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Posts
4979 -
Joined
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for me july 25, 2013
ways off but doable -
Quote:another theory why the escape phase lags is due to the numerous auto powers each prisoner runsMakes sense. The trial is supposed to scale, so fewer players, fewer prisoners to figure out the pathing for (which is what i think the current theory is as far as what causes so much lag during that phase)
each prisoner has a targeting drone + mindwashed contagion (the targeting drone idk if it really does anything), all of those targeting drone powers activating/toggling on at once when they exit buildings in groups could cause a lot of lag as well -
Quote:yes new with the tuesday patchI didn't even notice that there was a sound to League chat. In fact I thought I saw somebody mentioning that there should be sound to it. Is this new with the latest patch?
honestly i can hardly hear it when were in the thick of a trial fighting things, its mostly when your sitting around in PD or gathering before fight in trials when you can hear it, doesnt feel very intrusive to me -
since this set has no -regen powers, most likely not since you will need sheer DPS and surviveability
im working on a rad/fire blaster atm and im building him more for aoe dmg output (will have like a cone, 4 pbaoe, 1 target aoe) -
i would prolly finish IOing out about 3-5 toons and spread around an extra 200 mil per toon for thread to xp conversions for incarnate unlocks
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if they had him break through the door and shout that, i would laugh so hard and actually enjoy the cutscene a little more lol
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out of the 4 BAFs i been on today, 2 have been unbearably laggy, 1 was not really laggy at all, and one was about usual lag pre patch
the few lambdas i been on, the lag seemed to improve compared to pre patch
im also on victory -
seems kind of odd, you should be able to use names that are CoH property like recluse, ect
might be an oversight or a bug im guessing -
nope, lvl shifts dont really have any effect since they have a scaling code that works regardless which lvl you are
i think the wiki might have some more information on the scaling code GMs use -
neutron bomb is the target aoe and doesnt have any kb in it
the one your thinking of is electron haze which has a chance to kb, the knockdown proc would just increase the kb, since the knockdown proc is just low mag kb -
when i do play a stalker i usually dont even bother with AS unless im running solo
my elec/energy stalker usually opens with lightning rod (which doesnt break hide) and then i go right into thunder strike for a mass crit on whatever was still alive
my broadsword/elec stalker usually opens with disembowel which still 1 shots minions with build up
the only other stalker i have aside from that is a mid level (28) stalker thats kin melee/ninjitsu, since hes still low lvl and mostly solos he usually opens with AS, but when im in a team i open with burst and mass crit everything
i usually only take AS because it does let me go and pop troublesome baddies and take out bosses and stuff very fast when solo, but when im teaming in any situation i rarely use AS -
my ill/cold is nowhere near softcapped, the most defense he has is about 25% smash/lethal defense and about 8-10% on everything else
i also went with ice mastery due to how awesome it is lol, i originally was earth mastery but it was too melee focused to be of much use to me when im soloing AVs
honestly going mace mastery would be alright, poisonous ray is a really good debuff and dmg, the shield is also defense based and has some toxic resist, and if you wanted another power you could get an additional pet in the form of a toxic tarantula -
if thats what you were planning, thats perfectly acceptable, from what i saw in your build before you removed it, it looked like you had 4 endmod enhances in it, so could have just misread it
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Quote:i think it more makes poeple not want to shield, all of those sets (except maybe FF) have a lot of other powers which are a helluva lot better to help the teamExactly it's annoying, and makes people NOT want to participate. I could deal with it being PBAoE for sure.
on my ill/cold i rarely use my ice shields at all, except to help keep my phantasm alive a little longer because it kills itself running into melee all the time due to the horrid AI -
the biggest reason i usually dont toss around buffs is because doing 8 people individually is annoying as is, if your a /FF mm, then its just even worse doing your pets + your team, and if your trying to buff a whole league then your gonna be near constantly buffing if you have to buff 3 teams + your own pets if your a /FF mm
its annoying msotly cause its single target, for stuff like fortitude and frostwork, they should stay single target, but for normal shields like FF, sonic, and cold, they should be pbaoe like destiny buffs, but of course slightly weaker than destiny
i have heard compelling arguments for leaving them single target, and i can agree with them, so while i hate to individually buff things, i do not think they will be changed anytime soon -
i think knockdown is essentially knockback, which is different from knockup
since the knockdown (<.75 mag KB) hits the baddy they stay in place, but since the knockup is higher mag and even if knockdown decreases knockup, you wouldnt see much difference between a mag 8 knockup and a mag 7.2 knockup
very possible it doesnt stack though, but the animation of the knockup would override the knockback/down im guessing
at least thats my theory
(also on a side note, on a power like levitate its rated to accept knockback IOs, however it does not increase the mag of the knockup at all, it has a mag 8 knockup, and in mids it shows that knockup going to mag 50 or something with a set of kinetic crash in it, but in game it doesnt appear to enhance the knockup at all) -
edit: i was doing a MO run today and it seems they changed the rules on whats allowed matching whats allowed for the trials, so i retract my previous statement
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my main already has the badges so i essentially went with option 1 for him
for the other ones its mostly option 3 or 4 (i dont care about badges much on my other toons but if i get em i get em) -
Quote:i agree with all of this, the only thing the accolades have going for them is the fact that their rech IS enhanceable through global rech bonusesYeah they make a difference all right: On full teams/leagues the only thing that Lore Pets represent is massive pointless overkill. As of April 2011 just about the only thing a league with a bunch of Lore pets is tactically useful for is trying to do a MoLambda run during the final fight with Marauder. But beyond that what else is that kind of firepower needed for?
Clearly Lore Pets are far more useful to players "pound-for-pound" while trying to tackle big fights solo. And as such they are quickly (because of their excessive recharge times) becoming relegated to the same niche that things like the Archmage and Geas of the Kind Ones accolade powers live in - powers you save for key AV fights because you can't really use them effectively for anything else.
I just don't want to see Lore Pets become yet another "use them once in a blue moon" situation.
the lore pets have half of the base rech, but it cannot be enhanced in any way thus making them even worse with the 10+ min downtime, the only way i could support making the lore pets rech not perma them is if they were all completely untouchable like the support pets in the radial superior tree -
hmm, well in the case of WAWG i dont think it needs more than 5 slots really for the purple immob set which i have in mine, it would prolly be better to put on surveillance (i would go with an acc/rech something since both is better than one or the other)
a reason i would not put a dmg proc in WAWG is because its aoe is really small, so unless the mob is tightly packed you prolly wont hit more than 3-5 baddies anyway
is this extra slot your mentioning the 4th slot in stamina? because if not i would suggest moving a slot off of stamina, your 4th slot is adding almost negligible amount of bonus
if you want to take a look at my build that i have planned for my bane/hunstman heres the data chunk
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1442;688;1376;HEX;| |78DA65944B4F135114C7EF745A6A5B102AEFB7544A790EAD105D1A9447503068118| |D9B66A4133A49336D66AA919D1B3F833B453446373EA282465DF83DFC0A0A3EB6A6| |9E39FF4B3375264D7FA7FF7B5EF7CCBD5DBD3BDF28C4BD7342E9B850D41D273767E| |B9B05ABE4E4B2A562DE34ECF065BD72DBD68B222C8448FEBFEA68E775CBC865CB66| |DEB08FC4E4BAAD9B96696DE596F4FC9651A9773A5A8C2F5B05C336AC8A7664C4D64| |AA5A2B65834B70A9528DBD9B261E4E36C2E5B774CC7BC6516CDCA76332B2B864EF9| |9C8259EE58289B9BDAC6C2DC7A6E55DF34E8CBA918F67617753C26BC4F55158F091| |911D8057618E35F0342B48ABD18FD52D82F201264A4C4F1016090F1921C1438284A| |2719FD22DAC5A078A1CA122A720751295857C2F509C12F18BA1670571AAE026B8C6| |359609DB14F05C328A886DB15578AFE156EC1C636FED5D8C2F8407E11F889480F17| |FC48524C6E2686D03EC40C20A681969A642B4DFB1CD3B6C7E8780FBC6574BDC33EE| |8BB19EEA1E6B3DC5DCB2C708671E2343013F0ECD73D347174118AD7E5EB41911E94| |EC430353F739384261AD72CEADDF586AC31662B4D28E2E9476AC647A55179F69BF9| |D72049D557AC42B52BAE504BA113E84090C6302AFC9A117C902BD21D51DEBB0CA48| |A1FB0455EB9719FA27B8C3813AB8076650CE707097DB39F9107804EC30869E30DCF| |925A47B629CA55363C02890620C8F30BE50FAA41C79F20F4B23BF8003E037237508| |FC647CA2A8517966465FB034F61C78063C65B8EF7E42669F9862695203A68134636| |A12C048DE50764D6E415BE695E925601E58C05B59C4D920C7B47C5F69CC2C03F405| |6B97923EEEFB5AF1296B41791F495158B914AC5DD1EA95287BB27DDD63DFF0D8373| |D76A4A57647ABDFA3B59B2C33FFF0290751CF6DDFC0F9B9C8FF03875EDF07BCD1B4| |AFF9719F92F129B33E65C6A7FC0391D401DD| |-------------------------------------------------------------------|
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Quote:what ive seen in normal mishs where you fail due to a hostage dying, ect, the mish wont actually kick you out with a failure until the dead body despawns, which could explain where some of the delay comes fromCould it have been that when the team wiped for a brief moment everyone was either dead out outside of the map? Its possible the game triggered the "all defeated" condition, but it didn't actually kick you until 30 seconds later. I've seen many cases even in normal mission where the failure condition for the mission doesn't fail the mission until a significant amount of time after the trigger occurs.
so on the RWZ mish with general retard who tries to pistol whip everything to death and ends up getting 1 shot, the mish doesnt actually fail until his body despawns -
the only problem i have with the lore pets is the god awful recharge
10 min downtime makes it feel like i hardly ever get to use it and they never feel like they are around for very long
because of that awful downtime i get to use it maybe 2 times at most during a trial anyway
the points being brought up about them dying with you and the pets themselves dying in tough fights, also makes them a lot less worthwhile
i personally would like to see it perma or nearly perma or do like they did with destiny and increase the pet uptime with higher tiers (my reasoning is that as you get a higher tier you are mastering the incarnate power), so for the tier 1 can leave it 5 min uptime/15 min rech, but tier 4 pets should have like 10-15 min uptime/15 min rech
so i vote either reduce the rech across the board or scale the uptime based on the tier so you can nearly perma anyway even with 15 min rech -
i do agree that there should be a alignment merit to empyrean merit to conversion on the same basis as the shards except maybe like a 1:1 instead of 10:10
