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Posts
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i think that we still should not be able to store recipies, however, i feel that 30 limit on salvage is way too low because a lvl 50 toon with all the market badges and vanguard storage sack can hold 80 pieces which is about 2 and 2/3 of a storage rack, lvl 50 toons already can easily hoard more than any sg can
18 racks = 540 total salvage vs
18 lvl 50s- with normal 50 slots = 900 salvage
lvl 50s with all salvage slot increases = 1440 salvage
just having 18 lvl 50 toons is enough to almost double the amount of storage space a single sg can hold, add in all the bonuses a toon can get to increase storage almost triples the amount an sg can hold
IMO, i think they should raise the salvage storage to at least equal that of the other storage devices (ie 100) -
ah, odd though, i think yesterday i was on a team or doing something and almost everyone mapserved in the mish we were in
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i never had any mapserves in shark during the sf
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Quote:the lvling exploit is with the cathedral of pain trial, which is to get items of power which is the main point of base raids (to steal the items of power), any other lvl exploit with it is unknown to meYou've got some good info there.
I just got a PM from Castle answering the "why they are not back up and running" question and he told me that there were major bugs. He also said there was a leveling exploit associated with base raids which I had never heard of before.
I also asked him if there was anyway they could reactivate base raids with the bugs and he told me "Not in the current state, no."
they did say at PAX east that they would eventually get back to base raids, CoP and IoP and redo all of it -
i dislike hurricane because of the god awful sound effect, in a big battle its not bad cause of other sounds, but it gets annoying very quick on small teams or solo
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Quote:well according to the wiki, base raids were centered around stealing an item of power, that was the point of them, in i13 they removed pathing from base design so that you could block doors and stuff with place-able items (as well as overlap items)Items of power are nice but they were not the point of base raiding. I did most of my raiding well after the Cathedral of Pain went down. People base raided for the same reason some people in this game kill the same Freakshow tank over and over again and don't get tired of it--they find the event in itself to be worthwhile.
If you have more data as to why Base Raiding was deactivated, please elaborate--I was out of CoX when they took it down.
Thank you.
i13 also did the base repricing and changed everything to accept invention salvage
i13 was also pvp nerf 2.0
i cant find the posts right now about reasons it was disabled, but i know when i13 was released one of the devs made a comment that they disabled base raids because they also disabled pathing (the tech which prevented poeple from blocking doorways with placeable items, ect) (i think the dev was ghost falcon), i tried searching the dev digest for the post about it, but it looks like it was purged
i know part of the reason they disabled it was because of tech reasons and the other reason was because with no items of power base raids had no real point to exist (base raids were designed with the point to be stealing items of power, no you didnt have to do that, but thats what they were designed for)
heres links to base raid question threads which are also very recent:
raids?
raids?
raids?
when are raids coming back? -
i think rage is decent where its at, however, i think instead of a -dmg period, i think it would be better to do a -tohit/acc period (like flooring it the same way that the -dmg works on it now) and just removing the debuff component (the -end component is fine, but very annoying but you lose a lot of stamina after your rage, so it fits)
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never was in a raid and dont really care if they come back
however, i know for a fact that base raids wont be back for quite some time (they did say they were going to work on them at some point, but i wouldnt expect it to come back for quite awhile)
base raids cant just be "reactivated" because there would be no point as items of power are no longer in the game and the whole point of a base raid was to steal and item of power and due to the current coding of bases (they were disabled in i13 because they removed pathing and other code rants)
tl;dr i would expect base raids to return, just not sometime in the near future -
i would suggest using plant/kin if you already have a fire control
the best thing to not lose interest in a toon is to try to not repeat powersets and plant can benefit a lot from FS (carrion creepers + FS) and with the huge rech you will have seeds of confusion and spirit tree up a lot -
the PPD drone guards like the arbiter drones technically do that, the little PPD drones part of the PPD enemy group disintegrate you (i know i checked the combat log of what killed me lol)
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i agree with the timeout thing for channels, will really help cleanup VB/VB09 (moreso VB)
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the only thing i know is that wing boots will do something only if you have fly or flying type powers, they work just like any other wing except attached to a different part of your character
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i would say on average you get knocked out and brought back from the brink of death, however, there are 2 cases that i know of that your body actually disappears in which i would call "death"
self destruct-your blowing yourself up actually and you leave yourself non-targetable (aside from the few game mechanics that can rez you due to how they work)
PPD drones-oddly enough these things are very weak, however, if one of them gets the kill shot on you, it has the same effect as using self destruct (the power they use is disintegration beam, so makes sense) -
best option i would say is find a map that has a lot of boss spawns close together
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its not just the doppelgangers that make the new arcs awesome, the mishs they have are really cool, plus you get to see some enemies that havent been in the game yet (*cough* ajax and protean *cough*) and with each arc you get multiple choices and stuff (should i save the clone or should i not?, should i help the clone?, ect)
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i got powersink to recovery after using the nuke combo, and i also went more with slows than -tohit. i basically built my toon for pure dmg with -rech and slows to support (i got stuff in there too like the holds and the stun and hurricane for control of melee mobs). i also got conserve power for end help when running snow storm and hurricane. currently im only partially slotted with cheaper sets and SOs
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Ice Bolt- (A) Entropic Chaos - Chance of Heal Self
- (3) Entropic Chaos - Damage/Endurance
- (3) Entropic Chaos - Damage/Recharge
- (5) Entropic Chaos - Damage/Endurance/Recharge
- (5) Entropic Chaos - Accuracy/Damage
- (A) Force Feedback - Chance for +Recharge
- (A) Decimation - Chance of Build Up
- (7) Decimation - Accuracy/Endurance/Recharge
- (7) Decimation - Damage/Recharge
- (9) Decimation - Damage/Endurance
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Positron's Blast - Damage/Recharge
- (11) Positron's Blast - Damage/Range
- (11) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (A) Doctored Wounds - Heal
- (17) Doctored Wounds - Heal/Recharge
- (17) Doctored Wounds - Heal/Endurance/Recharge
- (23) Doctored Wounds - Heal/Endurance
- (23) Doctored Wounds - Endurance/Recharge
- (A) Tempered Readiness - Damage/Slow
- (36) Tempered Readiness - Accuracy/Endurance
- (36) Tempered Readiness - Endurance/Recharge/Slow
- (37) Tempered Readiness - Accuracy/Damage/Slow
- (37) Tempered Readiness - Range/Slow
- (A) Run Speed IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (37) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Range
- (39) Positron's Blast - Damage/Endurance
- (39) Positron's Blast - Accuracy/Damage/Endurance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Miracle - +Recovery
- (15) Regenerative Tissue - +Regeneration
- (A) Tempered Readiness - Accuracy/Damage/Slow
- (40) Tempered Readiness - Accuracy/Endurance
- (40) Tempered Readiness - Damage/Slow
- (42) Tempered Readiness - Range/Slow
- (42) Tempered Readiness - Endurance/Recharge/Slow
- (A) Apocalypse - Damage/Endurance
- (19) Apocalypse - Damage/Recharge
- (19) Apocalypse - Accuracy/Damage/Recharge
- (21) Apocalypse - Accuracy/Recharge
- (21) Apocalypse - Damage
- (A) Adrenal Adjustment - EndMod
- (42) Adrenal Adjustment - EndMod/Recharge
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Dampened Spirits - To Hit Debuff/Endurance
- (25) Dampened Spirits - To Hit Debuff/Recharge/Endurance
- (25) Dampened Spirits - Recharge/Endurance
- (27) Dampened Spirits - To Hit Debuff
- (27) Dampened Spirits - To Hit Debuff/Recharge
- (A) Basilisk's Gaze - Recharge/Hold
- (29) Basilisk's Gaze - Endurance/Recharge/Hold
- (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (36) Basilisk's Gaze - Accuracy/Hold
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Unbreakable Constraint - Chance for Smashing Damage
- (31) Unbreakable Constraint - Accuracy/Hold/Recharge
- (31) Unbreakable Constraint - Accuracy/Recharge
- (31) Unbreakable Constraint - Hold/Recharge
- (33) Unbreakable Constraint - Hold
- (A) Ragnarok - Damage
- (33) Ragnarok - Damage/Recharge
- (33) Ragnarok - Accuracy/Damage/Recharge
- (34) Ragnarok - Accuracy/Recharge
- (34) Ragnarok - Damage/Endurance
- (A) Achilles' Heel - Chance for Res Debuff
- (48) Achilles' Heel - Defense Debuff
- (A) Kinetic Crash - Accuracy/Damage/Knockback
- (43) Kinetic Crash - Recharge/Knockback
- (43) Kinetic Crash - Recharge/Endurance
- (43) Kinetic Crash - Accuracy/Knockback
- (46) Kinetic Crash - Damage/Knockback
- (46) Kinetic Crash - Damage/Endurance/Knockback
- (A) Performance Shifter - Chance for +End
- (48) Performance Shifter - EndMod/Recharge
- (A) Absolute Amazement - Endurance/Stun
- (45) Absolute Amazement - Stun
- (45) Absolute Amazement - Stun/Recharge
- (45) Absolute Amazement - Accuracy/Stun/Recharge
- (46) Absolute Amazement - Accuracy/Recharge
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Call to Arms - Defense Bonus Aura for Pets
- (50) Call to Arms - Endurance/Damage/Recharge
- (50) Call to Arms - Accuracy/Damage/Recharge
- (50) Call to Arms - Accuracy/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 5% Defense
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 8.1% Max End
- 63% Enhancement(Accuracy)
- 103.8% Enhancement(RechargeTime)
- 3% Enhancement(RunSpeed)
- 4% Enhancement(Heal)
- 3% Enhancement(JumpSpeed)
- 3% Enhancement(FlySpeed)
- 3% Enhancement(JumpHeight)
- 5% FlySpeed
- 60.2 HP (5.62%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Confused) 2.75%
- MezResist(Immobilize) 2.75%
- MezResist(Terrorized) 2.2%
- 25.5% (0.43 End/sec) Recovery
- 32% (1.43 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 12% Resistance(Fire)
- 12% Resistance(Cold)
- 2.5% Resistance(Negative)
- 8% RunSpeed
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i think you just have a chance of getting an EB/AV class enemy in a safeguard or mayhem is when your spawn sizes are are x6 or higher (havent tested this but guessing since AVs are balanced upon a team of 6)
i know you have the best chance if your spawn size is set to x8, but i think x6 is a minimum -
your build looks solid (and less expensive than the one i was going for on my guy)
i have an ice/storm/mu corr right now, its really good dmg
freezing rain + ice storm + aim + blizzard = dead mob
that combo alone can wipe a mob within a few sec of placing blizzard due to the debuffs from freezing rain
if you want i can post my future planned build for when i finish my guy off (its expensive but im patient lol) -
i think this would be awesome, and this could also be used as some sort of inf sink too (no idea on cost), but its all possible
i /sign this -
i dont mind the current Mo badges (at least for LRSF and STF) because those are signature tfs, however, i wouldnt be thrilled if more master badges were added (i wasnt exactly gleeful when they added the 2 new master badges in i16)
stating that, an LGTF would be extremely difficult to master, as well as some others (think of master of abandoned sewer trial
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master badges are fine, but they shouldnt be overdone, i agree the ones they have now are plenty enough, but no more should be added beyond what they already have -
EM, IMO, does need some AoE buff, however, i think its fine as is (although Stun is kind of useless with the animation time as other have pointed out)
proposed EM changes:
- increase AoE dmg (doesnt have to be a lot, but when the power with full fury bar barely does 80 dmg WHEN 3 slotted for dmg is kind of pathetic especially on a brute set)
- Stun, could go 1 of 2 ways, either decrease activation time and leave the power stats as is, or leave activation time and buff dmg and change the guarenteed stun from a chance to stun and possibly give it a small AoE effect (you punch Target with blast of energy which has a chance of stunning the target and up to 5 surrounding targets) and the dmg of this could be approx equivalent to what whirling hands does currently
MA is cool animations and stuff, but it suffers the same issues as EM (except lower single target dmg) and martial arts on a stalker as ZERO AoE attacks (same with stalker energy melee, but on a stalker its not as much of a loss)), however, i absolutly cannot play a stalker with MA because of the lack of AoE (i wont even try EM on a stalker because i have an EM brute atm and i dont like repeating powersets too much unless its actually good), i like electric melee on a stalker BECAUSE it has good AoE and single target.
overall what im saying is i rather play energy melee over martial arts because energy melee has better single target dmg and mitigation through stuns, martial arts powers dont all have a chance to stun, only a few of the attacks have a chance to stun so in addition to it having lower single target dmg than energy melee, it also doesnt have good dmg mitigation either. -
i agree the IO system can be very complicated, but its also unnecessary to play the game with since the game is balanced around SOs
if you know how to use TOs, DOs, and SOs, you will do fine against everything in the game
IOs are something you can do upon reaching lvl 50 so that you can further improve your character but they can be expensive to buy on the market and also complex to learn, but once you learn the basics like the rule of 5 (can only have 5 copies of the same set bonus) then it becomes a little more clear -
nemesis doesnt really do any defense debuff (ive tested this), however, the nemesis vengeance DOES give them +tohit (and a good bit of tohit as well), and with the huge amount of stacking vengeance they can get, they get get enough tohit to hit through soft-cap defense, so you would have to have more than soft cap defense to be able to get around their +tohit
an easy way to take care of that is to try to kill the LTs last
playing on +3 will only make their vengeance even more noticeable even with 1 application of it -
Quote:ah, well i havent checked the destructible objects in awhile and i thought it got removed at some pointThe Proto Shadow Cyst Crystal is available as a destructible. It doesn't spawn fluffies or explode but looks like a cyst crystal.
I believe they are tied to the crystals, and can't spawn on their own. They despawn if you destroy their crystal.
as for the unbound stuff, thats what i was thinking too, but was unsure specifically why they werent listed

