Ultimus

Renowned
  • Posts

    1800
  • Joined

  1. I've looked at Red Tomax:

    http://tomax.cohtitan.com/data/power...iery_Aura.Burn

    which creates

    http://tomax.cohtitan.com/data/power...p?id=Pets_Burn

    3.34 Fire damage is what it states. I know Burn deals upfront damage from your character then creates a pseudo pet for 10 seconds. The problem is in game it appears as if multiple ticks are occurring at once. Sometimes I see ticks of 2 sometimes I see 3.

    So how does the pet damage behave? Does it do 3 ticks every second? How much total damage does the pet do?
  2. I was just thinking about this the other day for my main. The various lore pets do not really fit into my concept (Though I am still coming up with ideas) but one thing I thought of for a lore pet would be a simple Doppelganger. You summon two images of yourself, one being the lieutenant and the other being the boss. Or possibly just making an entire Mastermind primary out of it where you summon up to 6 clones of yourself.

    It just surprises me we've seen so little of this technology which I think could be really fun. To my knowledge, it only appears in one story arc for each side and in a hero side tip mission.

    Some creative ways could be like an entire trial where you fight doppelgangers. Maybe its a Battalion thing, or a Crey experiment, but you fight entire groups of enemies that are doppelgangers of your league.
  3. If Rage gets fixed then so does Titan Weapons. In pylon and AOE potential it out performs SS as long as it has a set with a damage aura. Assuming its a SS/FA/SOUL.

    The devs have stated that if Rage is looked at they will lower performance. What I find funny is anytime Brutes come up in Tanker discussions they always focus on Brute caps. Look at SS at the cap, it is one of the weakest sets in the game.

    I think thats a fair balance tradeoff. Without buffs, SS deals lots of damage. The more buffs it gets from damage the more it diminishes till it hits the bottom.
  4. This is one feat I am trying to achieve on a single character, specifically my main. Its not something I grind on a daily basis but it is a goal I work toward. I am sure there are people that have managed to do this. I estimate it would take about 60 Very rares (I haven't sat down and counted) or maybe even 100 or in terms of Emp merits that would be nearly 3,000 at 30 merits per Very Rare.

    Would be cool there was a badge associated with this but since more and more abilities are added would be hard to keep track. Maybe if they added a badge for having both very rares in a single tree's power. (IE one for musculature, one for cardiac, etc)

    I am sure some people would view this as insanity the same way I view doing a man build or a brawl build to level 50 solo insanity.

    So is anyone else going for this? How far along are you? I would say for myself I am maybe 15-20% of the way.
  5. Quote:
    Originally Posted by Golden Girl View Post
    There's a little bit more Angel info here:

    http://paragonwiki.com/wiki/Angels

    The few bits of text they say are quite interesting regarding who they might be talking about.
    Interesting never knew about those.
  6. Quote:
    Originally Posted by Dark_Tower View Post
    The timer was put in place to end PvP enhancement farming. all it took was two characters, both out of the way in some far off corner of a PvP zone. One with an attack set to auto fire and one with a rise of the phoenix or some other self rez set on auto, both AFK. Kill, rez, repeat, for days on end guaranteed PvP drops.

    Now with the auto hospital set at two minutes and since enhancements don’t work when you’re dead there’s no self rez power that can be set to auto fire that will recharge fast enough to make this work.
    This is false as I just farmed the 400 rep PVP badge this way two days ago. I left my character killing another (WP tanker) that way with burn set on auto.
  7. Quote:
    Originally Posted by Bronze Knight View Post
    As a DP/Traps and AR/Devices player I just don't get you people that hate redraw to the point of not playing weapon sets. Hell I still want munitions mastery for Cors.
    Generally the issue is from two perspectives:

    1) From a min / max perspective, its a serious DPS loss. Weapon Sets are not superior to non-weapon sets even when redraw is not accounted for. Katana, DP, BS, etc are at the bottom of the barrel in a pylon test.

    2) From an aesthetical standpoint, it makes chains not feel smooth and they are more rigid. Instead of instantly attacking you watch your character draw a blade or weapon in the middle of a bunch of foes.
  8. What would be better? A chance for +end proc in Superior conditioning or a +5 boosted level 50 end mod (53% value).

    I know +end works proportional to the amount of recovery you have.
  9. Quote:
    Originally Posted by DarkSideLeague View Post
    The only reason Synapse/whoever made the call to leave it left it that way was because it was a TRADE-OFF. You wasted Momentum time on non TW powers in exchange for no draw when you came back. It wasn't clearly advantageous either way.
    Ok this then goes back to the original statement in the first post, Arbiter Hawk's reasoning for having redraw was that if they coded it would cause problems.

    So how was TW coded differently and why can't it be applied?
  10. Quote:
    Originally Posted by DarkSideLeague View Post
    My TW/Elec puts his weapon away when activating a power with momentum active. What happens is the second TW power IMMEDIATELY activates, but the effect of the power is delayed by the draw time/non-momentum animation difference.
    Still though you are not stuck in extra animation/rooted time. Hence, it is like having no redraw. Why can't this be applied to all powers?
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    I suspect Titan Weapons actually uses 2 separate combat stances, one for Momentum, one for without it.

    Perhaps the Momentum stance allows for other powers to be used while the sword remains out. Or perhaps Burn is a power like Radiation Infection or Enervating Field that does not cause redraw regardless of the weapon set used with it. I know for a fact that you will not put your pistols away when activating Rad toggles.

    Maybe it's Burn rather than Titan Weapons that causes it?
    No because you can chain Gloom, Burn, Boxing, Kick, whatever. Its not just burn.
  12. I don't think even Arcanaville has tested TW to state what is going on here.
  13. Last Coffee Talk Arbiter Hawk stated that if the new Martial Combat set did not cause redraw it would cause an issue. Specifically, he stated that if they programmed the Martial Combat to not incur redraw for Dual Pistols as an example, whenever a different set tried to use Martial Combat it would try and draw Dual Pistols.

    How does it work for Titan Weapons then? Titan Weapons with momentum does not incur redraw. You can chain something like Follow Through, Crushing Blow, Burn, Rend while under momentum and not incur redraw. I believe you can even prove this in a demo record.

    So what does Titan Weapons do differently here that cannot be applied to all sets in general to eliminate redraw?
  14. Quote:
    Originally Posted by Mad Grim View Post
    No, I think only Burst from KM crits from hide 100%. All other are 50%.

    But yea, Stalkers are great now.
    Hmm why is that?
  15. So I haven't played a Stalker in years maybe since like slightly after Issue 6. This was back when their criticals only occurred on Sleep / Held mobs. They have definitely been improved a ton since then and I am surprised there aren't more.

    1) Are all their AOE's critical hit from hide now? I am not sure if its just the powerset I tried out but they used to be like 33% or 50% I believe chance to crit from hide.

    2) AS is just plain awesome now. It feels like the old energy transfer. The extra side effects from hide are nice too.

    3) Placate I almost feel like I don't need anymore. Used to be the only way to control criticals but with the Scrapper ATO you hit AS then you get a guaranteed critical.

    Overall they definitely seem like a lot more fun to play and deal some serious damage.
  16. I sent a PM to Zwil asking if that was a bug. I haven't heard back. Maybe another dev or CR could chime in?
  17. Quote:
    Originally Posted by Codewalker View Post
    Scooped by the devs?



    0 for sale, so I guess they don't drop anywhere yet, but the recipes definitely exist (with salvage requirements and all!)
    Hmm I wonder if that is a bug or if that is intended? I never noticed that.
  18. So I am curious how the -Max HP thing works exactly. I have seen people saying in Pylon Tests its better then Reactive. I have a few questions:

    1) On AV's and high hitpoint enemies, does it do -1000 HP per application?

    2) How many times does it stack?

    3) Does it stack with other player's -Max HP?

    4) What about pets?

    5) What is the duration? Trying to figure out if the 75% chance or 25% chance is better.

    6) How does it fare in things like Incarnate trials?
  19. One of the issues in this game is that the economy does not have any major ways to destroy Influence or remove it from the economy. The auction house removes 10% for a successful sale, conversion of merits removes a few million, and same with the purchase of converters. I have been playing around with the Amplifiers from the market and I thought these could be a GREAT way to remove money from the economy.

    One of the main complaints from people was that these amplifiers could not be earned in game. However, what if they were sold at 1 hour, 4 hour, and 8 hours in game? Other games do something similar where they sell flasks that last 1-4 hour duration and improve a character's hitpoints, damage, etc. They are mostly seen in the raid scene in the other games.

    If amplifiers were sold in this game, they should be fairly expensive:

    1 Hour = 35 million

    4 Hour = 70 Million

    8 Hour = 100 Million

    Essentially, you could create a very interesting way to remove money from the economy.

    Thoughts on this?
  20. Quote:
    Originally Posted by Arbiter Hawk View Post
    The way it works is by applying mez protection to your character of exactly the magnitude of mez currently affecting you, plus one. It does give you mez resistance (which reduces duration of future mez) and mez strength (increases the duration of any mez you have), as well as a small to moderate heal. The power is powerful, but since it can only be used while you're CC'ed, under half health, or under half endurance, it needs to be potent when used in those limited conditions.
    So what happens when you use this when afflicted by a Mag 100 hold like Ghost Widow's Soul Hold, Anti-Matter's Mag 100 hold during Keyes, etc?

    Will it break you out?
  21. Anything besides that? Like other I24 stuff or release dates on beta?
  22. Us IPhone users would love to hear
  23. On my VIP account, I can do ouroboros just fine. However, when I log into my premium account I can no longer do Ouroboros. When I approach the crystal and select a range (say 20-24) I cannot click any of the story arcs and expand them.

    Can anyone else confirm this?

    Note: My VIP is hero, and my premium is a villain.
  24. How long do you have to be dead before you get auto sent to the hospital?