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i think the DoT is slightly different from the other interface debuffs as it might allow up to 6 DoT applications
im not 100% positive on the above, but its definitely either 4 if not 6 -
i personally like caltrops because with high rech builds it can stack up to 3 times easy and that totals a lot of dmg over time
if you get the web nade or have another single target immob it will significantly increase your DPS on that target
caltrops is actually about the same dmg as fireball, but it deals its dmg over time and if the baddy remains in the patch the entire time it will prolly receive more dmg than from fire ball
the baddies dont usually get out of the melee range that fast because caltrops slows a lot, it also stacks slowing baddies a bit more, burn is worse than caltrops for baddies running away
i think it should help your surviveability a little because the baddies close to you will be slowly running away to focus on you and if your fighting melee heavy baddies then yes it will improve surviveability
for your last point, definitly dmg and rech, and dmg procs (dmg procs over dmg enhances), because of how dmg procs work in caltrops they are essentially like adding a 50% dmg enhance to the power which doesnt suffer dimished returns
my recommended slotting: frankenslot with dmg/rech IOs (recommend 3), posi blast proc, javelin volley proc (if you can afford), ragnarok proc (optional and funny and will provide additional mitigation with knockdown) -
Quote:i agree completely, but i think if a warning is given that this is a task force meant to be for X number of poeple, and if you run with less than that and cannot finish, thats not the devs or the tfs problem. it would be like a disclaimer/liability waiver, they could get a popup warning saying they are attempting to run with under the minimum requirement for team size and if they fail, its not the fault of the system since they are choosing to partake in the challengeIn principle, I'm all for eliminating minimum team sizes on task forces so long as there is fair warning and an enforcement of literal minimums (if there's a mission with four simultaneous blinkies, the minimum has to be four).
However, as a practical matter there are a lot of players who believe that if the devs allow it they condone it, and if they condone it they should make it accessible. Meaning: if you allow two people to start Numina, people will complain two people can't finish it successfully. They'll say there should be a switch to downscale everything including the AVs to just the right level of difficulty to make their duo able to finish it: that it should be tuned for them, because they represent the "normal" players and not the "power gamers."
I like challenges. I would attempt to solo every task force that was logistically soloable if I could. This is a feature I would make a lot of use of: its been a long time since I've soloed a task force. But not at the expense of having to listen to people complain about the slippery slope surrounding task force difficulty or unlimited content accessibility.
it would be similar to the ouro mini tfs, but it would follow the standard rules for task forces in that AVs wont downgrade to EBs and cant go below -1 difficulty -
Quote:i dont know if they changed anything, but i am 100% positive that i was the only person on the team, the other 5 poeple who helped me pad dropped and formed their own team, i dont believe i saw anyone log offUnless they changed things very recently, you're mistaken. The TF automatically drops if there's only one player remaining.
honestly i think soloing tfs is kind of boring, i do have fun running duo tfs though so i havent heard anything of this 1 person left in tf it drops kind of thing -
Quote:i know they all quit because they wanted to run a normal ITF, i even made sure there were 5 quit messages before i went into the first mishI soloed so many TFs over the years and it never worked like this for me, ever. Most likely someone who you thought quit just logged off keeping the alt in.
the spawn sizes were of a team size of one too, every group was about 3 minions, or 1 minion 1LT and very very few boss ranked baddies (i think they were only objective targets usually) -
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a couple of notes, you can be in a tf completely by yourself and it will not end, like 3 months ago i solo'd the ITF with my mind/fire dom, i got 5 pads and all of them quit and i got to run the tf by myself
also if you get pads and they quit, the tf adjusts to the new team size, so in my above example when i solo'd with only myself still on the team (because the other 5 quit) the spawn sizes were set to 1 person or whatever my difficulty was (which was x1)
the AVs were still AVs as they should have been, but other than that the solo tf was basically just a mish arc. -
common things they all have
-lore evasion: +50% def aoe, +25% resist to all
-lore power (only applies to LT/boss pets for tier 4 core tree): +25% dmg
-super jump: movement and jumping (all except seers)
-fly: fly (only seers)
clockwork:
builder:
-particle blast:
--avg dmg (lvl 50, no alpha enhance): 219.03 energy dmg (143.13 + 7 ticks 10.84)
--rech: 6 sec
--type: ranged single target
-particle blast barrage:
--avg dmg (lvl 50, no alpha): 253.73 energy dmg (177.83 + 7 ticks 10.84)
--rech: 8 sec
--type: ranged single target
-particle stunner:
--avg dmg (lvl 50, no alpha): 75.90 energy dmg (7 ticks 10.84)
--mez: mag 3 stun
--rech: 20 sec
--type: ranged single target
mender:
-nano repair:
--heal: 107.09 heal + 11 ticks 17.88 heal
--rech: 10 sec
-field projector:
--defense: 7.50% def to smash/lethal/fire/cold/energy/negative
--perma?: yes, duration 20 sec, rech 6 sec
-particle blast (only if partial radial improved ally):
--detailed info doesnt show in game, but assuming same power as builder with slightly lower dmg
dismantler:
-particle blast:
--avg dmg (lvl 50 no alpha): 467.25 energy dmg (305 + 7 ticks 23.13)
--rech: 6 sec
--type: ranged single target
-particle burst:
--this power does not list dmg as it uses pseudo pets
--rech: 10 sec
--type: ranged target aoe
--note: this power is currently bugged and doesnt hurt baddies, but it can hurt you or your allies
-antimatter beam:
--avg dmg (lvl 50 no alpha): 460.31 energy dmg
--debuff: -20% defense
--mez: 50% chance for mag 8 KB
--rech: 30 sec
--type: ranged cone
--note: this power is a narrow cone (5 degree arc) and can hit up to 3 targets
IDF:
elite ranger:
-plasma blast:
--avg dmg (lvl 50 no alpha): 108.43 energy dmg
--rech: 4 sec
--mez: 20% chance for mag 0.35 KB
--type: ranged single target
-plasma burst:
--avg dmg (lvl 50 no alpha): 143.13 energy dmg
--rech: 6 sec
--mez: 30% chance mag 0.35 KB
--type: ranged single target
battle orb:
-deploy stimulant:
--heal: 209.90
--rech: 16 sec
--interrrupt: 3 sec
--protection: mag 10 protect to stun/hold/sleep/immob, mag 5 protect to confuse/fear/terrorize (duration of all is 5 sec)
-shield generator:
--toggle: 25 ft aoe (will only protect you and your pets)
--buff: +5% def to all types (no positional def)
--protection: mag 1.04 protect to stun/immob
-plasma blast (only if partial radial improved ally):
--most likely the same as the elite ranger power but weaker dmg
commander:
-plasma blast:
--avg dmg (lvl 50 no alpha): 231.32 energy
--rech: 4 sec
--mez: 20% chance mag 0.7 KB
--type: ranged single target
-plasma punch:
--avg dmg (lvl 50 no alpha): 358.52 (115.66 smash + 269.86 energy)
--rech: 4 sec
--mez: 10% chance for mag 2 stun
--type: melee single target
-plasma vortex:
--avg dmg (lvl 50 no alpha): 385.52 (115.66 smash + 269.86 energy)
--rech: 14 sec
--mez: 20% chance mag 2 stun
--type: melee pbaoe
seer:
Diviner:
-dominate mind:
--avg dmg (lvl 50 no alpha): 262.39 psi (11 ticks 23.85)
--rech: 6 sec
--mez: 25% chance mag 3 hold
--type: melee single target
-mental blast:
--avg dmg (lvl 50 no alpha): 108.43 psi
--rech: 4 sec
--debuff: -30% rech
--type: ranged single target (100ft range instead of usual 80)
seeker:
-soothe mind:
--heal: 141.36
--rech: 8 sec
-fortitude:
--buff: +5% tohit, +15% dmg, +5% def to all types (no positional)
--perma?: yes, rech 30 sec, duration 30 sec
-mental blast (partial radial improved ally only):
--assuming same as the diviner version with less dmg
auger:
-mental blast:
--avg dmg (lvl 50 no alpha): 231.32 psi
--debuff: -30% rech
--rech: 4 sec
--type: ranged single target
-levitate:
--avg dmg (lvl 50 no alpha): 305.33 smash
--mez: mag 6 knockup
--debuff: mag 1.6 fly protection on target
--rech: 6 sec
--type: psi single target (no positional type)
-dominate:
--rech: 8 sec
--mez: mag 3 hold
--note: this power does no dmg
warworks:
ACU:
-plasma full auto:
--avg dmg (lvl 50 no alpha): 91.08 energy (7 ticks 13.01)
--debuff: -50% regen
--rech: 12 sec
--type: ranged cone (30 degree arc)
-plasma rifle burst:
--avg dmg (lvl 50 no alpha): 143.13 energy (4 ticks 35.78)
--debuff: -50% regen
--rech: 6 sec
--type: ranged single target
battle orb:
-exact same as the IDF battle orb, refer to that section for powers
MK-V1 "victoria":
-swipe:
--avg dmg (lvl 50 no alpha): 404.80 (192.76 lethal, 192.76 energy)
--debuff: -10% def
--special: 10% chance for 192.76 energy
--special2: 192.76 energy (if hidden or target placated, this should not apply as the lore version does not have hide or placate)
--rech: 4 sec
--type: melee single target
-cross cut:
--avg dmg (lvl 50 no alpha): 534.91 (3 ticks 84.81 lethal, 3 ticks 84.81 energy)
--rech: 6 sec
--debuff: -10% def
--special: 10% chance for 260.23 energy dmg
--special2: 260.23 energy (if hidden or target placated, this should not apply as the lore version does not have hide or placate)
--type: melee single target
-plasma eye beams:
--avg dmg (lvl 50 no alpha): 398.32 energy
--rech: 8 sec
--debuff: -50% regen
--special: 10% chance for 189.67 energy
--special2: 189.67 energy (if hidden or target placated, this should not apply as the lore version does not have hide or placate)
--type: ranged single target
i have updated the list of lore pet powers with as much information as i could get
if theres any other questions can just reply or let me know with a PM
edit: and yes if you want to feel free to copy this info into the main portion of the guide Dispari, and whoever else wants to use it elsewhere -
ion is bugged in general right now, so its overpowered in everything
the other judgements are fine though -
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whoever you were playing it with was doing it wrong
while pets can add to the healing nictus, phantom army is definitly not affected and shouldnt matter, and on a decent team, doesnt matter how many pets poeple have the healing nictus has a target cap of 16 and it can still miss if your team has good buffs or even a single FF person
if your team is having a hard time with the pets that do get hit such as mm pets or carrion creepers, then hold off on them for a bit, but overall it shouldnt make that much of a difference and the lead of your tf sounded paranoid (and extremely uninformed that PA are untouchable regardless so they cant be healed off of) -
Quote:i think they have hurl boulder from the stone melee/assault set and the hurl power from the super strength set, both are essentially the same with slightly different animations and animation times, there are some baddies which also have the same copy of powers, there are a few guys in the 5th column with 2 of the same kind of shotgun blast so they can still cycle through themBig Dog in the Destroyers enemy group seems to have two copies of Hurl Bolder.
as per having multiple powersets, it would be nice, and the one specific baddy i know who definitly has multiple power sets is kadabra kill in the midnighters, he has grav control, kinetics, and empathy (at least 2-3 powers from each) -
Quote:i know on both accounts, as i mentioned originally, i did not have the time to write every single detail for every powerGood list. One nitpick :
This power is melee.
Edit : it's also a DoT.
if i get the time i can go back and update it to include all of the exact details for the powers -
since i dont want poeple to get mislead here are the ACTUAL powers the lore pets have
if you want to see actual numbers look them up, dont have the time to write everything
common things they all have
-lore evasion: +50% def aoe, +25% resist to all
-lore power (only applies to LT/boss pets for tier 4 core tree): +25% dmg
-super jump: movement and jumping (all except seers)
-fly: fly (only seers)
clockwork:
builder:
-particle blast: ranged energy DoT
-particle blast barrage: ranged energy DoT
-particle stunner: energy DoT + mag 3 stun
mender:
-nano repair: heal + heal over time
-field projector: +def to smash/lethal/fire/cold/energy/negative
-particle blast (only if partial radial improved ally):energy dmg
dismantler:
-particle blast:energy dmg
-particle burst: aoe energy
-antimatter beam: cone energy dmg + chance for KB
IDF:
elite ranger:
-plasma blast: energy dmg
-plasma burst: energy dmg
battle orb:
-deploy stimulant: heal + mez protect
-shield generator: +def to typed (all types), mez protect stun/immob
-plasma blast (only if partial radial improved ally): energy dmg
commander:
-plasma blast: energy dmg
-plasma punch: melee energy/smash dmg
-plasma vortex: melee pbaoe energy/smash dmg
seer:
Diviner:
-dominate mind: psi dmg, 25% chance for hold
-mental blast: psi dmg, -rech
seeker:
-soothe mind: heal
-fortitude: +tohit, +dmg, +def to types (all types)
-mental blast (partial radial improved ally only): psi dmg, -rech
auger:
-mental blast: psi dmg, -rech
-levitate: smash dmg, knockup
-dominate: hold (no dmg)
warworks:
ACU:
-plasma full auto: cone energy dmg, -regen
-plasma rifle burst: energy dmg, -regen
battle orb:
-exact same as the IDF battle orb, refer to that section for powers
MK-V1 "victoria":
-swipe: melee lethal/energy dmg, -def, 10% chance additional energy dmg
-cross cut: melee lethal/energy dmg, -def, 10% chance additional energy dmg
-plasma eye beams: energy dmg, -def, -regen, 10% chance for additional energy dmg -
Quote:ion is currently bugged so jumps are affected by dmg bonus, rage WILL affect the dmg of the ion jumps, but since its a bug i expect it to be fixed soonI noticed this problem this morning too. So, Rage doesn't buff Judgement damage, but Rage drop debuffs Judgement damage? That's not really fair.
since it is bugged and affected by dmg buffs its also affected by dmg debuffs -
its been like 6 months since i ran this, so i dont remember lol
but heres the wiki article on the story arc which you have to talk to him to get an insight as to what should happen to look for
dont use the wiki though if you are trying to go through without spoilers -
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Quote:before i picked my lore pets i looked in the detailed info the see what powers they haveFine. People who actually *have* these Lore pets need to start documenting what powers and abilities these pets actually GET (or not). I can't make an informed decision as to which type I want to be using without having even the slightest clue as to what powers and abilities (and buffs) they MIGHT even offer.
open incarnate window -> lore tab -> tree of choice -> right click on any of the pictures -> detailed info
shows all the powers they get, i know ALL of the lore pets have lore evasion which is 25% resist to all and 50% def aoe, so they all have the same resists/def at base
for example: what i remember from looking at seer pets is the boss only has dominate, levitate, and mental blast for attacks, the support pet has only fortitude and soothe mind for buffs, if your looking at the tier 4s, the suppport pet has lore deflection to make it untouchable, and on the core tree both pets get lore power which is a 25% base dmg bonus
im not trying to say posting that kind of stuff was wrong, but poeple who are trying to find out info for these things will get mislead because the actual versions are MUCH stronger than lore version (if we got actual versions, i would go seers no question because of drain psyche, but in their current state, they are the weakest lore pets IMO) -
the lore pets definitely do not get all those abilities, i have clockwork lore on one of my toons and NONE of them have the quick repair and builders do not have a rez, the boss pet only has 3 attacks total
the abilities mentioned on the wiki are of the actual enemy groups, the lore pet essences we have are a lesser version of those (ie they dont have all the same powers, or they would be insanely overpowered) -
Quote:this is main reason why i do not like CoP much, you get 0 rewards unless you complete it and your fighting +2 rularuu the entire timeIf I may I'd add another suggestion. As I said I enjoy the trial but you folks have this set up to award an imcarnate component but all the times I have done it I have never gotten a single shard. Not 100% certain but I am guessing this has something to do with the fact that none of the Rularuu we battle award INF, XP or drop salvage or recipes. Now the huge end bonus we get for a sucessful run more than compensates but I honestly think more people would be interested if the trial gave them a chance for rewards they can use to increase their incarnate powers. above the Penumbra of Rularuu it awards at the end. This would also make players feel better if they wind up on a failed attempt.
i think i mentioned in another thread somewhere that the CoP should be given "incarnate" treatment, as such make it basically an incarnate trial which gives empyrean or astral merit on completion like current, and astral merit for getting to the inner chamber. then make the baddies actually drop rewards and can stay at 52 or be lvl 54 since the AV is already lvl 54 it wouldnt be too much of a problem. the reward table can remain as is but also include incarnate components
as per the OP, i completely agree and as said in other posts, it would make sense to have done this -
not really in regards to the lambda trial, but as of last night i saw a new way poeple could grief the BAF
when i was on a few BAFs during the escapee phase, i saw a LT ranked escapee running by and noticed someone had detention fielded the guy
lo and behold that was our only guy who escaped, whoever did it, actually did it again like 45 seconds later, but by that time we were close enough to finishing the 2nd guy didnt escape
so be aware of detention fielding and other intangibility powers on the BAF escapee phase -
Quote:well i know for all the badges, you cannot use ANY temp powers, regardless where you got them, but for well stocked and antacid you cannot get any additional ones[/LIST](bolded and colored for emphais)
So. IF you gather all 10 Acids AND all 10 Grenades and use none, you get the Lambda Looter badge. But IF you get another Grenade or Acid from the shipments you don't?
Am I reading that correctly?
i dont remember about lamdba looter from my MO run -
the post is nice, however there are a lot of things that dont seem right to me
the antacid and well stocked badges dont seem to have a point if you cant use the one that you are not collecting, as it is, it makes more sense that all 3 badges award at the same time
essentially im saying that well stocked and antacid should allow use of the temp power that you are not collecting, but said temp can only be gotten from the courtyard (IE, if you go for antacid badge you must get all 10 acids and 0-9 pacifications from that phase, but it should not stop you from getting the badge if you use pacifications from the courtyard or even from the warehouse since they have absolutely nothing to do with the details of the antacid badge)
another point, the rewards based on participation is just awful, completely random rewards would be much better and more fair to everyone, and there are about half a dozen threads about this around the forum already
the reward tables would be better if it gave you 1 pick of common, uncommon, rare, very rare or inspirations. the choices you have to pick would be random (like it wouldnt show ALL of the commons, it would give you 1 random common as an option on the table)
the inf costs are prohibitively expensive, the conversion cost should not exist and/or we should be able to have the option to create incarnate powers with shards OR threads, because as the current system stands, the shards are literally pointless after you get the alpha boost you want and are a waste of space if you dont even have 10 to convert. threads should be the only things to give xp, but make the conversion cost free but leave them as they are with the time limited and non time limited ones
my experience with the LFG tool is that it does not work very well, the avg wait times are extremely inaccurate due to all the preformed leagues. also NOT being able to do instanced anything is extremely prohibitive, waiting for the queue to pick up anything can take between 15 and 75 minutes, and i dont think anyone wants to street sweep for more than a few minutes
the interface incarnate power is VERY underpowered, the minimal buffs it does are too resisted by high lvl foes such as AVs and GMs to really do anything significant and lower foes such as minion and LT class baddies, they get the full effect, but are so weak anyway they die to fast for the effect to really matter, either the stack limit needs to be increased significantly or allow the stacking from outside sources, otherwise i really do like this ability
i love the lore incarnate slot because of more pets, but the slot doesnt feel very good to me because of the enormous downtime on the pets, the 15 min rech is way too much, when other stuff such as destiny can perma or at least be perma half of the time from tier 1. the lore pets should either overall get shorter rech, or get increased duration on higher tiers
overall i am throughly enjoying the new content and powers, the things i mentioned above are what i would consider the biggest problems with the new content -
Quote:i had considered them, but the buffs they give and the fact they dont contribute ANY dps is basically kinda meh as to them being alive, honestly i will never get any of the buff pets because the buffs arent all that great any only do typed defense and some minor heals, while they are untouchable like PA, they overall do very very little for you and arent even worth getting in my bookSome of the Lore pets CAN'T die. They are invulnerable, like Phantom Army. That's probably why those are not perma...and to create parity across the tree, none of the rest are perma.
another thing to consider is that if YOU die your pets also die, so if you summon them and get wiped by something, then you have to wait even longer for them to recharge, so i think a 5-10 min rech is better than 15 with 10+ minutes downtime
with them currently being down more than up, it feels so lackluster for incarnate power (not compared to interface in any way, but you dont get to use it as much, so its kinda meh), my point being i get to use judgement every 90 sec for massive dmg, i get to use destiny for buffage every 120 sec, interface is always active but almost worthless as it is, and lore is awesome while its up, but uptime is so much less than downtime it feels i hardly ever get to use it
