Necrotech_Master

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  1. Necrotech_Master

    First Fortunata

    Quote:
    Originally Posted by JChaos View Post
    Since nobody else has replied, I will.

    First of all, you're taking too many attacks. Some versatility is nice, but at 50, there is no way you'll use all of those in an attack chain, and I dare say that half of them will go to waste.

    Secondly, you're missing one of the big perks of taking a SoA, and that's double-stacking leadership. It's a little end-heavy, but the benefits of double-stacked leadership cannot be overstated. If and when you drop some of those attacks, rotate in the leadership power pool. Your team will thank you, and you'll notice a major boost to your abilities.

    Finally, you're correct about mind link not taking Recharge enhancements. You need to use set IOs with recharge components, and they DO apply to mindlink. If you can get it perma, great. However, with double-stacked maneuvers on top of your other defenses and bonuses, you should be well past the soft cap anyway.
    just wanted to add a note on this about mind link

    membrane HOs do NOT work to reduce the rech, you MUST use IOs which have rech components to enhance the rech (for example LOTG: def/end/rech will enhance the rech on mind link)
  2. Quote:
    Originally Posted by Demobot View Post
    I'm just fine with reduced damage if it means there's no crash.
    /this

    ill gladly take a small dmg drop to be able to use it more often and crash free

    currently i just been purposely skipping all nuke powers with crashes because i find the crash irritating
  3. night ward is actually 30-40 except for the 2 unique contacts trilogy and fireball who go from 30-50

    i think night ward was originally slated to be 30-35 but they figured there was too much content to squeeze into 5 levels so the lvl range is 30-40
  4. i would have to count up the 80 or so enhances ive gotten so far to add to this lol

    all i care about are the procs really, and im currently up to about 10 of those so far, the others are a menagerie of the other 5 enhances in the set
  5. based on statements made by zwill in the previous thread about this, it is probably never gonna be fixed, and many people in the other thread supported removing the badges if they were gonna be perma broken

    personally i think they should be removed too if they never plan on fixing them, i come up to my 6th year badge at the end of this month, and its already been stated they cannot do anything to award the badges manually either which makes petitioning for them pointless

    edit: found the thread here which this was previously brought up in badges and gladiators section
  6. Quote:
    Originally Posted by minimalist_NA View Post
    Can they be converted?

    ...Then they ain't entirely fixed as far as I'm concerned.
    i believe that the devs stated in one of the feedback threads for these that they intended them to not be convertible

    the only bugs they acknowledged were the ones with not being able to put on the market and the enhancement level bugs
  7. Quote:
    Originally Posted by Hopeling View Post
    The -150 per stack limit was raised a while ago, to I think 1000 or something. So it's significantly less awful against AVs and above than it originally was.
    thats good to know lol, wasnt totally aware of the change
  8. i believe it is a % that it is decreased by, but it caps out on AVs, GMs and the like

    i think its -10 or -15% max hp normally and against AVs, GMs, and stuff its a set value of -150 max hp per stack so it caps at -600 hp or so
  9. Quote:
    Originally Posted by GPBunny View Post
    What is the booster kit? The discription is way to vague.

    Is it account wide or 1 toon? (if only for 1 toon then it cost too much. Its half a power set)

    Is the fly a temp power or a perm power? (cause if perm might be worth it to make a WS now) (if its temp then why? just do dfb pick it up at level 4 or 6. Dont need fly in a sewer)

    Is the xp Booster timed? +25% +50% +100%? Is it auto til level X?
    (there are so many different XP boosts in the game a little more info is needed.)

    This is sort of like buying a can of Soup at the supermarket. But its labeled SOUP with MEAT and VEGGIES.

    Also like how it isn't listed with the items at the top.
    too vague? it specifies everything, its just a bundle of a bunch of temps:

    "The ultimate kit for leveling a new character! Gain XP faster, fly at level 1, increase damage & survivability, and even rez yourself from defeat. The Boost Kit contains: XP Boosters (x6), Rocket PAck Travel Power (30 days), Self-Revive Power (x5), Offense Amplifier (+Dam, +To Hit, +Rech, 1 Hour) x2, Defense Amplifier (+Def, +Res, 1 Hour) x2, Survival Amplifier (+Max HP, +Recov, +Regen, 1 Hour) x2, and the Warwolf Whistle that summons a hulking Warwolf Boss to fight by your side (5 charges)."

    it should add all of those into your character items section (the fly pack is prolly all of your toons, but as it says it is the 30 day temp fly pack), the regular xp booster is only 25% boost

    i didnt want to have to say this, but you need to learn 2 read
  10. as EI says, poeple dont always play sets because they are top tier dmg, thats only if you really are hardcore min maxing your toon

    not all my toons powersets are "teh uber dmgs" but i like playing them, and i do what i can to make an uber build for them

    this set already has advantages over other sets with the amount of aoe it can output along with the 3 tidal forces water jet, i can see water blast still being better than some of the other sets without a snipe
  11. yeah the build guide that you are using is WAY out of date atm, and will be even more so once the i24 blaster changes come out

    most of the other posters in the thread have already mentioned pretty much everything you need to know to formulate a new build
  12. Quote:
    Originally Posted by Energizing_Ion View Post
    Yeah I've been on a few runs where he's stayed tall but conned green to us/me.

    Then others where he turned small and conned gray.


    Luckily haven't had any times where he didn't spawn.
    it doesnt really matter if his physical size changes, only that matters is that he changes to the weak version which has the -8 lvl shift (he will con grey or green depending on how many light of the well buffs your league has)
  13. i dont play through praetoria because it jails your character to praetorian only zones until lvl 20

    i dont like heros, cause well i just dont like heroside stuff, so i roll 100% of my toons redside lol
  14. when anyone asks about remembering something coh and on youtube i just think of the "im a hero, im a villain" clip as the parody for the mac and PC commercials lol
  15. Necrotech_Master

    Illusion/???

    they recently did some changes to poison like a few months ago, but its still under par for a debuff set

    it is however fairly good in pvp
  16. Necrotech_Master

    Illusion/???

    poison is generally not a very good PVE set in general, its debuffs are much weaker than most other sets and as mentioned the best debuff it has requires you to be in melee range all the time, which is more difficult to play and poison has almost no -regen so soloing AVs and GMs would be essentially impossible without lore pets

    however if you want to go with poison for concept reasons theres nothing stopping you there, illusion is a very friendly set in that it will pair well with pretty much any secondary
  17. Necrotech_Master

    Illusion/???

    rad would definitely be MUCH better than poison in terms of debuffs, the debuffs on poison are pretty weak and its strongest debuff forces you to be in melee range making it also very dangerous to use well
  18. Quote:
    Originally Posted by Rajani Isa View Post
    The recharge resistance is nice, and IIRC the DDR can be enhanced. Even if it can't, throw an end reduction IO in there and take advantage of the debuff resistances.
    the DDR cannot be enhanced in it, i dont think it ever could

    the DDR in active defense used to be enhanceable with HOs but that is no longer possible


    granted i would still not give up DDR on a defense based toon
  19. Quote:
    Originally Posted by DrGemini View Post
    I would encourage you to make at least one character on Freedom (or transfer one if you have something to transfer) and run a few times with us. Failures happen rarely, if at all, due usually to a bug that shows up.

    Our groups form up fairly quickly and we can often fit around 3 runs in the course of an hour. In fact, we often do our runs before kicking off a Hamidon Raid event on the weekends. The idea is to allow people to get a nice little buff prior to running Hami/MSR events.

    Perhaps our success can rub off on you!
    thx, but im good, i ran it a few times when it came out so i could get the badge on my main, havent touched it since because the rewards are not worth it in my opinion, same reason why i rarely do hami raids is cause i dont feel the rewards are worth it

    when they changed the original IOPs to the current retarded temp powers it killed all interest i had in running CoPs, the only thing worthwhile to me in a hami raid is 54 reward merits, and even then i can get about the same with less people doing a tf
  20. Quote:
    Originally Posted by DrGemini View Post
    To be blunt...

    1. If you ran with us more, you would see how easily we handle the simultaneous killing. It really is not that difficult.

    2. For a trial that takes 5-10 minutes to complete, the rewards are actually pretty good. The game asks you to spend around 10 minutes to acquire an Accolade-level buff that lasts for the whole week. And, the numbers on those buffs aren't too shabby.
    Also, keep in mind that if the game allows you to run it as many times as you want on the same character until it comes up with a reward that you like (you just can't pick the same reward twice in a row for 7 days).
    I'd say the reward is actually on the "Overpowered" side for the little bit of effort you put into it.

    Honestly, I'm not sure why more people don't run this trial more frequently.
    1. i dont play on freedom, was merely response to what was being said about why poeple dont run this that much

    2. it only takes 10 minutes if you have a solid group to run with, otherwise its 1-2 hours of forming, then you spend 45 min in the trial cause nobody has good timing to take down the obelisks to make it to the 2nd part, ect, and no drops at all is still extremely awful, its like running an AE in test mode with the only difference being you get like 2.5 mil inf for completing it (which isnt all that hard to make in the first place)

    when we first got this back, i was also extremely disappointed about the new items of power, the old items of power were fine, they could still have lasted for 7 days but it would give the sg something to show off and everyone would get the bonus

    the few times i ran it, it was nothing more than a half hour frustration, the no drops + the simul kill stuff wasnt fun at all, and the change to items of power didnt make it any better
  21. Necrotech_Master

    Ill/Dark Hybrid

    for illusion the best thing to do is to get perma PA, then your defenses dont matter for the most part

    hybrid wise the only one thats really worth taking is assault, and no it doesnt boost pets, but it will give you more dmg on your blind + SW attack chain

    melee will do almost nothing for you, support wont help most of your pets anyway, and control is kind of useless against hard targets like GMs (and to extent AVs)

    the only hybrid that really has any purpose is assault since it will give you a pretty hefty dmg boost when its up and a passive +dmg all the time
  22. Quote:
    Originally Posted by Shockwave007 View Post
    Code already exists for team transporters that aren't tied to bases. I see this as being simpler than that, as it's being tied to a static object. I see this as the number 1 item on the whole list that is both low hanging fruit, and is useful enough to make bases a more desired thing for supergroups.
    the team transport only works if you have a mish selected, if you summon before a mish is selected it does nothing, the team transport also lasts for about 1 min and constantly spams an aoe which activates the mission teleporter power on each person

    to add that to a base you would have to have an object which is doing nothing but constantly spamming the mission teleport power, and unless you have a mish selected it would do nothing except just use up server cycles constantly cycling that power

    the closest thing we have to that atm is the raid telepad but that is only useful for doing the CoP trial
  23. to my knowledge the titan weapon knives of veng bosses do have the new version of MoG which is why they become near unhittable for about 15 sec if they are not locked down with mez when they get low hp

    and ouch, 2000 ping prolly is not helping either lol
  24. iirc the malta gunslinger costume bug has been around for at least 2 years

    i did not know that these versions of the powers would be useable with stealth which makes them slightly more pleasing than the crappy versions that dont allow stealth
  25. BViking is correct, all AE badges that have "virtual" in the name require running an arc in test mode

    honestly its REALLY easy to make a mish that you could almost just enter and get the badge instantly lol