Come Undone

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  1. Had a feeling posting while sleep deprived wouldn't be too good. While I admit, it sounds petty, last night at least, I had thought it for the "greater good".
    Based on things I've been hearing since the close down announcement and reauters it seems it's a case of when, not if NCsoft crumbles, and if they crash quick enough then games might end up in new hands and be running again before they're all totally dead. And based on what I've seen, it seemed like all that would be required is to continue to speak the truth about their business practices, at most taking out some newspaper ads and maybe a Korean translator for a final push.
    That's what I was thinking last night anyway, deal a deathblow to a jerk company, save all their current games in the processes. But guess sleep deprivation leads to odd thinking.
  2. So...no idea how legal this would be, but since they refused to listen to buyout offers for the IP and their stock has already plummeted to half of what is was worth the day before the announcement... How about we do a kickstarter to run a smear campaign against NCsoft and finish driving them into bankruptcy? If the company goes under the CEO's might sell off the IPs they're sitting on in an attempt to get enough for some "golden parachutes", and some competent developer might end up with the game, and if we're real lucky it might be a place with some of the remnants of Paragon around to offer tips.

    Again, not sure if it'd be legal (and if it isn't, then ignore all this I guess), but if it is, seems like the current best bet.
  3. Quote:
    Originally Posted by GadgetDon View Post
    I might, because I love the game, but it would definitely be month by month to see what happened.

    Some things that would increase my chance of staying, in increasing levels of importance:

    (1) Transparency. Why the shutdown, why no sale, why the reversal. And if they pretend to be transparent and it doesn't ring true, that's enough to get me to leave.

    (2) Transparency as to "what would make us pull the plug again". And again, honesty is first. If they said "From the feedback we've gotten, we think the game may have a chance, we'll give it another year. We'll need to see about a 10% growth in profits and player level at the end of the period from where it stood before the announcement", that might be a steep goal to reach, but at least it's something to know. If it's just "hi we're back", there's no reason to believe it won't be "hi we're gone" in six months.

    (3) Matt Miller and a significant portion of the other staff come back. That's both because I'd have confidence in their ability to move the game forward, and for them to come back to NCSoft would say they have enough confidence to give it another go.

    This would get me to consider re-subbing, but I wouldn't be buying points very often.
  4. Babs, under his player title Tic-Toc (Posi confirmed it was him) squelched that rumor. He currently works at Cryptic and asked Jack himself, who denied that there were any negotiations or revocation of rights going on now or any time recently. This is all on NCsoft's head according to any of the confirmed facts thus far.
  5. Well got around loosing my VG with a free account, stocked up on temp pets and transferred over.
  6. Might not have a ton of cash, but I'll donate if any of these plans get to the "gather money" phases.
  7. 1) Blasters getting fixed. Stuff in i24 beta's nice, but didn't think the job was quite done. And for that matter....

    2) everything coming in i24. The only thing that I wasn't totally in love with was the proc changes (they were good, but I could see a few downsides) and the blaster ATO2 proc (which was more i23.5 than i24 anyway)

    3) Finishing out the incarnate tree

    and many more things that I'll think of later.
  8. Well, I didn't want to break my now 1 man VG, thinking I'd get another shot at something like this, but guess I could bring along my ninja/poison now if this is still happening.
  9. So, is there a way to insert pics from my computer, or shall I just google image search them and repost them from other web sites?

    Also, Paragon studio's was/is awesome, as for NCsoft.... (warning, very appropriate language)


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  10. To second what insomniac said, while poison might not be the greatest from a min/max perspective, it's definitely busy.
  11. Quote:
    Originally Posted by Trickshooter View Post
    If I skip anything, it'll be Lifegiving Spores and Entangling Aura.

    Lifegiving Spores is mostly unimpressive in what it does (less Healing than other Heal toggles and +Endurance that doesn't even fully offset the cost to run it for the caster without slotting*), and Entangling Aura is just too expensive for it's limited mezzing capability.

    *And why there's a toggle that grants endurance while costing endurance is beyond me.

    This is false, as of the last time I tested the set (about 2-2 1/2 weeks ago). Lifegiving spores now hasa lower end cost, and even unslotted gives more than that back (much more if memory serves, but again, 2 weeks) I remember using the power whenever I knew I was going to be in a protracted battle to help me last that much longer, or to recover faster from unexpectedly trying spawns.
    The spore's not giving nearly as much end as they cost was changed a few weeks after the introduction of the set on beta if I remember right.
    As to the question, my beta defender has just skipped the rez, although I had planned on doing alot of soloing. Since rebirth can be used to heal someone before they die I can see it having more value, but it still has a long recharge (for a ST heal, normal for a rez) so it seems very skipable still.



    Edit----
    Just logged onto my beta nature defender, the cost on lifegiving spores is higher than I remember, but still lower than the end given. I have a performance shifter chance for +end, and a heal/end in the power, and thanks to the double end cost on toggles when logging in bug, managed to get my end usage from toggles higher than my listed recovery, yet with spores I went from near empty (under 10% end) (second edit, used a stop watch rather than eyeballing it) to full in under 1:30.
  12. Quote:
    Originally Posted by Tenjoy View Post
    I'm not sure whether Air Blast is a good idea for a powerset.

    You know, we already have a powerset that could be called Air Blast: Sonic Attack. (Sound is just motion in the air, after all.) In order for Air Blast to be a different powerset, maybe it should rather be Weather Blast, or something like that?

    10joy
    Well, we got water blast despite ice blast, and sound doesn't need to travel through air (and moving air doesn't need to be noisy). I'd say air blast would work find as a name.
    As for the set, not sure if tornado form would fly (pardon the pun), something like that may be trademarked. But if not, set sound ok, though might need some tweaking.
  13. There's 4 sustain toggles, the new Martial Combat set is getting reaction time.

    Fire Manipulation has two damage auras, one of them is being converted to the new Cauterizing Aura, the other remains unchanged and everything else (except build up, the immobilize, and fire sword) is a PBAoE.

    And all the sustain toggles, and most of the clicks, do in fact provide healing (or regen, or absorb) without needing to hit a target. The only exceptions are touch of the beyond from dark (modified touch of fear, has lower end cost, range, and buff lasts a minute while power recharges in 10 seconds...doesn't self stack) and drain psyche from mental, which is unchanged so far from it's pre-i24 state.

    All the clicks, (except the unchanged DS) have the same end cost and duration for buffs, at 5.2 end and 1 minute. Energize is the only one not perma out of the box, though is still provides conserve power level end reduction, and a heal plus regen, and it only needs 100% total recharge to be made perma (so 95% slotted and a single LoTG for example).
  14. Don't know about damage, didn't use it before, and haven't actually fought anything with it yet (damage is no longer one of the listed stats, just shows the buffs). However, I can say the heal goes off without anything nearby, and conversely, walking through a group of outcasts in steel didn't increase the healing I received.

    Also, none of the sustain toggles have any end cost, not just /fire's.
  15. It doesn't have an end cost, so all that end reduction is wasted. And you also neglected end mod, though since /fire also has consume, and the base end mod is good as is, that might not be a big problem.
  16. Come Undone

    Stealth Question

    If you've just been seen, as in by a ritiki drone, it'll be the same max value. if you've been attacked, attacked something yourself, clicked an objective, or anything else to make the stealth suppress, then the defense for the power pool stealth will be reduced to approximately half what it was before, and what that was would depend on the AT.
  17. An unresistable debuff would apply the full 20%, bringing you down to 108.7%, capped at 90% A normal 20% debuff would be reduced by 90%, reducing your resistance to 126.7%, capped at 90%. Few things have unresistable resistance debuffs, though they aren't unheard of.
  18. With the revamp to presence pool I'm hoping the devs will decided they overdid it way back when they nerfed CoF. If it had halfway decent accuracy and a reasonable end cost I would probably use it, but as is it takes too many slots for too little benefit IMO.
  19. Ticket farming is when you pick an easy AE (Architect) mission/arc, plow through it, then use the tickets that drop to get shinnies from the ticket vendor. While the devs do crack down from time to time on certain types of farms, it is for the most part considered a valid method. And since the devs put something in to stop the worst of the farming tricks in AE a while back, I'm fairly confident that the only concern you need to have with ticket farming is boredom.
  20. Come Undone

    Do I need Aim?

    What hope said, but as for your original question, yes targeting drone could provide enough to-hit on it's own for perma-snipe (might also want kismet, to at least get you there earlier)
  21. My invulnerable tankers are all pretty low (sub 30) but as Smersh said, it seems quite possible to drop tough and remain at the S/L cap, and while capping e/n/f/c may be rather hard to cap, I imagine most builds will still make significant gains.
    Also, the psionic resist from Aegis and Impervium Armor have been boosted, and it seems more common as a set bonus now, making it easier to cover that hole.
  22. Quote:
    Originally Posted by AllYourBase View Post
    Bored, so I decided to take a crack at this. Edited for format, spelling, punctuation, grammar, word flow, and anything else I decided was wrong with it. Content left mostly intact.



    Let's see if we get more responses this time.
    Ah, turns out my text block was irrelevant then, thought he wanted other's opinions on which was better so I went through some of the pro's and con's, as well as some recommended melee pairings.

    Putting off heightened senses so long seems odd, and toxic is actually a hole for /elec (except for when using power surge) but other than that can't really disagree with the content, but then again mostly opinion anyway.
    Guess I can see why he didn't care if anyone responded.
  23. Maybe in a few special missions facing mirrored powersets might be ok, but for the most part player powersets tend to be fuller and stronger than NPC powers, and facing off against your own steamrolling team repeatedly would get frustrating fast.
  24. Quote:
    Originally Posted by Evil_Legacy View Post
    Electric armor compared to WP tank.

    Out the box the WP had the upper hand. It has a max HP buff that comes in handy and in early levels the secondary WP version of stamina becomes available meaning that end is non-issue by level 12. The Electric armor comes out the box with good energy resistance and solid resistance to smash and lethal. In early level, and even in later levels it dont have as much hp and end can be an issue until power sink becomes available at about level 26, a bit after SOs become available. Although in early levels, the electric armor is no slouch since many enemies hero side do lot of energy and or toxic damage. The WP have very little resistance to energy but the hp and regen makes up for it especially later levels.
    Mid levels (15-25), electic armor starts closing the gap a bit once SOs cant be slotted making most power sets not seem like a endurance drain. Of course, learning the hard way at first, it's best to not run the damage aura of electric armor too much before power sink, and it's not that useful much prior to that anyways unless it's coupled with electic melee to help with the endurance drain. Lightning field does a little damage and does a little end draining but wont completely drain the end of the mobs anytime soon and by the time it manage to make a dent, the mob is dead anyways. But by this tie electric armor do have a fairly quick recharging heal that helps. I remember the days prior to this and this power helped the set alot. By these levels the electric armor is resistant to most damage and end draining effects but these levels are a little void of enemies that drain end anyways as this comes into play in the later level. The WP by this time has the aura of increasing the regeneration rate, which is very helpful and helps it to survive just about anything here. It is also a taunt aura ( smaller, and can be weaker than other taunt type auras) but who needs taunt aura when I'm solo? lol. It's for the regen for the win here. After level 26, the electric armor's end problems is solved so now it can attack and attack with worry about endurance. When it gets low, pop power sink, and keep going until it recharges again. Another good thing about power sink is that this does effectively drain the endurance of the mob. Not even the mob can attack with no endurance in their bar. WP gets resurgance at 26, a power that I took once, never used and respec out of. It didnt help me much. But this did leave spot open to take another power in it's place and in the place of heightened senses. Usually the WP had tough slotted and used before the electric armor got a chance to use it depending on the secodnary, the electric armor might get it about the same time due to skippage of power choices and or when it's a level where no new power that is needed opens, such as taunt. Who needs taunt when I'm solo. lol. Level 32 the tier 9 power opens. "Gremlin mode" as I call it on the electric armor, called power surge and the strength of will on the WP. The WP gets to skip this power the electric armor usually end up with the power surge power for kicks even though there are very few times when this power is needed and mostly for the special effects. But I did have to mind that crash and watch the icon.
    By level 50 they are both about equally strong and equally can take damage from about anything out there that can or rather try to dish it out, whether it's dark powered mobs (CoT and the vampires of the Council), Smash/Lethal (Freaks, and just about anything), Psi (carnies, never shy away from carnie mish wit heither of them) Energy (freaks, crey, incarnate mobs), fire (CoT, Elite Paragon Protectors(crey)), cold (Arcanius, crey, some CoT) it dont matter who (everyone else), they can and have took it and survived no problem. But the WP dont have a built in heal nor is resistance to end drain (sappers) but most of them can be done easy with even with no toggles and popping a quick blue while reclicking the toggles for more threatening mobs of malta. The electric armor just laughs at them before smashing their faces in. There is no glaring downside to either one and both are just as good without having to worry about facign a particular type of mob like on the Invul when it's (oh crap here we go, map full of carnies and bunch of Master Illusionists.).
    This is all with only SOs. With IOs, the WP can reach over 3000 hp very cheaply and easily without spending billions. The Electric armor can also gain a good bit of hp with IOs that make it even tougher for mobs to take it down and recharge can help on the electric armor for making the Energize power come up even faster, faster than it it needed as electric armor also comes with Quick reflexes which helps recharge. On the WP the musc. alpha is usually chosen. The electric armor gets either the same or the rechage increase alpha, for more attacking fun and end draining.
    In all it's an overall tie but they do it in diffrent ways. Electric armor is resistance and end drain with a heal while the WP get good HP, regeneration of said hp, and resistance and neither one needs a single IO to be good and if IOs is chosen they dont need a billion or two to be even more powerful. This is not the set to naturally get the debt badges as I have to basically have to kill myself to get debt.



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    TL/DR wow that was painful to write and my block isn't half your size. Anyway, I ignored formating like you wanted, and though I didn't try to misspell anything I didn't correct any mistakes I did notice. But aside from that, I think I provided useful information based on the title of the topic, since you don't want anyone to be able to read the OP
  25. Neither a build guru nor expert on ice/ice so I'll just provide a few basic tips.

    1) download Mids’ Hero/Villain Designer 1.956 it's an incredible tool for helping to plan out your builds. (Warning, tool may make cause obsessive build planning/tweaking)

    2) If you plan on using IOs (which it sounds like you do) try to have a goal in mind. By this I mean what you want from the set bonuses and want to accomplish from the build.
    Common goals are building for defense (either typed or positional, rarely both) +recharge, +hp, and I suspect post IO changed some might go for +resist. There's also some who will say "forget bonuses" and rather than managing all the sets, just try to get the best stuff slotted into each individual power, typically called franken-slotting.

    3) Related to above, providing more info will help the build guru's help you. Do you want to go full damage, focus on controls, self-surviveability, a mix, none of the above? Any powers that you want to take or avoid for concept?


    Now, for how I tend to build blasters (again, not a guru nor do I have much experience with ice, /ice, or /cold)

    Take, and 6 slot both of your first 2 blasts. The immob should also probably get a slot or two. My reasoning being that these powers can be used while mezzed, so you'll want them to be good. Not all 6 slots should be needed to get good damage/end reduction/accuracy/recharge out of these, so use left over slots for procs of your choice.

    Survive-ability is great, but dead things can't kill you (well, maybe exploding robots...) I tend to go mostly for damage, with only moderate defenses. However, alot of guru's don't agree with this, going for tons of defense, and some of them are rich enough to get a build that accomplishes both quite well.

    And you'll need influence, and/or some gaming of the old and new merit systems to fully IO. Used to be that there was no need for influence ever, beyond the little needed for SOs, now there are a great many things to spend it on, the invention system being one of them And while a few hundred million influence isn't ton in today's economy, as I remember it was more than most people saw the need to collect in the pre-IO days

    Sorry if it my post seems like a bit wordy or not quite what you were looking for, but hopefully it'll provide a starting point before the real experts can come in. And just re-read the OP and noticed you did have a goal in mind, sorry about missing that before.