knightofrage

Apprentice
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  1. Please tell me I'm not the only one who immediately thinks of 'Fist of the North Star' type goons when looking at these screenshots?
  2. FIXED!

    It seems as if the latest patch on Tuesday fixed the gauntlet bug that was interfering with PPM procs so I just want to give my thanks to the dev who fixed it.

    Thank you!
    Signed an avid tank player.
  3. Quote:
    Originally Posted by Severe View Post
    my fire/fire tanks s/l defense and my s/l resistance are both higher without some temp powers help...you need to better your build frankly.
    Grats to your Fire/Fire tank but his character is a Brute with those stats.
  4. Quote:
    Originally Posted by Darth_Khasei View Post
    That is only because people were not killing the well things. Kill those and that stage is no different than killing Black swans portals.
    Did I say people were not killin the lights? Nope the connections were constantly severed by a dedicated team as soon as they came up. Its just as I said we failed because Tyrant kept getting healed by defeated players and his favor of the well.
  5. Not quite as easy as you say for all leagues. I was just on 2 on virtue that failed at the Tyrant stage unable to get him reliably down below 30% as he'd keep getting healed by the Favor of the well and people being defeated.
  6. Not sure why but since last patch Gauntlet has been interfering with PPM proc rates once again. If you want proof just get a Super Strength tanker and Slot Hecatomb or Unbreakable Constraint damage procs in KO blow. With its recharge time both procs should be going off all the time yet they might go off half the time.
  7. I use walk for 2 things

    1)If I'm standing around idling for an extended period of time and don't want to be irritated by the panacea +Hp 65's floating up over my head at random (It turns the proc off)

    2)In a PvP zone when I'm helping friends get their PvP Fusion Generator for their base so I can die faster.

    Edit:Blast! Caught by Necro.
  8. Just piping up again saying how aggravating the PPM's being affected by Modified recharge rate is likely going to be with all the +recharge buffs flying around especially for sets like Energy Aura that has +Recharge in its Status protection toggle. Just commenting because 3 of my favorite characters are Energy Aura with Hasten..
  9. I did read it thanks. But regardless it is a flat out nerf as the Hecatomb procs have a 100% proc rate as their current 4.5 PPM form in the two powers I listed. The very fact there is a 90% cap is a nerf and now unless Synapse changes his mind about proc rate being affected by modified recharge instead of base recharge it may very well be lower than 90.

    So as it stands its a small nerf 90% down from 100% with potential to be an even larger one.
  10. Well thats a kick to the groin after spending 2k points on Hecatomb procs for My characters specifically with KO blow and Concentrated strike since I greatly enjoy Kinetic Melee and Super strength. As it stands now because of my desire to have high recharge I'm going to be screwed out of procs with the asinine changes to make the chance to proc based off of modified recharge.

    Yeah not happy about this at all and not buying any Attuned Enhancements from the store again at this rate and may have to reconsider giving Paragon Market $250 a month just to show my support with these kind of screw job nerfs to things I've paid for.
  11. Its not a bug its been stated by Dr. Aeon that the DA EB's are working as intended, there is a large thread about this already on the For Fun forum.
  12. Quote:
    Originally Posted by Lurker Hunter View Post
    Yeah, so? You'd have to play a bit differently, yes. That's the point.
    So the point is to deny some sets their attacks because they take too long? That sounds like an absolutely bad idea.
  13. Quote:
    Originally Posted by Lurker Hunter View Post
    Instead of just having a large (mostly) instant kill patch a la Battle Maiden, multiple smaller patches with less warning and damage. Say, the villain throws 2-4 bombs to the locations of each player, and a second after touching down they explode. Ideally the damage would be moderate, but with a potentially crippling side effect, so that players still need to get the heck out of the way but aren't taken out of the fight completely if they don't. A resistance to healing, a huge recharge debuff, or even severe blindness.

    It always bothered me that bosses like Protean had text notifications of his super power rather than visual ones. For him, a large flashy electrifying charge-up for 5 seconds would give the same "Hey, you need to get out of the way," message without being (in my opinion) tacky. Even helpful dialogue (such as Protean boasting about his power siphon) would be better than the giant HEADS UP text.

    Lastly, I'd like to see bosses you can't just hammer away at until they die. Say, a boss that plants a 30 ft MAJOR damaging/debuffing patch on itself every time it loses 5-10% health. That way you can't just sit a tank next to it, it has to move.

    The reason you have 5 seconds of warning for most big killer attacks or abilities is because you need to take into account the Root Time for longer animating powers otherwise it punishes some powersets a great deal more than others.
  14. Now that I look back at my earlier post I should apologize for coming off more crude than intended, my wonderful people skills are shining through again -_-.
  15. If someone has a character on virtue I'll be more than happy to prove it, sides I trusted the dev's enough that they wouldn't make a purchasable pet able to be killed especially given the price.
  16. Why don't folks y'know actually try the Leprechaun out before assuming it can be killed? I bought it because I like supporting PS and *gasp* It can't be targeted and cannot be killed.
  17. Minor thread necro I know but has anyone seen what the WST are going to be for February? Do we need to pester a redname to put up a post about em?
  18. Quote:
    Originally Posted by Arcanaville View Post
    Only some, not all critters in iTrials have 64% base tohit. So this is a situational problem even in iTrials. I doubt the devs are going to make everything in Dark Astoria have Praetorian tohit.

    If you are just solo street sweeping in DA, my guess is that soft-capped defenses, plus liberal use of inspirations, will probably be adequate although in the absence of aid self I would want a build with at least moderate to high levels of passive regeneration (or Destiny Rebirth as previously mentioned).

    Another possibility would be to build towards Diamagnetic in Interface, which procs -tohit into your attacks.
    Just noticed this thread today and I wanted to point out that I've used a power analyzer on most mobs in DA and DA related missions and so far I've found nothing that doesn't have that 64% chance to hit. Its -much- more common in DA that you may believe.
  19. I hate people who hate people who have a hate for game related things. See how absurd you sound for hating others because they have an opinion?
  20. Personally I'm fine with some basic instructions but don't bother trying to tell me anything once the fighting starts. Not that I don't pay attention its that I can't if I'm focused on my character and not dieing.

    Some of us are playing with disabilities of sorts. I have tunnel vision and can only see the center of the screen. So I don't see the chat window, or my Health or any warnings that may pop up near the top of the screen. Only warnings I may catch will be ones that pop up immediately overtop of my toon's head like Sequester notices and the rings. Pretty much anything outside of a spawn that I'm currently engaged in melee with I won't see.
  21. The question is how many of the people who are running trials all the time do so out of lack of reasonable alternate methods to acquire incarnate abilities? Some may not agree with me but I certainly don't believe SSA,Notice Breakdown and Apex/Tinmage to be a viable alternate path.

    I figure the DA revamp will be a good chance to see what the majority prefers. Solo/Small team or Trials.
  22. knightofrage

    C'mon Newb!

    Not sure if this counts but.. Leveling my First toon. My Main a INV/SS tanker. Early 40's still on So's I was Super jumping through Peregrine Island heading to another mission.

    I had forgotten I hit Unstoppable in my last mission against Arachnos.

    Mid Super jump it crashes de-toggling me and draining 90% of health..followed by me being KB'd by a Crey Sharpshooter ...in mid fall landing down below in a spawn with hardly a sliver of health.

    Needless to say I had to make a walk of shame from the Hospital to my next mission

    Moral of the Story? Don't forget if you've used your T9 when you have one with a major crash. It'll totally bite you in the rear when you least expect it.
  23. Tried copying from Virtue. No luck.

    And here I really want to be able to try I22 in beta when it hits
  24. If having smaller League sized trials kills off larger league trials I'd call it a sign of what the majority of players want. I think having a few 8ish man Incarnate Trials thrown out there would be a good test to see what -most- people would prefer to run.

    Let them hang out on the live servers for a few months and have the Dev's data mine that.
  25. I don't buy that the dev's are balancing the ITrials around IO'd out characters. Until I see a redname post stating that they are indeed balanced around that I am going to continue working under the assumption that they are balanced around Incarnate level shifts and abilities.