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sorry i didn't mean to confuse or upset anyone, i didn't have the info and it was kinda glossed over with all of the other stuff in GR and jumped on the info when someone finally posted a link. i freaked out because no one had said anything.
believe me, i'm glad that nothing is changing - i'd rather not have to do my build over.
edit: after looking at other ATs - controllers aren't the only ones who might be confused - they should really clear up that these are the proliferated sets and the original sets aren't changing. -
EDIT: Ignore the rest of this post, I have been informed that wiki is currently misleading. Controller APPs are not changing. Phew.
so i've been really happy with everything coming in GR, but i was wondering what they would be doing with APPs/PPPs. someone finally sent a link to the paragonwiki list:
http://paragonwiki.com/wiki/APP_Proliferation
now i'm not so happy. if this list is correct, here are the Controller/Dominator APPs:
Ice Mastery:
Sleet
Hibernate
Frozen Armor
Hoarfrost
Ice Storm
Primal Forces Mastery:
Energy Transfer
Conserve Power
Temp Invulnerability
Energy Torrent
Explosive Blast
Fire Mastery:
Rain of Fire
Fireball
Fire Shield
Rise of the Phoenix
Melt Armor
Psionic Mastery:
Link Minds
Indomitable Will
Mind over Body
World of Confusion
Psionic Tornado
so whats missing? my main, a controller, has primal forces mastery, and 2 of the 3 powers he took are gone: both energy blast and power boost have been eliminated. i realize they went with simiplicity when proliferating and altered conserve power in other ATs APPs due to copies, but since two of the dominator secondaries have power boost, they cut it completely from the APP. i'd be fine with that if they didn't change controller APPs too. not only that, but they also eliminated the single target blasts from all of the APPs.
i'd really like to know their reasoning for this change and the reaction from the beta boards, but i don't have access. (besides the obvious reasons of dominator secondaries). couldn't they have just had separate but similar APPs?
i could deal with energy blast being changed to energy transfer (another purple set and more damage). i'd deal. but power boost?! my build is completely messed up (i don't like the option of never respecing again to keep those powers... if i was even allowed to). -
explore the zones you haven't yet, especially places where there is a little challenge involved, like the shadow shard heroside and the fab villianside.
badges, especially those for accolades (if you don't have them yet).
IO your character. i personally don't think its necessary to go all crazy with getting the perfect sets (mainly because they are prohibitively expensive), but they can make a difference in terms of better slotting, and the bonuses can be nice.
ouroboros. between the challenges (and associated badges) as well as hitting up the arcs you missed, you could spend hundreds of hours just doing that, as long as you don't mind exemplaring down. although it is probably much easier than before, as i did all of the ouroboros badges before the super-sidekick system. i would use a checklist system though (i did find a nice one someone made) to keep track of which challenges you've accomplished (hint: don't do all of the challenges at once... even at +0, more than 2 can be very rough). -
Quote:something that hasn't been mentioned yet, there are ways to repick your power choices and slotting later in the game, called 'respecs'*. you can't change your primary and secondary powerset choices, but you can change everything else including pool power choices (and epic pools lvl 40+). it acts as if you were re-leveling your character, so you can't choose your lvl 32 power as your lvl 1 choice, but respecing is very useful if you found you overslotted a power, a power doesn't mesh well with your playstyle, realizing you missed a particular power, or when you want to start slotting IO sets later in the game. try to keep a balance between primary and secondary choices and find out which powers work for you, you can always change them later.I'm concerned that my choices now will nerf my superheroe in later gameplay.
*you can respec by running one of three similar trials at different lvl ranges, by a special respec recipe, or by the occasional 'freespec' given out by the devs. don't waste them, but don't think you can't use them when you're ready either. -
Quote:actually after reading this:I doubt it. There is no power to confuse it with, combined with the rename, it probably doesn't act functionally the same.
http://www.pcgamer.com/2010/07/29/de...kinetic-melee/
i am probably wrong, but maybe it makes all of KM's other powers act like siphon power, which would be cool as well. -
Quote:if you look at the kinetics powerset icons, siphon power does have the single target indicator, but siphon speed does not. i realize that this was probably done to avoid confusion with speed boost, which does have the single target icon.Well my point on Power Siphon was I don't think it'll need a to-hit check since it looks to be a self buff already. (The icon has no target on it to indicate you use it by targeting anyone)
even without the single target indicator, given that the name is "kinetic" melee, i would guess that power siphon functionally acts the same as siphon power, but maybe a larger +dam buff and shorter duration. maybe even a +tohit too. if it is functionally similiar, it would probably also include a -dam debuff too. -
i usually use 1-5 or 6 for ST attacks, alt+1-5 for AoEs, 0 for super speed/jump.
second bar on the right is for toggles, as well as 3rd bar in general
i usually bind commonly used power ups (BU, Aim, PB, etc) to T and V, and a self heal to G. -
Mercy's Bane for my pure bane spider (i.e. no wolf primary)
Diable's Shadow for my night widow
both have double meaning, but i especially like Mercy's Bane. -
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if the devs are reading this thread then they must have wished that they had never even mentioned the Alpha Incarnate slot and should have just kept it in the closed beta.
regardless of the posts and other conversations, it was never an "official" part of GR (ie website announcement) and although it is sad that its taken out and that so many of you are so mad about it, i bet posi and his team are working as hard as they can on it already. it would have been much better if they just said it was coming and they were actively working on it and not pinned even a preview to GR.
i bet it took a lot of effort to work out the technical issues with side switching, the market merge, new mission tech, etc. and hopefully their time can now be focused on new content, both in terms of 20-50 content for praetoria and 50+ content for Incarnates.
2 cents from someone who just came back for GR. -
i'm trying to make a lvl 40 SO/common IO build and i'm having a hard time picking powers. with all of my pool choices, i have 12 slots for my primary/secondary. i have experience with a grav dom (/icy, but was too slow) and /elec blaster, but am still very torn.
here are my choices:
grav:
must:
grav. dist.
wormhole
grav. dist. field
singy
like:
lift
crush
elec:
must:
ch. bolts (only because i have to)
lightning bolt
BU
like:
ch. brawl
havoc punch
static discharge
t. strike
VS
i would like to have some AoE damage either in TS or SD (i solo a lot, so KB isn't as much of an issue). how much damage output is VS compared to other powers? should i just drop SD and VS and have all the melee, but push pool choices out? or drop lift or crush (most likely lift) for SD or VS later? (i guess if i leave out lift until later, i might as well get VS?)
i like the mixed ranged/melee doms and if you would like to know my power pool choices are: hasten, ss, hurdle, health, stamina, cj, aid other, aid self.
i guess i've kinda answered my own questions: pick lift early and drop ch brawl since i'll get havoc punch at 10 anyway and lift and ch brawl have similar damage, type aside (unless red tomax isn't updated). i guess there is still a choice in my final 2 powers, either TS and SD or TS and VS.
any thoughts? -
its barely been mentioned, but i loved my ice/fire dom. lots of mitigation and fire rips though mobs.
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i tried an grav/ice, but it was too slow to lvl for me, although relatively safe. this was after playing an ice/fire though. grav/ice is good on the control side between all of the slows and power boost.
i really like the gravity set though, so i'm going to try a grav/elec if i can work out which powers not to get. (unless elec control is awesome, although there will be a lot of elec/elec doms come GR) -
i'm back after a long haitus, since AE came out. looking forward to GR and being super powered again!
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Star Strider Forces Registry
Name: Soul Stormer
Global Contact: @Soul Stormer
Level of Classification: 50
Origin: Magic
Super Rank & Super Group: Paragon Elite - Chieftain -
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What about powers that only have a chance for the enhancements type to fire off (Such as Energy Blast with Explosive Strike)?
There has been much debate about this particular point; via testing and thanks to Biowraith, there is now a perfect example/proof of how this works. In essence, a power only needs to be enhanceable for the type of enhancement for the proc to fire off. The power does not even need to contain such an effect for the proc to work! That is to say, slotting an Explosive Strike chance for Smashing into a power that has a 20% chance for Knockback, it will roll the chance for Smashing proc whether or not the chance for knockback the power has inherently fires off! What's my proof? Robotics Mastermind's first attack, Pulse Rifle Blast (Tier1 attack), has NO knockback effect at all, however, the power accepts both Knockback enhancers and Knockback Set Enhancers, and yes, the Explosive Strike proc works in it.
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i put an explosive strike proc in my lich, which without upgrades, has torrent (kb) and dark blast (no kb). torrent will proc, but dark blast will not - which is contrary to what is stated above.
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Even though Pulse Rifle doesn't do knockback, it does accept knockback enhancements and sets (although there is/was a patch to fix that in the works), therefore the proc would have a chance to fire when that power was used.
Your Lich, though it is one power, has multiple attacks of its own. Some do knockback, some do not. Only the attacks that are flagged for knockback will have a chance that the proc will fire.
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it just sounded like the Pulse Rifle Blast (which i assume has no KB component) could set off the proc (now that i re-read it, i realize this is the MM's power and not the teir 1 pet). the way i tested it, and the way you describe, makes the most sense, given how over powered it would be in pets if every attack (regardless of type) had a chance to set off the proc. -
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What about powers that only have a chance for the enhancements type to fire off (Such as Energy Blast with Explosive Strike)?
There has been much debate about this particular point; via testing and thanks to Biowraith, there is now a perfect example/proof of how this works. In essence, a power only needs to be enhanceable for the type of enhancement for the proc to fire off. The power does not even need to contain such an effect for the proc to work! That is to say, slotting an Explosive Strike chance for Smashing into a power that has a 20% chance for Knockback, it will roll the chance for Smashing proc whether or not the chance for knockback the power has inherently fires off! What's my proof? Robotics Mastermind's first attack, Pulse Rifle Blast (Tier1 attack), has NO knockback effect at all, however, the power accepts both Knockback enhancers and Knockback Set Enhancers, and yes, the Explosive Strike proc works in it.
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i put an explosive strike proc in my lich, which without upgrades, has torrent (kb) and dark blast (no kb). torrent will proc, but dark blast will not - which is contrary to what is stated above. -
i really like the new combat attributes window. but i have some suggestions (may have been said before, not sure):
please separate the set IO +movement bonuses from our base powers. this led to me mistakenly bug them, until i did ouroboros with my enhancements turned off and realized they worked, but are buffing my base speeds without a separate line, like most other IO bonuses.
please add end cost/second for active toggle powers. knowing how much end you're recovering is great, but seems kinda useless unless you know how much you're using up. i realize they are "ticks" and not continuous, but even an average would be nice.
other than that, i love seeing when my BU proc in BU hits by the damage buff, or how much FS is buffing me, how much ghosts are debuffing my tohit, as well as when ive hit the speed caps with siphon speed. -
how about we wait and see? it seems like most of the people worried are those on freedom - and although there is clearly a decent amount of the game population there, don't forget there are other servers, with a not-insignificant part of the population.
i for one do not plan on using the character transfer service, because i play on triumph and like it.
if i had to guess, it would be that the people leaving freedom will be larger than the move to freedom, mainly because of the aforementioned lag issues already. its not like you can't find a team on other servers...
as for merging servers... the market is not a valid reason for doing so... period. some people prefer a smaller server anyway. -
the reason NPC's can't see though stealth is because the dev's didn't like that anyone with any type of invis/stealth can complete rescue and kidnap mission with practically no difficulty. just run in, find the captive, rescue, then lead them out without worrying about any of the other mobs in the mission. too much reward for not enough risk.
thing is, even now, its still quite easy (too easy even) to complete click and defeat mission with stealth/invis. the dev's do not want to make the game any easier for stealthed/invised players, since they already have it so well. it used to be that grabbing blinkies didn't suppress stealth too, but the dev's changed that so you would have to be visible to grab them.
lets put it one more way: anyone without stealth - what do they do to complete missions? they have to grind through the mission, regardless of what type it is. they might get past a few mobs here and there, but mostly they have to fight through it. stealth and invis already bypass this.
as to how to fix it: the "look at me" toggle doesn't sound bad. one with no end that suppresses all invis/stealth. this also would be nice for when someone is running shadowfall or steamy mist and you're trying to keep the NPC. the team could be stealthed while one person leads the NPC out.
another idea: have NPCs be able to see through passive stealth bonuses... but in all fairness, once the NPC can see through the passive stealth, enemy NPCs should be able to see you as well. i dont know how hard that would be code though.