Necrotech_Master

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  1. Quote:
    Originally Posted by Arilou View Post
    The trials were actually non-timed in the beginning, but the devs noticed players kept spending hours and hours pounding on stuff they really *couldn't* beat, so they added a timer so they'd know "okay, that didnt work, try again."
    i think thats more of an issue with the players not judging when they couldnt progress any further, i wouldnt waste hours attacking something without its hp bar moving

    the ONLY part in the trials that actually needs timers at all is the escapee phase in BAF and maybe the sabotage phase in lambda

    i personally hate timers (about the keyes trial i just hate everything about it pretty much) and i hate speeding things

    hami raids as they stand now are basically untimed trials, but the reward given out for it is extremely pathetic, poeple know when they cant continue with a hami raid so adding the timers to the trials for everything IMO was just stupid and its one of the major reasons i find the trials not very fun
  2. i think demon/sonic would be a nice combo due to all the -resist (most of the demons attacks do around -20 to -30% resist) you could easily drop a baddy -70ish % resist between sonic stuff and demons stuff (and the mm attacks added in will further make it lower)

    another thing to remember is that the ember demon has heals, he has an aoe heal that he spams and a single target heal he pops off on hurt demons (note he wont use it on the mm though)

    that being said both thermal and sonic have their own ups and downs, and in the end it really comes down to personal preference
  3. to me challenging is duoing task forces, even with IO'd to the gills toons it can sometimes be difficult (statesman tf for example was tough to duo)

    when me and my friend want more of a challenge we add higher spawn sizes or + levels (we ran a +4x8 barracuda sf for the fun of it once lol)


    the point when something becomes annoying or frustrating to me is short duration timers like in the trials. timers in general feel like an artificial difficulty to me and dont add any challenge except enforce the "must speed everything" mentality. the other thing thats annoying is stuff like in keyes trial specifically with the massive unresistable dmg pulse every 30 seconds, that also feels like artificial difficulty, i dont mind dying, but when i die 50 times in one trial because i have no heals, that doesnt exactly make me want to do it again
  4. shield charge can be used while in the air, the power that your thinking of which you need to be grounded is lightning rod in elec melee

    and yes you must be on the ground to use burn
  5. ive been playing mm's for 5 years, im fairly confident the resist cap for pets is only 75% lol

    very very easy way to test this is just feed a bunch of orange insp to your pet
  6. Quote:
    Originally Posted by Icy_J View Post
    Nope, none of those. I play a Bane Spider, no procs, no holds.
    then im not entirely sure what they are doing because i never see custom baddies cast or recast toggle powers unless they get hit with a chaining power or a power granting them a power (tanker bruising will definitly cause them to recast it, not 100% sure about the achilles heel proc and similar IOs)
  7. just an FYI, ember shield can be enhanced

    im also fairly sure that pet resist cap is only 75%, mm pets and regular critters are considered 2 different entities and they have different caps (which is also why +rech does not affect mm pets)
  8. if your using sleep type powers it can drop toggles, and i know any kind of power that grants the target a power (common ones i see are jolting chain, ion judgement, chain lightning, ect)
  9. in my experience they are much weaker than fire imps and they are also just as squishy

    so they bring minimal dmg and dont live very long because they have dmg auras which most baddies dont like lol
  10. Quote:
    Originally Posted by Steelclaw View Post
    Actually... the first thing that occurred to me was he should have made it up as a MadLib.

    First ask for a lot of nouns, adjectives, verbs, etc. then plug it all into an information leak form letter.
    well you got an idea for your next hilarious post lol
  11. for most DoTs it checks once at the beginning of a power (for example the dark power gloom which is a pure DoT will only check upon first hit)

    for patch type powers and toggle powers it does a proc check once every 10 seconds

    now for specifically the power in question i am not totally sure how procs go into it, but im fairly confidant it will not check on every tick

    it will either:
    • [A]proc once for each enemy
      [B]proc using the 10 second rule of patches/auras

    would have to test some to actually see what will happen
  12. Necrotech_Master

    Mission Migraine

    yeah thats the map thats i think used for the mish with the goddess hequat (only map with her on the game too outside of AE lol)

    i personally hate any and all maps with that blasted fog in it cause its hard to see anything within 30 ft of your toon
  13. Necrotech_Master

    AE Reward Rolls

    i personally roll like this

    never gold

    35-39 silver

    20-24 bronze
  14. on the map there are 3 "for anyone" doors which can be used regardless of the side you are on
  15. Necrotech_Master

    Old CoV Trailers

    those are awesome lol, should totally make a coh movie or cartoon series or something lol
  16. im usually always playing redside at various times a day, so if im around im usually up for teaming since i have nothing really more to do till i21 lol
  17. Quote:
    Originally Posted by Edana View Post
    Are there any details on the jump attack?
    if i recall from the SDCC thread which someone had the powers listed, the jump attack is gonna have similar mechanics to shield charge with a stun

    no specific numbers were given for it though so i dont know what its strength would be if it only does stun or kb with a chance of stun

    for all we know it could just be a shield charge version of hand clap (doing no dmg and just massive kb and chance of stun)
  18. the steam version of the game uses the launcher, it installs the game and launcher into the same folder and then when you go to play it launches the game through the nc launcher

    the only thing that doesnt seem to work properly on steam with coh/v is showing that you are in game
  19. Quote:
    Originally Posted by Eric Nelson View Post
    This whole thread is a slap in the face.
    not really, i kind of understand why the OP would rather come here instead of yahoo answers or something

    from what ive seen 9/10 times poeple who do answer yahoo answers problems will say "we wont do your homework for you, your on your own" and dont even bother trying to help with pretty much any problem like this

    i personally would prefer asking questions here, because everyone on the forums is pretty awesome, but since there is no specified section for stuff like this, i dont because of clutter since its not coh related. if there were a specified section for this type of stuff i would have used it a ton to help with writing papers since im terrible at that kind of stuff lol
  20. Quote:
    Originally Posted by VoodooCompany View Post
    Real badgers got Isolator with their Issue 1 Character from RV when they so graciously added it to the train station...... (yes, it took awhile, and much time PvPing as a scrapper)
    i actually tried to work on that badge as my MM before sideswitching and stuff, but after only 1 kill an hour, it was just too slow and i heard that villains couldnt get the badge anyway so i just gave up on it till we could side switch lol
  21. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    The only one I saw was a forced "used the Paragon Market" badge, which can be gotten outside of the tutorial in the Paragon Market (free--the badge costs 0 points) as well.
    i knew about that one, but i was curious if they added anything like jail bird or isolator which are basically only available in the tutorials and the related flashbacks
  22. Quote:
    Originally Posted by Forbin_Project View Post
    You don't need incarnate powers to PvP, but if F2P players want access to those powers it's just another incentive for them to spend money on the game. And it only takes a single purchase to upgrade an F2P account to a Premium account. GR isn't that expensive.
    in i21/freedom incarnate powers will be limited to VIP only regardless if you have GR or not (since its gonna be rolled into the game at that point anyway)

    to get IO access yes its a single purchase
  23. i hope they dont add any new badges to the tutorial, or if they do we better be able to get there somehow
  24. Quote:
    Originally Posted by Oathbound View Post
    Speed Pool
    Name ??? -- Immediately resets the recharge of all your powers on cooldown (making them all useable again). Has a 30minute timer.

    Teleport Pool
    Name ??? -- Zone Teleport (My best guess is that it works just like the market TP, you use the power then get a list of zones, you pick the one you want and end up there.)

    Leaping Pool
    Name??? -- an aoe "leap" attack
    the speed pools extra power IIRC from another thread is called burnout, i think the tp pool power is just called zone teleport

    the name of the jump pool attack is in that massive SDCC thread somewhere and i dont recall the name atm lol
  25. heh these are hilarious

    *Necrotech Master - Summon me another 50 times until i get the badge for being summoned

    *Necrotech Master (alternative) - There better be a badge for in here somewhere...