GavinRuneblade

Legend
  • Posts

    3209
  • Joined

  1. Quote:
    Originally Posted by Roze_Sama View Post
    well it's already shown that the nova forms (Mefnanim (bright) and Hulmanim (dark)) were the same species just a different race who says there are more from somewhere in between
    Right, they are from deep inside (dark) and from near the top (bright) of a gas giant. So in theory what about the middle layers where they mixed? That's at least enough justification for a player to choose to customize.
  2. Quote:
    Originally Posted by Scene_EU View Post
    well I took your advice Silas, and the best I could come up with was either perma haste (119.5) and just short of SL cap (44.2%), or SL cap (46.1%) and just short of perma haste (120.3). Both builds included blaze and fire blast, and only 1 power needs to be changed to alter between the 2 choices: combustion/hot feet (oblit set) for bonfire (kin crash set). Only way to have both SL cap and perma haste with Fire Blast and Blaze in the build would be to get a 2nd purple set, and it would have to be Apocalypse
    As close as you are on permahaste you could swap the positron's blast in firebreath for Ragnarok. Not that that is any cheaper then Apocalypse, but there ARE other options.

    Tactics is only giving 5% recharge. What if you put Combat Jumping there with a Gambler? That gives both defense and an extra 2.5% recharge.
  3. Quote:
    Originally Posted by MonkeySpirit View Post
    But I already did Thugs up to level 50, and the flavour would really be a lot different. There must be uniforms.
    If you're really going mercs, then get an achilles heel into your soldiers ASAP. Before level 20 if you can. Another into the commando is helpful, but the one in the soldiers is extremely important. Nothing else will make such a big difference.

    I tried a lady grey proc and it helped a little bit, but the achilles heel was a huge improvement.

    But it is a shame you don't think thugs will work for your concept, I really think you'd have more fun that way.
  4. GavinRuneblade

    Wings on BM

    Quote:
    Originally Posted by Crime_of_Fashion View Post
    Boy do i feel good for stockpiling a few hundred sets of costume wings over the last month. The price has exploded..... i feel so deliciously ebil selling stuff i got for 10k 2 weeks ago for over a million today, per item.
    Heh, I imagine it's lots of people with brand new demon summoners. Cheers on yer ill gotten gains!
  5. Quote:
    Originally Posted by DrAngryMan View Post
    Zyal's/JFreezy's solutions worked. Now I feel like a bit of a putz. Thanks very much!
    Don't this one has been getting people for a long time. It used to kick in on the level 50 requirement. And now the same bug is just hitting you on the level 20s.

    And do pay attention to Aggie's comment. Just in case you will want to keep a 20+ on both sides of the fence if the game ever forgets you're supposed to have permission to make epic characters. It's not such a big deal now with the level 20 requirement, but that hit a lot of people hard in the past.
  6. I predict lots of epic fail coming as people try for that one. (goes out to stock up on popcorn)
  7. Quote:
    Originally Posted by DarknessEternal View Post
    It would take less work than any other possible solution barring "no solution". It's just two databases. Such things are easily merged.

    Black Markets would continue to take Infamy, Wentworth's would continue to take Influence. That is how they are already coded, so that's zero work.

    It's perplexing that they don't consider this the best solution already.
    Because they have stated they feel the cash on hand imbalance between blueside and redside would allow blueside to exploit redside. That's why. As has been mentioned again and again, redside would just sell until cash balanced out, but I guess they don't see it happening.
  8. If I ever move away, I'll miss Zippy's and Blazin' Steaks both.
  9. Is there really any reason you can't do thugs/poison with that concept? Just because they're a militia doesn't mean they have to dress paramilitary.

    And the Bruiser and Enforcers fit your concept much better than the spec ops and commando since the bruiser uses some Super Strength attacks and the enforcers have team buffs giving them the minor powers you mention. The commando and spec ops just have guns.
  10. GavinRuneblade

    This blows!!!!!!

    You're not missing much, it has turned into a demonic horde invasion. Little buggers are everywhere. It looks like the apocalypse hit Mercy.
  11. Quote:
    Originally Posted by TheMightyStorm View Post
    fun fact. In the good old days, fear *was* afraid, and there was no such thing as terrorize.

    People complained that mobs would run halfway through a level and needed to be chased.

    Also, people used to ride horses, and wear old-timey monocles and tophats.
    You obviously need to spend more time in the Marketing Forum. Monocles and Tophats are part of our uniform.
  12. Well, he looks like his attack chain is incinerate-scorch-firesword-scorch. And I don't think he needs haste to pull that off.

    Why go with 5 gaussians in buildup over adjusted targetting?

    On healing flames doesn't that last recharge IO add essentially nothing to your recharge time?
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    Interesting observations.

    I'm not sure that "approach" is really a separate mode. What it feels like is enemies in "melee" mode will use whatever is at their disposal if they are moving toward you but haven't quite closed to range yet. They definitely stand up from knockback sometimes and shoot immediately.
    You can really confuse the CoX AI by moving in and out of melee range during a fight. Even when powers are recharged, sometimes the AI will have the melee power queued up and won't try to swap to the ranged attack if you were just recently in melee range and are still close, but not quite in melee now.

    You can also see them get pathing issues if you circle-pause-circle-pause-circle while fighting a group of three. One inevitably tries to circle left, no no right, no left, wait I'll just stand here... Left! hah punch! Whereas if you were standing still it would have attacked you three times in that period.

    When you stack slow/immob on top of you staying mobile, the AI is really at a disadvantage unless it has a massive preference for ranged attacks (rikti drones for example).
  14. Quote:
    Originally Posted by Deus_Otiosus View Post
    They don't have to follow the Brute, but Brute's will most certainly add impetus to most groups to move faster.


    I think Tanker ego will be the biggest issue here.

    On co-op teams I find some Tankers understand their role very well, which is to leverage their survivability to allow the support characters to survive.

    Other tankers misunderstand the role, and get into some sort of bizarre ego contest where they continually try to taunt mobs off of Brutes who are clearly designed to break and survive large spawns.

    Usually this is at the expense of the squishies, who are left to their own defenses in the back field as the Brute and Tanker jockey for aggro against each other. Which is just counterproductive for everyone.
    Very good point.

    I find that the more the tanker has had experience in cross-faction activities (Imperious/Lady Grey/Mothership raids, etc) the more they learn to trust brutes to survive, and to understand that the brute NEEDS that aggro in order to deal the damage the team needs the brute to be dealing. It's pretty much the Tankers who have limited exposure to villain mechanics who don't understand the two can be very complimentary.

    In an ideal team with both a brute and a tanker the brute is holding minion/lieut group aggro for fury, the tanker has all the most dangerous enemies locked down and the squishies are free to unload at will knowing the tank can step in if anything even looks at them the wrong way. It's very nice when it works. Really lets you run on max difficulty with an idiot like me on the team =)
  15. Quote:
    Originally Posted by Leandro View Post
    Preliminary reports say that BM murdered WW and ran away with all the loot after faking its own death.
    I don't mean to disrespect the dead, but if the BM is still alive, then he's real @#$%^&*^%$@@$&%^&%*(.
  16. Quote:
    Originally Posted by MonkeySpirit View Post
    But what if I play around with pet controls? I could send the Spec Ops in on defensive or passive mode, so he doesn't attack anything that can't see him.

    Another question: If I set the medic to "passive", will he still heal his teammtes or not do anything at all?
    The medic likes to use his heal. Unfortunately, he doesn't always use it on the most damaged member of your team. For instance, Soldier 1 is nearly dead and the commando has taken 30 damage. Medic has a 50-50 chance to heal either one. But on the plus side, he will use the heal while on passive.

    On my mercs dark, if I laid down a tar patch, teleport foe into the tar patch and tell all 6 of my boys to attack, it takes 3 to 5 seconds to drop an even con minion. In that time the commando has used at least 2 AoEs, and the spec ops have used at least two controls and one snipe. And at least one soldier is in melee instead of shooting.

    With my new ninja MM, I usually can't get a single power of my own off before the minion is dead. This is because all the attacks from all 6 of my ninjas are doing damage. The merc attacks are mostly doing dot damage and all the other MM attacks are doing burst damage.

    If you are willing to live with this, and if you are ok with controlling your boys tightly all the time, then mercs does work. I got mine to 50. It was really frustrating, but it works. I did go merc/darka nd that was a bit too fiddly for me. Should have been /FF or something less active in the secondary so I could spend more attention controlling my boys. But that's just me, for 99% of the MM player base Merc/Dark is a great combo if you are willing to suck it up on the mercs. I agree with RiverOcean on the /TA and /Traps, but I think /Storm you'd really want to be careful with the knock. The commando is bad enough on his own.

    And as I said, those who are skilled and good with their pets do get pretty decent performance out of mercs. However, in 100% of cases you will get more performance out of thugs (for instance). The only reasons to go mercs is for the challenge or for the flavor.
  17. Quote:
    Originally Posted by David Nakayama View Post
    Just wanted to give a little shoutout to any Hawaiians who might be reading this. I'm a kama'aina from Nuuanu valley, so aloha from Paragon HQ!
    WooHoo! Thanks for stopping by!
  18. Can you post that long form. No mids for Mac users.
  19. Yup, if you're just set muling might as well use the proc and any random off-level you can find cheap.

    Also, I find that while waiting, I can get smashing haymaker in easily, reliably and cheaply as a placeholder. Not as good, but better than nothing.

    With kinetic combat, sometimes it's not the price that's the issue but availability.
  20. Quote:
    Originally Posted by MonkeySpirit View Post
    So... what can I expect from my lowbie Mercs/Poison?

    When I started him, I thought the Spec Ops stealth could work well with the tier 9 from Poison. Does this hold any truth?
    In my experience (one merc to 30 one to 50 and played for a a few months before banishment out of frustration), you'll find that compared to other sets you get attacked a lot more. This is because Mercs, especially the tier 1s do damage over time. So the enemy gets off at least one more attack than they would if you had Bots, ninjas, or thugs. Even if you kill them, they will take a few seconds to actually die. Your boys don't have a clue about the impending death and unless you re-target them on new enemies they will waste another round of attacks on this soon-to-be-dead-anyway enemy. Meaning enemy two gets several more attacks in. This is what compounds the appearance of lower damage for some players.

    Also, no the spec ops stealth is largely wasted because they like to do things like use a flashbang or webnade.

    Here is what typically happens as your alpha:
    Big group of enemies all tightly clumped, tell the boys to attack:
    Medic and one soldier start charging into melee. Second soldier shoots. You start seeing ticks of damage that are lower and slower than ice rain from a defender.

    One spec ops begins to trigger his 2.5 second-animating snipe. Second fires webnade.

    Commando opens with M-30 doing low damage but scattering the enemy. Webnade hits pinning them in their scattered location. Commando charges up and fires off LRM and flamethrower at ONE ENEMY ONLY.

    Soldier and medic are dead, but did manage to get in one melee attack each. Spec op finishes his snipe and fires a flashbang that gets one enemy because the commando scattered them.

    Your third soldier is still plugging away doing ticks of 5 damage at level 50 with 101% enhanced damage and Assault wondering why the rest of the team isn't helping.

    The commando runs away from the still living enemy he's lit on fire and stands looking at the one that got hit with the flashbang. Not attacking, just standing there.

    Finally both of your spec ops use their machine guns together. They get confused at this and stand still doing nothing.

    The commando finally attacks by unloading full auto catching, if you're lucky, two enemies.

    Your third soldier finally manages to down his target and starts in on another. 5. 5. 5. 5. 5. 5.

    Now stealthed again the spec ops repeat their actions, one sniping the other launching a webnade.

    ------

    Honestly. This is pretty much what you can expect. I've never seen such idiocy from any other pet AI. The Bruiser at his worst was better than the Mercs.

    In my experience the poeple who like mercs tend to be good at controlling their pets. The better you are at directing them the more you will get out of mercs. If you're still learning control, or like me just don't have the reflexes for it, then Mercs may not be the set for you.
  21. GavinRuneblade

    WS human Form

    Quote:
    Originally Posted by Ceri View Post
    Oh, I disagree.
    I'm just sad someone said it before I could. Not only do I agree with the OP entirely I was intending to make the same post, he just beat me to it.
  22. Quote:
    Originally Posted by magikwand View Post
    I would also remind you that tankers and brutes have been able to team for quite some time in co-op zones, so there won't be to much change. I doubt it will be game breaking dynamics, because (unlike what many people believe) brutes are not tankers.
    Very true. Tanks are more survivable. But more importantly, I find the people who play tanks over the long run have a tanker attitude that alters their play style to something a bit more protective. Redside hasn't really needed tanks, but they will be appreciated that's for sure.
  23. Quote:
    Originally Posted by Postagulous View Post
    I've been in Peregrin Island to get a raptor pack from FBZ and have a 10 get invited to radio missions. It's because the teams need players. Are there places in Villianland where teams need players? Go there, even if it makes no sense.
    In order of most active teaming: Cap, Shark, Grandville.
  24. GavinRuneblade

    Massive Recharge

    Not sure which thread but Umbral gave me this build:

    Umbral BS-Regen

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(50)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(15)
    Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
    Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(21), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(23), Panac-Heal(23)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Panac-Heal(34), Panac-Heal/+End(36)
    Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(50)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Run+(40), GftotA-Def/EndRdx(40)
    Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(34)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), GftotA-Run+(43), GftotA-Def/EndRdx(43)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), RgnTis-Regen+(50)
    Level 49: Resilience -- GA-3defTpProc(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  25. GavinRuneblade

    Phalanx Fighting

    Also you can hit up the Hazard Zones (Croatoa and Striga) and talk to the first contacts in each. Typically they will point you to someone new.

    Then you should have at least one Midnighter contact (Montague Castanella in Steel Canyon, Percy Winkley in Croatoa, or Mercedes Sheldon inside the Midnighter's Guild if you already did Montague). Because they don't ever lock you out of the guild or you'd be unable to reach Cimerora.