Evil_Legacy

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  1. Electric armor compared to WP tank.

    Out the box the WP had the upper hand. It has a max HP buff that comes in handy and in early levels the secondary WP version of stamina becomes available meaning that end is non-issue by level 12. The Electric armor comes out the box with good energy resistance and solid resistance to smash and lethal. In early level, and even in later levels it dont have as much hp and end can be an issue until power sink becomes available at about level 26, a bit after SOs become available. Although in early levels, the electric armor is no slouch since many enemies hero side do lot of energy and or toxic damage. The WP have very little resistance to energy but the hp and regen makes up for it especially later levels.
    Mid levels (15-25), electic armor starts closing the gap a bit once SOs cant be slotted making most power sets not seem like a endurance drain. Of course, learning the hard way at first, it's best to not run the damage aura of electric armor too much before power sink, and it's not that useful much prior to that anyways unless it's coupled with electic melee to help with the endurance drain. Lightning field does a little damage and does a little end draining but wont completely drain the end of the mobs anytime soon and by the time it manage to make a dent, the mob is dead anyways. But by this tie electric armor do have a fairly quick recharging heal that helps. I remember the days prior to this and this power helped the set alot. By these levels the electric armor is resistant to most damage and end draining effects but these levels are a little void of enemies that drain end anyways as this comes into play in the later level. The WP by this time has the aura of increasing the regeneration rate, which is very helpful and helps it to survive just about anything here. It is also a taunt aura ( smaller, and can be weaker than other taunt type auras) but who needs taunt aura when I'm solo? lol. It's for the regen for the win here. After level 26, the electric armor's end problems is solved so now it can attack and attack with worry about endurance. When it gets low, pop power sink, and keep going until it recharges again. Another good thing about power sink is that this does effectively drain the endurance of the mob. Not even the mob can attack with no endurance in their bar. WP gets resurgance at 26, a power that I took once, never used and respec out of. It didnt help me much. But this did leave spot open to take another power in it's place and in the place of heightened senses. Usually the WP had tough slotted and used before the electric armor got a chance to use it depending on the secodnary, the electric armor might get it about the same time due to skippage of power choices and or when it's a level where no new power that is needed opens, such as taunt. Who needs taunt when I'm solo. lol. Level 32 the tier 9 power opens. "Gremlin mode" as I call it on the electric armor, called power surge and the strength of will on the WP. The WP gets to skip this power the electric armor usually end up with the power surge power for kicks even though there are very few times when this power is needed and mostly for the special effects. But I did have to mind that crash and watch the icon.
    By level 50 they are both about equally strong and equally can take damage from about anything out there that can or rather try to dish it out, whether it's dark powered mobs (CoT and the vampires of the Council), Smash/Lethal (Freaks, and just about anything), Psi (carnies, never shy away from carnie mish wit heither of them) Energy (freaks, crey, incarnate mobs), fire (CoT, Elite Paragon Protectors(crey)), cold (Arcanius, crey, some CoT) it dont matter who (everyone else), they can and have took it and survived no problem. But the WP dont have a built in heal nor is resistance to end drain (sappers) but most of them can be done easy with even with no toggles and popping a quick blue while reclicking the toggles for more threatening mobs of malta. The electric armor just laughs at them before smashing their faces in. There is no glaring downside to either one and both are just as good without having to worry about facign a particular type of mob like on the Invul when it's (oh crap here we go, map full of carnies and bunch of Master Illusionists.).
    This is all with only SOs. With IOs, the WP can reach over 3000 hp very cheaply and easily without spending billions. The Electric armor can also gain a good bit of hp with IOs that make it even tougher for mobs to take it down and recharge can help on the electric armor for making the Energize power come up even faster, faster than it it needed as electric armor also comes with Quick reflexes which helps recharge. On the WP the musc. alpha is usually chosen. The electric armor gets either the same or the rechage increase alpha, for more attacking fun and end draining.
    In all it's an overall tie but they do it in diffrent ways. Electric armor is resistance and end drain with a heal while the WP get good HP, regeneration of said hp, and resistance and neither one needs a single IO to be good and if IOs is chosen they dont need a billion or two to be even more powerful. This is not the set to naturally get the debt badges as I have to basically have to kill myself to get debt.
  2. Quote:
    Originally Posted by JayboH View Post
    I whipped up something quick in case you were curious as to how it looks.

    The 5th power has a big 10 min recharge and lasts a minute.
    hmmm interesting looking stuff.
  3. Quote:
    Originally Posted by Hopeling View Post
    Similarly, a bunch of people talking about it doesn't make it a good idea.
    true. Some will think it's bad idea. Some will think it's good idea. Dont think in the history of mankind or especially on here, that everyone thought any idea was completely good or bad.

    IMO, it aint a bad idea.
  4. The changes they done to the stalkers, like the quick animation of AS when out of hide and the fear thing are good stuff.
    I like it. The stalker was good before now it's even better.
  5. couldnt they have doen it like they did with the first ward characters when they died off?
  6. Quote:
    Originally Posted by Forbin_Project View Post
    No the amount of money people would have to spend to save their precious enhancements is what makes it a bad idea.

    The amount of time and resources the devs have determined would need to be invested developing it and the huge amount of money they'd have to charge to break even let alone show a profit makes it a bad idea.

    And as far as the devs have said they are concerned, the fact that it undermines EVERYTHING they have done for the past 8 years to make this game alt friendly makes it (to them) a bad idea.

    And the devs opinions are the only ones that matter, since they are the ones that consistantly shoot this idea down, and refuse to consider it for development.
    dont see where they would have to spend a dine to save their enhancements at as it seemed to be more of an opiton than anything from the presentation of the idea. But if the dev's opinions are the only ones that matter, then there is really not much point of this forum. But seeing as it is here, maybe some other opinions do matter. Even though true the devs have last word on things.

    But still, not bad idea, not maybe one that will be impleted ever, maybe but still doesnt make it a bad idea at all. It's just an idea, not a potential law, that just so happen to not been able to find a place to make it work just yet.

    Do you have a better idea that could help with a power change?
  7. i think Null the Gull can fix this problem of where you cant be affected by team tp. Of course this can be an upside and downside to it
  8. Quote:
    Originally Posted by Forbin_Project View Post
    The issue isn't about if we the players like this idea. The devs have flat out told us over and over, each time it gets brought up to them that they aren't going to do it because

    a. It isn't worth the huge amount of time and effort it would take to develop, and

    b. It would undermine all the effort they have spent the past 8 years in developing an alt friendly game.

    So unless there are drastic changes to both the game engine and dev attitude this isn't going to ever be added to the game.
    Still doesnt make it a bad idea.
  9. never even knew about that. sounds cool though.
  10. I just have to rememer to log on first of all.
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    Disclaimer: I know the very first reaction to this is going to be "What the hell? You're insane. No!" Honestly, it's more a random thought inspired by another thread, a sort of "what if."

    If you disagree - and I'm sure many people will - first, I ask you to read through the full suggestion, and then say just what advantage there is to keeping them separate.

    The comment that inspired this was in the super strength adjustment S&I thread. Namely:


    As it sits right now, aside from a few mechanical issues... I can't say why, other than random click, I pick a brute vs a stalker. It used to be you could only get one or the other depending on what side you're on - that hasn't been true since GR.

    For full disclosure, I tend to go for brute for the fury mechanic - but that, to me, is really the only difference (please note I'm not a numbers guy, I don't care about caps, etc.) between the two ATs unless I'm looking for one of the non-proliferated sets (spines or EM.)

    I really see three AT choices:
    Tank: I want more HP, and I want my defenses/resists faster.
    Stalker: Controlled crit, stealth. (And actually the lower numbers did matter to me - I actually enjoy that more "on the edge" bit.)

    Then there's:
    Brute/Scrapper - Don't want to deal with stealth, want attacks faster.

    They're just "combined" to me - flip a coin at character creation.

    Now, the first issue, of course, is the inherent. For some people this is important - as I said, I like the Fury mechanic. Others like crits. So let's combine the two into (another, I know) new Fury. It behaves like Fury now, but adds the crit chance. Versus Bosses and above, however, it gives a possibility for a double-crit. Yes, damage, crit, second crit of the same amount. This will *cost* a little fury (say, 10%) - and makes it easier, for (say) the next ten seconds, to climb into that last few percent of Fury generation that's currently a bit hard to get to. (And to help that, gives another some-percent global recharge for the same period.)

    Should you happen to keep doubling, the period will extend - but for less time (say, 10 seconds, 5, 3, 2, etc.)

    Caps - aside from the fury cap (which may need adjusting) most of the numbers should either be at the lower or a midpoint between scrapper and brute numbers - just to add some additional differentiation between the melee ATs.

    IOs - yes, they get to use both scrapper and brute ATOs. So add others for the other ATs, or allow crossover where it makes sense (Corr/Def, for instance.)




    Just throwing it out. Let the tearing apart proceed. (I may not revisit this - really do have quite a bit on my plate at the moment, so I'm not going to be as active here for a bit.)
    I think they are a tad different but I think if any set could be combined it would be these two. But at the same time I think the inherant alone is more than enough of importance to keep them separate. one crits and one is fury. I prefer brutes myself and play it quite a bit different than I play scrappers or tanks for that matter. I think it would be better off separate, even though the suggested inherent sounds awesome, it sounds tooo awesome and probably wont be like that if in theory it (the combination of the two) was to happen.
  12. Quote:
    Originally Posted by Shadey_NA View Post
    NA/DP sounds like it would be an awesome combo.
    I've been looking at the numbers and You should be able to have some significant -Dam numbers.
    For a single target you can get -Dam numbers up to 85-95% range.
    For AoE it's a lot less, but still -53% during alpha and 28% after. Not bad numbers at all.
    Add in the -tohit, heal and resist numbers and you should have a pretty hardy char. You can also add in a pbaoe hold and a single target hold.

    For offense, you can add in 45% -res (on a single target) and a whopping 82.5% +Dam for everything.

    Anyone else thinking the same or have another combo for NA they are excited to play?
    From what I could see with NA on beta, including the crazy good visuals, is that is can work with just about any set out there and still be very good combination. I'm not sure what I'ma pair with my NA yet, but I have time before it goes live.
  13. Quote:
    Originally Posted by Schismatrix View Post
    Came for the slashfic, left slightly disappointed.
    oh hell.
  14. Quote:
    Originally Posted by Jack_NoMind View Post
    I was in a +4/x8 this morning (8/8 ~10amEDT) on a toon named Bogh Galloo, and I literally fell asleep at the keyboard. I woke up about 30 min later, just long enough to notice I had been logged out, and stumbled up to my actual bed. I uh, work nights, and guess I was a wee bit more tired than I expected after work.

    So uh, yeah. That happened. I'm just glad it wasn't a TF. Sorry, guys.
    happens to the best of them.
  15. Evil_Legacy

    Tanks vs Brutes

    Quote:
    Originally Posted by Ultimus View Post
    Nothing wrong with using a mechanic twice especially if its a good one. You could say the new Radiation Armor coming out stole Vigilance's mechanics as some of the passives scale based on your Hitpoints. (low hp = more regen, high hp = high endurance, etc)
    nope. nothing wrong with that at all.
  16. oh right forgot about bio armor. If it makes it to live server the way it was a few days ago on beta, then it might be worth the wait for you.
  17. Quote:
    Originally Posted by Nethergoat View Post
    So, if I were the sort to want that wolf a probable course of action would be to do pretty much what I did to get the costume set- buy the discounted 25 pack and see what happens.

    Oh, I didn't get it- dang!

    Well, I'll just get another handful and see what....darn, didn't get it that time either.

    Oh well.

    *later*

    Huh, I've got a few points left after buying that powerset...guess I'll grab a few stray packs and see if I get that wo....darn, missed it again..

    *later*

    Well, nothing to spend this reward token on, I'll pick up some packs and check on that wolf again.....shoot!


    *later*

    Ok, this time I'm serious!
    *buys another 25 pack*



    etc etc etc.


    Which is another reason not to put it in the store- presumably there are players who want the wolf, haven't gotten it yet and are still picking up packs here and there hoping to get it.



    Sounds like the basics of gambling. Keep them coming back and spending as long they think they have good chance of getting it.
    From a buisness stad point, it's sound strategy.
    From the other end, wish they would just sell the dang thing for a set price.
  18. Evil_Legacy

    Lies! ...?

    well so much for getting the WST done today, espeically red side.
    But good to hear the greatly anticipated i24 has hit beta and might join the crowd and go check it out myself.
  19. Quote:
    Originally Posted by Sunshine_n_Rain View Post
    What are you guys doing for the upcoming double experience weekend? Does anyone want to try and form groups to maximize the bang we get for our buck? What plans do you have already? Are you excited?

    I'd love to hear what you guys are going to be doing to take advantage of it!

    I'm going to try to rush my level 36 Stalker to 50. Then probably get my level 46 Stalker to 50, possibly my level 45 Peacebringer too. Then if I'm lucky and have people willing to help me, I'll get my level 36 Bane Spider to 50 too!

    Of course, during intermission time periods, I might try to help people level on my level 50 WP/SS Tanker, though given the last ITF I ran on her, I'm not so sure I'd be contributing all that much...
    I'ma basically do what I do every weekend. Get some XP.
  20. Quote:
    Originally Posted by Blackleviathan View Post
    just a visual effect.... but a neat one that looks like a lot of snow flakes falling around you n stuff....
    oh right.
  21. Quote:
    Originally Posted by Blackleviathan View Post
    totally random but they should have the [instant snowstorm] on paragon market during winter and have a perma version of it like snowball n stuff.
    what did the instant snowstorm do? Was it an attack power or just for visual affect?
  22. Quote:
    Originally Posted by Forbin_Project View Post
    Unfortunately for your example the devs already have the hard numbers on the success of both the vanity pet sales and the super pack sales, and the company made half a million on super packs while the amount made on the vanity wolf sales was so insignificant it wasn't worth mentioning.

    They have no reason to believe that the Black Wolf would make any more money than the regular wolf did if it was sold seperately.
    hal million? wow that is a decent amount of bread.
  23. I24. sounds lik there is some good stuff there. Looking forward to it, when ever it goes live.
  24. Evil_Legacy

    Tanks vs Brutes

    Quote:
    Originally Posted by Ultimus View Post
    Well it all depends on the values -- IE maybe the -Res would stack 5 times at 2% each or something. I haven't decided.

    They aren't going to be matching Defender or Corruptor debuffs.
    ah gotcha.
  25. Evil_Legacy

    Tanks vs Brutes

    Quote:
    Originally Posted by Ultimus View Post
    I should also add the Tanker stances will be "twitchy" meaning:

    1) The stances will be a toggle, with the toggle turned on you get that benefit.

    2) Still debating if it will be a small debuff that stacks up to 5 times for duration X, X being at least 20 seconds maybe 15.

    3) The toggle will have 0 cast time (Think like combat jumping)

    This allows them to be twitching meaning you can be past and keep shifting toggles and stack different debuffs on enemies.
    sounds like pretty powerful stuff for an inherent.