ClawsandEffect

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  1. Quote:
    Originally Posted by Enderlin View Post
    How do you unlock this costume piece?
    A couple others have already answered the question.

    What it comes down to is, just about every signature character has a costume piece that is unique to them, and we will likely never gain access to it.

    Statesman's faceplate (because it's not really a full helm), Recluse's helmet, Synapse's wristbands, Manticore's mask, Ghost Widow's hair, most of Mako's body, Scirocco's sword and headdress, and so on and so forth.

    The unique pieces are only seen on the signature characters and nowhere else. (Statesman also has a unique cape)
  2. Quote:
    Originally Posted by Leo_G View Post

    1. Scorch
    2. Fire Sword
    3. Cremate
    4. Build Up
    5. Assassin's Blaze
    6. Placate
    7. Fire Sword Circle
    8. Breath of Fire
    9. Greater Fire Sword
    Nope.

    Reverse Build Up and Assassin's Blaze.

    ALL stalker primaries get their powers in this order: AS at 6, Build Up at 8, Placate at 12. So, your Placate is in the right spot, but your BU and AS are backwards.

    Other than that it looks alright. I'd rather see them remove Breath of Fire and frontload Incinerate's damage like they did with Midnight Grasp though.
  3. Quote:
    Originally Posted by JayboH View Post
    Er, is that right? If a corruptor speed boosts an mm pet, they only run faster and have unlimited endurance? It's been awhile since I've played with that kind of combo.
    It's correct.

    The problem arose with pet AI. If you buffed a pet's recharge it screwed up the way it decides what power to use.

    A MM pet will ALWAYS use it's best power if it's recharged, and if it's almost recharged it will wait until it is and not use anything else. Normally, the recharge is long enough that it will use other powers while it's waiting for it's best one to recharge. But, if you buff it's recharge enough, suddenly it's best power is considered "almost recharged" immediately after it uses it, so it will wait until it is and use it again.

    End result: You have a bunch of Thugs MMs walking around with their Bruisers spamming nothing other than Hand Clap (which counts as it's "best" power because it is conferred by the second pet buff)

    I could be mistaken on exactly how it worked, but the Bruisers spamming nothing but Hand Clap was observable and repeatable. Other pets did the same thing, but it wasn't as bad because at least their "best power" did damage.
  4. Super Reflexes tends to go from "Man, I feel kinda weak here." to "OMG can anything even put a dent in me?!" right around the time you hit the softcap. SR is also virtually immune to defense debuffs, you'd literally have to be hit by more debuffs than is even possible at once to really notice it.

    Shield Defense has some of the same going for it. It trades the ability to softcap cheaply and easily for some resistance, max HP, and a truly awesome AoE attack (honestly, Shield definitely got the better end of that deal)

    Fire Melee is extremely potent. Unlike other sets who get stuns and debuffs ad such, FIre Melee's secondary effect is more damage in the form of DoTs. I'm not sure, but I believe Fire is second only to Kinetic in terms of damage potential.
  5. Quote:
    Originally Posted by Kinetoa View Post
    How bad are the consequences of running with just/mostly level 50 IO's, and taking your chances when you exemplar down?
    That's not a cut and dried answer. It depends very much on exactly how dependent on set bonuses your build is.

    Some builds can exemp with 50 IOs and not even notice much difference. Other builds quickly become crippled.

    Examples:

    Most Willpower characters won't be hurt too much, they are plenty strong on SOs, so set bonuses are just nice add-ons.

    A Fire/Rad controller could be badly hurt by it if it is dependent on recovery bonuses in level 50 sets to have enough end to run Hot Feet/Choking Cloud (the main reason to roll a Fire/Rad in the first place)
  6. Quote:
    MOG is now totally optional and not at all your perma-"I Win" button.
    I cannot emphasize enough how WRONG this is.

    MoG is arguably the most important power in Regeneration now. It is Regen's ONLY mitigation for alpha strikes. If you know you're going to take a beating, pop MoG before you jump in. It was changed so it only lasts 15 seconds, but it no longer crashes your HP and you can still heal while it is active. There are things that can and WILL kill a Regen before you can react with a heal, if you don't have MoG in your build, you will have to deal with that happening quite a bit.

    On Regen, you want every power except the rez.

    Instant Healing isn't a toggle anymore, it is now an extremely long recharge click power, so you don't have insane levels of regeneration available full time.

    When slotting IO sets, focus on recharge, recharge, recharge, some defense, and recharge. This is obtained through set bonuses. Basically, any group of Invention Origin enhancements that have a special name (like Kinetic Combat or Crushing Impact) will give you bonuses to your character depending on how many of them you have slotted in a given power (yes, they all have to be in the same power to get the bonus)
  7. Quote:
    • Dark Blast – as per Corruptor/Defender. Although some argue there should be a build up power there
    This won't be a direct port. 3 powers will be replaced before blasters get it. Tenebrous Tentacles and Night Fall will be replaced because they exist in blaster Soul Mastery and they won't allow us to double up on them.

    Life Drain will likely be replaced because I think it's unlikely that blasters will get a true self-heal in a primary power set.

    Life Drain should, in my opinion, be replaced with a harder hitting tier 3 single target attack (along the lines of Blaze, Shout, Cosmic Burst, Power Burst, etc.)

    Replace Night Fall with Aim, Tenebrous Tentacles with Dark Obliteration, and increase the damage on Torrent and change it from knockback to knockdown.


    Quote:
    Exactly! lol. I kick people from teams on my brutes if they do anything BUT buff me. Any sign on attacks etc..bye bye!
    I hope you're not serious. If you are, remind me not to team with you.
  8. Also, there have been a LOT of changes to the game since you've been gone.

    This will be one of your most useful resources: http://paragonwiki.com/wiki/Main_Page

    Whatever the last issue you remember was, search the next issue up and read up on what was changed. We're on Issue 20 now, so that's a lot of stuff to read.

    I strongly suggest leaving your 50s alone for a little while and starting a new character.

    There are a number of new powersets in existence, and a lot of powersets available on ATs that didn't have them before (you can make a Dark Armor tank for example)

    There are also villain ATs that may not have existed when you left: Brute, Corruptor, Dominator, Mastermind, and Stalker.

    Brutes fall somehwere between scrappers and tanks in survivability, and they deal good damage. They have a mix of scrapper and tanker powersets. Their inherent ability is Fury, which increases your damage the longer you fight.

    Corruptors are sort of like Defenders in reverse. They get blast sets for their primary and buff/debuff sets for their secondary. Their inherent ability is Scourge, which basically acts like critical hits that trigger when your target's health gets lower.

    Dominators are a funky mix between Controllers and Blasters. They get Control primaries and Assault secondaries (which are somewhat like blast and melee attack sets combined) Their inherent is Domination, which gives them mez protection and doubles the effectiveness of their controls when it is up.

    Masterminds have no analogue in the ATs you're familiar with. They have Pet primaries and buff/debuff secondaries. Their inherent is Superiority, which increases your pets' damage when they are within 25 feet of you.

    Stalkers are basically stealthy, single-target oriented scrappers, that are a bit squishier. They get critical hits like scrappers, and Assassination, which lets them guarantee a critical on a lot of their attacks when attacking from the Hidden state.

    There is WAY too much to tell you about in a couple posts though, so I suggest perusing paragonwiki.

    Look up Inventions while you're at it. They were one of the things that changed the game the most since you've been gone. There is a market now.

    If you have a few respecs, you can make a KILLING on the market seling your Hami-Os, especially if you have any level 51, 52, or 53 ones, as they are impossible to acquire now. If you have a lot of them you can literally make BILLIONS from them.
  9. Quote:
    Originally Posted by hood_ View Post
    Fire/Fire Blaster
    Invuln/Fire Tanker
    Fire/Energy Tanker
    Ice/Ice Tanker
    Broad Sword/Regen Scrapper
    Dark/Dark Scrapper
    Radiation/Psionic Defender
    I'll cover them as best I can.

    Fire/Fire blaster: I don't know if you noticed or not, but Defiance got a HUGE buff a while back. Instead of buffing your damage as you get closer to death, you now get more damage basedon how many attacks you fire in a short amount of time. You can also now fire your first two primary and first secondary powers while mezzed.

    Oh, and they changed the animation for Flares, it's very much worth taking now with a 1 second animation time.

    Other than those points, a Fire/Fire blaster plays pretty much how it always did.

    Invuln/Fire tank: Invuln got a buff a while back too. The resistance passives are now 10% base instead of 7.5% base. Unyielding no longer debuffs your defense, and Invincibility gives you more benefit from smaller groups of enemies.

    Don't think Fire Melee has been changed much.

    Fire/Energy tank: Energy Transfer got a slight nerf. To hear people talk the power got gutted, but in reality, it deals the same damage, just with a longer activation time.

    Fiery Aura got a slight buff. healing Flames recharges faster and heals for more (it is now the second best self heal in the game after Dark Regeneration). Fiery Embrace went from a straight damage buff to applying Fire damage to all your attacks for 30 seconds. Temperature Protection got some slow resistance added. Fiery Aura is still the squishiest tanker though, and your choice of Energy Melee doesn't really give you any AoE at all.

    In my opinion, your Fire/Energy tank is probably the weakest in your roster.

    Ice/Ice: Not sure what changes, if any, have occurred here. Except Hibernate, you are now limited to only being able to use it every 60 seconds, regardless of how fast you have it recharging. But, if you need Hibernate more often than once a minute you have bigger problems.

    Still one of the best agro holders in the game.

    Broadsword/Regen scrapper: This combo can be very squishy, or insanely tough, depending on how it is built. Parry is a MUST for this combo. Regen did get a few nerfs, but nothing earth shattering. If you get enough defense rocking you can live through most anything.

    Dark/Dark scrapper: This one got some much needed changes to Dark Melee. I'll elaborate. Siphon Life is now your second hardest hitting attack, and Midnight Grasp now deals most of it's damage up front with a DoT afterward. Soul Drain now gives you a larger boost from the first enemy, and slightly less boost for each additional enemy (it roughly evens out in the end)

    Dark Armor hasn't changed too much, but I don't know what did or didn't change since you played last.

    Rad/Psi defender: Nothing much has changed here at all, it should be more or less how you remember it.
  10. Quote:
    Originally Posted by The Grim Heaper View Post
    Assault rifle has it's own visual issue though - the gun model. While there are several you can choose from, your choices out of the box are the original franken-gun, or several assault rifles that don't really look look like they should be able to fire grenades or flames...
    I use the military assault rifle model. It can be used to account for everything except the flamethrower.

    I rationalized it as being a .45 caliber assault rifle, because a .45 caliber gun can be chambered to fire a .410 shotgun shell. (and the Thompson submachine gun was .45 caliber, so the full auto is plausible)

    That model also has a grenade launcher slung under the barrel, which can rationalize the M30 grenade and the beanbag.
  11. If you don't already have it, there is a larger generator available.

    Get a bunch of PvP kills in SG mode and you will earn the badge that unlocks it. I'm pretty sure you and an SG-mate can take turns killing each other and it will count toward the badge.
  12. Quote:
    Originally Posted by Bad_Influence View Post
    EPIC.

    Would like to see this used as GM. Nothing is more epic than a Giant Spider Invasion.
    Isn't that the Jade Spider from one of the Ouroboros TFs?
  13. Try an Invuln/Dual Blades tanker with both -res procs, and either the -regen debuffing Interface, or Reactive (don't remember which one debuffs regen offhand)

    Survivability will pretty much be a given, which will let you focus your slotting on damage output.

    And you will only need about 55% recharge + Hasten to have Dull Pain perma. And that's all you'd need, because the chain that takes advantage of all that resistance debuffing potential doesn't need any global recharge at all (Nimble Slash-Blinding Feint-Attack Vitals combo, with procs in Ablating Strike and Sweeping Strike)

    With both -res procs piled on top of Bruising you can potentially hit -60% resistance. If you choose to add Reactive Interface you can crank the potential debuff up to -85% resistance and add the Fire DoT for more damage.

    You should be able to whittle down a GM eventually with that.
  14. It HAS to be done, there is no way around that. And it is going to screw SOMEONE every time it is done, no way around that either.

    They have attempted to time it to screw the fewest people possible, and I'm sure the devs are aware that they are indeed screwing some of their customers out of their playtime, but there's nothing they can really do about it.

    I have to admit, it makes sense. If you have no choice but to screw a group of people, it makes more sense to screw 10,000 (generous estimate) than 60,000 (again, a generous estimate).
  15. Between level 30 and 50 I happen to like the leveling curve. I get more slots for my powers that are probably desperately in need of them by this point. My power level starts increasing dramatically.

    And, lets be honest, how many powers can we realistically have on a build that will all get USED? If you kept getting new powers every other level all the way to 50, you'd reach a point in the late 30s where you would start having more powers than you can actually ever make any use of.

    For most characters, about 20 powers is what realistically get used on a regular basis. If you were to crank that up so you get 25 or 26 powers, you'd have way more powers than you will probably use, and not enough slots to spread between them.

    Look at the problem tri-form Kheldians have, they have 8-9 more powers more than any other AT that all need slots to be effective. You literally cannot put all the slots you want into all the powers you want them in, something will always get shortchanged.

    If you gave every AT that same problem, it would probably annoy quite a few people.
  16. Quote:
    Originally Posted by Rubberlad View Post
    When you play something more that your average mission, do you prefer single instanced trials with multiple goals or taskforces with chained together instances and mission objectives?

    Or do you not see a difference between either?
    I'm a "Whatever I feel like doing at the time-er".

    I don't really have any set preferences, my playtime is split between A) Whatever I feel like doing, and B) whatever happens to be starting when I log in.

    The two are not necessarily mutually exclusive, but if I don't feel like doing something I'll pass on it, even if it's the only thing being started.
  17. Quote:
    So anyone saying things like "if the game goes F2P I'm quitting" is free to draw their line in the sand, but its a line I don't afford much credibility towards.
    The only way I will for sure be quitting is if they make it so F2P is the ONLY option and everyone has to pay an additional fee for things we all currently get for free (like new zones, new powersets, etc.)

    If they introduce F2P as an option alongside subscriptions, well, I'll probably be annoyed at all the badly behaving people who inevitably flock to free games so they can troll people and in general be a bunch of tools, but I doubt I would quit over it.

    My opinion is that I think F2P is a bad idea for this game, but my decision as to whether I would continue to play would hinge on exactly how it's implemented, if it indeed goes that way.
  18. Quote:
    Originally Posted by Lazarillo View Post
    I think it's unlikely they'll get an increased cost, but hope for the best, expect the worst...
    Zwillinger has already confirmed that the endurance cost of the AoE buffs is remaining the same as it was when they were single target.

    Someone quoted his exact response earlier in the thread. So it's a huge overall buff.
  19. Does anyone remember the guy who was complaining that he was a casual player and couldn't purple out his warshade? Even the devs thought that was ridiculous. This was when warshades still required a level 50 character. If I recall correctly the guy who was doing the complaining had only been playing for a couple months, and already had a level 50 of something and a level 50 warshade that was IOed out (just not purpled). It was ridiculous because achieving that much that fast is pretty much the opposite definition of "casual player".

    It's a simple fact that some things are just meant for the hardcore players who have lots of time to spend on the game. If everything was easy enough to get that the guy who only plays a couple hours a week could have it in a couple weeks, those hardcore players would have no goals to strive for because they would have gotten it all in a day or two.

    Yes, Tier 4 abilities are expensive and/or time consuming. They are SUPPOSED to be. The tier 4 abilities are the hallmark of the hardcore player, that is exactly WHY they don't confer that much additional benefit.

    If you have a character that got all their Incarnate slots to tier 4 within a few weeks, well, you can't really call yourself a casual player anymore, because getting to that point that fast means you played a LOT over those few weeks.

    I wouldn't really care if they reduced the cost of crafting them, but complaining because they aren't easy to get is just ridiculous. Why should the highest level of power of the highest level abilities in the game be an easy thing to achieve? And futhermore, why should every single player in the game be entitled to those things without having to work towards them?

    I'm in agreement with Arcanaville on this one. If they made tier 4 easier to get, it's all but guaranteed the devs would introduce a tier 5 that is hard to get, and if they made THAT easier to get, they'd introduce a tier 6.

    Some things are just not meant for everyone in the game to have easy and equal access to them. If we WERE meant to have easy and equal access....well, they probably wouldn't have used the term VERY RARE to name them, now, would they?
  20. Quote:
    Originally Posted by TerraScorcher View Post
    So you would recomend keeping body mastery?
    On this character, I would keep Body mastery -OR- Go villain side and back like I mentioned to pick up Soul Mastery.

    Reason I recommend against Dark Mastery: Dark Mastery's AoEs are all cones, meaning you will have to jump OUT of a spawn to get the best use out of them. Being Willpower, you want to stay right in the middle of that spawn.

    If you are looking for AoEs, you want to try and look for PBAoEs or Targeted AoEs with circular detonations. That way you can stay in the middle of the spawn and use them without having to jump around to position cones.
  21. It might not be a bad idea to go villain and back so you can get Soul Mastery. It will work with your concept, and it has a great "oh ****" button built in in Shadow Meld.

    If you have qualms about going villain, you can always roleplay it as going undercover to take down Arachnos from the inside.
  22. Once you start sinking time and money into it, Dark Armor goes from middle of the road to flippin' awesome.

    DA brutes aren't quite as tough as DA tanks (or, strangely enough Sword/DA scrappers), but they can still get insanely survivable once you start adding IOs. And one IO alone turns DA's biggest end drain (Dark Regen, it takes a third of your end bar unslotted) into an end RECOVERY tool if the proc goes off on enough targets.

    I just love DA in general, it's an awesome and very underrated set.
  23. I recommended the slotting I did for Dark Consumption because after a good Soul Drain it actually makes a halfway decent AoE attack. If you can spare a slot or two it might not be a bad idea to stick a couple damage procs in it as well. (I'd go with Obliteraton's smashing proc and maybe Armaggedon's fire proc)

    Quote:
    Second, I went ahead and tinkered together a build. Since you have a strong concept and a cool bio, I did my best not to change it around very much
    I did the same, I suggested Blaze Mastery for more AoE, but if he wants to stick with his concept it isn't a must take pool by any means.
  24. Quote:
    Originally Posted by master_finese View Post
    With the new mega judgement and possible rain nerfs as well as all of the other combined alpha powers maybe the NPC health for anything below bosses should be raised. This would bring tanking and control back. It would slow down the pace of the game a bit and make grouping a bit more viable. Tweaking player powers doesn't fix anything and just ruins the fun. You can always go plus 1, 2 , 3 or 4 if you want. My thought is by raising the health slightly it balances the game play no matter what level you play at.

    Just don't nerf anything after people have put so much time or effort in one direction.
    Yes, wonderful idea, make it completely impossible for low damage characters to solo anything without Incarnate powers. THAT will win people over.

    Can you imagine how pissed Ice and Earth controllers would be if you increased the HP of enemies? It takes long enough to kill anything with those sets already, why would you want to make it take even LONGER?!

    Incarnate abilities were designed to make us more powerful. If you return things to the status quo by increasing NPC HP, all you are doing is penalizing those players who DON'T have Incarnate powers (there are a lot of them).

    If you are feeling too powerful, increase the difficulty of your missions. Don't call for a nerf that will make things harder for others when you can fix the issue yourself without changing anything about the game.
  25. ClawsandEffect

    Happy Towel Day

    This thread is Mostly Harmless.