Carnifax_NA

Legend
  • Posts

    3064
  • Joined

  1. There's a terribad looking blue shiny guy on the pop-up you get in the Launcher. Not sure who he's supposed to be, I just assumed he was a level 4 who wandered into the Freedom Phalanx Group Shot in Atlas Park and they couldn't be bothered doing a re-do.
  2. I'm happy to be able to play back on the EU side as well. Was fed up with all my alts on Virtue for a bit and had a flash of inspiration last night as to what to play next, so now I have a Dual Blade/Elec Brute working through Praetoria on Union.
  3. Leaving Carrion Creepers off until 47 is a mistake IMO, even if it's a respec build it means you wouldn't have them doing some of the WSF's. I'd switch it with Vengie.


    Also Procs are awesome in CC, specifically the Posi Blast and the Slow one. I'm also fond of sticking the immob and the purple procs into Roots, and Achilles Heel goes well in Acid Arrow (which I think you have underslotted) and into Fly Trap.
  4. The purple proc in Crushing Field is gold as well, as Tired has in that build.


    It's around 50-60 million to get but well worth it. I earned it on my Plant/Emp by selling the proceeds of one a-merit roll (got a Resist Set IO which was worth 120 million apparently, it was either the Aegis or Reactive Resist IO).
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    I see at least one slider that got cranked to 11

    I don't think bAss is aware that there are other settings for the slider in question. I'm beginning to suspect he also designed Mother Mayhem in the BAF...
  6. Quote:
    Originally Posted by Beastyle View Post
    I get it, I get it. I'm leaving it up this time. Discuss all the ponies you want, people.

    Without evil? Did you not see when she threatened Twilight Sparkle's life in "Green Isn't Your Color?" How she plotted against Gilda? Pinkie Pie is CRIMINALLY INSANE.

    Did someone say Criminally insane?
  7. Quote:
    Originally Posted by Dark_Inferno View Post
    Does the regular dot from all fire attacks increase with fury building?

    ty

    Yep. Fury gives you a damage buff across the board so all of your extra DoT from Fire will be affected.



    The only things not affected are powers specifically marked as not accepting buffs such as Sands of Mu and the Judgement powers.
  8. Quote:
    Originally Posted by Zwillinger View Post
    There will no longer be an EU test server.

    There will no longer be an NA test server.

    There will now only be test server.

    We are the world...we are the heroes...

    So when are you guys fixing the Server Transfers to allow EU and US people to move their characters about properly?
  9. Quote:
    Originally Posted by Leo_G View Post
    I thought the well was the source of all origins. So wouldn't that make anything coming from it Science, Tech, Natural, Mutation and Magic all at once?

    It would, if that made any sense whatsoever (not a dig at you, just at that ludicrous bit of 'lore' someone dreamed up at Paragon Studios).
  10. Quote:
    Originally Posted by Arcanaville View Post
    That's probably problematic for a number of reasons. It hampers a primary selling point of the game which is customization of characters. Crippling that to just a small fraction of the powersets would be harsh: many powersets serve simultaneously as mechanical differentiators and conceptual touchstones. Blasters for example have weapon sets (AR, Dual Pistols, Archery) and projectile variations (Ice, Fire, Energy, Electrical). It would be very hard to pick two to four to represent the set.

    Also, this would funnel all the F2P players into a much tighter set of "flavors." Suppose you're one of the Fire/Fire blaster subscribers out there and you discover 30% of all F2P blasters are Fire/Fire because the devs forced them all to be. Not so good.
    Aye, I was thinking about this aspect of it last night myself and the swarms of Claws/Regen scrappers all called l0g4NN which would overwhelm the servers.

    Certainly I'd make it so that, for example, only F2P Defenders and Corrupters could be Kinetics, for Controllers you have to pay to gain access to the set. Like you said make it so certain sets are special and need to be purchased separately.

    EATs would obviously also fall into that bracket, or might be soley a Subscriber only feature.

    Demon Summoning would be part of the GR pack, I'm not sure I'd allow it to be purchasable by any other method, I'm assuming GR would be kept as a distinct package as it is now (although splitting it up and selling components of it for 10-15 dollars apiece might earn you more cash).
  11. Quote:
    Originally Posted by VoodooGirl View Post
    Going back to the OP's suggestions:
    • 2 character slots per server (can purchase more) (What about 4 character slots per server? Why buy more when they could just create a new "free" account when their two are filled?)
    • Have to pay full price for boosters (One time to buy the whole booster or an ala carte system? I.e. buy the cape or aura individually?)
    • Have to pay one time fee for entering PvP zones (Does anyone PvP anymore...?)
    • Have to pay a one time fee for entering Pocket D (I can see Co-Ops zones being one time "purchases," but what speciality zones like Ouroboros or the Shadowshard?)
    • Have to pay a one time fee for entering MA (Agree.)
    • Have to pay a fee per character you want to Incarante (In the discussions throughout this post, I'd think that the Incarnate System be better left to a subscription-only access under an F2P system.)
    I'd actually go further.

    Have to pay a one-time fee for access to a large number of powersets. Most powersets would be gated behind "Pay for" access. Each AT would only have 2-4ish powersets available for Free2Players. They have to pay for others
    Have to pay for > 40 content .
    Have to pay for a large number of the cossie options. Cossies are nowadays conveniently grouped together as outfits so you could decide how many are initially available and how many are pay for.
    Have to pay individually for access to the RWZ, Ouro, Midnighters & Cim.
    Have to pay for access to the IO system and Wentworths.
    Have to pay for access to the MA.

    Edit : I forgot one : Have to pay for access to the forums, with maybe an exception for a specific Free 2 play Questions board ("You will never find a more wretched hive of scum and villainy. We must be cautious").

    However having said all of this I'm not sure NCSoft / Paragon Studios could do the legwork needed to set-up and adminstrate to this fine a level in this game.
  12. Quote:
    Originally Posted by Lucky666 View Post
    You know what they say about people who assume........ Neither fire melee nor shield defence get burn.
    Ooops, you're right. Silly me.

    Erm, I mean obviously I'm talking about the rare Fiery Aura / Shield Offense scrappers

    And what do they say about people who assume? I assume it's something derogatory?

  13. Carnifax_NA

    Coincidence?

    Quote:
    Originally Posted by VoodooGirl View Post
    While both plated in gold, the motifs on their armor are not at all similar.

    That's the coincidence! They are BOTH different to each other!
  14. Quote:
    Originally Posted by EvilGeko View Post
    That's no longer the case (that only a couple specific builds can do it). I did it yesterday with my Fire/Shield. I can do it with simply Interface (T4 reactive), Lore just makes it much quicker.

    I assume this is chiefly because of the insane proccage and Burn, which is getting fixed with the next patch.
  15. Quote:
    Originally Posted by Wanted_NA View Post
    You're thinking Ice Control, not Cold Domination. Only toggle in Cold Dom is Snow Storm.
    No, they're thinking of Arctic Fog, the copy of Steamy Mist. It offers resistances, some positional defense and stealth.
  16. Why aren't you slotting your resistance powers? Both Plasma Shield and Tough aren't fully slotted for resistance. I understand you're probably going for Defense bonuses but even at softcap it makes sense to also have your resistances up to speed too, surely? Ditto with Weave, if you are going for Mr Softcap surely slotting Weave is an important part of that?


    Also you might be better off going with the Soul or Mu PPP rather than the Fire APP. Melt Armour is poop on a stick whereas Gloom, Dark Oblit and Darkest Night are nice from Soul and Cages and Ball Lightning are nice from Mu (the single target blast isn't bad either, it's not Gloom but it's ok).
  17. Quote:
    Originally Posted by ParticleIllusion View Post
    I'd rather have everyone live. Then I can save my resurrect instead of using it. buffing the lowbie makes them fight even harder cause their watching their damage numbers go up so fast from Fort. I know I want to get as many pop shots off once I hit.

    I'm the opposite. Death of a team-mate = Power Boosted Vengie for all. So I'm not adverse to seeing someone keel over for the Greater Good ("The Greater Good")


    Fort I tend to stick on the Crabbies, Domis and Blasters. AB I tend to stick on the Warshade, Brutes and Corruptors.


    But that's an incredibly rough rule of thumb which is subject to change according to what powersets people have, what we're fighting and what they are doing (a Scrapper standing toe-to-toe with a Trial AV without other support will also get Fort, the Trapper, Plant Domi or Illusion Controller dealing with the adds may end up with AB on them so they can get their distracting pets up more often).


    Tanks only get buffed if they seem to need it (ie are struggling to stay alive). This is more because I play a Plant/Emp and quite often there's plenty of people buffing Mr Tank anyway.
  18. Quote:
    Originally Posted by Jibikao View Post
    Don't feel like creating a new thread for it but I have a question related to Contagious Confusion.

    What happens when I use it in Jolting Chain? Some say only the first target can trigger the proc? I know damage proc is triggered by each jump so why doesn't each jump trigger CC proc? Or does it?

    I assume you mean Synaptic Overload, not JC. CC should have a chance to proc with every jump as each jump can be affected by Confusion set IOs.


    In Jolting Chain all procs will have a chance to go off on every jump, with the exception of any from End Mod sets, because the chained attacks don't do -End, only the initial one.


    In Arctic Air the CC proc will check against everyone within range of AA (which is nice and big) every 10 seconds. I believe it spawns a small AOE confuse effect centred on the target if it does proc but I don't know the radius etc.


    Quote:
    Domination is just a flag, in other words. For whatever reason, AA wasn't set up to check for that flag. There's a small possibility that that's an oversight.

    More likely, though, I think that the devs decided Arctic Air is too freely available in comparison with other wide-area control powers to benefit from Domination. Or it could be simply a quirk of the power's mechanics: because AA's confuse only has a 30% chance to fire, how exactly would you stack a second one top of that using the existing Domination mechanism? If you simply add a second 30% chance-to-fire Confuse, then AA will not benefit in the same way that other powers do from Domination.
    That's how the "chance of" secondary effects in Psi Shockwave in Psi Assault is set up. And yet it's missing from Whirling Hands (but is present in Bone Smasher).


    Overall I think Ice Control could do with AA getting something out of Domination. A second 15-25% chance of a longer duration confuse would probably be a good move. It would mean AA becomes more effective vs Minions and Lieuts and slightly more so vs bosses.
  19. Not going into the nuts and bolts of the build but from a PROC efficency point of view take the -Res out of Earthquake and stick it into Fling Thorns instead (or if you've a spare slot put it into both).


    Because Fling Thorns is your bread and butter AOE attack thanks to the nice quick animation and wide cone you'll overall be hitting more enemies with it and have more proc chances.


    Also the Posi Dam/Range might be better than the Dam/End in there too, again thanks to how wide the cone is.
  20. Quote:
    Originally Posted by Boomie View Post
    I'll second all this.

    It's a good power for knocking guys down but that's it. At higher levels you really don't even need to use the power since you can keep every spawn you come across end drained or even confused if you have enough recharge so knocking them down doesn't even matter. IMO I consider it a novelty power and it's the only power in Elec/ I would ever skip. Now I do like it for those low levels where Static Field isn't up.
    Yep, at higher levels the animation time makes it a bit annoying and unneeded.

    There's a few places you could find it a lifesaver. Vs bosses, especially really mean bosses like Night Widow who shrug off your holds it can be really useful. Mind you in my case I'm playing a Elec/NRG domi so Power Push fills in that weakness for me nicely.


    As a cheap-to-slot power it's pretty handy to have and I do love the effect of a ripple of knockdowns passing through a spawn.


    Don't forget that your Gremlins have it too, so they'll often do the work for you anyway (one of the most underrated things about the sparkly little aggro magnets IMO)
  21. Quote:
    Originally Posted by Oathbound View Post
    One thing to keep in mind is that (unless they changed/fixed it) Procs only have a chance to fire on the first target. Chains won't proc them.
    Erm, pretty sure this isn't the case. The chance for end might work this way, for a good reason (chains don't have -end) but other procs from the ranged damage and knockdown sets should propagate.

    Edit : sorry, it's the Chance for Stun from the end mod set which won't work in the chains. In fact it might be broken overall.

    The chance for hold definitely does, I have it myself and the Chance for -end should as it's from Ranged Damage too (I gave that slotted too but it is harder to see in action). The damage proc from knockdown should almost certainly work too.
  22. Quote:
    Originally Posted by Organicide View Post
    Thank you Mental. Now how to slot it? I was thinking a mix of end mod and range. Thoughts?
    Range will only affect the first blast, from you to the first enemy. The damage is pretty pants too. It's the same as cages without containment.

    Acc and maybe a few procs is probably the way to go. The chance for hold from the ranged set isn't bad in it.
  23. Quote:
    Originally Posted by Techbot Alpha View Post
    Right, here we go. My soon-to-be-rolled-on-live toon;

    Steamknight




    I'm loving this pack
    that's absolutely brilliant. One of the best cossies I've seen in a long, long time.
  24. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    I wasn't technically talking about using tornado extensively for damage on mobs. I was thinking more along the lines of an AV or Giant Monster.
    Max out damage and recharge first, each proc will only add 1.4 dps on average against an av or gm which is piddly really.
  25. Quote:
    Originally Posted by DanZero View Post
    See, I've been telling people this. Running trials? Are you a ranged AT? Paralytic. Everyone else will not notice, but gee, if the runs you're on don't go a lot faster and smoother... I wonder why???

    I picked it because NO ONE is running it. Put it this way. Whatever damage DOES get through -75%. Hell, you could have ME tank at that rate.
    No, it's a 75% chance of a 5% damage debuff.

    Which unless you're fighting an AV makes it about half as useful as the chance of a 5% -ToHit Diamagnetic does (plus -damage doesn't stack with your Resistences in the same way as -ToHit stacks with your defense).