Dz131

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  1. Does anyone actually have evidence that CoX is profitable? Or is this just some baseless speculation
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    How is Guild Wars 2 free? *edit* For that matter, how are Guild Wars or WoW free?
    I editedf my post already. I never claimed wow to be free
  3. GW2 okay. Its much WoW like and less GW like. Especially the PvP, which I hate. But it's free after initial buy so I just hop on once in a while.
  4. I find it weird all the survivability buffs are in damage auras. Since they get suppressed when you're mezzed. Devs trolling?
  5. Tyrant has tons of mooks around him, which the VS would be targeting all the time.
  6. These seems like kneejerk fixes that don't really address the problem
  7. Quote:
    Originally Posted by plainguy View Post
    For your first comment unfortunately or fortunately depending on how you look at it I guess. You answered your own question. Storm is not better then Traps because if it was you would have made the comment about Storm being the myth. But as we all know its not.

    But as for the bots/traps running DA on 4/8 setting solo without the use of gimmicks you call.

    I have already tested DA content with my Petless DS Traps and was able to solo it without the gimmicks you mention. Again as I previously mentioned a person who understand traps and game mechanics does not need to waste their time placing all those trip mines like a device player. They can place them at will.

    But of course me just saying I did is not as good as me posting a video, which I intend to do.

    What I will attempt to do is not use ION but I will use the incarnate heal. But I will run it petless and I will only place a trip mine after I have engaged the mobs in a fight. I will record the fight of 3 or 4 groups of consecutive mobs.

    I only wonder what the next line will be from you. I would imagine it is going to be I didn't fight the right kind of mobs or the mobs you wanted me to fight something along those lines.

    But if you want to test out your petless Storm mastermind concept in the same setting with perma knock back by all means I would love to see how it works out for you. Of course we both know it won't for many different factors related to line of sight aggro and not being in debuff range of hurricane along with the luck chance to hit for all those ranged attacks.

    Further I know you were just speaking facetiously regarding storm but could help digging you about it. Because at the end of the day my statement holds true about traps regardless how you might want to ridicule or attempt to make it meaningless to others.
    My next line would be please show me your video. I especially like how you completely dodge my 54x8 point and instead offer up some irrelevant point about you can solo a non specified difficulty DA with your petless MM. Then attempt to shift the focus on how /storm isn't as good as /traps when the entire discussion was about how /traps is overrated. Get TOLD much? I can also solo -1x1 Da maybe even -1x8 with my pool powers toon when I got 3 lvl shifts, so what? Hell it'll be easy with /storm or even any secondary
  8. I remember one of the Pietoria arcs had a 2 EB fight for the last mission at something like lv10
  9. Quote:
    Originally Posted by PleaseRecycle View Post
    I have no rebuttal
    Ok.
  10. Quote:
    Originally Posted by PleaseRecycle View Post
    My ranged fort is one of my favorite characters since launch. I may or may not be misinterpreting Thoran's goals for the build but as I said, I think it's worth noting that this is implicitly a counterpoint to a melee heavy AV soloing non-support character. I feel much the same way about my fort as compared to my scrappers, which are far more numerous: If I care about soloing an AV, great, I'll bring a scrapper (or, as you say, use lore pets). If I want to do anything other than melee, that's where an ultra durable long range Swiss Army knife is pretty attractive.
    Uhh if anything a melee fort is the Swiss Army knife. Because it has all the controls of a fort and can still solo hard target.

    Quote:
    Let's talk AOE: Thoran said he wanted more. What AOE does a widow have? Why, spin and psy scream, naturally. Melee fort? Spin, psy scream, psi tornado, and psy wail. Hey, that's more aoe. Except, what's the point of using psi scream if you know you're going to be relying on spin all the time? Wail is exceptional, of course, every other spawn. The main difference is that you could add psi tornado as a crummy version of fireball with a long animation and added redraw. Wow, sounds great! Not much of a difference in AOE ability. Thing is, that's one way to look at it. Another way to see it is as the ranged power that it is. If you're not stuck in melee due to spin you can bombard spawns with scream and tornado from so far away they can't even retaliate. There isn't any redraw since you aren't using claws. Your exposure to DPS is highly reduced even if the enemy can return fire.
    Please, first of all, spin is terrible. Secondly, you can still use scream and tornado as a melee fort. Mobs not being able to retaliate is a gross exaggeration as your aoes can't even hit all the mobs in a x8 spawn, let alone keep them all locked down.

    Quote:
    That's one thing that numerical power analysis is never going to be able to factor in. It doesn't really matter if you'd be doing better damage if you can't get close enough to use it for whatever reason. But for the ranged fort... Patches? Pfff. Autohit melee powers? Please. Overwhelming suppressive fire? Not bloody likely. The best part is that you can do almost anything you'd ever want to do while flying, making a total mockery of most situations in the game that were intended to be hazardous. Feel free to lay into a fresh spawn of Olympian guards on a UGT, what are they going to do about it? If you were in melee range, they'd do some comically large number of damage to you in their defense-ignoring alpha.
    This is you arguing ranged vs melee in a trial. If you go by this logic when building characters you might as well remove MM/Crabs from the game. There's areas where range shine, and also areas where melee shines.

    Quote:
    The way I see it you don't actually need to be bringing the top DPS at all times. Most of the time on a team you're surrounded by bricks of brutish beef who are happy to sit there pummeling things until their eyes glaze over. The buffs you confer to them are going to be sufficient to more than justify your presence. However, as soon as that strategy fails you will look like a clever cookie for being able to resolve the situation rather than twiddling your thumbs with the melee brigade.
    ..what?
  11. Quote:
    Originally Posted by PleaseRecycle View Post
    The reason to go melee fort instead of ranged fort is slightly higher ST damage. The reason to go night widow instead of melee fort is slightly higher ST damage. If you're willing to lose a little ST damage to gain all those other fortunata perks you shouldn't find it difficult to accept that one might want to go ranged fort at the cost of a bit more ST damage to gain even more perks. By going melee you lose the gigantic survivability advantage that range offers for fortunatas as well as the massive hard control built into their single target chain. You could take and slot dominate and subdue on a melee fort as well, but what else are you going to sacrifice for those extra three melee attacks that require full slotting to be effective? How important is eking out single target damage to you? How important do you think it is to your contribution to a team?
    First you compare widows and claws scrappers to a melee fort. After I shot down that argument you switch to comparing ranged forts to melee forts? Ok. To answer your question, First off the st damage is much much higher, due to 3 stacks of follow up, secondly, you don't lose any contribution to a team as a melee fort. I already have a melee fort , sitting at 175% recharge, perma mind link, perma softcap/Isoftcap with ML,damage ED on all attacks in my chain as well as my PBaoes, with 0 purples used not even a glad proc. And yes I have the AOE mezzes. So no, I sacrifice nothing, aside from 2 dmg procs.

    Quote:
    This is now more true than ever thanks to incarnate powers. A ranged fort can get plenty of bonus damage, a melee fort cannot ever do their thing without all of the drawbacks melee entails. See the many, many threads whining about how unfair incarnate trials are to meleers for more information.
    Not really, follow up means your nuke also gets the perma 100%+ damage bonus soloing or in teams meaning you're capped dmg with assault or even skip assault if you feel like it. I can also argue a melee fort solos pylons 3 times better than a ranged fort. Have 4 different damage types of psi, slashing, toxic and negative, where as ranged only has negative and psi. With regards to incarnate trials, if melee was so gimped then non one would be rolling them, but thankfully, incarnate trials are just 1 small area of the game.
  12. Quote:
    Originally Posted by Thoran_EU View Post
    Sure, i've got a 3rd slot lying around, so why not. But before I do that, please tell me, what constitutes a "melee fort". Because from your (and PleaseRecycle's reply to your) post, i read no additional information. If i were to guess, a melee fort takes the melee attacks from the blood widow pool, and interlaces those with some extra attacks from the fortunata path?

    Please, elaborate, and explain why i should roll a melee fort.

    Better ST chain of follow up > gloom > strike > lunge.
  13. Quote:
    Originally Posted by PleaseRecycle View Post
    ... if you want an inferior version of a widow or a claws scrapper or brute. If you want all the best stuff (apart from drain psyche) from a mind dom and a psi defender with better-than-blaster damage, you're doing fine with your ranged fort.
    Lol wut? inferior? The thing you lose is Slash and mental training, which is not even that bad considering you gain so many more skills that can leverage 6.25% bonuses or 7.5 bonuses. Things you gain include all the hard controls, pbaoes and aim from the fort lines
  14. http://view.koreaherald.com/kh/view....09000077&cpv=0

    edit: Here's the article
    Quote:
    Nexon Co., a Tokyo-based maker of online games, bought a 804.5 billion won ($685 million) stake in NCSoft Corp. to become the South Korean company's biggest shareholder.

    Nexon purchased 3.2 million NCSoft shares, a 14.7 percent stake, from NCSoft Chairman Kim Taek-Jin for 250,000 won apiece, it said in a statement today. That's 6.7 percent less than today's closing price in Seoul for NCSoft, which offers online games including Lineage and Aion.

    Nexon sees "a lot of opportunities" for acquisitions in Asia, North America, and Europe, Chief Financial Officer Owen Mahoney said last month. The Tokyo-based company is interested in investing in companies that develop games for Facebook Inc. and mobile-phone users, he said at the time.

    NCSoft, based in Seoul, rose 0.4 percent to 268,000 won in trading on the city's stock exchange today before the announcement. Nexon fell 0.2 percent to 1,319 yen on the Tokyo stock exchange today.
  15. Dz131

    Radiation Armor

    melee can finally solo GMs
  16. Quote:
    Originally Posted by dmurray View Post
    Look, guys, I appreciate everthing thus far. I basically meant "what's least likely to get me killed while learning the game".
    Granted, this does have different mechanics compared to other games for the most part but it's not really anything other than reading the wiki and honestly, it doesn't seem that difficult to get into things. I get the idea of the various debuffs/buffs/resistences/etc.

    Still, one thing really bothers me about MMs, the fact that it seems like most of the powers have really, really long recharge times and while I do get that the minions are going about 95% of the work, it still seems like I'm going to be just standing around.

    So when people are making builds and such, are the builds set in stone or could (for example) just throw in an enhancement that reduces the recharge speed on an ability or two? So far it doesn't look like it's like World of Warcraft with the talent builds (where you maybed changed one or two points and that was that) and seems to be more "this is good, this is not so good but it's personal choice and can easily hold up on its own" since people aren't going X/Y powersets and not playing others.

    Anyway, speaking generally, are most MM primaries/secondaries equal (at least in being able to solo endgame stuff) or do any stand out in particular?
    The least likely to turn you dead is /dark or /forcefield.
  17. Quote:
    Originally Posted by plainguy View Post
    The Force Field Generator is up every 4 minutes. At level 50 the recharge is down to several seconds compared to its standard 15 second recharge.

    I do not need to place down trip mines like a scrub device player would ( mind you I have a 50 ar device blaster with incarnates ). Since I am defense capped I can place trip mines down at will in the mix of a fight. Whereas a Device player is stuck to placing them at the start of a fight.

    My response was simply to your Traps is overrated. My point was to express how good traps is. That it is one set that can be used regardless of what primary or secondary you have based on your AT that can be used without the need of any power from that other set. Not many power sets can boast that.

    As an example If you had a robot time and I had a robot traps and decided for some reason we could not summon our pets, I would still be able to solo a mission on 2/8 or even 4/8 with the use of incarnates where as you would be completely dependant on the DPS of your incarnate ability. Where as I would be able to produce dps and defense and debuffs with traps alone.

    I don't know about you or anyone else but with 1 Triage beacon my Regeneration is up to about 550%. With 2 Triage beacon running I am at over 800%, which is completely doable since I have a 30 second window of having 2 triage beacon running at the same time. Further with the cost decrease of some IOs recently I also have Panecia in the Triage Beacon for additional bonuses. Mind you also that bonus works for EACH Triage Beacon I have out.

    I am not disputing Times ability line alba just posted a very nice Time DP Defender doing solo ITF with all incarnates slotted.

    All I am saying is Traps is not overrated. Again petless mastermind doing 2/8 pre-incarnate and doing 4/8 with incarnates. Soloing AVs or should say Heros on villain side. So if I am doing with without pets now imagine what pets can do.

    And how does this help the OP of this post. Well again goes back to my original statement of knowledge of game mechanics.
    The scenarios you're describing where traps are superior or other sets is basically non existent, which makes it irrelevant. The only time something like that can occur is some weird feat of might or something. This is the equivalent of me saying /storm (which also has damage in the secondary) is the best because I can stealth run missions 2x faster than traps and kb stuff permanently, if for some reason I couldn't summon pets but could use my secondary...when solo....ok but who cares? Not to mention all MMs can get epic pools which also gives them damage which allows them to solo stuff eventually.

    As for bot/traps, there's some sort of myth around it that because it was one of the first GM soloers, it's some sort of godlike combo that can't be touched. Which is not even remotely true now. I'd love to see someone take their bot/traps into 54x8 DA content, and tell me how it's not overrated. When it's survivability basically comes down to how fast you can gimmick mob AI with caltrops or how many mines you can put around a corner. Where as a set like /dark can clear it easily half asleep.
  18. My hero Anti-Council Man loves to fight Freakshow.
  19. First of all that's not right. You need to spam just as many skills as traps, including the shield drone that's prone to get killed can lags behind when you move. If you count preemptive putting down mines when you solo, that's ALOT more skill spam than /time.

    With regards to soloing with only traps....well I don't see how that's relevant. Anyone can solo if you set up enough trip mines everywhere, hell you can probably solo x8 with just the trip mine skill, but that doesn't make it better than all other skills. The other sets just focus alot more on buffs, debuffs and heals rather than damage...very slow interrupt-able damage that's impracticable in fast teams.

    Nightwards a couple of things. I guess I mis read the combat log so I think it is still using the 45% hit cap, which good because otherwise it'll be like pulling teeth. The heavy troopers have a stacking aoe mez in nerve gas, then they have literally no skills other than swarm missile variants and that one mez, so that's all they're going to use.

    But the thing that completely blows is the fact not only does basically every mob have *** loads of AOE but half of them can summon a battle orb that gives an aoe stacking +hit or a stacking +def buff or a healing/rez orb. So if you're unlucky and get 2 +hit battle orb's you're basically done with so many aoes even with /dark debuffs and mezes. Traps and it's no heals is not surviving that, especially since with traps need the player to run in with the mobs to leverage the shield drone.

    edit: I'm talking about 54x8

    edit: Actually, I guess if you set up 20 mines before the battle you might survive it.
  20. Ok are you trying to get jsut softcap or softcap and perma hasten. Because nin is one of the easiest sets to softcap