Kyriani

Legend
  • Posts

    912
  • Joined

  1. According to your definitions and some extra:

    Fully incarnated by your definition - zero.
    T4 power in at least one slot - one
    Highest level shift - +3 on two characters, +1 on three others
    Intention of making full incarnates - One at the very least -- my Ill/rad who has pretty much been my main since a bit after launch.
    Characters w Multiple power trees from any single slot - zero -- I try to plan out one specific power that fits the character. I don't do incarnate content enough to get enough materials for multiples.
    Characters with just Alpha unlocked/slotted - one -- my ff/psi defender
    Characters with Hybrid unlocked/slotted - two
    Characters I intend to not touch the system with - zero -- Ramiel's arc is fun and easy enough to do for the unlock though my weak soloers use a mission complete for the hard rikti mission and I lower difficulty/pile up insps for Trapdoor.
  2. Quote:
    Originally Posted by dugfromthearth View Post
    Doc Delilah actually at 20

    looking at the list of hero ways to get the badge they seem to be Faultline, or lvl 40+

    Using the Galaxy Echo at 14 would seem much simpler and faster
    Ah I knew I got it in Faultline... and that it had something to do with Jim Temblor but you're right it's Doc Delilah at 20.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Not to mention that Arachnos agents are already there working against the Council so there's already the basics for a good story arc. What would be cool is if it was made co-op with red-siders getting their own story arcs that roughly parallel the hero ones (but with more emphasis on figuring out what the Council is up to and less on defending people) and that also unlock the Hess TF (that one works fine as a co-op TF since you're already working for Arachnos as a Hero).

    So basically story-wise Heroes come in and get one set of arcs, Villains come in and get a different but both of them lead you towards helping Hess take down Archon Burkholder.
    That's exactly what I think should be done with the zone.
  4. Quote:
    Originally Posted by Agent White View Post
    Actually one note on the shadow shard, and it did sound like the Devs had considered it, is that since it's actually 4 zones and not just one, it would pretty much be a long haul project and require multiple issues spent revamping. Not that players objected to this, but it wouldn't be a simple "Touch up and done!" fix.

    I agree though. I'm for seeing old blueside zones revamped to co-op. Personally I wouldn't mind Eden being redone, turned into more of a Devouring Earth 'paradise' and seeing the Hamidon raids merged.
    Not for nothing, but I honestly don't think any real work needs to be done visually on The Shadow Shard. Yes it's multiple zones but what it really needs are compelling story arcs to make you WANT to go there and level. Not only that it needs enough of those arcs to take you from 45-50 at the very least if not 40-50. Adding incarnate content into the later parts of the Shadow Shard just makes sense. It's this otherworldly dimension with incredibly powerful foes which is precisely the type of foes incarnate should be facing.

    I'm not trying to say it would be easy or quick to do this. I know for a fact that it wouldn't be. But I honestly believe if the devs want to make new content for the 45-50 (or 40-50) level range that is co-op, THIS is the zone to do it in.
  5. I'd love to see some blue only zones become co-op. Specifically:

    The Shadow Shard -- The zone itself looks amazing. Just give the missions a makeover so it has a real storyline. I suggest some compelling 45-50 content AND (not or) 50+ incarnate content. If any zone screams incarnate, it's The Shadow Shard.

    Striga -- Striga is its own contained island without any real reason why villains can't go there and why there couldn't be villain content there. It can also serve as a waypoint for rogues and vigilantes to crossover from red to blue or blue to red side without using Pocket D.

    Boomtown -- Who really goes here anymore except for the odd old mission or badges? The whole zone could use a full on revamp for some 35-50 leveling content. Since it's an old hazard zone and safely gated from the rest of the blue zones, I am sure a good story could bring the villains into the area. They could even use sewer doors or hybrid office to sewer maps for villain missions that use paragon city mission maps (like the section of steel canyon map for example).

    Faultline -- Faultline already has a pretty significant Arachnos presence, there's no real reason not to make it co-op. The only thing they might have to adjust is to make sure that villains can't enter Skyway City... or don't I'd love to see the nonsensical alignment based barrier go away.
  6. For heroes, I believe the first mission that you naturally get "entrusted with the secret" is from Jim Temblor. I am fairly sure finishing his arc gets you the badge and the Ouro portal summon. You can't get him till level 17 however. As for villains I am unsure. I don't typically play villains so I can't be sure what the earliest mission is that naturally gives the badge and summon.

    If nothing else it's useful to know of missions that can naturally provide the portal if you don't have an SG and don't want to bother someone.
  7. Quote:
    Originally Posted by Metatron_NA View Post
    Further work:
    If I six slot Tactics with IO ToHits, I can get up to 11.9% GLobal ToHit.
    If I add in the Kismet +ToHit IO, I can add +6% ToHit.

    Now I am at 17.9%. I need another 4.1% of GLobal ToHit. Does ANYONE have any ideas how to get it (assuming I am soloing and have no buddies with Tactics)?

    Thanks!

    Ironically, Defenders and Corruptors (assuming that all snipes get this treatment) have it much easier - they have higher base Tactics:
    -Defender two slotted Tactics: 18.71%
    -Corruptor four slotted Tactics: 16.23%
    Both are within one slotted Kismet of always on Insta-Snipe.

    The Dominator is in the same boat as the Blaster.

    Is the fact that Defenders and Corruptors can have always on InstaSnipe but the Blaster can't an issue? I would mention this to a dev, but as a currently free player, the boards won't let me - but I highly recommend that anyone who thinks this IS an issue mention it to a friendly dev - like Arbiter Awesome - er, I mean Arbiter Hawk.
    Just an FYI the Dominator is actually not in the same boat as Blasters. The Dom can take Mindlink from the the Psi APP and slott it for too-hit to stack with tactics and a kismet to achieve 22% to-hit
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    I'd also have to ask - *are you using your second build?*

    Most of my emps (and thermal/FF/Sonic/etc.) have a Team build (full/near full primary, decent but not full secondary, plus buffs) and a Solo build (Full secondary, leadership where needed, etc.) It does make a difference.
    Yes I do have and use a 2nd build... it still feels so much weaker offensively, less safe and generally slower than any of my other characters. I mean even on a mind/ff controller I feel stronger offensively and safer. Empathy just doesn't do much to support me when alone. It has only 3 powers that benefit me -- Healing Aura, Regeneration Aura and Recovery Aura. The last two obviously on a long recharge and neither really doing anything to improve my offensive capability.

    It's really my own fault for pairing Empathy with Archery I guess. It has no inherent debuffing either way you look at it. At least with a permanent pet I could have a buffable source of damage beyond my own and make use of more of my primary without a team.

    I'm honestly tempted to reroll as a pain corruptor with a better blast set so I can have that supportive healing/buffing feel but with stronger offense, some debuffage and more powers that actually benefit me when I'm solo.
  9. Quote:
    Originally Posted by Sailboat View Post
    Can you put more than one on the same character, or are you talking about two different characters?



    Is this true? Are they planning on changing it? Even on Tornado?
    In Bonfire and Tornado they normally do their Knock Back every 2 seconds with 100% chance. When they patch the IO, when slotted the Knock Back will always be turned into Knock Down but there will only be a 40% chance for the Knock Down to occur instead of 100%.

    This change is obviously a reduction in power but even so the proc make those powers still INCREDIBLY good. They will just be more balanced.
  10. Thank you all for the input! It was most helpful!
  11. Quote:
    Originally Posted by Vauluur View Post
    I'd go with Soul Mastery in that case. My experiences with the Mu Adept make me strongly oppose its use
    I'll likely take your advice... but if you don't mind sharing, I'd love to know what exactly turns you off from the Mu Adept.
  12. Quote:
    Originally Posted by MisterD View Post
    While a patron pet, full slotted, would be nice with emp buffs..if you are solo..its still gonna be slow, painful and not fun. Archery is crappy damage on a fender, and emp has no debuffs at all. For such an ally focused set..I cant help asking...WHY are you even trying to solo?
    I know some people like to solo, or just when not many people are around..but I seriously cant imagine soloing on my emp.
    Normally I don't solo with my emp... I leveled her almost exclusively through grouping. But now I'm lvl 50 with her... and I am loathe to do trials ad nauseum. So I've been plunking away at the DA arcs with a few trials mixed in to try and advance her incarnate abilities... mainly though I'd like to complete all the DA arcs on her for the initial reward for completing each arc and 2 emps from Gabriel for doing all the arcs... after that I'd probably just do group content exclusively. I just play at odd times and I feel bad about bugging someone else to "do the work" for me to finish those arcs. I prefer to be self sufficient though I understand that's not exactly Empathy's strong point.

    I figured the pet and my ability to buff it (perma 30% defense, 50% +dmg, 1000% regen, more to-hit than you can shake a stick at) on top of my own damage and my ability to heal the pet and myself would speed things up a bit. Conceptually I'd want to go with either Soul Mastery or Mu Mastery but even looking at the numbers on red tomax it's hard to tell just which would perform the best for me.
  13. I have an empathy/archery defender who is great for grouping but I feel like soloing with her is painful and slow.

    I was considering adding in a patron pet (the fortunata from soul mastery) with enough recharge to perma it to bolster her damage output and possibly diffuse some aggro. Since Empathy has so few tools that benefit myself directly I thought having a perma pet might be the way to go since I could buff it.

    Would this tactic be worthwhile? How well do patron pets perform? (I've never used one before). Any thoughts/opinions/experiences are welcome!
  14. I am seeing the same warning as well.
  15. Quote:
    Originally Posted by Warkupo View Post
    Steam Spray seems to be a skip-able power to me, but I hesitate advising that considering its' range will likely be increased for the i24 blaster changes, at which point it should be a pretty effective AOE.

    I imagine I could drop either Aqua Bolt or Hydro Blast once the build gets some sustained recharge going, but I wouldn't get rid of either of them until it feels "comfortable" to do so. Aqua Bolt has a little less DPS than Hydro Bolt when considering animation time but can surpass it with proper proc effect IO's.

    Otherwise nothing really stands out.

    EDIT: Just from reading Davonyx;

    I always recommend slotting some junk Dam/End IO's into powers around level 25 or 30 to greatly reduce the stress of endurance management without sacrificing too much damage. You don't really need a dedicated IO build until 50, but this alone will cut out a lot of the hassles of leveling up.
    Why would steam spray get a range increase? Cones aren't seeing the increase... only the single target 40 range blasts are.
  16. Quote:
    Originally Posted by Sailboat View Post
    Note: A Controller's Brawl does get the Containment bonus.

    [Samuel L. Jackson] Hold on to your butts! [/Samuel L. Jackson]
    Indeed it does... I have a plant/nature controller concept in mind that will have the whole fighting pool!
  17. One use I've found for a full set of Overwhelming Force is on my 2nd freemium account.

    Since freebies without IO access can use it (as well as ATOs) it's a nice way to get knockback protection by 6 slotting for a freebie character.

    In this case I have a time/sonic defender using 6 slotted Overwhelming Force in Shockwave making is a nice 2nd cone doe aoe, a control tool for the knockback turned knockdown thanks to the proc and a source of -knockback for the character from the 6 piece bonus.
  18. Quote:
    Originally Posted by Texas Justice View Post
    50% on your predictions.

    You are not the Oracle we were looking for.

    Wait how is that 50%?


    Quote:
    1) Addition of a 5th power to all pools.
    We're getting this...

    Quote:
    2) Overhaul and general buff of existing powers
    We're kinda getting this too... maybe not every single power but many of them. Just look at what they did to Presence and Fighting.

    Quote:
    3) Graphic customization
    While they haven't confirmed this outright... they are being suspiciously hush hush with their "we can't talk about it right now" chatter whenever it comes up. It's likely we're gonna see this finally. I'll give the benefit of the doubt.

    Quote:
    4) New pools to buy in the market
    Sorcery... 'nuff said.

    That seems about 100% right to me.
  19. Quote:
    Originally Posted by Tater Todd View Post
    Wait, so the changes to the proc are as follows...it will still convert all the KB to KD it will just have only a 40% chance to KD instead of 100%? Great! I'm perfectly fine with that as long as the power no longer causes KB when the Proc is slotted.

    That Keeps the proc from being useless in those two powers .
    That's exactly correct. it'll still be awesomebrownies in those powers... they are just taking out the "special" ingredient to the brownies... in the end they will still be delicious... you just won't get the munchies later ~_^
  20. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I'm not sure how you're not seeing it. newchemicals was saying that Pacify is a cottage rule violation against Placate. However, it has no hide/defense/critical bonus, so it's not the same power. This is the same for Provoke/Challenge and Taunt.
    Actually I think he was more saying that changing the single target taunt into a placate is the violation... as in it's changing one power into something that does something totally different. And while THAT would be a violation, there's a broader way to look at it that I posted above that explains why it might not be.

    With that said, at the end of the day if the devs want to violate the cottage rule they can do so with impunity and a lot of lube.
  21. Quote:
    Originally Posted by Siolfir View Post
    Enlighten me how that is the case, then.
    Taunt != Placate.
    They are fundamentally different.
    I believe the cottage rule has some interpretational leeway.

    Dont look at it as a taunt vs placate

    Look at it as an aggro management tool vs aggro management tool. Both manage aggro but each manage aggro in the opposite way from the other.

    In generally both are single targeted powers that manage threat in some way.
  22. With today's coffee talk we now know that the proc in bonfire and tornado will change it's 100% chance to knockback every 2 sec into a 40% chance to Knockdown every 2 sec instead.

    I think that is still pretty potent and yet much more balanced.
  23. Quote:
    Originally Posted by Jawbreaker View Post
    I am DYING for them to make all of poison's animations be able to use the spit version. ( as well as fire) for my fire/poison corr, Foulmouth :P
    While my suggestion focused on adding alternate animations away from the "mount spit" type... having alternates for those powers that don't have the "spit" type animation to have them is equally valid! I'd love to see the options available both ways for each power.
  24. Quote:
    Originally Posted by Entropy_Aegis View Post
    Allright, since i asked the question regarding bases at today's coffee table talk i suppose i should elaborate on my question, now that the time constraints of a livestream don't apply.

    My question to Zwillinger was this "Would a ground up re-design of bases be possible sometime in the future?" To which i was given the response that many base builders have recieved, which is that base code is spaghetti, full of uncommented sections, impossible to work with, and "Like playing jenga on fire."

    I understand all of this, i understand that it is essentially a legacy system and will never get any more love EVER, but my idea was a ground up redesign, by which i meant, create an entirely NEW base system, essentially identical to the old, but with properly commented code, things that actually work together and wont cause vast swaths of meticulous base art to vanish into the ether when something small gets changed.

    To completely redesign the bases would be a massive undertaking, not gonna lie, and I admittedly don't have the foggiest about the types of coding involved apart from standard coding knowledge, so i was trying to get a dev to comment on what would be essentially, the resource requirements to make a redesign happen.

    Also it should be noted that Synapse did say that he really wanted to do things with bases.

    So Poll time then: Do you enjoy Supergroup Bases and would you like to see a redesign that would include raid functionality and a recoded building system? Y/N
    I would agree that a ground up redesign of the base system would be the way to go.

    The problems with this course of action however:

    Existing bases would probably need to be rebuilt. Now while you and I might not mind this, Many people have spent thousands of hours building something and to have all that work swept away, even retaining all the prestige, would probably upset many.

    Next up base storage inventory. If the base system is redesigned and bases have to be rebuilt, what happens to all the salvage/enhancements/inspirations stored in those bases? If they were to be lost I think there'd be a mass exodus from the game. If the devs gave warning players would still have to somehow manage to get all that stuff out of storage and on to characters even if only temporarily.

    How the devs could deal with these issues is anyone's guess. Expecting them to magically be able to ensure the data for stored items won't be lost or necessitate having players move items to characters and/or somehow remembering the base layouts so players dont have to rebuild them is probably too much to hope for.
  25. I'm really holding out hope for the pool customization! The fact that they said "We can't talk about it" means SOMETHING is happening with it... awhile back it was always "we'd like to and we may someday" but now it's "we can't talk about it".

    While I can't be totally confident we'll see it for I24... I'll be optimistic and say at least by I25... but if we get it for I24 I will break out pom poms and start cheering!