Generic_Past

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  1. Of course, with 7 enemies in range for EA..you get maybe 8.2% def at the most? (I know im wrong..I suck at math but its a rough approx)

    Invincibility is what made Invuln so powerful. IMO, Invuln'ers will hate me saying this but Invincibility should be what EA is now in def % and Invincibility % should be in EA
  2. [ QUOTE ]
    Here's the real numbers (that's what I get for doing stuff from memory).

    Wet Ice
    0.5% base
    1.265% Defence from Wet Ice with +++ SO's.

    17.71% Max Defence from Energy Absorbtion (not what I had earlier).

    [/ QUOTE ]

    Masked Prune feels all dried up now
  3. It makes sense your seen if you attacked while stealthed. A good amount of the time in movies and heck, maybe real life someday If you attack while stealthed, your enemy knows where you are. Stealth is not PERFECTLY invisible. Its meant to where you can stand close and initiate an attack or 2 before they get a chance to fireback
  4. [ QUOTE ]
    Yes, Wet Ice and Energy Absorption provide relatively small DEF buffs. This is not a bug and by design. Wet Ice provides a base defense of +.5%; Energy Absorption provides the same buff for every foe within melee range (up to a maximum of 14 targets).

    [/ QUOTE ]

    Phew.. .5% seems a little low but I guess if thats how overpowered Ice was, I'll deal with it
  5. *runs to make another Where have the devs gone?!?!?!11111 Thread *

    Welcome back
  6. Although I could never bring myself to make a Fire Tank (the FotM'ness reaks soo much that I cant do it), I feel the Fear still in effect with Burn on Test is too much. Granted, it messes up the "real" factor of "Mobs are supposed to run, not stand there and get burned to death". Maybe attach a slight chance to disorient random enemies so that some get "lost in the fire" while others may run but if they try to hit you, if they are near the patch a chance to disorient comes into effect.
  7. Although its nice to see these changes, I feel they werent what we are wanting. The 2 glaring issues: Based off testing by others, Wet Ice is very negligble defense. Energy Absorption is the same way.

    And we have a reason to "cry" wanting a dev response. Its because all you guys ever talk about is "Invuln, Regen. Invuln, Regen" so we have all rights to be concerned. I'm not lashing out at ya but consider the underdogs also.

    Oh, and Pacur. Did you not read the rules? You are limited to ONE post until a dev replies in the same thread. Also, did you not clearly see the words from States that says "
    PLEASE keep the discussion limited to Ice Tankers. Anything else will be removed."??????

    Villain acc dropped is fine but its not what I feel Ice Tanks were looking for unfortunately.
  8. Stacking -res's are overpowered but having over 40+ powers to debuff defense (not counting accuracy in any other thing in the game) isn't?
  9. Please please please please please please please (need I say more?) make the shadow shard TF badges datamineable. I dont think everyone wants to redo them all again

    As for the other badges, yeah, as said above the Croatoa ones are HUGE! Please adjust that

    Also, said above. Any word on if we will ever be able ot get Isolator? I want that soo much on my main
  10. I guess the "buyers" dont care about harnessing power because they wont accept any enhancements.

    Also, the lines to each geyser is not working properly.

    Could you guys also please consider changing the graphic for the teleport back to FBZ? It just feels so odd looking like that.

    Overall, its an awesome first step. I realy welcome the changes. Maybe with this new "story" starting to unfold about all these people wanting to get power to go against the baddies in the zone, we will someday finally see the shadow shard evolve into a better story
  11. It's nice to see more zone events coming finally.

    *hopes for Rularuu (the King) will Roam the streets of PI someday as some freak accident that let him out of the Shadow Shard *
  12. Blue must've corrected it later on then because I took the numbers off his first post of the breakdown. Oh well, I'll get to 2.0.1 tomorrow or something
  13. [ QUOTE ]
    ToHit Buffs, ToHit Debuffs and Defense Debuffs are 33.3% @ SO level. The only 20% ones are Resistance, Defense Buff, Range and Cone Range.

    [/ QUOTE ]

    Are you sure? 33% seems way overpowered for something like those. Can only buff defense by 20% each SO but can debuff it by 33% (rinse repeat with others)? For some reason that doesnt feel right but I could be wrong. If so, ill have to do 2.0.1
  14. Sorry, I was going to mention Invuln Tanks Invincibility for Cyto's but I didnt think about it

    And I know the Travel/End bug issue. I just didnt bring it up in guide because it is fixed internally and is coming soon so I figured I wouldnt bring up hte bug issue since it will be fixed soon
  15. Generic_Past

    Guide to Guides

    Updated Hamidon Enhancement Guide

    The Guide to Hamidon Enhancements Version 2.0

    Please update it to the new one. Thanks
  16. Well, I finally got to update it. Please refer any future posts here. Thanks

    The Guide to Hamidon Enhancements Version 2.0
  17. Well, recently Hamidon Enhancement's %'s were adjusted to be even-con SOs. Some of the playerbase disagree'd with the decision while others were happy to see it. I for one, looking at all angles agreed it was needed. So now I have come to Version 2 of the guide. Clearing out hopefully any mistakes I typed up to make it more current. Some of this will look familiar because im just copy/pasting it and updating whats needed.

    There are 11 varieties of Hamidon Enhancements. I am going to provide a small run down of what a Hamidon Enhancement (for the rest of the guide referred to as Hami's) is, how to obtain one, and their effectiveness. I will also give a brief rundown of what Hamidon is for anyone who doesn’t know who this amoeba, or commonly referred to as Jello is and basic info. on The Hive.

    Hamidon is an amoeba that has 34 mitochondria around him. These mitochondria vary from Yellow, which are the “damage dealers”, Blue which do stuns with a little damage, and Green which are the healers. Hamidon is in the center of this primordial soup.

    Where is Hamidon located? Well, he is in a zone called The Hive. To access it, you have to be at least Security Level 45. To get to The Hive, if you start at Atlas Park, hop on the tram to Steel Canyon, then go to Talos. Next go to Founder’s Falls, then head into Eden. At the far western edge of Eden is the entrance to The Hive.

    The Hive is full of level 48-level 50 Monsters. They range from Quarry to Thorn to Lattice to Mushrooms. These beasts are not solo friendly anymore and the XP given by them is better now but still not as great as before. Devouring Swarms also exist in the zone if you fly really high but awhile back the developers made it so they don’t “insta aggro” on you like they previously did. They have a –fly and –teleport component to them if you do get hit by any, so be careful!

    What are Hami's? Well, they are a special enhancement that enhance 2 parts (ie: Damage/Accuracy) or 3 parts (ToHit/Defense Buff/Increase Attack Rate). These Enhancements are given when Hamidon is defeated. You get 1 random enhancement as long as you either do damage to Hamidon or are in Hive on a Team when Hamidon is defeated.

    How “special” or effective are these enhancements? Well, it depends. In Powers where you can either enhance both parts or 3 parts, they are effectively Dual or Triple SOs. In parts that only enhance one part, its better to stick with a Level 50++ or 51 and Higher SO as Hami's right now are just an even-con SO as said (ie: a level 50 SO% instead of 51 or higher).

    Now, you’re probably wondering, what kind of enhancements are given. As said above, there are 11 varieties. I also will put how much the buff is for a level 50 Hami if you are Level 50.

    Nucleolus Exposure - Damage and Accuracy: This enhancement can be used in a variety of powers. Pretty self explanatory. Damage is 33% and Acc is 33%

    Centriole Exposure - Damage and Range: This enhancement is a big thing for Blasters. If you 6 slot your snipe for it, you get some really good range on your snipe. Damage is 33% and Range is 20%.

    Peroxisome Exposure - Damage and Mez: This is a common thing used in a power like Total focus or any powers that have a mez attached to them AND do pretty good damage. Damage is 33% and Mez is 33%

    Endoplasm Exposure - Accuracy and Mez: This is very helpful for Controller Holds and a lot of Defenders. Self explanatory. Accuracy is 33% and Mez is 33%

    Golgi Exposure - Heal and Endurance Reduction: This is something a lot of Regen scrappers can use in things like Instant Healing or Integration. Also, very helpful to Empathy Defenders and Controllers who want to cut down on the end usage of their healing powers. Heal is 33% and Endurance Reduction is 33%

    Ribosome Exposure - Increase Damage Resistance and Endurance Reduction: This is helpful to a majority of Tankers and some Scrapper secondaries. Also helpful to Controllers with one of the Toggle Resistances. Resistance is 20% and Endurance Reduction is 33%

    Microfilament Exposure – Travel Speed Increase (Run, Fly, and Jump) plus Endurance Reduction: This is helpful in most travel powers. The Travel portion does not affect Teleport, only the endurance reduction part. Travel is 33% and Endurance Reduction is 33%

    Lysosome Exposure - Increase ToHit and Defense Debuffs, and Increases Accuracy: This one can be used in a variety of powers. If it does any of the 3 mentioned, it can be slotted. This is the MOST effective in Smoke Grenade. Not as useful in powers that only enhance off the accuracy. ToHit Debuff is 20%, Defense Debuff is 20% and Accuracy is 33%

    Enzyme Exposure - Increase ToHit and Defense Debuffs, and Endurance Reduction: This can be used in any powers that do either of the 3. MOST effective in Radiation Infection. Tohit Debuff is 20%, Defense Debuff is 20% and Endurance Reduction is 33%.

    Membrane Exposure - Increase ToHit and Defense Buffs, and Increase Attack Rate: This can be used on powers that either increase the tohit buff, defense buff, or take recharge enhancements. This is very useful in Fortitude and Elude. Elude's recharge is alot higher now but it still makes a big difference to have 6 slots for defense AND 6 slots for recharge . Also, Hasten benefits from this when 5/6 slotted. ToHit Buff is 20%, Defense Buff is 20%, and Attack Rate is 33%.

    Cytoskeleton Exposure - Increase ToHit and Defense Buffs, and Endurance Reduction: Same as above. Very useful for Ice Tanks, SR Scrappers and other various things that enhance defense in the form of a toggle and reduce the endurance cost. ToHit Buff is 20%, Defense Buff is 20% and Endurance Reduction is 33%

    These Hami's can be slotted even if it can only use 1 part of the power, but usually not recommended since its better to go with an SO that is 50++ or 51 and Higher.

    I hope Version 2.0 of my guide has helped clear up any further confusion about Hami's and other various questions you may have been wondering but never bothered to ask. If there are any errors/mistakes in this guide, please feel free to make a post and I’ll look it over and make the change if needed.

    Thanks and credit to the following:
    Blue_One for providing more accurate data that helped me ensure it was correct this time.

    TheDarkLord/Blue-Valkyrie for making sure some of my % questions were correct.

    Everyone in Jagged Legion for letting me come along back when Hamidon was deemed impossible from Issue 1 until right before the open raids came into play. You all were fun to be around and hope I can be back around you guys in the future

    Anyone and Everyone who replied to my guide. You helped shape alot of this game and its nice to see the devs are listening to everyone. Even with Hami's adjusted to SO %'s now, they are still worth it in some cases and well, this change could mean future End-Game content Finally!

    To all developers of City of Heroes: Great game so far. Some of the changes I have disagreed with and still do but hope any change done helps the game overall.
  18. [ QUOTE ]
    Take your time man. You will probably want to wait until the nerf actually goes live before you post anything.

    [/ QUOTE ]

    o_O The change has been live for about a week or so
  19. Damnit,t he devs put the TF Exemplar fix on Test. I might have to hold off til tomorrow on it since its something im hyped up for >_<
  20. The only enhancements the mito's give are lvl 53 SOs. Hamidon drops a random enhancement of either 2 parts or 3 parts.

    Sorry everyone for not making version 2 of my guide yet, I'll get to it tonight since I have tomorrow off
  21. Very true. I will make sure that part is included at least. Unless they make Hami drop 53 HO's in the future which at this point I doubt.........

    I know of the combining coming down the road which probably will force me to do a version 2.1 then maybe 2.2 if he starts dropping 53s considering the mitos will now drop better enhancements then Hami does sometimes
  22. It's crazy to think that just one simple number change means all the difference but it happens.

    Anywho, when I get home tonight, I'll get Version 2 of my guide started just in case these changes make it to Live and fix up any mis-information or whatever as I said earlier
  23. Well, per this post/thread

    [ QUOTE ]
    We’ve decided to decrease the effectiveness of the Hamidon Enhancements because, quite simply, the risk didn’t match the reward. Level 50 characters, for instance, could attack Hamidon with impunity because there were not any penalties for being defeated. Debt meant nothing to a level 50. The only risk was perhaps being defeated and sent to a hospital before the Enhancement was rewarded (an unlikely situation given rez inspirations and powers). At the same time, the Hamidon Enhancements provided such an enormous boost that it became quite difficult to a balance in an endgame system. With this reduction, Hamidon Enhancements remain better than any “normal” Enhancement; they provide a SO level % boost two multiple attributes.

    [/ QUOTE ]

    I shall start on Version 2.0 of my Guide to Hamidon Enhancements as I have some bad info and now outdated info if this goes Live
  24. Thanks for the ideas so far. My build to 50 did have some PvE mixings (Glacier, Choking Cloud) since I solo'd alot of my time in the Crash Site. But I may drop them both in lieu of better offerings. Maybe drop fear also, dont know yet. Depends on what i can fit in
  25. I know full on my build is far from 'uber awesomeness' but for what its done so far, I cant complain very much.

    Granted, Knockback is a pain along with immobilizes but I dont expect to win every fight in the first place. Lack of vert movement and ability to knock down fliers is painful sometimes but I still have I think 2 or 3 respecs on her (minus the free one I used to get her to how she is).

    Glacier can be overkill/not needed in PvP and I have considered either A) Dropping it or B) Reducing the amount of slots in it.

    I do rely on jack for damage since its my only source. Granted, I can get some dmg/rngs really fast and have that out of the way Even though AA has a -stealth, It hasnt hurt me. Tactics is there so I dont have to slot as heavily accs or whatnot. And also, this build looks SO but mine has quite a few Hami's. I just wanted to stay 'real world' for the sake of the guide to everyone as a SUGGESTION

    But thanks for the feedback. I'm still learning how to play her very effectively in PvP and so far it works but as you said, kinda, there are a few kinks I can work out. Its just a matter of more testing when I can actually PvP (god darn arena termina crash bug!!!!!)