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Posts
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Didn't see this posted elsewhere, so I'll bring it up here...
The I18/GR patch notes were rather... sparse (as were the I17 notes, frankly) so it's no surprise some things just weren't discovered by the playerbase before launch. I just had a very interesting discovery when I logged on and found myself a member of eleven global channels. I know the limit was increased from 5 to 10 when I12 launched, but what didn't seem to make the I18 patch notes is that the limit has been increased from 10 to 15. Tested this just to make sure (kept adding channels past 10 until it wouldn't let me add more) - however there's a really nasty catch. Opening the channel listing in your friends tab (i.e. same place your global and server friends list is) will cause the game to crash.
Of course, this begs the question of whether having more than 10 globals is supported and the crash is just a bug, or whether having more than 10 was unintended and the crash is a side effect. I'm figuring it's the former, myself, since there's a cap of 15 rather than none or some other arbitrary number. Anyone else see this? -
Newegg still has a range of AGP cards (28 total currently). Depends what model computer you have as to whether a replacement card would use AGP (the older slot) or PCI Express. Also depends what model as to what integrated graphics you're running - you won't be able to do much with the ultra mode settings while running integrated graphics, but you should be able to play the game on low-ish settings with a playable framerate.
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Quote:Not quite - melees with in-set KB protection get 10,000% KB resistance (no that's not a typo, it's actually 10,000%) which effectively turns all knockback into zero before the protection is even applied. For example, Rooted from Stone Armor gives the standard 10 points protection and 10,000% resistance, but Granite gives 10 points and no resistance.Ten points of knockback protection will put you on a par with a scrapper or typical tank. Twenty points will put you on a par with a Rooted Granite tank.
52 points will let you resist things like three-slotted Force Bolt in PvP.
Diabolique is a rather nasty AV when it comes to knockback, since she's got a rather high-mag Force Bolt clone. Apart from her and a few select other encounters, though, there's almost nothing that will get through mag 12 KB protection (Recluse on the STF will go through 26, as an observation). -
Mako's first arc is quite simple as well, though if you plan on actually completing all the arcs to unlock the RSF Mako's final arc is notorious for being a pain.
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Guess it depends on what you commonly fight. For most well-built characters, or characters with tend to team with Rads/Colds/Therms/TAs/any debuff set really, you don't necessarily need the extra tohit provided by Tactics and you can simply pop a yellow if you do. Assault's a nice power which only needs the default slot. On the other hand, if you routinely solo high-level characters you might want the extra tohit Tactics provides. I'd say if you PvE Assault will generally be the better choice, while Tactics is the superior choice for PvP.
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Quote:The difference is you could do something about the latter, while these days you can have 10 CMs stacked on you and eat a tray full of tier 3 breakfrees and you'll still get mezzed.oh dont get me wrong.. gettin mezzed for 8 sec.. is nothing..
getting dominated for about 30 seconds is another...
I'd much rather have to manage my Break Frees or team with someone who could give me mez protection than not be able to do anything about being mezzed. The duration of mezzes post-I13 isn't the problem, it's that you're able to do literally nothing to prevent them. -
LotG is its own set bonus so you can stack it with other 7.5% rech bonuses.
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Docam is the Illusive Man? I always knew there was something screwy about Martin Sheen...
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Quote:Oddly enough, most of the "QQing" from PvPers comes about mechanics imbalances and bugs, not the typical "OMG THIS BADGE IS BROKEN" or "I WANT ANIMATED TAILS" or "MY CAPE ISN'T WAVING RIGHT" crap you get from the PvE crowd.Or is this just another example of PvPers QQing about everything?
Assuming you use phase to try and finish off other phased players, which in a zone or team arena situation is a really stupid thing to do 99% of the time. When someone burns phase to try and kill a phased player (generally doesn't happen because the phased person is usually well away anyways) they become a big target. I'm aware that playing a regin in zones clouds your judgment and hampers critical thinking skills, but now you're just being silly. -
My three Staminaless characters are looking forward to this the most - for them this change is like getting a Numina and Miracle unique for free on top of what they're already got, and that's before slotting (I'd probably only use the default slots for those characters since they're already fairly self-sufficient). Then I also get Swift, Hurdle, and Health for free...
Only thing I'm not looking forward to is completely rebuilding 50+ characters. Been tooling around with adding Fitness as inherent in Mids but no real luck so far. -
Quote:I have a feeling Leadership is going to be the new Fitness.Iknow this has probably already been said, but frankly this doesnt excite me to much.
Even if they are slottable, on almost all my toons i use maybe 2-4 slots on fitness. And i dont see this changing reguardless of if its inherent or not. If i need to slot stamina im slotting it. So now basicly i get 3 more power choices, but really have no slots for them without totally reworking or nerfing other powers to make room for them. So frankly its like thanks for giving it to us, but i dont see this changing any of my toons drasticly. Those 3 extra powers are likely going to be QoL powers like teleport alley or something like that rather then anything useful due to lack of support for them. -
Quote:Defense debuffs are of little concern to a softcapped SR, especially a Brute (higher base HP and all that). Generally mobs will not be able to stack enough -def in a short enough window to drop your defense a meaningful amount - you're far more likely to die on an SR from a streak of bad luck (i.e. several hard hits in rapid succession while at the softcap) than you are from cascading defense failure.45.3%, while over the soft cap, and with 95% DDR will be safe, sure.
Till about 3 or 4 -def attacks land on you and you wind up heading into cascade failure under 45%. If you plan on tanking the ITF I'd go higher. Don't forget, however. You'll likely have a cold or an emp or some such with you as well boosting your def. I'd say test drive it and see how comfy you feel.
Personally, my MA/SR scrapper has 48% to all, and I still have elud incase I get cascaded somehow. Just personal preference.
45.3% is probably not enough cushion to keep you at softcap (a -10% debuff would drop you to 44.8% after DDR is factored in), but 47-48% will generally be enough to keep cascading defense failure from being an issue (would mean you'd be able to take four to six -10% debuffs before you're dropped to the softcap). Again, a softcapped SR is much more likely to die from a series of lucky hits than they are from their defense breaking down. -
It's because defense sets are largely balanced around an even-con minion's 50% base hit chance. Obviously accuracy slotting and tohit buffs increase that number, for other players, but it's much more difficult to make defense sets work when players have a base 75% chance to hit than they do 50% (as an example, an SR Scrapper with 45% defense would go from being hit 5% of the time to 35% of the time, and that's before any slotting or buffs are applied to the attacker).
Defense sets are king in PvE because most NPCs lack tohit buffs, and accuracy buffs (such as +acc from being a higher rank or level) don't hurt defense nearly as much as tohit buffs/defense debuffs do. The AI in this game is incredibly dumb, and the NPCs are easy to manipulate to your advantage. Players generally aren't, and most PvP builds are designed to hit all their targets all the time. Elusivity and DR mean the difference isn't as cut-and-dried as it was pre-I13, but defense sets are still at a disadvantage simply because they rely on luck and there's no way to control the types of buffs your attacker has. -
That already happens, unless the higher-level character specifically builds for the lower-level zone (and that's quite rare since I13).
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Quote:The first of these is impossible (or rather would take a lot of extra programming or wasn't possible when I13 was launched) which is why people got base resistances. Of course, they didn't solve any of the issues they were trying to, but..5) Give every AT higher HP caps in PvP Zones.
6) Give everyone the same ACC to hit a target as there is in the PvE game.
The second was the way PvP was at launch - players had a 75% chance to hit other players. This was changed because it severely disadvantaged defense sets, so there's no way the base 50% chance will be changed back to 75%. -
1. The most cost-efficient way of using reward merits right now is to convert them to alignment merits (yes, there's another kind of currency now). 50 reward merits and 20 million inf will buy one one alignment merit, which can be used to buy 5 random recipes (basically, 100 reward merits' worth of stuff). There are other ways to spend the merits, of course, but for the time being this seems to be the most efficient.
2. You cannot email merits, though you can email the items you get with them. -
Permadom is optional not required for the AT to perform, but a better question is why not build for permadom? You no longer get the damage bonus, but permadom means an end refill every 70-90 seconds, complete mez, kb, and repel protection, and extra mag and duration for all your mezzes.
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Yeah, because getting stunned for 8 seconds and not being able to do anything about it is so much better than teaming with an Emp or carrying Breakfrees.
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Hm, I should list my respec recipes. I have no need for them and most of my characters have several vet respecs anyways (build is planned before the character is even created, and I take and slot powers so that I don't have to change anything between 1 and 50). My Staminaless Stalker is looking forward to getting an extra 35% (1-slotted with a generic level 50 endmod) recovery as well as free +jump from Hurdle, and my Staminaless Fire/Psi will have a place to put the +end proc (she's already doing fine between near-perma Drain Psyche and Domination recharges every 75 seconds, but in long drawn-out fights or when there aren't lots of mobs around the +end proc will be nice). I'm just slightly irritated that I'll have to respec 50+ characters around the change (especially for my Mind/Emp PvP build which only has Hurdle and nothing else from the Fitness pool).
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Stamina: 2 Performance Shifters (including the +end proc) plus a generic level 50 endmod IO, or 3 Performance Shifters (including the +end proc). First slotting gives you a +speed bonus, and second slotting gives you +speed and +hp.
Foresight: 6 Red Fortunes. Build up that ranged defense.
Mind Link: 3 Membranes for maximum tohit, defense, and recharge. Expensive, yes, but probably worth it. Otherwise frankenslot three or four def/rech IOs from various sets. -
It's a good thing that what you just said is nothing like what the topic of the thread is about.
In my case, I won't be slotting nor running the pool version of Maneuvers (too much end cost for not enough gain) and will instead be using it as a LotG mule, though I will be slotting the pool version of Tactics if I can manage to find the slots.