-
Posts
26 -
Joined
-
With the introduction of inventions in I9, some people got kind of screwed with their patron. Like someone who picked Black Scorpian as a patron and got his shield lost out on the chance to slot resistance uniques on their build(assuming they didn't have any in their set either). It also kind of took out the use of trying for invention positional defense as the shield's defense would almost negate half of it.
Now with I11 it looks like the patrons are going to get even more uneven to screw people who already have them selected. Ghost Widow would take acc debuff sets and Scirroci would take end mod sets(I'm fairly certain that I heard those were both being introduced). Granted that this does depend on what if any procs and/or uniques are in those sets but judging by other stuff, I'd have to say they will include something like that. People like me who have created a toon specifically for procs will lose out if one patron can slot more procs than the others.
I just wish the devs would let us rechoose patrons. While I agreed with keeping them at first, the new issues are pushing some of the sets further and further apart from each other. My only hope is that in the flashback mode or whatever it is that I can go back in time to rechoose my Patron but from my experience with updates, there isn't much of a chance that will happen. Is there? -
[ QUOTE ]
Where are the Tohit debuff and defence debuff sets
[/ QUOTE ]
there are none, now go away
plenty of other people asking this question all over the place
or the best thing u could do is use hami's
i honestly dont think there would be a good way to make debuff sets, there are so many variations of them in powers that no matter how they added them, some powers would still be left out, so i think its for the best -
[ QUOTE ]
[ QUOTE ]
are u sure u got it from the trial? cuz finishing a trial gives u a 10% chance at a mission recipe plus the 100% chance of trial recipe
[/ QUOTE ] I hear you and asked myself the same question. If that was the mission reward than I didn't get the trial reward at all.
Now it's not inconceivable that this happened, and it is the only way to reconcile with what I_See_Unicorns saw. But I'm certain that was the only recipe I received at trial end - and not because I'd done any other trials that day.
[/ QUOTE ]
but did u do any other tfs? maybe the tf timer is connected to the trial timer(i do know respecs are on an entirely different 24 hour timer) and u'd have to wait 4 hours between finishing 1 to get a reward from another...just a theory, i havent been able to test it as of yet -
[ QUOTE ]
[ QUOTE ]
The Debilitative Action: Immobilize/Range is Pool B; I bugged the defeat X mission I was on.
[/ QUOTE ]Interesting. I know I just received it from a Cavern of Transcendence completion. Wouldn't that make it Pool D? Level 15 Debilitative Action: Immob/Range
[/ QUOTE ]
are u sure u got it from the trial? cuz finishing a trial gives u a 10% chance at a mission recipe plus the 100% chance of trial recipe -
mark down Devastation - Acc/Dam/Rech for Pool D, got off respec trial
-
Aegis - Res is Pool A, got it off a longbow street hunting
-
[ QUOTE ]
Ok, I added it all up, and here's my bonuses (there's a few....)
Recovery +23% (THEN add stamina) NICE
End +5% Not bad
Regen +27.5% (Plus Health) NICE
HitPoints +14% sweet
ToHit +9.5 VERY Nice (since I debuff defense everywhere I go anyway)
Damage +3% Meh, but nice to have
Recharge +8% Sweet, AM and Hasten SHOULD almost always be up.
Heal +2.5% nice to have even though its not my bag
+Slow Powers +1.5% nice, LR should be completely maxed on slow now.
RunSpeed +2.5 not complaining
Hold Duration +2.5% Cool, helps out CC a bit
Stun Druation +3% I realized that with CB's already mega stun duration, WOW.
Defense: Psy +2.5% can't complain
Defense Energy/N.Energy +1.5% agian, not crying about it.
Resist Immob +2% with AM in the mix, nice.
Resist Fire/Cold +5% that's Hwat! or "cool" depending on viewpoint.
Resist NE +2.5% hey, I have def and resist on this one, nice (plus Dark armor)
Resist Toxic +2.5%, again, can't complain one bit about this one.
So that's the bonuses from the build, and the only real tweaking I can think of is maybe lowering the Recovery bonuses and slotting something else, but where/what I can't even begin to ponder....
I like that Recovery + End Total though, it's pretty nice.
And the Regen + HP Total don't hurt none either (since I have all the HP Accolades already)
Yeah, I think I might stick to this.
Slowly replace SOs with IOs as I go around looking for these sets. The IO slots won't hurt too much from my build now, and this gives me something to do with my 50 again. I'm thinking I'll be happy for at least 6 months trying to find all this stuff, unless the CH is kind to me....
[/ QUOTE ]
im pretty sure u forgot to add these values
20) --> Health
* Miracle (15% recovery Global)
* Numinas Convalescence (+20% regen, +10% recovery Global)
i guess that looks good overall, comparing it to my kinetics corr who has
38 Recovery
113 Regen
14.3 HP
6 Damage
3 Stun
28.75 Rech
3 Fire/Cold Res
15.625 Acc
4 Jump
12 Heal
5 Immo
6 ToHit
Stealth
3 Def to All
now a 30% recharge increase overall for my kin is way up there, i went for all the great bonuses and skipped everything else, but ur toon has a little more recovery and end than my build
and i also get more bonuses from health and stamina, wutever their values are -
as far as i can tell u have 20% worth of recovery bonuses, and another 25% from health so u will get an extra 45% + wutever stam is worth, it looks like they all counted, u can have up to 5 of the exact same bonus
as for the build, its kinda hard to give out advice on these things cuz it is catered more to the player, cuz u like recharges a lot...overall it is a decent build, not bad but not great either, it is just my opinion so don't shoot me down for it and i realize that rad buff/debuff set is gonna be pretty much 1 of the hardest things to slot so it is prolly a better build than i think -
[ QUOTE ]
First off, this post is *NOT* a precursor of any particular impending change. The topic is strictly informative and for discussion.
I'd like to know about breakpoints for To Hit and Defense and how you, the players, think it should work. I'm not talking about mechanics -- I'm talking about the expectations you have in a fight.
1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
[/ QUOTE ]
i think 1-3 should stay the way they are in game, i think i got the values right for them
1. 50%, 50%
2. 95%, 5%
3. 5%, 95%
4. 50%, 50%
but i think the defender should have a lower end cap on how low their minimum defense could ever go, let's say a value like 5% + half of the value of thier defense
vice versa i could suggest that there is a maximum tohit value that can ever be hit, lets say 45% is the highest tohit value anyone could ever have, this way they can still hit the cap against people with no defense but never hit the cap against people with any defense
something along the lines of both of these implemented might be a great idea -
[ QUOTE ]
[ QUOTE ]
Would it be fairly obvious to say that it ill be levels 50-55?
[/ QUOTE ]
I'll go ahead and squash that one now. Level cap is NOT going up in I10!
[/ QUOTE ]
just cause the level cap isnt raising doesnt mean we cant get level 50-55 content :P make the heroes and the villains a zone with level 45-55 enemies in it along with missions in there -
ive recently been messing around with sg logo items and have found that the diamond symbol does not work on any items(i tried a few others and they worked) and i am also having problems with the banners coming out to be one color with no design on them
-
[ QUOTE ]
Sorry if this has been covered, but i didn't wanna sift through 42 pages of stuff but my question is that for the accolades coming out we'll need badges from missions being completed but those contacts I can no longer get missions from at my level and didn't know I could any from them because I needed to obtain a badge first before I could like Archmage Tarixus. So will we be able to go back and do those missions? Since I'm a big badge freak so I get obsessive of getting everyone I can, especially the beneficial accolades. So any info about this that I could be directed to or anything like that?
[/ QUOTE ]
taraxis was the only badge contact pre I7 that needed a badge to unlock, all the rest u should have gotten if u did all ur regular contacts, but u can go team with some1 who is doin the mission and u will get the badge from it even if it is 40+ levels below u -
[ QUOTE ]
I can verify that Megalomaniac requires at least one of the following, in addition to Last Stand:
Rocketman
Reinforcement
Goon Squad
Raider
Webmaster
Crystal Keeper
My money is on Rocketman as the trigger.
Also, High Pain Threshold appears to require at least one of:
Kil Skuls
Grand Lanista
Beautiful
Gangbuster
Silver Bullet
This was determined through my having HPT but not MLM, and my parter in crime having the reverse. We compared our other badges, and those were the only differences.
Hope this helps.
[/ QUOTE ]
So far by my searches i have found a number of badges required for the accolades
so far for High Pain Threshold, u need:
Deathless
Gangbuster
Technofreak
Locked and Loaded
But good luck on finding that other Meglomaniac required badge -
i dont think deathless being a requirement is that bad, if u dont have deathless, u dont really need the extra 10%hp
-
I have a suggestion, but I don't know how much this would take to apply
While the toggle drop values seem a little low right now(i think def, corr and 1st power of a dom should have a little better chance) (i also think the dom 2nd power should be a bit lower like 33% maybe)I think there would be a perfect way to still actually have people think it's worth it to get in there for toggle drops even though the danger has increased significantly for squishies
I think there should be a 2 minute recharge debuff on any power that has been toggle dropped, otherwise toggle drops dont mean much to tanks and such as they can throw it back on in 2 seconds, this way any tank that has a toggle dropped would be in a bit of danger and actually get scared
lemme know wut u think of this -
[ QUOTE ]
[ QUOTE ]
so what's the word on villains getting CapBuster from the Pocket D mission? It seems Snaptooth counts for that, but not the other Redcaps? I don't want to kill Snaptooth 333 times.
[/ QUOTE ]
There is a bug that is making the CapBuster badge tracker show up for Villains. We are tracking this down.
[/ QUOTE ]
i got a question, us badgers are worried about this badge and always need info on grabbing things like this, but it would be nice if u could let us know if the new missions coming to CoV in I7 will offer any of the coh kill badges not available to cov people and also if there will be easier ways to get some of the cov badges that only appear in 1 mission throughout the entire game, such as bp masks and outcast bosses, causing us to go through and reset about 100 times -
just finished this sf 2 days ago with a 40corr(me) 35stalker, 37brute, and 36brute(sk'd to 39)
we all charged the last AV did pretty good until the 1st summon, then obviously the 35stalker went down followed by the 37brute, i cast the missle thing that improves damage and regen and kept healing and hitting fulcrum shift while the brute popped off a few defense inspirations
in 60 seconds the AV dropped(and 2 more summons were fighting us also) then i dropped and started looking around as the brute was trying to take em out anyway, i counted 8 bosses(3 succubus and 5 death mages) and 25 lieutenants(behemoths), lol
overall didnt seem 2 bad even though i had a pretty lousy team set up, it still worked great so with a good team i bet it could be really easy, the hardest part for us was the clear all tsoo mission, they were just 1 shotting our brutes left and right -
[ QUOTE ]
Kaolin Legacy of Earth is currently bugged. It should be awarded with the Collector badge for having 25 badges, but it isn't.
Lucent Legacy of Light is for killing 200 Legacy LTs.
Ember Legacy of Flame is for killing 200 Legacy minions.
[/ QUOTE ]
i actually got my legacy of light glad 1st on my 4th time through the cap sf, got my flame glad a little later while helping with a sea witch hero mission, there's definitely something odd about these badges -
[ QUOTE ]
Okay, some food for thought:
Ember Legacy of Flame is for killing 200 Legacy Chain minions, we know that.
Lucent Legacy of Light is for killing Legacy Chain LTs, since someone in my SG got it after killing one. I haven't pegged down the exact number yet.
Kaolin Legacy of Earth... this one is tougher to figure out. In beta, it was one of the first gladiators I noticed receiving as it came along with getting 25 badges. I used it throughout the beta testing in gladiator matches, too. When the game went live, it seemed to have changed to being awarded with the Member of the Scorpion Clan SF badge (Which a bugged Silver Mantis was giving out), which is even more odd since you'd assume that SF would be above Legacy Chain's level range. I have contacted Recluse about this gladiator already. Not sure if he'll respond since I totally jumped the gun with by posting that last PM from him, though. X_X (yes, this situation warrants a Japanese emoticon)
[/ QUOTE ]
ok just some notes on your theories
legacy of light, i got this during the cap sf right after i killed a flame lieutenant, this was my 4th time doin this sf and i had done many legacy missions before this, by clearing the sf, there had to be about 50 lieuts each sf, and all the other mission would add up to a pretty high number
legacy of flame, i dont know wut to tell u on this one, i got it during the sea witch hero mission(dont know wut kill got it for me though), and it was after i got my legacy of light, so i had 4 sfs of minions before this(with every sf clearing out all legacy by my request) i know a lot of people claim it is only steel legacy but theres no steel legacy in the sea witch mission
that legacy of earth boss comes with that 1 sf that isnt in game yet, but i thought there was also a legacy of earth minion although ive never seen it on a character
for the gladiators, im starting to think its only the stuff u have killed and not the team, but thats just my theory so far -
i got a theory on the long bow spec ops gladiator, how about 100 longbow ballistas which are elite bosses that spawn in the st martial docks with about 4-5 spec ops ambush, they are a pain for my corrupter to kill so my total is at 5 since it takes me like 5-10min per kill, lol, then again maybe only the spec ops protecting him count and its 100 of them
-
i may be off but how could u get these in cov? u may wanna take them off the list
Mob Specialist - Unlocked by defeating 100-200 Zig Prisoners
Outcast Slugger - Unlocked with Weatherman badge, awarded for defeating 100 Outcast bosses
also wondering, where is the best place for mu guardians?
also cobra is not from mongoose badge, its from an exploration which name escapes me, but its in mercy by a snake hole -
only in skull missions, pretty much the same with troll bosses
-
i have an idea on the reputation resetting, i havent tested it much but so far everytime i log or disconnect outside a pvp zone, it resets, and everytime i log off inside a pvp zone it stays, just a theory right now, might test more later
-
after seeing this post, i got to thinking, if u can have resistance against defense debuffs on these defensive sets, why not put a cap on incoming accuracy/minimum defense on these powers also to prevent things like aim from piercing our defenses completely
example:
Tanker
Ice Armor
Frozen Armor: 15%
Wet Ice: 15%
Glacial Armor: 15%
so that any incoming attack with these 3 toggles will equal a maximum chance to hit at 55% or that our minimum def is 45%
i havent really thought of wut numbers would be overpowered yet, just throwing out this suggestion -
first off, let me thank circeus for all your hard work on us ice tankers
some concerns that have come into my mind:
with that testing of only being able to get 33% defense, this is starting to look very bad that we cant even floor the accuracy of an even level minions with our primary set
also looking at why the wet ice and energy absorption are providing neglible def, those were our only 2 powers that covered almost everything
permafrost is pretty much useless and should be replaced with something more useful
in conclusion, some changes I would like to see:
give us some kind of ability to not get 1 shotted, maybe have a cap on damage anything can do to a tanker to about 33% of their hp in 1 hit
increase the def on wet ice and energy absorption so we can at least floor acc of even level minions, maybe even lieuts
increase the bonus of def from energy absorption based on mobs(lets say x amount for minions, 1.5x for lieut, 2x for bosses, and 5x for Av/monsters/pvp)
it is kind of sad that anyone can get the same def as an ice tank with 1-2 lucks, so i think it may be nice to have resistance inspirations(ice tanks could pop in 1-2 to survive against an alpha at least)
let us toggle up powers while in hibernate
replace permafrost with something useful(or add some more resistances to it, like 10% resist all cept psionics, invul gets a few defense powers for all, we should get a resistance power for all)
also heard an idea mentioned somewhere of letting ice armor get an increased amount of hp with each defense toggle they have up, could also help the fact of not having resist(probably be nice for SR scrappers also)
i dont expect all that stuff to be done, but just a few of them would be nice, thanx for listening