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Quote:Components. Incarnate Components.Shards drop from common mobs, so you can get them in solo play, or playing any level 50 content. So they are casual friendly, even if being casual means they will take longer to get. At least no one will be able to buy their way into them.
Now if you want to join TFs and such, you'll get the same shard drops, and the option to get common... forget the term. But you need 4 or 8 shards to make one of them. Seems good and balanced to me for an endgame system.
And this points out the best way to make this system work. Do a few TF's, make a boost, do more TF's, upgrade...and the entire time you're guaranteed a specific piece you may need so long as you do the right TF. This is distinctly unlike mass raiding as done in other games where there's only a chance that the thing you need will be *dropped*, and even then some jerk could snatch it from your grasp at the last second.
Anyways...as to the contents of the article I can only say one thing. It was confirmed that we're not getting the upper tiers of the Alpha Slot until i20. NOTHING in this article contradicts that. WW states that more of the system can be doled out as needed to keep the stream for running dry. This does not necessarily contradict the Alpha Slot message as it could easily refer to Other Incarnate slots being released over time.
Lateral expansion instead of linear. Instead of just giving us more of what we already have, give us something different. Instead of doling out the last two tiers of the Alpha Slot, they could hand us Judgement to play with next month, with the first couple abilities of that available.
This could be the entire reason behind the Mass Secrecy of i20, they're testing EVERYTHING that's been completed of the Incarnate system to make sure that there aren't a ton of bugs related to the other powers. The idea isn't to just expand what we already have until the next issue, the idea is to introduce other incarnate slots with basic capacity between issues so that the issues can focus more on boosting the capabilities that we already have access to.
My guess? They detailed a bit of info on Judgement on the GR website because they already know that this is something that will likely be released either just before or just after the winter event, because they know that i20 will take MUCH longer to debug than previously expected and therefore want us to know that there's more than just per-power spare enhancement slots coming down the line. The reveal of the Judgement slot being an AoE attack power with in-game info for stuff like Ion Radial Judgement claiming it to have near-NUKE damage...well we now know that's not just a placeholder or old info that is no longer applicable to the current build of the Incarnate system.
I know my Crab will enjoy having yet another AoE power, and Ion looks to be a chain-type which given the mechanics behind the Chain powers in Elec Control means that it'll be End-light as well due to the uncertain and unpredictable nature of its AoE effects.
In all, actually more informative than many of you are making this out to be by focusing on specific details rather than looking at the more broad potential. An old saying comes to mind about not being able to see the majesty of the forest for all the trees cluttering the area.... -
So, wait...wow! From what I'm reading on this site, there's an enhancement that boosts both accuracy AND defense in powers?
That means people could pull a slot or two from any attack power that isn't giving them a specific full set bonus they need and put it somewhere else, and that they don't have to slot all the way to the ED barrier for defense buffs before factoring in IO bonuses.
Now, granted people are probably right that a big boost like this won't work in lower content, but I do remember reading something before GR came out that it doesn't exemplar, but is still useful in everything that you can do at 50. Was probably in the GR beta forums though.
I wonder just how much extra damage those top-tier Muscular boosts will really add when coupled with an ED-capped attack chain, what with 2/3 bypassing ED. That's not even considering the other bonuses to other aspects, and Musculature Radial Paragon looks like it's tailored specifically for those people that were complaining about Elec Control having subpar damage what with altering Damage, Immob, and Endmod in powers. My Elec/Elec dominator will probably LOVE that one.
This is a real game-changer. Small-scale, but the possibilities are astounding already! -
Wow....just wow.
I'd have to buy them all at least once if only to try and peel the awesome labels off as souveniers. -
Quote:For banes, is it better to just use Huntsman rifle powers for ranged attacks and skipping all of the mace ranged attacks?
I realize this requires lots of redraws, but you'll probably be redrawing to the rifle anyway if you take venom grenade (and I can't think of any reason not to take venom grenade on a Bane).
I'm about to respec this way on my 29 bane. The only thing I'll miss is Venom Ray, but it'd be worth it to lose the sucktackular mace ranged attacks.Quote:I never took Venom Grenade on my Bane. IMO, Surveillance and Shatter Armor are enough.
Shatter Armor: -20% res for 20 seconds
Surveillance: -20% res for 20 seconds
Venom Grenade: -20% res for 10 or 16 seconds....-40% TOXIC res for same.
Poisonous Ray: 111.22 unenhanced TOXIC damage over 15 seconds (At level 50)
Stack all three of those debuffs and Poisonous Ray is doing nearly double damage (-80% Toxic resist, -60% all other).
Surveillance can take the Achilles Heel proc, for a 20% chance every (base) 45 seconds of doubling the resist debuff of that power. Should that proc trigger on the triple-stack of debuffs, Poisonous Ray will be doing exactly double damage.
If you're on a Bane, you have no reason to not take Venom Grenade other than concept or 'redraw' since each and every mace melee attack has a minor toxic DoT effect, and VG will boost that, as well as providing a significant boost for Poisonous Ray's damage.
Sure VG's debuff lasts for a shorter duration than the others, so use it LAST but before you shoot off Poisonous Ray. Too many people forget that VG debuffs extra against toxic, even though that's the very reason many people use the VG + Bile Spray combo on Crabs. -
Quote:SOLD!The Capes
It may not be obvious in the trailer, but the Impervium Mantle cape is Ultra-moded. The art team did some miraculous things to make that happen.
Seriously....wow. A reflective CAPE? That's a boatload more surface area than any other single reflective costume piece.
I just hope we can color these capes, since it doesn't seem likely that patterning will be viable on any other than the Impervium Mantle....and even that's doubtful since it's supposed to be made of Impervium and should reflect that in its coloration.
Oh dear, I made a bad pun there. -
Quote:VALVeHe is NOT at Cryptic. His LinkedIn page very definitely has him looking for employment.
And if I knew of a place in Seattle, I'd refer him there in a heartbeat.
Michelle
aka
Samuraiko/Dark_Respite
You know, the Half-Life people, Left 4 Dead, Team Fortress.
EXCELLENT developers. -
Quote:Well, perhaps I could make it a bit more impressive?Impressive. But some other builds can reach that level.
Ironclad, my Civil-War-themed Invulnerability Tanker, did exactly that. Surrounded by negative-energy-using Black Dwarfs (remember, Inv does not get especially good resistances to negative) and defense-debuffing Romans, he made his stand while the res of the team rezzed, wiped again, and hospitaled. When they returned, he was on his third or fourth recharging of Dull Pain and the team's brute sent a tell: "HOW are you STILL ALIVE???"
I have almost no IO's or sets yet. This was on a build that only has SO's and generic IO's.
I will agree that your stand as an invuln is quite impressive. I had an Inv/DB tank at one point, just didn't like the feel of it. -
To note, even without Granite the Stone Armor set is very durable once you get into IO builds. It's also one of the few powersets out there that can go WELL beyond the softcap to Psionics in defense with only moderate attention paid to IO slotting...but only outside of Granite. This makes Stone a very good set in the endgame, even outside of Granite, where almost no enemy groups deal in Fire or Cold damage and many of them toss out psi attacks like so much wrapping paper at a birthday party.
Stone/Kin tanks have a HUGE benefit in that Focused Burst can slot Apocalypse sets. Granted there are a few other secondaries with ranged attacks as well...but that gets you to within .4% of the softcap with just three generic defense IO's in Minerals and the full Apocalypse set in Focused Burst. You could slot a full set of Miracle into rooted and be Psicapped, or slot Numina's full set into rooted and pick up Physical Perfection from Energy Mastery and slot Miracle there...or slot Laser Beam Eyes from Energy Mastery with a full set of Devastation for 48.4% defense to Psi without bothering with the full Miracle set anywhere...
Now, granted you'd be running a minimum of three toggles against Rikti if you aren't in Granite, but you're also not recharging as slowly and you're doing more damage as well as still being the king of survivability. And if you build for better in-granite recharge and damage while still building for non-granite survivability, so much the better for your team because you'll be keeping up better between fights and helping those fights end faster.
Yes, Granite is the top of the line for 'I still live!' No, Stone Armor is not impotent outside of Granite. Most Stoners just want to parade around in their DE-NPC glory once they've reached the ability to use it. Hell, Granite Armor is what allowed Molly Magma to survive ALONE against the mass nictus ambush at the top of the mountain in the first ITF mission when the rest of the team wiped. Molly was the only melee character due to the scrapper dropping early in the mission, and there were many more Black Dwarf mobs than Molly could keep aggroed. -
As far as we know, the mechanics of the Alpha Slot were such that it added a boost to all compatible powers that allowed for the kind of boost you placed in it. You also had to make specific items to put in the Alpha Slot and each one had multiple versions.
Alpha-slot enhancement Items are also PERMANENT and you can switch your alpha slotting with anything else you made using the Incarnate Salvage without losing what you had previously.
Thus, if you get a later Incarnate Ability that boosts damage you can unslot that 33% damage/33% recharge Alpha item and slot in something else.
The mechanics of the system have likely not changed, just the method of opening it up. If the mechanics have become drastically different from what I read in the closed beta boards...then this could all be invalid. -
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Quote:The Jacob's Ladder power is named for the animation of the attack. A Jacob's Ladder is a scientific device that generates an arc of electricity between two wires that stand up at slight angles away from each other, and the power animation duplicates this PERFECTLY on a horizontal plane instead of vertical.If it hasn't been mentioned already, an alternative animation for Jacob's Ladder would be great. The current animation for it isn't really very animated; a rip from martial arts or kinetic melee with an electric effect would be fantastic.
Seriously, I know the power looks a little boring, but a simple google search for the name of the power would have told you why it looks the way it does. It just makes sense that way. -
I'll throw in my two cents here in that there's an actual interesting animation change I would like to suggest.
How about an alternate animation for superspeed that isn't just 'No fire feet,' since that is more an effects option than a truly different animation, and an actual ANIMATION difference?
Backflips, handsprings, cartwheels, blur/afterimage effect trailing behind you like the blue afterimage in Hail of Bullets. You know, actual ANIMATION differences in the way an avatar/model moves?
How about an alternate animation for Superjump that uses the Ninja Run jump animation? It wouldn't conflict with the booster at all as it would just be taking the jumping animation from the power and nothing else while applying that nice new animation to a power that is otherwise very boring to watch.
How about finally giving us word on any progress made with altering Granite Armor so that it can be customized, even if this means rolling back to the power effect that was used WAY back before the DE-NPC replacement gimmick? Yes, I knew what I was getting into when I made a Stone tank, but I would REALLy like to see some options for this power so that not every post-32 Stone/X tank looks exactly the same when the proverbial excrement hits the metaphorical fan. I know I would very much be happy with a revamped original Granite model if it meant I could give it a Lava theme for my Stone/Fire.
How about altering the animation used when Protector Bots are summoned and any Robotics upgrades are used to something less immersion-breaking than seeing a high-tech personal upgrade/deploying system in the middle of an enemy stronghold like Council/5th caves? -
It's not really different animations, they're different EFFECTS. The animations are all the same but there are extra effects attached to the four copies of Sprint. I have a Stone/Fire tanker that I use one of those various sprints to simulate volcanic gasses escaping from her Brimstone armor when she runs.
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Quote:That's because we know our builds and thus we can state with certainty that our builds would likely be quite sufficient to the challenge at hand.As an aside, I think its amusing that almost all of the Dream Teams that include Tankers specify that it would be their own Tanker they're bringing
To note is that I do have a crab with a secondary bane build but chose my tank over my crab/bane. Why? because I know that my bane build is very much improperly slotted and has powers chosen at levels that are horrendously suboptimal. and the build is thus unsuitable for ANY use at the moment. -
1. Molly Magma, my Stone/Fire Tanker
2. Spines/Fire Scrapper
3. Fire/Shield Brute
4. Fire/Dark Corr
5. Sonic/Sonic Defender
6. Bots/FF MM
7. Demons/Poison MM
8. Crab, Bane, or Huntsman with Venom grenade. Bane preferred for Poisonous Ray synergy
Granted this team is based purely on speculation on my part about how the buffs and debuffs will play together, but there is a nice wide array of them that all STACK here.
When buffed, ANY Stone/ tank can survive indefinitely outside of Granite against Smash/Lethal opposition regardless of IO slotting, and Granite can be popped when needed.
This team SHOULD melt everything in its path. -
I have a Stone/Fire tanker.
I have two builds on this tanker, one a normal build with all armors, and the other that drops every non-granite armor and picks up a couple pool powers to softcap everything but Psi while still providing almost 20% defense to Psi. A drop in the ocean when it comes to late-game without enemy accuracy or to-hit debuffs.
I knew what Granite would do to this character before picking the set.
I would LOVE to see a return to the pre-DE granite, the grey husk that shows in Power Customization. I haven't had the game long enough to see that version of the power, but I would rather have the ancient version and have it be customizable than have the current version with nothing but my name to distinguish me from another Stone tank when the time comes to pop the tier-9 power. -
Quote:Upper right corner of the screen shows the current level you would be if this was a level-up, meaning it shows as one level lower than the level of the powers you're picking/slots being placed.Yes, the original argument was about Powerset Respecs and as I said I doubt it will happen. As for a better Respec System, I would be happy if they did update it a little. At least show what level you are respecing to at any given time in the process. As things stand right now, I would rather delete a toon than respec it, which is exactly what I have done now for about three years.
Personally I'd love to see them turn respeccing into a powerset-locked version of Mids' 'Dynamic' mode, but I doubt they'd want to copy it so blatantly.
As for Powerset Respecs? That's what alts are for. -
Achilles Heel: Chance for -Res is THE best proc from Defense Debuff sets
Acid Mortar accepts Defense Debuff sets.
Slot Achilles Heel: Chance for -Res into Acid Mortar, reap the benefits of potentially slaughtering your opposition's resistances. -
Quote:Kinetic Melee is a more complicated powerset than most other melee sets though, barring the combos from Dual Blades.The new Kinetic Melee might be an option if you don't mind the fancy animations.
It's balanced around Power Siphon, which is a combination of a short-lived taunt aura and a prolonged Build Up effect that lasts 20 seconds for direct to-hit buffing and lasts approximately 27 seconds for damage buffing with damage buffing relying upon how many enemies you hit while the siphon was up with each individual buff lasting 7 seconds from the time it was created...kind of like a minifury with an innate 2-minute recharge.
It is pretty much impossible to reliably make PS a permanent power, which is good because then the set would simply outshine everything if you could simply stack siphons all day long and never really worry about anything. I've tweaked a bunch in Mids' and without relying on the chance for +recharge proc it's easy to get the recharge down to 50.3 seconds with only a +65% global recharge buff. Picking up hasten brings that down to 38 seconds or so, and I suppose a pocket-kin with speed boost could get that down a bit further....but that's where things start to leave your direct control and start relying on random factors.
I think KM is a beautiful set, and I do recommend TRYING it, but it is NOT for everyone, and supposedly it's especially bipolar on Brutes due to the PS effect and Fury playing off the same mechanic of hitting things making you do more damage with the set being balanced around that power to do its more impressive damage.... -
I have to say that I can sympathize with this problem.
It's not really the effects that do it, it's how BUSY the effects are with certain people.
No two people are exactly alike, as such different patterns and effects will be either pleasing or horrible and it varies from person to person. Static field gives me a headache if I look directly down at it because I have trouble ignoring the little details and my eyes try to focus on each little spark effect. I have thus learned to simply not look at that power from certain angles because it's not the color, it's the pattern.
Different people, different problem, same powerset. Try other colors and see if you can find one or two that work. If no colors diminish the headache effect you seem to be getting, then you'll have to settle for figuring out how to run the power without displaying the power. -
Quote:That would be a shot of GLaDOS from Portal at a very close range, likely taken with noclip enabled for a good position and stability in the air while snapping the image.Also, Caligdoiel, what on Earth is that picture? Looks like Big Brothers Eye or something.
The lines below the image are the first three lines of the song 'Still Alive' which was written specifically for Portal's end credits by none other than Johnathan Coulton, he of Re: Your Brains fame.
On topic: I'm so sharing that video with as many of my Steam friends as possible. With GR:CC available on Steam, it may just get some of them to try it. -
My crab has been a hero since the opportunity first came around on the live servers.
At level 46, she participated in a Statesman's Task Force while wearing her initial costume, the crab/bane uniform. After taking down the fourth tower and the beatdown on Recluse began in earnest, her first comment upon launching a Venom Grenade at him?
"Lord Recluse, consider this my resignation!"
I now have her wearing the Peerless badge constantly, and I can't help but wonder how much of a steamroll an all-VEAT STF would be... -
I've seen it taken a step further. I've seen a couple people kicked from teams for doing the party pack emotes.