Dersk

Legend
  • Posts

    586
  • Joined

  1. Quote:
    Originally Posted by Deacon_NA View Post
    Right over my head...
    This might help...
  2. Quote:
    Originally Posted by Deacon_NA View Post
    I believe his main point is that, if everyone were to sign a "Contract with the CoX" community that everyone would take assault, basically every team would be substantially better, save for kins managing to FS all team members at all times.
    His point was to make a (partly) amusing take on part of Fallout 3.

    It's a coded message letting everyone know that the power assault will kill all non-natural origin characters.
  3. If you make it to 40, you can just buy a jetpack from the shadowshard as a hero. Villains can get one from Grandville, I think it is.

    I hate suppression's mechanics so much I wait unil the late 20s to get a travel power if I'm going to get one at all.
  4. Quote:
    Originally Posted by Lazarus_NA View Post
    Another reason why the old content needs some overhauling is because of an issue that has bothered me since issue 9: how utterly absent Arachnos is from most of the CoH content.
    I have to say, I absolutely hate arachnos. I hate their appearance, their size, their powers, their descriptions, their maps, and everything to do with their stories (lore, history, leadership, goals, methods, etc).

    Although the lore and stories of the game suggest arachnos should be more at odds with typical hero work, I for one am thankful they are not. Rularuu, malta, tsoo, cot, or any other popularly hated group is preferable to me over arachnos. I've done one statesman TF, and one khan TF heroside, and that's as much as I plan to ever do. Everything I've ever hated about CoH gameplay is possesed, often in overabundance, by arachnos.

    Running across four zones without a travel power to clear another carbon copy warehouse is frustrating, but if I have to kill one more mu I'm going to buy a puppy just to kick it.
  5. I predict the whiners will be more silent than usual. Freedom might be tolerable for a week.

    I've had so many bad experiences with MMOs at launch, ironically excluding CoH, that I just don't bother until at least a month later.
  6. I once read a post where someone claimed he destroyed recipies rather than let them fall into the hands of evil flippers.

    True story.
  7. Dersk

    Blaze Mastery

    Quote:
    Originally Posted by Desmodos View Post
    So is it Dark Obliteration or Darkest Night?
    The real question is, how much do I have to pay to get chill of the night?
  8. If you're willing to control the knockback, it will be situationally useful to you, though it may still bother teammates.

    Other than that, it's good for bowling
  9. Quote:
    Originally Posted by Kruunch View Post
    Except for rains and aoe patches, I thought all other AOE have either a 5 or 10 target max.
    Most all targeted AE attacks (not cones) affect up to 16 targets. Defender, corrupter and blaster PBAEs are capped at 16, too. Without commenting on rains or patches, which I really can't recall offhand, fireball is the only tanker attack that hits more than 10, but ranged attackers aren't quite so limited.
  10. I'm curious how much of this is caused by tankers being imalanced with respect to the content, and how much of this is caused by tankers being imbalanced with respect to other archetypes. Do multiple tankers on a team truely need help stacking, or is (de)buff stacking simply broken? Any change aimed at making tankers comparble with a broken mechanic is doomed to fail.
  11. Quote:
    Originally Posted by KaliMagdalene View Post
    What were the challenges equivalent to taking on the pylons or 3 +4 bosses at once?
    The storm palace +2 brutes that were heavily resistant to status effects and knockback and mixed with eyeballs, or the +2 wisps with nearly 100% psi damage, or the flying endurance-draining energy-flinging clouds. Though, there have been more changes to scrappers than just IOs since then. My claws/sr scrapper can, sometimes, handle the +4 rikti spawns, but the storm palace is still a bit much without inspirations.

    Although, I didn't think pylons were much more than a means of measuring DPS, and were made easier by changes to scrapper animation times moreso than anything else.
  12. Quote:
    Originally Posted by Lacrymosa View Post
    QFT, If you're going to lie Dersk, use actual information. Google or the cohwiki page is a new tab click away.
    If you're going to accuse someone of lying, leave your ignorance and arrogance at the door. I didn't say the RWZ existed before IOs.
  13. Quote:
    Originally Posted by KaliMagdalene View Post
    The Rikti War Zone Challenge was not around long before IOs. Issue 9 introduced IOs. Issue 10 introduce the RWZ. Issue 11 introduced purple sets.

    Edit: Just clarifying timelines.
    For clarifying timelines, the challenges that the "RWZ scrapper challenge" sprung from were in rikti crash sight and the storm palace, and were used for quite a while. RWZ with 3 +4 bosses wasn't the only challenge, which is why I said "challenges" .

    I think the storm palace has always been a better place to challenge builds, but it's just too inconvenient, I guess.
  14. Quote:
    Originally Posted by Atheism View Post
    Take IOs out of the equation and see what happens to Scrappers. I'm curious to whether or not they can do the RWZ challenge without them.
    The challenges were around long before IOs

    edit: not denying that more scrappers can "win" the scrapper challenges now, but so can more tanks.

    edited again: For those that don't know, the RWZ isn't the only scrapper challenge. I'm referring to, well, the ones that existed long before IOs.
  15. Make a SR without stamina and weave, like my elec brute, and you'll have all sorts of room for travel powers.
  16. Quote:
    Originally Posted by dave_p View Post
    No reason not to do both. Sounds like a good place to 5-slot Doctored Wounds.

    As for LR, a lot of SR scrappers seem to wanna do the "no travel power" thing, which involves slotting Quickness as well as like Sprint & Swift. I'd rather just take SJ myself...
    That's influenced by the set encouraging players to take every power when it becomes available, as well as powers like combat jumping and weave. SR makes for a very tight build, and skipping travel powers make it much more manageable.
  17. Quote:
    Originally Posted by Coldmed View Post
    whats the basic slotting of it ?..3 recharges or do you place running in it as well.?
    It's an auto power. Recharge enhancements aren't slottable. Anything more than one running enhancement is questionable.
  18. Quote:
    Originally Posted by DSorrow View Post
    Awesome nitpickery there. The three minute duration is still hardly enough for anything that actually might have you needing the extra resistance.
    Having used the power to solo obnoxious elite bosses (neuron, antimatter, etc), fix situations where I simply dove in over my head in a group setting, and survive countless archvillain battles before IOs came out, I'd have to say you're factually wrong. The three minute duration is and has been long enough for anything that I needed extra resistance.

    As far as being nit-picky, it's counterproductive for people to try to change a power when they don't know what it does. A two-minute unstoppable would suck significantly more.
  19. Quote:
    Originally Posted by Johnny_Butane View Post
    No sir, I don't like this at all.
    Kinda like our current version of rage, eh?
  20. Oh, and...
    Quote:
    Originally Posted by Coldmed View Post
    Instead of a ~120% end discount like the brute version, it has a 60% end discount, but a 100% regeneration increase and a hefty heal (468 HP @ level 50 unenhanced) The end discount and regeneration buff last 30 seconds, and the power recharges in 2 minutes. Doesnt look like there's a crash or anything. No word if the recharge time is unenhanceable like SoW.
    This proves Mr. Butane was right. The devs love brutes so much more than tankers, they wait to do this until tanks and scrappers are getting the set. Wait...
  21. Quote:
    Originally Posted by Perfect_Pain View Post
    I also think if you leave bad rep... You should have that balls to say who you are...
    I'm critical enough that it's quite obvious who it is that's giving me negative rep. It's a shame they don't actually say anything in the comments; otherwise I'd be quoting them in the thread as a reply.
  22. Quote:
    Originally Posted by Terman8er View Post
    Stand in any long hallway, you are now able to "surgically" resctrict the access of mobs to team mates within your FB. It really isnt hard.
    I think I just said I don't consider that surgical repositioning. I also never stated or implied it was hard. You seem to be trying to make more of the comment that it actually means.

    Quote:
    Originally Posted by Terman8er View Post
    Heck, you don't "have" to use it surgically either
    Ok...
  23. Dersk

    Gauntlet 2.0

    Quote:
    Originally Posted by Starsman_NA View Post
    ...
    It's like having my tail pulled. Considering I don't have a tail, it's very confusing.
  24. edit: wow, threadjack. I'll say that electric armor, from my brute experiences, would benefit more from a strength-of-will style power than invuln, as in my opinion it needs more averaged and long-term survivability, plus it doesn't gain as much from the non-S/L resists, already having higher base values.

    Quote:
    Originally Posted by Starsman_NA View Post
    If [unstoppable's resistances were] all that Invuln had to relly on, sure. When the invuln also has HP and darn high Defense values, yea, it can be next to nothing even if in theory it can be huge.
    Invuln's defense is marginal against individual tough foes, situations where as far as I'm concerned unstoppable is the best teir 9 in the game despite the crash. The 78% figure is also more dependant upon build and situational (admittedly rare) circumstances that turn off unyielding, such as excessive endurance drain or ghost widow's hold... both of which I've encounted but survived due to unstoppable's incredible resist values.

    I'm not talking theory. In theory, a greater uptime/downtime ratio with a less severe crash on a weaker power is preferable. In my experience, it's exactly what invuln doesn't need.

    If so many people can't survive a giant monster or archvillain because unstoppable doesn't last long enough, I find any claims that this kind of a change (weaker effect, shorter duration, faster recharge) would allow the character to survive to be very suspicious. Misguided is the nicest way I can phrase how such a position appears.
  25. Quote:
    Originally Posted by Heraclea View Post
    By design, they last more than two minutes.
    So does unstoppable.

    Quote:
    Originally Posted by Heraclea View Post
    A lead tank who uses the power during them is all but certain to be killed, likely requiring a reset of the encounter
    Recluse is handled better with tough than unstoppable, so unstoppable's crash is of debatable relevant there at all, though I do understand some would rather not take tough. Nictus Romulus is an interesting situation, but I've used unstoppable several times against him, without the crash killing me, until I bothered persuing IO sets on my invuln. I have to very much question what someone's doing if they simply cannot handle unstoppable's crash when dealing with a single threat (the nitctii and ambushes being more of a caveat than additional threats).

    I've never fought Reichsman with anything other than my IO'd invuln, so I can't comment on his difficultly in general. I was thinking many many things when fighting him, most of them including vulgar explitives, and none of them concerning my survivability.

    Quote:
    Originally Posted by Heraclea View Post
    If your tier 9 is useless to you as a tanker when you face the hardest hitting enemy in the game, what's the point of having one?
    That's exactly my position on OWtS.