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Posts
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Joined
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Quote:And the same can be said about the damaging proc as well. It too is resisted more so by AVs. This conversation can go back and forth all day long with the same arguments. My point was, Diamagnetic is not a useless Interface Ability. It works fantastically for normal mobs and makes you more survivable. It does so with AVs too, considering it does stack with other debuffs from other player that aren't Incarnate abilities.while thats good for most enemies, the AVs will also resist the tohit debuff quite a bit too, so you wont get a lot of mileage out of that either, 85% resist on 5% debuff means it drops to about .75% per application, which with a 4 stack is only -3% total instead of -20% on a normal enemy, -3% is almost negligible when considering the con difference to the player plus their acc bonus
it helps, but almost nothing, sort of like the -regen, it helps, but it wont hardly be noticeable -
Quote:Because Diamagnetic is very useful for defense based characters such as Tanks, Brutes and Scrapper. It adds a ToHit Debuff that staks very well with their defense, that's why.Thanks Silas! Oh man, why would anyone want Diamagnetic then?
When you are on a defense character running soft capped defense or just under soft capped defense, the Diamagnetic works very well in giving you that extra edge of survivability.
I run the following on my defense characters:
Diamagnetic Core Flawless Interface: 100% -ToHit Debuff, 50% -regen
Keep in mind the if you're running the Very Rare which I posted above each attack has a chance to proc and does stack up to 4 times. The debuff for the above is:
ToHit Debuff: -5% per attack when it procs
-Regen: -15% per attack when it procs
Not everyone needs to be a damagewhore other buffs/debuffs go a long way as well. -
On squishy characters I would suggest at least 8pts of KB protection. Most things in the game won't break that. Yes, you will get knocked around if you are a blaster and you are standing melee on a GM. If you're that close, you deserve to get knocked back.
My Bane spider has 8pts of KB protection, and I've yet to get KB from anything in game. I've been hit many times from many AVs including the AVs in the BAF and Lambda and still haven't been Knocked back. I'm sure there are many critters that can Knock me back, but have not had it happen yet.
But it's totally up to you what you feel comfortable with. Remembers Acrobatics only gives 7pts of protection, so if you have ever had Acro on any of your characters, at least you can use that as a measuring power to achieve the KB protection amount you want on your character. -
Quote:This is correct, I have the Stand Alone as well, and this is what the text docs says to change the language from KR to ENG. The only problem is this stand alone is very old. The costumes are back from issue 2 or 3.In HKEY_CURRENT_USER\Software\Cryptic there should be a new branch called KRCOH, under that change the locale value to 1.
Then RMC the KRCOH key and select "Permissions..." then "Advanced".
Uncheck the " Include inheritable permissions from this object's parent" box and make the only user "Everyone" and only give them "Read control".
It would be nice if NcSoft would create a stand alone for us to use with all updated costume parts. This would keep me pretty busy even when not playing the game. It would allow me to spend time on my costume for future characters -
Quote:Well not saying I'm absolutely correct or you are, but I'll put it to the test when it goes live and report my findingsMy reading is the opposite. It looks like the badge is failed if someone dies or if someone destroys a terminal.
Having the option of two completely different ways to get it would seem very weird to me. -
Quote:These badges appear (at least to me) to harken back to the "no deaths" master runs. While I do not forsee a big problem with some AT's, I can see the writing on the wall for the howls of protest about the badges, being as some of them are dependent on no deaths among 24 people, which can be quite a feat.
Bring on the badges!!!!Quote:Complete the Keyes Island Reactor Incarnate Trial without having anyone die or destroy any terminals in the final battle versus Anti-Matter.
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At least you're getting emails from NcSoft. I am subscribed and haven't gotten a email in over 3 years. I've sent petitions on this, asked a few red names and nothing was ever corrected.
I gave up, if they don't care nor do I. -
Bought it just because
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Here is the Fire / SS build I use for my fire farm map.
I do have 3 purple sets but they can be replaced with whatever you want until you can afford to purchase them.
Or at the very least maybe my build will give you a few ideas to tweak your build. But I don't have a single problem with my build, it works perfectly
Click this DataLink to open the build!
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Fire Tanks with cap resist to fire and soft capped defense to fire is a beautiful thing
I can run +4 x8 Fire farm maps all day long without having to worry about dieing and coming back from the hospital at all. I normally trigger all the ambushes and put my Burn on auto and come back a few minutes later and complete the mission
Many people like the Fire Cyborg mission and that's fine, but I run my own fire ambush map where the mobs have no Smashing or Lethal damage, it's pure fire, which works perfectly considering Fire armor tanks aren't capped to S / L resist. So with Soft capped defense to fire as well as capped resist to fire, I'm golden
I'm running perma hasten, with a 10 second Healing Flames, 7 second Burn Patch. I don't run or even have Blazing Aura, I know many people want it, but its not needed since I use this character specifically for farming the AE. This is my money maker so to speak. -
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Mission difficulty in the past has effected mission reward bonus. I believe this was changed when the difficulty was able to be adjusted the way we have it now. Before when you could set it to Unyielding, Invincible etc...etc it did effect mission reward bonus, but it hasn't since the change.
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Quote:No, regen is good don't get me wrong. But when you are running soft cap defense on your tank, regen isn't that important. It is, but it's not going to make your tank useless. So it's a preference. I suggest get as much regen out of the build you can, but I wouldn't sacrifice other things to get it.Thank you for the replies and example builds they gave me a lot of insight.
But a few questions, you are all saying that you do not care about regen or anything else and that only softcapping the defense matters? I am asking because there are times when I have way over 45% with inspirations and still get hit and I feel like if I had more regen I could survive through what kills me.
Quote:I see that a couple of the builds have not taken Hasten, I thought it was basically given to take hasten, wondering why you have skipped it.
Do you run out of endurance quickly with Tough/Weave on all the time? More then doubling my current endurance use on live seems like I might be winded in no time.
I normally try to build most of my characters close to 70% recharge, that to me is HastenBut with the Inv / SS 45-60 is more than enough to hold a very steady attack chain with the occasional taunt.
I took conserve power as a throw away power, but I do find myself using it in the Lambda Trial due to the Seers drain psyche, it helps a great deal, so it wasn't a complete throw away power. But no, with not having Hasten I have "Zero" endurance problems with my tank build.
Many people like to settle for soft capped defense to just S/L but I would recommend to reach soft capped defense to all Type damage, you will find it much more survivable. S/L covers a lot of damage in the game, but there is also a lot of Elements and Energies in the game as well that don't deal S/L and you will find yourself getting hit a lot more if you're not at soft capped to those types of damage. -
My regen is more than enough specially when you're not getting hit much
Also note, this is not my current build, I have a better build, but I figured I wouldn't post it because it's not for everyone, my build consist of PvP recipes and Purples with better defense and better regen 391 to be exact.
Plus the end recovery covers the Rage drop very well, so I love it -
Here is the build I use, there are many ways to improve it if you want to spend the extra cash. But this is the cheaper version of my build. Hope it helps.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(19)
Level 6: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
Level 8: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(31), Dct'dW-Rchg(45)
Level 10: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(45)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(42)
Level 14: Super Jump -- Jump-I(A)
Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(17), Mocking-Taunt/Rng(17), Mocking-Rchg(37), Mocking-Taunt/Rchg(48), Mocking-Acc/Rchg(50)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Rchg+(34), LkGmblr-Def/Rchg(43)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(37), Mako-Dam%(40), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 22: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(36), P'ngS'Fest-Dmg/Rchg(42)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(46)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(48)
Level 30: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 32: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(43)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Rebirth Radial Epiphany
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), Mrcl-Rcvry+(40)
Level 2: Stamina -- EndMod-I(A), EndMod-I(33)
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 11.8% Defense(Melee)
- 16.8% Defense(Smashing)
- 16.8% Defense(Lethal)
- 16.8% Defense(Fire)
- 16.8% Defense(Cold)
- 16.1% Defense(Energy)
- 16.1% Defense(Negative)
- 3% Defense(Psionic)
- 17.1% Defense(Ranged)
- 11.8% Defense(AoE)
- 3.6% Max End
- 36% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 231.9 HP (12.4%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 14.3%
- MezResist(Terrorized) 2.2%
- 5% (0.08 End/sec) Recovery
- 60% (4.68 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 20% RunSpeed
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Disagree all you like, I see it being done with minimal efforts now. And nor does the iTrials require a specialized team to complete it.
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Well considering unoptimized teams are completing it on Pinnacle, yeah I think its a bit easy now. I think it would've been more of a challenge if the base 30% S / L that had been removed was only actually 15% it would've made it a bit more challenging and still able to be obtain.
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Not sure what server you play on but on Pinnacle, this is played a bit more than the BAF. Mainly because you can do it with smaller teams. I haven't seen a single thread started on these boards talking about people griefing the Lambda, so I doubt this is the reason.
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Quote:QFT!Extra Emp merit a day, several extra ast merits a day, new badges, unlocks both sides of the Incarnate tree at the same time, fun.
Quote:Not only does it look far more complicated than BAF or even Lambda, but following the guide, it has multiple phases and mechanics that look extremely griefable. -
I heard of being unlucky, but for the past 2 days and a total of 23 Trials being run, all I've gotten is Uncommons.
I think someone need to rework the RNG. There is no way in hell this is random. Random means:
1. proceeding, made, or occurring without definite aim, reason, or pattern: the random selection of numbers.
2. Statistics . of or characterizing a process of selection in which each item of a set has an equal probability of being chosen.
I now have 22 of each Uncommon, only 3 of each Common. Please fix this, as I know this can't be WAI. -
Quote:But I want the best reward first! I don't want to have to grind out the rest of Lore and Destiny to get my level shift!Unsigned, sorry. I get that you're asking to keep the current possible level shift at +3, but there just isn't any real need for it other than "I don't want Lore/Destiny powers".
If you don't want them, just slot them for the level shifts and don't bother to put them in your tray.
I want them as easily as I can get them -
Well a few members from my SG have helped about a dozen people get the Master Lambda badge. I must say its a little disappointing now. I think it's a little too easy.
But at least below average teams / leagues can now earn it. -
I know it was about a year ago I read this from a redname, I'd like to say it was Castle, but I can't be sure about who it was, but I do remember what I previously posted was the reasoning for it.
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My search-fu is weak on these boards, so if someone can find it great. But I am pretty sure one of the rednames commented on this a while back about why the pets were coded this way. Short explanation, it was a balance issue. If the pets were to remain at ranged they'd be overpowered.
I too hate the AI the pets use, I sometimes find myself fighting to keep them at ranged. When I play my MM it definitely improves my APM, that's for sure. -
Quote:I never said I'm gonna respec out of any power. I said I will remove the Interface ability from the characters that have said power that make it almost pointless to even use the Interface slot. For example, my Storm / Ice Defender, I use my rains on her and thats it, I don't use single target blasts, so the Interface will be of no use to me after this change goes into play. So therefore I will remove it, as it won't be much help to me.Explain to me how that makes any sense at all.
For example, my Fire/Fire/Flame blaster has 2 powers (and I could have 3) that will be affected by this. With this change those 2 powers will now have Interface affect one target every 10 seconds. Hot Feet and Blazing Aura will still work just like they have for years. Interface will still work great in all my other powers and will simply be mostly a non-factor in those two powers.
But because of this I should respec out of Hot Feet and Blazing Aura AND unslot my Interface?
Well, I took it not because it was overpowered, I knew it was. But I anticipated it being fixed by balancing it out the way other procs have worked for us all in the past. I wasn't expecting it to be gutted in the manor it was on Test. I was expecting it to be fixed to follow the 10 second rule for procs, but effect all targets in the rain's AOE. Not just a single target.