I get all into a debate. Silly me.
-
That's good for you that you, as the Founder and Super Leader, have put so much work and effort into your SG such that it completely dwarfs (and apparently negates) all efforts of your members. I'm still not sure how any of your rant about your dedication to your SG means that the other members don't have any rights to the things that they have earned, but whatever, you're clearly the only person in your SG that cares even the slightest about it and everybody else is just a leech trying to steal your hard-earned SG. It's all yours.
However, what about those groups that are formed by a group people? It was created not as a means for one person to have a Super Group that ended up gaining members, but as a community project (so to speak). The fact that one character ended up creating it is really only a short-coming in the system rather than that character or account being the visionary Founder of the group. Granted, in such a situation, one hopes that the community aspect of the group is enough to keep the Founder from being a jerk about things.
I present to you the following scenario. A Super Group is started by a group of people who, as a group decided, that they wished to have their own Super Group. Perhaps they are all breaking off from a different Super Group that they didn't like for whatever reason. The Super Group is formed by character "SuperDuperLeader". Time passes, there is another falling out over something, even something petty like the Super Group colors, and the player with the SuperDuperLeader hates his previous friends. He decides, that since SuperDuperLeader is an alt that he doesn't care about, but feels like being vindictive, that he simply maintains his Founder position and retracts all of his other characters.
Time passes, the other members work hard and create a respectable SG and base that just happens to have a Founder that nobody cares about. Then he finds out that he can transfer the SG to another server, thereby evicting all of its other occupants of his choosing. He reinvites all his other characters, moves the Super Group, kicks out the people he now doesn't like. Are the other players, who invested heavily in the enterprise and much more heavily than the person that maintains the Founder rank, simply out of luck?
Certainly it is a very specific circumstance, but expand the reasoning behind it (that it is possible for the body of a Super Group to have more heavily contributed to it than the person withe the Founder rank) and the possibility of massive, massive griefing becomes evident.
/unsigned -
I recommend skipping the single target immobilize unless you are using it as an IO horse for whatever reason. Especially since with Earth Control your not really doing any noticeable damage with your controls that there isn't much need to get the weaker ones. Both Quicksand and Snow Storm have their uses and are fairly different. Snow Storm is a damage mitigation power since it not only does -speed but also -recharge, obviously lowering incoming damage over time. Quicksand is a damage enhancing power with its very considerable -Def component.
-
Please tell me that Kinetic Melee will not be locked out from being used with Shields.
-
I slotted the Radiation Blasts that I took on my Empathy Defender largely for defense debuff because he is built as a support character and I feel that making the rest of the team hit much much more reliably probably contributes to damage more than if I slotted for it. However, that isn't so much slotting for concept, it's just me figuring that the most efficient use of slots wasn't in the "conventional" slotting.
-
I skipped Fitness entirely on my Empathy Defender and I Hover constantly and run Leadership toggles. A combination of Vigilance being a global endurance reduction, slotting heals liberally with End Redux, and popping Recovery Aura when it comes up (which is pretty quick with Hasten and 3-recharge) keeps me pretty secure in the Endurance department. And my character is by no means a heal bot, I am attacking when I am not needed to actively heal people and I still do fine. It gets a little harder when there are other Defenders that do a better job keeping the team from taking damage, because Vigilance is less useful. But that's not really a problem because I'm not stretched as thin between healing and attacking.
-
Also, the reward for these accomplishments being buffs of some sort isn't the greatest idea. You are rewarding characters that are already able to accomplish these challenges with increased abilities.
-
As per BABs:
Quote:The issue with epic archetypes is the powers come from the same fictional source, function in the same ways, and presumably should look the same. This is somewhat true of patron powers as well, where the powers are boons granted by a particular patron and aren't really a power of the player character. We haven't made any firm decisions to do or not do customization for Epic Archetypes or patron powers. Ancillary powers is perfectly reasonable, but we wouldn't be able to do those without doing patron powers at the same time...even though we hate villains.
All of them would happen after Pool power customization, and that isn't likely to happen anytime before Going Rogue gets wrapped up (requires tech and UI work). -
I have a Stone Tanker build that uses 6 full purple sets so that I can have perma Earth's Embrace while in Granite. If he gets Speed Boost then Hasten also becomes perma and it's all thanks to the Purple sets. I wouldn't follow any of the above since I'd have capped resists, high defense, capped hit points and very high regen. I'll be amazed if I get that build made anytime in the past 5 years, but it's an example of a build the utilizes purples very effectively.
-
Just a question since I don't know and never played DDO, do those that don't participate in voice chat get shunned at all? What about if you don't have sound on your computer, like mine for example? I've played on some teams where the rest of the team were SG mates and were using a third party chat program. You could tell they were talking by what they would do and how they could coordinate, but I constantly felt out of the loop and like I was just tagging along.
I really am just curious, I don't think that it's an inherently bad idea, I just think that there are some issues with it. -
You are skipping a lot of set defining powers and ones that would greatly aid your solo ability, especially on the damage front. Going for concept is great and all, but it just might not work with those sets since there are so many good powers that you replace with, no offense, meaningless pool powers. You're planning on taking most of the Concealment pool, which takes away from the powers that are actually going to actively help you.
As I said, you're skipping the bread-and-butter of your primary powerset for concept reasons. It's doable, but it's certainly not going to be very effective. At the very least get Propel, Choking Cloud will be much less useful since I assume you'll be Hovering most of the time (because of the 3 flight speed enhancers) and thus, hopefully, out of melee range. The same goes for World of Confusion and since they can both only affect minions, Choking Could would mostly cancel the effects of World of Confusion. Enervating Field will add to your damage and your survivability.
Recommendations: Drop Choking Cloud and World of Confusion for Propel and Enervating Field at the least. You would have to change either Mental Blast or Indomitable Will to Mind Over Body, but the armor will help a lot in conjunction with Enervating Field's -Dam component. You're also slotting some powers too much and in ways that are fairly negligible. For example, at level 50 your hold does a total of 33 damage, even doubled that's not worth the 3 slots spent on damage enhancers. Especially if you have Propel and the Vet powers, keep in mind those can't be slotted and can be very endurance heavy, which is probably part foy our problem. I would get Lift in there too, but then you'd actually have to take away powers from concept.
The build is difficult to change since you seem to want to hit your concept as soon as possible, but that really cuts your effectiveness at the lower levels to almost nothing and is certainly the source of your woes. It's really a question of how much pain you're willing to endure to play the concept sooner rather than later. The build could easily be made that put of many of the concept powers until a later level and made you actually soloable until then.
Here is my build the gets you concept late in your career but makes you more bearable to play before then. Some things to note. Teleport comes after level 14, just use the Safeguard temp travels. They should last you until at least level 22, especially if you get both.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Doctor Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush -- EndRdx-I(A), Acc-I(3), Acc-I(3), Dmg-I(5), Dmg-I(5)
Level 1: Radiant Aura -- RechRdx-I(A), RechRdx-I(7), EndRdx-I(7), Heal-I(9), Heal-I(43), Heal-I(46)
Level 2: Gravity Distortion -- EndRdx-I(A), Acc-I(9), Acc-I(11), RechRdx-I(11), RechRdx-I(13)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), EndMod-I(15)
Level 6: Radiation Infection -- EndRdx-I(A), EndRdx-I(17), DefDeb-I(17), DefDeb-I(19), ToHitDeb-I(19), ToHitDeb-I(21)
Level 8: Propel -- EndRdx-I(A), Acc-I(21), Acc-I(23), Dmg-I(23), Dmg-I(25), Dmg-I(43)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 14: Crushing Field -- EndRdx-I(A), EndRdx-I(27), RechRdx-I(27), Immob-I(33)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Teleport -- EndRdx-I(A), Range-I(31), Range-I(42)
Level 24: Gravity Distortion Field -- Acc-I(A), Acc-I(33), EndRdx-I(33), RechRdx-I(34), RechRdx-I(42), Hold-I(42)
Level 26: Wormhole -- EndRdx-I(A), Acc-I(34), Dsrnt-I(34), Dsrnt-I(36), Dsrnt-I(36)
Level 28: Hover -- Flight-I(A), Flight-I(36), Flight-I(37)
Level 30: Grant Invisibility -- RechRdx-I(A)
Level 32: Singularity -- Acc-I(A), Acc-I(37), Hold-I(37), Hold-I(39), Dmg-I(39), Dmg-I(39)
Level 35: Lingering Radiation -- Acc-I(A), RechRdx-I(43), RechRdx-I(46), EndRdx-I(50)
Level 38: Invisibility -- EndRdx-I(A), DefBuff-I(40), DefBuff-I(40), DefBuff-I(40)
Level 41: Phase Shift -- EndRdx-I(A)
Level 44: Mental Blast -- Dmg-I(A), Dmg-I(45), Dmg-I(45), Acc-I(45), EndRdx-I(46)
Level 47: Mind Over Body -- EndRdx-I(A), ResDam-I(48), ResDam-I(48), ResDam-I(48)
Level 49: Psionic Tornado -- Acc-I(A), Dmg-I(50), Dmg-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
-
And what about that enemy whose defense is not based on dodging? My Energy Aura Brute doesn't need to move a muscle for his energy field to send your punch far afield. That being said, I concur that a bit more rationality inherent in the game world would be nice, even if extraordinarily complex.
-
I was getting only generic drops for a while as well, but since the first drop that I got after the patch was a purple...so I'm content.
:-)