Funda

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  1. Quote:
    Originally Posted by Morbid Star View Post
    Not sure where you're geting your information from, but the Secondary Mutation works perfectly fine on my Crab. But I belive the OP was refering to both the nova and dwarf forms of the kheldians, as in the PeaceBringer and WarShade Arch-Type's.
    Are you really gonna question the man that holds the ban and nerf hammers??
  2. Funda

    perma soul drain

    Not to rain on your parade but I bet it'd be possible with DM/SR, lots of powers to slot lotg's.
  3. Quote:
    Originally Posted by Delta_Strider View Post
    This thread is still around?
    YES!!!! This horse has not been beaten to death enough!!

    Quote:
    Originally Posted by Delta_Strider View Post
    Really, the biggest issue is with the Henchmen recharge times, Serum and the Medic..
    All the more reason to beat it some more!!
  4. Quote:
    Originally Posted by Ironblade View Post
    I wonder, can combined enhancements be attached to emails?
    I'm not 100% sure but I believe that's possible.
  5. Quote:
    Originally Posted by SwellGuy View Post
    Essentially they do not want the market to have to handle all the '+' and '++' permutations of every TO/DO/SO/HO.

    However if I may suggest you can just try to sell them here or mention it in game on The Market channel.
    That makes much more sense to me.
    It still seems a shame that I can't put my acc/dam++ HO up for sale. If they could have coded it to only let that happen for HO's or SHO's that would have been glorious.
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Largely because slotting enhancements is supposed to be CoX's equivalent of "Bind on Equip". When the respec feature was announced the devs basically said that they weren't particularly keen on allowing us to un-slot even 10 enhancements. Since + and ++ enhancements are the only ones that can be unambiguously declared to have been previously used it's not to surprising the devs decided not to allow them to be traded on the market.
    I must be suffering from a bad case of stupid. Can someone dumb this down a bit for me? lol
  7. Can anyone tell me why we're unable to sell combined enhancements? Seems a shame I can't list my combined HO's on the market.
  8. Quote:
    Originally Posted by SimonSayz View Post
    I've tried this before with Centrioles. It works beautifully. Bots and Mercs having sniper ranges on all their attacks is great in PvP. It also helps the Thug/Enforcer's cone attacks a bit.

    I'm sure someone will say this is an exploit, and to those people I say, "I don't care."
    Well I guess I'm going to have to try this on test to be sure.
  9. Quote:
    Originally Posted by Derangedpolygot View Post
    In theory, it would do both.
    I'm pretty sure that's right. I'm just not willing to buy a HO to find out untill someone can confirm this.
  10. Quote:
    Originally Posted by Aett_Thorn View Post
    In response to your question of what we would want if Gauntlet was just considered part of the power, I've actually been thinking about that recently.

    Since the inherent has to be something that helps all Tankers relatively equally (i.e., can't be a resistance buff, since that helps some sets more than others), and since we're already pretty good on teams, it should be something that at least helps out solo (and it can help teams, too).

    As such, I've been thinking something along the lines of Domination or Fury. Basically, give the Tankers a new bar that will charge up as attacks come in. Once it gets to 90% full or so, allow the Tanker to activate a click power. The power? This:


    Battle Cry:

    The Tanker is able to take point for the team. Some are natural leaders. Others are more of a Barbarian than a skilled warrior. Others just know how to scream. Any way that it gets done, the Tanker's Battle Cry inspires the team to new heights. Increasing End Recovery and Recharge for the team for a short time (maybe a 20% boost to each?)


    This would allow a solo Tanker to be a bit more endurance efficient, and to be able to use his more damaging powers (and things like heals) faster when he needs to. It would also be a decent team buff, allowing for multiple Tankers to both contribute to the team's speed.


    What do people think?


    This idea will go over great for hami and ship raids!!
  11. Any concrete answers out there? Has anyone actually tried it?
  12. Quote:
    Originally Posted by Smiling_Joe View Post
    I've been thinking about how Serum could be changed without violating the cottage rule. Would something along the lines of one of these options be good?

    Option 1: strict cottage rule - only changes to the numbers

    This would bring the duration up to 300 seconds and the recharge down to 600 seconds. The recharge is now in line with other primaries' level 18 powers, and the duration is not more than Soul Extraction, but given that it has a crash, well above the 120 seconds of Gang War. The Damage Buff would also be increased to 15%.


    Option 2: Tanker Serum

    I'm not sure if the code can be worked out, but I was thinking that - in addition to a recharge of 600 seconds and a duration of 300 seconds, you would trade the damage buff and possibly the accuracy buff for an increase in threat level and damage resistance. The threat level is the part I don't know about - I got the idea from looking at Oil Slick's stats - it's a summoned pet power that automatically applies a -1 threat level to its caster (if I'm reading that right). If threat level can be changed on the fly this way, I thought increasing the threat level would simulate a "taunting" gauntlet effect (which is baked in to individual powers, and so can't be cast as a power). It would also bring resistance to all types but psionic to 75%. It would still crash.

    ::shrugs:: don't know how workable that threat level is, though.


    Option 3: Alpha Serum

    This brings the recharge/duration of the power down to 120s/15s, and grants a build-up sized damage buff. It also provides near MoG level defense and resistance to all but psi. Accuracy and end/recovery bonuses are given up, and there is no crash.

    Option 3 would come the closest to violating the cottage rule by turning Serum into a "Pet MoG or Shadowmeld", but it still might be just close enough to work.

    What do we think?
    This is not a bad idea.
    One thing I just thought of is what if they threw in a recharge bonus for the pet? Keep serum the same but add in the recharge bonus and I'd use it even with the borked recharge it has now!! Make it the ONLY power in the game to increase pet power recharge. I have no idea how hard that would be to code. I don't imagine it'd be very difficult seeing as it would only affect Mercs.
  13. It's possible to slot HO's in pets. I might have to try that someday with one dam/rng HO. The pet sets dont offer range.
  14. Funda

    MM noob here

    What's a good way to travel for a MM in zone play? Is it better to sprint around or team teleport or what? I've tried to play pvp mm's a bit but the pets straggling behind is a bit of an issue. Also should you go after your target or let it come to you and try to ground it?
  15. If I slot a range enhancement in my pet summon will that enhance their range as well as the range of the summon itself?
  16. What if they reworked it to be like a mini third pet upgrade. I haven't thought of any figures that's open to discussion. Have it enhance stats though instead of giving powers like the normal upgrades do. That would make it unique compared to other sets. 3 pet upgrades instead of just 2. Just a thought.

    And could someone please get those blasted grenades out of my medics hands!! What's the point of having a part time healer if he's always gonna lob a grenade and be the first one to go down? I don't get it. He acts just like the Arsonist from the thugs set except the Arsonist has no buffing powers so I expect him to go down first. I don't expect the one pet I rely on to help heal/buff the rest of my pets to be an aggro magnet!
  17. Bump to the front of the class :P
  18. Quote:
    Originally Posted by Kelenar View Post
    Oh jeez, I seem to have logged into the City of /b/tards forums by mistake. Now I'll never get this smell out of my clothes.
    ROFLMMFAO!!!!!!!!
    Oh god my stomach hurts from the laughing!!
  19. Acid arrow has the added benefit of -def so after it hits those -res debuffs you and your demons are slinging around will hit easier and stack up quickly.
  20. Even without using Seeds my plant/kin farmer can mow down mobs quickly. I packed a buttload of procs in my build and they're paying off I believe.
  21. Thanks for all the tips. Time to get creative with mids now I guess to finish this build. I'll post my final when I get there. I hope this toon will become my redside farmer.
  22. Hmm, I never considered slotting anything into brawl lol
  23. Does anyone have a somewhat inexpensive softcapped smashing and lethal build? So far I've hit a wall on if I need fitness pool. The build doesn't seem possible with fitness. I'll consider all ideas. Thanks for the help.
  24. Yes there is a way to lock the frame rate.
    I don't remember which one it is but one of these commands will hook you up.
    I'll show you what I use.

    /setfps 4
    or
    /maxfps 4

    You don't have to use 4, I used that so I could dual box on one computer. The slave account would bog down the primary account. After running the command it improved the performance on the primary. I suggest experimenting with various numbers to find what works for you. This is not a permanent command either. After you log off the game it resets.