SinergyX_EU

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  1. Quote:
    Originally Posted by Redlynne View Post
    Get in line after Peacebringers and before Stalkers.

    The real shame with a lot of the MM problems is that they're "deep" coding problems that involve things like AI and player control of inherently uncontrol(labl)ed Pets. Some though are just brain dead monstrosities ... like the LACK OF Defense on Ninjas worthy of an Issue 1 (Anything But) Super Reflex Scrapper ... which persist for years and years with nothing done about them.

    So ... yeah ...
    From all the changes most of the MM pets have gotten, were shared or maybe based upon the controller/dominator pets. TA was always an issue (fleeing pets), the +recharge was a greater impact to controllers/dominators, though it helped the AI-power-rotation alot on MM pets.

    As far i've seen issue 21 content, MM's pets dont seem to act any different then they do now.
  2. Quote:
    Originally Posted by Nihilii View Post
    Obviously, if you lack any form of healing or regen beyond the base 100%, refuse to use inspirations, and stand still, you will fall down eventually, but it's fairly easy to build an invul to have enough healing power or regen - building about 300% regen through Health slotting and IOs, and/or stacking either Aid Self or Rebirth on top of Dull Pain.
    I only can say from AE missions (SL based) that Inv wont die against +2*8 spawns that dont have -def debuffs, his base regen (health, 1 slot) is enough alone to counter the few odd hits that will hit a capped SL resist. +3 is doable once you bring in CJ/Manu (due increased hitchance).

    Equal granite with rooted can do the same, though due lower base defense only the regen from rooted will keep him full health.

    WP is the looser of the 3, with base SO's and poolset (CJ, Manu, tough/weave), there is not enough regen out counter the ~18% lesser restistance of SL.

    But thats indeed AE, where you pick the mobs very carefully. Though purely based on the main damage of the game, SL, where Inv only taking a 1/3rd damage of what WP has to suffer, i give the odds to inv, though through all the missions i have done.. they die and they survive, they do what tankers do and thats pretty much equaly.
  3. Quote:
    Originally Posted by plainguy View Post
    You know, you almost had me with this and then you get JuliusSeizure and Oathbound_Too to go along. Then on top of this all you make a fake site with fake i21 patch notes..

    You sir have sunk to a new low..
    Huh?
    Read the notes:

    Devices - Gun Drone can no longer be interrupted while cast.
    Its Defiance buff has been adjusted to match the new total cast time.

    ('new total cast time', he's both right on interupt and casttime).
  4. Yesterday did a few tip missions, and so there was a fellow fiery armor brute with... yes, CJ and acrobatics. He was still SO'ed running around, hadnt really looked into IOs and recipes yet so he was happy as he was.

    Though personaly, they should add some more info on the tank/brute character selection what certain armors miss, as Fiery armor lacks quite a few that you need to get from poolpowers (or not at all).
  5. Quote:
    Originally Posted by Zombie Man View Post
    Macesters.

    Blasting Maces. We already have it with Arachnos Maces. A weapon that blasts and bludgeons. Vanguard Swords that shoot light. Magic Hammers that shoot... electricity. Bayonets.

    Best part: no redraw.

    You can steal many of the animations from other sets and just limit it to special weapons that look like they do more than one type of combat.
    There is currently only 1 set that rely fully on a weapon, Archery/TA, that would be a nice addition to the 'full weapon' sets. Combined with that Mace mastery, lovely set
  6. Quote:
    Originally Posted by Blue Rabbit View Post
    Because on those hot, summery Praetorian nights, when Cole is feeling lonesome... it takes three to... well, I'll leave the rest to your imagination.

    On a side note, very good lore writing. May I have some more please?
    I dont think Cole is really into tango, such dancemoves havent been scripted in the game yet.
  7. Quote:
    Originally Posted by Severe View Post
    not really a good thing to ask since my fire tank has outlasted wp and invul...you see its all about the build.like they say at the beginning of american chopper.

    you can have all the same powers but one will outlast the other based on how you build it.not cause wp is better then invul or invul is better then wp.
    Build =! IO's. Unlikely a fire armor can outlast WP or Inv once they get -recharge on their behind, being a pure resist set without healing i dont see last longer then a defense and mixed based set.
  8. So we get Rikti vs Hami vs States vs Cole vs Recluse vs heroes vs villains?

    Ooh and vs Shiva's.
  9. Can finaly some redname answer this? I now got 2 accounts with 4 characters stuck at the freaking alligment mission because i cant buy the freaking Going Rogue anymore.

    Steam aint working (havent done for a year, so i cant really be bothered) and all 'cd key shops' sell US versions wich (ironic) i cant use.

    Local shop sells one here for €49.99, i may be stupid.. but aint that stupid.
    Ingame needs to be fixed too, character selection screen -> buy Going Rogue. Ingame when you get your alligment tip -> buy Going Rogue.
  10. Quote:
    Originally Posted by Perspective View Post
    I agree. Giving us a copy of Detonator that works on teammates would go a long way towards making /Devices more popular.
    I would already be happy if they made it a 'mob target castable' version. That you stick a bomb to a mob (melee) wich will detonate after XX seconds. You still have the downside of melee and that the mob can die, but it makes it way more useable.

    Or, as the MM detonator works, let you blowup your turrent drone
  11. You can have a pretty viable tank and both be a decent farmer, i rather pop a bunch of purples in Trials (where they have way higher hit then the softcap of 45%) then to mix up 2 sets trying to get maxed in both.

    I went for the 6set resist, wich gives a double (at 3 and 6) to fire defense, i believe 3.75% and 1.85% per set. Having that in 2 shields, auto-shield and tough already gives you a very decent base defense against fire. Along i picked CJ (anti-immobilize) and weave (since u got tough already for your SL resist).

    CJ, Weave, manauvres and global IO give also melee/ranged defense, so it benefits also greatly in normal content. By beefing up fire defense from the 6slot shields you still gain ED'ed resist and high endurance discount.

    Personaly i skipped most melee and pbAoE sets just to get that sod bit of recharge (although melee defense bonus is nice), the price of these recipes takes you quite alot of runs to fund all this. With 2 lvl50 IO's you already get close to ED, so 1 acc/2rech/2dmg/1endred lvl50 IO's in burn/sword circle and combution already makes me going well.

    Just get a decent base defense (i need 1 purple to hit softcap with above slotting), keep the rest cheap as possible and consider making a fiery armor brute in the time being. In terms of viable in farm and PvE, i would recommend a Inv tanker though, they hit softcap with no IO at all, their regen and cap SL resist outlast +2*8 without any problem. Currently thats my 'afk and auto attack on' farmer.
  12. Quote:
    Originally Posted by ClawsandEffect View Post
    Ummm, no.
    The truth is in de middle, some do it to 'respect' copyright protected names, others indeed do this to just 'annoy' the person.

    A 'superlady' with lookalikes from Superwoman, i really dont mind. If this person however is freaking annoying, i'll report him without doubt.

    Its mostly the reason why they report it, that makes the difference.
  13. Quote:
    Originally Posted by joebartender View Post
    If you ever played it before the changes to TF and ET then yes it is that bad. It will always be a pale shadow of it's former self.

    If you are the type that gets frustrated by an attack landing after the team has killed the target due to a long animation time then the set is not for you.

    If you like AOE the set is not for you.

    If you like upper middle of the pack ST dps that shines on hard targets then EM/ is an ok set.

    The major issue is that KM does everything that EM does well and then betters it without the frustrations that EM brings. The animations are a touch faster. The damage is equal or better. Your Pbaoe is more useful by doing KD instead of stun and you get a nifty ranged attack
    KM has such ANNOYING sound, never i will play that set (whoooooooooo bzzz whooooooooo bzz whoooooooo bz wooo bz, its on the same scale of peacebringers).

    I still love my EM brute, with upcomming EA changes i gonna pick it up again.

    I still wonder why people trying to use ET/TF on mobs they know that will die, the first 2 powers are just as usefull to spam on such mobs. I pick my mobs carefully, bosses will get ET/TF, the rest i just spam around what is available.

    Street justice will be the dual blades of non-weapon melee. All fun and stuff, but i dont see a combo set being par or better then noncombo sets (simple, if 1 attack misses -> combo end).
  14. I've been playing around with a BR/time-manip corrupter, i cant really say it has 'damage'. The disintegrate works pretty weird, majority of time you have no time to get it spread or make full use of it.

    Not to mention.. redraw.
  15. Any set is and can be viable with just SO's. True, some might have some 'newbie' issues, such as Fiery Aura (as newbies will see them all over the place) and you have to tell them they lack quite some mez-protection they need to get elsewhere.

    Other then that, nearly all my test-server toons and AE toons are fully SO slotted untill roughly 44-47, only then i move over to IO's. Exceptions only on the KB-prot and global 3% got Fiery.

    My blaster, an Ice/NRG, is actualy still slotted with _only_ SO's, he has not done a respec yet for the free fitness pool, he's basicly a 'free to play' proof character. I've done the trials, i've done TF's and hami-raids (old style). I spent millions in Perigrine island to upslot al my 50 SO's to 50++ SO's.
  16. Mine is 'well IOed', in old days pre-purple it was among the most expensive characters, having 5 LotG's, 3 numina's (or whatever the recharge bonus gives), along with a few other sets (PbAOE set and melee), all focused towards regen and recharge.

    I'm at 67.5% recharge bonus now without any weird additional power to get certain slots, although i'm a perma-granite.

    Only Psi damage remains a slight issue (with psi-only i still can go rooted/minerals), other then that he's just playing fine.
  17. Its a fix that works two ways, bright side of being unaffected by debuffs, my MM pets will continue to fire normaly while being spammed with -recharge (psi, ice, those council thingies). Sad side, they wont shoot any faster then this, specialy with the huge recharge of merc's powers.

    With the upcomming Time manipulation it would have been fun, but i wonder when MM's will start to get out of sync with normal AT's.
  18. To min/max both my inv tank and brute i was going for the softcap S/L. On a tank you can hit this very easy with the basic powers (weave, CJ, invincibility, tough hide and the global IO). However on my brute, on paper, i can only hit 38%.

    So i went ingame to see how things would go, i got into something odd.

    My base defense of my brute is 8.87%, 5.87% from tough hide, 3% from global.
    Along with that i use CJ, manauvres and weave, all 3xSO slotted, giving me 21.23% base.

    I grabbed a AE mission with lotsa melee mobs and see what my numbers did. I should get around 38% percent, as its 5.87% 1st target and 1.17% for the other 9.

    Now randomly, my defense goes all the way up to 50% according to Combat Attributes. It does go up/down, it doesnt change, it stays at 50%. So i tried to replicate this, what exactly causes this.

    Below my screenshot:

    On the left, no toggles, only invicibility. All is correct, 8.87 and 5.87+(~1.17*9), around 26%.
    right side, i put on all toggles and pop 2 purple (2x12,5%), see the total: 75.56%.
    Yet if you add all shown numbers, it is 63.8 (difference of 11.7%). Weird enough, thats 10 times 1.17%.


    Suddenly i have nett 50.56% defense, but thats impossible. I couldnt get that 50.56% screenshot without lucks, by then i died and it took me a while to figure out how to make a screenshot with UI.

    Is this just Combat Attribute borking up, it looks like it adds another 12-12.5% to my actualy value (around 38%), wich i cant seem to see in the Combat Attribute. 1 weird thing i did see, it has 10 lines of Invincibility 1.17% and 1 line 5.87, but shouldnt this be only 9 lines? As the power says 'up to 10 mobs'.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    In a world where we have medical teleporting technology and the police force has regular access to power armor, the doodads in Devices are most definitely NOT beyond the scope of readily available technology for that world.
    In that case i would call tripmine and timebomb 'ancient', not even close to natural or tech (based on current tech-level ingame).

    I would rather see they swap this more in line with /traps, Detonate of MM is far far far superiour to timebomb, in active battles i see no blaster just taking 4 seconds to lay down a tripmine (ok, its fun.. thats about it). The rest is passive-support, unlike majority of the other secondairy sets that give great benefits (cloaking is pre-fight usefull, targetdrone is only a bonus tohit, both have equal in the normal pools).

    A weak version of acid mortar, maybe the healing triange, seeker drones, supportive abilities that give a bit more playstyle then a few passive abilities.

    The only power i see usefull is gundrone, wich took them several patches before it became somewhat usefull (as to the issue 21 casttime reduction)
  20. Quote:
    Originally Posted by Aggelakis View Post
    http://paragonwiki.com/wiki/Lore_Slot_Abilities

    Click the links at the top of each lore pet table (e.g. "Ally", "Core Ally", etc.) to get to the individual summoning powers with all kinds of awesome information.
    Several of those are not correct, they sometimes link to the original 'mob' rather then the Lore pet. Best way indeed is to rightclick the power and check the details.
  21. Quote:
    Originally Posted by Draeth Darkstar View Post
    Was the name 'Animorph'? Because I'm pretty sure that's copyrighted. XD
    There are a huge ammount of names copyrighted, they only generic the name if someone reports it or the company behind it.

    (i gues you refer to the series Animorphs)
  22. Get CJ, Manu, Weave (all 3 SO/IO def slotted), max-slot frozen aura and pop 2 purple. This way you can fight non-boss +1x8 without anyproblem (37% def), once you can get the 3% global you can add bosses (40%). This farms already very fast for tickets, use tickets on silver recipes and sell those.

    Focus towards Aegis set (roughly 50-100mil each), you can put 4 sets into temp.prot, plasma shield, fire shield and tough, wich boost up your defense to fire to a point you only need 1 luck to softcap. (47%)

    There is you basic, done in about 3-4days max, very cheap, very solid.
  23. SinergyX_EU

    Fiery Embrace?

    Quote:
    Originally Posted by Rajani Isa View Post
    I know how it works, but to me proc has always meant an actual "chance" - 100% isn't a chance, it's a certainty. To me the only way to have a 100% or greater chance is if you have procs that can stack their chances (which CoH does not).
    Proc basicly is unrelated to the chance of getting such, it merely is a 'procedure' (several meanings of it differ, but boil down to the same thing) of something that can occur. By default indeed its often used with a 'small' chance of getting such.

    Devs just took this system and made a whole new subsystem, such as Swap Ammo and Fiery embrace. Though it looks different, the basics remain the same.
  24. SinergyX_EU

    Fiery Embrace?

    Quote:
    Originally Posted by Sailboat View Post
    From the wiki:

    What does that bolded part mean? As far as I understood it, new Fiery Embrace just "adds a Fire damage component to all Melee or any kind of attacks with the extra damage based on that attack's damage."

    Which is correct?
    •DMG(Fire) +100% for 20s If on a PvP map [Ignores Enhancements & Buffs]
    •DMG(Smashing) +80% for 10s If on a PvP map [Ignores Enhancements & Buffs]
    •ModifyEffect +1 for 20s If NOT on a PvP map [Ignores Enhancements & Buffs]

    If Tomax still is correct, it has 2 components:
    1. Boost fire dmg by 100%, 80% smashing (or all?) IF on a PvP map (thus not adding +fire).
    2. Adds fire dmg to all attacks.

    So basicly:
    PvP = old version
    PvE = new 'added dmg' version
  25. Quote:
    Originally Posted by UberGuy View Post
    I love hitting that level range, because I finally start getting three slots per level. Powers are great and all, but they need slots, and until the 30s, there aren't enough available for all the powers obtained by that point. I finally feel like my character starts to become powerful in the 30s. It's not a long, dark time for me. It's when light at the end of the tunnel starts to show a clear opening beyond which I can see blue sky and clouds.
    My idea You can start 6slotting powers, when you finaly get your 32/38 power within 2 levels it can be also fully slotted, finaly all the ideas of your build and character become reality, working towards the final part, the epic pool.

    The worst level still is 36, your juicy 35 SO's became yellow while you can fresh +3's. Now u can compensate that by IO's or running bunch of AE's (they sell +3 SO's based on your lvl), but for a non-AE it can be quite annoying.