Necrotech_Master

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  1. Necrotech_Master

    Reflection

    Quote:
    Originally Posted by UberGuy View Post
    While I don't disagree that 24 feels like a long time for these purposes, I wanted to point out that 24 is not "almost halfway" through your playthrough experience. The time it takes to level tends to increase with level, meaning getting to 25 isn't half the time it will take you to 50. I would put this more like "around one third" of the way through your play through.
    i wasnt saying half the time of a playthrough, but lvl 24 is almost half of 50 (in essence half of your lvling experience)

    IMHO, i would want to be able to start as a bane, crab, fort, night widow at lvl 1 instead of being forced to respec and my first half of my power choices being a complete waste or still taking time to go through the respec and jumbling up your power bar to boot making it 3x more annoying regardless what your trying to do
  2. on the topic of "hit and run" tactics, stalkers can do this with ease, if they go up and use their variation of assassins strike (blow, ect), by the time the animation finishes activating the travel suppression is usually not in effect so stalkers can easily run in AS a minion then run out of aggro range of whatever was left in the mob (some NPCs still have a chance to get an attack off, but rarely they will chase you down)
  3. honestly, i also agree that they should just remove intangibility entirely

    i have never taken black hole, dimension shift, or a foe capture power for the sole fact that you CANT hurt them when they are active, and everyone who asks me for advice, i tell them to never take the multi target intangibility ones (the foe capture ones i admit have their uses for locking down a boss while you handle guards, a little situational, but they do have uses)

    they should change black hole and dimension shift (black hole they can swap for tenebrous tentacles or just change the power so its actually useful)

    im not sure what they can replace/change with dimension shift so its not breaking the powerset
  4. Necrotech_Master

    Antarctic Zone

    an antarctic zone would be a great way to include the winter horde in the game in a normal manner or even make a new snow-themed group (to prevent repetition) and this group would be hostile to all in the zone (including other NPCs)

    i would just make it a co-op zone instead of separating it so much with the contacts, ect

    edit: didnt see docs post till i submitted, but a reason could be theres some sort of supervillain secret lair there (council maybe, could involve the lair of the center and actually involve him in the game)
  5. honestly, i was VERY annoyed when they removed so many of the badges (some of the badges did need to be removed like the HoF and dev choice badges)

    they removed 100 badges when maybe 20 badges needed to be removed

    and being a big badger myself, i honestly just stopped using the AE for the most part because when they did remove most of the badges, i already had all the ones they had left, and the poor rewards didnt help either. i still play it every now and then, but i dislike the lower rewards for more effort

    edit: i also thought about it some more and about half of the AE badges still remaining are account badges that get awarded to all your toons, which make it even more pointless to run AE stuff
  6. ninja run still has suppression during combat like flight, super jump, and super speed
  7. /unsigned

    very bad idea

    instant lvling should be used on the test server ONLY

    now if NCSoft did want to put a way to purchase inf, then maybe, but still prolly not that good of idea
  8. Quote:
    Originally Posted by Major_T View Post
    50 toons allows 6 teams of 8 and 1 team of two characters.
    thx for correcting, i was just estimating (i admit was a little low), but its still annoying how 50 people are needed for the average raid (locking poeple out, ect, is just plain annoying, further slowing raids, would help a ton if they added a freakin hospital to the zone at least)

    IMHO, the only reason i dont participate in hami raids is cause the rewards SUCK for the time and difficulty (yes i know there have been cases that dont follow suit, but trying to get 50 people to organize themselves is NOT normally easy)
  9. Quote:
    Originally Posted by Slope View Post
    I like the first idea. I don't really agree with the "how much damage was caused" thing because the idea is to have a street fight, not a mayhem mission with delayed enemies. Or it could just be 1 or 2 heroes who come depending on how much damage. Keeping with your system: 15 and below= 1 hero 16 and up=2 heroes. I also think there should be random PPD just hanging around. Not looking for the villain but just chilling, but will still attack.
    i was trying to think of the mission from a villain perspective and i was not sure what else a villain could do on an open map to make a hero spawn (cause heros are never just walking down the street usually, but go somewhere theres a problem) and the best way to do that from what i was seeing was set it up similar to a mayhem

    how i was seeing it, if you destroyed certain amount in the mish, like for cars, like if you only destroyed 10 cars, just a generic hero would spawn (like the boss type ones in mayhems), if you killed more than that (like 25 or something), you would get a member of freedom phalanx (like mayhems when you have a certain amount of poeple (i think its 6+ poeple, or difficulty slider set at x6+), you have a chance of getting an EB/AV, however, the different thing from mayhem mishs, is your not robbing anything, causing actual mayhem (i would have suggested killing civies, but you cant do that anyway) and the timer would go away when the hero showed up (the objectives would be "cause destruction to draw out a hero" and "defeat the hero" when the hero showed up)
  10. Necrotech_Master

    Praetorians

    according to the wiki http://paragonwiki.com/wiki/Praetoria

    near the bottom of the page it says that lord recluse found the well of furies with tyrant, but tyrant killed him before he became lord recluse, so basically he doesnt exist at the current time period

    it also shows whats up with some of the other NPCs that dont have huge infuence in praetoria
  11. Quote:
    Originally Posted by Slope View Post
    A quick re-cap with some new things.

    Heroes go to stop a villain from destroying the city. Or if two villains are fighting he has to stop them both. Villains can destroy things and cars will do damage to both participants. Civilians can be saved in the same way as a glowie and it earns extra exp and inf.
    Villains have to stop a hero from capturing Arachnos soldiers and questioning them. The bonus in this is destroying things like in Mayhems. There can also be two heroes kidnapping the soldiers at the same time, so the villain may have to fight two.
    cool ideas, but a suggestions for villain battle would be like go into an area and destroy stuff and basically just cause havoc and a hero will show up after a certain period of time, strength and number of heroes depending on how much destruction was caused in a certain time limit

    to clarify, you go into the map, and you get a 5 or 10 minute timer in which you just have to cause havoc (basically mayhem mish with all the breakables), then after the time limit the hero(s) will arrive based on the number/type of objects destroyed (like 10 cars = generic hero, 25 cars = longbow ballista, 50+ cars = random member of freedom phalanx) and there would be similar scale for crates (which after a number would spawn a vindicator), and extra stuff such as the fire hydrants, newspaper dispensers, bus stops, ect would spawn a hero from a different group (WISDOM could be a possibility)


    thats one possibility, the other would be going into a map where a hero and another villain are fighting (with respecting mobs), and you just join in the fray to whip them all into shape
  12. Quote:
    Originally Posted by beyeajus View Post
    I was on a team before that was doing it back in my newbie days, and didn't understand why they kept leaving the mish and going back in.

    months later trying to get that badge I realized how frustrating it actually was

    There isn't anywhere where outcasts spawn is there on redisde? I'd be surprised if there was, but then you learn something new everyday.
    ive been all over the place and outcasts exist nowhere redside except in that 1 mish
  13. Necrotech_Master

    ITF and Creepers

    Quote:
    Originally Posted by Sionwyn View Post
    I thought that nothing healed off of Phantom Army.
    they are the only exceptions
  14. Necrotech_Master

    ITF and Creepers

    as far as i know, the healing nictus heals off of every player, pet, and NPC under player control within an 80 ft radius of the healing nictus
  15. i dont mind how the hami raids reqiure a lot of planning or strategy, it supposed to be challenging

    however, there are plenty of things that bug me about it:

    the time required for a terrible reward (1 HO is NOT worth 3+ hour raid, 53 merits is more worthwhile, but still not that worth it because the actual challenge is so difficult)

    the limitation on how many poeple in the zone, 50 poeple is barely 4 teams, the hami zone should allow at LEAST 100 poeple (so no more locking poeple out)

    i would be much more inclined to actually do hami raids if they gave better rewards and/or a badge for defeating hamidon
  16. Quote:
    Originally Posted by Sharker_Quint View Post
    physical perfection only does half of what health and stamina do. why would you put in something that does 100% that is suppressed in combat? it would make no sense to take the power. and the long recharge on the others kind of defeats the purpose of the set.

    /unsigned.
    agreed with him, 30 minute self rez is like 10x as long as a normal self rez (most self rezzes are 3 minutes)

    the other power is way too long rech for having a 3 sec interrupt time

    the other ones seem ok, but might need more tweaking
  17. Quote:
    Originally Posted by Lemur Lad View Post
    It's not really any easier to my mind. There's still only one villain mission with Outcast bosses, and that mission still only spawns 3-4 of them on a full team. Nothing has really changed, except you can do it without a big team. If you're doing it through Ouro though, resetting the mission becomes harder.
    yeah timewise it will still take forever, but the easeier part about it is not requiring a team to do this (before new diff settins you HAD to have 8 poeple on the team to get them to spawn, now you dont have to worry about it so much)
  18. Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Genin
    • (A) Sovereign Right - Resistance Bonus
    • (17) Sovereign Right - Accuracy
    • (17) Sovereign Right - Accuracy/Damage
    • (19) Sovereign Right - Accuracy/Damage/Endurance
    • (19) Sovereign Right - Accuracy/Endurance
    Level 1: Twilight Grasp
    • (A) Theft of Essence - Chance for +Endurance
    • (7) Theft of Essence - Accuracy/Endurance/Recharge
    • (7) Theft of Essence - Accuracy/Endurance/Healing
    • (9) Theft of Essence - Accuracy/Healing
    Level 2: Tar Patch
    • (A) Tempered Readiness - Endurance/Recharge/Slow
    • (3) Tempered Readiness - Accuracy/Slow
    • (3) Tempered Readiness - Accuracy/Damage/Slow
    • (5) Tempered Readiness - Range/Slow
    • (5) Tempered Readiness - Damage/Slow
    Level 4: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (11) Dark Watcher's Despair - To Hit Debuff
    • (11) Dark Watcher's Despair - Recharge/Endurance
    Level 6: Train Ninjas
    • (A) Endurance Reduction IO
    Level 8: Hurdle
    • (A) Jumping IO
    Level 10: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense
    Level 12: Call Jounin
    • (A) Edict of the Master - Defense Bonus
    • (13) Edict of the Master - Accuracy/Damage/Endurance
    • (15) Edict of the Master - Accuracy/Damage
    • (15) Edict of the Master - Damage
    • (50) Edict of the Master - Damage/Endurance
    • (50) Achilles' Heel - Chance for Res Debuff
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Shadow Fall
    • (A) Aegis - Psionic/Status Resistance
    • (29) Impervious Skin - Status Resistance
    • (31) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    • (33) Luck of the Gambler - Defense/Endurance
    • (33) Luck of the Gambler - Endurance/Recharge
    Level 18: Health
    • (A) Miracle - +Recovery
    • (33) Miracle - Heal
    • (34) Numina's Convalescence - +Regeneration/+Recovery
    • (34) Numina's Convalescence - Heal
    • (46) Regenerative Tissue - +Regeneration
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (29) Performance Shifter - EndMod/Accuracy
    Level 22: Fearsome Stare
    • (A) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (23) Glimpse of the Abyss - Endurance/Fear
    • (23) Glimpse of the Abyss - Accuracy/Endurance
    • (25) Glimpse of the Abyss - Fear/Range
    • (25) Glimpse of the Abyss - Accuracy/Recharge
    Level 24: Smoke Flash
    • (A) Endurance Reduction IO
    • (27) Endurance Reduction IO
    • (27) Endurance Reduction IO
    Level 26: Oni
    • (A) Blood Mandate - Accuracy
    • (40) Blood Mandate - Accuracy/Damage/Endurance
    • (42) Blood Mandate - Accuracy/Endurance
    • (43) Blood Mandate - Damage/Endurance
    Level 28: Howling Twilight
    • (A) Stupefy - Accuracy/Stun/Recharge
    • (34) Stupefy - Stun/Range
    • (36) Stupefy - Endurance/Stun
    • (36) Stupefy - Accuracy/Recharge
    • (36) Stupefy - Chance of Knockback
    Level 30: Assault
    • (A) Endurance Reduction IO
    • (31) Endurance Reduction IO
    • (43) Endurance Reduction IO
    Level 32: Kuji In Zen
    • (A) Endurance Reduction IO
    Level 35: Tactics
    • (A) Adjusted Targeting - Recharge
    • (37) Adjusted Targeting - To Hit Buff/Endurance
    • (37) Adjusted Targeting - Endurance/Recharge
    • (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (40) Adjusted Targeting - To Hit Buff/Recharge
    • (40) Adjusted Targeting - To Hit Buff
    Level 38: Dark Servant
    • (A) Cloud Senses - Accuracy/Endurance/Recharge
    • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (39) Cloud Senses - Accuracy/ToHitDebuff
    • (39) Cloud Senses - ToHit Debuff
    Level 41: Dark Embrace
    • (A) Steadfast Protection - Resistance/Endurance
    • (42) Steadfast Protection - Resistance/+Def 3%
    • (42) Steadfast Protection - Knockback Protection
    • (43) Impervium Armor - Psionic Resistance
    • (46) Impervium Armor - Resistance/Endurance
    Level 44: Soul Tentacles
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Damage/Range
    • (45) Positron's Blast - Accuracy/Damage/Endurance
    • (46) Positron's Blast - Accuracy/Damage
    Level 47: Soul Storm
    • (A) Basilisk's Gaze - Endurance/Recharge/Hold
    • (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (48) Basilisk's Gaze - Recharge/Hold
    • (48) Basilisk's Gaze - Accuracy/Hold
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 5% Defense
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 4.88% Defense(Fire)
    • 4.88% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3.94% Defense(AoE)
    • 4.95% Max End
    • 36% Enhancement(Accuracy)
    • 1.5% Enhancement(JumpSpeed)
    • 1.5% Enhancement(FlySpeed)
    • 2.75% Enhancement(Terrorized)
    • 1.5% Enhancement(RunSpeed)
    • 1.5% Enhancement(JumpHeight)
    • 3% Enhancement(Stun)
    • 5% Enhancement(Heal)
    • 68.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 90.4 HP (11.3%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 20.3%
    • MezResist(Held) 22.5%
    • MezResist(Immobilize) 17.5%
    • MezResist(Sleep) 20.3%
    • MezResist(Stun) 21.9%
    • MezResist(Terrorized) 17.5%
    • 19% (0.32 End/sec) Recovery
    • 52% (1.74 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 12.5% Resistance(Lethal)
    • 11.6% Resistance(Fire)
    • 11.6% Resistance(Cold)
    • 11.3% Resistance(Energy)
    • 11.3% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 16% Resistance(Psionic)
    • 5% RunSpeed

    the lvls listed for when enhances should be placed can be whenever (i never really follow it, i kind of slot stuff randomly because its easier for me to do so)

    you will have a good bit of mez resist to holds, sleeps, stuns (all the major mez types), almost 70% recharge, and 8 pts of kb protection

    i didnt use any purples, but there are a couple other expensive IOs in there (few LOTGs, miracle, numi), so tell me what you think
  19. gotcha, no purples

    as for sets, i would go with rech so you can get your dark powers up faster (and smoke flash)

    usually rech bonuses go with acc and sometimes mez resistance (which is also handy so you dont lose control of pets too long)

    ill need about 20 min or so to put together a build for it, then ill post it when finished

    edit: after relooking over your build you will prolly need a lot of end recov bonuses because you plan on running a lot of toggles
  20. Quote:
    Originally Posted by beyeajus View Post
    ugh...don't even get me started lol
    that badge is actually a lot easier to get nowadays with the new diff settings AND flashbacks

    the next most annoying badge IMO would prolly be master of barracuda sf lol
  21. Quote:
    Originally Posted by beyeajus View Post
    God I hate getting that badge!!!!!!

    Try Jackpot in St. Martial....and set a couple of hours aside, they're not as frequent as the cold demons in Potter's field, Sharkhead.....

    OH, and underbosses don't count either, just in case you didn't know......hate that badge....grumble grumble....
    try getting outcast bosses villainside
  22. the best place i know of to get them redside is the upper right hand corner of st martial (they are lvl 36-38 there though, but frequently spawn 1-3 per mob)

    if you dont want to outlevel them just get a lvl 50 friend to team with and you wont get any rewards from them so you wont outlevel the slot machine
  23. i could try helping with IOs, but i need to ask some questions first:
    • is money an issue? (if so ill avoid using purple sets)
    • what are you looking for in terms of set bonuses (i.e. rech, defense, acc, ect)
  24. Necrotech_Master

    Unusual slotting

    Quote:
    Originally Posted by Eislor View Post
    I six slotted Kick with Kinetic Crash on my fire/fire scrapper, knockback is at 170.91% for Mag 4.22. I love using it as a finishing move when the target has a sliver of Health left, kick 'em in the nads and watch the corpse go flying!
    It makes me giggle.
    that actually sounds quite hilarious lol, i remember when i had a MA stalker and used crane kick to kick people off of high buildings, ect
  25. Necrotech_Master

    Bane AoEs?

    one question, why not take the regular shatter attack if your taking cloaking device?

    shatter does extremely high dmg (higher than crowd control) and a good follow up to shatter armor

    you could do surveillance -> venom grenade -> shatter armor -> placate -> shatter (for executioner strike to an enemy with -60% resists), that combo could 1 shot LTs and prolly take a boss down 50% or more hp