Necrotech_Master

Renowned
  • Posts

    4979
  • Joined

  1. 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)
  2. ah, odd though, i think yesterday i was on a team or doing something and almost everyone mapserved in the mish we were in
  3. Quote:
    Originally Posted by Satanic_Hamster View Post
    Took longer to form up then I liked, but TF went very smoothly. 1 hr six minutes, iirc, with five deaths.

    Sharks seemed to have been having problems; three times the entire team LCMS'ed at the time time/for the same duration while in Shark's.
    i never had any mapserves in shark during the sf
  4. Necrotech_Master

    Base Raiding

    Quote:
    Originally Posted by Murdok View Post
    You'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."
    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 me

    they did say at PAX east that they would eventually get back to base raids, CoP and IoP and redo all of it
  5. Quote:
    Originally Posted by Psylenz View Post
    No hurricane?

    That's like no speed boost, or no seeds of confusion, nor phantom army!

    It makes my head hurt.
    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
  6. Necrotech_Master

    Base Raiding

    Quote:
    Originally Posted by Murdok View Post
    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.
    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)

    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?
  7. 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)
  8. Necrotech_Master

    Base Raiding

    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
  9. 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
  10. Quote:
    Originally Posted by Duncan_Frost View Post
    The PPD drones are teleporting you to jail, apparently - although for players it seems to teleport them all the way back to their own hospital in perfect safety... I think they need to do some bugfixes there
    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)
  11. Quote:
    Originally Posted by Dr_HR View Post
    The FACT IS villains need more VIllains only!!!!!! SF's to match up with heroes. not these mixed heroes and villains rubbish
    i agree with this, give the villains access to a section of the shard and give them some villain only shard sf's

    or more sfs in general
  12. Necrotech_Master

    i17 open beta

    i agree with the timeout thing for channels, will really help cleanup VB/VB09 (moreso VB)
  13. Necrotech_Master

    Winged Boots

    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
  14. 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)
  15. Necrotech_Master

    Multiple AVs

    best option i would say is find a map that has a lot of boss spawns close together
  16. Necrotech_Master

    Dopplegangers...

    Quote:
    Originally Posted by Shard_Warrior View Post
    I did that when AE was released. Pretty simple to make a "mirror you" in there.

    Dopplegangers are neat and all, but not something I'd deem as "new and exciting".
    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)
  17. 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
    Level 1: Gale
    • (A) Force Feedback - Chance for +Recharge
    Level 2: Ice Blast
    • (A) Decimation - Chance of Build Up
    • (7) Decimation - Accuracy/Endurance/Recharge
    • (7) Decimation - Damage/Recharge
    • (9) Decimation - Damage/Endurance
    • (9) Decimation - Accuracy/Damage/Recharge
    Level 4: Frost Breath
    • (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
    Level 6: O2 Boost
    • (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
    Level 8: Snow Storm
    • (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
    Level 10: Swift
    • (A) Run Speed IO
    Level 12: Ice Storm
    • (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
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (15) Miracle - +Recovery
    • (15) Regenerative Tissue - +Regeneration
    Level 16: Freezing Rain
    • (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
    Level 18: Bitter Ice Blast
    • (A) Apocalypse - Damage/Endurance
    • (19) Apocalypse - Damage/Recharge
    • (19) Apocalypse - Accuracy/Damage/Recharge
    • (21) Apocalypse - Accuracy/Recharge
    • (21) Apocalypse - Damage
    Level 20: Stamina
    • (A) Adrenal Adjustment - EndMod
    • (42) Adrenal Adjustment - EndMod/Recharge
    Level 22: Aim
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 24: Hurricane
    • (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
    Level 26: Bitter Freeze Ray
    • (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
    Level 28: Hasten
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 30: Freeze Ray
    • (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
    Level 32: Blizzard
    • (A) Ragnarok - Damage
    • (33) Ragnarok - Damage/Recharge
    • (33) Ragnarok - Accuracy/Damage/Recharge
    • (34) Ragnarok - Accuracy/Recharge
    • (34) Ragnarok - Damage/Endurance
    Level 35: Tornado
    • (A) Achilles' Heel - Chance for Res Debuff
    • (48) Achilles' Heel - Defense Debuff
    Level 38: Lightning Storm
    • (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
    Level 41: Power Sink
    • (A) Performance Shifter - Chance for +End
    • (48) Performance Shifter - EndMod/Recharge
    Level 44: Thunder Clap
    • (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
    Level 47: Conserve Power
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 49: Summon Adept
    • (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
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    Level 4: Ninja Run
    ------------
    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
  18. 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
  19. 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)
  20. 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
  21. Necrotech_Master

    Issue 17: Badges

    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 )

    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
  22. 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.
  23. 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
  24. 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
  25. Necrotech_Master

    Nictus Romulus?

    Quote:
    Originally Posted by Eva Destruction View Post
    The 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.
    ah, well i havent checked the destructible objects in awhile and i thought it got removed at some point

    as for the unbound stuff, thats what i was thinking too, but was unsure specifically why they werent listed