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I'm pretty sure at the 6 week mark (ie 4 weeks after the rent is technically due), the power and control goes off, and that's when you lose your functionality. And then another 4 weeks after that you are locked out.
I know that my base rent is due, we've had the 'you owe rent' pop up for a couple of weeks now at least, and I was still using our base teleporters just this morning, in fact.
I could be mistaken about when things happen, but it is something similar to what I have up there.
Shrug.
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The rent is only actually due after four weeks. It works more or less* like this:
*Not fully tested this.
What most people do is this:
End of Week 1: Nothing
End of Week 2: Message comes up saying your rent is due on XX/XX/XX. This date is in two weeks time. They pay the rent immediatly. The rent counter resets.
End of Week 3: Nothing
End of Week 4: Message comes up saying your rent is due on XX/XX/XX. This date is in two weeks time. They pay the rent immediatly. The rent counter resets.
End of Week 5: Nothing
End of Week 6: Message comes up saying your rent is due on XX/XX/XX. This date is in two weeks time. They pay the rent immediatly. The rent counter resets.
What people should do:
End of Week 1: Nothing
End of Week 2: Message comes up saying your rent is due on XX/XX/XX. This date is in two weeks time.
End of Week 3: As week 2.
End of Week 4: Message turns into something along the End of lines of "Your rent is now due". Nothing stops working.
End of Week 5: As week 4
End of Week 6: Stuff stops working. The SG have a look down the back of the sofa, and scrounge cash from their gran and pawn their playstation 2. This lets them pay the rent. Stuff starts working again. The rent counter resets.
Therefore, as they are paying roughly one third of the rent, fiscally irresponsible student type SGs will eventually emerge as the major sources of capital within CoX. -
Indeed, they start asking for rent two weeks after you paid the last lot (even if you paid the last lot two weeks early), but it's not due for two weeks after that, and you don't suffer any penalties for either two or four weeks after that.
Essentially it is borked, and you make a massive saving if you don't pay anything until it is well over due.
NOTE: This does not work for your gas bill. Trust me on this. -
Nukella is built as a "pure" Corruptor, with her entire primary and everything but Fulcrim Shift from her secondary (she's currently 37), and obviously that will be picked up ASAP.
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Don't mean to throw that opinion back into your face mate, but I beg to differ
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Not a problem at all - conversations about builds are all about opinions.
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I know you've had the case for darkest night thrown at you (I only respecced into this power at 24, couldn't see what the fuss was about) but the first time I slapped it on an elite boss, and was able to newspaper emote as he tried in vain to hit me - priceless.
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I never used it consistantly on my defender until I was in the 30s. It's a power that goes from blegh to superb very, very quickly. I didn't get tar patch until quite late either, though that was because it didn't have the -res component back in the day. -
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I mostly team anyway, so that's the only reason why I didn't fit in darkest night, DAMN NOOBS!!!anywya, can someone else give me an opinion about my build not involving darkest night for a change?
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Ok, I'd drop Life Drain and Black Hole, on account of them both being horrifically bad. Twilight Grasp is better than Life Drain in every concevable way, and Black Hole is a fantastic way of really annoying your team mates.
As to what I'd replace them with, well anything really. Jump kick and group fly would be better (note, while I do seriously feel they would be better, it would not be by a large margin. Don't get them on my account).
I'd probably go with recall friend for fluffy porting and moving people into howling twilight range, and that power you don't want mentioned. -
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Depending on what you wish to do, will affect how you slot Twilight grasp - Do you want it to be a AOE heal or -acc debuff? I've got 3acc 3 heal in mine - tends to miss a bit otherwise - could easily get rid of an acc or heal there for a recharge.
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I go for 2acc, 3heal and 1recharge in mine.
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Howling Twilight - as far as I remember is auto-hit - AOE res and disorient - one of the best powers in the set. A heal enhancement in there sounds like a bug - think thats back in the days when the quality of the res would depend on the number of enemies drained to use it. Not needed anymore. One enemy is enough to res a whole team back to full health. You might want to stick another recharge and then start thinking about disorient enhancements.
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It is auto hit. I only have a recharge in mine.
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With fearsome stare - depending on what level enemies you're be facing, and the intention of your build - will determine whether you get anything out of how you've slotted that. I've gone for accuracy and fear with a recharge or 2.
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If I could I would put at least ten slots in Fearsome Stare. I've tried a variety of different combos, but find 2acc, 2fear and either 2recharge or 1recharge and 1to-hit debuff are my preffered combos.
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Dark Servant - again, it possible you have been looking at old information. the recharge is wasted. You can't have more than one servant out at any one time now and they last as long as the power takes to recharge. So recharge isn't needed.
On dark servant - you can decide on what you want him to be good at. Throw in a couple of accuracies and with the other 4 slots you can decide if you want him as a debuffer, healer, 'controller'. Personally I've gone for 2 acc, 2 heal, 2 hold enhancements.
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I slot my Fluffy 1 acc, 3 to hit debuffs and 1 recharge. I go for debuffing because he has more debuffing potential than anything else (Twilight Grasp, Darkest Night, Tenebrous Tenticles, Chill of the Night). I have a recharge as I like to have a little overlap so I can use the soon-to-expire Fluffy to take an AVs alpha and get another one up straight away.
I'd absolutly 100% drop aid self/other and pick up a travel pool. All have advantages, particularly SS (hasten is always useful, SS stacks with Shadowfall in PvE for invisibility) and teleport (Recall freind is useful for mass rezes with Howling Twilight and also Fluffy Wrangling).
I'd also fit Darkest Night (3 to hit debuffs, 1-2 end reds)in your build. No other power in Dark Miasma (with the possible exception of Fearsome Stare) adds as much to your team's survivability. -
I currently use 1 acc, 2 fear, 2 recharge and one debuff in mine, although I'll probably switch the debuff to a second acc at some point. Other than that, I agree with Irradiator's slotting suggestions.
I'd highly, highly recomend taking Darkest Night. It performs a totally different job to Tar Patch, and really excels itself against EBs and AVs.
On BigMike's EBs regening problem, hit them early and hit them often with Twilight Grasp, as it has a -regen component. If that doesn't slow their recharge, use Howling Twilight on them (even if nobody needs rezing) as it has a major -regen component. -
I, being the glutton for punishment I am, played a non-stamina kin all the way to 35.
Getting Transference was a moment of pure, unadulterated joy for me. -
Gah. Didn't make it due to evil ******* bank holiday weekend rail engineering works, but well done guys.
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I'm doing the dutifal son thing at my parents today, but it is possible I may be able to get back in time for the holding phase. If so, I shall appear using the mystical incatation of the latecomer, "need team plz".
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Because monkey has much higher comedy value.
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Because the nature of Monkey is... IRRIPRESSIBLE!!! -
I am really (really, really) looking forward to an AoE immob and attack. With fury it will be great.
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I'm coming up with 22% from memory, so yours is by far more reliable.
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Stories about warriors with "honour" and "respect" are inevitably written by the victors, who used every single damn method they could to win. They will lie. They will cheat. They will do whatever is necessary. If they have an oppotunity to stab an enemy in the back, the only regret they will feel is that the enemy wasn't also asleep at the time.
A person in a PvP zone has activly opted into a zone in which they may be attacked at any time. Just because a person is hanging around in Sirens watching a duel, they are not "honourable". They have done nothing to earn my "respect". It is not "bad manners" to attack them. No, a person hanging around in Sirens unprotected is simply an individual with a big sign on their head saying "Darwin Award Candidate".
Now, if people would set up fake duels to lure in the unwary, they would truely be worthy of respect. -
The major thing to note here is that they are not accuracy debuffs, but to hit debuffs. This has some implications for the maths regarding the to-hit chages in I7, but for gods sake don't ask me to explain why.
There are some very good stats people on the US boards, so I'd have a look there for some background.
Darkest Night
Accuracy - People thought this was 35%ish for ages, which was only put to bed when Castle posted it was around 18.5%.
Damage - Bang on
Twilight Grasp
Don't know if there are any stats anywhere for TG, so seriously appreciate these. It also debuffs the targets health regen.
Shadowfall
Last I heard the numbers are 22%res and 3.5%def, but I could be well out.
As for testing FS, I'd suggest council mech men, as they resist the fear aspect, but afaik the debuff should still work. Nemesis troops will also be an option in a few levels time.
I'd be really interested in the FS numbers, so if you need a hand testing, give me a shout. -
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I don't expect to see anyone building a /Fire specifically for PvP, that said, as it's not a prêt à porter PvP set - I had a specific concept in mind, and knew the tactics I'd be using from the outset. It has obvious (and some less obvious) shortcomings, but nothing that can't be solved with good support. YMMV, as always.
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I'm currently leveling a EM/Fire brute at least partly with PvP in mind, for mostly the reasons you outline, plus a couple of ideas I have involving some of the stuff coming in I7.
Provided you have a stopwatch/herostats/an egg timer, /Inv is very, very good at high level, provided you pick and choose your engagements. By pick and choose, what I really mean is use unstoppable as much as possible, as it is the mutts nuts for dealing with blappers.
"HAHA Mr Bute! Your toggles have dropped!"
"They have my blapper chum. Your point?"
SMASH!
"I seem to have been smashed by you Mr Brute. This I did not expect."
"Suck it up blast-boy. Uh-oh"
The uuwwwwwwwooooo sound of doom occours. A defender one shots the brute. -
The MM Dark heal has a (much) smaller AoE than the corruptor and defender equivilent.
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Kin and darks heal are exactly the same strength, and (I think) AoE. The only difference is placement and the probelm with kins not firing off properly if the target kicks the bucket.
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It's not -Dam, but the -Res also means that things are less resistant to debuffs, so Darkest Night works better.
That was reason #23 in my occasional series "Why Tar Patch Rocks". -
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Arena takes a lot more organising than a gert bundle in a pvp zone, and we're lazy?
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Nail/head.
I for one was involved in a wonderful romp in Warberg the other night. It was one of those occasions where both teams were pretty much equal, and much fun occoured. -
Ah 40k. I used to play Marines, Orks and Tyrannids back in the day.
Now Dark Future, that was a game. -
Oh, currently I wouldn't touch a IoP with a 10ft pole. As you say, there is no way I'm going to gamble 1.5mil prestige worth of turbine generator on 5% extra damage or whatever the bonuses are.
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There a several reasons why you would be stratigically mad not to go for maximum collateral damage while raiding. Some of them are: <ul type="square">[*]If your raid is succesful, you may be able to remove the threat of a return raid in the future, certainly from this IoP cycle.[*]If your raid is unsuccesful, you may be able to sufficiently weeken the base so your next raid is easier. The limited number of raid capable SGs means that you are likely to raid the same people twice.[*]If the defenders see you trashing stuff, they are more likely to abandon their carefully worked out strategy and rush and try and defend them in a less-than-planned fashion, increasing your chances of success.[/list]