Necrotech_Master

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  1. Quote:
    Originally Posted by Nericus View Post
    More then likely. Haven't sent any of my fence walkers into it yet.
    well a friend wanted to run the mishs this morning, and upon seeing the hero mish for the lock box to the girdle, in mish objectives it says "get a villain, rogue, or loyalist to destroy the box"

    so that answers that question lol

    edit2: it appears the mishs have been changed so that you have to click on the object instead of just destroying it
  2. Quote:
    Originally Posted by Nericus View Post
    The description they gave about the event sounded like it was same as before, so I'd guess nothing new is added.

    Kinda hoping there isn't. I'm too focused on incarnation.
    yeah same here lol, but i figured it would be a good idea to ask as i really did forget about the spring event till i got the in game popup lol

    one thing i am curious about, is on the mish that requires opposite alignment to kill the thing, does it do what pvp zones do and just limp rogue with villain and vigilante with hero?
  3. as per the title says, i havent seen or heard anything about the spring event till i logged in and got the popup saying scratch needs help blah blah blah

    were there any new badges with this or can i just ignore it and go about my usual business?
  4. Necrotech_Master

    Perma-Pet

    the only thing that kind of sucks about the patron pets is they are quite squishy and very common for them to die before their 4 min uptime has run out, and this is more common on the melee types due to no buffing powers
  5. Quote:
    Originally Posted by Largo View Post
    The description of both the Kahn and the Cuda TF/SF say it can be completed by a team of 4. Has anyone done it with four?

    Do you think the requirements should be changed?

    I think Reichsmann has such a bad reputation, that people ignore the fact is says you need 4, and go with 8, not realizing the thing is designed for 4. With 8 players is Reichmann twice as had to kill as he would be with only 4 players? Meaning are his hitpoints ramped up to double what it would have been if it was started as a 4 player team?
    a few months ago me and a friend duo'd barracuda sf, although my friend had to dual box a mm on the last mish so reichs wouldnt go untouchable

    Quote:
    Originally Posted by Roderick View Post
    I haven't actually done the Baracuda SF (ever), but if it's a version of the same Invulnerable power that most other AVs use (Statesman, Hero 1, Brawler, etc), then it gives 100% damage resistance to most, a lower amount to Toxic and nothing to Psi. If you have sufficient damage of the types the power has a hole to, you can theoretically pound him down regardless.

    Again, I haven't done that SF, so I don't know if it's the same version. If it grants 100% resistance to all damage types, then he would be unbeatable without the temp (unless he has weaker than normal AV Resistance Debuff Resistance, which seems unlikely).
    from what i seen of reichs stats, he starts out with base of 90% res to all dmg, and even when he hits unstop, it seemingly does nothing because most likely all his resists except smash and lethal cap at 90% or his unstop doesnt grant him all that much resists since he already has high resists

    when me and my friend duo'd it as per above, i was on an ill/cold so i was dealing mostly psi dmg anyway, which his unstop was very unlikely to give him any resist to, but being on a /cold dom and my friend on a /rad corr, his resists were getting dropped a good bit anyway

    i could prolly do some more testing on this when i get around to it
  6. if you manually dismiss them then they disappear from the pet window but dont actually dismiss

    the /release_pets is like a kill command which kills all pets under your control (it even gets rid of ouroboros portals and anything else that goes into the pet window from what i seen)
  7. Necrotech_Master

    Solo Khan?

    reichsmans stats if you look at them show he has 90% res to everything off the bat, so his unstoppable does little to nothing

    lord winter was designed essentially the same way
  8. Quote:
    Originally Posted by Vanden View Post
    I know for a fact that it does not affect the caster. Also, that's only one point.
    its prolly bugged then, because as long as ive known its affected the caster too

    not sure when it started acting the way its currently acting, but it should be affecting the caster too
  9. Quote:
    Originally Posted by Eva Destruction View Post
    That's why you need to set your difficulty higher (as in, more "teammates") and make a bind to combine insps into breakfrees.
    most of my corrs and toons which are squishy type, usually run on -1x1 and usually can avoid most of it, but if its more than that, its nearly impossible to solo due to the amount of mez and not enough inspirations dropping to keep constantly combining

    and how exactly would turning the diff up help if im having issues on minimal spawn sizes?
  10. Quote:
    Originally Posted by Signpost View Post
    Just a little wary... no temp powers... does that mean no jetpacks and ninja run too?
    it does say earned temp powers, which may not include inherents like jump packs and tps and all that

    i really hope it doesnt do an automatic "no temp powers" challenge type setting like from tf challenges because that setting also includes a very large majority of inherent powers (ala ninja run and mish tps)
  11. animal pack is on test now apparently

    some of the stuff is sounding pretty neat so far, ill be likely to get this one since it has costume options even though i havent been a fan of animal poeple
  12. so far i have all 18 or so of my 50s with alpha unlocked

    approx 8-10 of them have at least a common boost or higher

    and as to what brandx was saying about corrs being mezzed and all that, i agree 1000%, i dont mind playing ranged and such because it is high dmg and such, but i absolutely cannot fight certain enemy groups due mez (rikti im looking at you with all your damn sleep, hold, stun, and kb), the first thing i usually get as a squishy is -kb IOs, which eliminate the kb problems for the most part, but got do i hate fighting rikti on toons without mez protect, i normally have to take about a whole tray of breakfrees into the mish and i use up 3/4 of the tray by the time i finish, even on the lower diff settings

    /end rant
  13. a simple /release_pets usually clears this up

    and i think this bug has been here and there since i18 at least
  14. incorrect on a few points, the end drain resist does affect self for the ghost widow temp

    the stalker temp got nerfed because it used to kill everything in reichs room, but now its been only limited to 16 targets

    the mass hold is pretty helpful to slow the incoming baddies some

    the dust devils temp is kind of pointless because its useless without the dom temp

    honestly i think all the temps are pointless except for the one that prevents him from phasing, and its kind of annoying even that is needed
  15. Quote:
    Originally Posted by Lazarillo View Post
    I'll take Kahn to 'cuda any day. At least the final battle seems sort of thought out, there.

    In 'cuda, you either have the right ATs to get all the temp powers, and you conquer it as though it's nothing more than a minor speed bump, or you don't have the AT mix designated by on high and you spend two hours beating on the guy only to realize you'll never win.

    Kahn at least requires a little bit of being able to think on your feet.
    the only AT you need to get rid of reichsmans phasing is a defender or a mm, the rest doesnt really matter

    kahn fight is insanely boring and just beating on him with nothing popping up

    /agree with tamaki
  16. Quote:
    Originally Posted by Kobolt_Thunder View Post
    I'm going to work towards the Musculature Core Paragon on the namesake but after that I'm not sure what I'll do. Been playing with the idea of building a rare Cardiac Core Paragon but I'm wondering what it will take to build the next incarnate slots.Wonder if we'll see a new kind of incarnate salvage introduced for every slot. Guess I'll just stockpile stuff and wait and see.
    to get a very rare you need 2 of any rare, some components, and a favor of the well, which is made from 2 notice of the wells and 32 shards
  17. Quote:
    Originally Posted by dave_p View Post
    About a month ago, I posted a similar question and did some analysis on Nerve vs. Spiritual for my Cold/Dark defender. Looking at the math, the +def at every level, from common to ultra rare, weren't as valuable as faster recharge for powers like Benumb, Heat Loss (which also obviates Cardiac), Sleet, etc, much the same w/your conclusions. I think a pure FF defender is about the only toon I'd consider Nerve on. Basically, every one of my alpha slotted toons have gone Spiritual or Cardiac, and as a min/max'er, I can't think of anyone I'd want Nerve (or Musculature) on.
    the only thing ive considered musculature on is rad blast blaster or my /rad corr, as the stuff in musculature seems to really be going for rad with dmg and def debuffs and a few other things
  18. here ya go, this is the build hes been using for over a year now, except now he has a nerve partial radial revamp to help

    there are a few minor things i could change to get a little more rech out of him, but i dont feel like burning a respec to move 2 slots around and i have no plans for what would replace his legacy fitness so im leaving him as is

    Code:
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  19. most of my doms use cardiac because they have excellent rech already, but are a little end heavy and even with perma dom end can be an issue

    my ill/cold troller uses spiritual though to help with perma PA and the cold dom debuffs

    the only tree i havent used on anything yet is musculature
  20. im using nerve on my stone brute because when i slotted him, a few powers skimped out little on accuracy plus the def buff helps his granite

    before the nerve boost i had a couple powers only going off of the tohit bonuses from soul drain (not up all the time), and tactics (minimal benefit), so with the tier 3 nerve boost, they at least have 1 acc SO worth of enhancement in them

    as for the def aspect, his granite and maneuvers add a total of approx 5% more def and on his own power can run at almost 30% def to most dmg types except psi

    another aspect that i took the nerve for was because it also has taunt duration, which is a great bonus for brutes, and i didnt have to waste any slots actually slotting for taunt duration

    overall i think the boosts are meant for supplementing your characters by enhancing portions of their powers which you didnt have the slots for, or wanting to squeeze out a few more % on something, a vast majority of my toons are going either cardiac or spiritual because the needed those portions of the enhance, but my stone is going nerve because hes pretty set for rech (91% rech with hasten inside of granite) and the other bonuses that the other trees affected wouldnt have really helped him much or at all
  21. Quote:
    Originally Posted by Vanden View Post
    Why?
    the way i would see it is if your the only melee on the team and have a ton of buffs and whatnot

    scrappers can get pretty high hp, the only thing they lack compared to brutes and tanks is their resist cap, which is only 75 instead of 90%
  22. Quote:
    Originally Posted by Lothic View Post
    So using your numbers the idea of powering through TFs fast enough to earn this badge in 2 weeks (set at 25) would be OK but having to wait a whole entire 4 weeks (for the badge set at 50) would be out of the question or considered "too much" to ask for? Forgive me if I really don't see the incredible difference an extra 2 weeks would really make in this case. *shrugs*
    i dont mind long term badges, 50 isnt anywhere near as bad as other count badges like healing and whatnot, but as others have pointed out, you do need teams for the weekly sf/tf unlike the other badges which could be solo and AFK'd

    50 tfs, especially of just that one weekly tf would get really tiresome to have in 4 weeks because doing 10 tfs a week on the same toon in the same tf would just bore me to death (and im sure other poeple as well)

    while 50 would be a good number for say a solo activity, for a series of badges for running tfs extra times would get really tiresome really fast, and if you stretched it out it would take forever, so only options are to be burned out or be really really really patient and i think most of the poeple in the thread are trying to figure out of a more reasonable number to avoid the burning out or having to wait for what feels like forever to get the badge

    i was saying a more reasonable number would prolly be in the range of 25-30, it would still be a long term thing, but it also wouldnt take forever or burn poeple out since tf/sf are not meant to be a solo activity and not always able to be gotten at ones leisure like other series of badges
  23. Quote:
    Originally Posted by Terror1 View Post
    What time does it switch?
    thats the part nobody knows, it changes tomorrow though, but specific time havent heard
  24. Quote:
    Originally Posted by NiteKilla View Post
    What about the oroboros flashback missions?
    all normal rules still apply to those, AE is the only exception in regards to badges