ultrawatt

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  1. Please attach the data chunk, that is all that is needed.
  2. ultrawatt

    Solo MoITF

    UPDATE!!
    This time i did it in 0:40:38. There were 3 deaths however, the first one was mine in the first damn mish. I was typing about how my filler might not want to enter 2nd mish because of ambushs...so no one dies and we get the badge. But still no temps! So moral of the story: do not type while surrounded by time traveling energy lobster nazi's aliens from outer space that are also made of energy.

  3. Yesterday i did an ITF in 18:44 i think. The team was put together within a matter of minutes.

    Did an MoLGTF. Honoree actually dropped so fast i missed the fight. And an MoSTF (attempt) it was boring because it was so easy.
  4. Quote:
    Originally Posted by seebs View Post
    Thank you for the reminder that, if my guide does not mention the importance of autopowers, it should be updated to do so. Yes, definitely, there should be a reminder to turn on an autopower.
    awesome.
  5. ultrawatt

    Is jab worth it?

    Another thing to note is that jab can take the stun purple set. So on a farm only build you may want to get it rather than punch.
    But in normal stuff no, jab isnt worth it. Punch has higher DPS and better mitigation but a lower end/sec cost right out of the box. But even punch gets outclassed in a lot of builds in favor on gloom(from soul) and haymaker for primary attacks.
  6. Quote:
    Originally Posted by Fiery-Enforcer View Post
    I really don't know what the devs were thinking with changing reactive.
    They weren't?

    Either way I really dont think this will actually speed up team content this much.
  7. Quote:
    Originally Posted by Baroness_Dusk View Post
    I did read those posts, I've read many posts on the subject. The issue is that those threads all assume a person with limitless infamy to toss about. I do not have that luxery yet which is why i was looking for suggestions for a person starting down the road to the endeavor.
    Then you should have posted that question the best farming thread, or some other thread.



    Quote:
    Originally Posted by Irish Fury View Post
    Another thing about Super Strength/Fire brutes, they have been known to accomplish amazing feats outside of farming. Somewhere on these forums there is a thread from a gentleman who soloed the Statesman Task Force with his. Pretty impressive stuff.

    Elec/Shield is good, but it is a one trick pony. ST damage on elec/shield is pretty weak. SS gives a good balance of ST and aoe. After talking about it here, my altoholism is tingling. Must.....make.....SS/fire......brute........
    Ah thats a very good point. SS/fire is actually amazing outside of farming, see the sig, if you have the inf to invest. However, will need to use a different build for farming and normal PvE imo. My SS/fire was originlly only going to be a farm toon to get cash for my SS/WP and other toons. Now he is my main and best toon at TFs by far, ive been wanting to try out the STF but dont want to lose frenzy >.<
  8. Quote:
    Originally Posted by Kractis_Sky View Post
    If its WAI, then the next 4 incarnate slots better give single target powers psychotic levels of damage - and I mean needing scientific notation to express, like Steel Canyon Building Explosion or Kill Monster.
    Thats kind of what im hoping. Honestly this is how powerful i think iPowers SHOULD be, and the new content should be THAT hard, this is how i felt with ion. I think that all judgement powers should have had those lvls of dmg. But atm it's simply not balanced.
  9. I would finish up buying a couple more IOs i need for a build im going to respec into on my SS/fire. But thats 1-2bil max. The rest i would play the market with and see how quickly i could double that money. Then i would go to disney land.
  10. Yeah, thats the only thing that was changed. And keep in mind, this is FASTER than with the ion bug.
  11. Yeah, seems a bit OP. My burn patch can take out an entire mob, including bosses (lvl 50s at least) with very little fury and no rage. Will need to spam the devs with the question come thrusday or something haha.

    EDIT: of course this epicness mighht not be as epic on teams as it stll only stacks 5 (6?) times.
  12. I posted some numbers in "very best farmer" as it's the officially unofficial on again off again farming stats thread, at least myself and a few others would like it to be. Similar to pylon thread in scrappers.
  13. Well, it looks like SS/FA got supercharged with the reactive fix.
    Last night I ran my normal fire arc FIRE!(other) +4/x8 with bosses. All five mishs took a total of 642 seconds (10:42), including 4 load times of an average of 40 seconds (a total of 2:40 min of load times i believe). Which means i ran 5 mishs in 8:02, about 1:30 seconds a mish or so. My last recorded times, just a few days ago, were about 12-20% slower.
    Totals:
    inf: 12,547,560 (in SG mode)
    inf/min with load times: 1.1mil
    inf/min without load times: about 1.5mil i believe
    tixs: 7332 (i misjudged one mish and finished before i could ticket cap)
    tix/min with load times: 683
    tix/min without load times: 916 i think

    Fun facts: damage totals:
    ball lightning: 76,305.89 dmg
    blazing aura: 70,436.49
    bonus fire (FE i believe): 58,067
    burn: 34,777,87
    Fences: 17,699.35
    Foot stomp: 87,619.72
    haymaker: 319.23 (i used it once or twice)
    Ion core final judgement: 47,537.67
    Reactive interface (i.e. the big bad): 142,629.55

    Powers used:
    ball lightning: 31
    blazing aura:
    Fiery embrace: 7
    burn: 11,525 O.o it must count the DoT
    Fences: 19
    Foot stomp: 38
    FF+rech proc: 27
    haymaker: 1
    Healing flames: 5
    Ion core final judgement: 5
    Rage: 5
    Ragnarok chance for KB: 74
    hasten: 4
    barrier core epiphany: 1
  14. Quote:
    Originally Posted by Syntax42 View Post
    Interface procs seem to be bugged for pseudopets. I watched my combat log carefully as Burn ticked away on a Pylon. I did not see more than a few ticks of the Reactive proc. It should have been going off for almost every tick of the burn patch.
    I'm testing this right now and in about 2min of using burn on a pylon i have done 8k dmg from reactive and about 1k from burn according the hero stats...

    EDIT: i didnt use rage and had almost no fury though.
  15. Well then, this is amazing. I’ll have to take a look on my dom, only toon with a rain power and reactive.

    It is very likely they might put out more AoE dmg. But im not sure how practical it will be, considering a storm def might have some trouble surviving in the middle of a huge mob (best form of farming)
  16. DoT still only stacks up to 6 i believe. And SS/fire has burn anyway :P
  17. Im confused, dont see any nerf for ss/fire or some epic buff for storm
  18. I like maneuvers a lot more. Not only is it more def but it also helps your team. And it stacks with ninja run, that doesn't matter to everyone though. But if you rely on it as your travel it’s quite nice.
    But if maneuvers is just enough to get you to the s/l soft cap and CJ isn't maneuvers is infinitely better.
  19. Quote:
    Originally Posted by joebartender View Post
    Sure you meant doesn't and linking to Tvtropes is just evil. Now I am going to spend at least 30minutes just clicking links off of that page alone.... Thanks
    Haha, that was the intent. I know im evil >.<
  20. One thing i like to mention about SS (i think it really help efesive the point) is that with even a cheap IOed build you can finish the mish either before or right as you are getting the 1st rage crash and still often ticket cap. So yeah, rage does slow you down at all even WHEN you use it. Which is pretty nice.
  21. Do you have any numbers that prove is more effective? (i.e. faster, right?) This has gotten me very interested. I just fail to see how it’s any faster when people stay together considering there are a lot of toons which can easily obliterate entire mobs within a matter of seconds (FS with FE up can oneshot minions with rage and fury). I'm not saying a team should split up into 8 groups of 1, buffer/debuffs especially, but that in this day and age 8 people will easily have "too much" wasted dmg against mobs, equal level at least. And there for it is better for them to split up into smaller groups.
    Of course, in the lower levels this is generally not a problem and you do want to stay together.

    You can either can mobs die in 5 seconds and then spend 3 second getting to the next mob. You can have 3-4 groups of people each killing mobs damn near just as fast. Guess that’s kind of how i see it.
  22. Quote:
    Originally Posted by Amir View Post
    Unkillable on ITF?! How did you manage that?
    Was that a joke?
  23. Quote:
    Originally Posted by Zombie Man View Post
    3. The other problem with 'Healers' in CoH is when they see their role as being almost exclusively as a Healer. They don't use their other buffs. They don't use their damage attacks. If the other players have good defense, or there are other defenders or controllers on the team keeping everyone buffed, the foes debuffed or locked down... well, then, there's no need for healing at all. The 'Healer' who's doing nothing but rocking a Heal Aura that's not needed is just dead weight.

    A dedicated healer is necessary for situations when damage is unavoidable (for example, a Hamidon Raid). But in this era of soft caps and other powerful damage mitigating powers.... healing is rarely necessary.
    I know i cant stand people that only heal. I've seen this one too many times on emps, worst are ones that only took 1-2 attacks, god forbid this kill something everynow and then. They really are nothing but dead weight.

    There is that quite a bit where dmg is irresistible and auto hit, seems more and more with iContent. With stuff like Nova fist even a kin's heal is really really really ******* awesome.
  24. ultrawatt

    Judgement & ITF

    Quote:
    Originally Posted by Roderick View Post
    The only reason I can think of there being no rewards is if the leader converted the team to a league, and split you into multiple teams. Then, if a Judgement one-shot killed a group, only the person who got the kill and people on his team (not the whole league) would get XP, etc.
    Thats exactly what i think must have been happening, I've never run into this problem with judgement before