Inercia

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  1. Thanks a lot all for your suggestions

    I have finally rolled a Gravity / FF and I am currently duoing him with a friend (level pact) that rolled a Archery/Energy blaster.

    So far I like it a lot . A pity that lift does not do a lot of damage, but thanks to propel I am good. And PFF is a life-saver, really!

    I will roll a Illusion/kin or Illusion/Rad as someone suggested... soon. Thanks again!
  2. Thanks for answers Knightly.

    I understood you perfectly and I think I am the biggest offender when it comes to murder English (the language, heh).

    I know that FF can be boring, but on ther other hand if used on a controller, I hope it will leave me some time to dedicate to actually controlling. I know my Mind/Empath is usually too stressing on teams, because secondary is very busy... I like it though, but not in too long doses.
  3. Please, bear with me and my indecision, because I really need help deciding and I will not settle for a "create all of them and play them to see which you like".

    The thing is, I have lots of chracters and, among them, several controllers: Mind/Empathy (50), Earth/Storm (50), Plant/Radiation (25) and Fire/Kinetics (22).

    I really do not like to repeat sets with different characters, even if they are of different ATs. I avoid it most of the time. But can do it if necessary.

    Now, I want to create a one or two more controllers, namely an Illusion/* and a Gravity/*

    I am also decided to try the Forcefields set, be it in a controller or a defender.

    My questions:

    1- Would be very different (in playstyle and efficiency) to create a FF/* defender to try the set? In that case, what blast secondary?

    2- Which of the aforementioned controller primaries would have better sinergy with FF?

    3- What other secondary would you suggest I pair the controller primary that I do not pair with FF?

    Things to consider:

    The character would play mostly in teams and very ocasionally solo for a mish or two. For me is more important that the character is fun and entertaining to play and able to perform its functions in a team than that he is able to solo fast and deal a lot of damage (for that I got my blasters/scrappers/brute/corruptor...).

    Thematic sinergy in powersets combination is a plus for me. That is a reason why I do not like my fire/kin very much, tbh.

    Thanks in advance for your commentaries.
  4. [ QUOTE ]
    [ QUOTE ]
    What? This?

    Is anyone actually surprised by such a move?

    [/ QUOTE ]
    Looks to me like that link is now 404...

    EDIT: And a search on the site isn't bringing up todays news - only the cuts from last year.

    [/ QUOTE ]

    Information control?

    I am sorry to hear about the job loses. I await eagerly for some kinf of official statement.
  5. Inercia

    Mind Control

    The best trick from Mind Control are the aggro-free powers: Mass Hypnosis, Mass Confusion, Confuse. Pair them with some kind of Invisibility or stealth and you are golden if you know what you are doing. For example: I can solo Positron TF with my Mind/Empathy controller without being hit a single time.

    On the other hand, Mind has a very fast single target attack chain that develops pretty soon: dominate-levitate-mesmerize. The trick is, you slot mesmerize as a ranged attack, for damage not sleep. The sleep duration of your sleep powers is pretty long anyway. With this chain you get containment continuously, even if you interrupt your Mesmerize power.

    Also, Mass hypnosis + Terrify is a good opener for AoE containment damage.

    All in all, do a bit of search-fu in the US forums and read Enantiodromos guide for Mind/Empathy or Mind/Rad. It is a very good guide and explains nice mind tricks.
  6. Anyway it would be nice that in the pet power description you were told that the pet has lower than standard to-hit, so you can compensate with higher accuracy enhancement.

    I also noticed recently that my warshade extracted essences seem to miss their targets more often, but I do not see lower to-hit in their descriptions.

    In a related matter, it would be nice if, once and for all, the devs gave us a list of real auto-hit powers when it comes to pseudo-pets and pet-spawned pets. I am not really sure that powers like Trip Mines, burning Oil Patch, Burn (from Fire tankers), Acid Mortar and the like are REALLY auto-hit.
  7. Hey all!
    I was doing a little reserch using City of Data for a controller build and found out that there are a couple controller pets (Animated Stone and Singularity) that list "To-Hit -25%"
    among the effects of their Resistance power.

    Does that mean that they have lower to-hit chance than other pets (and players): 50% instead of the usual 75%?

    This To-Hit -25% does not appear in other pets like Fire Imps, and it's aldo not listed as "RES (To-Hit)" which would mean a resistance against To-Hit debuffs.
  8. Server: Defiant
    Character Name: Angel of Flame
    Character Level: 50
    Character Archetype: Tanker
    Character Origin: Natural
    Are you Grouped: No
    Are you Sidekicked or Lackeyed: No
    Are you in a pact: No
    Any other details that you think might be related: I chose the Miraculous/Renewal of light as a reward, and got nothing. It is possible I had chosen the same reward (and got the same badge) previous year.
  9. I have had experiences like that.
    The other day I was in a team of 6. Three blasters and three scrappers.
    I didn't even had time to see what colour the enemies conned before they were a mess on the ground. It was hyper-accelerated fun!
  10. I have a bit of the opposite problem with some of my characters, you know?

    With my Dark/Dark defender (lvl 50) I love to fight the tougher enemies on a PuG. Otherwise they are dead because of all the AoEs BEFORE I can debuff them.

    So, purple enemies can be, sometimes, the only challenge that provides fun. Because absolutely steamrolling enemies without any kind of challenge is not my definition of fun... unless I have had a very bad day.
  11. Thanks a lot Mids.

    Your work makes my gaming-life much easier.
  12. I have tried this with my dark defender's Fluffy.
    I slotted several tohit debuff/recharge in it and it seems to fire his powers more often. Recharge IOs have no effect, though.

    As far as I can see, set IOs that include a recharge component affect the pet's powers recharge* as well as the summon pet recharge... EXCEPT Pet set IOs.

    (*) In fact, only the pet's powers that have a component affected by the set IO that include recharge are affected by said recharge: i.e. in the case of Fluffy, most of its powers have a tohit debuff component so they are affected by a tohitdebuff/recharge set IO. Fluffy's hold has no to-hit debuff component though, and so its recharge is not affected.

    Recharge time on pet's powers is quite easy to test, but I imagine other aspects like endurance reduction can be modified with the same tactic, though I have not tested it.
  13. What I would like to see, in order of desirability for me:

    0- Merging ALL the servers in a server-less environment, with everybody keeping their names (one is allowed to dream, after all this is a pure speculation thread). This in fact was hinted as a possibility some time ago when the server transfer microtransaction was included.
    1- Going rogue / evildoer turns good - or alternatively a reputation system that allows you to choose and develop your way.
    2- Apartments (aka. personal bases)
    3- New generic tilesets for missions (pretty pretty please)
    4- New enemy factions
    5- New zones. If trans-faction, even better.
    6- Power customization
    7- Continuous environement (aka. the fall of the war walls)
    8- CoH/CoV Markets merge (maybe with some missions that lead you to discover that Wentworths actually runs the Black Market, wouldn't that be cool?)
    9- Cimeroran Sybil costume for my heroines (yummy!)

    I am ready to start marking the checkboxes

  14. If the problem is copyright infringement, you can always go with:

    BL@STER
    BLAST3R
    BL@ST3R

    Yeah, I know... I don't like l33t sp3ak either but it can be convenient.

    Another more or less common name for blasters is "nuker".
  15. The "turning out exp" thing is for the On patrol blue double xp or for ALL the exp?

    Because if it is for ALL the xp, the devs just gave the PLers a way to keep some characters eternally at level 46.
  16. Something to consider is that, before the Merit system, you could only get pool C/D recipes doing trials and TFs. But now... you are theoretically able to get them without doing TFs (yeah, I know...)

    All this talk about Arc completing Merit bonus has made me remember reading somewhere that you can also get Merits defeating GMs and doing raids. Maybe this will make the Rikti Ship Raid even more popular and raiding Hamidon a thing to consider again.

    And if they give us Merits for defeating AVs (which I think they don't) I can see the Statesman TF becoming even more popular...
  17. "Rude idiot" sounds... quite well actually.
    It has some strange quality... as insults go.
    You could use it in your signature, Nightmarer.
    Somehow it resonates a bit like "The magnificent *******"
  18. [ QUOTE ]
    (...) lets not have another thread fall into the pit of snappiness those terrapins in there can hurt

    [/ QUOTE ]

    I wholeheartedly agree.

    So, Merits for everybody were we saying? I agree to that too.
  19. [ QUOTE ]
    In addition to all of the Day Jobs, every character is "On Patrol" after they log out of the game. When players log back into Paragon City or the Rogue Isles they will gain 1 bar of double experience (when defeating enemies) for every 24 hours they are logged out. A player can earn up to 10 bars of double experience this way.

    [/ QUOTE ]

    10 bars of double experience in all his career? Or for every period of inactivity?
  20. [ QUOTE ]
    Maybe its a cultural thing and u r just rude because its accepted.

    [/ QUOTE ]

    Excuse me? Would you care to ellaborate on that? Baceuse it seemed a bit rude to me, as I am also Spanish.
    Or maybe I am reading too much in it.
  21. Standoff, Nightmarer... you, gentlemen, seem to be indeed right... ehem... I stand corrected.

    But it does not make sense thematically. Character Double-Shift-Worker-Man is On Patrol AT THE SAME TIME that he is working at City Council... no wonder all the paperwork (mostly SG registration forms) accumulates on his desk!

    Edit: Stealth-paragraph-erase as I was wrong again!
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    you don't HAVE to log out "On patrol"

    [/ QUOTE ]

    You sure about that? The way it reads is that when logged off you are ALWAYS on patrol.

    [/ QUOTE ]

    The way I read it you are only "On patrol" if you log off where NO OTHER day job is. Thus, if you log off at a Hospital (for example) you are not On Patrol and won't earn double xp.

    I may be wrong. It's known to have happened.

    [/ QUOTE ]

    That was how it was announced ages ago, later they modified it. Anyway with all the I13 controversial changes, can't see the relevance of a thread complaining about turning a feature on/off tbh.

    Anything optional is good or at least not bad.

    [/ QUOTE ]

    Please direct me where it says that you are always On Patrol when you log off, even if you do it where a specific Day Job is (e.g. at the Tailor). It would not make a lot of sense thematically...

    Anyway, I think I read it was only double xp toward a single "bulb" of xp, so not such a big thing...
  23. [ QUOTE ]
    [ QUOTE ]
    you don't HAVE to log out "On patrol"

    [/ QUOTE ]

    You sure about that? The way it reads is that when logged off you are ALWAYS on patrol.

    [/ QUOTE ]

    The way I read it you are only "On patrol" if you log off where NO OTHER day job is. Thus, if you log off at a Hospital (for example) you are not On Patrol and won't earn double xp.

    I may be wrong. It's known to have happened.
  24. [ QUOTE ]
    Happy Birthday!!!

    May you dominate us with your fluffy handcuffs for many years to come

    [/ QUOTE ]

    Did I hear (read) handcuffs? Me likes... er... Happy birthday!
  25. I think the changes in Invulnerability are great but...

    Before it was easier to build and Inv tanker, because you had 2 skippable powers in the primary. Now, it seems that the whole set is worth taking.

    OK, then
    9 powers from primary
    3 from Fitness pool
    2 for travel pool
    3 from Fighting pool if you want to add good defense (Weave) and cap S/L damage resistance (Tough)
    1 for Hasten if your travel pool was not Speed and you want faster recharge for Dull Pain.
    1 for Taunt
    That leaves you with... like 5 attacks from the secondary (or 4 attacks and BU) and no epics. And one of those attacks is the crappy level 1 attack that tankers must pick.
    Of course you can also have some attacks from the prerequisites from Fighting and travel pools, jewels like Boxing, Kick, Jump Kick and well Air superiority (ok, that one is actually good).

    All in all, what I mean is, yeah cool, Invulnerability looks a lot better now... but the cost is you have to pick all nine powers (or 8 if you do not like Unstoppable).

    The build you can do with that is a bit crappy IMHO. That or you do not pick Fighting pool and then get a S/L resistance that is "meh" for the set that is supposed to be the S/L king.

    How will you build your new Invulnerability tanks?