PRAF68_EU

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  1. Most are fairly easy to work out, E.g. Mender, although I havn't the foggiest where Monitor Duty would be!
  2. the arena badges have been thier since issue 4, it's just not possible to earn them, sorry.
  3. [ QUOTE ]
    A "Griefer" badge? lol awesome, something for the PvP crowd to aim for. xD

    [/ QUOTE ]

    The internal name of the badge may not always be the one shown in game. In this case, I would guess it would be something else for this one (which I guess is for logging out in a PvP zone).

    [ QUOTE ]
    I think the person just messed up tagging the picture because there's a Fashion Designer day job.


    [/ QUOTE ]

    Same with this one.
  4. PRAF68_EU

    Shields

    Any team, the larger the team and the more damage dealers, the bigger the (lack of) effect.

    consider a team of 8 tankers, one of which is a Shield tanker. Each tanker is doing arount 12.5% of the total damage. Say they get +150% from thier aura, as it appears to be at the moment. taking build up and slotting into acount, thier damage output will be around 50% greater, so the total damage output is increased by about 6%. The mobs survive for 1/1.06 = 94% of the original time, so they do 94% or the original damage, therefore, in this case +150% damage is about equivelent to +6% resistance to all. This is best case scenario for a tanker on a full team. If the team includes blasters or scrappers it is much much worse.
  5. I could give you some hints if you like.

    You might take a shufty at paragon wiki, and see what new badge images have been added for instance...
  6. PRAF68_EU

    Shields

    [ QUOTE ]
    I totally disagree. This is a defense set without the secondary effect resistances or the soft control of Ice. Its survivability is all at the front end with little to prolong a streakbreaker. The longer in a fight the worse it gets. It needs to cut a fight duration down.

    [/ QUOTE ]

    It's a fair point, but I would say it applies more to scrappers and brutes than to tankers. A tanker would normally only be doing a small proportion of the whole team's damage output anyway, so buffing that wouldn't make much difference to how long the mobs to take to die, so it wouldn't help suvivability very much.
  7. PRAF68_EU

    Presence Pool.

    Yeah, extra taunts are good if you have the -recharge of granite, but 6 slotting you default taunt for duration and recharge is better otherwise.
  8. Origin: He has Earth's Embrace power. This requires you to be on the ground to use. Some twerp thought that if you where in the water you wern't on the ground.

    "Who is the more foolish? the fool, or the fool that follows him?"
  9. [ QUOTE ]
    For your information, according to one of the panels at HeroCon, they mentioned that the timers for the Day Jobs should have already started. So start having your characters logging out in the appropriate places and you should get all the credit.


    [/ QUOTE ]
  10. Just making a point, I'll put it back...
  11. Check my location.

    I'm give you a clue: it's not the people who are not fans of PvP who are going to be rioting.
  12. Don't worry, the riot at Hero Con later today will justify my statement.
  13. I wouldn't mind, apart from if Castle and his team hadn't been wasting time with PvP changes that are going to have to be thrown out anyway, they could have proliferated a couple of sets (at least those that didn't need new graphics, such as Broadsword).
  14. PRAF68_EU

    Shields

    It's not a matter of avoiding it. All the heroes I have leveled since scanner missions and Faultline where done simply have not had time to fit in the Vaz missions before outleveling them. Not that they where that paticulary troublesome even when zombie vomit was untyped.

    Edit:

    It looks like GC isn't buffing self again, which is perhaps not that supprising, but it shows where the defense numbers need to be buffed to in order to make this a viable set.

    Making the basic shields 17% (same as Ice), would be a start, and then buffing Phalanx Fighting to something worth taking. It should be something like 2% base + 1% per team mate within 15'. That would also increase effectiveness at lower levels.

    As for the damage buff from the taunt aura, does anyone disagree with me that this really doesn't have to be much at all, say 2.5% per mob?
  15. Electric Armour on a brute works because it has exellent end recovery, which means you don't have to pause between fights, which means you can keep your fury high, which means you can suvive by killing enermies faster.

    On any other AT Electric Armour (as is) would be a pile of steaming faeces.
  16. It's true, but since you also get merits for doing story arcs and flashbacks, it don't make much difference.

    Besides, you could do all the villain SFs in the same time as it takes to do one positron TF.
  17. PRAF68_EU

    Shields

    I can't say I've ever been seriously bothered by toxic damage. I have done Positron TF once, and that is quite enough thank you. Since I usually level via Hollows and Faultline, I rarely encounter vaz in missions.
  18. Nope, nothing can change SoWs recharge.
  19. PRAF68_EU

    Shields

    Most toxic attacks are typed, so your def should cover most of it. Dunno about vaz zombie vomit though.
  20. Indeed. Under the the old system people put in a lot of work to get to the top of the heap.

    It's understandable that they would feel resentful if someone kicks over the heap and levels it off.
  21. PRAF68_EU

    Shields

    Something else I should mention. I would consider 41% slotted about the right defense value, but I left phalanx Fighting out of my calculation. I don't think it's a good idea to balance a set based on one of the powers being so carp that no one would take it!
  22. PRAF68_EU

    Shields

    SR, translated to tanker defense multipliers would go well over the soft cap.

    Hypothetical tanker SR would have base def of 26% without Elude, 41% slotted. Elude busts so far through the soft cap it would make the power a bit silly.
  23. But if they had spent thier time developing new PvE content, that would have certainly kept PvEers and new players in the game longer, by giving them more to do, without alienating the existing PvP playerbase.
  24. PRAF68_EU

    Shields

    Yes, not counting the damage bonus, I would call it about right.

    However, at the moment, the real numbers apear to be showing +15% per mob damage bonus (and no debuff) which puts it well ahead of Fire, supposedly the high damage set.
  25. ED was good for gameplay, but it did loose a lot of subs, which would make it bad for the game.

    Any radical changes to PvP are bound to alienate the core PvPers, for various reasons, and at least some of them are going to leave over it.

    Even if these changes cause more PvEers to PvP, unless it actually brings in new players in it is going to cause a net loss in subscriptions.

    Quite frankly, whatever you think of the "PvP clique", those are the people who you need to keep happy with the PvP gameplay, not people who would continue to pay thier subs just for PvE content.