GavinRuneblade

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  1. Quote:
    Originally Posted by SpaceNut View Post
    I think the biggest issue here is the iXP needed to unlock the slot. It feels more repetitive to do the same content half a dozen times to be able to slot anything in the slot. However, once you do get the slot unlocked, you'll have enough incarnate components to slot way more than a common. By the time I got Judgement unlocked, I had enough salvage to slot it with a rare, if I wanted to. (I held on to threads and only made an uncommon.)

    If the slot had been unlocked through another mechanism, I could have put a common in it after probably 2 trial runs, which is about the same investment as a common alpha. However, since the it takes several more runs to actually be able to slot anything, it feels like it takes longer.

    If you're looking at just slotting commons, Alpha is way faster because of the mechanics of the slot, but by the time you get to the rare level, the other slots seem to fill faster.
    I suspect this is a big part of it. Even on my completely gimped defender (and I say that not as a dis to defenders but because only about half of his slots have anything in them) I was able to solo the entire alpha arc in under an hour. Another 3 hours of TFs and the alpha was slotted and good to go. As I said, over 10 hours into the trials and still nothing unlocked. I will have to break down astrals to make even a common as I don't have the actual components I need and only have enough threads from drops to craft 1.

    I did consume 4 of my threads for exp, but when I saw the conversion rate was about as crappy as buying prestige I decided to skip that for now.

    On the other hand, once notice of the week came out I was able to run those over and over and over and over with multiple characters in one day and get each many notices built up. As I have no interest in tie r4 of anything, I broke down all notices after the first and got to my tier 3 extraordinarily fast on all of my 50s. There's no real equivalent for the thread-side of things because even the empyrean merits don't become enough to craft 2-3 components from a single breakdown. If they were worth 60-120 threads it would be the equivalent of the notice breakdown into 6-12 shards. But they're not. And astral breakdowns are a joke. You need more astrals to craft 1 component than you do shards to craft 1 component (5 astral merits compared to 4 shards).

    Edit: Please note that I'm not complaining about it taking too long, nor saying that I feel it should be sped up. Just saying that Alpha was much easier.
  2. Quote:
    Originally Posted by Werner View Post
    You mean the one Umbral created and Val Blademaster played? No idea about the thread, but I have several versions of it saved. I'm just not sure which is which. But I THINK this is the original, the one Val actually played when he soloed four AVs at once back in I think I15, no temps no insps.

    These days, it simply doesn't look all that impressive as a build, but it was great for its time.

    It wouldn't surprise me if the extra slot was for the Gladiator's Armor. Was that available in I15? Perhaps Mids' hadn't been updated at the time if so. Otherwise, I'm not sure what it is.

    Code:
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    Can you post that long-form? I'm on a Mac and thus can't use mids.
  3. Quote:
    Originally Posted by Negate View Post
    Fly trap freaks you out more than carrion creepers? Carrion creepers use to give me the...well creeps. That awesome sound they make, the suggestive hentai appearance lol.
    Well, I can't help but imagine it being a little something like this from the Order of the Stick. I've actually been known to refer to the combination of creepers and roots as the punchline from that comic (won't spoil it for those who might not have bumped into it before).

    Quote:
    Originally Posted by Bloodspeaker View Post
    Well, as a) and avid Mastermind player who'd never condone a petless MM, and b) an almost equally avid Dominator player who actually has a level 44 plant/thorn with the pet, I'll say this:

    Dumber. Than. Zombies.
    So true. So very very true.
  4. GavinRuneblade

    Most DPS?

    As I recall right before i19 the top three DPS Builds, in order were Ill/Cold controller, Crab, and Fire/Fire/Ice dom, all siting comfortably over 400. We know the dom and crab are still happy. How did Ill/Cold fare with the changes?
  5. GavinRuneblade

    Most DPS?

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    Perhaps (and this is just me guessing, as I have no idea at all if it would work) he summoned his Lore pets, then switched what slot he had equiped, and summoned new ones? That's the only way I can see "double summons" working since recharge doesn't affect them.
    Actually, I'm guessing that doesn't work since in order to swap you can't attack or be attacked for 5 minutes. However if you summon at the beginning of a mission, then swap you haven't attacked yet, so that is a possibility, but it only works once so you only have a 4.5 minute window of overlap (estimated).

    The other loophole I know of is swapping builds. That works for the mission teleporter and other similar powers but you can't do that during a mission.
  6. I find that the fear has several aspects that I like a lot. As mentioned it has a -tohit. This is team friendly, even if you don't need it, it will protect your allies.

    Most important, and why I take it over the stun every time and twice on sunday, is that IT STOPS ENEMIES FROM RUNNING AWAY. The cower kicks in and they stand still. That stun causes them to stagger away. I'd rather have the enemy standing still.

    At least until the devs finally cave in and change the AI so it isn't a complete coward. Seriously. Especially those warwolves.
  7. GavinRuneblade

    IDF Lore

    Quote:
    Originally Posted by JuliusSeizure View Post
    Well, there aren't too many player powers on a 4 second recharge that do 570 points of damage with 0.57 seconds of animation (Energy Punch for IDF Commando at t4 Core). I think it's safe to say that MOBs are governed by different rules than players.
    Actually this is partly true and partly wrong. MOBS have a damage scale of their own, like each AT does. However, powers used by MOBS are not edited when the player version is. Which is why paragon protectors still use a version of Moment of Glory that players stopped using many years ago. It's not that they use different rules, they use older versions of powers.

    So who knows what version of energy melee they are using? I got no clue.
  8. Quote:
    Originally Posted by Oliin View Post
    I've found it significantly easier to slot the new incarnate powers than it was o fill the alpha slot.
    I have the e≈act opposite experience.

    I do have limited playtime but I logged 7 hours on one character last night. That character now has both master badges, a small stockpile of components (but not enough of teh specifically needed items to complete a single power once the slots are open unless I breakdown astrals) 32 threads 4 empyrean merits and 20-somthing high astral merits. She's at 88% BAF experience and 60-ish lamda experience.

    The new stuff seems vastly harder. I solo'd the Alpha mission, bought a Grai matter, ran one ITF one Lady Gray and had my slot filled with a common. I'm at about 9 or 10 hours total after almost two weeks and the new ones aren't unlocked yet.

    WAAAAAY harder.

    Hell, in a month I got 12 characters to level shift on Alphas. In two weeks I have 1 character almost unlocked on judgment slot.
  9. Those are surprisingly affordable builds. /SR is pretty cool in that regard I must say.
  10. the reputation of ice/ice as bad is not deserved. It comes from two things: 1. ice/ has less hard controls than other primaries and doesn't really have a great every-spawn anti-alpha power. So many ice/ doms die more often when they're learning their character. /ice doesn't do #1 the highest damage. therefore to many people it is gimped.

    realistically, that's a load of crap on both counts. ice/ is very solid, just needs to be more careful than other sets. /ice is not #1 for damage but it's not the bottom either (that would be /thorn as far as I know).

    I partner with a buddy's ice/ice all the time and he can solo +2/x8 romans. Hell he almost solo'd the second mission of a 6-player ITF when the other 5 of us were goofing off on skype and not paying attention. We only got in on the last 3 cycsts and ambushes once we saw how far he'd gotten.
  11. GavinRuneblade

    Fire or Ice APP

    Most of the analysis I've seen shows the -res from ice adds more to your total damage over time than the higehr base damage on fire.

    If you team, even duo, this is even more true.
  12. Quote:
    Originally Posted by Lucky666 View Post
    You get more shards in an itf then a incarnate trial? really?

    I get about 6-8 shards on a kill everything in our way itf, in an incarnate trial I get about 10 threads and usually between 4-6 astral merits which equal 4 threads each. The math just aint making sense. Not even close.
    My first 3 Lamda trials I got 1 empyrean merit, 1 astral merit and 8 threads. total from all of them combined. I also got 1 shard, which I think was a bug but I'm not going to complain.


    My last ITF I got 11 shards plus a component (equivalent of the astral merit).
  13. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I've been playing for just over 3 months and I'd like to think that I'm picking up on most things at a pretty decent rate, but sometimes I still find myself puzzled by the more 'technical' side of the game. I am a professional forum lurker which may (or may not ) be working in my favor, but I still have some specific questions that might require you to speak to me as if I am a child.
    I'm right with you on a lot of these. If you want to get a headache, track down the Arcannaville explanation of defense. I know it is amazing and awesome, but just way over my head.

    Quote:
    1.) I understand the concept behind the soft-cap in theory, but sometimes I have trouble with it in practice. For instance, +45 defense is supposed to be the vs attack soft cap but I have seen builds posted that were supposedly soft-capped to smashing and lethal damage, but when I look at the bonuses in mid's it says just over 10% bonus for each. Is there something else that goes into it that I'm missing out on?
    Defense from all sources pretty much stacks. So for a character that has powers granting defense, they only need a small amount of set bonus to reach 45%. A blaster, though, will need almost the full amount from sets since they only have the pool powers (Weave, combat jump, maneuvers, and hover).

    Also there are two kinds of bonus: Positional (AoE, Melee, Ranged) and Typed (Fire, Smashing, Lethal, Cold, Psi, etc). In general positional is harder to achieve and smashing/lethal (S/L) accounts for about 70% of all attacks in the game. So when people have a build that just can't make it 45% to all positions, instead going just s/l (equal to only melee or only ranged in difficulty) gets the most bang for the buck.

    Quote:
    2.) I am having trouble figuring out how to know what a builds' overall resistance/defense is actually at, with some sets giving specific bonuses (smashing, toxic, etc) and other sets giving general bonuses (aoe, ranged, melee.) How would I go about calculating the totals? Is one taken into account while the other is calculated, and either way what is the best way to make a well-rounded and properly functional build with all these factors taken into account? Obviously priority depends on extenuating circumstances/personal preference, but what is the best way to determine what direction to take these bonuses in and how to calculate their final value in relevance to one another?
    the scrappers have an awesome survivability spreadsheet. But I looked at it and got a headache so bad that I blacked out. when I awoke it was deleted from my harddrive and that part of my brain that is capable of finding it was replaced with a cybernetic implant that overrides my actions and directs me to you tube videos of my little pony if I try to find it again. But I understand that it is really good. If you can figure it out.

    Quote:
    3.) I have trouble understanding the mechanical difference between damage resistance and defense. Try as I might, I just can't wrap my head around it. I just know that when my Warshade is fully eclipsed, his health will still sometimes go down until I eat a couple of purple inspirations, and then it will stay perfectly full.
    Defense is avoiding getting hit at all.

    Resistance is reducing the damage a hit will cause.

    Similar end result in terms of survivability, but massively different experience in play.

    So lets say you have 500 hit points. And there are 5 enemies that are attacking you. Each hit will cause 100 damage and they attack every 5 seconds.

    First off, 50% of all enemy attacks miss if you have no defense at all. So at a base, before any of your own stats come into play, you are looking at 250 damage every 5 seconds, and so you are dead in 10 seconds if you have no defense and no resistance.

    Let's say you have 25% defense. Instead of 50% of attacks missing, 75% will. Now you're only taking 125 damage per 5 seconds and you'll last 20 seconds.

    If you have 25% resistance those hits only land for 75 damage, not 100. But you still get hit 50% of the time. So you're taking 187 damage per 5 seconds. Better than nothing, but not as good as 25% defense.

    Some people say 2 points of resistance=1 point of defense. that's total BS, but it is true defense mitigates more damage than resistance in general. There are subtle factors at play:

    nearly every lethal attack in the game debuffs defense, so it can be taken away. Fight the romans to see this in action brutally. All mez powers (holds, sleeps, stuns) have to hit to mez you, so a resist-based character has no protection against them and a high defense character is nearly immune. When a defense character gets hit, they get hit for the full damage, sometimes resulting in an insta-kill. resitance-based characters usually have time to pop a heal of some kind. This comes up a lot with toxic and psi damage. Some attacks are not positional and still hit for a lot of damage. A pure defense build is in a lot of trouble against those.

    So the ideal is layered protection blending both of them at once. This is one of the secrets to how many tankers are so awesomely survivable.
  14. I'm kinda hoping they add more uses for shards and alpha salvage. Sort of like we have tech and arcane, we could have A and B incarnate salvage. A, B, C, D, E and F would be annoying.
  15. I had this same reaction the first time I looked at the description. Had to reread it to be sure.
  16. Quote:
    Originally Posted by DuceyKins View Post
    Right now it is the "honeymoon" stage, simple to get into a BAF or Lambada league. But what happens when the already small player base finally gets their fix of Incarnate stuff? Will the requirements for how many people are needed be turned down a few to accommodate smaller leagues? Or will people that play casually be left in the dust and have only tumbleweeds to accompany them in the new trials?
    What's in issue 21? Incarnate content. Issue 22? Incarnate content. Issue 23? Incarnate content. Issue 24? Probably more incarnate content. Issue 25? Not sure, but I'm guessing more incarnate content. Issue 26? It's not that much of a stretch to guess more incarnate content.

    Two or three YEARS from now, when they're done with the unlocks and all tiers of incarnate powers are had by most, maybe this will be a relevant question. But seriously, if you're worried about a hypothetical event two years or more away consider taking meds. Or stopping the meds you're on. One or the other ought to help.

    Especially since the devs have spoken about solo ways to get incarnate credit.

    Hell, if you're insane and lazy you can grind it all on shards from the wall in cimerora or rikti warzone borea missions. And you can do that right now.
  17. Quote:
    Originally Posted by Ironblade View Post
    OH HELL NO!
    If they do that, you will see a DRAMATIC drop in how often people run the trials.
    #1 I'll call your bluff on that. They will see an insignificant drop at most. Even you will stop, then want the shinies and start up again.

    #2 I didn't say it was the good solution, I said it was the easy solution.
  18. Quote:
    Originally Posted by Lobster View Post
    2 end/rech/slow
    1 rech io
    1 acc/dam HO
    impeded swiftness: chance for smashing
    explosive strike: chance for smashing

    I may replace one of the end/rech/slows with another proc, but I thought I remembered reading that the others didn't fire off as often as the two i used.
    explosive fires less than targetted aoe will. The best is impeded swiftness. Then the three targetted aoes (Purple, Posi, PvP) but putting the chance for knockdown in creepers is really not so useful so you're left with Posi and gladiator for top damage.

    Then end/rech/slow are not a bad idea. I just know that the second Acc made a very noticeable difference in performance. I don't have a whole lot of acc from set bonuses.
  19. Fly trap is very powerful, but not a gamebreaker to skip.

    With Seeds and Creepers you don't need the aggro management as much as other doms, and while it does nice damage and takes the -res proc, you have some of the hardest hitting controls out there. Just make sure you go for a damage-heavy assault set and you'll be fine.
  20. Quote:
    Originally Posted by Organica View Post
    OMG yes. Exit mission, see that next mission is a long ways away (Dark Astoria or Boomtown for example) -- MOVE AT LEAST 20 FEET AWAY FROM EVERYONE ELSE, then I use my Mission Transporter.
    Unless this has changed in the last two weeks it's never helped for me. I've been at the steel canyon Wents and had my mission teleport canceled by a teammate down in the University courtyard.
  21. Quote:
    Originally Posted by CaptSammy View Post
    Positron was asked about this at the informal developer USTream chat that other day. This really did take them by surprise, they really expected the LFG to be popular. So they are aware of the problem. He did not give any kind of clear answer, but it is being looked at.
    Also the thread about a specific area to gather for trails was mentioned to him and he was intrigued. Pocket D and RWZ are being used, but those places already have purposes, and league forming is conflicting with that. Its hard to get teams into the proper RWZ instance. Pocket D holds more but has RP going already. And if you are on Virtue, like I am, you do not want to mess with the RP'ers. :-)

    So do not expect things to change overnight, but we do know the devs are aware and thinking about what they want to do.
    The easy solution is the same one that the big fantasy game implemented to their queue system a while back when premade's in PvP instances were a severe problem:
    Ignore all existing groups, force the queue to be used.

    Sure you could get a premade of 40 people and queue up for an event. And odds were a bit more than half of you would be in the same instance. Assuming you all hit the join button in a short enough period of time to be lined up in order.

    The other thing is that it NEEDS to queue up beyond the cap for the instance before triggering and take the first people who agree to enter.

    The other change I recommend would be to make the "join trial in progress" default, so those who don't want to need to unclick it. This will help backfll trials when people bail.
  22. GavinRuneblade

    Quick Questions

    Also damage procs and -res powers allow you to exceed the damage cap.
  23. I love creepers. How do you have yours slotted?

    I went two Acc/Dam Hamios, two generic recharge and two damage procs (Slow set and Posi's blast).
  24. GavinRuneblade

    Scorpion Redraw

    Practically speaking everything but the forcefields.

    you even pull the stupid thing out to summon the pet.
  25. I've never been able to track down the post I made about it when it happened. But I was in Atlas Park on a lowbie and for laughs I decided to gank some of the hellions on the street stealing a purse. One ran and I chased him.

    He ran though two others who aggrod on me, and I hit one, so they kept following. Then he jumped a wall into that warehouse district with the higher level clockworks. Long story short, I ended up dead with a group of enemies around me, thinking to myself, "Did I just get kitted to my death by a grey conned minion?" Answer: yes.

    Very shameful. I was only level 7 at the time but still. Shameful.