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Posts
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Joined
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Quote:But jumping with Ninja Run is still faster than running with Ninja Run and Sprint if Hurdle, Sprint, and Swift is 1-slotted.Honestly, it might be a big encouragement in PvP but I never see it happening in my regular play sessions. Sure you can make a button toggle jump on and off but I think most people are just turning on Sprint, Ninja Run, or whatever else they've got and taking a straight path to their destination. And no, Super Jumping is not Bunny Hopping.
These days I don't even get travel powers for my characters unless for theme or IO bonuses. Ninja Run/Beast Run + Sprint is much faster running than it is Jumping with Inherent Fitness in the mix. -
It's just to encourage bunny hopping
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Is there any reason why not though? Lorewise it should be applicable if we can do content that no longer exists to begin with.
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Anyway in terms of normal rewards I'd think:
1) Demon farm for fire defenses.
2) Council Empire (Not normal council) farm for S/L defenses.
3) ITF for those who want to do a TF at the same time. -
Anyway I double-checked. I got all time factors divided by two. So it tales 1-2 seconds to move that distance normally, and 8 seconds without. My bad.
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Actually, is it eve theoretically possible to get the Ouroboros portal (and hence start the whole incarnate journey) solo to begin with (meaning no leeching from other people's ourobos portal, no sneaking into a supergroup with a crystal thingie, etc)
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Actually, is it eve theoretically possible to get the Ouroboros portal (and hence start the whole incarnate journey) solo to begin with (meaning no leeching from other people's ourobos portal, no sneaking into a supergroup with a crystal thingie, etc)
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Depends on your definition of "pretty fast" On a character who usually would take 0.5-1 seconds to travel that distance, 4 seconds is an eternity.. (Not to mention all the retoggling that needs to be done after you come back out, taking up even mroe seconds.)
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The description is similar to soul transfer at the cohtitan wiki, but the effect ingame from what I've seen it's far weaker: If there's a stun it's certainly less than mag 30, and the range seems to be 8-10 radius (as opposed to 25), and it does end drain, not found in soul transfer. I'd hazard a guess that it's a completely different power as opposed to a weakened version of soul transfer.
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Quote:Speaking of CoT and lv 50, are there any mobs which has soul transfer? (lol autohit 30 mag hold)Didn't the Resistance already try to kill you like all the time in Praetoria? I know they shoot at me no matter what alignment I am.
I'm actually relieved to see some enemies with new tricks. Now I'm just hoping the devs extend the level range of Ruin Mages to 50 so that Circle of Thorns stops ruling level 20 and being LOL at 50. -
An Elec Shield brute would hit the pseudopet damage cap of 400% easily. 65% (AAO) + 150% (75% fury) + 95% (IOs) + 100% base is 410%. Because of this, scrappers can likely do MORE damage than brutes when using shield charge or lightning rod with buildup.
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I just frankly dislike having to WALK in that place. There isn't even a statue of our emperor to ogle while walking. :x
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Sure, but how would you know we're telling the truth if we show you a fork?
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Quote:My point is no matter how many groups you engage, you are still going to kill as fast whether you engage 100 mobs (ala ambush farm map) or just 30. (and possibly slower because of regen effects from not focus-killing mobs.)Yes, but each pet isn't necessarily going to hit the same 16 targets as the other pets. Like a rain power, massed pet fire can end up spreading damage across more targets than any single attack and therefore aggro more in total (each pet has its own aggro list I believe).
Some builds can mow down 16 targets at a time faster, but I'm pretty sure nothing can engage more targets at a time than a MM... and if you are wanting to fight huge hordes that's something to consider. -
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Quote:Well, that's technically because each tick is an individual attack (this is why each tick has it's own chance of scourging). But each wave of ticks will only hit 16 targets max. All patch powers work the same way, and I THINK they may change target before killing too (hence spreading debuffs and effects over more targets), though don't quote me on it.There is a pseudo-exception for this rule, in the rain powers(Rain of Fire, Ice Storm, Blizzard). Once a target dies it immediately attacks another instead, if possible.
Take a look at this: http://www.youtube.com/watch?v=qsrmHbGFAB8
I have never seen a huge mob "handled" so well, particularly at the 6 minute mark of that video. -
Quote:Yeah, but I already noted that fire's better for single target.I have a somewhat tricked out 50 Claws/SR Brute. He's right about the -RES procs. But even with -Res achilles in Slash, and running the high DPS chain of FU-Focus-Slash-Strke, I'm only getting ~ 180 dps on Pylons.
I could probably improve that by adding +recharge to run FU-Focus-Eviscerate and slotting Evis with the -RES gladiator proc (current cost: 900M+), but it would cost a lot more and my build already was WAY expensive.
I think Fire Melee will pull ahead in DPS with a lower-cost build that requires less recharge and will let you slot up /Invuln to be soft-capped to all positions (or close, like 44.5%) with only 1 foe.
Plus you have to remember that FU is much less beneficial to a Brute with Fury than to a scrapper. I'd roll a Claws/INV scrapper over a Fire/INV scrap, but the opposite for a brute.In the AoE department, Spin's better than Fire Sword Circle (marginally more damage, marginally lesser cast time, significantly lower recharge, lower end cost. Fire only wins out because of larger range (but still same capped targets) and being fire.), and Eviscerate is better than Breath of Fire (slightly higher end cost and recharge, lower cast time, higher damage, shorter range, far better angle, has -def), and there's still Shockwave (granted a black sheep because of the kb).
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Fire for great single target and good AoE, claws for great AoE and good single target. Fire is less resisted though admittedly as Granite Agent says, but claws does allow some useful proc possibilities (Achille's heel -res proc on slash and Eviscerate, Gaussian buildup proc would work far better on follow up than build up, Decimation build up proc on focus, force feedback +recharge proc on focus and shockwave). The generally faster attacks of claws also allows faster fury build up without a presence of a horde of foes poking you.
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Quote:Depends on the type of orbital bombardment of course. Not to mention that an optimal bombardment would try to create the point of effect on the target location directly as opposed to firing it through the atmosphere; that would do more damage to the atmosphere than whatever you're trying to hit.It's not that anyone can use an orbital laser system, it's that anyone can use an orbital laser system in a warehouse, sewer or office building and there isn't a whole in the ceiling.
Warburg Nukes are cool, but if I get a power that recharges a couple times per mission I'm gonna want a power that fits the environmental better then a nuclear missile. I'd rather have something like a really big rocket launcher. -
Quote:Practically any origin can create an orbital laser beam effect, though mutant may have to rely a little on the well for it's explanation (which is presumably intended anyway).Sams just saying he'd rather not have his characters origin and powers locked into such a rigid concept as a orbital laser beam.
Tech: Satellite
Natural: Hacked into said satellite
Magic: See example: Marisa Master Spark. (and derivatives) Or any summons (without the excessive animation)
Science: Atomic/Magnetic Manifestation.
Mutant: Reality-warping. -
Unless you have some insider information, we don't really have that much concrete information on how it's shaping up, save for some skill descriptions which is likely not final.
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In the very same conditions, a claw/fire brute would surpass the damage potential of a spine/fire scrapper if I'm not wrong. Spin has nearly the same damage as spine burst (78.83 vs 81.96), faster recharge, faster animation time, lower end cost. That's pre-fury, and pre-follow-up (which is likely to be doublestacked). Where spin loses out greatly is the range... but if there's so many mobs that they have nowhere to run, I don't see that as an issue.
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