Necrotech_Master

Renowned
  • Posts

    4979
  • Joined

  1. Quote:
    Originally Posted by Soulwind View Post
    Heh, "so this here is my AV killer" . . . .

    "Sure it takes about 3 hours to actually drop the AV, but he never moves after the first 20 seconds"

    I've never tried that. I think I'll have to take one of my higher level guys and try to spec him out for nothing but hold and recharge and give it a try
    from personal experience it doesnt take 3 hours to solo an AV like that lol

    a friend of mine on a mind/elec can solo an AV in like 40 min or so, and from what ive heard mind/fires can kill even faster

    almost any dom primary can solo an AV due to perma holding, but some make it easier than others (ie earth with gases and mind using confuse instead of hold)
  2. Quote:
    Originally Posted by Snow Globe View Post
    It has been 24 hours since my support ticket was filed, with no response beyond the automated response.
    im in the same boat here, 24 hours and no response yet
  3. Quote:
    Originally Posted by Hyperstrike View Post
    Update: Been over 24 hours now. STILL locked out of my account from my home IP address.
    i havent been locked out (have 1 attempt left)

    but its been almost 24 hours since i sent in my support ticket and no responses on it
  4. Quote:
    Originally Posted by Scootertwo View Post
    write the code down, and save it until you can log in, it will still be good.
    i dont think they are giving codes to everyone, based on Master Zaprobos screenshots in the thread about incarnate slots, they just type out a code and whoever enters it in their account page first gets it

    if they were just randomly giving them out, then i wouldnt have much of a problem with it and as you said just write it down
  5. i wish support fixed my dang master account BS thats going on atm, so im getting screwed out of the chance to get any codes for anything
  6. Quote:
    Originally Posted by Changeling View Post
    I too am now locked out of my master account.

    Will I be given access after a certain amount of time or do I have to call to get it back?
    Quote:
    Originally Posted by Photonstorm View Post
    BTW, after 5 strikes, how long is it for our IP Adress to get unbanned?
    if your account gets locked out you HAVE to file a support ticket
  7. Quote:
    Originally Posted by Zombie Man View Post
    Well, I have no real need to access my Master Account for weeks and weeks. Probably next time I *need* to will be with the next boost pack which is at least 2 months away.

    So, I can wait out an email support ticket rather than call it in.
    this is how im feeling about it, i have no immediate need to access my master account atm, but i would like to get it cleared up eventually so i can buy new boosters in the future

    i too have a email/ncsoft support ticket in the works atm, but i have had 0 replies in almost 24 hours aside from the auto generated response
  8. Quote:
    Originally Posted by _AzA_ View Post
    How long do you have to wait before your account becomes unlocked?
    from the sound of it, it will only unlock if you contact support
  9. i havent been locked out of my master account yet cause i stopped at 4/5 attempts cause i almost knew there we would some kind of lockout that would happen

    as of now im still waiting for a response on the support ticket i filed, its been about 15 hours since i have submitted it and have yet to hear anything aside from the auto generated response

    im kind of with everyone else on this, this change is annoying as hell
  10. Quote:
    Originally Posted by Roderick View Post
    Right, I'd forgotten about mez resistance. Is that a standard AV ability, and if so, how much is the standard version? I know I've seen AVs held on a fairly regular basis, when the triangles are down.
    when the ptod are down, the AVs have no more base protection than a boss or EB (IE they require at least 2-3 applications when the triangles are down to mez them)

    as per status resistance, i think thats on a per AV basis, in general i dont think most of them have any mez resists, a few examples of mez resist that i have seen from using the power analyzer is bobcat in the tin mage tf has 66% duration on mezzes and statesman in LRSF has 50% mez durations, i think there are a few others but i cant remember them atm
  11. Quote:
    Originally Posted by Roderick View Post
    This gave me an odd idea, so I pulled out Mids' and slapped together a quick Earth/Earth dom build. Since it wasn't a serious build, all I worried about was getting 95% Recharge and Hold Duration in Fossilize, Seismic Smash and Volcanic Gasses, enough global recharge for perma-dom, and a Spiritual Core Paragon.

    All the numbers below use the non-Domination durations, since that's how long the max strength of the Holds lasts. In practise, you'd be seeing higher numbers.
    Fossilize is mag 6 for over 30sec, with a <2 sec recharge.
    Seismic Smash is mag 4 for almost 25 sec, with a <5 sec recharge.
    Volcanic Gasses is perma; it can be resummoned a few seconds before it despawns.

    An attack chain of Fossilize - Smash - Fossilize - (filler) with(filler) being Domination, Hasten or Volcanic Gasses as they come up, or whatever filler you want (Stone Prison with Grav. Anchor proc!) should be able to keep the max level of Hold on a target.
    Using the mag 12 value for Gasses, and assuming Smash stacks 4 times (for mag 16) and Fossilize stacks 15 times (for mag 90!), that's a mag 118 Hold, plus spikes for Domination's extended duration, spikes in Gasses mag, and bonuses from procs.

    What's the magnitude of an AV's Hold protection when they have PToD up? I know this is enough when the triangles point down, but would it hold an AV for as long as you could keep it up?
    for standard AVs, the ptod gives them mag 50 protect, but you also have to take into account their resistances and such to mez being an AV and what not

    also from my experience with volcanic gases on my earth/fire dom, domination does not affect the gases hold, which means no extra duration or mag mez. i do however have my gases slotted with the lockdown proc, which triggers everytime one of the gases pets releases thermal vents

    on my earth/fire build i will have the perma volcanic gases, atm im still finishing his build so its like 2 sec downtime or so
  12. if you have both a crab and a bane build, if you are using the bane build the backpack is nothing more than a costume piece and does nothing

    the backpack is only used with crab spider attacks
  13. the only way to get rid of the backpack permanently is to not have any crab spider builds

    if you go to tailer and import a saved costume without the backpack, you can "temporarily" get rid of the backpack even with a crab build, but it will revert upon zoning

    if you dont mind switching costumes before you zone, then that option will be fine for you to have both a crab and bane build
  14. Quote:
    Originally Posted by EvilGeko View Post
    LOL! I know you're ignoring me, but great post Sam. Running bosses do suck. I had forgotten about those as well. Isn't there a CoV mission where Crimson (an Elite Boss/AV) runs away from you? I seem to remember, logging off immediately after that mission in disgust.
    that mish is awful, unless you can perma immob him there is no way you will stop him once he takes off
  15. Necrotech_Master

    Caps For Pets

    i think most pets cap at 85% resist, havent really checked other stats though
  16. when i have pvp i usually enjoy the arena with travel suppression off, heal decay off, diminishing returns off, and basically all the negative things in normal pvp zones turned off
  17. Necrotech_Master

    Tin Mage.

    Quote:
    Originally Posted by VoodooCompany View Post
    Speaking of the badge itself. Being team-based, in that scope, is badly designed IMO.

    The AV is a jerk, but if having to chase him around with mines going off is what a team needs to do, so be it. I haven't had a team quit / TF fail because they couldn't get past this mission.
    i dont like the badge being team based either, but with the way they designed it, one person could always just stay outside the building and never even have to worry about hitting the mines

    without it being team based, the badge would just be too easy to get as there would be plenty of loopholes to it, so i can see why they made it team based
  18. i have to agree with the fact that they are bringing the praetorians in too slow

    i made like 3 toons in praetoria, and i have to say the first 1-2 times through, it was quite interesting, but once you get past the story praetoria is quite lackluster and feels like a jailhouse for lowbie toons since they cant go further than PD while non praetorians can go wherever the heck they want

    ive honestly enjoyed the shadow shard more than praetoria, and i honestly would rather fight rularuu too because it is more exotic and rularuu is like 100 ft tall

    didnt they also say that cimerora would be expanded at some point as well? but we havent seen anything new to that place except those extremely short arcs which dont really expand the zone much
  19. in the few few times that i have pvp'd (both pre and post i13 nerfs)

    honestly i think the absolute biggest thing that needs to be taken care of is the mez protect issue and travel suppression

    travel suppression as it is now is extremely annoying, since most travel powers already have a "reduced to hover/sprint" speed for a second after you attack but whats even more annoying about it is that somehow "travel suppression" also means "regen suppression" because it applies a -100% regen penalty as well which is completely unecessary

    the other major problem i have is with the mez protect, i understand that pve mez protect is prolly too strong for pvp, but melee types and such should not get the short stick and given 0 mez protect for otheir mez toggles, they should get about 1/4-1/2 of the regular values, making it not impossible to overcome, but still alotting enough so that they are like a pve boss and require at least 2-3 applications of a mez to affect them

    i dont have a problem with heal decay as that function makes some sense


    on another note, as a person who does not regularly participate in pvp (my record for actually participating in pvp is about once a year), a large reason why i dont try to pvp more is for 2 large reasons:
    • very little activity in zones (which sometimes im grateful for since i dont like pvping much, but so little activity in zones is also a deterrent to pvp because i cant randomly say "i want to challenge so and so to a duel")
    • rewards are in no way worth it, the pvp IO drop rate is abysmal so i dont even expect to see one unless i spend several hours in a typical "rep farm" setting, the other part of the reward is that rep is pointless since it decays and doesnt do anything for you after you get the 2 badges for it, which a pvper wont be interested in anyway, i can understand why inf rewards are so low is to somewhat deter farming
    while i am not an avid or active pvper, as a non pvper i see no incentive TO pvp except for pure sport every now and then
  20. im still interested in seeing a kronos vs ghost of scrapyard fight lol, that would be really interesting lol
  21. Necrotech_Master

    Tin Mage.

    Quote:
    Originally Posted by Satanic_Hamster View Post
    I've never seen him jump, though it's always possible that there's always been grounding immobs on him...
    i know he definitly can jump, once had him wedge himself on like the 2nd shelf of one of those racks in the room

    reason you prolly havent seen him jump is a lot of immobs have -jump and other powers like caltrops or tar patch have -jump too
  22. Necrotech_Master

    Tin Mage.

    couple of points that i have seen is:
    • pets do not count for the badge so they can get hit all day
    • he can run and jump and stuff, but once you have debuffs on him and such, its pretty easy to stop him from jumping
    • it is possible while extremely difficult to get the badge without using OP methods such as zerging him with nukes and temp pets
    • there is no tp field inside the building, hence the ability to tp out
    i think the badge is a good challenge, but its extremely annoying that it is team based, the only reason i can see making it team based instead of per person is that one person could just camp outside till team killed director 11 making it really easy to get the badge

    i think in time with more incarnate abilities it will get a bit easier
  23. Quote:
    Originally Posted by The_Coming_Storm View Post
    Totally disagree. If you have trouble, why not suggest an improvement to the functionality of /search as my latest suggestion thread is about?
    while i agree that the search needs improvements, how exactly will the search feature help find poeple to pad for a tf/sf?

    if a person doesnt want to pad, doesnt matter how good the search button is
  24. i have soulbound set slotted on my tier 2 pet on my ninja mm and the proc still fires

    the IOs work based on your lvl, not your pets lvl
  25. while it would make more logical sense to have like a small 20% resist to the dmg type that you deal, there is no way ever that we would get high ranged def and resist

    this is a game that is to avoid the tank mage, sure high def can be gotten to through IO slotting, but you will never have the resists of a tank/brute/ect

    i say /signed but highly unlikely to getting a small resist bonus to your primary dmg type, but extremely /unsigned to tank mages