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Posts
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Joined
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Quote:What he said. Since some of the weapon models in Titan Weapons don't match the damage types being done, I see no good argument for not including escrima sticks as a custom weapon for dual blades.There's no good reason for them not to just be a custom weapon to Dual Blades.
The damage type doesn't match, but neither do some of the Titan Weapons, Warmace and the Fire and Ice VIP weapon models. So yeah, bang out a couple of 5 sided cylinders from 3dsmax, add wood textures, rigging helper objects and done. That should be less than an afternoon's work. -
Quote:No, we shouldn't. The crash should be removed altogether, all nukes should be made ranged, the target cap should be increased, and the damage on most of them should be increased, not decreased. Because at the moment, the traditional blaster nukes are badly overshadowed by the crashless nukes in some of the sets (Rain of Arrows, Full Auto, Hail of Bullets, Overcharge) and even more so by the new judgment nukes.Should we lower the damage - increase control from a nuke in exchange for less of an endurance penalty?
Just removing the crash and leaving them alone beyond that would be a good start though. -
If you can spare 200 million inf, pay someone to take you on a 54/x8 private cave farm. If you start at level 1, you should hit 31 or 32 by the end. By that point, you'll be plenty able to keep up with your friends at level 45 or so.
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Quote:Saying EA is better than SR in all situations is a bit of a stretch. It's better in some situations. Against things doing S/L, Fire/Cold, or Energy damage, and that don't do much in the way of defense debuffs, EA is better, due to the heal, and the fact that with a lot of enemies around you the recharge buff from entropic aura is better than the one from quickness.Now, on scrappers and with the newest changes, it is superior to SR in all applicable situations, even standing there taking it from Romans (defense failure is defense failure). The Psi/Tox hole is present but negligible.
Against things that do negative, unless you can cap out energy drain (which you won't most of the time), SR has more defense, though the heal and the tiny bit of negative resist probably even things out.
Against psi and toxic damage SR is WAY ahead of EA since most psi/toxic attacks still have a positional component.
And against things that do significant defense debuffs, SR pulls ahead by quite a bit, since it's easy to get 95% DDR at level 50, and EA only gets 50%, meaning it's much more susceptible to cascading defense failure.
That being said, I'm not trying to knock EA, it's a great set now, and I'm very much enjoying it myself. Especially the toggle mez protection. I just don't want people to get a mistaken impression about it. -
I don't think that's really going to work. It would if the ATOs were all made equal, but they're not.
As has already been mentioned, the MM set is not very good. The blaster set is also sub-par. The scrapper and Brute sets on the other hand are fantastic. Because of that, demand will be much higher on the scrapper and brute sets, and much lower on the others.
Which kind of sucks by the way. Brutes get a proc that adds fury every time they attack. Scrappers get a unique that increases their crit chance across the board. Blasters get a damage proc, and not even a better-than-normal one. -
My problem isn't with the concept of selling names. My problem is that the names the OP wants to sell aren't worth what he's asking for them. They're not good names, and they're certainly not worth 300 mil apiece.
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I think that there is an extra salvage drop you get sometimes on the trials. I think it's either the first time you complete it or the first time you complete one of the badge requirements during the trial.
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One thing that I think would really help blasters is to give them an inherent power that is actually useful and flavorful and isn't just a weak version of fury.
And fix nukes and snipes.
Personally, I think all nukes should be made ranged and have the crash removed. They'd still be on six-minute recharges, so they wouldn't be overpowered. -
Without any resistance to back it up, a defense based character will not be able to handle the fire farms. I've tried it on 3 different characters (fire/sr scrapper, dark/shield scrapper, SS/shield brute). All 3 were softcapped to all positions. All 3 were purpled. All 3 had their alpha level shift. All 3 faceplanted within a few seconds. /EA might fare slightly better due to having a heal, but I doubt it will make enough of a difference.
EA ought to be pretty good on everything else, though you'll want to avoid the Minds of Mayhem trial. -
You've already mentioned the best chains for fiery melee and dark melee.
I believe the best for claws is follow up > Focus > Slash -
Quote:Actually, it's not harmless. The ATOs can only be slotted by certain archetypes and they have to be slotted to catalyze them. Let's say I want to have a catalyzed set of the scrapper ATOs, but I claimed the catalysts on a brute. I'm SOL now.The regular ATO isn't bound at all, and the superior version is account bound. So the good news is that claiming it on the wrong character does seem harmless. You can just shuffle the ATO around. But the whole thing does seem ridiculous. The catalyst should be account bound, just like the thing it catalyzed.
And I do feel for the OP, I had a similar situation happen to me. I was fortunate enough that the character I wanted them on and the character I claimed them on were both scrappers, but one of them wasn't 50 yet, and it took me a couple weeks to get him there so that I could slot the ATOs, catalyze them, unslot them, and send them back to the character that I actually wanted to have them on. -
Not a technical limitation at all. Not merging the servers is a deliberate design decision.
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I took a break from the game for a few months recently. I was getting burned out, and just needed some time away.
I came back a couple weeks ago, and was pleased to see that there were a bunch of new incarnate trials to run.
I was slightly less pleased when I realized that people don't run them much, but it was better than nothing.
I've finally gotten a chance to check them out, and I thought I'd share my thoughts on each of them.
Keyes Island Reactor: Overall not too bad. Seems to be fairly similar to BAF and Lambda in terms of rewards, time required, and difficulty. I was pretty confused the whole time, but mostly because the leader wasn't explaining anything. I eventually figured it out though. I could see myself running this as often as BAF and Lambda.
TPN campus: Also quite confusing, and also because the leader wasn't explaining. Goes at a very breakneck pace. Very little time to take a few seconds and think about what's going on, which I don't really like that much. I don't see myself running this one all that often probably.
Minds of Mayhem: I really liked that this one had the lobby area where you could take a few seconds to plan strategies and explain what was going on in the next phase. That was a great addition. The pink patches of insta-death though were infuriating on a melee character. During the first fight with the nightmares I basically did nothing the entire fight because I couldn't get close enough to hit anything without dying. It's a terrible game mechanic, especially since there is no similar 'ranged characters get screwed over' mechanic to balance it out and let melee shine. The rest of it other than those parts was fun, but I doubt I'll run another one on any melee characters because of that.
Underground Trial: I loved this one at first. The hamidon tunnels look breathtaking, and it was enjoyable to have a trial that was more of a stand-up fight, without so much of the crazy AVs with specific ways you have to go about fighting them. A few things spoiled my enjoyment of it though. First off was the fact that you can't hand Desdemona off to someone else if she's following you. I have a fast computer and a fast internet connection, so it's not uncommon for me to be one of the very first to zone in when the trial starts. I've run 3 of these, and had Desdemona following me twice. The first one I ran, I actually got kicked off, because I was playing my scrapper, and refused to stay out of combat to keep Desdemona safe. I understand the leader not wanting her in combat where she can get killed and end the trial for everyone, but I shouldn't be forced to sit everything out because I happened to load faster than a ranged character. Second was the Olympian Guard with their ridiculous stuns. A large part of the reason I play melee so often is because I get mez protection. I hate being mezzed, there is absolutely nothing fun about it. Enemies who can stun me through my mez protection shouldn't exist in the numbers that the Olympian Guard do. The final problem came with the gimmick mechanic of many of the AVs in the trial. The whole 'don't stand in front of them or they'll insta-kill you'. The biggest problem with it is that the AV can change the direction he's facing MUCH faster than I can move in a circle to get behind him when there's 15 people and a dozen pets clustering around him beating him to a pulp. If that mechanic is going to be used, his orientation should be fixed from the time the warning goes off until he actually uses the power. -
I've gotten a kick out of this thread for quite awhile now. It just got even funnier too, because I just rolled a WM/EA brute.
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I'll have to see if I can talk my wife into going, but I'd like to try to make it. I haven't been to Origins since I graduated college.
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DP isn't terrible, but it's not great either. The damage is average compared to other blast sets. It's in line with dark, rad, elec and such. The real problem is the animation times. The animations for the set look great, but they're REALLY long. Combine that with mediocre damage, and the set just feels weak. And you have redraw to deal with.
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Quote:Oh, wow. I had only looked at it in Mids, and there's nothing in there that says the recharge lasts beyond 30 seconds. That makes it considerably better than I thought it was. I may have to rethink whether I want to spend so much money on that build if it isn't necessary to get everything perma. Or at least take some of the slots out of things. With that up all the time I think I can get hasten perma with only one recharge slot in it.??? Not misleading at all. Your comment confuses me a bit about chronoshift only being up "a third of the time." Are you neglecting to include the +50% recharge bonus that you get from Chronoshift itself? Many people don't realize exactly how Chronoshift works (and therefore undervalue the power and Time in general).
With 3 lvl 50 Recharge IO's in Chronoshift (how I slot it), you get recharge down on the power to 88.6 seconds.
The +Recovery and +Heal portions of the power last for 30 seconds. But the duration of the +50% Recharge lasts for a full 90 seconds. Since your recharge is down to 88.6 seconds, you've got it back up again before that recharge bonus expires (although activation time is 2+ seconds). I suspect your "only up a third of the time" is based on casually looking at Mids where it says that duration = 30 seconds perhaps? That's not the entire story (Mids often forgets to give the full story I've found). You can test this yourself in-game by just firing off the power with your stats window open and monitoring your recharge. 30 seconds after activation, your regen rate drops. But you'll see the +50% recharge bonus from CS stick around for the full 90 seconds.
Check out City of Data for more info on the power.
The build I gave you, the one I'm using, has near perma-Chronoshift at level 50 without any incarnates at all. Its got a 1.6 second gap. Hasten is better than perma as long as you are firing off Chronoshift almost as soon as its available again. I do and at that rate you are maintaining almost a constant +193.75% global recharge. Your build, with CS running, gets you over 200% global recharge and I guarantee you that CS will be perma as long a you remember to fire it off (you'll likely even have an overlap...which you can do with CS, although the +RCHGE portion of the power doesn't stack). Even if you forget to fire it off again, it doesn't take much before it and Hasten catch back up. Without Hasten and Chronoshift, I'm already at 73% global recharge (vs. you at 86%) just from set bonuses, which is enough for limiting Hasten to only a 12-14 second pause (8-12 for you)....and again, that's without purples at all. You should be even better.
Depending on your Incarnate selections, or in your case adding a couple of purple sets, you'll have Chronoshift way beyond perma. In fact, I'm about to start fiddling with IO boosters to see if I can drop Hasten and Chronoshift back down to 2 slots of recharge only.
Let me play with MIDS and I'll give you my updated build. And again...mines without purples (although I've been pondering throwing in an Unbreakable Constraint into Distortion Field). Your build, with purples, should be even better for Recharge. -
Quote:Yeah, that's intended for the corruptor IO set.I'll look at your build when I'm on my computer later, but sadly, you can't double-stack Farsight. That would be pretty game breaking if you could as double-stacked Powerboosted Farsight would net you almost 45% defense to everything just by itself. I'm pretty sure the bubblers out there would lose their minds if the devs allowed that happen.
That's why I just skipped slotting Purples into the build. Its really not necessary as 190%+ recharge without them pretty much assures you to have every power you need perma'd in the first place. That said, slot 'em if you got 'em....noticed you neglected to slot Blaze in your build above by the way...guess you put the Corrupter IO set in there?
And it's a bit misleading to say the build has 190% global recharge. That's including chrono shift, which is only up about a third of the time. That's why I wanted the extra recharge. I wanted perma-hasten without chronoshift. -
Ouch. Major ouch.
It happens to everyone eventually though. Maybe not quite to that degree, but everyone who plays the markets does it at one point or another.
My worst cost me like 300 million. -
Quote:I've got him up to level 10 so far, and I'm having fun. I kind of used your build as a basis, but I took it further with a bunch of purples. The build I'm going to try is below. I should be able to almost double stack farsight, which should keep me softcapped even for incarnate content.You won't be sorry with Fire/Time. Trust me, /Time plays even better in the game than it looks on paper. You will have to trust your defenses so you can make full use of TJ so play like a brute/scrapper once you've got yourself IO'd (usually start that around lvl 40). And once you have PowerBuildup, make sure you fire that off before Farsight. While Farsight itself will be perma if you followed the build I linked to, slotted the way I do its only good for about +14% defense to everything. But if you hit PowerBuildup first, it shoots it up to +22% to everything for the duration of Farsight...and since PowerBuildup is back up before Farsight runs out, that's your e-Ticket to fame and fortune.
Have fun!
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Epoch Blaze: Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Fire Blast- (A) Apocalypse - Damage/Recharge
- (3) Apocalypse - Accuracy/Damage/Recharge
- (3) Apocalypse - Accuracy/Recharge
- (15) Apocalypse - Damage/Endurance
- (25) Apocalypse - Chance of Damage(Negative)
- (A) Accuracy IO
- (A) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Endurance
- (11) Decimation - Damage/Recharge
- (15) Decimation - Accuracy/Endurance/Recharge
- (37) Decimation - Accuracy/Damage/Recharge
- (A) Ragnarok - Damage/Recharge
- (5) Ragnarok - Accuracy/Damage/Recharge
- (5) Ragnarok - Accuracy/Recharge
- (23) Ragnarok - Damage/Endurance
- (37) Ragnarok - Chance for Knockdown
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal
- (43) Doctored Wounds - Recharge
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (40) Positron's Blast - Chance of Damage(Energy)
- (A) Celerity - +Stealth
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Dark Watcher's Despair - To Hit Debuff
- (27) Dark Watcher's Despair - To Hit Debuff/Endurance
- (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (34) Dark Watcher's Despair - Recharge/Endurance
- (A) Endurance Reduction IO
- (17) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (17) Unbreakable Constraint - Chance for Smashing Damage
- (34) Neuronic Shutdown - Chance of Damage(Psionic)
- (A) Empty
- (19) Empty
- (19) Empty
- (23) Empty
- (37) Empty
- (45) Empty
- (A) Positron's Blast - Accuracy/Damage
- (21) Positron's Blast - Damage/Endurance
- (21) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (40) Positron's Blast - Chance of Damage(Energy)
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (50) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (29) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Recharge
- (43) Red Fortune - Endurance/Recharge
- (46) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (31) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Armageddon - Damage/Recharge
- (33) Armageddon - Accuracy/Damage/Recharge
- (33) Armageddon - Accuracy/Recharge
- (33) Armageddon - Damage/Endurance
- (46) Armageddon - Chance for Fire Damage
- (A) Achilles' Heel - Chance for Res Debuff
- (36) Analyze Weakness - Accuracy/Defense Debuff
- (36) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (36) Analyze Weakness - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Numina's Convalescence - Heal/Recharge
- (45) Doctored Wounds - Heal/Recharge
- (45) Recharge Reduction IO
- (A) Healing IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Cimeroran Core Superior Ally
Level 50: Clarion Core Epiphany
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Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - Heal
- (42) Numina's Convalescence - +Regeneration/+Recovery
- (42) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - EndMod
- (13) Performance Shifter - EndMod/Recharge
- (13) Performance Shifter - EndMod/Accuracy
- (43) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 7.25% Defense(Smashing)
- 7.25% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 7.25% Defense(Energy)
- 7.25% Defense(Negative)
- 6% Defense(Psionic)
- 8.5% Defense(Melee)
- 8.5% Defense(Ranged)
- 8.5% Defense(AoE)
- 2.25% Max End
- 57% Enhancement(Accuracy)
- 86.25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 112.4 HP (10.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 4.95%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 20.5% (0.34 End/sec) Recovery
- 48% (2.14 HP/sec) Regeneration
- 10.71% Resistance(Fire)
- 10.71% Resistance(Cold)
- 10% RunSpeed
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I've decided to give fire/time a try. Time looks quite nice on paper, hopefully it will translate into something I like in-game.
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I love the idea of the new ATOs and catalysts, but as they are right now, they're a giant pain in the *** to actually use.
I bought a 12-pack and a 24-pack of super packs, and got lucky enough to get a full scrapper's strike set and 6 catalysts. I wanted to put them on my purpled fire/sr scrapper. The number of problems I ran into while trying to do so was staggering.
First off, I had claimed some of the catalysts on a different character, who is temporarily a villain. Then I found out that they can't be traded, even between characters on the same account.
The catalyzed enhancements can be traded from one character to another on the same account, so I decided I'd just send the enhancements to the character that had the catalysts then send them back to the character that wanted to slot them. Not that big a deal.
Then I found out that you can't combine enhancements with catalysts unless the enhancements are actually slotted into a power. So I used some enhancement unslotters and slotted the ATOs into the character that had the catalysts.
Then I found out you can't even use the catalysts unless you're level 50.
So now I have to wait until I get my villain to 50 so I can use the catalysts on the enhancements, then use more enhancement unslotters to get them out of his build, mail them back to the character that actually wants to use them, and slot them in.
It is absolutely ridiculous how difficult that entire process is.
Please implement any (or all) of the following improvements to make this process run more smoothly.
1. Make catalysts account bound instead of character bound. This should be easy enough to do since the catalyzed ATOs are set that way, so the code obviously exists already. This would solve nearly all the problems by itself.
2. Allow catalysts to be combined with ATOs without the ATOs being slotted. This could be considerably more difficult though, since I don't think there's a way to bring the combine screen up for non-slotted enhancements, but it's still worth at least looking into.
3. Allow non level 50 characters to combine ATOs with catalysts, but not to slot them. Might be kind of difficult to do if they can't implement issue number 2.
Honestly, just doing the first of these would solve almost all the problems. -
Quote:I'd be curious to see that ice/time build.My current recommendations for power-gamer Corr builds are Fire/Dark (tried and tested) or Ice/Time (inexpensive IO slotting and you can cap defense to EVERYTHING and still retain 190%+ global recharge. Seriously.) With either build...you can Tank almost as good as a Tanker but with debuffing and your AOE's drop down death like a Fury-induced Brute or a suicidal blaster on crack.
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There's not all that much left to proliferate is there?