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i use an ill/cold and one of my fav toons, but i agree with localman that illusion works well with any secondary
from what i seen with nature it will prolly be similar to an ill/emp but have more variety of buff and debuff, the debuff toggle provides a constant -150% regen and is autohit and you have some -resist in form of the tier 1 power
most of the other powers in nature are of buff variety that will not be able to help anything but yourself and the phantasm (although it does also have a choking cloud clone to help with crowd control)
ive been messing around with nature affinity on a fire control/nature affinity controller and so far its been pretty amazing -
Quote:true, the estimated size of that spider was maybe 5-6 inches across where there are some which can get to 12 inches across like the goliath bird eating spider lolThat Queensland spider isn't really that big. I live in the state in question and the tree spiders (completely harmless and non-aggressive and non-venomous) are bigger than that. Besides, the local geckos kill all the smaller ones anyways.
S.
and yeah when it comes to poison size doesnt matter lol -
Quote:spider looks cool but nothing to indicate size
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so far i find this set enjoying and like how they decided to trim down some of the effects from what they originally were
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hover is fine as long as you remain close enough to the ground for poeple to still see the patches
but i agree the death patches can get kind of annoying -
Quote:at least with the cold dmg you could shoot out a fire lolI thought the break down was 70% lethal and 30% exotic?
And my experience with them is just that Toxic really doesn't do much mitigation without other -DMG or +Res effects and the Cold Slows just... don't do much, be nice to slap in a bit of -Recharge speed (Or +.. whicever slows their recharge). -
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swap ammo already technically does that
no other blaster set has access to toxic dmg nor -dmg debuff in the primary (chilling embrace has some but thats only 1 power which is a pbaoe)
the ice and fire ones are sort of repeats but it still gives the set a lot more versatility in terms of dmg, say your fighting infernal one mish then next mish your fighting a lot of DE you got cold dmg for the infernal mish and fire dmg for the DE mish
as it currently is i dont see a reason to change it, why would an ice bullet slow someone more than a direct blast of ice or frost breath? or why would a incindiery round do more than being blasted by straight fire? -
2 months might be a little necropost but not too bad lol
they did fix the dmg badges to count accolade and other hp bonuses i believe within the last issue or 2
as for something faster? no you prolly wont find anything much faster, when toons only have ~1000-3000 hp and you need to take 100 mil dmg its gonna be a bit slow lol -
would work for me, only toon i worry about badges on is my main but he already has all of the anniversary badges that i am able to get, but i know this will be handy
also while your at it any way you think they could fix/deal with the yearly badges like "1 year vet" ect? since they are essentially broken indefinitely in their current form -
looks like im passing on this weeks market items again
npc costume toggles are waste IMO, IO sets meh, and the rest i have already -
well, this sounds very disapointing, i mean i do enjoy beating down GMs and whatnot, but no rewards whatsoever coupled with no badges is basically just begging me NOT to show up
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cause we had no new powersets to play with during 2xp i actually didnt bother logging in on friday, and was only on for about 6 hours saturday mostly PLing friends lol
atm i have nothing i really want to superspeed through a lvl and even without 2xp i can get a toon to 50 in a week so, meh lol -
Quote:the DiB is not co op but a rogue can join a heros team if said team starts from a heroside zone (and vice versa for vigilantes), trying to start in a co op zone will not work but starting either in a hero or villain zone can allow rogues or vigilantes to the opposite sides trialThat's even weirder, maybe they changed it without telling us? I was definitely able to join it on a Rogue and the team definitely contained Heroes.
from the sound of it, the DFB works the same way in that if the team starts from a hero zone then it can still allow rogues since they are treated as heroes while "visiting" (and again vice versa for vigilantes) -
when i first saw this thread i was like wth? claws and a snipe? then i realized you were talking about the epic pool snipes and i completely forgot about them lol
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the reward merits were converted to the paragon rewards
the free character slot i think might still be handed out but i am not sure
the badges have been basically declared unfixable by the devs and many players advocated removing them if they are gonna be permanently broken -
Quote:break frees wont break a sequester, the sequestration is a mag 1000 hold i believeIn terms of server resources, the pet is treated like a player, so it will get sequestered. If it is held, you can drop a breakfree over the pet or hit it with enforce morale or similar un-mez power. I've noticed that I can sometimes free a player from a sequester by 1-3 hits of enforce morale or clarity. If you have recall friend, you can move the pet to a safer place until the hold wears off.
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most of the time the AVs wont focus the sequester directly on the pets, but the pets can and will be affected by it if they are too close to the person who gets sequestered
the only pets that are immune to the sequestration are illusions PA and support lore pets which are untouchable -
all of this is looking fantastic so far, cant wait for this to be out
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Quote:all of the interfaces have very small graphical effects associated with them, i dont know of all of them off the top of my head thoughReally? Ok, didn't know that! I assumed all of the DoTs just showed up as extra damage pings, didn't think any of them had graphical effects. That does make sense though since I have seen, like the OP, folks with the swirl that were still moving.
as per the OP the mez portion of the power i think is mag 2 and only lasts for like 8 sec or so, so you would have to get it to proc 2-3 times within that 8 sec to actually affect baddies above minion, it is nice for stacking with other immobs but i wouldnt count on it to lock anything down, thats why i pretty much only stick with reactive/degenerative for my interfaces -
spectral interface only applies i think mag 2 mez so it will not affect anything higher than minion unless it procs twice, and unless you go for the tree which has a 25% chance of the immob you wont see it very often
as a note to agent white the swirling thing around the baddies feet will always show as that is the "graphical" effect for spectral even if it is doing just DoT
back to the OP, you can make sure you can see the immob is firing by using the RWZ dummies and a power analyzer, im pretty sure the mag of the immob is low enough that it has to stack 2+ times for it to actually start affecting the baddies -
i think i ran close to 100 event trials in the first 1.5-2 weeks, then completely stopped doing it cause it was burning me out lol, i have prolly about 5-7 complete sets of the enhances to show for it though
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Quote:working as intended doesnt mean that it doesnt suckPresumably by making it a perma-toggle, which as Kangstor acknowledged will not happen because the power is working as intended. Some people just have no concept of balance.
as mentioned the ONLY hybrid which even really works for a mm is support, ALL of the hybrids are underpowered because of this BS click toggle stuff just makes it a nuisance to use
right now IMO its the worst incarnate power we can get, i literally only have it unlocked on 2 toons and thats because 1 was to get the badge for unlocking it and the other was just cause i ended up running enough magi trials with the toon, hybrid is NOT worth the time/effort to unlock unless it gets changed to be a perma toggle, i wouldnt care of the effects were reduced slightly, having a power i could just toggle up and more or less forget about would be worth it -
what ive heard is the tree with doublehit adds significant DPS while the tree with the stackable dmg bonuses adds almost negligible amounts of DPS