Nalrok_AthZim

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  1. Quote:
    Originally Posted by rsclark View Post
    Please explain how your statement in any way contradicts mine. You have simply chosen not to engage in part of the customization in the game - that doesn't mean that the option to customize your character in that way is not part of the game. I don't use emotes, but I don't deny their existence.

    Stealth IOs add something to a character they do not otherwise have. Proc IOs can change powers completely and make them capable of doing things they could not before. That is customization. Don't pretend IOs aren't an important part of the game while at the same time claim that customization is, when those are contradictory statements. Customization is not limited to different hair colors.
    Oh, well excuse me, I thought customization just meant the color of energy I could fire out of my eyeballs.

    I'm well aware of everything you just said. The way your posts have been going, it sounds like you can only achieve certain levels of power by using Purple IO's. When my characters running on common IO's and three sets are able to solo content that a lot of people claim is too tough for "non-purple" characters, I don't find that "level of customization" necessary at all. So that means you don't necessarily need that level in order to enjoy the game.
  2. Nalrok_AthZim

    Mission Design

    Have a Forcefield ally.
  3. Quote:
    Originally Posted by Blue_Centurion View Post
    Thanks Nal, I have a dark/dark at 36 currently, will look at this for him. Looks like you only have 8 pts KB prot? Or did I miss somethin? My dar/dark only has 4 I/Os so far, 3 @4 pts KB prot, and that End Rech that goes in the AoE heal (that thing was pricey!)
    It lists as two sets of 4; the -KB IO I have gives 4 points of Knock protection, which applies to Knockback and Knockup. So numerically it looks like 8, however it's still just 4.
  4. Blue, I posted my build in my Dark/Dark/Soul guide; check out the sets I dropped in. I went for +HP, +Recharge, and +Accuracy.
  5. Title says it all.

    The mac client's Cider wrapper needs an update badly. We're crashing constantly, CuppaManga is constantly recording new bugs (which is a great dedication), and there's guides on how to get your mac client working to where it crashes less than 9 times an hour, or to get it to work period.

    We as a community really, really need to get Paragon Studios to better communicate with Transgaming and push an update to the mac client. The mac client has been overdue for an update. The memory leaks, improper caching, and endless "Assertion Failure" dialog boxes prove it.
  6. Quote:
    Originally Posted by Bad_Dog View Post
    You sure spend a lot of time trying to convince me your economic theory is a fact. It is not, it's your theory of how it works. It's how you believe it to work and you support it by selective and semi-related "evidence". That still does not make it fact.

    A lot of this I don't dispute, because in a round about way you are making my case for me that they drop rate should be higher. If you want to make it an economics debate then yes the cap should be lowered. It is obscene that anything in the game sells for $2 bill.

    If the cap was lowered, I don't dispute that people will hoard that item for a unknown amount of time. Which I stated in my last post. Certainly not forever, and only for as long as others are willing to buy at off the market prices. It will not last forever, the selling price will eventually be no more than market cap. Will there be shortages? You bet, I don't disagree with that. If the shortage is that high then obviously the supply is too low. Therefore, drop rates need to be higher. Which is exactly what I said in my first post.

    You can continue to work yourself up into a frenzy all you want about supply and demand and fluctuating prices, it doesn't change the point of my post or the fact that this situation is the way it is because it was allowed to happen. That makes it a design, whether it is intentional or not, who is to say. But it can be resolved simply. As I stated in my last post, "either drastically increase the drops, drastically lower the cap, or to a degree do both."

    Does the buyer have some of the blame, sure he does. But its hard to completely blame the buyer when the sellers are only posting the 3% def pvp IO at $2 bill.

    And as for this quote: "seller can't get any more for their item than the buyer is willing to pay", that's not entirely true. It would be true if no one was "playing" the market. I personally know people who periodically go to the markets with the intention of spending a Saturday to make a fortune. Not by buying recipes and crafting them, but by systematically jacking up the prices.

    You show your ignorance of the market by assuming that the law of supply and demand is setting the prices and that buyers and sellers are balancing the prices by their honest transactions. The majority of players are using the market honestly, but they are the prey. The minority are there to make as much inf as possible. It is not that difficult to manipulate prices. The longer you want to sit at WW's the higher you can get a selling price, if that is ones intention.

    I have nothing against people becoming rich in this game, I am. I already have my billions and I run out of things to spend it on since I finished IOing out my 50s. If I can do it as a casual player then others can. But that doesn't mean I side with those that believe the markets should be the wild west where the sky's the limit. Grow up and give up the psuedo-economics lessons.

    My point: The drop rates should be higher for PVP IO's and purple IOs.
    I found an Armageddon: Dam/Rech yesterday. Got 300 mil. This will be the fifth Purple IO I've found in the last 3 months.

    Guess you're just unlucky?
  7. Nalrok_AthZim

    Dark Tanks

    Quote:
    Originally Posted by PrincessDarkstar View Post

    I am still slightly worried by endurance on both builds though But they should both be extremely survivable.
    The thing is, if you take Darkest Night you don't necessarily need Tough and Weave. While they are nice to have, I strongly recommend you take Soul Transfer.

    I mean, it's a Mag 30 stun. Mag 30.
  8. Quote:
    Originally Posted by Cmls View Post
    kk alot of old guide say no self heal. if energize is all i need then it frees up even MORE slots/power... wow after i19 i am goin to end up with wholes in my build with no idea what power to get lol... thats well be epic.

    thow to fill in a power pick i may end up with self heal as a set mule.(5% recharge) if i have the extra slots and use it as a between combat top-up skill.

    p.s. what does FotM mean...
    Read my Electric Armor guide. The old guides are...

    ...

    ... old.
  9. I hate to be "that mac guy," but seriously, can we get another update for the mac client cider wrapper? I know Paragon Studios themselves don't handle it but some love for us crash-prone mac users is about a year and a half overdue.
  10. Quote:
    Originally Posted by Bad_Dog View Post
    long boring grudge post
    TL;DR.

    Ease off the anger and insults there, sir.
  11. Nalrok_AthZim

    What to pick?

    Quote:
    Originally Posted by Blue_Centurion View Post
    For soloing Brutes are way better. For teams, Tanks control agro/take damage, and Brutes act as heavy/slower scrappers.
    Sort of. Brutes are the perfect balance between Tankers and Scrappers.

    Tankers are the masters of mitigation, running in and getting their face punched in without really minding it. They can dish out moderate damage, but can absorb endless amounts of incoming strikes.

    Scrappers are the lord of laying down damage and barons of beating the enemy. While having weaker defense values than Tankers, they are able to do absurd amounts of damage and often get double-damage criticals.

    Brutes are bloodthirsty brain-bashing berserkers that do more damage the longer their battles take. They have a higher HP cap and modifier than Scrappers, and as such serve as the fusion between the Unstoppable Force and the Immovable Object: The Immovable Force. They are hard to kill, hard to weaken, and hit just as hard as Scrappers when their Fury is full.
  12. Quote:
    Originally Posted by AllYourBase View Post
    Edit: Holy wall of text, flying nocturnal mammal man!
    You're absolutely right, vermilion bird boy!

    Edited to add:

    I just noticed where Cmls noted Electric has no self-heal. Get Energize, buddy! It rocks!
  13. Nalrok_AthZim

    What to pick?

    Quote:
    Originally Posted by SickSadisticBomb View Post
    I want to make a tank or a brute, which one is better for fighting hordes of enemys? and what would be a good build? i never made a big guys such as a tank or a brute before, sugestions?
    Honestly?

    Anything/Anything but Energy Aura.
  14. Quote:
    Originally Posted by Cmls View Post
    cool sounds good as for the more tanker reply i have a dark/ice tank(lvl 39 now) he is all the tank ill ever need. even with SOs i seem atleast to me tuffer then any IOed out = lvl invis/ i have ran into..


    nice ss sound fine then still goin to pick up CJ one stam gone for the imob but other then that ill have alot of breathing for other stuff.
    Grounded always has Immob protection; from what I've seen the immobilize protection in /Elec doesn't need to be on the ground to apply, Combat Info window shows it as constant. CJ would be good for a bit of a defense boost.
  15. Quote:
    Originally Posted by Cmls View Post
    k one last thing. k so far i have goten my ss/wp to lvl 25(liking him ) a ss/nrg to 25(agian liking him thow a little more all or nothing then ss/wp)

    now wood like to try one last brute to lvl 25 and pick one to stick with.. this time looking at
    /elec armour. i figer i have a both(WP) a def(NRG) now try an resist set (ELEC)


    SS seem like a good idea just because the def crush of rage doesnt mater at ALL
    is it a good combo??


    i figed for power pools.
    -hasten (lvl 6-8)- super speed(lvl 14)
    -Aid self(get ASAP no self heal w/o it)
    -box or kick and tough( get at l8tr lvles but no weave)
    -stamina tell i19 (then change travel power. figers combat jump[more imob def] SJ[just like using it]and drop super speed off my build.)

    well post build for SOs one i get home.(not for a nother 5 hours or so lol)
    If you're going to go /Elec I highly recommend keeping Super Speed. Elec's need to be on the ground for their KB protection. Check out the guide in my sig.

    I have a 50 SS/Elec/Soul. He's a machine, I tell you. I guarantee you'll love it.
  16. Quote:
    Originally Posted by Smiling_Joe View Post
    Blinding powder doesn't break hide or draw aggro, and it can and should be used pre-emptively to mitigate damage from alphas.
    I am so glad you posted this.
  17. Look at it this way:

    The Stalker is your hitman, and you're the diversion. While everyone has their eyes on you, the Stalker makes his move and, using his discretion and best judgement, takes out the most important target.

    And like hitmen, Stalkers all play different. On my teams, I'm perfectly fine with a Stalker who picks and chooses his targets then preps for the next battle, so long as he's actively with the team and contributes. Other Stalkers will make their big move and then jump right in next to me in battle. It all depends on playstyle.
  18. Quote:
    Originally Posted by Slashman View Post
    Please don't put ideas in the devs' heads...
    As stated before, it's not like they ever come to the MM forum.
  19. Nalrok_AthZim

    Fury building

    I tend to sit at 85 Fury on my Brutes at +2/x8. This is usually during combat. If I run in with over 60 Fury and take a new alpha, I'll get very close to 100.

    And yes, Frenzy fills your Fury bar.
  20. Quote:
    Originally Posted by dave_p View Post
    I usually farm Tips w/my controllers, blaster or scrappers for the combination of stealth & kill speed, but sometimes on my Fire tank as well, since he can kill plenty fast, and I stuck in a stealth IO in a prestige sprint. Yesterday, I was running Tips w/my SD/Axe tank who I hadn't equipped w/a stealth IO yet, and I sorta wanted some XP anyway (sitting at 40 atm), so instead of setting the missions to -1/x1, which is my usual Tips settings for speed, I put it at -1/x4, for easy, but many kills. AAO running, I'd speed by mobs to get to the glowies, but not really care about picking up aggro. When I'd get to the glowies, any mobs nearby would completely ignore me, because I'd already filled up the aggro cap! I'd click on the glowie undisturbed, the trailing mobs would eventually catch up, I'd kill some, then the mobs nearby would start shambling towards me. Prolly works even better at -1/x8.

    Anyone else try this alternative tanker stealth approach?
    I saw it on a friend's AE mission with my SS/Elec Brute. He's hard capped to Energy Resistance and the mobs were all Lightning users, so I was able to safely jump in to two 8-man spawns and go to town. Several of them stayed behind. As I started killing, however, the stragglers entered battle.
  21. Quote:
    Originally Posted by Rodion View Post
    I think he means that it's relatively easy to soft-cap Shield to all three positional defenses, but that Ice can be easily soft-capped only to Smash/Lethal and Energy/NE, leaving significant holes in Fire/Cold and Psionic defense. (I also had to throw in two-slotted Combat Jumping to hit 45.1% S/L/E/NE defense in my quickie Mids build to test this.)

    Ice is hard-capped for Cold resistance, but has very little defense or resistance against pure Fire and pure Psi.

    Since most Fire attacks contain some Smash/Lethal component and Psi is less common, it isn't usually a problem. But Ice tankers can be extremely vulnerable to a few specific attacks.
    The same can be said of Invul, Fire, and Stone, and Willpower (-regen attacks). The same can be said of any melee class. When taking on regular content with my Ice/Dark tanker I found very few things able to take me under 75% health.

    Then I used Siphon Life and all was well.
  22. KM is loads faster. It may not feel faster, but it is. Just string attacks together and you'll see.
  23. Quote:
    Originally Posted by DumpleBerry View Post
    Having just released I18 and GR concurrently, and currently beta testing Issues 19 AND 20 simultaneously...I wouldn't bet on any changes to Halloween.
    You know this for a fact?
  24. Quote:
    Originally Posted by Grey Pilgrim View Post
    ? There are some mobs in a lot of those groups, but they're not necessarily known for it. I'd cite the CoT for -to hit much sooner than -def, for instance: the main ones that do it are those Earth Mage mobs in the 30s, and they're not always there. Tsoo... sword wielders, I guess, but most of them do Kin type powers and -to hit. Rikti? Not even sure who does that... maybe the occasional Magi, but I thought they were mostly Stalagmites and mez.
    Earth Mages and any Earth Thorn Caster will cast Quicksand. I've seen those bastids stack that thing up to 5 times. There goes all your defense. I was partially wrong about the Rikti, as I thought their blades applied -Def. Assault Suits and the Magi do it as well. Council/Longbow/Malta/Sky Raiders/PPD/Resistance have gobs of it.

    Quote:
    Originally Posted by GavinRuneblade View Post
    I didn't say defense debuff is rare, I said "cascading defense failure" is rare. Yes it is pretty normal to lose 6 to 20% off your defense. It is not normal to be dropped from softcap into the negatives. Here is my exact wording so you can see for yourself:



    Notice I did not at any point say that defense debuffs were rare. I was only talking about cascading defense failure. I brought it up specifically because some people like to pretend that defense debuffs are so common and so powerful that res builds shouldn't bother with defense under the mistaken beliefe that you will have effectively no defense most of the time.

    On my /elec brute I have 28% melee defense. I pretty commonly go down to about 12 against council at the beginning of a spawn. And I am back at 28% by the middle of it. Romans put me into the negatives. Council do not. Knives of Artemis do not. 5th column do not. Rularuu do not (unless it is a spawn with 5+ eyes, but I was farming Scirrocco's rularuu mission at 0/x6 for a long time quite happily).

    Yes they all debuff me. No they do not all cause my defense to go away completely.
    Easy skippy. The way that sentence tied in to your post made it sound like (to me at least) you were referring to regular defense debuffs, not death syndrome.
  25. Quote:
    Originally Posted by lmt1979 View Post
    I admittedly do not much like tankers, but am considering a real go at this build, any advice/insight would be great. Thanks.
    I rolled one up and got it to 20 in less than two days.

    You cannot kill it. I tried. I herded as many ghouls as I could into one corner of an Underground mission.

    It. Didn't. Die.

    I jumped into a 15-man spawn of PPD.

    It. Didn't. Die.

    I CAN'T KILL THIS CHARACTER!

    .... and I love it.

    Roll one up, seriously. I did it on a whim since I know Dark Melee like the back of my hand and heard Ice had a very respectable defense. I thought to myself, "Dark Melee has gobs of -ToHit! Ice Armor has gobs of Defense! I should mix them!" I haven't looked back.

    1/2: Hoarfrost
    16: Siphon Life
    26: Energy Absorption
    32: Hibernate
    35: Dark Consumption

    Enemies can try to stop your green and blue bars from regenerating. They won't, though. I'm sitting at 22 with Combat Jumping and SO's with about 27% defense S/L/E/N. It's a beautiful thing. Make one and love it!