Oedipus_Tex

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  1. Oedipus_Tex

    Ice/Rad

    Here is the build for my 50 Ice/Rad. He's recently been edged out for the most part by my Ice/Fire Dominator, but he's still insanely survivable in normal content. Cardiacs and Ageless Destiny help the character out a lot.



    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Radio Iceotope REAL: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Block of Ice -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(11)
    Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(37), Numna-Regen/Rcvry+(46)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(50)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(5)
    Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(7), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Conf(13)
    Level 8: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(17)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 12: Ice Slick -- Range-I(A)
    Level 14: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/EndRdx(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Acc/Dmg/Rchg(23)
    Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(39), Stpfy-KB%(39)
    Level 18: Enervating Field -- EndRdx-I(A)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(23)
    Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-%Hold(27), Lock-Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(37)
    Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(34)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Jack Frost -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(34), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx(43)
    Level 38: Super Speed -- Zephyr-ResKB(A)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(42)
    Level 44: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), FrcFbk-Rechg%(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Dmg(50)
    Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37)

    Code:
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  2. Quote:
    Originally Posted by HelinCarnate View Post
    Knockback does not trigger ragdolling. Knockup does.
    Have you never knocked an enemy backward into a railing? Maybe I'm incorrect about what technically triggers the doll effect and its actually related to getting blown into an object (low railings in particular). However, I do know that Ice Slick never* causes rag dolling, and Force Bolt sometimes does.

    [*Although Ice Slick might be able to cause it in enemies below Minion class or who have a knockback weakness.]


    Quote:
    The amount of time you spend off your feet is the same if you go 0' or 10'. Just a sligtly different animation.
    This is demonstrably untrue, at least in the literal sense of "the time you spend off your feet." If you blow an enemy off a cliff it doesn't teleport into the ground in order to meet a predefined time requirement before the the animation ends. It's possible that the time to go backwards 100ft is the same as the time it takes to 10ft, but I don't think anyone has actually proven this.* If they have, they should share that info, because its something I've been looking for for a while.


    *EDIT: Note that to prove this, you'd have to look not just at horizontal knockback, but *vertical,* because the impact vector is 3D. It is possible for the caster to stand directly above the target and bowl them straight down into the ground, or stand directly below them and blow them straight upward, possibly hitting a barrier like a ceiling, or possibly not, losing momentum, and crashing into the ground.

    One particular experiment I want to try (and the basis for my saying that knockdown and knockback, while very similar, are not exactly the same) is blowing an enemy straight down into a variety of surfaces, and contrasting that with what happens when an enemy is truly "knocked down." In theory, a knockback that is perfectly angled would be exactly identical to a knockdown. I don't think this is what would happen in reality, but lining up a perfect shot like this is much harder to do than it sounds. I do, however, know from experience that putting an Ice Slick on an angled surface causes enemies to fall on that exact spot, where knock back on the same surface will cause them to hit, and slide down the slope. Which is why I say that denying the existing of knockback is a little like denying the existence of "death," because it is the same thing as "having no hit points."
  3. Quote:
    Originally Posted by Chuckles07 View Post
    I mean are the people who are getting baffled by this able to get an accolade, to craft an IO, to follow the directions to finish a task force? Do the epic power pools cause you to have a psychotic episode? I mean even for scrappers that's 4 different pools with 5 different choices. Primary powers, which can not be changed, for a mastermind fall at six, do you find that you need a spread sheet to pick one?

    OMG, Jack, it gets worse. Some players even want to be able to change their power picks! And even the Villain APP they selected! And they want real numbers to be able to base their choices on, even. Can't allow that.


    Quote:
    Originally Posted by TrueMetal
    The only thing confusing about this whole incarnate crafting system is seeing how many people are being confused by something so simple ...
    I have no ill feelings toward the developers, but the system is a cluttered mess. Worse than that, its a cluttered mess that exists solely to make use of some extra art icons. There is no reason why side conversion should need to exist, because there is no reason that different pieces of salvage at the same tier need to exist. I LOLed earlier when someone called the Incarnate system "more complex than IOs." The system is extremely straightforward in the sense that "you need stuff to build stuff," and "complex" in the places it has no reason to be. You could get the same kind of "complexity" this system offers by shopping online with your system language set to Iroquois, forcing you to flip back and forth between what you want to do and a translation site, or else memorizing the specific terms you need to know ahead of time.
  4. Quote:
    Originally Posted by Magentrix View Post
    FWIW, I think going with Spiritual is a mistake. First of all, you're already well over the permadom threshold with set bonuses alone, so the extra recharge isn't going to give you anything you don't enjoy already.

    Second, the only stun power you possess is Boxing, which is a whopping 10% chance for a 4 second stun, so all you're getting out of spiritual of any note at all is improved aid-self. Yawn.

    Assuming you're talking to me, trying Spiritual can only be a mistake if I had to delete the Cardiac to do it; I have to do something with those shards. Spiritual actually doesn't have an effect on Domination, so that's not really a reason to skip it. The extra heal is a bit of a "whatever" side effect.

    The main benefit of Spiritual is the recharge. The powers that benefit are Hasten (which becomes perma even if 1 slot is dropped) and Glacier (~8 second drop). If I then slightly respec and move one slot from Hasten to Embrace of Fire, the recharge on that power changes from ~60 to ~47, which is 13 extra seconds of +85% fire damage, or basically 1 and 1/3rd of a Build Up for free, plus Hasten being perma means I don't have the ~5 second slow "gaps" that hurt all recharge rates.

    Consume also drops to 55 seconds. Between Consume (55 seconds), Domination (90 seconds), and Ageless (120 seconds with a duration of +recovery), I think the extra endurance from Cardiac is no longer serving me as well as it once did.
  5. Quote:
    Originally Posted by Fleeting Whisper View Post
    You're looking at animations; HelinCarnate is talking about game mechanics. In game mechanics, there is no such thing as "knockdown". However, if you're hit by a low-magnitude knockback, the game client plays an animation sequence called "knockdown".

    Demorecords only tell you how the models and camera are moved, not what information is being passed over the network, or being calculated on the server, etc.

    OK, but my point is it's not entirely correct to say "there is no such thing as knockdown." Despite originating from the same source as knockack, knockdown has different mechanics. This is detectable in game by the fact that knockdown does not trigger ragdolling. It's also why overcoming the ~.8 threshold suddenly throws the enemy several feet backward instead of a very short base distance that increases gradually with increasing mag. A lot of people think knockdown is exactly the same as a knockback that doesn't move the enemy backwards, and that is not how it appears to actually work. It's actually a very specific animation, akin to one of the custom Controller holds.
  6. Quote:
    Originally Posted by HelinCarnate View Post
    There is no such thing as knockdown.
    There actually is a difference if demorecords are to be believed. A knockdown is actually a specific animation, usually called SWEEP_LOW. It "looks" like you got knocked back and didn't go anywhere, but "knockback" itself is different. There is (apparantly) a switch in the code that modifies between the two. Even though you can't slot for "knockdown" mechanically its handled somewhat differently.
  7. Here is a build for my Ice/Fire/Fire. Not an Ice/Psi obviously but it may give you some ideas. The other posted builds were quite nice too. This one focuses on Ranged defense with Slash/Lethal resist and a self heal. This was originally built to use Cardiac alphas, but I'm slowly phasing away from that toward Spiritual for the extra Recharge, paired with the Ageless Destiny for endurance instead. Not sure how it will work out, but since I already "have" the Cardiac tree I can fall back on it if I have to.


    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Solar Icecap: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery
    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Rchg:30(15), BasGaze-Rchg/Hold:30(17)
    Level 1: Flares -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5)
    Level 2: Frostbite -- GravAnch-Immob/EndRdx:50(A), GravAnch-Hold%:50(5), GravAnch-Acc/Immob/Rchg:50(17), GravAnch-Acc/Rchg:50(21), GravAnch-Immob/Rchg:50(23)
    Level 4: Fire Breath -- Dmg-I:50(A)
    Level 6: Arctic Air -- CoPers-Conf:50(A), CoPers-Conf/EndRdx:50(7), CoPers-Conf%:50(7), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(11)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(36)
    Level 10: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(13), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/EndRdx/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(23)
    Level 12: Ice Slick -- RechRdx-I:50(A)
    Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(19)
    Level 16: Embrace of Fire -- RechRdx-I:50(A)
    Level 18: Aid Other -- Heal-I:50(A)
    Level 20: Aid Self -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(25), Numna-Heal:50(25), Numna-Heal/Rchg:50(36), Numna-Heal/EndRdx/Rchg:50(36), Numna-Regen/Rcvry+:50(46)
    Level 22: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def:50(43), RedFtn-EndRdx:50(48), RedFtn-Def/EndRdx:50(50)
    Level 24: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(31), Stpfy-Acc/EndRdx:50(31), Stpfy-Stun/Rng:50(37), Stpfy-Acc/Stun/Rchg:50(40), Stpfy-KB%:50(50)
    Level 26: Glacier -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(27), UbrkCons-Acc/Rchg:50(27), UbrkCons-EndRdx/Hold:50(29), UbrkCons-Hold:50(29)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg:30(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(34), ExRmnt-+Res(Pets):50(34)
    Level 35: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(46), RedFtn-Def/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def:50(43), RedFtn-EndRdx:50(50)
    Level 38: Blaze -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(40)
    Level 41: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Knock%:50(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
    Level 47: Rise of the Phoenix -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Rchg:30(48)
    Level 49: Fire Shield -- GA-3defTpProc:50(A)
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21)

    Code:
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  8. Guessing here.

    I assume knockup and knockback would cause enemies to get thrown up+backwards. This is assuming both effects are applied in the same server tic. A few powers out there have both KB and KU (though I can't think of which ones those are right now). Note that once an enemy foes flying I don't think you can affect its trajectory until it starts to stand up again.

    It also seems like (but I can't be certain) that when I've put a chance for KD proc in Freezing Rain, it occasionally throws enemies out of range, due to both small kbs hitting at once.

    Weird side note. I think that knockback cancels teleportation if the knockback affects the target before s/he translocates. The teleportation animation will still play, but the enemy is thrown straight backward as if it failed, even if the enemy started the teleportation power before the kb hit.
  9. There is good reason this combo is rare--the endurance usage is brutal. It's probably a lot more workable now at 50 thanks to all the new incarnate abilities, but the level up process will be tough. You definitely want to team as much as possible.
  10. Quote:
    Originally Posted by EmperorSteele View Post
    Why would you need stealth?

    Oh, right, you want to get glowies SOLO, WITHOUT your team backing you up. Silly person!

    Maybe if you stuck with your team and rolled through instead of running off by yourself and therefore not contributing damage, your whole team would roll through faster and it'd be fun.

    Dying will put you back at the entrance, and I have never seen a team come back for anyone. Silly person.

    Stealth is worth its weight in gold in this phase.
  11. I wish we had an "advertisement system." It might work like this (please excuse low quality of mock up image):



    Basically the reverse of the current team search tool. Instead of the tool listing people who are LFG, people could publish "advertisements" that list their name and a custom message. Right clicking the message would let you send a tell to the person who created it.

    The message would remove itself if its creator exits the game. To avoid having it filled with useless clutter, players could also right click to report inappropriate messages (e.g. "I am awesome" or whatever spam people put in there).

    Importantly (to me) the ad system would not have a lot of "automatic" logic. The message would not disappear just because the leader has a full team, for example. While this might make the system more cluttery than it could be, IMO it is better than the alternative.
  12. Oedipus_Tex

    Spines are ugly!

    I also have a spines character where the spines are played off as Ice.. too bad about the green poison aura that goes on them though!
  13. I wish the pet AI worked on a "reinforcement" system where you could punish or reward your pets for their performance, and they would "learn" from it.
  14. Hi folks,

    I'm incredibly confused about how to build a T4 Alpha ability. Here is a shot of my current advancement of the Cardiac tree. I have a Notice of the Well, 30 shards in inventory, and am trying to figure out how to get to the Cardiac Core Paragon.


    Screenshot of what is needed to build T4:



    Screenshot of the base of the Cardiac tree:



    Question 1: To get to the T4, do I have to build a new T1, T2, and T3? Is that what it means by "Cardiac Partial Radial Revamp"?

    Question 2: Do I need this exact item, or just any of the items that is not the T3 I currently have?

    Question 2: Aren't Biomorphic Goo, Detailed Reports, and Supercharged Capacitors made with threads not shards?
  15. Healing is great. Unfortunately its also one of those topics people abandon all common sense about when it comes up on the boards. As long as you don't try to heal to the exclusion of all else and use the rest of your powers intelligently you should be fine. If you are playing Empathy, Thermal, or Pain, you will also not want to skip your single target heal (but probably want to skip the one with the self-heal penalty) because contrary to what you will hear, it is useful. And AoE healing is always useful to have around.

    Quote:
    It'd be like an Energy Blaster advertising himself as a Knockbacker. It's a small part of what you can offer.
    Right. Everyone knows the right term is "bubbler."
  16. I think the most accurate interjection would be "What? Again?"

    Weird question: If characters can only get incarnate abilities from trials, and in canon the trials only supposedly happen one time, how can a character who is already an incarnate show up on a trial? Do our characters know they can only get incarnate abilities from trials?

    For this reason I'd be much happier with a cutscene that went like this: "Siege and Nightstar are here, and for some reason, you have to fight them." It would actually make more sense, and plausibly happen more than once.
  17. I've been pretty vocal about some of the stuff with the reward system lately. Hopefully it hasn't given the impression that I don't like the raids themselves. There is one thing about them though that I really wish would get the axe. The title says it all, so I'm not going to go into at length. I just think its worth noting that the phrase "unskippable cutscene" rivals terms like "died in childbirth" in terms of its immediate recognizability.
  18. Quote:
    Originally Posted by Necromatic View Post
    Would this be DR?

    Yes, good game.

    Yes, it was DragonRealms, which is actually still around. I wish more MMOs would poach ideas from it.

    * Tex just bit the dust!

    * Tex just disentigrated!

    Ok maybe not EVERY idea. (I always target Xibar when I mean Katamba...)
  19. When you build a reward system, you are implicitly building "the game."

    I used to play a text based game several years ago that had a very elaborate injury and healing system. Beyond just having "hit points" the system included broken bones, internal and external injuries, poisons, and diseases. Along with it came a character class called "Empaths" who were capable of healing these various things. In addition, there was a First Aid skill player characters could use to tend their external injuries themselves.

    So, how do you think this system played out? It actually worked well, but with a few serious hiccups the developers didn't anticipate.

    You see, this game was "skill based." The more you performed a certain kind of action, the better you got at doing it. To earn the First Aid skill, you had to tend wounds. Fair enough. But there is an inherent problem: this incents you to intentionally get injured and then avoid healing. And sure enough, that's what the player base did. They would intentionally take off armor, teleport into walls, cast harmful spells at each other, and fall down mine shafts in attempts to get a coveted "bleeder." A healer "stealing" your bleeder was also among the worst offenses that could occur, in some cases leading the "victim" to PVP with the healer. Injury became a commodity.

    It got even more complicated for the Empath class themselves. In the early days of the game, the requirements for leveling up an Empath didn't require any actual healing. Many Empaths healed anyway, because otherwise why play a healer? But because healing left you with serious injuries to tend to (the healing system consisted of "taking" other people's wounds onto yourself and then healing them on yourself), Empaths who never healed ended up rising through the ranks much faster than the ones who played actual... well... empaths. Sometime later a new skill was introduced to track how much the player healed. But then the original problem came back even harder: now Empaths became wound vampires fighting each other over patients, who were the main source of XP they needed to advance.

    The whole Empath advancement issue only finally got settled when the "healing" skill was expanded to allow many different ways to learn, minimizing the pressure of having to have a constant stream of wounded allies to heal. The First Aid system, to my knowledge, never really was. In fact, it was made worse by developers trying to convince players not to hold on to bleeders by giving them a random chance to develop a life threatening disease if they held on to their bleeder too long. End result: players occasionally bleeding out in the field, because with no other way to learn the skill, the chance of dying from rot at random was still better than not advancing.

    The lesson in all of this is? Basically, don't lead your players to a well and expect them not to drink from it.
  20. Participation System: Remove it. For more details on my opinion on why, see the existing threads on the subject.

    Reward Structure: I have been thinking about this for a few days. IMO, while random is better than "participation" based, its still bad. I would much rather completing the trial simply drop 200 or however many threads, and you crafted everything from there, sans influence cost.

    I would also remove 3/4ths of the drops and roll everything into a single salvage type by tier, because the different salvage types within a tier are meaningless and only add clutter. There is no functional difference between a "Genomic Analysis" and a hypothetical "Common Incarnate Orb" except that one is arbitrary and the other clear. Different salvage types have meaning when the source of obtaining them varies or when they can be traded. None of that is true here.

    iXP: You didn't ask about this, but IMO iXP should be based around completing the trial and not farming the map. The "strategy" of killing 9 crates and farming until the clock runs down should not be the ideal approach for unlocking slots. Specifically, killing enemies should not grant iXP. Completing each phase of the trial should grant it,in the same amount, to every member of the team, with possibly an XP bonus for fully completing.
  21. Some of the purple sets give 5% Toxic Resistance too.
  22. Quote:
    Originally Posted by Muon_Neutrino View Post
    It it needs IOs, ranged defense, extra resistance, perma mez protection and a self heal, then it's not fine, it just means that you can compensate for its weakness. No control AT should need that much help with mitigation. I agree that skipping AA is nuts, and people doing that definitely contributes to the set's poor reputation, but that doesn't mean it's fine.

    "Need" is your word, not mine. This is a discussion partly about how to build an Ice troller, so IOs are naturally part of that.
  23. Ice is fine. The playstyle is less obvious than some sets but it is not more or less powerful than Earth or Electric.

    IMO the worst thing that ever happened to Ice Control was the advice that propogated for years that Arctic Air can be replaced by Shiver. If you try to use Ice Slick and Shiver in place of AA you will definitely have a frustrating experience. However if you embrace the set for its actual strengths it is a very good performer, especially after IOs.

    IMO the single most important thing to maximize in an Ice Control build is enough Recharge to perma some form of mezz protection. On Controllers that means taking Indom Will, and on Doms either doing that or going perma dom. Beyond that, on my Doms I have aimed for Ranged defense with supporting Slash/Lethal Resistance. Sneaking in a self-heal can also be very helpful.
  24. For Radiation and Dark Miasma:

    Destiny - IMO for most Defenders with these sets, Clarion probably makes the most sense. It provides mezz protection to keep toggles running that is otherwise denied to the Defender AT via inherents or APPs (unlike Controllers or Dominators). None of the choices are terrible however.

    Interface - Anything works, but IMO every character who wants to solo should pick up a few levels of Reactive. The player can choose to swap into something different for teams and task forces if lots of other people have the same proc.

    Lore - Pick whatever you want.

    Judgment - Again, anything works. I actually think all 4 powers are pretty decent. Cryonic has 120 foot range and hits up to 32 targets, with one version having a 25% chance for a 10 second Mag 4 hold, for example.

    Alpha - It depends, but generally I lean toward Cardiac for these sets. Spiritual isn't a bad choice either, depending on your overall choices. But the extra Resistance in Spiritual plus Tough plus a Resistance armor (all of which have superior base values on a Defender compared to other squishies) boosted by Cardiac is really attractive to me, to say nothing of extending the range of cone powers in several blast sets.
  25. Quote:
    Originally Posted by BigBadSpine View Post
    My main is a spine/sr and I've looked for a long time but have not found my answer. How does specified defense such as fire/ice/smashing/lethal apply with generic defense such as melee/aoe/range. Lets say for instance on my spine/sr I have 45% on melee/aoe/range and 10% across the board on all the other defenses. Would they stack and give a total of 55% or is there diminishing returns. sorry if this is a very basic question to some but have had a hard time finding the answer.

    The way it basically works is every power is "tagged" with a set of flags that identify its basic nature. Usually, this is one vector tag (AoE, Ranged, or Melee) and one or more typed/elemental ones (Fire, Slash, Lethal, Cold, etc). For example, most single target Ice Blast powers are tagged Ranged, Ice, Smashing.

    When defending against a power you always use whichever defense you have that is highest. So, if an enemy throws an Ice Bolt at you, and you have 20% Cold Defense, 10% Smashing defense, and 30% Ranged defense, you defend using 30% Ranged defense.

    [Note that Resistance works differently. If the power actually hits you, your Smashing resistance resists the Smashing damage in the power and your Cold resistance resists the Cold part independently.]