DragonTiger

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  1. Thanks, that makes sense and I didn't see it stated from a "Red name" anywhere.

    It irks me a little, but I understand.
  2. Quote:
    Originally Posted by JakHammer View Post
    Would the Placate proc be useful for a Stalker?

    If it is working and not broken, what power would you place it in for maximun effect?

    Jak
    Actually if anyone has a use for this whatsoever, that might be helpful. Only one I can think of is "purple set bonus."
  3. Or will it carry over into the other, as of yet unlocked, incarnate slots when they open?
  4. Full of so much RAGE!!

    Lacking the psy corruptor, I rolled a psy blaster
    Lacking the /reg brute, I rolled a /reg scrapper

    So much wasted timed!

    My cries of rage are just barely drowned out by my sobs of job. With maybe a few sighs of "about time."
  5. Quote:
    Originally Posted by Gatecrasher View Post
    I've used Ion on my Elec/Elec Brute just fine; what is your "concern?"
    Lack of knowledge on my part on how the mechanic works.

    For void, like any other pbaoe, each target within the radius gets a to-hit check up to the target maximum. So if I have 10 targets and a 90% chance of hitting, I'll 9 of them most of the time. [insert lecture on probability here]

    For ion, like other chain aoes,... well I am not sure how they work. Do you just pick one target and they everything next to it has a chance to be affected? And so on until you either run out of targets or hit your cap?

    Put another way-given 10 targets and a 90% to hit (I'm using that to make the math easy) which would hit more targets void, ion, or does it not matter?
  6. For a Ax/wp build.

    For concept reasons I am leaning a little more toward Ion, but I would like to hear from another brute that says it works for them. I am a little "concerned" about the chained-aoe thing as opposed to a straight pbaoe.

    Thanks
  7. DragonTiger

    Incarnate Exp?

    Quote:
    Originally Posted by ClawsandEffect View Post
    This.

    I've found it's actually faster to use threads to craft things, due to the better drop rate and the fact that you can convert Astral and Empyrean merits into threads.

    I ran a few trials with my blaster and I had the uncommon Alpha crafted and was only a rare component away from the Rare before I'd even unlocked the Alpha slot itself. (I did it as an experiment to see how long it would take, turns out it was pretty quick)

    You will craft it a LOT faster if you use threads instead of shards, mostly because of the horrible drop rate on shards.
    WOW! Thanks! Best (incarnate) tip ever! Makes a world of difference. They should make that a little more noticeable!
  8. DragonTiger

    incarnate solo

    Actually you can get them another way.

    You can run incarnate trials with will give you Astral and (that other one that begins with an 'E' Empyrial?) merits. Those can be traded in for shards.

    I think:
    1 astral = 1 shard
    1 empyrial = 4 shards

    I don't know enough about whether this is a "good idea" (tm) or not. It might be a horrible waste of an incarnate merit.

    However I am leaning toward it because, while I prefer solo/small groups, I think the incarnate trials can be fun and they tend not to take as much time as TFs.

    Just another option.
  9. DragonTiger

    Incarnate Exp?

    Quote:
    Originally Posted by DumpleBerry View Post
    You realize you can, currently, craft just about anything you want from threads, right? Shards only work for the Alpha slot. Exchange rate and such aside, threads are "more useful" in light of the four other slots.

    On your powers tab, to the right of Combat Attributes you'll find the Incarnate interface. It's horribly hidden and poorly arranged, but everything you're looking for is there--somewhat cryptically, mind you.
    Thanks, I think I get that. But it looks like the alpha slot has the only "true" level shift, while the others have Incarnate shifts that only work during trials. I'd really like to get the alpha level shift.
  10. DragonTiger

    Incarnate Exp?

    Quote:
    Originally Posted by Fleeting Whisper View Post
    1. Incarnate XP simply unlocks the various Incarnate slots. Any iXP unlocks Alpha slot (or you can run Mender Ramiel's missions instead). Judgement and then Lore are unlocked with Psychic iXP; Interface and then Destiny are unlocked with Physical iXP. Psychic iXP is obtained from killing things and completing the Behavioral Adjustment Facility Trial. Physical iXP is obtained from the Lambda Trial. Both types of iXP are awarded during the Keyes Island Reactor Trial.

    2. No, you cannot convert Threads into Shards
    Thanks so much! A few other follow-ups:

    How much do I need to unlock a slot? When I have enough does it just "open" or do I have to click something to spend it?

    Is there someplace this is all posted? I checked the wiki but didn't see anything.
  11. DragonTiger

    Incarnate Exp?

    Ok I think I almost have down what to do with shards and threads, and those new Astral merits.

    What is incarnate experience? How do I use it?


    Also, minor related question-is there any way to convert threads into shards?


    For reference-I have unlocked the alpha slot and created and slotted the first incarnate enhancement (musculature IIRC). I have completed two incarnate trial runs (both lamda) but have not created any other incarnate enhancements.
  12. Quote:
    Originally Posted by Traegus View Post
    DARN YOU! DARN YOU TO HECK! you stole me concept.....
    it's like stealing me lucky charms, but worser.




    i've had a great concept toon for a grav troller since i started playing over 4 years ago, but no secondary really fit, was hoping they would proliferate dark to trollers, because that pairing would work well, but Time manip wins hands down! so i will have to completely ignore your dibs and make it anyways


    I am mostly a brute-type of player; I love me some smash. I have played every type of AT to 30+ except tankers, defenders and controllers. That said, I decided to try a grav build, a sort of energy/matter manipulator. I also thought I would skip dominators and try a controller since that would be new to me.

    Nothing really fit too well, but storm seemed the closest. Let me say, I love gravity. Propel is just too cool for school!

    Only problem is I'll have to reroll him.
  13. Dibs on Grav/Time Manipulation(tm)!

    That is too awesome a concept to pass up!
  14. Quote:
    Originally Posted by Leo_G View Post
    But for actual combat extras, I'd probably dip more into temp powers. There are just some temp powers out there that I really like and would like a couple to keep on a character. Link them to origin and give you a kind of extra task to get them/recharge them would be nice. Characters want/need a power that doesn't pertain to their origin could still pick them up, just with fewer charges.
    This. Most temp powers are, "sub-optimal". Just make most of the attack powers do extra damage (or really, extra acc). They would still be bad, but less so. Hardly game breaking since min/max players would still not use temp power attacks.
  15. /signed

    Great idea, if they can only implement it easily. I don't think any drop rates key off level so it might require a bit more work. Still, great idea.
  16. Quote:
    Originally Posted by Kyriani View Post
    I missed this. When/Where was this posted?
    Here:

    http://boards.cityofheroes.com/showp...31&postcount=2
  17. I am sure someone posted it in the mountains of posts but Second Measure's comments:

    Quote:
    The Future Is Now: The features we have brought you in the game over the last year are just the first steps on a voyage to bigger, better, shinier, much more exciting things in 2011 and beyond. Going Rogue set up the world of Praetoria. Issue 19 introduced the Incarnate system and some of our most challenging content to date. Issue 20 will unleash the Incarnate Trials that bring you even more raw power courtesy of the next levels of Incarnate abilities. Issue 21 will continue to develop these storylines and features in new and thrilling ways. All the great things we are producing take you steps, leaps, and superleaps closer to the resolution of an epic storyline, and we want your characters to help lead that journey.

    End Game for All: We have always wanted to provide a game that was open to everyone. We want you to feel powerful when you visit our world, and the Incarnate Trials will be inclusive, accessible, and easy to participate in. Not to say that it isn’t some of the most challenging and exciting content we have ever provided, but we want to make it possible for you to participate in easily, without the need to belong to an elitist “raiding guild” and without surrendering your weekends for a small chance at rolling on a random reward. Now that many of you have begun your ascension to Incarnate, we’ll be releasing the Rare and Very Rare tiers of the Alpha Slot in just a few short weeks to help you get a leg up on the launch of Issue 20.
    Makes me feel a lot better. "End game for all"; "inclusive, accessible, and easy to participate in" pretty much says all I need it to say. Yeah!
  18. Pfft. You call that a "guide"?!?!?!

    Way too many &*%$ words. LR2rite.

    [seriously, that was awesome]
  19. Got one of these.

    So, asking you to delve into your creative side and think of how this can be put to good use.

    I am thinking some sort of mind dominator. But here is my question, if they are asleep, why do I want to placate them?

    So that leads me to electric melee with chance to sleep. Perhaps elect stalker? Would it trigger the crit effect?
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    I seem to have missed this thread for the longest time.

    IWhen it comes to Shard drop rates, I'm not going to discuss numbers. Instead, I'm going to give my impressions as a casual (in terms of character power and gameplay "zeal") solo player and say that the drop rate is terrible. Not only is the drop rate terrible, but having Shards be drops is a bad idea in general, as it fosters the feeling that any content you play through that, due to random number generator malice, does not drop a shard is time completely and utterly wasted. Going a full day without seeing a shard is going a full day while having made ZERO progress and pretty much equal to going a full day sleeping in bed, or going out with friends, or working an actual paying job. One of the things City of Heroes used to pride itself on was the fact that you could log in for half an hour, kill some stuff and leave feeling like you accomplished something. Not much, mind you, not much at all, but SOMETHING nonetheless. Logging on for half an hour to look for shards will, unless you are particularly lucky, result in no progress at all.

    I don't want to get into the maths and mechanics of it all, since I'm not qualified to make these decisions, but I will say this - when I run mission after mission after mission and get nothing at all, I'm demotivated to keep trying. When it takes me weeks to achieve even the basic Boost when I can go from 49 to 50 in a couple of days with the same playstyle, and then thinking ahead at how EXPONENTIALLY more costly future Boosts will be is very demotivating. Then turning around and realising that if I'd just gotten on a kill-all ITF, I'd have gotten right around 15 Shards in an hour and a half makes me REALLY demotivated, because... I want to run missions by myself. What's the point of playing if the only meaningful progress to speak of is found in content I don't like?
    This also represents my feelings on the subject.
  21. I've thought about it and I think I know the crux of the problem. Well at least one of problems.


    I don't have any problem with purple drops being super rare. If I don't one during play session it's no big deal. If I get one, it's a (very) nice bonus.

    If we are to think of this incarnate system as a "51" level, then getting a shard component isn't "a nice bonus" it's a necessity. Now not getting them is frustrating experience.

    An analogy: What if they just added a 51st level. And the experience you needed was progressively higher (that is, what it normally be, or "expect" it to be).

    However, when you defeated a mob you don't necessarily get experience. There is a 1/1000 chance you will get experience. However if you do get experience from a mob it will 1001 times as much as you would have normally gotten.

    Mathmatically, it works out the same in the long run (or even slightly better). However, it will feel frustratring for many, many players who might not make any progress during a mission.

    Not add to this that a more deterministic method is available, but only for certain playstyles. Defenders, controllers, corruptors and dominators will get experience like normal. Seem unfair? Why? It's not like you can't A) play one of those ATs or B) get experience through the random system which is mathmatically the same.

    I don't want the drop rates to increase for shard pieces (though that would be nice), I want some type of non-random method for people who prefer solo play.
  22. Quote:
    Originally Posted by Arcanaville View Post
    I'm not sure how to evaluate how unlucky you are because shards don't drop based on subscription time, but based on kills. If you've racked up fifty thousand kills in a month and a half, I'd say you were terribly unlucky. If you've only generated two thousand kills, you might even be ahead of the game. You could run herostats and start checking on the number of kills you make per session and over a week or month, and see if the drops per kill (which would be fuzzy because shard drop rates vary by rank) are unreasonably low. And you should be sure you're actually killing targets capable of dropping shards, which are basically targets level 50 and higher.

    Thinking very conservatively, I'd expect a soloer running at base difficulty claering (or nearly clearing) missions such as newspaper or tip missions to be defeating 30-40 targets, plus some boss-type thing at the end (which could be scaled to an LT). Assuming an average of 35 minion targets only, and one LT on top, you should average one shard every 25 such missions. At a reasonable 15 minutes per mission, that's about 6 hours of play per shard. It takes 12 shard equivalents to craft a common alpha, and you're guaranteed one from Ramiel. Assuming you have enough vanguard merits to craft a Grai, that's 7 shards remaining or 42 hours of play. Assuming you start from zero, that's 11 shards remaining or 66 hours of play.

    This is the floor. No one who teams will take this long. No one who plays at higher difficulty will take this long. No one whose missions actually spawn LTs will take this long. Only soloers who never team, never run at higher difficulty, never fight Lts in their missions except maybe at the end, don't have enough merits to craft a Grai, and average 15 minutes per standard mission will take this long on average.

    Such a person would have also taken over ten hours to level from 49 to 50. And I should point out that if I make the more reasonable assumption that one in five targets is an LT, the time to level decreases by only a few percent, but the calculated shard rate more than doubles (cutting the earning times down to 17 to 26 hours).

    I would be interested to see recorded statistics that imply a reasonable scenario generating a far lower shard drop rate than this.
    The only problem with that is if you get just a tad unlucky, you could be looking at 10 hours before you even get a single shard (that's me btw). I have two level fifty incarnates (both soloed the unlock). One is x4 (ax/wp) and one is x3 (MA stalker). Neither one has gotten a single shard from drops. I am at the point where I am will stop logging with them and just focus on alts. RNG is RNG but right now, it's just a big bag of frustration.

    I have never done a task force and I rarely team. So, not the optimal way to play and I can understand slower progression. However this is starting to feel hopeless.
  23. Quote:
    Originally Posted by Blue_Centurion View Post
    I frankly do not care if they are specifically PvGod enhancers. There is no underlying logic in the world that justifies 2 billion per enhancer in this game economy. They can fix it or shove it as far as I am concerned.
    Disagree with the OP, but I don't care who you are, that's funny.
  24. I am more a brute kinda guy that wandered into corruptor-land (particularly Elec/kin) out of curiosity. That's an important reference point for what I am about to say. I also play solo a large chunk of the time.

    To me it was a series of humiliating kicks to the privates. My plan was to "drain their endurance." It was a bad plan. I either killed them or they killed me first. However, once I got to 36ish (transference) I could (usually) take out Elite bosses with the drain strategy. Another plateau is 38-40 (fulcrum shift + slotting) which helps you take out groups of lowbies. Also, getting to 41 and getting (and slotting) a patron shield helps a lot too.

    Other tips:
    1. Group, group group. Good news is, lots of people (who have a clue) love having /kins on their team.
    2. I assume you already are going to do #1 because you are taking increase density and three slotting speed boost (I really don't think you need extra slots in that).
    3. I found Tesla cage unbelievably helpful in the early levels. I'm having a tough time imagining not using it (again solo).
    4. Some may question Thunderous Blast. It may not be a min/max choice, but Fulcrum shift, Thunderous blast, blue insp, Transference (on next living mob you find, make sure you are close enough get to endurance back!); is great fun when you can pull it off!
  25. Quote:
    Originally Posted by Chill_Out View Post
    I can only imagine you've never really had experience with corruptors. They are among the best solers in the game, assuming you do not take secondaries that rely on teams to be at their best, like /Pain. They were designed to 'pwn' as well as support, so please roll back the preconceptions of corrs as weak, mushy support priests.

    ...

    If you go Pain, Thermal, Sonic, Trick Arrow, yeah.. you're gonna solo worse. But don't paint the whole AT with a broad brush, check out the other combos, you'll be pleasantly surprised.
    See I find that to be a contradictory statement. While there may be some specific builds that are great at soloing, the AT of "corruptor" is the least solo friendly of the redside ATs. Let's look:

    Most Solo-friendly:

    1a Brute
    1b Mastermind

    It it almost impossible to create non-solo brutes or masterminds unless you do something incredibly stupid (6-slot rest, etc).

    2. Stalker (always been good at solo, better at teams with recent buffs)

    3. Dominators-Damage and control = solo. True, no heal and you can make difficult or "late-blooming" builds. But overall, fewer places to go wrong.
    4. Corruptors-A minefield for the solo player. Sure if you can navigate it you're fine, but otherwise it's series of humiliating kicks to the crotch.

    Now, I am not saying that something is wrong with the AT. If you can be a force-multiplier on teams, you should have to pay a price for that.

    It's just that I would hate for a new player to see the quote "They are among the best solers in the game" and get frustrated.

    I think the statement "Corruptors are some of the most difficult to solo, BUT if you are careful..." is more accurate than "They are among the best solers in the game, BUT be careful..."