Lobster

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  1. Quote:
    Originally Posted by Arcanaville View Post
    Yeah, he seems to have quit. Again. I don't know if he's going to return this time or not, he just sort of faded out.

    Incidentally, BillZ was also the long-time resident ATI guru.
    He was lots of fun on Pinnbadges too.

    So....post... *twiddle*.
  2. Good news, everyone! We're all going to die!

    Wait, no. This is much better. I hope...
  3. Quote:
    Originally Posted by Infini View Post

    4. Neurotoxic Breath
    -Balance duration/recharge
    -Add additional, unenhanceable effects (-tohit, -def, -res, etc...)
    -Increase cone size
    -Add minor toxic damage
    Looks good, but one quibble - adding even a tiny bit of damage tends to make the devs do crazy things to a power, based on their balance formulas I guess... See how horrible the Ice Control sleep is compared to the Plant & Mind versions. Much longer recharge, less range, aggro inducing, etc. All for negligible damage.
  4. Quote:
    Originally Posted by Neogumbercules View Post
    If it helps, I've found that if I click on a link and it hangs I can always hit stop then refresh and that almost always works. I just have to do it pretty much every time...
    No go for me, 95% of the time. I was hitting reload all night last night. Eventually, the pages showed up, but that was after I'd left them alone for 30 mins or so to run a trial.
  5. Quote:
    Originally Posted by Muon_Neutrino View Post
    The actual problems with ice/ are the lack of any decent alpha absorbing power and the lack of good *hard* control. Ice has oodles of soft control, but outside of glacier it doesn't have any way to completely negate damage from a spawn. That by itself isn't necessarily the end of the world as long as your mitigation can keep up with whatever damage does get through, but then you factor in the lack of alpha control and it gets worrying. Overall, while it does have strengths in unconventional control that isn't as easily negated as some, ice just lets through way more damage than a control set ought to. While this is most noticeable solo, it can be a problem on teams too if you're running into anything more challenging than usual. You may be able to paper over the set's mitigation woes with softcapped S/L def and permadom (especially since high defense is perfect for allowing regen to keep up with occasional hits), that doesn't mean that those problems don't exist.

    To fix ice, I'd look at flash freeze. An easy change would simply be to remove the useless tick of damage, lower the recharge, and increase the range to give ice a reliable alpha absorber (at least solo). You could even do something a bit more drastic and give the power some sort of ongoing effect after the sleep is broken to make it more attractive for teams.
    I think it's worth pointing out that Ice Slick is a pretty damn good alpha negator - yes, you might have to use it from outside Line of Sight to get the maximum effect, but even when you drop it in direct LOS it's still not bad. I want to say that a long time ago it had a much more decent recharge time (45s or 60s) but got nerfed at one point - perhaps the 90s current recharge is meant to imply that it IS a direct match power for say, Flashfires (Of course, this implies that Seeds should probably be on a 90s timer but that's a different issue... ). Dropping the recharge here back to 60s or 45s (or even 75s!) would a big help.

    Without domination in the mix, I can see the 90s to balance its long duration... but once you throw domination into the mix it falls behind.

    I agree on the Flash Freeze stuff, that's pretty much what I said right above.
  6. Quote:
    Originally Posted by Furio View Post
    Got a very rare on my 3rd run last night (after 2 uncommons) on my MM. I managed to only die once on the V.rare run, and also was in on the sabotage pretty heavily. I was resummoning my henches as they died, popped my lore pets for the Marauder fight and was pretty much spamming my secondary/patron/void powers as they recharged.....so, pretty much what I always do.

    The only difference in the 3rd run from the others is that we *didn't* farm the sabotage maps when we got to 9/10 destroyed for iXP.

    oh, this was all Lambda runs, in case that wasn't clear
    Lambda seems to have much more variance than BAF, even when you do exactly the same thing. I'm much more inclined to believe that trial actually has semi-random drops than BAF, based on my personal experiences.

    I got R & C on my stone tank the last 2 lambdas, both times on 8-9 man teams where I was the only tank, took the crate side & cleared it, handled the pacs, etc - I did everything pretty much exactly the same. Team composition was a little different - in the second run we had 2 teams of 4/5 instead of one team of 8, and had 3 debuffers instead of 1 kin.
  7. Thoughts from someone with an ice/thorn, ice/psi & elec/ice @ 50:

    I would say ice/ is the second weakest control set available to dominators (grav/ is at the bottom) BUT that does not mean it is "actually" weak, just less powerful than the others.

    The negatives:
    *Requirement to be in melee range to maximize AA & Glacier. [Can also be view as a positive!]
    *Jack may be the worst dom pet right now.
    *Anti-synergy between Frostbite & Ice Slick: This one is a killer. I cannot believe it has lasted this long without a change. [Using Frostbite to lock a group in place prevents the KD from Ice Slick].
    *Flash Freeze is pretty horrible. In addition to being a sleep, for some reason it does a TINY bit of damage (I'm guessing this was some kind of "theme" element in the design) so you can't even stack it like Mass Hypnosis. Take the damage out of this and set the recharge to 45s, like Mass Hyp, and you'd have a power that at least has some uses (AVs).
    *IIRC, Glacier requires you to be on the ground, or very close to it, which makes it annoying for folks to who stay in hover.
    *Shiver is a little bit lacking. It's not horrible, but... it's lacking something. Maybe just adding -fly & -jump to it would be enough to add another niche usage to it.


    The positives:
    *AA is a lot of fun! You can stack procs in it if that's your thing or use the purple set in it (this is what I do) - the proc makes it a lot stronger.
    *Ice Slick is one of the most useful & powerful controls in the game. This is the set defining power, IMHO. One of the best control powers to have if you want to play a dom that focuses on melee. And, surprise, it comes in the same set as AA - another of the best powers for a melee dom to have!
    *The hold and immob graphics are very clear, without being obstructing (like the earth ones can be).
    *The powers color customize pretty well (EXCEPT that they limit you to "ice colors"...which drives me crazy!).

    The slows in ice/ & /icy synergnize very well. Running both slow auras is awesome. -135% unslotted - the cap, I think, is -90% - so you hit that there with room to spare should they have debuff resist of some sort. Normally, 1 SO in either would get you there, but this way you don't have to slot a slow - you can throw an end red in CE and the purple set in AA (or 5 + end red or extra proc).

    /icy in general is a solid set. There is nothing bad there - no Greater Ice Sword shenanigans like the tankers get stuck with.
  8. What do you guys think about the pseudopets? Blizzard, burn, ice storm, etc.

    I've heard reports of blizzard & ice storm users getting better drops when they stopped using them.

    Couple with the MM issues and the potential lore pet & traps pet issues...this wouldn't surprise me.
  9. Quote:
    Originally Posted by Madadh View Post
    Sincerely, thank you. If you'd not beat me to it, I'd not likely have said it so succinctly.

    And, I'm sure you didn't mean to exclude the Trick Arrowers.

    And, let's face it, Stormies are totally gimped with no O2. (Of course, I do like O2, and thinks it's underrated.)
    Zomg! How could I forget /TA? Their heal arrow sucks and doesn't even look like an arrow it looks like a little glowy box or something!

    And O2 is kinda sucky, you can't even hit the whole team with it. Maybe if they get a ton of +rech and just spend all their time cycling it and healing the team one by one? Better than those other sets I guess.
  10. Quote:
    Originally Posted by Katten View Post
    Double post, sorry.

    Gravitic Flawless Radial Interface obtained.
    Honestly, I MIGHT have noticed a very minor difference. It's probably doing something. The recharge was slightly noticeable, the -recovery negligible, the -secondary might be very noticeable on healer type enemies, but not in average gameplay. Especially in the midst of all the shenanigans going on at incarnate levels.

    The recovery bit, problem is, I tend to drain things with attacks, then keep them COMPLETELY shutdown with shortcircuit or tesla, the tiny numbers on the interface go practically unnoticed.

    Sorry for breaking any dreams, it's simply not reactive or diagmagnetic.

    I got it the other night as well, just forgot to post. I went with the -50% speed, -50% rech branch, t3. I'll probably get my t4 made in a day or two, as I've slowed down doing trials on that alt (my crab) now. I'm going for t4 just because I'm stubborn. Reactive would benefit me more in just about every situation, and Diamagnetic would probably help at keeping my pets alive.

    BUT. The first thought I can recall myself having when I heard about the idea behind the incarnate powers was "I want a proccing -spd on my crab!" (Perhaps a little weird, but hey, it is what it is).

    The -special might be useful against AVs with heavy control or debuff? It's a fairly rare debuff to have access to (Weakness & Benumb are the other major access points - both at -74.5% (def/mm), IIRC), so is somewhat useful from that angle. If it gives you at least -10%, then you would reliably be able to contribute half a Weakness or Benumb to AV fights - that's pretty sizeable.

    Running the power analyzer temp on some DE & Freak bosses showed that it tends to cut their run speed from 14mph down to 12ish. The -rech shows too, and stacks with my pets web grenades, but is probably not doing a whole lot for me. Who knows, maybe it helps out a little on team AV fights.

    One thing is for certain: The gravitic debuff is visually very noticeable on enemies - so even if it's not having any kind of useful effect, it *looks* like I'm doing something.

    <.>
    Please devs, bump this up to at least -15-20% speed per stack?

    [EDIT:

    I just did some checking, and the maximum -rech for enemies is -75%, and this causes their powers to take 4x as long to recharge, which is pretty significant. Of course it doesn't stop that first swing BUT there may be cases where a -40% debuff (~1.6x as long to recharge. -50%=2x, -67%=3x, -75%=4x) may be significant.

    STILL. I want more -spd!]
  11. All of my machines at home do not work (unless I run through one of those free proxy websites), yet all the machines I test at work *do* work.

    I would guess a routing issue, but the other symptoms I've heard make me think it's a forum software issue. Bizarre. Anyone got in touch with customer service about this yet?
  12. Re: stone/ and psi dmg + energy drain in the lamda:

    I tanked an 8 man mostly dps (tank, kin corr, blaster, 5 scraps) Lamda last night on my stone/ss, who is only +1 from alpha. I had no end issues and stayed in granite the whole time (tp from turret to turret is amusing). I did have some minor issues with eating the psi alphas, but EE and an isp or two generally covered that. Note that he is not built for psi def, so it was pretty low (outside of that, the build is beastly though ).

    I can see how spawns on 16 league would make that psi alpha pretty bad - but hopefully on a 16 you'd have more than just speed boost for buffs (or more dmg, etc.).
  13. Quote:
    Originally Posted by TheNavigator View Post
    When I find a tank on my team without Taunt I report them to NCSoft so their account can be immediately suspended.

    This is also necessary for Defenders, Controllers and Corruptors that don't have heals.
    Heck yeah, report all those /cold and /ff and /son players!
  14. If we're still collecting data, here's what I have so far.

    Some of the totals don't match because I didn't record which specific trial I got a drop on:

    bots/dark/mu

    MM....G..U..R..VR
    lam...4..1..0..0
    baf...5..1..0..0
    total.9..2..0..0

    crab/scorp

    CRAB..C..U..R..VR
    lam...1..3..1..1
    baf...6..5..0..0
    total.1..9..6..1

    fire/plant/mako dom

    DOM...C..U..R..VR
    lam...0..1..1..0
    baf...0..4..2..0
    total.0..9..3..1

    Yes, I have yet to receive a single common on my dom. My kat/da scrapper (ran him through before I started tracking) has only received one common, and it was not until he had all his t3s completed.

    The crab and dom are pretty much where you'd expect heavy aoe users to be. MM problem is already documented, so that's just kind of there.

    I will say that, of the two, the Lambda seems harder to "game", and closer to random. There is definitely still some obnoxious "participation" code in there as I frequently see people who should not be getting threads (like the tank) get threads and other things that run counter to "participation" or "contribution" or whatever, BUT heavy aoe still seems to be key.

    I've heard rumors of tankerminding being more effective for rewards than standard masterminding, so there may be something in there as well about...aggro? Damage taken *without getting killed*? (Dying definitely seems to lower your chances of quality).

    I'll start my rad/cold/scorp or fire/storm/mu controller tonight. I really wanted to work on my MM, but that seems a really unwise use of time until some kind of fix goes in.
  15. Random data:

    I have this problem at home almost constantly on two separate machines (W7 & Vista), but have yet to have it from work (W7).

    I tried updating my Java last night after someone notified me of this thread, but it did not appear to help.

    I haven't actually tried to fix the problem before last night though, I just assumed the boards were screwed up at night or something... I'll try some troubleshooting tonight.
  16. Quote:
    Originally Posted by BeornAgain View Post
    Thanks dave_p for the clarification on the "Master of" badge situation. Yeah, especially in the Lambda Trial, it is IMPOSSIBLE to get it in one run.
    Minor correction: the intention of the MOLamda is for it apparently to take 3 runs of killing a non-pacced Mar, but the way it currently *functions* is that you can get it on one run (2 if you miss Synchronized).

    To acquire:
    *get Synchronized
    *get all temps, use none (and don't pop any glowies outside)

    This will reward all remaining badges (Master, Looter, Antacid and Well Stocked).

    I would suggest doing this ASAP, before the devs fix it to the MUCH more annoying intended way (although I hope they don't).

    Just be warned that you need a very specific team compo for this. Lots of debuff, and as little s/l damage as you can manage. We took a superb team last night with 3 psi dps and a cold, rad and kin and it wasn't enough. We needed at least another 5 min. All the main dpsers were +3 as well. Lots of fun, but no cigar (he dropped almost instantly from 2X health once we hit him with a pac at the 1 min mark).
  17. Lobster

    Interface?

    Random note: MM pets appear to be bugged with interface: reactive dot proc. I can see the little fire debuff icon, but the damage doesn't show in the damage log (that I've found).
  18. Quote:
    Originally Posted by Lifewind View Post
    Yeah, i think a team of 8-24 plant doms/trollers would be a fun team. Any of you guys on Champion?

    Pinnacle here .
  19. Quote:
    Originally Posted by JayboH View Post
    You sure the healing buff from spiritual doesn't affect pets that use healing powers?
    IIRC, it does. T3 spiritual in my nec/dark.
  20. More anecdotal data:

    My kat/da scrapper did not get a common drop until well after he had completed all his t3s - and that was the only one. He did not get a single VR.

    My plant/fire dom (+2 incarnate shift) is all over the board. In the time it took him to get all t3s and 1 t4, he got a couple commons and 1 very rare as well as at least 7 rares - the vast majority are uncommons. The last 12 runs have been 9 UNC, 3 RARE.

    I'll probably start my bots/dark tonight... fingers crossed that I can at least nab a few rares.
  21. Here are a couple more data points. This is all I'll log with this character unless he gets a t4 (unlikely):

    LAMBDA.........no inc...inc
    plant/fire.....79.59%...54.20%
    lore pets...............07.44%
    creepers+procs.12.87%...08.76%
    t3 judge................16.36%
    plant pet......04.13%...02.81%
    mako pet.......03.41%...02.23%
    reactive................08.11%


    LADYGREY.......no inc...inc
    plant/fire.....62.25%...42.87%
    lore pets...............05.01%
    creepers+procs.21.93%...15.10%
    t3 judge................18.89%
    plant pet......07.69%...05.30%
    mako pet.......08.13%...05.60%
    reactive................07.24%


    Note: He still only has t2 spiritual, so no level shift outside of the +2 in incarnate trials.
  22. I rather like poison as the ST killer set. However, one change I would suggest is to make the heal an aoe. AFAIK, there is no targeted aoe heal, so that would fill a neat niche and make pois a little more solid for mms as well as giving some team utility.

    Hmmmmm. Making the status prot and rez aoe would be really awesome now that I think about it! (But not overpowered at all : compare to the /dark aoe rez with awesme stun/debuff and son, trap and ff status prot bubbles). Make us interesting multi buffers and 1T debuffers.

    Make those 2-3 changes and I will play my nin/pois to 50 finally (he was my first mm to 40 in I6).

    [Edit: poison trap is garbage, forgot that existed because I never take it. Almost any idea for changing it is a good one. I would like for it to be range targeted through to match the rest of the set. /pois isn't really about pullin to a setup zone like /traps, indeed that seems like the opposite of how I play them.]

    [edit2: (Now that I'm not typing on my phone)

    Weaken & Envenom are pretty solid powers. The recharge fast enough that I can use them when I need them. If we're talking about adjusting them for the current meta-game of steamrolling trials... it wouldn't hurt to give them a small, literal "splash" zone of 5-7ft with say, 50-60% debuff strength.

    Already noted my ideas for the buff powers. Adding some debuff resistance to Antidote would go a ways to making it more unique AND thematic. AOE +status prot +debuff resist = something teams might actually want you for.

    Neurotoxic Gas: This is a pretty solid power and one of my favorites, I generally open on every mob with it. The one suggestion I would make is a wider cone arc (45, up from 30).

    Noxious Gas: The thing that kills this for me is the pet-only aspect, especially on bots & mercs. At minimum, this needs to be castable on a teammate. If it could be weakened slightly and made into an "any" ally toggle, that would go a long way towards giving /pois more of a team presence.
    ]
  23. Quote:
    Originally Posted by bAss_ackwards View Post
    Really? Is Rebirth being buffed by Spiritual a bug? I'm enjoying hitting the entire League with a 1,000+ point Heal.
    I hope it's not a bug, I thought it was kind of nice that Spiritual Alpha users got something since they get jack for boosts on Judgement. Cardiac/Nerve working on Barrier would be nice as well.
  24. Quote:
    Originally Posted by WenDarkFall View Post
    I am not sure the proc off every damage hit is WAI - but I hope so.
    I wondered this as well - but it's such a basic thing that I ... well, I shouldn't take anything for granted BUT I'd like to think they would have noticed this in beta.

    [EDIT: Also, AFAIK, it was doing LESS total damage than Judgement over the course of a TF, which suggests that it is where the devs intended it to be.]


    It's a solid damage increase (maybe 5-10%) for anyone (probably more for an MM, haven't got mine unlocked yet), but even more so for those with damage auras. I'm OK with that - damage auras also make the other reactive procs that much better as well, so it's not like we have an easy choice.
  25. Quote:
    Originally Posted by GavinRuneblade View Post
    I love creepers. How do you have yours slotted?

    I went two Acc/Dam Hamios, two generic recharge and two damage procs (Slow set and Posi's blast).
    2 end/rech/slow
    1 rech io
    1 acc/dam HO
    impeded swiftness: chance for smashing
    explosive strike: chance for smashing

    I may replace one of the end/rech/slows with another proc, but I thought I remembered reading that the others didn't fire off as often as the two i used.