Necrotech_Master

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  1. Quote:
    Originally Posted by 2Sly4U View Post
    hmm well thats something to keep note of lol.
    someone told me awhile ago how alot of mobs resist fire at high lvls such as SF/TF
    and some other types also mentioned lethal was high resist later on which bugged me because some of my favorite powers are lethal lol.
    however my concern right now is trying to sort out what i can do alot with for ranged damage powers.
    against big names like recluse, states, they have a fair amount of resist to every dmg type

    other enemies which have tons of resist are reichs and lord winter (both of which have 90% to all), akarist who is an AV with 75% resist to all, all war walkers have about 60-70% def on almost everything except toxic and psi which is at like 30%

    those are the only ones i would think are significant, most others dont have anywhere near those numbers on resist
  2. Quote:
    Originally Posted by Murphland View Post
    This question is for anyone, but when I ran this TF on a couple runs the ambush part wasn't the same. Is there a way to stop that from happening? I was amazed how smooth this one can go with the correct team mix - and how long it can take the other way.

    BTW - I was a MM on one run and the temp power didn't get put in my tray. After fighting the big man was taking longer that it should, the team chat asks why the MM isn't using the temp power. I had to apologize and then we went after it. So many things aren't obvious when you are in the mix and the team starts to get frustrated.

    Murph
    this is a big part, NONE of the clickable powers are placed in the players trays, so everytime you have to get the temps again you have to open the power window and drop the temp into the power tray

    i also support the suggestion that all ATs should have access to ALL of the clickable powers, then it would make it approx as difficult as kahn in the last mish because everyone will have tools for dealing with the ambushs, and i support the suggestion that the merit reward is awful for barracuda, 20 merits and the fastest i have completed the sf is about 1:15, and the last mish is harder than all of the mishs in kahn tf combined
  3. they fixed these badges like 1-2 months after i finished getting immortal on my main

    if they had fixed it like 6 months earlier it would have saved me from spending half of last summer dmg farming lol
  4. Quote:
    Originally Posted by Dark_Respite View Post
    The first I-don't-know-how-many-times I did this SF, the MM power was broken, it was LONG before side-switching occurred, and we still kicked the crap out of him. So while 'theoretically' my MM was 'useless' coz the power didn't work, my bots/dark MM came in loaded for bear with her Mayhem-missions-collected temp powers instead and debuffed him to the point where he couldn't hit a damn thing.

    Michelle
    aka
    Samuraiko/Dark_Respite
    yeah, the mm temp has been on/off buggy since it came out until about i17 i think in which it was finally fixed and hasnt has had an issue since

    while a mm/defender is not required for reichs, you need a very very high dmg/debuff team to beat him without the temps, or you will never out dmg his phase heal (had this happen once yesterday, had 1 mm on the team and they disappeared after the 2nd mish and we couldnt beat reichs because he kept phasing and healing back up, and we werent making noticeable progress after about 4-5 of his phase heals, so we disbanded and regrouped and made sure we had a mm

    basically a mm/defender will make the sf at least a guaranteed win, and a much faster win
  5. Quote:
    Originally Posted by Memphis_Bill View Post
    Required a MM? Since when?

    PUGGed it (well, half pugged) last night, no mastermind. No issues. What do you think you need a MM for?
    you need a mm or a defender to get the clickable power of black scorpion which stops him from using his phasing heal type power at 50% hp

    at about 50% hp reichs will pop a power which makes him untouchable and heals him back up to about 80% hp, however the mm/defender power prevents this from happening

    so a mm is not required if you have a defender
  6. your reasoning is good

    i would suggest going with:

    • cardiac core paragon or
    • musculature radial paragon or
    • either nerve paragon (since they would do about the same for you)

    i also have to agree with you on your reasoning for spiritual, rad emission doesnt really benifit from having more and more rech

    i have an ill/cold who went the spiritual route because the more rech i have the more debuffs i can through out and i can perma the buff portion of heat loss. my final rech will be around 208% and with the spiritual boost ill be able to get more rech out of the sleet and heat loss
  7. Necrotech_Master

    Tier 4 Alpha

    Quote:
    Originally Posted by TankShock View Post
    Ugh, I see where the talk of grinding is coming from. I don't mind working up a tree if I'm getting incremental increases. But to do a whole different branch with zero return isn't all that fun.

    I know, then just don't do it.
    honestly thats prolly the best for a large amount of poeple, because going from the rare to very rare offers very little difference in terms of how much enhancement you get, if you were already ED capped on a power going from the rare to very rare would at MOST give you an increase of approx 7% (thats for the ones that give 45% enhance)

    most of the 33% ones would be a bit less than that, so it would hardly be noticeable in the end, or just provide a long term goal to get to
  8. Necrotech_Master

    Tier 4 Alpha

    yes, any 2 rares plus a few components and a favor of the well
  9. Quote:
    Originally Posted by Eiko-chan View Post
    I don't really play blueside, Leandro. I'm not even sure what any of that means.
    the basis of what he was saying was ignore anything not a mish objective, which means a LOT of stealthing and minimal killing

    he was just using kahn as an example, bur for ITF lets say it works just about the same:

    mish 1: stealth to the sybils, head outside and get sister solaris to her waypoint

    mish 2: stealth to all the cysts and only kill the cysts, ignoring guard mobs and ambushs

    mish 3: speed to each general and KO them, then go to the comp and pull rommy and requiem while your fighting the comp

    mish 4: straight to rommy and then hit rooftops till the counter is down (kinda hard to speed the last one since the kill 300 objective)


    i personally dislike speed runs because usually 3/4 of the team ends up sitting around or dead if they cant handle all the mobs, i usually go with the kill most approach and it still doesnt take more than an hour usually
  10. Quote:
    Originally Posted by Lothic View Post
    For what's it's worth I don't think Vet badges should count towards these "badge totals".
    They are intrinsically player/account badges and should have never had any relation to individual characters.
    Quote:
    Originally Posted by U_S_C_I View Post
    Well, for what it's worth I don't think your opinion is worth anything. You can say the same thing about anniversary badges since they are "kinda" like a veteran badge.
    A badge is a badge is a badge.
    i honestly have to agree with both of you, i really dislike that im about 7-8 vet badges behind of most poeple which is really limiting my badges (if i had all the vets to the 81 month, i would be around 1200 now as well)

    but i agree with the badge is a badge argument, because well, all those poeple who have more vets have been playing longer and are essentially more loyal, kind of like the loyalty badges and such, it shows that they are big supporters of the game.

    and since it is a game, a badge is a badge, to me i just want to have them all that i possibly can, and i know there will be some that i wont be able to have fast or at all due to not physically being around at the time (ie i missed the 2nd anniversary badge (i think its called reveler), because i started playing the game about 3-4 months after they had the anniversary log on time)

    so i wish i could support both sides of the argument, so compared to other poeple it would be more fair, but at the same time i understand that if you werent around to earn them, or havent earned them yet, then they are just a badge that you can just take off your personal list
  11. Quote:
    Originally Posted by Santorican View Post
    Even though I don't have a lot of time, due to college and running a team at school, I always try to make time for at least one task force a week. I see it this way, its a stead progression to murcielago and it allows me to look forward to what he will become.
    definitely more of a life than me lol, im in college as well, but i still average around 6-14 hours a day of this depending on how much homework i have in the week (yes i know i have no life lol)


    now for the topic at hand:

    i dont mind the weekly target, but its sucks you are only alotted one per week per toon, one of my toons atm has about 70-80 shards leftover after he crafted 2 rares and all the salvage he needed for a very rare, so anything to get him those notices faster would be nice

    from my experience the shard drop rate while solo on the standard diff (+0x1) is extremely low, i manage *maybe* 1 shard every 3-6 mishs (depending on the length of the mish). from the teaming experience, my average amount of shards goes from around 1-4 shards a mish, thus earning around 6-12 shards over the course of a tf (the tf im using for this is the ITF, but it really depends on the tf, on LRSF ive only averaged 3-6 shards and BSF ive averaged 8-18 shards a run)

    while this is very pricey from the solo standpoint, from a teaming/tfing standpoint it may only take about a week to earn all of what you need for it, or even less if the RNG smiles on you or you farm a lot

    what its currently listed as would be fine if its not time gated, but i agree that if it is lowered even by half or requiring only shards, then it would have to be time gated, so that poeple could earn no more than 2 per week if they were really teaming but still had extra shards to spare

    in any case ill most likely continue doing weekly tfs, but im glad that we at least have another option to work towards
  12. Quote:
    Originally Posted by RaikenX View Post
    you're pretty much not gonna find what you're looking for in regards to a powerset that has no targets that can resist the damage. Pretty much ever attack type has a mob type that will resist your particular brand of damage.

    Robots, most undead, Carnies, and a few others resist psy damage. Alot of mid to late game stuff resists, smashing/lethal...and even some early game stuff (i'm looking at you, longbow). Negative energy has it's bane in the form of CoT ghosts. Energy is resisted by a few. Even fire and cold has it's counter-mobs. IF there are Toxic resistant mobs in the game, i'm not sure it would really matter as there isn't a powerset with any large amounts of toxic damage. There is no "one trick for everyone" damage type.
    i believe bane spiders and the lvl 40+ snakes have higher toxic resist, and any mob that has dull pain or healing flames resists toxic

    the only good thing about toxic dmg is there is no def type for toxic, the only way to defend against toxic dmg attacks is positional def
  13. Quote:
    Originally Posted by Roderick View Post
    It's been a long time since I had to kill a Nictus that he didn't eat, but I thought they didn't give rewards when defeated.

    I've never noticed larger numbers of Shards from the EB heavy spawns, but I honestly wasn't paying attention outside the AV rewards.
    the nictus AVs in ITF give no rewards, thats why poeple avoid having to kill them (and because they are a PITA, but no rewards is more disliked)
  14. Necrotech_Master

    What Luck !

    i had a similar thing happen but it was with a numi regen/recov and a miracle recov

    sometimes i feel i have unusualy high luck anyway when it comes to rolling merits, since we could roll merits ive prolly gotten around 5-7 numis, 4-7 miracles, and 3-6 LOTG +rech just from merit rolls (the numbers are purely estimation, as i actually havent kept track of how many ive gotten)
  15. the few times ive been in betas, the only time i got on the test or beta server was because i was kinda bored and had nothing left to do with the regular content, so a small preview kind of thing on what lies down the road so i can plan my toons on live to go with the future changes if they are significant enough

    i usually dont do the betas too much because since it is a beta, there are plenty of things that may or may not go live, and seeing some things that were pretty neat but end up not going live is kind of disapointing

    if i am in a beta, i usually keep track of the stuff happening on the closed beta forums so im not totally in the dark about what will happen, but i wont have actually experienced anything so its not dull but still something new and fun
  16. Necrotech_Master

    Rework GMs

    i dont mind GMs how they are currently, except for the horrid rewards

    if you can manage to solo a GM, your reward will be like 20k inf (if your in sg mode), and 2 merits, for around a 30 min fight

    AVs take less time to fight, and are in most ways easier to solo, but give approx 6x the reward of a GM (although no merits)

    i think if the rewards for the GMs were slightly increased then it would be of more interest than just badges

    a note though, i do like your idea for other types of zone events and the like, which can link to the GMs or be an alternate way of spawning them aside from the timer
  17. Necrotech_Master

    Shards

    most likely, standard rewards would be anything and everything you could get in a standard mish
  18. i think poeple have been attempting to do testing on the shard drop rate, but theres no hard concrete evidence on what it is, or what it compares to

    from my personal experience though, ive felt that shards tend to drop a little less when solo (between uncommon and rare salvage), and a little more on teams especially for stuff like tfs (approximately the same as uncommon salvage, or between common and uncommon salvage)

    even then its still subjected to the random number generator, but i can say that on a team, in a standard kill most tf, i usually average between 6 and 12 shards, and that can vary depending on the length of the tf and how many baddies you kill (someone on a team with me once reported getting about 20 shards on a single barracuda sf)(and in another experience, someone on the team reported getting only about 2-3 shards when some poeple on the team got as many as 8)
  19. Quote:
    Originally Posted by Satanic_Hamster View Post
    Was the level shift noticeable, when you're still fighting +3's?

    __________________
    Currently listening to Cowboy Bebop O.S.T. 1 by Yoko Kanno
    it wasnt a ton noticeable, but it was easier to hit stuff, their debuffs didnt hurt as much, and we really layed the smack down on stuff like warwalkers since our debuffs had more effect on

    the most obvious difference was that minions were conning red instead of everything being purple
  20. from what ive seen, no, being lvl shifted fighting lvl 50 baddies does not affect the drop rates

    my average shard drop on an ITF is around 6-12 shards a run and even with lvl shifted toons i still average the same
  21. i ran an apex and tin mage on my lvl shifted stone brute, actually about 3/4 of the team were lvl shifted and we blasted both tfs apart, 30 min apex followed by 45 min tin mage

    and we didnt really skip anything either
  22. Quote:
    Originally Posted by Aliana Blue View Post
    Anyone knows the drop rate of Vanguard Merits? 150 VMs give you one Gr'ai Matter, which can be converted into one shard. Doing the insane grind I described above with Rikti could cut down the time slightly.

    More fun random maths: If the entire playerbase took the solo route, we'd have depopulated the earth before we were done.
    the only problem with that theory is grai matters are also limited timewise so you can only get 1 per 18 or 20 hours
  23. Necrotech_Master

    hover & powers

    the only set that i think can get away with this is traps, most of the powers require to be near the ground, but can be used in hover or fly if you are touching the ground
  24. theres nothing new for the valentine event

    the only things different were a few text changes in the mishs and how the objects work in the mishs requiring opposite alignments
  25. Quote:
    Originally Posted by Nericus View Post
    Hm, thus offering incentive to destroy the pop up guns first as their hitting you will interrupt the process.
    actually you can still ignore the guns, they didnt change it to a glowy, just an object you have to click on, kind of like a contact, except that the thing instantly destroys (thus causing a bit of lag if you were the one clicking on it), or it would tell you that you were wrong alignment

    and i also ran the snaptooth mish once as well, and the reward table doesnt have any new badges on it either, so there is nothing new with this event then (except the minor changes made to the mishs and mish text)