Schismatrix

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  1. Quote:
    Originally Posted by The_Coming_Storm View Post
    ANyway, SFs are broken because you can't adjust the difficulty. I was hoping there might have been a Tweet updating their progress on "fixing" them.
    You have a rather curious definition of "broken".

    Predicate.
  2. Quote:
    Originally Posted by Post_Apocalypse View Post
    I've managed to make a DM/Ice and am thinking the synergy will be great. Anyone out there have tips that might make this journey to 50 better? I will be duoing the majority of the time, but any moves I shouldn’t take ECT. Anything would be appreciated, maybe if anyone has a mids build at 50 that I could look at to see what I should build myself towards.

    Thanks in advance.
    Hmmm, offhand i'd say skip Bitter Freeze Ray.
    The rain and nuke power do Blaster level damage.

    i have a fully-slotted 50, but i actually made that one without using Mids', and i keep forgetting to recreate her build in Mids'. When i do i will post it.
  3. Quote:
    Originally Posted by TrueFire View Post
    V1) @Witty Librarian - Either Wittylibrarian (50 Blaster) or Psychotro Paul (45 for now Blaster).
    2) @Talon Arsenal - Amdis (45 ar/eng blaster)
    3) @Force - Exodus Force (Willpower/SS Tank)
    4) @Stoll Nagga Da Bob - Feride Edain (50 Blaster)
    5) @Captain Drej - Delirious (50 kin/sonic defender) or can supply almost anything
    6) @Ready Aim Fire (50 FF/Elec Def or 50 Plant/Rad controller)
    7)@Nyx Nought Nothing (46 Tanker or 50 Defender)
    8)

    I'll be there.
    Sunday again. Same options as the previous two runs: Tanker or Defender.
  4. Schismatrix

    hallo

    Quote:
    Originally Posted by Bramphousian View Post
    have you seen Jeff?
    Find the Jeff, find the Feen.
    Save the world.
  5. Quote:
    Originally Posted by Vyver View Post
    I remember a couple days ago zombies broke out in steel canyon (evidently someone turned in event salvage)

    I have to say.

    I got sick of it before it was over.
    Zones undergoing zombie attacks are like New England weather: if you don't enjoy what it's currently like just wait a little while and it'll change.
  6. Quote:
    Originally Posted by Eiko-chan View Post
    Because in the scenario I propose, where the solution is a few more unique IOs, people would have the choice of slotting IOs that grant mag 4 mez protection, just like the Steadfast Protection or Blessing of the Zephyr KB protections. FFG isn't much more than that.
    Ah, so your standard is that for two slots a squishy should have greater greater mez protection than a meleer gets from their powersets.
    Gotcha.

    You do realize that the magnitudes and effects of KB powers, and the powers that grant protection from them are mechanically set up very differently from other mezzes, yes?
    If an IO that granted non-KB mez protection was added it would almost certainly grant magnitude 1 (or 2 at most) protection and most likely be unique. If it was added at all.


    From Red Tomax:
    Quote:
    • RES(Immobilize) +103.8% for 0.75s If on a PvP map
      Effect does not stack from same caster
    • RES(Knockback, Knockup, Repel) +10000% for 0.75s [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    KB resistance reduces the magnitude, not the duration of KB, so melee sets with KB protection actually negate far higher amounts of KB than any other status effect, and 12 points of KB protection on a squishy has less much effect than the 10 points plus resistance that melee powersets grant.

    Thinking that a mez protection IO for anything other than KB would grant comparable magnitude implies a lack of understanding of game mechanics and balance.
  7. Quote:
    Originally Posted by Castle View Post
    Yes, but were you ever able to accurately calculate your Carrying Capacity? (The math formula and the English explanation thereof contradicted one another...I have both the first release and the Revised Edition rulebooks here at my desk!)
    i remember getting randomly selected powers made it so different players could be much more powerful or weaker than others, but i don't recall ever calculating carrying capacity. It's been so long that i barely remember playing at all. Of course many rpg's around that time period had rules that contradicted each other in different parts of the books, so i'm sure we just did the usual thing of picking whichever rule seemed most reasonable and running with that.

    Quote:
    As for Bill Willingham, I've been a fan of his since I read "The Elementals" way back when. Very good series that was ahead of its time, thematically.
    i used to enjoy reading that comic. All the issues of it i had were lost in one move or another years ago.
  8. Quote:
    Originally Posted by Eisenzahn View Post
    Also, for Flight, a character with an additional passive flight buff (Lightning Reflexes on Electric Armor or Quickness on Super Reflexes) can hit the Flight Cap with just one slot... provided the character has level 50 Flight Speed IOs in Swift, Flight and Lightning Reflexes/Quickness. I'm not even sure if level 45 Flight Speed IOs will do it, it's that close. With +3 level Flight Speed SOs in all 3 gets you 0.5 mph short of the cap at level 50.

    That's... enough of a weird edge case that it has little real relevance, but I thought I'd mention it, as I was super excited when I found that extra slot I could transfer off of Flight on my Elec/Elec Brute.
    Hell, my Defender with one 50 IO in Fly and Swift is nearly capped, and with the 2-3 minor set bonuses is past the cap.
    In fact i'm considering dropping Swift from my build and taking Recall Friend or Teleport instead. i'll still be very near the cap anyway.
  9. Quote:
    Originally Posted by Eiko-chan View Post
    And my /Traps MM shows what the solution is: having at least the option to get a little bit of mez protection.
    Why do you keep referring to FFG as a little bit of mez protection?
    6.92 protection against holds and stuns is pretty significant in my opinion. Sure, it's not much compared to my Crab's ability to laugh at Rommy's autohit stun, but it's far from what i'd consider little. That's enough to shrug off two stacked holds easily, which means it takes 3 stacked holds to get you, instead of the 4 it takes to hold a Scrapper. Not a huge difference. And it grants that protection to every ally inside the radius.

    It may be a matter of playstyle, but i'm seeing some odd disconnects between my experiences with teaming and soloing on squishies both with and without mez protection and some of the accounts in this thread. The only significant factors in my soloing of squishies at all level ranges are buff/debuff, control and damage output. Damage output is the only one that really affects my enjoyment of soloing, since i find soloing slowly rather tedious. Mez protection is generally irrelevant except when selecting tactics.

    i'm not an uber i-laugh-at-the-RWZ-challenge player either.

    While i wouldn't object if an equivalent to Indomitable Will was added to all the squishy AT PPP/APP sets, i also don't think it's necessary. However, in my opinion adding higher magnitude mez protection as an inherent to squishies would result in more mezzes being added to enemy factions by the Devs as a balancing move. The net effect would basically be a nerf to all non-squishy AT's.
  10. Quote:
    Originally Posted by Aggelakis View Post
    My feedback for this post: "wut"
    Apparently incompetent idiots have embraced the reputation system as a way of flaming others without publicly displaying their lack of ability.

    But then i'm just stating the obvious.
  11. On a related note: Do your traps teleport with you if you use Team Teleport?
  12. At whatever point i get tired of them and start focusing on other characters. That might be at level 8, and it might be at level 50 after having fully slotted all sets. It varies quite a bit.

    The two types i tend to stick with to 50 and beyond are support/control and melee damage. i have multiple 40+ Scrappers, Brutes, Defenders, Controllers and VEATs. A bit less of most other AT's. The only ones to get almost fully slotted set-wise are a Defender, Controller and Night Widow.

    Sometimes i go back months or years later and run them as mains again.
  13. Quote:
    Originally Posted by WittyLibrarian View Post
    Sunday the 11th, Sara Moore TF.
    Start time at 4 pm EST (1 pm Pacific, 3 pm Central).

    1) @Witty Librarian - the one and only Wittylibrarian (50 Energy Blaster).
    2) @Talon Arsenal- Amdis (43 AR/Eng Blaster)
    3) @Force- Exodus Force (50 WP/SS Tanker)
    4) @Jak O'Lantern - Gothic Gremlin (43 Elec/Elec Scrapper)
    5) @GATTACA- (Energy/Energy Blaster)
    6) @StoneJaguar- (Radiation/Radiation Defender)
    7) @ArtoriosRex- 50 (BS/Regen Scrapper)
    8) @Schismatrix - preferably the Dark/Ice Defender if possible
    @Nyx Nought Nothing in game on Dr. Malthusian.
  14. 0.o

    Interesting.
    A magic DO was my first guess, but i didn't remember that one. Then again, Belt is another magic DO as well.
  15. Currently my Traps/Dark is about 25 and quite a bit of fun to play solo and teamed.
    Tenebrous Tentacles is quite handy for keeping enemies from running away, and should be even more fun when i get a few procs in Caltrops.
    Though the various traps themselves are mostly immobile the fairly quick recharge allows me to keep setting up new trap zones, and so far i'm impressed with how far Acid Mortar will launch its grenades. i'm having the most fun on large teams since room clearing tends to involve gradually funneling all the enemies to the team or slowly advancing. (Stupid aggro limits. ) i tend to play my Defenders with an emphasis on AoE, and Traps has been working well with that.
  16. Quote:
    Originally Posted by Cynical_Gamer View Post
    Eh, I love the new SS animations, but the new MA animations don't work for me since they aren't Martial Art punches.
    This is pretty much my take on the new animations for MA. i like the new CAK punch over the old kick animation, but otherwise i generally prefer the original kicks for aesthetic reasons. The new animations just don't look like martial arts strikes to me for some reason.
  17. Quote:
    Originally Posted by Cynical_Gamer View Post
    I'd like to add a condition to making these available to players: no ******* unlockables!
    Yeah, i wouldn't bet on that. i'm fine with unlockables. On another note, a bunch of those weapons are available as temp powers and/or wouldn't make sense as an option for an existing powerset, like the Void Hunter Rifle. The Coralax big hammer one of my alts received as a temp power for running the (Silver Mantis?) SF.

    i agree with the proposal to make a bunch of the others available as player weapons.

    Edit: i can see the Arachnos Pistol being made an option when we get Dual Pistols and adding it to the Thugs options as well.
  18. Schismatrix

    Freakend!

    Quote:
    Originally Posted by LISAR View Post
    Wow not sure why so many people are mad at me so I'm just turning rep off...
    i used unsympathetic magic to transfer all the resentment that should be mine to you. Nothing personal, i just had to test it on a random subject. If it's any consolation i will now be visited by the Ghosts of Flame Wars Past over the next three nights as payment. We will be sitting around and drinking. (Wait, i don't think i was supposed to mention that last bit. )

    i thought there was a top that was closer to what you described, will have to check.
  19. Schismatrix

    Resistance

    Quote:
    Originally Posted by brain_issues View Post
    Could someone explain how exactly resistance works. I fully understand defense and needed to know if it followed the same rules. Ex - If you get hit with fire damage and smashing damage and smashing resistance is higher than fire then will that be the number used for damage resistance or are both taken into effect.

    Thx!
    If you have damage resistance then any damage of that type that hits you is reduced by the % of the damage resistance.

    Your character has 30% fire resistance and 10% smashing resistance. You get hit by an attack that does 100 points of fire damage and 50 points of smashing damage. You actually take 70 points of fire damage and 45 points of smashing damage.

    If you get hit by an attack you have no resistance to you take the full damage.

    It's actually pretty simple. Whenever you take damage of a type that you have resistance to that damage is reduced by the resistance.
  20. Quote:
    Quote:
    Originally Posted by WittyLibrarian View Post
    Sunday the 11th, Sara Moore TF.
    Start time at 4 pm EST (1 pm Pacific, 3 pm Central).

    1) @Witty Librarian - the one and only Wittylibrarian (50 Energy Blaster).
    2) @Talon Arsenal- Amdis (43 AR/Eng Blaster)
    3) @Force- Exodus Force (50 WP/SS Tanker)
    4) @Jak O'Lantern - Gothic Gremlin (43 Elec/Elec Scrapper)
    5) @GATTACA- (Energy/Energy Blaster)
    6) @StoneJaguar- (Radiation/Radiation Defender)
    7) @ArtoriosRex- 50 (BS/Regen Scrapper)
    8)

    Right now I've got one spot left on the Sunday Sara Moore run.

    It looks as though Saturday's is full.

    If needed, a second team can be formed on either day. Anyone want to host their own Sara Moore for Shardtober? Speak now or forever hold your XP.
    Right now I've got one spot left on the Sunday Sara Moore run.

    It looks as though Saturday's is full.

    If needed, a second team can be formed on either day. Anyone want to host their own Sara Moore for Shardtober? Speak now or forever hold your XP.
    Well, i extend the same offer as last weekend's Shardtober run as long as you've got room.
    SD/SS Tanker or Dark/Ice Defender.
  21. Quote:
    Originally Posted by KaliMagdalene View Post
    Someone else said this upthread, but it's true. Doing so can utterly wreck what faith in humanity you might have.
    If anything it affirms my faith in humanity. Which actually gets shaken fairly often. i've become acquainted with too many people who are helpful and supportive of others and do stuff like volunteer at animal rescue and soup kitchens. Fortunately there are enough jerks out there that i don't lose all of my faith.

    Anyway, i do hope Going Rogue includes an extensive revamp of the older game content in addition to the newer content. Not simply mixing in a few new tilesets and mechanics into the old missions, but an actual rewrite that updates and improves the old story arcs. Taking lessons learned and feedback given from both the old content and the newest shinies and using it to revamp the old stuff. If the old missions and story arcs could get the same sort of revamp that Faultline and the Hollows received i would be nearly ecstatic. (Well, at the least i would be very happy.)
  22. Quote:
    Originally Posted by Laevateinn View Post
    All my characters are godlike in power, and I don't forsee myself being bored anytime soon. I enjoy breezing through a game utterly devoid of challenge or difficulty.
    So you breeze through Arachnos, Carnie and Malta maps set to +4, x8, bosses and AV's while soloing?
    Not bad.
  23. Quote:
    Originally Posted by Desitre View Post
    Good point and honestly, I have always thought of a scrapper as a 10 year old ADD kid running around pissing things off or a tanker wannabe. The only thing they are good for is soloing and being a secondary tank...but no one ever wants to be #2 so they always end up whining.


    EDIT: sorry for replying Tenacious. no war needed lol and not to mention scrapper is the most common class.
    No "class" is useless when played by a skilled player. Actually, all archetypes can be quite useful if built and played well. The same also applies to all powerset combinations for every archetype.

    The closest thing to useless that comes to mind is that some powersets add relatively little when there's already someone with that powerset on the team. For example, sets like Force Fields and Kinetics do what they do so well that teammates are usually at or near the defense or damage caps with just one on the team. Even then they can contribute by using their primary or secondary more, depending on the archetype.
  24. Quote:
    Originally Posted by hedgehog_NA View Post
    Scrappers already fight threatless mobs. They make 90% of the content trivial. Should they be adjusted? I personally dont think so, but YMMV.

    Will you be Hero or hero support? You choose.
    My Dark/Ice Defender is a supporting hero. Of course, using a strong debuffing set, my 'Support Hero' could solo fairly easily from level 1 to 50.

    Solo i normally don't play much above base difficulty, though i generally enable bosses and may set team size to 3-4. That's because when i'm soloing i'm generally playing through arcs and want to advance the story fairly quickly, and while Dark/Ice has decent damage output for a Defender it's still nothing impressive compared to most other AT's. Still, i've never had much difficulty dealing with mezzers. Preemptive debuffing, using tactical awareness and keeping a few inspirations handy are all i've ever needed from level 20 to level 50. (In my experience most mezzers start showing up in the late teens to early twenties.)

    YM(of course)MV
  25. Quote:
    Originally Posted by Futurias View Post
    So imagine my surprise when I try to start up a Manticore TF and find out that with the recent patch to stop people exploiting -1s, that you have level 40 Paragon Protector Elites.

    Aren't those a level 40-54 mob only?

    They shouldn't be anywhere near a level 30-35 Task Force!
    They're back again? i guess the latest patch undid the previous fix.
    Personally i'm fine with something putting some challenge back into the TF. i found them an entertaining challenge, but i do understand that this could be a serious problem for a team of casual players.

    Damn, i can't recall which Dev would be the one to PM about this bug.
    Anyone?