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Posts
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Joined
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My guess is that upon dropping the vip status, a player will be given a choice to "grey out" all but 2 characters, and they will become reusable again once a payment is made. They specifically said that no characters would be lost, just temprarily unplayable. And it's really not changing anything negatively at all for current players. We still pay the EXACT SAME AMOUNT so I don't see why people are complaining. I see as now I can play a few toons even if I don't pay for a while. My account is hardly ever down as is, and I suspect the average player is in the same situation so I don't see how it is a negative change at all. And we get extra stuff for doing the exact same thing we are already doing.
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Quote:On certain characters (mainly theoretical WP tanks I have never made in game) it makes sense to use 3 on the pet purp, and 2 sets of 3 on the range damage purp with 3 on devastation to get max +hp and +regen. Those builds usually don't go for the +rech bonuses. But again, that's just me playing around in Mid's, no idea if that would be useful actually transfered in game.I'll restate it say that if you are going to slot purples, you either slot one of them due to being a proc, or you slot enough of them to get the worthwhile set bonus, ie 10% recharge. To six slot a power with 3 purples and three from another set is a misuse of both sets.
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From the sounds of the initial post, a claws brute will get an AoE one shot with spin, so the auras aren't "necessary" even if they do help a lot.
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Scrapper would get more out of soul drain, but the brute would get gloom. And if you end up getting the top attack chain, I think scrappers can get more proc damage in as well. Brute will definitely be more survivable if you grab darkest night. So like usual with the scrap/brute issue, I'd say it's either slightly more damage or slightly more survivability.
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I don't have many sets that I find look cool, but there are a few choice powers that are really cool looking.
From a purely visual viewpoint, I would say peacebringers look pretty awesome. It stinks that they don't perform all that well. Their nuke looks very flashy imo.
Carrion Creepers also looks good, as it's like summoning a jungle in a single move.
Lightning Rod and Power Surge also rank pretty high up there.
Blazing Bolt is by far my favorite snipe power, as the beam is really cool.
And radiation emission in general is pretty cool looking, especially fallout and EMP. -
At first I was going to say it's so the OP doesn't use the link he posted in the initial post, but when I clicked on those two links, one was a youtube clip o.0 Definitely not the wiki or cohtitan. Other one was fine though.
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As Dechs said, it doesn't make a huge difference, but cold will take more inf to do what rad does rather cheaply. IF you have the inf to get benumb and heatloss perma, then go with cold, otherwise, I would pick rad. But keep in mind that setting a mish to x8 with plant (TWO PLANTS!) will allow a LOT of creepers to spawn around the av and dish out some big damage. Not to mention the dom with /fire is doing great ST damage.
*Something just hit me as I was about to post this. Since you want some theme between them, go plant/cold on the troller. Then your plant guys can be oppostie elements on their secondary. Changing the spines then to either elec or fire would help that them along too if want, but WP will probably be better off with the cold shields from a numbers perspective (assuming he doesn't soft cap himself via ios). -
You had Phalanx Fighting set to one teamate instead of 0, which may have done it, but it still has you at ~46/46/50 when I set it to 0. I toggled off everything, checked the set bonuses, and retoggled one at a time to check that it added the right amount. Mid's is accurate, and you seem to just be a percent or two off in your math. Just make sure PF is set to 0.
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I'd say a crab would be your best bet. WAWG the group so they don't move, then hit them with VG, Sup, and FG. If you get high enough, 2 of the cones (forget names) in Leviathan are good to use. One debuffs resistance, and the other is all toxic, which VG debuffs extra. Just make sure your ranged defense is at least 32.5, which should be easy with the soldier maneuvers, and use purples as they drop, which will be a lot since you are farming. Also make sure the group isn't too spread out when you hit WAWG.
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I might be a bit biased here, because my main is fire/rad, but I would say if you want to get as much mag as possible to go with /rad instead. CC slooted as Local_Man suggests will get you about 4-5 mag always on and with Seismic, you'll already be in melee range. Then I would use Ring of Fire with a Grav Anchor hold proc and Decimation proc on it to fill in gaps in your attack chain now that Ice Arrow is gone. I didn't check the build you had posted, but make sure you find room for a lockdown proc in SS as well if you want max hold. Powerboost was on one of my old builds and it's great for bosses, but I think over time, Seismic Smash will be better.
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Quote:This is also the reason Gaussian's 6 slotted doesn't conflict with any other defenses. It has +2.5 all pos and +1.25 all type. So a +2.5 range would still stack, and a +1.25 s/l. Just thought I'd throw that in since most builds going for defense throw in a Gaus.They're not the same bonus.
The BotZ bonus is 1.25% Defense (Ranged), 0.63% Defense (Energy), 0.63% Defense (Negative).
The Thunderstrike 3-slot bonus is 2.5% Defense (Energy, Negative), 1.25% Defense (Ranged).
Everything listed needs to match up to be considered the same bonus; just a part of it having the same effect isn't enough. Mids' is usually pretty good about letting you know when the Rule of Five is broken - if you don't see the red "cap" message in the right hand pane of the set bonus window, you should be okay. -
I would just like to point out to you, Dlloyd, that if you are trying to maximize your DPS, you shouldn't be going with Broadsword as a primary.
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IF they make a PEAT, I would assume to fit the lore that it would be something that fit the lore better. There's a few things that could go with existing EATs, such as copying an existing villain group, or using aliens. I was thinking it would be like this:
Malfunctioned PClockwork with free will (Dismantler/Mender type of branching, or Neuron/Anti)
Praetorian Police sent to infiltrate powers division because PPD mistrusts them (VEAT concept)
Change the lore to say Antimatter/Neuron are exploring diff dimensions and add some Rularuu ATs.
And I'm sure there are many more possibilities.
This next one would be my prefered new EAT path, but I doubt it will ever be remotely close to happening. Have 2 new EATs for Prea. Only have one start off in RI, and one in PC, then invert the Praetoria line, and add a 20+ zone into Praetoria and have them get missions there, like Cole was recruiting strong primal heroes and villains to help him take down Primal Earth. The concept would be that the PC starters would want to defeat LR so badly they join Cole and are corrupted by him, and the RI starters would want to destroy States so badly they leave LR and join with Cole. These missions would go to 30 or 40 and "train" the characters to take down the inner circle and Freedom Phalanx. The characters would still be able to go in and out of Praetoria as they please, but could not have any out of Praetoria contacts active other than tips/radio mishes. Their allignments would still be hero or villain.
I know it probably won't happen, but that last one was my hopeful PEAT, and the top ones are some realistic ideas that I think are more probable. -
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Since you can use hide/placate to control when CS will auto rech BU, you can stack 2 BU into one AS, can't you? I heard someone talking about it, but haven't tried it myself.
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Quote:Hasten won't be perma without the 10%, but AB will. And with AB perma, auras are honestly 2 wasted power picks if you are strictly duoing. I have them on my "teaming with extra people" build.What you really need here is Hasten. Taking that and AB and slotting them both for recharge will be almost enough on it's own to perma both powers and be able to constantly alternate auras. You need about 10% in other recharge bonuses to make it truly perma.
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My personal favorite is a pair of empathy/sonic defenders. A friend and I ran them together a while back, and they start off powerful and get better as you level. With 2x all leaderships, perma hasten and AB, and sonic's -resistance, we crushed everything in the game, and were duoing avs by 18. They will have soft capped def, great regen/recov, capped tohit on +4s, and about an 80% damage boost. It's even better with //dark as your APP set, because 2 stun auras and soul drain are insane. A soul drain buffed nuke with some -res debufsf thrown in and a pre SD 80% boost is not something to be taken lightly. I just wish my friend still played as often as I do so we could get them their incarnate abilities.
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I got my first alpha from only one cim tf. Dropped 3 shards on that tf, got the nictus fragment from the tf, and then went to RWZ to craft my last part with Vmeris. Took me all of about 40 minutes.
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Ice armor has no cold defense, so ALL of the debuffs that come at you would hit, as you don't have any inherent positional defense. So even with their slow and -rech resistance, they would have a large amount of debuffs on them.
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Since it is VERY easily perma'd, I can see no reason not to double or triple the duration and recharge. Get enough people with the same issue and I can see it changed.
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Quote:Syntax42 was talking about softcapping S/L and melee being pointless, you seem to think he was talking about capping S/L and E/N being pointless. Ok, maybe neither of you meant pointless, but very suboptimal.Going to disagree with this. While I agree S/L defense should take priority, there are enough Energy and Negative Energy attacks that have no Smashing or Lethal component (particularly ranged attacks.), Energy attacks being the more common. Fiery Aura and Electric Armor have an advantage in this, as they have decent Energy Resistance, but will really notice Neg. Energy attacks. Dark Armor is in the reverse scenario.
Considering how much Smash/Lethal resistance any resistance set can acquire, soft capping is nice, but not really necessary. Given the choice between 45% S/L defense with very little E/Ne defense or 35%-40% to S/L and E/Ne, I'd chose the latter. Depending on your primary/secondary, mixing Kinetic Combats and Eradications gets you there with minimal sacrifice. -
Quote:Since Domination doesn't give a damage boost anymore, it won't get any closer to the damage cap, but your damage cap is now (figuritively) much higher. The actual percentage is the same, but actual damage output is higher.I All I know is I *used* to basically be like 1 red from the damage cap with Domination + Firey Embrace and now it doesn't seem that way?
Old version dom damage capped blaze< New version damage capped blaze, for example.
This is because they are now on a higher base scale. -
If you ever need a trial team, I'll help you out. Protector is my main server for the reason of low pop. Causes less alg on my slow computer.
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Or just plain 3 AoE -resist powers with each one hitting more enemies than the last due to -def. If they lowered the damage so the -res only helps noticeably on teams, then it MIGHT work, but I still highly doubt it.