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Fault and Tremor are great powers. I use them almost every time they're up.
But then, I also love Build Up. Mine is slotted 3 recharge and is set on autofire so I dont have to micromanage it. It fires about once per fight, twice if it's a longer one, several times during AV fights. With Build Up and Seismic Smash you can come *this close* to one-shotting minions. -
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In the level 10-15 "Defeat the Wyvern financier and witnesses" mission from Radio Free Opportunity, didn't we find out that Wyvern in the Rogue Isles is specifically being paid by Longbow?
I guess where I'm going with this is roughly the same place the poster did who asked what's less deadly about a flamethrower when compared with arrows -- given that Wyvern is being paid by Longbow to kill the villains they're trying to kill in the Rogue Isles, how does this make Longbow any less dark?
Hmm.
Which raises the question, if Freedom Corps were going to hire a Paragon City mercenary company to supplement their attack on the Rogue Isles, why didn't they hire Hero Corp?
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Yes, they work together (and both with the Legacy Chain - all the "good" groups assist one another from time to time). The mission you're referring to is the one with the "financier" you have to take down (which is a Longbow soldier). I imagine that Longbow provides some funds to Wyvern in exchange for their assistance in the Rogue Isles, but Wyvern probably has their own separate contracts & employers there.
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True. Wyvern is working with and paid by Longbow in the Rogue Isles. Probably just to have the extra professional manpower around, and even if you don't believe in lethal force and all that you can at least see the value of having people around who do. Sort of like how the US Army will hire professional military contractors at times.
Anyway even though Wyvern is working for Longbow they're not working *only for Longbow. There's a Cap au Diable story arc in which you find out that they've also been hired by Prof Echo for example. -
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Oh, and it's really very unsatisfiying to know you need a badge, but not be able to tell if you're making progress. I have over a dozen badges named "Unknown" with a description of "???". I tried killing a bunch of Mook bosses and seeing which bar got bigger, but by the time I'd killed a significant amount, I couldn't be sure I remembered the position of every bar correctly.
There might as well not be progress bars if they're not going to have names or hints.
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Absolutely! What's worse is the non-forum go'ers who will have no idea what any of the badges are or any inkling of a clue of what is making the bars move (if the badge isnt bugged anyway). At least in CoH you got a clue as to what you should be going after to move the bar. And even in that game most people dont bother with badges.
Also needing a hard to get badge to unlock a contact sucks. There I said it. It wouldnt be terrible if there was one or two in the entire game, but there are several. I thought they wanted people to experience the content? Instead they make infinite generic newspaper missions available and hide portions of the actual story content in a place where 99% of people will never see it.
I actually like the idea of newspaper missions. But I think some poor decisions were made when they setup the method by which you move through the contact chain in CoV. -
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I recently got the Warhulk gladiator (as a hero).
Got it right after I got the Meteoroligist badge after completing a "Defeat all in weather lab" mission from the contact Maxwell Christopher.
Hope that helps.
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Confirmed. Warhulk is tied to the Meteorologist badge. Just got both myself not five minutes ago. -
Yeah wonderful. I love it when players discover stealth ner...er unannounced changes and the Devs are all like "oh, you mean you didnt know? My bad". Just tell us what the heck is going on without us having to discover it ourselves by surprise please.
On a side note, how the hell are we supposed to do the Eden Trial now? Is it even possible to defeat five hundred or so Geodes in the alloted time when you can only take 17 at once?
The sad part, it just got a whole lot tougher for my tanker to do his job. The happy part, he will never die now because there is no way that a measly 17 mobs can kill me, unless they're all psi mobs. So sucks for anyone on my team who accidentally aggros something. "Yknow Id really like to do my job and pull that boss off of you, and Im perfectly capable of doing so, except that Ive already got 17 guys on me. Once I defeat one of them Ill be more than happy to oblige you, try not to die before that ok?". -
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This is a BUG.
New Supergroups are only supposed to get the 20,000 Prestige for having 1 member.
Supergroups who took advantage of the bug (either on purpose or accidentally) will have the 36,000,000 Prestige removed. You can't spend any of it until CoV goes live anyway.
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What about the fact that some SGs don't seem to have received the Prestige award per member up to 15? Example, my SG, "Avatars of Justice", on the Justice server did not receive this bonus.
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Same bug here. Logged into both of my Supergroups to check it out. Both with plenty of members (we had to split one of them because there was no more room to add members), and neither one had received any kind of "kickstart". I think we were at 5000 prestige when I logged off. -
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Meet the new boss, same as the old boss.
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The king is dead. Long live the king!
Actually, great explanation there about the DPS and DPE changes (or non changes if you prefer). -
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Just tangentally, I'd say the spawn for the Ghost Ship and the Clockwork Paladin are somewhere right around this range of rareness.
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As rare as Sally? If you would say that then you would be wrong. Ive had nights where Ive seen the Ghost Ship spawn three times in a 6 or 7 hr period. I have seen Sally spawn *once* since I5 went live. -
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the new Chilling Embrace also debuffs damage by 14%! So instead of 100 damage every blow, the mob would do only 93 points of damage.
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What am I missing? Wouldnt minus 14% of 100 be 86 dmg? Not 93? -
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But that's all moot now-- Statesman's upping the damage debuff to 14%! Yay! Frankly speaking, this is still only a modest boost-- other damage debuff powers get like 20-30%, don't they? I hope Statesman can give us a higher number.
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Actually that's pretty sweet. It's about half the potency of Darkest Night or Enervating Field only you dont have to worry about someone killing your anchor or about the anchor wandering off because you are the anchor. Since you're also the tanker, and will presumably also have most if not all of the mobs in your melee range, it's going to be affecting the greatest number of enemies possible. And remember it's a debuff so it works for your teammates as well, not just yourself.
I like it. With the debuff doubled it's a nice power, more like a Defender power than a Tanker power, and a neat unique ability for Ice. Maybe my brains not quite working right at the moment (I have been at work all day) but the only other Tanker AoE debuff power that comes to mind is the pathetic slow in Mudpots. -
I believe these numbers to be correct, however isnt the new CE more advantageous in a shorter battle? I may be off base here but it seems to me that the -recharge wouldnt be a factor until you reach the point where it results in an extra attack being possible. Up until that point the -dmg would be preferable. For extreme examples, if the battle is over in 1 second then -dmg is preferable to extra -recharge. Whereas if the battle takes 10 minutes then the number of extra attacks allowed by the lesser -recharge totally outclass the -dmg aspect.
ie If an attack has a normal recharge of 4 secs, then it's old CE number is 6.668 secs and it's new CE number is 6 secs. After 27 seconds both will have been able to get off 4 attacks, so the new CE with the -dmg would be better. The overlap starts at 60 secs (or 15x the opponent's recharge) where the old CE will have allowed only 9 attacks and the new CE allows 10 attacks (no CE at all would have allowed 15 attacks). At that point the previous -dmg's (of only 7%) are completely cancelled out by the extra attack. So in this example the new CE would seem to be better up until the 60 sec mark and then increasingly inferior after the 60 sec mark (15x the 4 sec recharge).
So for battles that are over quickly the new CE is actually better, but for longer battles it is inferior. Does this make sense, or am I missing something? -
Cool, thanks for the detailed explanation. I agree the 3.1 second difference is not huge, but it didnt make sense to me when I read it which is why I asked. The multiple mobs thing makes perfect sense. Thanks.
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Wow terrific guide, thanks. Two questions:
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Fearsome Stare (Level 12)
Slotting is more of an issue now, however. With perma-Hasten alone, it comes up every 23.5 seconds but thatÂ’s not enough to make it stack. Adding a Recharge will drop it to every 20 seconds but it still would run out the second it came up again. My personal preference is 1 Accuracy, 1 Recharge, and 1 Fear Duration as it would give the power good accuracy, a 20 second recharge and a 26.6 duration, meaning self-stacking. More slots would make the power more useful but duration is all that should be slotted for as a recharge SO would only drop it another 3 seconds while Fear Duration ups it 6.6 seconds.
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I dont know alot about how slotting works but going by your description wouldnt it make more sense to slot this with 2 fear duration instead of 1 fear duration + 1 recharge? If I understand your explanation correctly then the former would give you 23.5 sec recharge and 33.2 sec duration roughly, as opposed to the latter 20 sec recharge and 26.6 sec duration.
Also just want to make sure, for Shadowfall, you gain all the benefits but the only thing that transfers to your teammates is the Stealth correct? The Def and Res dont apply to others? Or do they? -
If there's still room in the SG somewhere Id like to join in. Is there a particular primary or secondary that looks under-represented? I dont mind starting from scratch at lvl 1 and working up. Global handle is @Rockmason.