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Posts
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Joined
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What's a GM?
*cough, EU side related joke, end cough* -
You can easily make several million just by playing the market. I had 30 mil on a defender, which rose to over 200 mil over 4-5 days, only logging on to buy, craft, sell. Although I admit the recipe values have changed since i14, it'd just mean you'd have to hunt out a new selling item. For me it used to be doctored wounds heal/end/rech, 500k buy, 500k craft and the materials were all white/yellow, selling it at 3 mil - 200% profit.
It is possible, and saying that it's a farmers game is a load of bull. -
I know the following:
-Procs are checked at the beginning of the power.
-Procs are checked once every 10 seconds in pet damage powers such as burn/rain of fire.
So for pet damage powers that have a duration of 10 seconds EXACTLY, does that mean it has 2 chances to check? One at 0.0 and one at 10.0? -
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Blackhole, like Dimension Shift , is a power to be used only if the fan gets covered with the brown stuff. It isn't to be used on every mob and if you're lucky you only need it once, but really by the time you get it those times should be avoidable or handled.
Took the Hole on my Corr, took it off my Corr near enough same day. There is always a bad/notusedasmuch power in a set, this is that power. Personally I'm just glad to hear a Miasmist MM took other powers from the set, I've seen too many with Grasp and Fluffy, yeah..so helpful.
Speaking of which Fluffy adds nothing to Black Hole, in fact Sod's Law of Fluffy Dynamics states that Fluffy is more likely to waste its time attacking Intangibled foes than it is with the guys shooting at you.
Regarding PvP - Intangibility is one of the lesser resisted mezzes. At 49 my Son/Son took Sonic Cage (for lack of anything else to take) buuuuuut it only takes one-shot for AVs even with the triangles pointing up (how odd) so a team can clear the mob cleanly before assaulting the big bad.
I assume PvP has all sorts of changes for this type of power, but last I checked no one gets any protection points for it, so duration is likely cut down? Not entirely sure.
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Wormhole is the ace power in grav -
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That Edict Of The Master +Pet Defense and Sovereign Right +Pet Resistance IO's are expensive.
[/ QUOTE ]Call to Arms and Expedient Reinforcement, too.
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*cough* everything red side is expensive -
I'm not sure if it's a bug or not, considering the very friendly "Team with your buddies!" attitude. Although on another note, has anyone else had the invite bug?
EDIT: Found out why it happens, seems that because of the TF rules, what with the "if you log out, you're still in the team" business, if you had 8 members, one logs out, and you invite another 8th, you've *technically* got 9 team members, and the mission bugs for entry, for a good deal of the team. -
One question: Why don't you just change it from "Auto-SK" to "This level range ONLY" ? That way the team is still forced to have 50% people in SK range which is difficult if you're a lonesome farmer and running a 1-54 map.
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And how did this get on to brute/tank tier 9's? stay focused people! I promise much shiney glittery stuff later if you do!
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It is of my oppinion that although MA yielded different results than intended, it does cater to almost everyone. Those going "farming = DOOM" need to understand that if you're going to have a game with a capitalist system *go communism go* you will have people with more influence than others. If farming is your bag, then farm. If interesting and enthralling storylines are your drug of choice, then I'm all for you storying your brains out. Going on about "It's ruining the economy" is more doom™ than I'd like to read here especially considering you can effectively solo your TF drops now and reliably get rare salvage that previously cost an arm and a leg to get off the BM. In short you're saying "Someone put in the effort to get more money than me, now it's too expensive and it's their fault. Damn them for their efforts, now I have to work for what I want."
Influence issues aside, I do not like the powerleveling side of it. Newbies getting 1-50 in a couple days is wrong. You don't learn the game, you don't learn your toon and you become reliant on the ridiculous ammounts of farm XP you're accustomed to. Don't do it, play your god damn game properly. If you're experienced, as far as the word goes, then farm if you like - it's understandable to me that you don't want to trudge through the same content you've been through time and time before. -
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MA may be 'TF mode' but you can invite midway!
There's still some people get confused about this, but then the messages given by the system aren't clear!
Even though MA arcs are similar to TFs in that you can't contact usual contacts they are different regarding inviting members to the team. You can invite new team members midway through a MA arc.
So even if that arc suddenly springs multiple AVs on you, you can call in reinforcements!
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Be warey though! If your team is already at 8 members and one logs out without quiting the TF, you would technically still be at a full 8 members, and thus any new invites would not be able to enter the mission! -
No no, I just mean having the ability to buy the regular inspirations, rage, luck, etc as if you were standing next to the contact - except through the call feature.
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Hmmm surely the concept of inspirations, what with the character being inspired to new feats of strength, accuracy, agility blah blah - surely, your contacts ought to be able to *inspire* over the phone?
Shouldn't we be able to buy inspirations off our contacts just through calls? -
Do the pet damage IO's that include a rech enhancement improve the recharge times of your pets attacks?
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Hmmmm, I wonder how many people saw that post title and thought "ouch".
Well, here goes. I've decided to roll a mercs/poison for PVP. As silly as that is right now
But here are my reasons. The poison set is incredibly GOOD for single target pvp, and mercs have a good deal of single target lock down effects, mainly in their tier 2's. I am talking about web nade, flashbang and tear gas grenades. I know their base damage output isn't great, but now that they can be slotted for ridiculous ammounts of damage and -res procs, it doesn't look too nasty for them. Thoughts? -
Aye it isn't worth taking, comparably to powers such as the zombie soul extraction, thugs gang war and ninja smoke grenade. It is in fact in the same league as usefulness as repair in bots, however I would argue it is MORE useful simply for when your poor little protectors are running out of end, you just boost it up again for them.
I don't know how one would make it better, except to make it have little or no crash, considering i'd use it on my commando anyway who has enudrance problems. Perhaps stacked with Pain bringer it'd make a solid all round tank, but sadly, as has been stated, the commando seems to grab as much aggro as any of the pets. -
If you perchance made the mistake of clicking on this thread in the hopes of finding a poorly written rant with even worse grammatical accuracy, that you could find any number of reasons flame - I suggest you find another thread.
No, this thread is here to constructively look at what exactly happened to pvp, and I urge (although do not expect) anyone who chooses to participate in this thread to remain civil and respectful of others.
So, with the coming of i13, controllers and dominators had their ability to mez reduced, and boosted, almost infinitely. Whilst you argue that a 4 second mez may not be enough to win a fight, the time previously you would spend to hold any AT with it's standard mez protection would be danger enough. Instead of having to build up holds, which may have been relatively quick before, they changed your mez's to take effect IMMEDIATELY, changing protection to standard resistance in PVP. This meant that any enhancements you put into your holds, immobs, stuns, sleeps and confuses would be close to useless, in comparison with their now epic boost to damage they received. Controllers now have a kick to their holds, although any holds that did little or no damage before, still do - little or no damage. Thus making group/aoe mez's practically useless for pvp builds. I understand that the original idea was to equalize pvp and give each AT a chance to win. However, in a system where "Damage is all that matters" the most damaging class would seemingly prevail. I am talking about the blasters and stalkers of the PVP zones. Those of you who have partaken in zone pvp have the *right* to speak their minds in this matter, but I serenely urge any that have not, to hold their tongues.
In addition to the major change in mezzing powers, heals and regeneration received a massive change in that quickly applied heals, similarily, quickly lose potency. I am sure this was applied due to the large ammount of stale mates involving regen scrappers/stalkers however made it painful to play a character that was based around heals, such as the pain domination and empathy set. Of course, this is purely from a solo PVP point of view, I am sure it is much better for team PVP. I am sure *cough*.
But yes, the *other* change. Stacking stats. +tohit, +def +res, -tohit, etc etc, it all received a change in that if you stacked them on yourself or some other poor soul silly enough to participate in pvp anymore, they would have diminishing effects. This resulted in the defense (of which I mean armour, not the defence stat) *based* sets such as tankers suffered. And of course, Super Strength is the cookie cutter melee of PVP, what with it's supremely over powered, and over ranged, KO blow and huge, and permable, +tohit from rage - Which effectively destroyed any +def (yes, the statistic this time) one tanker may have.
I am sure I may have left something out, but that is for you folks reading to add. In short, people say PVP "got a nerf". However, I feel that these changes are a move in the right direction, BUT at the moment it seems to be a case of "the biggest hitter wins" rather than "We all have a chance here". The changes made need to be less sensitive, and less harsh.
My suggestions are:
1) to increase the cut off for stacking heals, and possibly reduce it's sensitive by a second.
2) to reduce the reduction rate of stacking defense, although I understand it is cutting off towards a cap - instead it should alter ALL +stat powers retroactively to being applied.
3) Increase mez times by 2 seconds. God damn if the controlling classes don't need it.
Any other suggestions or issues you can think of, add. But don't turn this into a flame war, don't turn this into an argument. This is something civil that I would like to be constructive. Now, I am tired and am going to get some sleep.
Good night paragon. -
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Game patch, no patch notes, nothing on test...
It's an anti-exploit patch.
Taking a rough guess it's going to get rid of the Witch Leather costume item from the active costume list.
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This is probably what it was all about. Nice quiet patch tbh, not all that bothered but then again it could just be a diversion from the truth! i15 is here! -
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That's not so unusual, I have two black cats.
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Heh, me too, was worth the matrix reference though. -
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Normal maintanance, 8-10 am
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Aye but they changed something....a black cat just walked past.....twice.... -
They've recently been bringing out a bunch of tiny updates for problems, which is coolies. Could be a fix for the tell bug, but I wont stir up any kind of rumors....
OMG IT'S i15!!!!! -
The +Special portion of Power Build Up from Energy Mastery for Defenders is not applying to the Cold Domination set's buffs.
Just thought I'd say. -
It's not working with Cold Domination.
The shields still add 23.62% defence (the enhanced value of 15%) to players, frostwork still adds the same +HP, Heat Loss's +recovery and +end isn't affected.
In short, the boosted 2ndary effects of PBU do not appear to be applying to the set. I haven't tested Infridgidate or Benumb with it yet, but I'm fairly certain it'll have the same results. It doesn't even affect Arctic Fog for it's duration, in any way.
I think it's a bug. I hope it's a bug.
Please tell me it's a bug?