HelinCarnate

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  1. Quote:
    Originally Posted by seebs View Post
    If your goal is to make money, your key goal is marketing, not killing.
    While true, it is very very boring. Yes even more boring than farming the same mobs over and over. At least for me.
  2. Quote:
    Originally Posted by Pitho View Post
    There are some enemies that'll recharge floor you unless you have something like capped recharge resistance.

    Basically anything with Lingering Radiation. Antimatter, one type of longbow warden, probably Positron, not sure what else. But the last longbow warden I fought knocked my recharge down to about -270%. 40% recharge debuff resistance isn't going to stop that from recharge flooring you (and that's how much the sets with a quickness clone get, invuln/fire armor only get 20% debuff resistance from theirs.).
    Cannot remember which one. One of the "horsemen" in the LGTF took my normal +146% recharge on my brute down to -300 something. I had to wait for jab and brawl to recharge.
  3. Higher level mobs perhaps? Not sure on the numbers on that. Or maybe rounding up to soft cap and was actually at 43.49%?
  4. Yea, really not a big deal. Level 20 is not that difficult to get to. But I do agree it should have been more clear to begin with.
  5. My favorite is no longer in game. Show Off. Was so fitting for my brute.
  6. Have noticed the same thing as far as boss spawns. This is true of any level 50+ mission where you encounter DE, not just the tip missions. The DE bosses are not being replaced by the LT version. I am not sure on the lower levels however.

    As far as the to hit thing I have no idea. I have not tracked that. But it would explain why I seem to be getting hit more on those missions even after I pop a luck if needed.

    I did bug the spawn thing when I noticed it.
  7. Perception is the worst indicator to go by. People tend to focus on the bad things that happen like missing 7 out of 12 times and not focus on the good things that happen like hitting 30 times in a row. Over time the RNG is random. Although it may seem tilted one way or another even over a period of hundreds of rolls, when you get into hundreds of thousands and millions of rolls, it evens out.

    Do the research Arcanaville has done and if you still show that the RNG is skewed, then there may be an issue. Just need a few more million to hit rolls to keep track of and you are there.
  8. With DB/Elec aka the Electric Blender the sweep combo can come in quite handy in both damage mitigation vs large spawns as well as keeping those spawns in your damage arua instead of running away when they get low on health. With DB/Invuln Attack Vitals combo should be plenty. I have both on my DB just for the sake of flexability depending on what I am facing. I have enough recharge that I could spam either one depending on the situation.
  9. Only change I would like to see is change Crane Kick from KB to KU.
  10. IMHO way too much effort put into def numbers. If you want something unkillable that does low damage, make a tank.

    Inspirations can make up for the times you need more defense but there is no inspiration you can pop for extra recharge to get KO blow, footstomp or other aoe attacks up faster.

    I mean you have brawl slotted. For the love of all that is evil in this world, put those slots somewhere where you can do damage.

    Example build that is just as sturdy for 90% of the game and will kill stuff much faster.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), P'ngS'Fest-Acc/Dmg(46), P'ngS'Fest-Dmg/Rchg(50)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(40), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(42)
    Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), RgnTis-Regen+(31), Mrcl-Rcvry+(34), Mrcl-Heal(37)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(31)
    Level 8: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(13)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), HO:Golgi(23)
    Level 18: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 20: Quick Recovery -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(21), Efficacy-EndMod/EndRdx(21)
    Level 22: Rage -- RechRdx-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25)
    Level 26: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(27)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Foot Stomp -- FrcFbk-Rechg%(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Apoc-Dam%(46)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Strength of Will -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
  11. Quote:
    Originally Posted by Forbin_Project View Post
    <sigh> Some people just can't accept that sometimes the problem isn't with the game it's with them.
    Exactly.

    So you are saying when you increase the difficluty it is too difficult...... Hmmmm.... If only there were a way to make it easier.
  12. Ok so you can get an ITF and a LGTF together and done in 90 min. While that would not be an issue for the time to complete both of them on speed runs, what would be an issue for your average player would be to get the team together and complete them. Depending on the server and time of day and day of the week it could take anywhere from a few min to half an hour, sometimes more just to get a team together. If you do not have a group of friends that are on all the time, getting a PUG together for a LGTF can take longer than the TF itself.

    I am willing to bet that you and I are not the average player. We both can get those things done pretty fast most of the time. But for your average player, 2 hours a day is not enough time to get all that done, at least not on a regular basis.

    But let's pretend for a moment that it is. Player A does 2 hours a day for 6 days a week. Player B does 6 hours, 2 times a week. There is nothing stopping Player B from playing 3 different toons and ending up with the same results over time. Granted it will take 3 times as long to cash in for a pvp recipie, but he will get his pick of 3 pvp recipies in the same amount of play time that it would take Player A to get the same 3 pvp recipies.

    This is all assuming that Player A and Player B even should be getting the same rewards. Should we adjust merit rewards for for Player B because he plays on Pinnacle in the middle of the night? Because Player A plays at peak times on Freedumb and is able to find teams for TFs faster so that would only be fair so that they can get the same rewards for the same amount of play time.
  13. HelinCarnate

    Longer Buffs

    I could get behind changing all short recharge buffs to 240 seconds to match the bubbles but that is about it. Would make a kins job much easier, that is for sure.

    As others have said about the MM with thermal, you should really only have to worry about buffing either your pets or the team, not both. It all depends on the team. If you are on a team with a bunch of brutes, tanks or scrappers, I would just buff them and let them take all the aggro. On a group with more squishie folk, I would buff my pets and keep provoke going to keep the aggro off of my team so they do not need the shields.

    No need to change the game to adapt to your playstyle.
  14. Quote:
    Originally Posted by Techbot Alpha View Post
    Sorry, but I agree with the OP on this one. Facing bosses? Ok, on certain toons it doesn't matter, I can handle it. Most of the time, if I can handle the odd boss, I'll have a shot at it. If not, I leave it off.

    But then you get maps where it is literally nothing but Bosses +1. Thats....it sort of grates. There should probaby be a rule that checks wether the last spawn or two were 'Boss Mobs', and then implement a streak breaker.

    I've also noticed the +1 happening a lot, despite settings. Sometimes it doesn't matter. And sometimes its lethal.
    Already been said in the post above yours.

    If you are really upset over having to face bosses, then you should not have the option set to "I want to fight bosses even when solo".

    If you get nothing but +1 bosses in your map that is odd but still within the difficulty settings that you picked. You have no one to blame but yourself.
  15. What are you running that gets you 50 merits in 90 min?
  16. Quote:
    Originally Posted by Ryuuk View Post


    Hellincarnate: my main does not have a stockpile of merits, I do earn those every day. As for the inf, yes I have some saved, but if I didn't, it would increase my daily playtime by an hour at most to get 20m.
    That only adresses part of what I said. In order for your 2 hour play time senario to be accurate you would need to get 50 merits every day for 20 days in just 2 hours of play time, in addition to doing 5-6 other missions, most with multiple objectives. And on top of that, you would need to earn at least 20m per day starting from day 1.

    I am not saying that is not possible, what I am saying is that it would be very difficult to do. Once you figure out how long it would take an average player to get those 50 merits a day and 20 mil, and get 5-6 tips and run 5-6 tip missions, then you can compare that time to the same average player playing for a longer sesson only a couple times a week.

    That way you can compare an apple to an apple instead of a BMW to a coconut.
  17. HelinCarnate

    Some ideas I had

    Only thing I could get behind is the last suggestion. Stamina is not mandatory. It just makes life easier. If you want life easier without stamina then slot for it. No need to change how the powers work. If you want recovery resists then roll a Dark Armor or Elec.

    Travel powers are not mandatory either. Plenty of people now get around with ninja run just fine.

    Pretty much what you are asking for is the ability to have 2 or more slots open up for other power picks instead of things that you feel are mandatory. Sorry, but the game is already balanced around the number of powers you have available. If you have a tight build and can't pick every power you want, then welcome to COX. WAI.

    If there were no fees to list items, there would be no incentive to list items at a price that would sell. If you have to risk a bunch of money to list something at a high price you will be less likley to put in a price that will take forever to sell. With no risk you could put something up for say 100 mil if the going rate is 5 mil and hope that someone comes along that has a ton of money and the I MUST HAZ NAO attitude. If no one does you can relist at 80 mil after a few days. Still no bids? Try 50 mil. With that loss of Inf risk in place, the same person would never bother listing at 100 mil in the first place and instead would put it at a more reasonable price.
  18. Quote:
    Originally Posted by Ryuuk View Post
    The existing system limits the acquisition of Alignment Merits to 1/20 hours for conversion(50 Merits plus 20 million inf) and 1/40 hours for earning via Morality Mission....

    Example 1: Player A is able to play for 2 hours each day, or 14 hours each week. This enables him to run his Tip Missions every day on his main, his Alignment Mission every other day, and generate 50 Merits every day for conversion. He will acquire 1.5 AMs/day and 10.5 AMs/week. He can acquire the rewards in the actual number of days above. It will take him 20 real days to earn a pvp recipe.

    Ok here is what I would like you to do. Sell off all your current merits so you have 0. Then transfer all your goods and money to a toon other than your main. Then play for however long it takes to run 5 tip missions, plus the morality mission every other day plus 50 merits and 20 million inf. I bet the time will average out alot closer to the 7 hours than the 2 hours you predict.

    Honestly if someone is that dedicated and they do end up earning that many mertis and that much inf by playing just 2 hours a day then they damn well should be rewarded for their hard work.
  19. I mean what the hell were the devs thinking. Making a system that encourages you to use their product on a regular basis. It's like they want to have more people on all the time to make it easier to find groups and stuff. This is an MMO, people don't run around in groups anymore, sheesh.

    /endsarcasticrant
  20. No need to fix anything other than your understanding of how mobs spawn. Just like in AE Maps can be backloaded, flat, ramp up, or staggered. You will not always face just the level of mobs you pick. Newspaper/Radio missions also tend to be a bit more difficult and you will encounter more mobs of a higher level.

    If you are really upset over having to face bosses, then you should not have the option set to "I want to fight bosses even when solo".

    If you don't have your difficulty set that way then it would be a bug and you should report it as such instead of in the suggestion area.
  21. Well thanks to the fury fix/nerf you would need 1 aplication of FU to get to the same damage levels pre I18 without FU. Also, the damage from scrapper to brute was not a direct port. Most attacks have a higher base damage compared to what they would on a direct port. In exchange the recharge times were increased as well. Due to the higher base damage you do get more out of FU on a brute compared to BF in Dual Blades. Me personally, I would put it in my chain as a damage dealer in addition to the buff. But to each his own. If you post the build Im sure someone will be able to find a way to slot for damage on FU and keep you over the soft cap.
  22. Lots of Greens. Maybe a few lucks. Really there is no power you can take that is made to counter -regen. However there are ways to lessen the blow. Instant healing can overcome some of that depending on how much of a debuff there is and MOG can make sure that you don't get hit while your regen rate is the bright red 0.00%. The last option is to make sure you have a bunch of greens on you just in case. For WP you are pretty much screwed. If you are at 0 regen, chances are the same mobs have killed your defense and you are just a mountain of HP waiting to be chopped down. Time to pop some oranges then.

    Kinda crazy that the sets that rely on high defense have resistance to def debuffs. SR which only does defense can have DDR to the point where you can stay over the soft cap even with some serious debuffs that would bring anyone else to their knees. (Depending on slotting).

    The sets that use resists also resist resistance debuffs yet there is no protection to -regen in the set that only does regen. Now granted, -regen debuffs are less common compared to -def but when they hit they tend to be -500% or -1000% debuffs. This make the unehanceable 26% -regen resist in WP pretty moot. -740% will still bring most WP to 0 or maybe a little more if they are surrounded by mobs.

    As far as the regen set goes, outside of IH -1000% will bring down any regen to 0% with one debuff. Not exactly fair compared to what single strongest -def and -res debuffs do to sets that have DDR or decent resistance numbers.

    IMHO mobs should not get higher than -300% regen debuffs, at least outside of EBs and AVs. That will still floor the regen for most anyone except regen and WP toons and still hurt those sets without causing you to eat a bunch of candy to stay alive. Although an easier fix would be to add some enhanceable -regen resists to the regen set in fast healing, and intigration and add a bunch of it to IH while it is running. Also to make the debuff resists enhanceable in WP as well but only in fast healing. No need to add it to other powers as WP has other means of protection.
  23. HelinCarnate

    Hand Clap

    Quote:
    Originally Posted by Candlestick View Post
    The only change Hand Clap needs to be useful is to change the Knock Back to Knock Down. Ta-da, now Hand Clap is more similar to Fault, an *incredibly* useful power.

    Of course, I would actually be *against* this change, simply because I think SS is already to powerful as it is, and buffing it anymore would be silly.
    Lots of powers would be made much more useful that way.

    Shockwave from claws
    Lightning Clap
    Repulsive Torrent
    Crane Kick (only one I would really love to see turn to KU)

    Hell, could even throw some ranged stuff in that list as well.
    Explosive arrow
    M30 Grenade
    Explosive Blast

    Not that I ever expect any of those to change. And would have to agree, either giving hand clap damage, or giving it KD instead of KB would make the set even more unbalanced. Add damage to hand clap and then consider the AOEs you can get from the MU pool. You end up with 3 AOE attacks with damage and a 15' radius and 1 more with a 10' radius and the ability to lock the mobs in place so the KB has no negative effect. Now while I would love to play such a toon it would be waaaaaay too overpowered.

    About the only thing you could do to make it not overpower the set would be to have it on a 20 second timer to be similar to fault.
  24. Don't see any major glaring issues on the build. If used for just farming however I would drop punch for jab to get a purple stun set for the extra recharge. Then change to MU patron and get ball lightning and elec fences. Can drop haymaker for one of those if you wanted to keep your ranged attack. If you wanted to keep Soul mastery then I would drop darkest night. It is an end hog and with the exception of EB and AVs you end up spending alot of time putting the toggle back on. Weave works wonders as well. If I were to do a toon with SS/WP and soul mastery, it would look like this.


    Copy & Paste this data into Mids' Hero Designer to view the build |
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  25. That is actually why I said it. After rereading, it didn't sound the way I meant however. I did not mean that one specific person was dumb, just that sometimes one may be doing something that is dumb. Smart people can do dumb things at times. The reason I thought of that example is because I have been guilty of it myself.

    On my spine/dark scrapper one time (or maybe a few times) I turned off my spine damage toggle to stealth through missions. Only to leave the one on from Dark armor. /e facepalm.