Psyonico

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  1. Psyonico

    Mind idea

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    Mind idea

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    no... Doesn't matter what the idea is, nothing in mind should change... well... perhaps TK should have its end cut a little, but I know that's not your idea.
  2. [ QUOTE ]
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    It's true!

    Because there isn't a state named Rhode Island.

    Not yet, anyway.

    Behold the lovely State of Rhode Island and Providence Plantations!

    Or so the state is formally named, at least until legislation to shorten it clears the state house.

    Weird, huh?

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    Actually, it can't be in Rhode Island. Because if it really WAS in Rhode Island, you'd be OUT of Rhode Island after taking three steps.

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    I was about to say something similar... I'm pretty sure Paragon City is actually bigger than Rhode Island
  3. [ QUOTE ]
    WHERE ARE THE LOST???

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    QR

    if you knew where they were, they wouldn't be Lost, now would they?
  4. [ QUOTE ]
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    Also - color changing is coming *before* Going Rogue, as in the next issue (Issue 16).

    Going Rogue is *not* Issue 16, per Positron. (Linky).

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    Not really. Going Rogue is *not* an issue, it is an expansion. So Going rogue would come in between issues whether it be between i15 and 16 or i16 and 17 or further down the line..

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    Technically, don't all issues come between other issues?

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    I1.

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    Came between I2 and the unblinking eye of infinity.

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    well, technically it was between I2 and pre-I1
  5. [ QUOTE ]
    <QR to tha OP>
    I'd just like to point out that how powerful your system is may have nothing to do with crashing in your case. If you're having issues with crashes, post a CoH Helper and Hijackthis report in the tech forums and let the gurus help. It's usually something related to background processes or drivers.

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    I was about to say something similar, basically sounds like a driver conflict error, everyone else is pwning him on his original rant, so I figured I'd work on something else.

    I too, have a far inferior system, and can not tell you the last time I crashed.
  6. [ QUOTE ]

    My biggest beef is in line with what Psyonico posted about the powers layout. Frost might be improved, but dayam, that is a long haul for the next actual attack power, and the dmg output till you get there is sucktastic.

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    That being said, I'd roll an ice/ brute/scrapper in a heartbeat, because I'd only have to wait till 18 to get more attacks, and it's entirely reasonable to assume the devs would do a power re-order to make it even more tempting.
  7. Psyonico

    TF "Must Haves"?

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    As far as I'm concerned, the only must haves are a good tank and a decent healer (and perhaps 1 controller) - the rest of the party is fairly flexible.

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    you don't need either of those for any TF, with the possible exception of the STF, a tank is useful on that, but not strictly necessary.

    as long as you have competent players, it doesn't matter what they are playing.

    I've used my Emp/Energy offender to solo all of the non-defeat all missions on the Posi TF on a team of 5.
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    Fly may be better because of the ludicrous distances you have to cross, and a teleporter's Endurance might not be able to handle it despite it being faster

    [/ QUOTE ]I can say from personal experience that Jaunt: Endurance/Range + Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance + Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance + Invention: Range in Teleport, combined with Invention: Endurance Modification + Performance Shifter: EndMod + Performance Shifter: Chance for +End in Stamina will get you anywhere in the Shard you could possibly want to go. And back. Three times. While running Assault + Tactics + Temp Invulnerability + Hover. And still have a nearly full endurance bar when you're done.

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    well, since most of my teleporters go with just a single Endrdx in it, and as long as they have stamina 3 slotted with SOs can go pretty much indefinitely, I think you're going overkill :P

    Anyway, back to the OP, I've heard very good things about Spines/Dark scrappers in the shard
  9. I think it's a good set in both damage and mitigation, my biggest issue is the same issue I have with Energy Melee, I just don't like the idea of going until 28 (or in EM's case 35) with only 3 attacks.
  10. I don't see why it wouldn't be possible with either combination, the Ill/Rad may have a slightly easier time, since it's got something to take the aggro off of the two for a while. But Mind has a good ST attack chain, so you may be able to have a bit more damage there.

    The "most impressive" AV encounter I've had was a D3 and an Emp/Son duo against Captain Castillo at about level 20, we had some end issues, but were able to take him down, so I don't see why two rads cant handle it.
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    typically two lines like this would mean that there are two aspects of the power being enhanced
    ...
    My friend believes that it was just a typo, with the same power split across two lines. But from what I've seen of different powers, this does not seem likely to me. Anybody have any clue why it is showing up like this?

    [/ QUOTE ]Endurance Modification enhancements are enhancing two aspects of the power: +/- Endurance (eg: Electric Blast endurance drain), and +/- Recovery (eg: Stamina). Stamina is only affected by the +/- Recovery, but the enhancement still has +/- Endurance. The enhancement screen just doesn't always (ever?) filter out things that don't actually have any effect.

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    This... but I like yeti's answer more.
  12. I've never seen it... I'm assuming you mean the same effect that Thaw/Forge has, which is obvious enough, but I'm pretty sure it doesn't exist for it. If you're talking about some other effect, I'll have to pay a bit more attention next time I log on.
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    For those still with us (all of you who haven't already canceled your accounts due to impending nerfs related to your choice of power colors)...

    [blink]THIS WHOLE THREAD IS A JOKE[/blink]

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    wait...

    if this whole thread is a joke, that means your post is a joke, which means the damage debuff will occur!

    :head explodes:
  14. Very simple idea, basically, Heat Exhaustion from Thermal Radiation currently has no visual effect on the target, hit or miss, I'd like to see something happen to the target if the power hits, if it persists for the duration of the debuff, that would be even cooler, but even just something like the thaw effect (the bubble around the body when its cast) would help identify a hit vs a miss.

    and yes, I realize I can just look for a "miss" but during a big battle on an 8 man team that has a lot of DoT, it can get hidden pretty easily.
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    Since changing you colors will be -20% damage how many of the non-carebears will actually do this?

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    That 20% is a maximum value. Remember, it scales depending on how far you deviate from the correct color.

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    /win
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    I think this round it will be color customization, however with color customization down, that means they've figured out some of the hard parts about power customization (from what I remember about BAB's FAQ from a while back) and they should be able to put in the other stuff in there a lot more easily down the road.

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    there's nothing hard about color customization, BABs has said it multiple times, it's just time consuming.
  17. Psyonico

    Solo AV

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    I've tried several GMs with my build, and still can't do so much as put a dent in them. Kraken, Adamastor, Lusca, Babbage... while lingering radiation is active I can chip away a tiny bit at their health (maybe get them down 300 or so from max), but the second it drops, their health goes back up to full again, and there's nothing I can do about it, since I don't have massive amounts of recharge in order to make it permanent.

    Like I said, unless there's one specific build (like perma-AM/Hasten/LR) that can do it, I don't see it.

    I consider myself a very good player. But I can't even begin to put a dent in a GM with my rad/sonic, who is fully IO'd out. I had built her specifically TO fight GMs, because I thought it would be fun, but if she's not capable of it, I may just scrap the character.

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    you don't need perma anything to make it work, you do, however, need hasten and AM up most of the time, my Rad/Son's planned build has LR perma, but it doesn't matter that much because I'm pretty darn solid in terms of out-damaging regen now, without 90% of my recharge bonuses slotted.

    part of the deal has to do with not using shout, shout uses too much time, letting some of the stacked -res to wear off. Hasten + AM + SOs gives you them both up the vast majority of the time (I think Hasten is only down for about 15 seconds, and AM about 10) outside of that it's little things, like slotting the Achilles' heal proc in RI, and having Assault, both of those help quite a bit.
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    everything it does is done better by a level 8 power in another set.


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    WRONG

    the only thing that's better about seeds is the recharge

    Mass Confusion:

    Has the same target cap (though it used to be higher until Seeds was buffed with proliferation)
    Has a larger range
    Is an AoE rather than a Cone, meaning you don't have to line up the shot or get in as close
    -speaking of AoE, the radius is bigger than Seeds
    Is Aggro Free
    Has the same base duration
  19. Hmm, lets see, I've only been on 1 STF when using this strategy, so I may not be entirely correct on the order of this, but I believe the way you do it is go in this order

    cage blue tower, let tank handle aggro while rest of the team takes out the orange tower

    cage recluse, everyone takes out the rest of the towers

    Basically, this strategy is very good when you aren't using a granite tank with an emp back-up, since the tanker only has to handle the aggro for a couple mins.

    I've used this strategy as well as the more traditional tanker holds aggro while the other towers are pounded on with my WP/Mace, it's slightly safer for him since you start without one tower.
  20. Well, it really depends on what you want to do with it

    Banes are pretty good solo and in teams, but are mostly melee oriented, they play most like stalkers.

    AR/Dev is more solo oriented, but can contribute to teams in the form of AoE damage

    AR/Traps is also solo oriented, but brings a lot more to teams in its debuffs, it trades a little bit of soloability for this

    One other possibility is an Elec/Devices (or elec/traps) character they both solo well and bring a fair amount to teams, it's also fairly easy to put this as part of your concept, saying you can channel and release the electrical energy of your cybernetic mainframe.
  21. Psyonico

    Solo AV

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    I really don't get the "Rad/Sonic kills GMs" thing. How? I mean, apparently it's possible, but HOW? Is there some ultra-secret specific build that you must take, and slot in a specific way, in order to do it? Or is it "soloing" in the sense that you and a bunch of temp pets do it?

    I tried to build my rad/sonic to tackle GMs. I've got soft-capped ranged def, my debuffs are slotted well (imo), and yet they still have anywhere from 20-30% chance to hit me, and I can't overcome their regen, due to lingering radiation not being permanent (I don't have 200% recharge, since I don't have hasten).

    Is this only something you can do when you're purpled out to the gills with a 2-billion build or something?

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    Rad/Son can solo GMs, apparently it's possible without pets, but it's pretty easy (depending on the GM) with just a single Shivan out at a time (and mostly there to tank, more than damage)

    I know when my Rad/Son was in the high 20s/low 30s I was almost successfully soloing Eochai (who's one of the harder GMs) with just a single shivan, until a handful of Fir Bolg decided it was time to walk over to me and attack.
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    *Raise hand.* Our group has used this tactic since the inception of the STF. FF>Cold for this situation because of it (and various other reasons but anyway). They simply seem to need an application of Mag 3-4 of Intange applied (I don't remember what I had to calculate out...the thread was probably purged and I'm too lazy to do it again...just take my word for it that it works dangit), so in order to pull it off, you need at least two Endos in a single target Intange due to fact that the powers' magnitudes are resisted rather than their duration by the purple patch and what-not.

    Wouldn't be possible on Recluse because he basically does not need Purple Triangles. He just outright ignores your puny mezzes.

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    take out the defense tower and try telling us that.

    We have caged him, with a single application of Sonic Cage, it just takes good Endo slotting.
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    you can also... you know... slot it with one of those funny HOs that will increase the intangibility, say Endoplasms

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    Wow. This never even occurred to me. Does that affect the duration or the mag itself?

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    I have an Endoplasm slotted. The ingame info shows that it just increases duration, not mag. I believe the power is at the defender mag cap and cannot be enhanced.

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    Hmmm... Mid's shows it as increasing mag, but not duration. Should be fairly easy to test though.

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    no need to test, intangibility enhancements increase magnitude, not duration, therefore Endos increase magnitude, not duration.

    I don't really feel like digging it up right this moment, but Linea_Alba performed a series of tests which I believe she(?) posted on these forums, I know they were on the RO forums, basically, it was an attempt to cage the patrons and recluse on the STF, it is possible on the first application, even for defenders (though, it's easier for controllers) by slotting Endos