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Posts
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I have always believed that NoPhase as a whole needs to go, but the PvE implications of NoPhase on the Ice Armor set is my biggest area of frustration.
I brought this up on the forums way back when it was first introduced. It was a fruitless endeavor as most of the rest of the posters didn't agree. I'm glad to see that it's being received differently.
I have also brought this up with Castle in the past. Now that he has departed it might be easier to change, since he was happy with the way NoPhase affected Ice Armor.
If I didn't make it abundantly clear.../signed! NoPhase needs to take a hike.
What I am agreeing with is the removal of NoPhase. The reason you cannot set its recharge to 45 seconds and be done is that you can cancel Hibernation before the 30 seconds are up and you will still run into NoPhase. My particular hatred of this is because I used to use Hibernation for a 'block' type affect against big hits (iTrial attacks, Marauder's Nova Fist, Nightstar's Nova, etc.) for a few seconds then drop back out to the fight. Only being able to do that every 90 {or was it 70? It has been a while since I checked} seconds bites.
P.S. Back in 2009 they said they were aware that Jump Pack getting phased out with NoPhase was a bug. If they didn't fix this (it's PvP, why give the effort?) then there may be a chance. If they couldn't (more complicated then we realize), then your idea may not work. This is based off the fact that the Jump Pack still gets grayed out with NoPhase. -
Most of the time when I log in I see this:
When this pops up,I have to manually navigate off the page and back to the English forums, and I lose my logged in status (if my log in was recognized at all) however on the off chance I am logged in on this error page, I navigate to my User CP and can keep that page open. If I open pages from there and keep my User CP in one of my tabs, I usually don't experience any more problems. However a few times I have had to log in half a dozen times to see this error page before I was able log in.
Is there something I can do about this? Is this related to the log out bug (I don't think I have heard this page get mentioned in that thread)? -
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Quote:Previously, Villains did not have access to Hero Ancillary Pools. They do now because things change. Can we say it was never intended for Villains to have access to Hero Ancillary Pools?We absolutely can assume this. When the power was designed, SC was a level 30 capped zone. Sharks was never intended to be used in SC because it could previously only be taken AFTER that level.
Your argument: The developers never look where they are going.
My argument: The developers look both ways, then step out infront of a bus. -
Quote:I'd just like to comment that we can't assume this.So a power that is now being used in a zone it was never intended to be used in...
Put me in the camp that says: "Yeah it could use some adjusting, but it needs to go to the back of the line that makes lines at the DMV jealous."
Can you change it's tier level? That would negatively affect me in PvE, so No. You can't. -
I guess *now* I can tell my TF teammates why I was running around like a chicken with my head cut off.
Sorry to hear about the hack. I use most of the things you guys run and I am certainly frustrated to see them under attack (and more frustrated that I can't help due to my lack of knowledge in this area). That said don't kill yourself trying to get it back up. I can only speak for myself but considering the tools y'all have taken time out of your lives to create which help the rest of us immensely... feel free to take your time. We won't die from having to *rough-it* for a few days. -
My two Cents:
1) The pricing seems alright to me personally.
2) I have no problem with getting costume pieces eventually which makes the transformation powers obsolete. (Your money went to being able to dress that way before everyone else could.)
3) Things that can be achieved/bought only for a limited time (Anniversary Badges, Costume Codes, etc.) is an incredibly bad idea. -
Yes, they do stack.
You can verify this by right clicking on your henchman and choosing "View combat attributes which will open Combat stats for the henchmen you clicked on. If you open the defense tab, it will show:
Edict of the Master +5.00% from <your name>
and
Call to Arms +5.00% from <your name>
Remember, they have a radius around your character that they buff your pets (like supremacy) so don't check for it when they are half way across the zone. -
The Luck of the Gambler +global recharge is affected by the 'Rule of Five.' Slotting a sixth will not get you more global recharge.
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Quote:Perhaps it is just this cold I am getting over, but arn't I saying the same thing Koshi is?Well, we know the dev reasoning specifically was because of how server resource intensive Masterminds were.
... except they gave all non epic ATs to both sides at the same time.
Which is why that doesn't really follow, for me, as an excuse.
I am inclined to think Kioshi's at least close, though. I don't know how "server intensive" buff/debuff sets are.
Locking the Mastermind set was a good idea because of the resources they took up. That was a given.
Controllers were just the next most resource heavy on the Hero side. -
My perception on this issue is that there were two good ideas.
1) It would be a good idea to lock Masterminds out of the hands of Free players.
2) It would be a good idea to be *fair* and lock one archetype on the Hero side as well.
Since Controllers also summon pets (well everyone can, but they can potentially summon the most) they chose that archetype to lock as well. -
Quote:Gale: Nothing.So guys, very quick question, will power boost do anything spectacular for storm summoning? I'm looking at thunder clap, will it hold bosses and lieuts or does it just increase the duration? Also, will it do anything for tornado and lightning storm? Lastly, will it increase the resistance debuff in freezing rain?
O2 Boost: It will increase the amount you heal.
Snow Storm: It will increase the -run/jump/fly speed for the duration of Power Boost.
Steamy Mist: It will increase the Defense boost for the duration of Power Boost.
Freezing Rain: It will increase the -Defense that a critter can be tagged with for the duration of Power Boost. It will not increase the -Resistance.
Hurricane: It will increase the -ToHit for the duration of Power Boost.
Thunderclap: It will increase the duration of the stun. It will not affect the magnitude (ie. it is still minions only).
Tornado: It will increase the stun duration for the duration of Power Boost. It will increase the -Defense for the duration of Power Boost.
Lightning Storm: It will increase the endurance drain for the duration of Power Boost. It will increase the -Recovery for the duration of Power Boost.
Are any of these spectacular? Depends on who you ask. I love draining people in PvP mighty quick, so I enjoy Power Boost + Lightning Storm. -
General Observations
- Change the Acc/Dam Mako's Bite into the Acc/Dam/End/Rech for Slash, Parry, and Disembowel. You'll still bump into ED for damage, and instead of more accuracy that isn't needed, you can get slightly better recharge and endurance numbers.
- The sixth slot from Doctored Wounds in Reconstruction, Dull Pain, and Instant Healing is something I'd take out. Others have shown the arguments for and against.
- Why the SO in Quick Recovery and Stamina? Did you mean to put a regular IO in there instead?
- Integration is very much underslotted.
- The Stealth proc in Tactics is worthless.
- Tactics needs *some* endurance reduction.
Specific Questions- Is there a reason you chose the Flight pool? It looks like you are just using the powers as set mules. You don't need the knockback IO and the Luck of the Gamblers could be slotted in other powers. My opinion would be to go with the Stealth pool. That was you can get Phase Shift for the moments where you run out of options.
- Are you chasing after a certain amout of base defense? Personally I try to get to a certain mark (45%, 32.5%) or not at all. The minor amount of defense you went after could be better served focused on recharge for your click heavy defensive set.
- Why Slash instead of Hack? Were you looking at DPS rather than DPA?
- Is there a reason you didn't get Hasten?
- How attached to Revive are you?
Without knowing your monetary limits (I just assumed from the build you posted) Here is how I'd approach your build.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(7)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg/Rchg(23), Oblit-%Dam(37)
Level 4: Reconstruction -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(13)
Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(13), RechRdx-I(15)
Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(21), Numna-Heal(21)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(50)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
Level 20: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 24: Boxing -- Acc-I(A)
Level 26: Disembowel -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 28: Instant Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(39), RctvArm-EndRdx(39), S'fstPrt-ResDam/Def+(39)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 38: Moment of Glory -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(43), LkGmblr-Rchg+(48)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48)
Level 47: Darkest Night -- EndRdx-I(A)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 15% DamageBuff(Smashing)
- 15% DamageBuff(Lethal)
- 15% DamageBuff(Fire)
- 15% DamageBuff(Cold)
- 15% DamageBuff(Energy)
- 15% DamageBuff(Negative)
- 15% DamageBuff(Toxic)
- 15% DamageBuff(Psionic)
- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 16.44% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 70% Enhancement(RechargeTime)
- 24% Enhancement(Heal)
- 52% Enhancement(Accuracy)
- 10% FlySpeed
- 241.8 HP (16.13%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 13.75%
- MezResist(Stun) 6.6%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 90% (5.62 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 10% RunSpeed
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You slotting seems to be all over the place both in set bonuses and price range, so it was a tad difficult to see what you wanted.
Generic Observations- Body Blow, Stamina, Repulsing Torrent, and Smashing Blow, are under slotted.
- The Aegis, Impervious Skin, and Rectified Recticle procs are superfluous.
- Smashing Blow and Concentrated Strike are slotted with sets that don't provide what they need.
Specific Questions- Are you attached to Repulsing Torrent and Energy Protection?
- Do you really think you need all the tools you have for endurance management?
Repulsing Torrent and Energy Protectionare typically skipped over. I personally would, however If you believe them useful in your build by all means keep them in.
I think you have over done your endurance management with Stamina, Energy Drain, Energize, Physical Perfection, Superior Conditioning and (albiet in extreme cases) Overload.
If you dropped three of the power listed above, you could fit Boxing/Kick, Tough and Weave in your build. This would greatly add to your survival.
Here is an example of what I am thinking about for your build:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Quick Strike -- Acc/Dmg(A), Dmg/EndRdx(3), Acc/Dmg/Rchg(3), Acc/Dmg/EndRdx(5), Dmg/EndRdx/Rchg(5)
Level 1: Kinetic Shield -- Def/EndRdx(A), Def/EndRdx/Rchg(7), Rchg+(7)
Level 2: Body Blow -- Acc/Dmg(A), Dmg/EndRdx(9), Acc/Dmg/Rchg(9), Acc/Dmg/EndRdx(11), Dmg/EndRdx/Rchg(11)
Level 4: Smashing Blow -- Acc/Dmg(A), Dmg/Rchg(15), Acc/Dmg/Rchg(17), Acc/Dmg/EndRdx(17), Dmg/EndRdx/Rchg(19)
Level 6: Power Siphon -- ToHit(A), ToHit/Rchg(19), RechRdx-I(21)
Level 8: Power Shield -- Def/EndRdx(A), Def/Rchg(21), EndRdx(23), Def/EndRdx/Rchg(43), Def(43)
Level 10: Entropic Aura -- EndRdx-I(A), Taunt-I(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 14: Super Speed -- ResSlow(A)
Level 16: Combat Jumping -- ToHit+(A)
Level 18: Burst -- Dmg(A), Acc/Rchg(25), Dmg/Rchg(27), Acc/Dmg/Rchg(27), Acc/Dmg/EndRdx/Rchg(29), %Dam(29)
Level 20: Energy Cloak -- Def/EndRdx(A), Def/EndRdx/Rchg(31), Rchg+(31)
Level 22: Dampening Field -- ResDam/Def+(A)
Level 24: Boxing -- Acc/Dmg(A), Dmg/EndRdx(31), Dmg/Rchg(33), Knock%(33)
Level 26: Tough -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(33), ResDam(34), EndRdx(34)
Level 28: Energy Drain -- EndMod(A), EndMod/Rchg(34), EndMod/Acc/Rchg(36), Def/Rchg(36), Def(36), Rchg+(37)
Level 30: Weave -- Def/EndRdx(A), Def/EndRdx/Rchg(37), Rchg+(37)
Level 32: Concentrated Strike -- Acc/Dmg(A), Dmg/EndRdx(39), Dmg/Rchg(39), Acc/EndRdx/Rchg(39), Acc/Dmg/EndRdx/Rchg(40)
Level 35: Energize -- EndRdx/Rchg(A), Heal/Rchg(40), Heal/EndRdx/Rchg(40), Heal(42), Rchg(42)
Level 38: Overload -- Def/Rchg(A), EndRdx/Rchg(42), Rchg+(43)
Level 41: Focused Accuracy -- ToHit(A), ToHit/Rchg(45), ToHit/Rchg/EndRdx(45), Rchg/EndRdx(45), ToHit/EndRdx(46), Build%(46)
Level 44: Physical Perfection -- EndMod(A), EndMod/Rchg(46), End%(48)
Level 47: Energy Torrent -- Acc/Dmg(A), Dmg/EndRdx(48), Dmg/Rchg(48), Acc/Dmg/EndRdx(50), Dam%(50)
Level 49: Burnout -- RechRdx-I(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Regen/Rcvry+(A), Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod(A), EndMod/Rchg(13), End%(15)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 12.69% Defense(Melee)
- 6.13% Defense(Ranged)
- 5.5% Defense(AoE)
- 39% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 68.75% Enhancement(RechargeTime)
- 20% FlySpeed
- 241.8 HP (16.13%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 15.95%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 5% (0.08 End/sec) Recovery
- 50% (3.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 20% RunSpeed
Code:Let me know what you think!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1462;677;1354;HEX;| |78DA6594594F135114C7EF74A6025DA0A56C65B52DC8268546DF0D0A18956A5DE26| |B2DE552469B81B4839147BF829AF8A08FAE8962148C7E1597C4F8015CDE15EBE9FC| |FF80A69399FC66CE3DE7DCFFB9E7CECDDE9A0B6D9DBE7D4219C153E542B59A3F59D| |970B53F5B28D94553C9D5244FAF67CC677559EBF439DBD1AE5DCCCFBA6EA178238E| |A139BDA29DAA4ECF3BBA52DACCCF6E540AD133CEAAAE68C74DEFBD04726B6BE5F4E| |575AD9743DEEBA22EACDB4E29EC7D2CD8A55557BEA2DED719E7A65DB597ECB2ED6E| |C6E7D7EDE25EEA6CA1EAEACA2674F688B811793E4414AF9AA5AE093296F215C8226| |82D931A7C517737BC189F8A189EED508CEC043F46E822790DE66D66DE66E60D306F| |80793F498CC9189331AD4B60843111C6B433E6B3C4F811E3F33FF0291593B18760C| |7247CB6EACD805EAB29007D1D41B0AB0D9C0893ADE02BF16E31EA4135A325813C99| |0C9894CE06597F907374913D644A7CC2D0A5C27D267CC4D68638D5B62B18B0D417D| |11F859F3FFACB871CBFC1DE5DF20FD85F2315F2BD96A81875C4D88741F661907D78| |29A39D9CB3B3DBF0E634444737E634BB7382A4F85F040F5F22AF80A6F8C6116FC60| |7E56554C612602249A6C037E2D58735F3F7DD81D6C45D30758F8C4257AA031CA64E| |4BE619602D03AC6538F6BFCF5759AB21EE8FA115ACF39112B94ADAE0E87570BB5E0| |663928BC8339A25CF83E317C81CB8C37FA3AE65847AC7DBB93FA825204D1B835EFF| |D823D476F431F9847C0A4E3D239F8321899D64AD935CA729AED3F47D302C3E69EA4| |E6FA396E91DF22DF7E33BF23DFFD72EA566B8E766B80FBF05E43F64FF8D29D87E1C| |D80CE32AEA099D450FBFFFEB3F06FF9F07369F41BD21EA6DA5DE7E6BFF1C915B2E3| |5D1609969B0641A2CC71A2CC71B2C0BD6FEF9535B6C18CD59FB278F323C4BCBC1B9| |52FB0B3F7FDD5F| |-------------------------------------------------------------------|
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Quote:Vengeance has always been stackable, however it is just harder now than it used to be. Now-a-days if you want to stack Vengeance, you have to activate both (all) Vengeances at the same time. Typically this is done by teleporting a dead body into range of all the Vengeance users who have it qued up.Last I heard vengeance cant be stacked at all. Is that still true? Not that it really needs to be, it is a very strong buff. I have some few characters working on their healing badges solely with vengeance. I have watched it abort and stop team wipes many times, it is just that good, if very situation.
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Well...that puts me in a good mood
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I can't remember the exact specifics of the power, but when in-game try typing [Burnout] and take a look at its effects.
As for making your God Mode perma, that is still impossible as the recharge time on Burnout is very large (30 minutes iirc?). Double God Mode and Back-to-Back God Mode are options though. -
Correct me if I am wrong, but I thought Premium and Free accounts were flagged not to drop PvP IOs?
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Quote:I recently played a Gravity/FF Controller to 50 and I got a lot of use out of my secondary, especially when I soloed content.Yes, the devs have added situations in which FF's lesser powers are genuinely, non-ambiguously useful, but the examples given are all (and I'm sure someone will correct me if I'm wrong) from high-level and end-game content ... and Detention Field opens up early.
IME, it says something about how situational Force Bubble and Detention Field really are that the devs have to add specific content tailored to make these powers look good (and, honestly, there IS a dev post from a few months back promising to make rarely used powers useful in the trials). IME, the devs have never sat back and said, "Damn, we gotta add some content to make people take Tar Patch ..."
And we're talking about fewer than a dozen missions in a game with thousands.
Detention Field: Solo
Detention Field was the whole reason I was able to solo harder content at lower levels. I could either take on a small group without a boss in it, or one solo boss. I upped my difficulty and took on both. When I first engaged the mob, I'd keep the Boss bubbled until I was ready to handle him.
Detention Field: Team
I wouldn't always get on a steamroller team, and bubbling one of the multiple bosses in one group was helpful in many situations. When I did get on a steamrolling team, at least my buffs were useful (which is more than some sets can say).
Detention Field: Other
Arch-Villains and Elite Bosses don't just show up at level 50. Both in teams and solo my strategy is to keep them bubbled until we have cleared out everything around them so we are ready to take them on with less of a hassle (Anecdote: The teams I was on seemed to like that strategy). While not all of them can be bubbled, I found that many I engaged could be, especially when you Wormhole their minions away and stack Detention Field with Dimension Shift.
Some things are just really nice to have bubbled. You can forget all about Cairns, Quartz, Portals, Turrets, etc. and continue on defeating things that matter.
Edit: Oh I also went on a Sewer Trial and while we defeated the spawns around the generator I bubbled the generator itself. I got compliments for that because people didn't have to watch their AoE damage or pets due to fear of taking it down too soon.
Force Bolt: Solo
I won't pretend that Detention Field was permanent right when I got it, or that it hit every time I used it. When it failed me, Force Bolt was a very nice alternative. I also chose hover so that Knockback became Knockdown when positioned well. Between Force Bolt, Lift, Detention Field, and the one I could keep held, bosses really didn't stand a chance.
Force Bolt: Team
Can't say I used it *that* much. Basically I tried using it like I did when I was solo, but since the boss wasn't attacking me and people would use their own Knockbacks and -Knockback, it didn't get as efficient use as when I was solo.
Repulsion Field: Other
Didn't take it. I don't really get in melee all that much. I personally don't like it currently, but others have described some uses.
Repulsion Bomb: Anytime
Repulsion Bomb is one of my favorite powers in FF. Not only does it synergize perfectly with my Crushing Field, but it is just plain awesome! An AoE attack that has a chance to stun and does knockdown. What's not to love? Even if all the mobs are already controlled and have -Knockback on them it still does damage, which my Controller is happy to provide.
Not all sets will synergize as well, but the chance to stun with damage is still a nice follow up for an AoE immobilize (Or just plain soft control for those Mind/Illusion types).
Force Bubble: Multiple
The thing that I like most about it is that it's *not* useful in every situation.
When situations *do* arise then you get more credit for having it. Remember when Croatoa first came out? There is a mission where enemies are constantly trying to escape and you have to kill them before that happens. People quickly realized how useful Force Bubble could be in that situation, and getting praise as a FFer with it was quite enjoyable.
I also typically use Force Bubble to maneuver mobs (especially in BAFs when I force all the adds into a nice little pile in the corner to be sent to their doom.) who I've missed with Wormhole. -
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If you have a naming style like mine, you might like:
Available:
Cheats
Cheater
Cheat Sheet
Cheat Master
Sadly, I have no room. -
I was able to get my namesake and a few variations I also wanted.
Computer
Evil Computer
Good Computer
Master Computer
Mega Computer
Super Computer
Ultra Computer
I was also able to get a new group reserved (Because I am a little burnt out on computers on freedom).
Firmware
Hardware
Malware
Software
Spyware
Also some names I snagged:
Exploit
Healer
Helper
Marionette
Nature
Pawn*
Puppet
Puppet Master
Queen* (No longer mine)
Time Zone
*I was trying to do a chess themed set, but someone had already taken King, Bishop, Knight and Rook. -
I think the offense is being taken because you're implying that the PvPers received PvP from the devs after they put something into it (In the case of your analogy, money) and then are content to play with something considered 'lesser' (The box/garbage it came in).
I just assumed you didn't mean for it to come across that way the second time I read it. -
Quote:I can't find the trailer now, but it was in with the old style power systems. Like what Arcanaville pointed out, it had a presence in the Alpha version.The game was never advertised to have PvP before that time either. That is all.
Quote:As far as ingame rewards being kept seperate, that was a bit of a mistake on my part, what I should have said was, nothing you gain in PvP will ever be required for PvE.
If you are talking about advancement in some way, I bet the badgers would disagree with you. -
Quote:I could just state I think its damage is fine where it is (I personally don't) but then all we have is two people who disagree and nowhere to go from there. I like to defend my position and elaborate why I think Flurry should do X amount of damage. Most likely it would be comparisons between attack powers in other pools and other similar abilities in power sets (Jab for example). Understanding where you are coming from so I can take an opinion based on your thought process is what I wanted, not just a flat out 'no' (Which I've found most people don't like ex. jranger).So some people don't think Flurry's damage should be upped; I'm fine with that; I have other options. Just state as such and continue on; don't turn it into something its not meant to be.
If you'd rather not discuss your list though, I will comply.