Blue_Fenix

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  1. Quote:
    Originally Posted by Beggly View Post
    I wonder if you are ever going to give a try at doing some traditional comic book powers like Stretching, Shrinking, Growing, and shape change. Admitted, these would be graphic intensive power sets, but I don't see why this can't be handled!
    Graphics intensive is exactly the problem.

    For each new powerset, 9 Animations + Blast/Beam/Glow/Particle effects must be crafted, one for each power.

    But it's more than that. The animation/graphics have to work for the Male, Female, and Huge body types. That's x3. They also have to work for both standing on the ground and flying, as well as swimming, crouched stances like Ninja Run, etc. That's at least x2 or x3. I'm sure there's at least one other factor I'm forgetting.

    So, realistically, it's something like 9x3x3 = 81 individual animations, which may be very similar to each other or to old ones but still have to be tweaked one at a time, for any new powerset.

    That's why Proliferations are massively more common and easier than new powersets - because they use existing art assets.

    Stretching/shrinking/growing would be even more work, because you don't just have to deform the character model - you have to deform every costume piece that has its own geometry and make sure it looks right. Even just a "make my fist HUGE to hit you" punch would have to account for dozens of different glove shapes.
  2. Quote:
    Originally Posted by OneFrigidWitch View Post
    What about 3 tstrikes and 3 nictus, for the 9% acc and the 1.25% def?
    I currently slot almost that - 3 Thunderstrikes and 2 Touch of the Nictus, one of which is the Heal-only boosted to +5.

    Also, I discovered that Gather Shadows boosts the heal on Life Drain considerably. If you're seriously hurting, you can hit Gather Shadows, Life Drain, a control or attack, and with enough recharge, a second boosted Life Drain before GS wears off.
  3. I'm currently working on a Willpower/Street Justice tank that I want to build for lead tanking on trials. I'm really not sure about Patron/Epic pools, but I stumbled across Darkest Night...

    On paper, it looks like this would be great to toggle up on any trial AV for a significant -Damage Debuff. I know the -to-hit will mostly get resisted away into oblivion, but the -Damage is still good, right? City of Data shows it as -21% Damage.

    Anyone else used this for trial tanking? Does it cause Endurance problems for you at all?

    Any other comments on Soul Master in general?
  4. Quote:
    Originally Posted by Shred_Monkey View Post
    I think where it starts to get silly is when they added Incarnate Threads and didn't just use shards again. It seems they wanted to lock certain rewards behind the iTrials so you couldn't progress through the incarnate rewards beyond alpha slot, solo?

    I'm not really saying I think something should change. I just think it's getting funny.
    The impression I got with the whole shards/threads thing was that they wanted to release the Alpha slot, but didn't have any of the trials ready to release yet. So, shards and shard-components were a stop-gap measure for the months between that and trials. The shard system has two weakness in it's design - you have to run specific content for specific components, and some components were gated behind the weekly strike force thing, limiting progression speed a LOT. Threads don't have these problems and are, in my opinion, the way the Incarnate system should have been handled from day 1.

    Since then, the DA content has shown that the Devs are actually fine with solo incarnate progression (at a slower rate). In fact, there's talk of another incarnate zone coming in the future for more solo/small-team Incarnate goodness.
  5. Quote:
    Originally Posted by Dark_Tower View Post
    Now I guess to some a $599 rig that plays Tetris would be considered a gaming rig but is there a minimum spec that would be considered a true gaming computer?
    Whatever spec will run the games you want to play at the graphics settings you want to use.

    Seriously, computer configurations are not standardized in any way. There's just too much variation in the requirements between games to say "this is a gaming computer and this other one isn't." Hell, even within one game, the difference between running at max settings and min settings could save or cost you hundreds of dollars in better parts.
  6. Note that recharge bonuses from the Alpha slot do not affect Dominaton, though they will help Hasten. Personally, I feel that Spirtual Alpha is not worth it if you've got perma-dom global recharge already. (Though Ageless Destiny can be good - its recharge DOES affect Domination and it comes with an endurance/recovery boost too).

    I'd consider any of the following:

    Cardiac, if you're NOT going for Ageless Destiny and hate hate hate running out of Endurance.

    Intuition, which boosts Hold Duration, and on the Radial path also boosts Damage and Range (which is sweet for cones like Seeds of Confusion). My Dark/Dark dom loves Intuition because he gets all that, plus -To-Hit Debuffs!

    Musculature Core for max Damage (Musculature Radial is worse than Intuition Radial - same damage, but Intuition boosts Hold instead of Immob).

    Nerve Radial to boost both Hold and Confuse duration (realistically, the Accuracy isn't very needed assuming you've got good IO sets with good Accuracy values and global Accuracy bonuses). If you hate hate hate missing with a passion, that'd also be a reason to go with this.

    And, strangely enough Vigor Radial could be an option - Confuse + Sleep Duration, Heal for your Spirit Tree, and Accuracy and Endurance for everything, assuming you use Spirit Tree and Spore Burst enough to value those enhancements.
  7. Currently, I believe most trials offer a drop rate of

    40% Common
    30% Uncommon
    20% Rare
    10% Very Rare

    Plus, a free Uncommon for each badge, and a free Rare for each "Master of..." badge. EDIT TO ADD: Also, some trials such as Undergound offer an even better chance of a Rare or Very Rare, to reward you for sticking it out on a long trial.

    The drop rate for the arc reward table, however, is something more like

    70%-ish Common
    19%-ish Uncommon
    4%-ish Rare
    2%-ish Very Rare

    (Exact numbers are still unknown for these).

    As far as I know, difficulty has no effect on the reward table. In fact, getting all 3 level shifts and running at -1/x8 currently appears to be the fastest solo option for farming thread drops and other non-Component rewards after you've done your Repeatable Mission + Repeatable Arc for the day. I continue to get threads, Converters, Catalysts, and Very Rare IO Recipies running in DA at -1/x8 while shifted to 53.

    The devs have pretty much flat-out said that trials are supposed to be a faster way to get your Incarnate stuff. The solo stuff does have one advantage though - if you have a whole bunch of incarnate characters, you can log on to each one, speed run a mission for 10 threads, speed run an arc for 1 component, then switch characters. Doing this for several characters gets pretty good total of threads and components, but unfortunately spread out over several characters.

    Alternatively, choose Component drops on your main, and Astral/Emp merit drops on your alts. Then go to Ouro Incarnate Vendors and buy the threads that get emailed to your account, so you can get even more threads on your main that way. (This assumes you only care about slotting up your main).
  8. The important thing to understand is that Taskmaster Gabriel only counts arcs you did AFTER you accepted his "Complete all arcs" mission, regardless of whether they were first runs or through Ouro.
  9. Quote:
    Originally Posted by Comicsluvr View Post
    Why can't we have characters with ranged attacks, some melee, some lightweight mez resistance and enough defenses that they don't get flattened with 2 hits?
    I've got one of those already - it's called a Dominator. Let's check out how it compares, WITHOUT IO sets.

    Melee attacks? Check.

    Ranged attacks? Check.

    AoE? Check.

    Mez resistance, but not as good as Scrapper/Tank/etc.? Check.

    Survivability? Check - not through Defense, Heal, and Resistance, but through control powers.

    My Dark/Dark Dominator that I rolled for I22 is one of my favorite characters now. It's even above and beyond the normal Dominator survivability level thanks to stacking -to-hit debuffs and a self-heal attack.
  10. Open up Task Manager and make sure all instances of the game AND launcher are killed before you try repairing the game again. Sometimes a process will hang, and the repair can't change the files because the files are already open in another process.

    Rebooting may help as well.
  11. Blue_Fenix

    Kinetic Melee

    Quote:
    Originally Posted by Tormentoso View Post
    They 'feel' slow, yes. But from real numbers they seem to be the same as most high damage attacks.

    Compared to Katana:
    Standing still waving your hands: Slow jazz hands.
    Jumping in the air and dropping with a down slash: Takes its time, but looks badasrsh as he does it. So it feels right.
    Seriously. Open up http://tomax.cohtitan.com/data/powers/ and take a look at some comparable attacks and the actual cast times.

    Kinetic Melee Burst - 2.67 cast time http://tomax.cohtitan.com/data/power...c_Attack.Burst

    Spines Spine Burst - 3 second cast time http://tomax.cohtitan.com/data/power...s.Fling_Quills

    War Mace Whirling Mace - 2.67 cast time http://tomax.cohtitan.com/data/power....Whirling_Mace

    Fire Melee Fire Sword Cirlce - 2.67 cast time http://tomax.cohtitan.com/data/power...e_Sword_Circle

    Kinetic melee is a solid set that just has a couple slow-feeling animations. The lower level attacks like Quick Strike and Body Blow actually animate really quickly. Concetrated Strike does have a long animation compared to a few other Tier 9s, but it also is one of the highest damage melee single-target attacks in the game and has that beautiful crit effect of getting Power Siphon back up.
  12. Quote:
    Originally Posted by Greyhame View Post
    The shades do fail to spawn if your target dies after you activate the summoning, but before they have spawned. Its a small window, but has happened enough times that I won't usually summon on anything less than a boss.
    I have noticed this as well, which makes Haunt a little bit frustrating to use on certain teams and trials. Bosses, EBs, and AVs make the best targets for Haunt anyway, because it makes sure the damage from both shades is focused on a single target for longer and brings a dangerous enemy down sooner.
  13. Obviously, Incarnate powers are a pretty big deal. Tier 3 in particular is important due to the level shift that three of the five slots have to offer. I also find Tier 3 to be relatively easy to grind for - you get tons of uncommons from the easier badges on trials, 8 Emps for a guaranteed rare isn't too bad if you're unlucky with rolls, we've got DA arcs and repeatables to solo for those last few threads or some extra component rolls, etc. etc.

    But Tier 4. Seriously. Getting the Very Rare, ok, I understand, it takes a while - either you wait to get lucky on component rolls or you save up tons of lesser components, threads, or Emp Merits. I don't have a problem with the Very Rare.

    What gets to me is the fact that Tier 4 powers require you to build ANOTHER Tier 3 all over again. So, if getting to Tier 3 in all slots takes X time, getting Tier 4 takes another full X plus Y (the time to get a Very Rare component).

    All that jazz, and honestly, the Tier 4 powers don't feel like that much of an improvement over T3. Yeah, sure, Destiny lasts longer, Interface procs a bit more often, etc. But is it really worth double the time for an incremental boost?

    What do you folks think? I just hit T3 in all slots on my current main, and I'm really tempted to just run the 1 or 2 Trials I haven't beat yet, maybe try a couple "Master of" badges, and then shelve him until whenever the next slot comes out.
  14. Quote:
    Originally Posted by Amygdala View Post
    Also during this fight you can avoid Marked for Death entirely if you have a taunter stay at range from Maelstrom (hovering above him using a Jet Pack works well). Marked for Death seems to target whoever has aggro and everyone around them. As long as that person is away from the group you can go the entire fight without dealing with the red dots.
    Hover tanks are apparently pretty awesome for several trials, particularly for any AV that has a cone attack - they'll target their cone up in the air, missing most of the players on the ground.
  15. Quote:
    Originally Posted by Blood Red Arachnid View Post
    As much as I would like to make jokes about how everything in Praetoria burns like a Christmas tree
    Is fire resistance notably absent among the iTrial AVs?
  16. Also, this is exactly why the devs added the "Complete the current mission from this contact" option - you can skip any bugged or difficult mission once every three days, and you get all the mission complete rewards as if you'd done it.
  17. Blue_Fenix

    4xshades

    Quote:
    Originally Posted by Darth_Khasei View Post
    4 Very briefly with tons of recharge, but 2 perma for sure.
    And by very briefly, we mean about 5 seconds if you're at the recharge cap. (60 second duration, 210 second recharge, with +300% recharge that's 210/4 = 52.5 seconds, plus a 2-ish second cast time).
  18. Quote:
    Originally Posted by CinnderScot View Post
    Thanks, that's a good way to look at it: the timer is based on the selection of a particular reward. I was overcomplicating the issue.

    Hmmm...just thought of a follow-up question. Let's say I have a lot of time to play today and not much time to play tomorrow, so I play long enough to make the reward table appear a second time within a day. I want to choose the same reward each time the table appears. If I log off with the reward table on my screen and wait 20 hours, will it still be there waiting for me when I log back in, allowing me to choose any reward because the timer has expired?
    I believe this trick actually works, yes. I seem to recall hearing about someone pulling it with the SSAs. Don't quote me, though, I might be crazy or misremembering.

    Also, note that the 10 thread and random Astral/Empyrean Merit rewards are still decent, if you feel like running multiple arcs in one day. Empyreans in particular can be slowly saved up for Rare/Very Rare components, especially if you also use Taskmaster Gabriel to get the guaranteed 2/week for running all the arcs.
  19. Quote:
    Originally Posted by JuliusSeizure View Post
    Edit:: And that would be Core for each Lore route. If you want buffs/debuffs from going radial then none of these three are particularly notable.
    For that matter, which Radial Lore Pet buffs ARE notable? I mean, they've pretty much all got a heal, but it's hard for me to tell which of the various buffs on offer are particularly exciting or hard to get from other sources.
  20. Blue_Fenix

    Dark questions

    It's possible you're just not stealthing quite as well as you think. Even if you get into perception range and fire off Fearsome Stare 0.1 seconds after the enemies notice you, they'll get to do their entire attack animation and hit you, because they already started it.

    I actually have Stealth running all the time on my Dominator, plus Super Speed sometimes, and that substantially improves my chances of locking down a group before I know I'm there.

    Also, if you've got Umbra Beast out, he'll often cone-howl at the group around the same time you're doing Fearsome Stare, triggering return fire with his damage.
  21. Blue_Fenix

    Powers

    I find it depends a lot on the exact character. There are definitely some builds where the Epic power pools just don't feel very epic at all, or there aren't any that fit my concept. I've also had builds where I would LOVE to have one to three MORE power picks to cram in everything I want.

    Posters above me in the thread have pretty much answered the "what to do about it" question, though - take Epics, take pools, and take set mules. Also, you can take situational powers that only get used once in a blue moon and only use the default slot. Some of these can save your *** that one time it gets used.
  22. Life Drain, I went for 3 pieces of Thunderstrike (emphasizing acc, end, and dam) and 2 Touch of the Nictus (the pure heal, which I boosted to +5, and one other heal/something I don't recall which). This gets some good values and Thunderstrike provides a little E/N/Range defense.

    Engulfing Darkness and Midnight Grasp I have no clue - both are 6-slotted on my build, ED with Oblit, and MG with 5 pieces of Crushing Impact, I think (5% rech), plus the ATO proc (superior, woo!).

    Are you really so slot-heavy you can't pull out 2 more to get ED and MG to 6?

    Then again, I was perfectly happy to end up with Ranged defense somewhat over 30% and 20% to Melee and AoE, with no purple sets, just a Glad 3% that I got lucky buying for 'cheap'.
  23. I think the devs did try to scale our expectations for the incarnate system, though, way back at the beginning.

    Remember Mender Ramiel's story arc? There was this big deal about the difference between becoming an Incarnate all at once like Statesman and many others did, and the so-called "slow path". That's the explanation for why we have to grind Incarnate XP and Incarnate components - we're incrementally moving ourselves closer and closer to godhood, but we're still incredibly far away.
  24. That's a little odd, but it's not too terribly unlikely that someone, somewhere, would get that unlucky with the RNG; i.e. if there's a 1-in-100,000 chance of failing to get tips after so many kills, and the game has 100,000 characters, odds are pretty good ONE of them has experienced this.

    I'd say if she still hasn't seen a tip by level 24 or 25, send a petition and/or bug report. Since she's not quite 22 yet, and tips start at 20, she could easily have gotten a large amount of XP off of a relatively low number of enemy kills, such as by teaming with a full group running level 50 or 50+ missions.

    Finally, I believe tips do not drop when you have all 5 fame bubbles filled. She could have gotten on a tips team that got 5 fame really quickly (getting no tip drops of her own due to bad luck), then continued to play within the following 20 hours, during which she would be guaranteed to get no tips.
  25. Quote:
    Originally Posted by OneFrigidWitch View Post
    This is all very st-ish. In large groups of enemies, what are you going to do against groups bigger than 1 or 2 mobs? Just st everything to death? That is very slow and boring.
    Against groups, it's almost impossible to have enough recharge for an AoE attack chain with no gaps as a Dominator. Dark Assault only has two damaging AoEs, so a lot is going to depend on picking up one or more from your Epic/Patron Pool.

    For example, I went for Fire Mastery on my Dark/Dark Dom. I use Fearsome Stare to open fights and let me close the distance, Heart of Darkness and/or Shadow Field for locking the group down, then Rain of Fire, Fire ball, and Engulfing Darkness (usually but not always in that order). By that point, most minions are dead and Lts are hurting, so I fire an individual hold or confuse at any bosses and start my single-target attacks against whatever's close and alive. Engulfing Darkness and Fireball get used again as they recharge if enough enemies are up to justify it.

    A different Dominator with a different Epic pool might play very differently. Compared to single-target attack chains, there's much less one-size-fits-all number crunching that you can do with AoE.