Release Notes for Build 19.20090702.2 ~ 7/7/09
Or one could just build a shield/ss tank with assault and farm absolutely safe and be at damage ap all by himself all day against 95% of all dev created enemies. I use a shield/fire melee tank and my damage stays around 250% i make up the rest with reds i gain from the killing.
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In other words, /fail.
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If you're talking from a paper analysis of it, you've done something wrong.
If you're talking from experience, the tanker was doing something wrong.
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So you think him posting some uber tank build is representative of how broken risk vs reward is?
If so, you're doing something wrong.
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If you think that my tank build is "uber" then you are doing something wrong.
That build isn't even maxed out.
I limited it to the IOs I already have on hand +about 500 million influence for the rest I need.
If I had gone all out and given it an unlimited spending budget then you would have seen a truly Uber build.
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Or one could just build a shield/ss tank with assault and farm absolutely safe and be at damage ap all by himself all day against 95% of all dev created enemies. I use a shield/fire melee tank and my damage stays around 250% i make up the rest with reds i gain from the killing.
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Shield/anything can make for very nice farming builds but you do need to keep an eye on the character while running content with swarms of enemies just in case several of them all get lucky on a streak and do some serious burst damage through the +def.
The WP builds I posted have the advantage of essentially having the same levels of defense while also possessing enough inherent regeneration to compensate for those "lucky streaks" even if the player were to wander away from the keyboard for five minutes to go make a sandwich.
Thus pushing them into the realm of basically "zero risk" characters.
Is this patch ever going to hit live? i've really started pvping lately for some god forsaken reason and it'd be nice to earn some recipes again.
You know, the one drop every five thousand kills or whatever crazy ratio its on.
What does any of this have to do with the changes to PvP drops?
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What does any of this have to do with the changes to PvP drops?
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It doesn't.
I was responding to this post:
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Not necessarily. You can make groups that fight back using just minions (though experienced players will have a better idea of how to fight back) but the real problem are design gaps with certain enemies and only having exactly one cherry picked enemy.
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Regarding AE missions which have enemies with only one damage type.
You chimed in to argue my points so I assumed that you at least knew what was being discussed.
Evidential not.
Nice try at changing the subject away from an argument that you were losing though.
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What does any of this have to do with the changes to PvP drops?
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Dont know if that post was directed at me or not but i was refering to the fact that this patch was supposed to make pvp drops happen again
Females still use the male run animation when they have a Katana drawn. I suspect it is this way for all left handed weaponry.
Playstation 3 - XBox 360 - Wii - PSP
Remember kids, crack is whack!
Samuel_Tow: Your avatar is... I think I like it
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Nice try at changing the subject away from an argument that you were losing though.
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What arugment was I losing?
Chat Bug.
Chat Bug.
Chat Bug.
There ya go, now it's posted, now you can look into fixing it finally? It's been, how long?
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Chat Bug.
Chat Bug.
Chat Bug.
There ya go, now it's posted, now you can look into fixing it finally? It's been, how long?
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Yes yes and yes... fix the darn chat bug.
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Chat Bug.
Chat Bug.
Chat Bug.
There ya go, now it's posted, now you can look into fixing it finally? It's been, how long?
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Yes yes and yes... fix the darn chat bug.
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wwwweeeeeeeeeaaaaaaaachat bug?
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Chat Bug.
Chat Bug.
Chat Bug.
There ya go, now it's posted, now you can look into fixing it finally? It's been, how long?
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Yes yes and yes... fix the darn chat bug.
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wwwweeeeeeeeeaaaaaaaachat bug?
[/ QUOTE ].
127351273712huh?
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
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Chat Bug.
Chat Bug.
Chat Bug.
There ya go, now it's posted, now you can look into fixing it finally? It's been, how long?
[/ QUOTE ]
Yes yes and yes... fix the darn chat bug.
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wwwweeeeeeeeeaaaaaaaachat bug?
[/ QUOTE ].
127351273712huh?
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ewqjelkqewqwewqwqPlease try changing the battery in your KB or post a hijack this report.
Bug:
-Started since this Patch.
-Aura's are suppressed if not non existent in Character Selection Screen
-Character is not 'Moving'...There is no 'Wind' making the cape go in motion. Characters are not changing Pose.
-None of my system specs changed overnight.
Bug Emotion:
Grrrrrr
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This will make PvP IO sets almost impossible to obtain for the casual PvPers.
I feel sorry for the PvPers on low populated servers. One more reason for them to head over to freedom.
GG devs. PvP IOs will make purples look cheap.
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Gotta add, I was shopwing a friend PvP in arena the other night. After killing him, I found myself say now wait five more minutes so there is a chance of a reward for who ever kills each other next.
Not exciting.
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
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This will make PvP IO sets almost impossible to obtain for the casual PvPers.
I feel sorry for the PvPers on low populated servers. One more reason for them to head over to freedom.
GG devs. PvP IOs will make purples look cheap.
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Gotta add, I was shopwing a friend PvP in arena the other night. After killing him, I found myself say now wait five more minutes so there is a chance of a reward for who ever kills each other next.
Not exciting.
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The end goal for pvp in this game is brawl+sprint. It is pretty clear how the reward system now supports that.
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Necromancy and Robotics Mastermind pets should be able to utilize emotes again.
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My robotics henchmen can use emotes, but the ability to bind a '/petsay' type of command using a loaded bind file is still non-functional.
Yes, the /beginchat work-around does work.
I wasn't sure if this patch note was just a fix to allow bots/necro pets to use any emote, or a fix for the petsay issue.
@Cannonfodder
Victory: The Hall of Justice Virtue: The Hall of Doom
Slash Commands, Binds and Macros, Oh My!, CoV Stat Booster Accolade Cheat-Sheet, Don't Let Me Make Money Off Your Ignorance!!!, Day Job Acquisition Guide, "Tricky" TA
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LOL, I can't imagine no one bugged that STF bug. Methinks BaBs may have been out of the loop on it. [/ QUOTE ] After a quick chat with Castle, no...it appears we weren't aware of this particular issue. He's chalking it up to some recent changes with AI and we're going to evaluate what might have changed and how it affects the task force. |
So, it's in the hands of the engineers.
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
To clarify: We've known about this since shortly after I15. I looked at the powers and marked it as Working as Designed since the powers worked properly. About 2 weeks ago, it came up again, and I looked at it again, and determined that, yes, there *is* a problem, but it isn't in the power itself, it's located somewhere in the guts of the timing system. You know, that same system that causes Oil Slick arrows to not ignite every now and again.
So, it's in the hands of the engineers. |
The timing seems to be that any critter can instantly get off at least one power... even when shot from behind.
I've even seen critters get held and an attack gets off. A really annoying extension of the 'super-summon' that several critters can do where they will summon their pets just about 100% of the time.
Still here, even after all this time!
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Since the character has essentially zero risk of being defeated no matter what damage types are mixed into a mission, exactly how would the logic of "no risk = no reward" apply to this character?
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Great, the tank can survive alot, whoopee-do...it's suppose to genius. However, it's damage output is the limiting factor in this case. Sure it can produce nice damage but even this uber tank you've created is nothing compared to a evenly built blaster, scrapper, dominator, brute, stalker in terms of raw damage.
In other words, /fail.
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Meh. Is that the best you can come up with?
The Tank doesn't matter because it can't do damage?
(although the one listed above would do decent enough damage for a non-fire tanker)
I anticipated that lame answer so here is a scrapper that is nearly as insanely hard to kill...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fire WP: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Fire Sword -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(3), Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- ResDam/EndRdx/Rchg(A), ResDam(11), ResDam/EndRdx(11)
Level 2: Cremate -- Acc/Dmg(A), Dmg/EndRdx(5), Dmg/Rchg(7), Dmg/EndRdx/Rchg(7)
Level 4: Mind Over Body -- ResDam(A), ResDam/EndRdx(9), ResDam/EndRdx/Rchg(9), ResDam/Def+(13)
Level 6: Fast Healing -- Regen/Rcvry+(A), Heal(13), Heal/EndRdx(40), Regen+(46)
Level 8: Build Up -- Rchg/EndRdx(A), ToHit/Rchg/EndRdx(15), ToHit/Rchg(15), ToHit(17), ToHit/EndRdx(17), Build%(36)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Hurdle -- Empty(A)
Level 14: Health -- EndRdx/Rchg(A), Heal(40), Heal/EndRdx(40)
Level 16: Rise to the Challenge -- Heal(A), Heal/EndRdx(37), EndRdx/Rchg(37)
Level 18: Fire Sword Circle -- %Dam(A), Acc/Dmg/EndRdx/Rchg(19), Acc/Dmg/Rchg(19), Acc/Dmg(21), Dmg/EndRdx(21), Dmg/Rchg(23)
Level 20: Quick Recovery -- EndMod(A), EndMod/Rchg(36), EndMod/Acc/Rchg(37), Acc/Rchg(45), EndMod/EndRdx(46), EndMod/Acc(46)
Level 22: Stamina -- EndMod/EndRdx(A), EndMod(23), EndMod/Acc/Rchg(25), Acc/Rchg(43), EndMod/Rchg(43), EndMod/Acc(45)
Level 24: Boxing -- Acc/Dmg(A), Dmg/EndRdx(25), Dmg/Rchg(31), Dmg/EndRdx/Rchg(34)
Level 26: Incinerate -- Acc/Dmg(A), Dmg/EndRdx(27), Dmg/Rchg(27), Dmg/EndRdx/Rchg(29)
Level 28: Heightened Senses -- Rchg+(A), Def(29), Def/EndRdx(34)
Level 30: Tough -- ResDam(A), ResDam/EndRdx(31), ResDam/Rchg(31), ResDam/EndRdx/Rchg(34)
Level 32: Greater Fire Sword -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Dmg/EndRdx/Rchg(33)
Level 35: Weave -- Def(A), Def/EndRdx(36)
Level 38: Strength of Will -- Empty(A), ResDam(39), ResDam/EndRdx(39), ResDam/Rchg(39)
Level 41: Combat Jumping -- Rchg+(A), Travel(42), Travel/EndRdx(42), ResKB(42), Def(43)
Level 44: Maneuvers -- HO:Enzym(A), HO:Enzym(45)
Level 47: Confront -- Taunt/Rchg/Rng(A), Taunt/Rchg(48), Rchg(48), Taunt(48), Acc/Rchg(50), Taunt/Rng(50)
Level 49: Super Jump -- Travel(A), Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
(Note: the empty slot in Strength of Will is for the PVP +def IO)
Essentially softcapped defenses, 60-92 hps per second regeneration along with Fire Scrapper damage and utterly insane endurance recovery (Thanks to Iggy_Kamakaze for the starter build it is based upon).
An expensive build but no more so than one that relies on multiple purple or PVP sets.
Fire Scrapper damage + ridiculous survivability = Farming machine with essentially zero risk in 99% of the Dev designed mission content in the game.
I can also build several other, similar Tanks, Scrappers and Brutes in the same manner. (the only reason I posted the tank first is because that build will be what I am using for my own WP/SS tank shortly)
In other words...
Your argument? /massive fail.