Fahie

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  1. What have I missed.

    Can't see how to convert the old base salvage into invention salvage obviously :S

    Fahie
  2. [ QUOTE ]
    Why do people think that Stamina is the only power in Fitness?

    If I didnt have Hurdle I would go mad. Swift is a very nice power to have but not mandatory. Health is a must have on regen/many HP characters. Stamina is more or less needed on all possible combos. If you don't think so...you're playing too slow for me.

    [/ QUOTE ]

    I tripple slot swift/hurdle on some pvp characters so I completely see your point on those.

    I normally only take health if I want to slot a numinas and miracle unique in there.

    Fahie
  3. [ QUOTE ]
    [ QUOTE ]
    Swift and hurdle remain unchanged. The super versions are a second toggle that basically doubles-up for you.

    [/ QUOTE ]

    This I don't like because I've not got two toggles to turn on instead of one (Sprint), but it would likely give me more road speed if I could spare the power choice. Most people would never take the tier 3/4 powers.


    [/ QUOTE ]
    My bad ... I did mean inherent not toggle
    And yes, I don't imagine many people would, but with no suppression it could be useful for some builds.

    [ QUOTE ]


    [ QUOTE ]
    Fitness : Stamina-1, Stamina-2, health-1, health-2

    [/ QUOTE ]

    Okay, you've forced anyone trying to maximize regen to take all four of this set for starters. stamina/health/stamina/health would be fairer, and you still wouldn't have to use more than two power slots to get both stamina powers.


    [/ QUOTE ]
    Agreed ... sounds better to me.

    [ QUOTE ]

    And it's still all so people can avoid slotting powers with end reds really.

    [/ QUOTE ]

    yep
  4. Agreed that Stamina is a pain to take, for all the above reasons ( missing three powers before 20 is really annoying )

    More annoying is that you don't see much benefit from swift/hurdle at lower levels pre-slotting either.

    However, for all the above reasons we can't take fitness out of the game.

    Proposal :

    Split fitness into 2 pools ( and pls ignore naming conventions, can't think of cool names atm )

    1st pool : Athletics : This has swift, hurdle, super-swift, super-hurdle

    Swift and hurdle remain unchanged. The super versions are a second toggle that basically doubles-up for you.

    2nd pool : Fitness : Stamina-1, Stamina-2, health-1, health-2

    Each of these is half the current bonus. Stamina-1 is 15%, Stamina-2 another 15%

    So .. with the above.

    If you want just stamina, you lose two slots ( remember, no bonus to travel powers etc here, hence 2 not 3 ) AND you see an immediate benefit when you take Stamina-1 at lvl 14 or whatever. To achieve the 30% you need to take stamina-2 as well at lvl 20.

    Cons: You'll have to slot stamina twice to get the same effect. ( Possibly counteract with making them both 17.5% instead of 15% ?? )
    Pros: No need to take inherent travel power if you don't want to ( but you can if you want ). Immediate bonus from first tier stamina or health. Only use two slots if you want to.

    Fahie
  5. [ QUOTE ]
    I could probably get you a IO´d ice/rad if you wanna see what spag is talking about. If you are interested.

    [/ QUOTE ]

    Thanks

    If you could drop me an email at @miss fahrenheit that would be awesome

    Fahie
  6. [ QUOTE ]

    1. Web nade is available over the counter as a temp power. 6 uses but still thats pretty good going and open to everyone.


    [/ QUOTE ]
    Hence .... a) Not many people use/take them

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    As a side note I still like Fire/rad for the faster damage. Those imps just seem to scare people.

    [/ QUOTE ]
    I think the reason fire/rad still works is that you're dealing with 4 sources of damage. That can certainly be difficult if you aren't used to it.

    Fahie
  7. A couple of reasons for fly on ill/rad.

    1 : Yes, there are more anti-fly powers. but a) Not many people use/take them and b) hover is a quick toggle to fix that

    2 : With ill/rad, movement is NOT key. Staying out of melee range whilst is however. Fly is the best answer here whilst still maintaining LOS and range.

    3 : with indom-will from psi epic, plus KB resist IO's, you don't need acrobatics, especially following the accro nerf.

    I don't take fly on melee toons/blasters for obvious reasons.
    Having respecced ALL travel powers at various points on my ill/rad I have found fly to be the most useful. I have SS too for travel in zones and/or escaping a bad duel moment. Ideally, I would have TP too to escape immobs, but nowhere near enough slots

    Fahie
  8. [ QUOTE ]

    Didn't realize my spiney/sr could actually compete in 1v1 arena matches, it might actually mean ill have to IO the guy now


    [/ QUOTE ]

    I must admit, my Spines/SR isn't too hot in 1v1, but then I specced her for zonal, specifically for chasing down stalkers. It's rare I die except to well played corrupters and doms, at which point I fall over in a tiny heap of -def horribleness.

    That's why personally I put /regen above /sr for 1v1. You can deal with the debuffs that much better.

    Haven't played her so much since stealth IO's became so prevalent on the red side though. Not so much fun when the occasional stalker is still invis until they are 10 feet from you :P

    Fahie
  9. [ QUOTE ]
    Sincere apologies if i demonstrated my argumentative side

    I wish i could show you the capability of ice / rad ,but i stripped mine a while ago

    [/ QUOTE ]

    Shame

    [ QUOTE ]

    Just out of curiosity which server do you call home? i am ingtrigued..

    [/ QUOTE ]

    Union.
  10. You make a strong case spag bol

    I'm coming from a slightly complacent standpoint here. I've never done worse than draw with my ill/rad ( not being bigheaded, I don't duel *that* much at all these days )

    I think I'll see how I13 affects builds before rolling up a ice/rad too though

    It would be very interesting to see an ill/rad duel someone, then an ice/rad duel them again after and see where the major gameplay differences really are.

    Anyways, thanks for the comments, much appreciated.

    Fahie
  11. [ QUOTE ]


    No problem,

    The problem you have is you wont have perma PA when facing an ice / rad / psy.

    The kill count wont be massive but the ice controller will stack alot more holds purely because your recharge will be gutted, hence forth you will run out of break free's alot faster.

    again this assuming equal skill level.

    In regards to ice only having a slight edge over illusion im afraid your wrong, with the immob stacking and massive amounts of -recharge plus ice slick for -jump, it trumps it quite easily.

    Dont get me wrong illusion isnt bad at all, just ice is alot better.

    [/ QUOTE ]

    Interesting.

    I'm open to new ideas always. Having been on the wrong end of a -recharge before I can see the point you are making. However, add in +recharge accolades, a confused Jack and a perma ST even with -recharge and I can't see the advantage to ice being huge here. As for Immobs, I'd rather be stacking holds than immobs personally

    -jump? That's why I use fly on my ill/rad

    I would love to be proved wrong. I need a reason to level another controller and spec it out

    One thing I think that can be agreed on though ( and going back to the initial post ) is that for trollers, ill/rad/psi and ice/rad/psi are the big guns. Having said that I only *just* beat a fire/rad the other week, but played by a very experienced pvper

    Fahie
  12. Thanks for the replies.

    Certainly interested in the fact that ice/rad is the preferred choice of troller for both of you, in that I've never had a problem aganist ice/* with my ill/rad. Confuse on Jack seems to be the game breaker there though.

    However, I *can* see that against some other AT's that ice may have a slight edge for primary.
    I still personally feel that once PA is perma that ill/* is better.

    Would be interested to duel an ice/rad at some point to see the differences.

    As for the others:

    I think so far that we're agreed that ice/SS or EM for tanks, fire/em for blasters and spines/sr or regen for scrappers is the way forward.

    More thoughts on the Defenders would be interesting though

    Fahie
  13. Ok, I have my own opinions on this, but it would be interesting to se what other people think.

    Question : What's the "best of the best" for arena ( lvl 50 ) pvp.

    One build for each AT. I can't speak for villains side since I hardly play it but these are my votes for blue.

    Tank : Ice/Energy
    Reasons : Negation of slows. Good damage and armour. Hibernate ( combine with phase shift for evilness )

    Controller : Ill/Rad
    Reasons : Biased here, but PA with rad debuffs just makes this a winner. Run your opponent out of BF's with blind and it's yours.

    Blaster : Fire/Energy
    Reasons : Most damage possible. TP Foe a must here for energy melee fun.

    Defender : Rad/Psi
    Reasons : By far the best pvp 1v1 defender build. Best rad debuffs topped off with psi damage.

    Scrapper : Spines/Regen
    Reasons : I still think spines/SR is better zonal, but for the arena you have to go /regen. Spines for the toxic and range.

    Comments/Corrections welcome

    Fahie
  14. Fahie

    PvP Tank?

    [ QUOTE ]
    Come on folks - theres no greater fun than tp'ing someone to a mob and web-nading them. gets the juices really flowing.

    [/ QUOTE ]

    Have been on the receiving side of that a couple of times Chilli

    Anyways, back to the question in point.

    PVP Arena or PVP Zonal?
    whilst there are some builds that will work well in both, they are completely different sports.
    I have an arena build that won't go near a pvp zone :P
    Conversely have some zonal pvp builds that just fail utterly in the arena

    The only pvp tank I've had real problems with in the arena is an ice/energy tank with hibernate and phase shift.

    For zonal pvp wp/ss seems to be quite good at the moment.

    But, as twenty seven different people have already said, I13 will quite possibly turn that completely upside down.

    Fahie
  15. Fahie

    i13 Upkeep?

    Upkeep rework is a godsend for us.

    2k as against 100k is an easy win.

    Base salvage can be converted into invention salvage using a worktable. Depending on how much base salvage you bung in you can get random common, uncommon or rare salvage in return.

    We've been stocking up hoping for a few platinum drops

    Fahie
  16. Fahie

    Export SG roster

    Thinking about it, it's one of the very few things SOE do better than ncsoft.

    Their Guild management system for EQ2 was great, including a web based "chat with guild" option and a full website creation tool you could use for your guild.

    Shouldn't be too hard for a half way arrangement here;

    select * from supergroups where players = 'happy'



    Fahie
  17. Fahie

    Export SG roster

    The ability to export the Supergroup roster to csv or similar would be very handy for me.

    Including prestige earned, level, time since last login and so forth.

    Then I could generate some funky stats for our SG

    Fahie
  18. [ QUOTE ]
    Level 50 heroes should be used for better things then stoping street muggings.

    [/ QUOTE ]

    :S

    You reminded me of this

    http://www.gucomics.com/comic/?cdate=20040416

    Fahie
  19. [ QUOTE ]
    I'd be careful with software like that guys. NC might consider it's use as botting and spank you for it!

    [/ QUOTE ]

    Assuming the software duplicates keyboard actions, I can imagine the scenario ..

    GM > Greetings, I am investigating a report that you may be using software to "bot" additional accounts.
    firekin1 > I don't know what you are talking about. I don't use any keyboard duplication software.
    blaster1 > I don't know what you are talking about. I don't use any keyboard duplication software.
    scrapper1 > I don't know what you are talking about. I don't use any keyboard duplication software.



    Fahie
  20. Excluding novas, then I believe blasters fireball is indeed the highest Targeted AOE

    However, I personally don't like the ranged attacks for a follow-on toon.

    Problem : You get ready with your fire/kin to hit the next group. You target one of them ready for flashfire before running in. Suddenly, over your shoulder flies a fireball. Your blaster then faceplants as 15 demons turn and blast it back :P

    I use PBAOE based secondaries myself, but maybe I'm just a chicken

    Advanatage of a pbaoe scrapper on follow on is A) They can survive the odd hit without intervention and B) they get the full benefit of FS all the time.

    Personal opinion though

    Fahie
  21. [ QUOTE ]
    that won't work,, it will say invalid target.

    How can you auto cue a Fireball on the main?

    [/ QUOTE ]

    You have probably noticed that when you target a teammate, then their target is shown to you. Defensive powers use your target and offensive powers use your targets target.

    Fahie
  22. Spines/Dark would be my recommendation.

    Add assault/tactics and focused accuracy into the mix for lots of fun.

    Fahie
  23. Out of interest, why is there a flat limit on cerain items regardless of base size ?

    I'm specifically thinking workshop storage here. It seems to be limited to 18 regardless of base size.

    I currently see no point in the additional upkeep of the next size up without additional storage.

    We have several members who gain the fieldcrafter badge. This innevitabbly leads to mass storage of crafted enhancements which other members can use.

    We've filled up 8 enhancements tables, and would love to have more, but with the insp storage and salvage storage we can't, even though there is physically room.

    I'd like to see a removal of the overall limits and just stick with room based limits. i.e, if a workshop can hold 9 storage items, it can hold 9 storage items, regardless of base capacity.

    Fahie
  24. Pyschic blaster

    I can get pretty hot headed and dish out the scathing verbal after a few drinks

    I wouldn't stand a chance if someone actually hit me though. Faceplant ahoy

    Fahie
  25. Fahie

    NPC's for Bases

    [ QUOTE ]
    I'll guess some more (these are just guesses and not written in stone so give me a break if they are bad).

    Tech/Arcane/Natural/Science

    1 : Security Guard/Guardian/Bouncer/Cop
    2 : Mechanic/Scholar/Musician/Nerd
    3 : Librarian/Librarian/Librarian/Researcher
    4 : Janitor/Caretaker/Butler/Laboratory Technician
    5 : Student/Acolyte/Agent/Doctor
    6 : Professor/Arch-Mage/Mentor/Genius

    [/ QUOTE ]

    I was going on the basis of SG's being either tech or arcane, but more suggestions is always nicer

    However, as with everything, the more we over complicated we make something, the less likely it is to happen. If I could perhaps suggest sticking with just tech/arcane variants for the moment with a view to expanding that should the idea actually take fruit

    Fahie