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Does that argument really make sense for two game accounts that are both under the same master account though?
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Quote:You just make this stuff up as you go along, don't you? You have NO idea what you're talking about. Stop acting as if you're some kind of authority on what the dev's thoughts, policies, desires, statements, etc. are.The developers also consider players who do this to be abusing the system and terms of service.
In over two years, I've never seen a poster who tries as hard as you to act like they know what they're talking about, and is so consistently wrong with nearly every single thing they say. And, as usual, when you get called out on it in a thread, you'll never show yourself here again, and just wait for some other thread to pop up where you can act like you have a clue what you're talking about... -
Considering I've been on several successful MoSTF runs where a Fire/Fire was main tank, I'm pretty confident an Invuln can handle LR just fine...
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Hopefully this means they're going to drop their tired, unfunny political rhetoric that's ruined the last few seasons..
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Quote:How would this be a buff and not a nerf? As it stands, I can apply Detention Field, it lasts for 30 seconds, and recharges in roughly the same amount of time. Therefore I can reapply it as soon as it drops against a hard target like an AV, which is really the only target worth using it against.Its other powers need some buffs to be more desirable.
Detention Field: Becomes a toggle. 1.04% end/s, can only be active for 30 seconds. Recharge time reduced from 60s to 30s.
Your change would result in a toggle that would use about 3 times more endurance, would only last 30 seconds, then result in a 15-30 period of downtime where it couldn't be used again.
No thanks... -
Answers can be found here: http://wiki.cohtitan.com/wiki/Table_of_Special_IOs
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Fire/Rad or Ill/Rad controller. Which one depends on how much team support you want to be able to provide. Fire/Rad has a bit more versatility, in my opinion, which works better for teams, but both would be great choices.
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That sounds amazingly familiar...
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Quote:Well, if by 'awesome' you mean having to wait for 30 to 45 minutes to get 24 different people assembled & coordinated so you can even start the trial, then taking another 5 (or 50) minutes to complete the first part of the trial, then starting the final mission and getting the broken storm AV and realizing there is no way for the teams to defeat it, and you have to wait around for the remainder of the 60 minute trial timer to run down before you can restart it, then yeah, it is like totally 'awesome'!Has anyone tried this yet? how is it?
Is it awesome having like 20+ toons working together other then just a hamidon raid?
Now imagine repeating that process 3 times in a row, before finally getting the less broken AV, and being able to defeat it, and get your reward of 6 (or 10) merits, and you'll have seen a totally new level of 'awesome'... -
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Most of the information in this thread is either incorrect or misleading, which is not all that surprising, as the way IO's work is pretty confusing.
First off, all the answers to these type of questions can be found here: http://wiki.cohtitan.com/wiki/Table_of_Special_IOs
Now, to address some specifics..
Quote:As long as the -kb IO is a level 15 or less, you would still have the -kb protection at level 12....-KB, specifically.
If I have one slotted in the power I get at 32, and I exemp to, say, 12, do I get the benefits of the IO?
Quote:Does it matter if I exemp below the IO's level?
Quote:The power's level?
Quote:The only IO's that keep their properties no matter what level you are exempt down to are unique sets.
Some function like a normal set bonus, in which case you will only lose the bonus if you exemplar more than 3 levels below the level of the enhancement. It doesn't matter whether the power the IO is slotted in is available at that level or not. An example of this would be the Steadfast +def unique.
Others, which function as procs, like the Miracle and Numina uniques, will work regardless of the level of the IO itself, but the power it is slotted in must be available for the IO to function.
Quote:If the -KB was from a set bonus (kinetic crash etc) you'd have to have the power to get the set bonus and the IO would heve to be 3 or less levels above your exemp level.
If it's a straight -KB IO (karma etc) then you don't need the power available, but the IO needs to be the level you're exemped to or less (possibly +3, not 100% sure). -
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Yes, it is a silly argument. Both Cold & FF are great sets. They bring a lot to a team, and are fun to play. This topic has been beat to death many times before, and we should all allow the horse to rest in peace.
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Quote:This. Is. Awesome.
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Not this topic again... *sigh*
Quote:Defender FF w/ Maneuvers & slotted with SO's provides the team 44.5% defense to all positions, along with 21.1% Psi defense. It also provides the defender himself with 21.1% defense to everything, along with mez protection for the entire team. Cold under the same conditions provides the team with 36.7% defense, 13.3% psi defense & 13.3% defense to self.Whereas FF only brings 5% more defence than cold unenhanced (defender numbers), mez protection, and repel/knockback.
So, let's take an imaginary 1000 points of incoming damage per second from enemy attacks. FF reduces incoming hits by 94.5%, resulting in 55 points of damage per second getting through.
Cold reduces incoming hits by just over 86%, allowing 137 points of damage per second to get past the defense. That's about 2.5 times as much incoming damage. Now, if it's fire, cold or energy damage, that will be somewhat further mitigated by the damage resistance Cold can provide, but the majority of enemy damage is S/L, and Cold provides no resistance to S/L damage.
Quote:i have both an FF and a cold, and i would choose cold over any FF because of the debuffs, FF in no way will help you kill that AV because it has no regen debuffs, sure nobody will get hurt, but you wont ever kill an AV without regen debuffs if your team doesnt have the DPS
Quote:You can't find a situation to bring FF instead of cold because there isn't one. FF is largely useless on a team because all it offers is +def(which, at last counting, came from 10000000000000 or so other things in the game) and an incomplete mez resist(which can be taken care of by not being terrible and carrying breakfrees).
Yep, that FF is 'useless' when it keeps Ghost Widow's mag 100 hold from hitting the tank. It's 'useless' when an extra AV shows up when dealing with the patrons, and FF can completely neutralize that AV with Detention Field. It's 'useless' when FF can lock down one of the towers buffing Recluse and keep the tank from faceplanting while the team is destroying another tower.
Except situations where team survivability is paramount. Like Master TF runs.
Or situations where there are a lot of status effects getting thrown around. Like Rikti mothership raids.
Or against enemies with lots of -end drain effects, like those oh-so-rare Carnies & Malta that show up in the later levels.
There is nothing in the game that can enhance team survivability like an FF defender.