-
Posts
96 -
Joined
-
haha ok thx. studying for a test took some brain cells needed for this post. thank you for the link!
-
I see a few vid card threads on the front page, so I'd like to ask a little more specific advice from the knowledge-base for a PSI-slot vid card.
I have an "older" computer: custom built in 2005, 32-bit Win XP with 3g of RAM. Currently running with a GeForce 7300 LE which was mediocre-to-good at the time I put it in. Ran the game well before the ultra-mode update, but that kicked everything up to a new minimal standard.
Asking about PSI-slot only since this board has no PSIe slot. College student here so updating to a new PC and starting over is a little out of the question. With a pent 4, 3.2 Ghz it can most likely do well with a new card before it kicks the bucket in time.
So, any suggestions? -
So far it's happened 100% of the time here as long as I have the FF Gen out when I apply the training buff to my pets. I usually apply the buff at the start of a mission, regardless of if my henchmen need it, then go about summoning generators just to apply the buff again.
Afterwards, every time I re-summon the FF Gen, my pets will receive the training buff as described above.
Edit: well, they receive it as long as the Gen hasn't been defeated by enemy or duration's end. -
I /bugged this in game, and I'm sure it's been reported before but wanted to touch base.
I recently made a Ninja/Traps MM, currently at lvl 27, and I've noticed that after applying the initial buff "train ninjas" to my henchmen, every time I re-summon the FF Generator in traps, the buff animation and application goes off.
This effectively rebuffs any henchmen, newly summoned or not, with what looks like multiple icons of the train ninja buff icon in the Pets window. However, the actual "train ninjas" power in my tray doesn't go off, but the henchmen still receive the buff.
Now I don't mind this... what with FF Gen recharging so quickly and being at a MUCH lower end cost. I'm not sure if the lvl 32 buff would also be applied in some similar fashion or if other MM primaries are experiencing the same effect either.
But like said, just wanted to touch base.
(and excuse me for raining on anyone's parade if it was hush-hush) -
I dunno if it has been mentioned in this thread, but if it hasn't then I'm surprised.
You can affect phase shifted enemies now if you are Phase Shifted as well.
So if you go concealment or buy the temp power, your idea is worth a shot.
However, you'll most likely be the only one in the group that will utilize a self phase shift in PvE. So.... without your team's help, you'll have a mob of shifted enemies and they'll most likely be looking your way. -
Elec Fence, Tesla Cage, Gremlins, and perhaps Jolting Chain (slotted for end drain) seem like the only viable powers in the set. Then maybe Mu Guardian.
It's definitely a 180 compared to Mind for damage, but I can see it being a good support toon for power boosted -end. Slow deaths with trollers, slightly faster with doms, but I've taken enough toons into pvp that celebrate mediocrity.
I agree with therm for a good secondary (just like everyone anticipating the set thought it should go with) -
That's a very expensive build you have there. Well into the billions.
You can reach good performance on "cheaper" IOs with Elec Control and TA if you swap some enh slots attributed to some of those powers around. Please read through these tidbits:
-Disruption Arrow would be better with 3 Rech and ignore the end red.
-You don't need that three slotted Super Jump. The bonus is minimal; you can put the stealth IO in a Sprint power, and giving a slot to Stamina for Perf Shifter +End proc is waaaaaay more satisfying than +4% movement speed.
-You can tone down health quite a bit with its slots. If you haven't leveled much of a Elec Control AT yet, you'll note that your +recovery is going to be phenomenal with Conductive Aura. Just adding miracle is overkill, but the +regen might be good with reg tissue and numina.
-Note: Your Conductive Aura is slotted with Perf Shifter +End. While the 4 slotted set bonus is good, that proc with actually give the ENEMY endurance instead of you. This has been controversial in end mod powers that affect enemies, but all the pouting has yet to solve the issue. This proc is best in auto powers like Stamina.
-IF you can, try to work in hasten with 3 rech if you're set on getting all those purples and PvP IOs. I would sacrifice Maneuvers with that LOTG with 7.5% recharge for a power that comes up really often with 70% bonus recharge. You're not getting lots of ranged +defense IO bonuses so you're not going to miss that mule power.
The rest of the build is missing some Accuracy. You're getting a lot if you're going for all the purples and PVP set bonuses, but you have to be realistic. Unless you have some secret legit connection to those gold farmers and want to be PL'd to 50 and start enjoying your character then, you may want to construct a build without all the fancy enhancements.
I could see this build being really fun. I know my fire/TA is (even with the everlasting fire imp pets with oil slick bug).
PS. The Static Field power actually summons Static Field as a pseudo-pet. I'm not sure of the Placate proc from Fortuna's Hypnosis will affect it or you. It's the first field affect sleep the game's had irrc. -
Making a simple mistake and having a team/pug constantly correct you any and every time after the same scenario comes around.
-
I remember some info when i17 was in test... that they were looking to get servers connected in respect to what Aion currently sports. As such, players will be able to hop to other servers while in-game to meet with friends or participate in such server's events.
Not sure if/when the technology would be implemented but I just got home from work so maybe I can find a link at some point and edit this post. -
You may do alright on Virtue, or with friends with paralleled odd builds in Arena.
But FA is a crappy armor for scraps and I'd like to say brutes. You have the heal and F.Embrace... and that's about everything good in that armor. Sure your attacks will hit hard when you get a crit and both build ups are active, but you'll most likely die before finishing an attack chain regardless of the heal.
Fire/ELA was suggested. Try that. -
The whole article sounds like a grad student who need to suck his way into a reference succeeded with the use of Microsoft's thesaurus and a 5th grade writing level.
That being said, this guy was a pain to deal with in zones; however, regardless of what actions he took, he followed a complete and legitimate way that so, so, SO many people do. He just condensed it down to his single scrapper. Lots of people drone, even more people talk crap on broadcast, and most people in zones are left feeling cheated already.
Was this a good dissertation for his study? No, not really. But sadly he'll publish it within Loyola, keep making his (assisted prof/prof) salary. If you can do it playing a video game, then by all means follow in his footsteps.
Social Science majors are weirdos anyway. -
Quote:Best thing to do is look at Mid's on the PvP setting and compare damage factors.what about nrg/nrg, don't see nrg as a primary that was listed above as a good option and was wondering why.
Nrg as a primary's second effect is a minimal KB which any sane person will have some decent protection to with the exception of Power Push. But, even that is usually resisted, even when fully slotted for KB.
Another note is that, even with the animation times on its powers, nrg primary damage still has a hard time keeping up with a primary like Sonic or Rad. You can always slot some procs in but you'll get better performance just going with another primary. Your powers want to be all slotted for damage and nothing trying to exploit the secondary effect--unless it's the sole purpose of that power.
It's been said before multiple times on these boards. Just go with a FoTM build and exploit it to your heart's content. You'll get the most performance where the build is most valuable (zones/arena) and you wont get frustrated as easily with the time you spent on your experimenting.
Try Psi/Fire/Sonic/Rad with Nrg as your first choice in secondaries. Elec does ok as a secondary, same with MM maybe in Siren's -
They are both armors that are a pain to deal with as an opponent.
ELA has a nifty heal, and 216%+ end debuff resist with the -debuff powers save its tier 9, while Invuln can have a measly 25% in its very much stupid passives. I wish they would buff that a smidge for pvp.
Invuln has the resistance but you'll probably want to team. Dull Pain can easily max your HP, and adding Tough will add to your overall resistance to everything.
Either way, unless you're a fite klubber, you'll want to team and taunt, taunt, taunt, etc. Just take the ranged hold/immob APPs like everyone else and spam offensives.
Experiment with other ATs too. -
Yes, and factoring that very low percentage in, it would still not be enough to keep up with the ratio of getting slammed by a half-full mob. Exploiting the low health would help sweep up stragglers, but give poor performance in steam rolling.
Might be decent at solo play, but against +2 and higher mobs, particularly those that can favor range (like malta) are going to hit too hard and too fast. If you've teamed in mid-higher level, that's the average teams like to set difficulty. The repercussions of the low health and maybe 23% resistance at the most when enhanced isn't going to offer much when the taunt is on the player. (and if you don't have other factors that help your regen, the mobs are going to hit right through the buff; ie a set heal or the balance within WP's powers) -
I'm curious how this set would ever work?
For one, it encourages bad play styles. That's why blaster defiance 1.0 was griped at for so long. Regardless of the AT, bringing yourself to a low amount of HP just to get performance is not going to go real friendly with the rest of a team. No one is every going to invite you to a "Master of..." if you're going to be close to death constantly.
Also, this set needs a scaling resistance or defense once it hits the lower percentages of health. So what if you're doing awesome damage at -75% hp? You get three attacks off... maybe an AoE and then you're faceplanted. You don't want to rely on inspires at low health just to make your player work. And telling healers to "back off I'm on a roll here" is either going to fall on deaf ears or earn you a bad place in their book when you need the 15th rez per mission.
I don't want to bash the set; there's a lot of potential within it. But, the only power that will keep you alive long enough with personal buffs is the tier 9 which negates the rest of the set, save for the PBAoE that does debuffs and fear. -
also curious about thorntrops, and your slotting.
if you have only the primary slot to devote to it, maybe switch it to Veng so a -kb or LOTG could be placed and your dead friends can be exploited -
When you are "sacrificing" anything for the sake of -mez, you're selling yourself short.
Mez's only last for a few seconds, and you're probably cutting that 5 second hold to a 3 second hold. Probably best just to get set bonuses and -kb IOs rather then attempt to have the greatest -mez than anyone else. -
you can always wait until GR brings two new power sets (one being elec control)
-
also look at the "pvp effects" when looking through your attacks. you can see how much some meager powers can do, and how much devastating powers in PvE do in pvp
-
kinda fun on teams within zones. if you use it you definitely want to be in a jump animation to compliment the long animation time... or jump to another elevation or out of sight while it's running.
i put about 3 procs in mine... just as an attack with some poor solo player is attempting to run away from a gank while TS'd and KS'ing seems plausible -
I find that pain corrs can survive spikes (in zones) quite a bit better than cold dom, even with the small added resist from fog and a patron +rez. this, as you probably already know, is due to the big +regen from pain's set. without DR on, I hear pain corrs are pretty nasty to deal with in the arena.
there's quite a few good cold dom corrs out there that shine the set. however, it's good to be on a competent team that spikes your targets after the massive -def and -regen. if you play zones a lot, a competent PuG doesn't come along very often at all. -
Quote:That's the story of many "fixes". A few things needed to be changed, but the dial on the "fix" switch was again cranked way out of proportion. The small benefits are hugely outweighed by the downright stupid way people pvp now "effectively" by all the bad changes.ya know in light of the i13 pvp being the "success" that it was. I'm beginning to think that it isn't entirely castles fault. why? because if you really look at the system it has some good things and bad (albeit more bad) but its really a half done system. It wouldn't surprise me that there are some things, pvp being high on the list, that castle wants to continue to look at and finish but the higher ups wont let him(I'd also include CoP and base raids on that list). IMO, the majority of the devs seem more like RPers, coughanimatedtailscough, and think that since pvp was already "fixed" theres no reason to look at it again.
m3z is right about the percentage of people who actually pvp. Zones might be full on [popular server], but the grand total of subscribers to the game who RP or PvE overshadow the percentage of those who PvP.
There's no learning curve established besides what few powers to spam in certain situations. And new pvp'rs will be dumbstruck in a zone if they can't disrupt an X vs. 1 combo or shark+shark+shark+shark attack.
Also, I like the tags to this thread. -
Apparently Swiss Draw is bugged for now. The i17 patch came right in the middle of the time that was set up and swept the option of doing it away.
I guess it's been bugged as Mod8 has mentioned they're going to start looking into it.
I'll reschedule soon... but college finals are abruptly around the corner and a transition phase from my apartment after the semester is over.
Look to probably late May or June (though not too late in June since people might be coming up to their fiscal year at work) -
I've heard the method was for Swiss match from this old thread:
Quote:http://boards.cityofheroes.com/showthread.php?t=184953<QR>
You only need two people, of the same AT, to run a pentad match. For example, Blaster1 lists the pentad match. Then, Blaster2 joins, and is automatically placed on the second team (since Blaster1 is already listed on the first team). Once there is at least one person on each team, the match can be started.
But I dunno... kept defaulting back to "Single Match" whenever settings get moved around or a certain amount of time goes by, or when we even hit the start button.
We even tried it with 8 people, no teams
I'll try to look into that bugged report that you mentioned.