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Posts
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Quote:I am not going to say Stalagmites is a bad power, because it isn't, however the abundance of other control and mitigation abilities available render Stalagmites superfluous for my play style. Especially when considering that I need to be on the ground to use it. (I would be more open to take it if I only needed to hover on ground level instead of having to turn Hover off altogether. Last I checked that works for setting Traps, but not for Stalagmites.)OK I can't really see not taking Stalagmites( arguably your best every fight control ) just so you can Hover and Heal Other the people who are getting wasted because you didn't take Stalagmites.
Quote:The power of Earth is that you can control two fulls spawns at once all the time with it, and control a third spawn whenever VG is up. Giving that up to take Stealth( What????) or so you can Hover ( again since they nerfed the KB protection, Hover gives a very minimal advantage ) is missing the point of Earth - that you OWN the mobs so completely that it doesn't matter whether you're hovering, stealthing, or doing a head stand; nothing will touch you if you play the Earth part well.
Quote:I don't have time to put together anything today, or I would offer an alternative to the OP. -
More information is required in order to tailor a build to your needs/playstyle.
Here is a build that is close to the first build of one of my Earth/Empath Controllers.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Fossilize -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(37), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(40)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(7), Dct'dW-Rchg(11)
Level 4: Absorb Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(7)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hover -- HO:Micro(A), HO:Micro(9), LkGmblr-Rchg+(9), Winter-ResSlow(11), Frbd-Stlth(43)
Level 10: Swift -- Flight-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Fly -- HO:Micro(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(23), Achilles-ResDeb%(34)
Level 20: Fortitude -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(21), Ksmt-EndRdx/Rchg(21), Ksmt-Def/EndRdx/Rchg(40), Ksmt-ToHit+(43), LkGmblr-Rchg+(46)
Level 22: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25)
Level 26: Volcanic Gasses -- G'Wdw-Acc/Rchg(A), Lock-Acc/Rchg(27), Posi-Dam%(27), UbrkCons-Dam%(31), G'Wdw-Dam%(34), NrncSD-Dam%(34)
Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(29), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(31)
Level 30: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(31)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Regeneration Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(36), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36)
Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46), LkGmblr-Rchg+(46)
Level 47: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 95% Enhancement(RechargeTime)
- 24% Enhancement(Heal)
- 30% Enhancement(Accuracy)
- 10% FlySpeed
- 122.1 HP (12%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 4.15%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 4.7%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 9.1%
- 17% (0.28 End/sec) Recovery
- 50% (2.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10.1% Resistance(Fire)
- 10.1% Resistance(Cold)
- 15% RunSpeed
- 1.5% XPDebtProtection
This build is a tad unorthadox compared to other Earth builds that I have seen. As an Empath I find myself Hovering 99.9% of the time (Usually directly above the group) making any abilities that I have to activate on the ground useless, meaning that I didn't take Stalagmites. I have also found that Quicksand, Earthquake, and Volcanic Gasses is way more than enough control for any situation.
One huge advantage I like about the Earth/Empathy combo is that once I lay down my 'fire and forget' controls, I have ample time to keep up my Heals/Buffs.
Everything I have stated is from my personal playstyle, and is most likely different than yours/others. -
Could you explain this a little more? I thought that Stalkers had already gotten Hibernate, Disruptor Blast, Ball Lightning, and Shadow Meld added to Leviathan, Mace, Mu, and Soul Mastery (Respectively) meaning that Patron sets for Stalkers already have 5 powers. Infact the only Villain Patron set that does not have 5 powers is Mu Mastery on Brutes.
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Hence the catch. You can walk in front of everyone else just fine, you just have to make believe for yourself since you personally can't see it.
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Actually it is...sorta.
By tapping your forward button you move at a slow pace. Your ingame animation then shows you walking, not running, forward.
Catches:- You personally can't see it. Everyone around you, however, can.
- It takes alot of practice to get the correct tapping speed in order to maintain a walking animation instead of a Running/Floor Sliding animation.
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Alright so here is as close I have gotten while retaining 'Playability.'
This build has:- 45.25% Melee Defense
- 46.5 Ranged Defence
- 41.5 AoE Defense (Don't worry, I set PH to zero this time
)
- Hasten Recharges is 123.5 Seconds (3.5 Seconds of down time)
- It has Smite, Siphon Life, Midnight Grasp, Dark Consumption, and Soul Drain.
- It has two travel powers
- It has Gloom, and it is slotted as an attack.
This Build sacrifices 3.1% Area of Effect defense and 1 slot. In return it gets Siphon Life slotted as a heal and 3.9 more seconds off Hasten.
Note: These builds assume you will not be using tough. It is just there to be the 'IO Mule' for Steadfast +3% Defence Proc.
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- 45.25% Melee Defense
- 46.5 Ranged Defence
- 44.63 AoE Defense
- Hasten Recharges is 127.4 Seconds (7.4 Seconds of down time)
- It has Smite, Siphon Life, Midnight Grasp, Dark Consumption, and Soul Drain.
- It has two travel powers
- It has Gloom, and it is slotted as an attack.
This build reaches the Positional Cap (The Game will round 44.6% AoE defense up to 45%, no?), gets Siphon Life slotted as an Attack, and has one additional slot for you to play with, in return it looses 3.9 Seconds off of hasten.
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Would you settle for everything except Perma Hasten? Its only 4 seconds away.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(50), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(43), RedFtn-EndRdx(46), LkGmblr-Rchg+(48)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(3), RedFtn-Def(5), RedFtn-EndRdx(5), LkGmblr-Rchg+(40)
Level 4: True Grit -- Heal-I(A)
Level 6: Touch of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(7), SipInsght-Acc/Rchg(7), SipInsght-ToHitDeb/EndRdx/Rchg(25), SipInsght-Acc/EndRdx/Rchg(25), SipInsght-%ToHit(39)
Level 8: Siphon Life -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(9), Cloud-ToHitDeb/EndRdx/Rchg(9), Cloud-Acc/EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal(17)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13), LkGmblr-Rchg+(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(19), Mocking-Taunt/Rng(21)
Level 20: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(23)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Mrcl-Rcvry+(A)
Level 26: Soul Drain -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(27), Mocking-Rchg(34), C'ngBlow-Acc/Dmg(37), C'ngBlow-Acc/Rchg(39)
Level 28: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(29)
Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(39)
Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 9.56% Defense(Fire)
- 9.56% Defense(Cold)
- 8.94% Defense(Energy)
- 8.94% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 14.9% Defense(Ranged)
- 16.1% Defense(AoE)
- 5.85% Max End
- 3% Enhancement(Stun)
- 75% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 9% FlySpeed
- 95.6 HP (6.38%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.8%
- MezResist(Immobilize) 14.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 5% (0.08 End/sec) Recovery
- 22% (1.38 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 9% RunSpeed
- 2% XPDebtProtection
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If I was a Developer and had the time/resources to fix Electric Armor:
Disclaimer: While I have played a level 50 Electric Armor before, I personally don't have one.
Added Changed Removed
Lightning Field
Target:- 8.34 Energy damage
- Endurance -0.03 PvE only
- -0.5 Endurance If target is a player
- +13.5s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
- +13.5s Taunt (mag 4) PvE only, not Raid mob (like Hami)
- -6% Recovery for 21 Seconds
Summary: Lightning Field is a Damage/Taunt/Mitigation Aura for Electric Armor. The current Mitigation provided by Lightning Field can be beefed up while staying inline with Electric Armor's unique Endurance Drain.
As I understand it the effects of Lightning Field pulse every 2 seconds. Meaning that the -6% Recovery will be stacked every 2 seconds a target is in range. Weak targets like minions and lieutenants will be long gone before that stacking recovery takes full effect, however the small -Recovery still helps. Harder targets that take time to defeat will be hit with varying levels of -Recovery up to -60% which should substantially increase Electric Armor's ability to Drain Endurance, without completely stopping enemy attacks.
Grounded
Self:- RES(Energy) +9.375% for 10.25s
- RES(Negative) +7.5% for 10.25s
- RES(Endurance) +69.2% for 10.25s [Ignores Enhancements & Buffs]
- -15.578 Knockback, Knockup for 10.25s
- -6 Immobilize for 10.25s If NOT on a PvP map
- RES(Immobilize) +207.6% for 10.25s If on a PvP map [Ignores Enhancements & Buffs]
- Regeneration +0.50 for 10.25s Effect does not stack from same caster
Summary: Basically just a lesser version of Fast Healing built into Grounded to provide some form of health regeneration for lower levels.
Power Sink
Self:- +25 Endurance (after 0.25 second delay)
- Fury +0.05 If target is a Player, Boss, or better, and Rage < 70% BROKEN [Ignores Enhancements & Buffs]
- +10% Hit Points for 180 Seconds Effect does not stack
- +1.11% Hit Points for 180 Seconds Effect only stacks 9 times
- Endurance -0.4 PvE only
- -10 Endurance If target is a player
- Recovery -1 for 4s (30% chance)
- +13.5s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
- +13.5s Taunt (mag 4) PvE only, not Raid mob (like Hami)
Summary:Bump this power up to level 28 after removing Conserve Power.
Increased Hit Points adds Pseudo-Resistance as well as Pseudo-Regeneration iirc.
Super Charge (Ok I am bad at names, so sue me...)
Gained at level 35 in the new open space.
Rather than listing effects, it would be easier to just describe how it should work.
Description: After a short animation, all targets (With a Target cap of 5) within a 10 foot radius get hit with an auto hit Point Blank Area of Effect. For every target hit, the user gains get healed for 5% of their base health. That way the most health regained from that part of the attack is 25% of base (375 HP iirc).
The next part gets tricky. Think of that first effect as a multiple target Chain Induction. The first AoE is a 100% chance to hit. 5 'Chain Induction'-like pets then jump from target to target (75% chance to jump each time) which restores 5% Health to the user (Brute, Tank, whatever) everytime there is a sucessful jump. I am thinking...45 second recharge?
Conclusion: While all of the presented things in affect at once may be ovepowering, a few of them could be put into the set to beef up its Mitigation. I dunno, just my thoughts on the matter... -
Unfortunately no. Vengeance can only be used off of another teammate that is dead.
As nice as it would be to be able to use Vengeance on a dead pet, having Perma-'Veng Bait' in that fashion* would be quite overpowering.
*I just drag along my Perma-dead second account for Perma-Vengeance. My Mastermind is now a demi-god and the second account gets Power Leveled. Win-Win! -
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I thought that would be hard to miss.
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Something else to consider is the fact that if your target dies before Shadow Maul finishes, the 'Critical' wont pop up. -
Correct me if I am wrong (I don't have a Dominator with Water Spout) but wasn't it changed to a Knockup?
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For how much I use their Hero builder (I know it's still called Mid's Hero builder...but should it be renamed to Mid and Steiner's Hero builder?) I am willing to wait an hour or so more for it!
From reading the forums, its less of a 'being late' issue as it is a distribution problem. Titan Forums Thread. -
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This has been going on since MA came out. The only buffing set that Allies use properly all the time is Empathy, go figure.
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I dunno, the Earth Control/Pain Domination Elite Boss Ally that I add to all my solo arcs does a fantastic job of buffing. Heals when I need them and perma Painbringer (I'll admit once in a blue moon she puts Painbringer on the back burner until every mob in her sight is dead).
She has:
Earth Control
Stone Prison
Fossilize
Quicksand
Earth Quake
Volcanic Gasses
Pain Domination
Nullify Pain
Soothe
World of Pain
Painbringer
Out of her powers, however, she has more trouble with her Earth Control than she does Pain Domination. She has never used Earthquake or Volcanic Gasses, which surprises me since Volcanic Gasses is even a manditory power.
Other than that old NPC 'Don't attack controlled targets' mentality that leads her to damage every mob in my spawns, she's by far the best buffing ally (AI wise) I have had in AE missions. -
Thanks for the quick responces!
Too bad about the giant room not being able to be formed anymore, but I got the other two things working properly in our base thanks to you guys! -
I have been stockpiling a few quick questions about base building that I need to get answers to. I searched around, however I was not able to find answers.
1) Some rooms I have seen, seem to be much larger than I am able to make them. Such as in this thread. The second post containing links to the different images of the rings seem to be in a gigantic room. Not only does it look larger than the Great Room (The largest room that I can find in game) but it also looks taller. Are my eyes just deceiving me, or is there a way to create an enormous room like that?
2) I am trying to label enhancement storage bins. I know that I can place something that has the supergroup emblem on it (In this case a letter) than change it, and place it again and again until I spell out words. Also in that post this picture shows what I am talking about in the back ground. There are atleast five different symbols on banners in the back ground. How does one do that though?
3) How do you change the lighting in a room? Before I took over the base building for the Super Group I am in, someone made a room and tinted it so that its a dark red. I'm afraid I don't have a picture though. I can't, for the life of me, figure out how he did it. He can't remember how he did it either so I am at a loss.
Any and all help is greatly appretiated! -
There's always the chance I could be wrong, however I highly doubt it in this case.
When I played with him in game and answered his questions he seemed genuinely interested in learning the game. -
Best Guess:
The Info for Terrify was just Copy/Pasted from Spectral Terror, since it's version of Terrify has -tohit. -
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As has a 2 second interrupt, you said you were spines so I am guessing you have a bind to target and lunge. Lunge has a 1.68 second cast time. So you would have to see them, target them and queue the attack in .32 seconds....
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Just to clarify, lunge doesn't apply the damage after 1.68 seconds, that is just how long it takes the power to finish it's animation.
P.S. Are you accounting for server ticks? CoD says 1.63 second animation time. -
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1412 was what they actually typed. Your guess is as good as mine to figure out what they meant by it.
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Couldn't they have just left the comments section blank?
Unless I am mistaken you can leave a rating without a comment can't you?
[/ QUOTE ]I often rate without commenting.
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Ugh! I wish they had just left it blank or filled it with something like "Good" or "Nice" or even "You suck" so I wouldn't be pulling my hair out!
Though I am inclined to believe this:
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They could have been nailed with that chat bug that records your last few keypresses, started to leave a comment, and decided against it.
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They were lazy enough not to respond to my tell, so I guess they wouldn't bother erasing meaningless numbers. -
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1412 was what they actually typed. Your guess is as good as mine to figure out what they meant by it.
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Couldn't they have just left the comments section blank?
Unless I am mistaken you can leave a rating without a comment can't you? -
Either I am getting horrible feedback or I am as blind as a bat.
Where do you go to find the feedback people are giving you?
The only feedback I have been getting so far have just been numbers. The first time I brushed it off as someone who was just too lazy to write an actual comment, but now that it happened again...I am getting curious.
So today I got:
[Tell] @********: Feedback on Architect Mission Xavier's Task Force: 1412
Now do I use those numbers to somehow find their comment?
When I click on the comment button on my MArc it says:
@******** wrote: 1412
COMPLAINT: Describe Content Violation (Optional)
Is the message after the : what the reviewer actually typed in? If so...Bwa? I am so confused.