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the lag was pretty bad on victory when the event happened, i couldnt imagine how much worse it would be on the freedom one
i made a generic random toon got my badge and left and deleted the generic toon almost before the event even started (got the badge at 6:59 pm eastern time) -
the only way i know of greifing on a BAF is to use phasing/caging powers (such as dimension shift or detention field) on LT ranked escapees because they are immune to the immob component of the power and are running by essentially unkillable
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i think i got something similar during the event on victory, since i20 been seeing a lot of those things and the only thing they have said to do is repairs or verify/consistency checks
after one of the post i20 fix patches it mostly cleared it up but it still happens now and then -
for all who havent heard, the highest amount of concurrent users they had was 4000 as shown here so the badge is enabled till next tuesday for all who dont have it yet
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im doing the same as most, just logging in to get badge as soon as i have it logging out, heck i may not even get the generic random toon that i create out of the tutorial and ill prolly either delete or never play it again once i get the badge
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more info was talked about in the dev ustream as noted here
its sounding pretty awesome
no doppelganger lore pets though -
Quote:i know, but thats more of an exception due to how zoning and such worksThey will stack from the same caster if you apply, enter mish, and reapply... but that off course only covers the first encounter or two.
technically they are not supposed to stack from same caster but if you zone it will stack cause the game loses track of who applied the buff when you enter a new zone -
theres a toggle at the bottom of the badge window which lets you switch between personal and sg badges
it does not work properly on the "most recent" screen though -
the achilles proc and the pvp proc for -resist (i dont recall the name atm) do stack since they grant the target different powers
they wont stack with themselves though so 2 achilles heel procs will not stack but they give more chances for the -resist to apply keeping it more consistent -
Quote:the lethal dmg would be awful versus something like the kronos titanTry an Invuln/Dual Blades tanker with both -res procs, and either the -regen debuffing Interface, or Reactive (don't remember which one debuffs regen offhand)
Survivability will pretty much be a given, which will let you focus your slotting on damage output.
And you will only need about 55% recharge + Hasten to have Dull Pain perma. And that's all you'd need, because the chain that takes advantage of all that resistance debuffing potential doesn't need any global recharge at all (Nimble Slash-Blinding Feint-Attack Vitals combo, with procs in Ablating Strike and Sweeping Strike)
With both -res procs piled on top of Bruising you can potentially hit -60% resistance. If you choose to add Reactive Interface you can crank the potential debuff up to -85% resistance and add the Fire DoT for more damage.
You should be able to whittle down a GM eventually with that.
each -resist proc is only 20% and theres only 2 -resist procs, so thats -40% max from procs, and reactice is -10% with max stack of 4 aso you would get -50% resist max out of what you described
as for the build in question, either a DM/fire or SS/fire brute with either the -regen interface or reactives DoT. for lore pets i would suggest warworks (unless one of the newer trees in i20.5 works better) -
Quote:i agree with this thread and quoted above is my reasonAnd considering how fragile pets are in the Incarnate trials...
mm pets are insanely fragile unless you have a specific powerset combo (bot/ff, bot/trap, ect that can soft cap all the pets no problem)
even non-incarnate mishs i usually have to resummon pets constantly since most normal tfs almost guarenteed 1-2+ pets are going to die in a fight, and if your fighting an AV, very very likely that half or more of them are gonna die from the aoes before the debuffs set in -
Quote:they cant stack from the same caster, but if you have seperate casters they cant stack currently, so if you had 2 FF on the team, everyone could get 2x shieldsWell... I don't think they can stack now, or at least most of them can't, so I'm guessing they'll change them to that. I can't believe they aren't going to change the end costs, though... I would have assumed they would be on par with the Mastermind Training powers, to be honest.
if i had to guess they would stay stackable like they are on live (not from same caster type of thing) (disclaimer, this statement is just a guess) -
im very happy with the changes, and with the changes i might actually start using the buff powers again if i only have to use it twice every 4 min instead of 16 times every 2-3 minutes
while i do know that poeple have performance issues with sb, i agree that if you dont want to deal with it, dont team with them, not like that one team your on is the only team to exist in the game
the issues with the incarnate graphics is mostly related to barrier, because with certain color combinations it is fairly obtrusive (at least the lingering effect is), it doesnt really bother me a whole lot, but it is the most noticeable
also the thing about thermal shields, if you get lag from thermal shields, anyone your playing with will lag you if they have thermal shields, especially if theres 2 thermal mm on the team and EVERYTHING has a fire shield, thats gonna lag you even if you dont want the shields, so again i go with the others and say you should take leave of the team and find a different one if its bothering you that much -
Quote:zwillinger mentioned later in the thread that the end and rech values of the buffs will not changeI'm wondering what the recharge and endurance use values will be for all these powers with this change, though... maybe enough to keep the shields perma, or maybe half their duration, without stacking?
he did not mention anything about the stacking from what i saw though -
i completely agree that civies need to be killable
this is one of the big reasons why i hate mayhem mishs because they just get in the way and are plain annoying, they do not add anything but annoyance because they run around making it difficult to get through doors at times and targetable but unkillable means tab targetting is pointless
also, im a freaking villain, killing civilians is just something we do lol
if the civilians were made killable then maybe i would have some interest to run mayhems again, but until then i have avoided them almost completely since i got all the badges from them -
Quote:for the villain ones only the 2nd of the 3 mishs have varying enemy groupsDon't know if there is much of a difference villain side, but heroside they use different enemies for the higher ones.
the first mish is always a hunt and the last mish is always the tree mish which has CoT
the 2nd mish in the first treespec is mostly longbow with some legacy chain and wyvern
the 2nd mish of the second treespec has DE
the 2nd mish of the 3rd treespec is malta
other than the 2nd mish the treespecs are essentially identical -
i usually always increase spawn sizes first over higher lvl foes
i usually try to stay at +0x8 unless i wanted to do something more challenging like duo a tf -
im excited to try this out, i just hope for all that is good that they dont do the same thing with the side badges as the lambda trial
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im interested in the badges that will be in this trial, i hope to all that is good they dont do a repeat of the retarded lambda side badges
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i think knock up is bugged and doesnt work properly with knockback enhances*
i have levitate on my mind dom 6 slotted with kinetic crash which should boost the knockup to around mag 50 but the real numbers show no enhancing of the knockup
*i say "think" because i dont know if its intended to work like that or is a bug
**in mids and in the enhancement screen it shows the KU mag to be increased with KB enhances but the real numbers are not changed -
if your complaining about missing beta/test characters, nothing we can do about it and they even have a note about it saying that toons on beta/test could get wiped at any time for any number of reasons
if you need your toons on beta/test just recopy them -
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well it does prove that the info in the official giant monster guide is correct, i see a lot of poeple skipping those last 2 tentacles a lot more now because of the **** inf/xp/ect they give
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heres some relevant info you prolly would want from the wiki
Quote:example:Set Bonuses and Exemplaring
When a character exemplars down to a lower level access to set bonuses (and Global IOs that function as set bonuses) is based on the level of the IO and not the power they are slotted in. Exemplaring more than three levels below the level of the IOs renders the set bonuses non-functional. However as long as the character does not exemplar more than three levels below the level of the IO the set bonuses are retained even if the power they are slotted in is unavailable.
Very Rare IOs and PvP IOs are exempt from this rule, the set bonuses function regardless of what level the character is exemplared to.
i particularly dont like using the lower lvl stuff, but i hope this helps in your endeavorQuote:Let's say you have a full set of six Set IOs in a level 40 power. Three of the Set IOs are level 30, the other three are level 20 so, you're getting 5 Set Bonuses from the six Set IOs.
Now, if you exemplar down to level 35, the power is greyed out because you're under the level of the power. However, all five bonuses are still working! Level 35 is higher than the level 30 and level 20 IOs.
Now, if you exemplar down to 27, you still get all 5 Set Bonuses because you are within 3 levels under the level 30's.
However, if you exemplar down to level 26, you've gone too low for those 3 30s, and so, it's like they don't exist. However, at level 26, you're still over the level of the three 20s, and so they still 'work' and are giving you the first two bonuses of the Set. -
from what ive seen GMs only give about 25,000 inf while in sg mode at lvl 50, which is approximately 2x what a boss gives
i think GMs should give at least the same xp as an even con AV since GMs are very hard to solo without proper builds or incarnate powers
