-
Posts
4231 -
Joined
-
Nemesis doesn't exist. It's just a figment of your imagination.
*This post may or may not be a Nemesis plot. -
Dev letter just came out with a picture of an eagle-headed hero. Boo-yah!
-
We can't use that power because being able to use all of the powers you get by level 50 versus a level 5 Hellion would make them absurdly easy. Heck, even just with slotting, they are well easier than they were on the way up. Being able to use level 32+ powers against enemies that only have one attack would be waaaaayyyyy too easy, especially since we get XP against them, now.
As for why the slider will go down, despite the fact that we can't use it: the powers themselves just look up details that exist in spreadsheets. All of those damage powers are looking up several values, and combining them in certain ways to get you the end results. For instance, a melee damage power will look for the power's base damage value and the AT melee damage mod for that level. Since this exists for all ATs regardless of when they would get an applicable power, the slider can be moved to points where it doesn't make sense. But that doesn't mean that it should be able to be used then. It COULD be used then, but would make higher-level characters way more powerful than lower-level characters when exemp'd. -
As soon as you make a character, those options will be there for you to use. You don't need to do anything to claim them. If you have already-existing characters from a trial, then you can go to a tailor/facemaker, and the options will be there.
Oh, and welcome to the game and the forums! -
Quote:They're on to us, Castle! Run!For example, I heard the other day that this whole thing is Castle's fault. One day Castle decided to redesign Fireball so that every time someone used it, the game servers deposited a penny into his retirement account (ever wondered why fireball has such a short cast time? now you know). Castle figured in a few years he could have retired sitting pretty. But then datamining showed that blasters were dying too quickly and not using fireball enough. The ones that were not dying had such high defiance buffs that they were one-shotting everything and not using fireball enough. So he reduced the damage buff of defiance, and made blasters partially mez-immune. This helped greatly, but then blasters starting doing so well that blasters were using hundreds of thousands of fireballs. Pretty soon NCSoft didn't even have enough money to pay BaB and had to let him go, much to his surprise. At that point Castle knew the game was up and by year's end the auditors would catch up with him. Knowing that his finances were being monitored he transferred his ill-gotten gains to an offshore account under the name of an accomplice. Castle would then leave Paragon Studios and his accomplice, citing new opportunities out of state, would leave California and meet up with him in Aruba a few weeks later where they would split all that perk pack money.
-
1) Yes, putting the mission to a higher level should give you higher mission complete rewards.
2) I believe that the game determines the higher of either your mission settings, or your actual team size, when determining mission difficulty when on a team. -
-
-
Because that's not how random number generators work. They're random. As such, 2 hours is not a significant sample size. If you want to be assured that you get the drops, then play solo. If you team, you run the chance that the other guy(s) is going to be luckier than you.
-
Quote:Very few attacks don't have a positional type to them, especially ones that the Mobs throw at you. SR does have the scaling resistance, though, which does help to protect you, and some very high Def Debuff protection, so at 40% native Defense, not much is ever going to hit you.I guess I don't see soft-capping as that much of a problem, plenty of builds can already achieve it, albeit with more investment. But where that doesn't protect you SR has nothing to fall back on - pure psi attacks, high to-hit buffs such as stacked vengeance from Nemesis, anything auto-hit..
Few Tanker sets give you that much native protection (basically 80% mitigation from 95+% of attacks). Only Granite Armor comes close, and that has penalties attached to it.
Sure, other sets can get to the soft cap, but it takes an investment in influence and time. SR on Tanks could do it by level 22, with just one power pool pick. Very few other builds out there can boast that. -
It's all of them, to a degree. When the Lieuts go down, they drop Vengeance upon themselves. This gives all of the other mobs in the spawn (and sometimes nearby spawns, if they are close enough) a very hefty +ToHit bonus, among other things. This makes it so that they are effectively countering an equivalent amount of Defense on all of your bots, but even the minions could be doing a lot of this damage, if the Lieuts are dieing first.
-
Do you know that you can hide all unowned recipes in the full list? This just limits it to the recipes that you have on you/have memorized. You can do this from the drop-down (actually, it's kind of drop-up) menu at the bottom of the crafting screen.
-
If Tanks ever get it, it will likely be a carbon copy of the Brute set, complete with the Taunt aura in it.
However, the main problem is that it might be too good for Tankers at doing what it does. Current Brute values put SR at about 19.5% Defense to the positions. Slotted, that's about 30% Defense.
Now, if we bring that over to Tankers, given that Brutes and Scrappers get 75% of the value a Tanker would get, that would bring it up to about 26% Def base value, going up to 40.57% Defense with just SOs and no additional powers. Add combat jumping (2.5% Def base, going up to 3.9% slotted), and you're within 0.5% of the soft cap, by level 22 when you can get SOs. -
Quote:Oh, I'm so, so glad you asked......
.....
.....
Carp? o.O
You might need to expand on that a bit.
Carp Armor
Carp Armor focuses on your affinity with fish, not necessarily with using a fish. Power customization would allow for the use of other fish models for some of the powers, but Im not sure how far that would go.
Tier 1: Carp Scales
Carp Armor doesnt do anything normal. As such, this power combines some normal defense with some exotic defense. Because, really, we dont have a set like that yet, and Carp Armor provides a good place for that, I feel.
You cover your body in fish scales, toughening your skin and becoming more like a fish. While the scales are good against lethal attacks, it offers no protection against smashing attacks. However, the scales are quite good at deflecting energy and negative energy attacks.
Lethal, Energy, Neg. Energy Defense: 17%
End Cost: 0.104/second
Tier 2: Carp Stench
You smell like a dead fish. A dead fish thats been dead for a good long while. And left to sit in a hot room. A room with no ventilation. Its bad. Like, really bad. People would tell you to shower more, if they didnt think that would just make it worse.
Aggro: 13.5 second Taunt value
Enemy Recharge: -32% Debuff
Enemy Speed: -50% debuff
20% chance for mag 3 hold, 2 second duration (use the vomit animation)
End Cost: 0.5/second
Tier 3: Carp Biology
Your body is used to being under water at high depths. The pressures down there can be horrific, but you have adapted. You can route bodily functions to cushion harmful blows. In addition, your biology has adapted to changes in temperatures caused by the ocean currents, and it is hard to affect you with fire and cold attacks.
Smashing/Fire/Cold: 17%
End Cost: 0.104/second
Tier 4: Fish Food
Just because you are a fish, doesnt mean you dont like the taste of them. You can make yourself a nice, hearty meal out of pretty disgusting, rotten fish. Its comforting to you, tasting like home. Your tolerance for such a nasty meal has left your intestines especially hardy.
Heal: 25%
Toxic Resistance: 20% (stackable) for 60 seconds
Recharge: 40 seconds
End Cost: 10.4
Tier 5: Mark of the Eel
Eels are slippery little creatures. So much so that they are able to wiggle away from many things that would try to pin them down. You met one once. Name was Bob. Nice fella. Gave you a little eel mark on your legs. You havent been the same since. Too bad you ate him afterwards. He might have been able to do more for you.
Psychic Defense: 20%
Mag Protection: -12.975 Stun, Held, Sleep, KB, Immobilize
End Cost: 0.104/second
Tier 6: Caviar
You really are quite disgusting to most people. Your fish biology has changed so much that you have started making fish eggs in your body, replacing your usual reproductive means. Sometimes, youve got too many of these, and you need to just let them out. Most people seeing this never want to see it again.
Hold: AoE Mag 3 Hold effect, 10 second duration (vomit animation again)
ToHit Debuff: AoE -5%
Recharge: 60 seconds
End Cost: 20
Tier 7: Carp Storm
Your affinity for carp knows no bounds. You are even able to call them to your service from time to time. This power allows you to summon a school of carp from any nearby water body. The flopping bodies muck up the environment around you, causing enemies to slip and fall down.
Summons pet: Carp Flop, causes 0.67 KB to up to five enemies around the area summoned.
Recharge: 35 seconds
Endurance Cost: 10.4
Duration: 30 seconds
Tier 8: Fish Guts
Youve got the guts of a fish, both literally and figuratively. While it helps you at bars quite well, it helps you on the battlefield even more.
Passive Power
Res (Fear, Confuse): +50%
Res (Toxic): +20%
Tier 9: Carp Form
You turn into a giant fish. This does nothing for you except causing you to gasp for air. Well done, genius. This only helps in water (and even then, doesnt do much)
Change form: giant fish (45 second duration)
Recharge: 240 seconds
Carp Melee
Carp Melee focuses on you whacking your enemy with a giant, semi-frozen fish. Power customization would allow for the use of other fish models for some of the powers, but Im not sure how far that would go. I mean, its not really Carp Melee if youre using a Bass, now is it?
Tier 1: Carp Smack
You smack your enemy with a giant carp. Light on damage, but as most enemies arent accustomed to being hit with a fish across the face, it has a chance to disorient your enemy.
Damage: Minor Smashing/Cold
Recharge: Fast
Tier 2: Carp Whack
You give your enemy a very good whack with your dead fish weapon. Slower than Carp Smack, but does more damage, and can knock down your opponent from the force and the smell.
Damage: Moderate Smashing/Cold
Recharge: Medium
Tier 3: Carp Fins
The fins of your carp club are pretty sharp, and can be used to devastating effect by those few who know how to use them. Causing damage to a wide arc in front of you, these fins open wounds in your enemies, which quickly become infected from the fact they were caused by a smelly fish. The infection can cause enemies to become lethargic.
Damage: Moderate Lethal/Toxic
Recharge: Medium
-20% Recharge Debuff
Tier 4: Taunt
Standard Taunt effects, but the animation is switched to chucking fish guts at your opponents.
Standard Taunt values
Tier 5: Carp Hammer
A two-handed overhead smash with your fish. More damage than your other attacks, but slower to recharge. The sheer force can sometimes cause your fish to burst open, spilling guts and chum everywhere.
Damage: Heavy Smashing/Cold
Recharge: Long
AoE 20% Hold effect (up to 5 enemies)
Tier 6: Essence of the Carp
Your affinity with Carp grows for a few seconds, causing your attacks to be more accurate and deadly. Standard Build Up animation replaced with stench lines coming off your character. Lower ToHit and Damage buff values than Build Up, but adds a disorient proc to each of your attacks, due to the smell.
Tier 7: Restocking
You call out to all carp in the area, asking them to come to your aid. Maybe this doesnt make sense considering youre in an office building, but who cares, they come to your call. These fish flop around and munch on your enemies, causing mass chaos in the area.
Damage: PBAoE Moderate Smashing/Lethal
Recharge: Moderate
20% KD proc, 20% Confusion Proc
Tier 8: Carp Bait
You throw your carp weapon at your enemy, complete with fishing line attached. You then retract the line, bringing back the fish and your enemy. Feel free to tell stories of how big the enemy was that you caught with this.
Damage: Ranged Smashing/Cold
Recharge: Moderate
TP Foe secondary effect
Tier 9: Carpe Diem
You are now a Master of the Carp. These fish regard you as master and friend. Such dominance over the stupid, smelly creatures allows you to devastate your enemies by inundating them with fish, chum, and stench. But a true fish leader leads by example. You perform a PBAoE attack with your frozen fish, and a split second later, it begins raining fish and fish parts down in your area, to the great misfortune of everyone in the area who isnt wearing a breathing apparatus.
Damage: PBAoE Heavy Smashing/Cold/Toxic
Recharge: Long
DoT smashing/toxic damage -
Thank you for stacking armors!
Thank you for the fixes to Ice Melee!
Thank you for creating a wonderfully addictive game!
Suggestion: Carp Melee/Carp Armor -
-
Quote:Also something to keep in mind, but don't heals with Resistances in them not get affected by +Heal bonuses?It's after ED. Heal set bonuses function identically to the heal bonus form power boost, they increase your characters natural "healing enhancement" value and as such are unaffected by ED. Functionally it's the same as when your damage is buffed by Build Up or Fulcrum shift, it increases the character's "damage enhancement" bonus.
Regarding display, Mid's adds the healing bonus into the total healed in the power window but the actual bonus is shown in the "totals" pane rather than the "power enhancement" since it isn't, functionally, an enhancement it's a buff. In game the power details window will not show the buff at all, you will need to use the combat log if you want to verify it. -
SOME Psi attacks lack a positional designator (mostly the single-target ones from Mind Control), however, not all do.
However, onto your more pressing topic, being should you go for positional or typed defense: it's going to depend a lot. The first factor is whether or not you have any innate defense. For example, if you are an /SR scrapper, then it's easier to go positional. If you're an /Invuln, it's easier to go typed.
Now, most builds without any inherent defense tend not to be able to soft-cap all three types or all three positions. As such, you tend to focus on either S/L, or one of the positional ones. For a scrapper, Melee would make more sense than Ranged, for instance.
Now, most melee attacks have a S/L component to them. Very few are purely elemental or energy damage. As such, S/L will cover you against most melee attacks as well as Melee defense would. However, that S/L defense will also protect against some Ranged and AoE attacks as well, whereas the Melee defense would not.
So, I would say that the S/L defense is better, assuming that you are starting with 0% defense. -
Alright, a few problems that I'm seeing here:
1) Rise to the Challenge comes waaaaaayyyy too late in your build. You should be grabbing that at level 8, as soon as its available. And you should be trying to max out the healing that you get from it. The -ToHit Debuff is barely worth slotting at all, let alone 3-slotting, while not fully maxing out the healing factor of it.
2) You seem to be going for Recharge Bonuses, which aren't really helping you out too much. Meanwhile, your Defenses are slotted to try to minimize fire and cold damage, but you've got only 12.5% Defense to S/L damage. You've got a decent amount of Purple sets slotted, where you'd be more survivable slotting uncommon or rare sets.
3) Switch the Aegis slotting on your resistance powers to the Reactive Armor set. This'll get you some S/L Defense at 4 slots. Most attacks in the game come with some sort of S/L component to it, and since the game only checks against the highest Defense value for a single attack, if you block the S/L part of it, you block all of it.
4) Obliterations might be a better choice for your AoE damage powers.
5) Indomitable Will and Heightened Senses are way overslotted. 4-slot with the LotG set if you want, but anything more than that seems like a waste to me.
6) You've got two travel powers, but only two single-target attacks. This means that you're going to have a tough time taking down bosses, which may be part of your problem. I would pick up at least one more single-target attack.
That should be a good start. -
Quote:You can indeed take the tier 3 pet without taking the other two. It's just not a good option to do so.It isn't a terrible idea, but I think giving Materminds the ability to customize pet costumes would acomplish your goal. If I wanted to make a Batman/Robin-esque team, I could roll up Ninjas/Traps MM and make my Ninja look like a sidekick instead of a ninja. We just need the ability to take the tier 3 pet without having to have the first 2 tiers (which may already be possible as my MM is only lvl 4 atm so my knowledge of the AT is limited) so people who only want one sidekick could have it. I have always thought costume customization for pets would be totally awesome. So many more possibilities for RPers especially. I would also like to see my Ninja MM with a different attack option than archery. Not sure if that is feasable though.
EDIT: The best option is to go out and make a friend in game, and ask them if they would like to set up a hero/sidekick duo and run missions together. It is a multi player game after all. -
Seems like that would be a bear to balance, as you'd have to balance around the characters being able to use 1, 2, or 3 sidekicks. With 1, they could make the sidekick basically as powerful as a full character, with little chance that the player's character dies. With 3, each one would still have an impressive array of powers, especially if they could be given basically any powers.
What powers would be available to this AT? Would they only be melee powers, or ranged as well? Would you be able to duplicate powers between them? If so, you could just give all three an aggro aura, and never take any direct fire. -
Yeah, without knowing WHAT you've got slotted in those powers, it's going to be difficult to tell you how to change it around. Mid's is a great tool, and will help us both out, here.
-
Okey dokey here, this build needs some help. First off, are you aware of Enhancement Diversification (ED)? ED limits the usefulness of more than three of the same type of SO-level enhancement in the same power. As such, your resistance armors have a lot of waste in them, as do several other powers. As such, you are vastly over-slotting some powers, while drastically under-slotting others.
Some tips:
1) If you are just using SOs or high-level common IOs, drop your resistance powers to just three slots. You're not getting much use out of the other three enhancements.
2) Lightning Field needs much more slotting. 2 EndRed, 2 Acc, and 2 Dam is what you should be aiming for with just basic enhancements. This is your Taunt aura, so you want it to hit, and you want it to do damage. Since /EM is low on AoE damage, you are going to be relying on this power a lot to hold aggro and do AoE damage over time.
3) Energize should get 5 Doctored Wounds, instead of the Numina's slotting. You'll want the recharge that Doctored Wounds has.
4) You are going 35 levels without an attack that has damage slotting. Slot your basic attacks that you will be using all the time like attacks. 1-2 Acc, 3 Damage, Recharge and EndRed to taste. Especially Barrage, since it now has a nice little -20% Resistance debuff on it. You'll be using that power a lot.
5) Power Sink should get some Recharge slotting.
6) Conserve Power could drop a slot. However, with Power Sink, the usefulness of that power at all should be minimal. Slotting Power Sink for Recharge will do more for you over time than another power pick to basically do the same thing (mitigate endurance loss).
7) Health and Stamina are overslotted. Stamina needs at max 4 slots, and Health about the same.
Those are just the basics. Will offer more suggestions as we fix the build. -
Quote:Pretty much this. The Dom APPs usually have 1-2 ranged AoE powers, and Armor, a Utility power, and maybe a single-target blast or something.My guess is between Earth Control and Stone Assault Dom's already have access to almost every earth power there is. Well other than the armors! Don't get me wrong I'd love to get Earth's Embrace and Rock Armor on a Dom! But other than that..I'm not sure what else could go into a Doms Stone APP... without making new powers. Could be a fun discussion though..if people have ideas what could go into a Dom's Stone APP
They could get Rock Armor for the armor, but there are no ranged AoE earth powers except the one that they already get. Even if we rounded it out to giving them Rock Armor, Earth's Embrace, and Rooted (though that would likely never happen), that's still only 3 out of 5 powers, and there's nothing in the game right now that could be used there. -
Quote:In PvE, it is just against S/L damage. You were probably looking at the PvP values in-game.Actually, I was looking at it in-game while respeccing (for Inherent Fitness). All it listed was +15% Resist (All). I assumed the game's info was correct and decided to get Boxing in there to get Tough later at level 50, if it's just S/L I'm going to regret that decision. ;P