Fleeting Whisper

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  1. Also: Super Speed gives you stealth (in PvE), but is compatible with all stealth toggles.

    (Also also: Don't forget the +Stealth IOs available for all four types of travel)
  2. Right. Set Bonuses offer up +Enhance(Heal). The confusion arises because heal enhancements actually offer up both +Enhance(Heal) and +Enhance(Regen).
  3. Fleeting Whisper

    AV/GM soloing

    Quote:
    Originally Posted by Nihilii View Post
    it'd take a lot more work and planning to take down a level 50 GM on an emp/dark with insps/temps than on a rad/son without insps/temps.
    Yeah, that.
  4. Quote:
    Originally Posted by Smurphy View Post
    I use Vengeance a lot (understatement).
    You use Vengeance a lot, or have it used on your corpse a lot?
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    Except you cant lay down two trip mines. Not on the same mob, unless your incredibly lucky. The first one will trip off instantly, scatter the mob, and draw aggro. That, and it doesnt recharge that fast.
    Considering that Trip Mines will stick around for 4m20s and has a base recharge/cast cycle of 25s, you can easily get ten trip mines to hit a spawn at once by laying them out and then pulling. After enhancements, you could easily slap down 2 Trip Mines and blow them in the same time frame as Time Bomb requires to hit once.

    Not to mention, it's not too hard to get Defense enough to lay a Trip Mine in the heat of battle. Time Bomb requires twice as much prep time (and thus twice as many chances at failure, even if you do have high Defense), and then you still have to wait for it to actually go off. By which point the spawn will be dead.

    Nine seconds is a long time when you consider what you could be doing with your primary in that time period.

    Quote:
    Originally Posted by Techbot Alpha View Post
    If people are griping because they are trying to lay it in the middle of combat...well...I don't really have an answer for that other than one of my trademark facepalm pictures.
    Yeah, I'd facepalm someone laying Time Bomb in battle, but I'm able to lay Trip Mine in battle all the time.

    Quote:
    Originally Posted by Techbot Alpha View Post
    It's a nuke. It should be treated as such.
    So, I'm supposed to run in and kill the spawn with it before the team notices what's happened? Sorry, Time Bomb doesn't work like that.

    Quote:
    Originally Posted by Nethergoat View Post
    In /dev it is redundant and useless.
    Wrong, it has a use: It gives you a power you're willing to give up to make space in your build for other things.
  6. Fleeting Whisper

    vista

    The only two compatibility issues with Vista that were fixed by passing command-line parameters (ie, editing the shortcut properties) are fixed by default now. There is no need to edit your shortcut for any such reason, and any lag you experience is more likely due to an actual issue with your computer (poor specs, adware, etc.) or your connection.
  7. Quote:
    Originally Posted by Frosticus View Post
    You know, I haven't actually tried using it against the nictus healers. Aren't there three of them healing?
    One Nictus spams a special version of Twilight Grasp, one spams a special version of Sunless Mire, and the third summons regular Nictus (like a Cyst).
  8. Cloaking Device and Stealth are mutually exlusive toggles. You can only have one of the two toggled on.

    However, Smoke Grenade is not a toggle, so it'll work fine.
  9. Quote:
    Originally Posted by Katie V View Post
    Fulcrum Shifted to 250% damage buff, 100% damage increase through enhancements, fire off Ice Bolt (single-target blast, 36 points base damage).
    36 * (1.0[base] + 1.0[enh] + 2.5[fulcrum]) = 36 * 4.0[Defender capped] = 144

    Quote:
    Originally Posted by Katie V View Post
    Fulcrum Shifted to 250% damage buff, 100% damage increase through enhancements, fire off Blizzard (pseudopet AoE, 500 points base damage).
    500 * (1.0[base] + 1.0[enh] + 2.5[fulcrum]) = 500 * 4.0[Defender capped] = 500 * 4.0[Pet capped] = 2000

    Quote:
    Originally Posted by Katie V View Post
    Fulcrum Shifted to 500% damage buff capped at 300%, 100% damage increase through enhancements, fire off Blizzard.
    500 * (1.0[base] + 1.0[enh] + 5.0[fulcrum]) = 500 * 4.0[Defender capped] = 500 * 4.0[Pet capped] = 2000


    Edit: Now consider an Ice/Kin Corruptor; the Corruptor damage cap is 500%, rather than the Defender's 400%. The first example would be n * 4.5, since you haven't reached the 5.0 cap. The second example would start at n * 4.5, but would be reduced to 4.0 when the buff is given to the pet. The last example would start at n * 5.0[Corruptor capped], and be reduced to 4.0 when given to the pet.

    The combat attributes window is lying to you in two ways:
    1. It tells you the damage cap is 100% less than it actually is. This lie isn't so bad, though, since the monitor also doesn't tell you about your 100% base that you start with.
    2. It doesn't consider the effects of your enhancements, which do matter in damage cap calculations. Unfortunately, there isn't really much of a way around this, since each of your attacks may have different damage enhancement.
  10. Quote:
    Originally Posted by _Pine_ View Post
    I wonder what the devs do when something like this happens.
    Take a shot, probably. I bet pohsyb is good and drunk by now
  11. Quote:
    Originally Posted by Kitsune Knight View Post
    It should really be integrated into the Installer/Uninstaller to request permissions automagically.
    "Should" and "Do" are different things, even with commercial applications.
  12. Assuming you're benefiting from multiple aspects of the HO (and why would you slot if if you weren't gaining that benefit?), then yes, they're better than common IOs.

    lv50 schedule A IO: 42.4%
    lv50 schedule A HO component: 33.33%

    For a simgle component, the IO is better. However, slot 2 Nucleolus Exposure (Acc/Dam) vs. Invention: Accuracy and Invention: Damage, and the HO comes out ahead (66.66% each vs. 42.4% each). And so on.
  13. Quote:
    Originally Posted by Scythus View Post
    The pool is closed.
    Due to Vahzilok Wasting Disease?
  14. Quote:
    Originally Posted by CBeet View Post
    Just quickly checking the Dominator powersets, it seems they don't get a small melee attack in any form, usually opting for a small ranged attack then the medium/large bread and butter melee attack (Bone Smasher, Stone Mallet ect), with Earth Assault even having a ranged power specifically made for the set so they didn't have to add Stone Fist. Whether to keep that with a Super Strength set or not is up to the Devs, as it'd be something to set it apart from the rest for sure, unless unbalanced.

    Referencing between your proposed powers and existing sets, I'd build it something more like;

    1: Punch
    2: Haymaker
    What, no adding 'Rock'?
  15. Quote:
    Originally Posted by Memphis_Bill View Post
    Zones, I don't see happening.
    Yeah, all those new Praetoria zones are just a hoax the devs are playing on us
  16. Quote:
    Originally Posted by Thornstromb0 View Post
    Not true. only weapon that needs an Attack chain is Dual Blades. and the 3 (or 4) attacks are basic level attacks, ie the kind u ALWAYS use. example, Sword has Slice (lightning fast weak attack), Jab (more powerful, and causes light Lethal DoT due to bleeding), and Sweeping Slash (Cone attack)... all of which have fast recharge rates. while its TRUE u cant normally chain those, no character in the game can chain more than around 5 shots without enhancements like Endurance reduction and more importantly, Recharge Reduction.
    You seem to be lost on the meaning of 'attack chain'. Dual Blades has combos. An attack chain is a series of attacks executed without waiting for recharge. So, in fact, "without enhancements like Endurance reduction and more importantly, Recharge Reduction" means a complete attack chain would need to be longer.

    Number crunchers optimize attack chains to deliver the highest damage per second, so they like short-animating attacks with high damage which can be fit into a shorter chain (which requires lots of recharge).

    If the three attacks follow the standard model for melee set attacks, you would need many set bonuses to achieve a complete attack chain using only those three attacks. If their recharge/animation time was structured such that you could achieve a complete chain without set bonuses, then using the equations the devs use to relate damage, recharge, and endurance cost the chain would be a very poor one.

    Quote:
    Originally Posted by Thornstromb0 View Post
    That is WHY i made this idea. I made a Natural Tanker. he uses a Broadsword (or Axe, or Whatever)... he maybe has a fire sheild. hmmm. I hit my enemy. he hurts. he DOES NOT catch on fire at once.
    If you wanted him to catch fire, you should have picked up a sword made of fire (Fiery Melee: Fire Sword, Fire Sword Circle, Greater Fire Sword), or else another set that would set him on fire (Fiery Aura: Blazing Aura, Consume, Burn, Rise of the Phoenix)

    Quote:
    Originally Posted by Thornstromb0 View Post
    Natural characters are "Exceptional Humans"... they are prime specimens of non-meta mankind. they ARE better than us in most ways humanely possible. Otherwise a Natural Blaster couldnt take 3 bursts of semi-automatic fire in a row without dying (at low levels i mean). and a Natural Tanker... thats cheating they are practically on steroids (most of em at least). point is these chars TRULY are AVERAGE human. the ONLY way for such a man to fight heroes and ghosts and zombiues and ... yeah, is to have a WEAPON. that kicks butt and protects its user.
    This is an RPG. We have Arbitrary Gun Power.

    Quote:
    Originally Posted by Thornstromb0 View Post
    i want a Melee user that can actually do at least one standard powerful ranged attack, and has various other abilities which fit their elemental calling.
    Done. See APP.

    Quote:
    Originally Posted by Thornstromb0 View Post
    u have one Archetype char, u NEED to have this other Archetype to balance you out.
    ...
    Im saying these guys can fit into ANY team.
    This isn't the case for any character in the game. Even petless Masterminds and poolboys are capable of soloing this game.

    Quote:
    Originally Posted by Smash_Zone View Post
    Tell that to my Dual Blades Stalker who regularly cycles through his nine attacks. No Hasten, no LotG +Rech, hardly any set bonuses at all.

    Ablating Strike, Power Strike, Sweeping Strike, One Thousand Cuts, Ablating Strike, Power Strike, Nimble Slash, Vengeful Strike, Dark Blast. That's not even including the opening combo of Shadow Meld, Build Up, Assassin's Blades, Placate.
    As I mentioned, complete attack chains are longer without +rech, not shorter as Thornstromb0 seems to believe.
  17. Quote:
    Originally Posted by Inphiniti View Post
    By the end of Tremblor's arc, I was level 20. He gave me Penelope Yin as a contact as expected, but she would not give me missions (her limit is lvl 19).
    If you're 20+, you should be able to talk to Temblor again and he should send you to Doc Delilah.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    As a general point, once you out-level an origin contact they should give you a new contact if you go and talk to them, even if you're never done a mission. If they are telling you to go and talk to the AE person then it means that either they think you already have a level appropriate contect or they aren't one of your contacts.
    More likely, his contacts are telling him to talk to the Architect Manager in the same fashion they've always told you to talk to David Winnicot, or the PvP Liason, or the Hero Corps Representative.

    The Architect Manager starts a series of talk-to missions all in the same AE building. Complete them and the other contacts should send you off on some real content.
  18. Fleeting Whisper

    Toggle Lock

    I'm not opposed to the idea. However, re: quickly re-toggling...

    for ym toggles which I keep on all the time, I have a bind on the character:
    /bind KEY "powexec_toggleon POWERNAME_1$$powexec_toggleon POWERNAME_2$$...powexec_toggleon POWERNAME_N"

    Hit KEY a few times (I've generally got it bound to "button5" or else "multiply": next to my right thumb or generally close to my right hand), and your powers will toggle on in the order N, N-1, ..., 2, 1.
  19. Quote:
    Originally Posted by SkarmoryThePG View Post
    Also, AoE pulsing sleep. Significant difference.
    Doesn't help much. Again: Mastermind set. Sleeps in general already have dubious usage on teams (Mass Hypnosis sees usage in special scenarios such as the LRSF, and Mesmerize is particularly useful for its damage and because it can mez a boss in one shot). Masterminds are their own team. And while you can direct your henchmen's fire away from slept targets, you can't stop them from using AoE powers.

    Additionally, since such a power must be implemented as a pseudopet, it doesn't gain any significant advantage from using the Call of the Sandman proc.

    Quote:
    Originally Posted by SkarmoryThePG View Post
    Further, why the certainty that it wouldn't be proliferated?
    Noxious Gas won't be proliferated because Noxious Gas must be applied to a henchman. Even if you expanded the requirement from "henchman" to "pet", only non-Mind Controllers and Corruptors who pick up their patron pet would be able to use the power. Mind Controllers and Defenders wouldn't be able to use it (Mind Control has no pet, and the only pet that Defenders get is in Dark Miasma, which the player couldn't take if they wanted to be Poison). And even if the Corruptor opts to get their Patron pet, that power choice arrives at level 47, while Noxious Gas would be available at level 38.

    It's the same reason Corruptors and Defenders don't have Detonator.
  20. Quote:
    Originally Posted by Thornstromb0 View Post
    the ideal way to handle it is by making a Buff that is applied at the start of an attack
    The powers system makes this not possible.

    Quote:
    Originally Posted by Thornstromb0 View Post
    The Living Weapons only have about 3 attacks total among their Powersets...
    So, a powerset which you can't make an attack chain with. Got it.

    Quote:
    Originally Posted by Thornstromb0 View Post
    BUT the key to this setup is the Secondary Powersets. Here is the list:

    Psionic/Psychic: Possible Confusion or Disorientation, MAYBE Hold
    Energy: Defense Reduction? You choose!
    Game precedent would make Psionic reduce attack rate, and Energy deals knockback, or else drains damage (-dam target and +dam self)

    Quote:
    Originally Posted by Thornstromb0 View Post
    the only added thing is that you have an additional resistance to your element, though its only noticeable on Living Weapon users.
    Why is one of the effects of the secondary only noticeable on two of the primaries? That makes no sense.

    Quote:
    Originally Posted by Thornstromb0 View Post
    Lastly, i want as many comments and suggestions as possible, i want this idea refined.
    Create a natural Brute/Tanker/Scrapper/Stalker with a weapon set. Idea implemented.
  21. Fleeting Whisper

    Ninja Run?

    Especially since IR can cap your jump speed/height with just a little enhancement, and in order to match that speed running you'd need more than just a single Siphon.
  22. Quote:
    Originally Posted by SkarmoryThePG View Post
    Poison Trap
    It is my belief that this power should be taken out behind the barn, shot, shot again for good measure, buried in an unmarked grave, and spread over with salt just to be sure. No cottage rule, no excuses. Just gone. The only thing this power does well is ruin the name of Traps’ Poison Trap.

    Pestilent Cloud - NEW POWER
    Sliding into Tier Seven, this power is meant to give Poison a degree of ASM. The character launches a sizeable glob of poison gunk, either by baseball pitch or Shout’s slow spit animation. The power itself is a Patch about the size of Tar Patch, and it has three discrete effects:

    Firstly, any mob that passes through the patch has its damage debuffed some. This effect persists a few seconds after leaving the area.
    Secondly, any mob caught in the initial blast has a high chance (actually two independent chances) to be afflicted by a damage-less sleep.
    Finally, the cloud pulses out an often but low (Earthquake mechanic) chance to place a sleep on any mobs that remain in its area of effect.

    The Pestilent Cloud would play a role similar to Fearsome Stare. Control the enemies who you don’t shoot, debuff the offense of those you do.
    I like your changes, except this. I would much rather just turn Poison.Poison Trap into a mechanical copy of Traps.Poison Trap. They're already named the same, and an AoE sleep doesn't really help Poison much, especially considering it as a Mastermind set.

    Something like Pestilent Cloud might be handy for proliferating the set (since Noxious Gas won't be proliferated, that's a certainty)
  23. QR

    Better solution: The near-stationary hover at the end of Teleport breaks when you try to move.
  24. Quote:
    Originally Posted by Kheldarn View Post
    September was 9 months ago. Celebration of Labor Day & Back To School.
    I'm counting June, since we're near the end of it.
  25. Quote:
    Originally Posted by Kitsune Knight View Post
    Ghosts (not the Cimerora version)
    I suppose any Cimerora mission taking place in the moderna day would be full of ghosts, but I don't recall any ghosts while I was there

    Quote:
    Originally Posted by Schismatrix View Post
    Sadly the bug only works with paper missions or similar missions where the enemy faction is determined by the RNG.
    I was referring to having a mission I keep around without completing, rather than a mission to have bugged.