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As ArcticFahx said, I was responding specifically to the statement that Unstoppable is a guaranteed delayed death sentence.
My only experience of playing Invuln is on a Brute, but the technique for surviving the Unstoppable crash should be pretty much universal. Either a) get the hell out of there and hide while it takes your health and endurance away or b) mash huge numbers of insps and hope you get lucky.
Whether that makes Unstoppable any more or less worth taking on your build is a question only you can answer, as it ties in to your playstyle, expectations and personal tastes. I took it on my Brute, and it's proven useful several times. Your Mileage May Vary. -
Quote:If Unstoppable is causing your guaranteed faceplanting, then you're doing something wrong.Even a 20 second downtime is not enough for me not to respec out of this power.
What needs to happen is for Unstoppable to be changed to something along the lines of Strength of Will, so that it is actually useful instead of delayed and guaranteed death.
When you see the Unstoppable icon in your buff bar blinking? Get the hell out of there, or pop as many Purple and Orange insps as you can, and get ready to mash on some greens and blues too.
I've survived Unstoppable crashes on my Brute while pounding on and being pounded on by AV's.
It takes some luck, and lots of insps, but it's doable.
In those situations, I'd have faceplanted several minutes earlier without Unstoppable. I may not use it very often, but it's bloody useful when I need it. -
Much as it pains me to agree, I'll put another voice behind Willpower.
My original, first and main toon is Katana/Regen.
I've got a DB/WP scrapper, too.
Nowadays willpower wees all over regen on the survivability front from a considerable height, especially if you're looking to IO a build to the gills.
Regen has no debuff resistance AT ALL. (other than a tiny amount of S/L/Toxic resistance debuff resistance from Resilience and Reconstruction) And no real survivability other than regeneration and self heals, one of which include a temporary +MaxHP buff.
Willpower has regen debuff resistance in Fast Healing (A power it effectively nicked from Regen, but got a better version of <grrrr>), as well as some defence debuff resist, +perception and perception debuff resist. It also has stacked and layered defences consisting of : passive +MaxHP, Passive and active regeneration, Resistance to everything, but with more to S/L/Psi, Defence to S/L (not much) E/N/F/C/Psi (better).
With a few mobs fuelling RTTC, my /WP scrapper regens at a similar rate to my /Regen with Dull Pain and Integration active. He also has better resists, permanently better max HP due to High Pain Threshold, Psi Defence AND resist, good elemental defence, good S/L resist and a Tier 9 that, while it needs to be used in advance of a tricky situation, will most likely get me through that situation.
<engage nostalgia mode>
It just depresses me when I think of how low Regen's fallen, since I remember Issue 3 and 4, when Regen was (and I freely admit this) absolutely, grotesquely overpowered. But it was Glorious to be able to stand on the frontlines, alongside an Invuln tank and not worry too much, as well as get comments from the friends playing Empaths along the lines of 'I don't bother healing him any more, by the time the heal's triggered, he's regenerated anyway' <grin>) </nostalgia>
TL;DR - Put me down as another 'go with Willpower' voice. -
Quote:(this is not aimed at Bladesnow in particular, but in general to a number of posts I've seen on the costs of things)3) the insane crafting prices for rare and very rare incarnate components have irritated me. I've soothed my annoyance by ratcheting up my prices a bit.
I still don't particularly see why that's such a big deal to some people.
Alpha slots took 4 weeks to get to VRare at a minimum (barring people who got in on the glitch and received multiple Notices in one week, which didn't include me), and it took me about a month and a half to two months to get my VRare Alphas on the three toons I bothered with.
i20's been out two and a half weeks and people were feeling let down by slow progress on filling four times the number of slots within about three days.
I don't get it.
On a semi-RP note, it's starting to feel like all these toons desperate for the new power NAO! are being corrupted by the well...
Have some patience, run a BAF and Lambda once a day and in 4 days you can have one piece of your choice of Rare Salvage, Guaranteed. 8 Empyreans is not really a lot, and you don't even need to meet 'Master of' Criteria in order to get them. The 30 Empyrean hurdle for VRares is a bit of a steep order, but it's just over a fortnight, and STILL quicker than 4 Notices.
OK, so some other people got lucky rewards. Good for them. They can now carry a little more of the weight in the trials with their new shinies. From my understanding of Baryonyx's posting, so long as you're contributing on a consistent basis beyond a certain undefined threshold and the League as a whole is successful, then you'll still have your chance at the Incarnate Salvage lottery.
Me? I'm slowly working on my Stone/Fire scranker's Interface and Judgement slots, having gotten my Katana/Regen scrapper and Bots/Traps MM both up to Rares in all slots. I see no point stressing about VRares as 90% of the performance boost (to me) is contained in the Incarnate shifts, and I've had the grand total of *one* Vrare salvage drop so far. It's still sat in my tray as I can't really be bothered to make up a VRare boost.
Your mileage may vary, and please don't take this as a personal attack, I just saw your post and it contained a point I've been meaning to comment on for a while.
P.S. I personally would far FAR prefer a deterministic reward structure as with the Alpha slot (I need to do this, this and this to get these things in order to make that thing), but it looks like random's here to stay with iTrial rewards, so <shrug>, I either play the game the dev's way or take my character home. No amount of sound and fury I make on the boards is likely to change that.
Apologies for the length of the post, we now return you to your regularly scheduled speculative musings about what's going on with the markets. -
Quote:I'm not per se against scanslations. I've read a lot of them, but I far prefer to hold a lump of dead tree in my hands while I read manga. I find it tiring to read manga off a monitor.I know ya'll against scanlation but Kurohime has been fully scanlated if you want the story Now.
I'm up to date on several manga series via scanslations, but I still buy the manga as and when they're released.
On the flip side, there are several series that I don't read scanslated, as the English releases are SO far behind the Japanese that it just irritates me.
On the whole, however, Scanslations have led to me buying more manga, not less. -
I'd argue that Stone Armour when running all its non-Granite armours is :
a) a massive endurance hog, but also
b) possibly the most comprehensively protected set.
You've got decent, but not necessarily 'good' Defence values to S/L/E/N, Very good Psi defence, smallish S/L resist, Good F/C resist, Moderate Toxic resist when Earths Embrace is up and +regen.
Mez protection, you've got Rooted for KB, KU, Repel, Hold, Sleep, Immob, Stun; it also makes you functionally immune to endurance and recovery draining effects. Minerals provides +perception, perception debuff resistance and Mag 30 Confuse protection.
You get 50% defence debuff resist (which I'd argue isn't anywhere near enough for a defence based tanker set, just as with Ice) from Rooted, Rock and Crystal combined.
All you're missing is fear protection to be mostly immune to all mezzes in the game (other than cheat mode Ghost Widow Soul Storm and Sequestering in the BAF)
Now I'll admit, I'm biased, because one of my favourite toons is a Stone/Fire scranker that I deliberately build to avoid Granite like the plague, and since I rebuilt him into a hideously expensive setup a month or so ago, he's been almost impossible to faceplant on without me doing something stupid.
The drawback to Rooted to me is only the mobility aspect, and a couple of run speed IO's in Swift will mitigate a lot of that. Teleport is however the other other power from Stone armour for me. Teleport on a keybind (I Ctrl-Click to go to where I clicked) makes stone so much more mobile it's not even funny.
I think it's a personal taste thing. Yes, in comparison to more recent defence sets, it is lacking in SO grade 'out of the box' survivability. Even in comparison to some of the sets from the early days of the game, it's a little weak to start with. But it can be turned into something pretty special IME (I still can't get over being able to stomp round a map full of Carnies, annoy 4 times the aggro cap of them and then laugh as the come running in to try and stop me, only to be burned to a crisp... After some of the trouble Carnies have caused me over the years, that sort of payback is priceless, and I used to do it before I IO'd him to the gills too)
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Rework the Powers Window.
Let us resize the window.
Separate the powers into tabs.
'Archetype' for Primary and Secondary pools.
'Pool' for Power Pools and Ancillary/Patron Pools
'Temporary' for (duh...) temp powers. And display temp powers in 3 columns, to reduce the massive amount of scrolling that'd be required otherwise.
Also, give it a 'Most Recent' Tab and let you activate powers from the window instead of having to drag them to a tray first, so that people can easily find the damn Molecular Acid and Pacification Grenades in Lambda and use them with minimum faffing about.
That'd be the biggest help with QoL that I can think of at the moment.
Oh, and I almost forgot.
Make the damn 'Friends' Window remember how you had it set up.
Having to Open Friends, Switch to Global Friends, then having to sort the names and click the little arrow in the lower right, every damn time gets tedious fast... -
Quote:I'm wondering (in a completely baseless manner) if iXP is only shared in a short radius around the source?I am not at all sure of this. One relevant experience comes from last night. While playing with fellow players I consider to be power gamers, we ran a Lambda with intent to poke the "participation" system. Our results for the end table weren't so hot (possibly because we were all doing crazy things, and the system may compare us in relation to one another), but I got nearly 2.7x as much iXP as another player on the same team. The main difference I can imagine allowing that? I was laying AoEs on everything I could find, while she did not have as many AoEs to pump out. (Dark/Dark Corr vs. Sonic/Energy Blaster.)
Whether I somehow got better results, or actually "stole" iXP from a teammate is completely opaque to me at this point.
So if you're off on the other side of the map hitting things more than a certain distance away from the rest of the team is the iXP not being shared?
Alternatively, is debt being paid off from faceplanting 'absorbing' iXP like it 'absorbs' normal XP?
Just a few idle thoughts that I've got no real way of testing myself. -
Quote:Probably NOT a good idea, as it may run afoul of the reason they removed the ability to slot Taunt IO sets into taunt auras.They should change it so that any power that can be slotted for Damage or Taunt gets the proc.
The Chance to Stun Proc was proccing on the player...
Do you really want to go round debuffing your own damage resistance and setting yourself on fire whenever your taunt aura's switched on? (for example) -
Quote:But other than Invulnerability, Shield and Willpower, what have the Romans ever done for us?!?and Invulnerability also does not have a damage aura.
So that's Invulnerability, Shield and Willpower tankers can unite!
(sorry, it had to be done...)
On a side note, Brute SR also has a taunt aura that's non-damaging. -
Quote:Inbetween the Barracks, when you're facing SW, about halfway along, there are a couple of small buttresses in the wall. Stand in and around there and you're pretty much safe from the wall guns IME.Should be? IIRC?
I have stood in between the Barracks on the Nightstar side and been shot by 2 turrets. Once I die, more and more people on the team start getting shot by the turrets. They die and still others get shot.
Stand too far to the NW and you get shot by the gun to the E/SE, but in the lee of the SE wall, you're pretty much safe in my experience.
If that doesn't work for you, then I'm afraid you're in the realms of having to experiment and find safe locations for yourself by trial (ho HO!... pun not intended) and error.
I work mainly from sound. If I can hear the 'Bong thwuck Bong thwuck Bong thwuck' sound effect LOUD then it means I'm getting shot and need to move. -
Quote:Or Soaring Dragon and then Golden Dragonfly.If you want fun, use Knockout Blow to put them on the ground and then use Foot Stomp, it looks like you just curb stomped them
They go up. You bring them back down, HARD.
Or, for an MA chain I think visually flows nicely, Eagle's Claw, Dragon's Tail, Crane Kick. You go Up, flip, kick the face, come back Down, drop into a spin, then rise into the ever entertaining (and linking back to the OP) Crane Kick.
What?
OK, just me then...
<shuffles out of thread> -
Quote:Circle of Thorns/Clockwork on the rooftops in Kings Row.You must solo along the wall in Cimerora, kicking them, especially Surgeons, over the edge. Can't think of anywhere lower level with that kind of opportunity.
Clockwork on the rooftops in Steel Canyon, where if you get it just right, you can punt one from a rooftop on the upper level all the way to the lower level (remember, Clockwork are weak to KB <grin>)
Anything on the overpasses in Skyway, usually Lost. Also, Lost and CW on the rooftops.
Pretty much anywhere in the northern sector of Faultline, with all those large drops and no safety railings.
I still remember taking my Fire/FF/Primal controller back to Atlas Park at level 50, popping Power Boost (before they stopped it affecting KB) and sending a Hellion flying with Force Bolt pretty much from one side of the zone to the other, and flying alongside it for as much of their unexpected excursion as I could manage -
Quote:If you mean Kurohime Volume 15 from Viz, then as far as I know, it's been dropped.Hmmm...Yen, Seven Seas, and Viz take up my manga list, I don't see any TokyoPop in it at all.
That said, still waiting on Kurahima #15m which was suppossed to be out like a year ago!
http://community.funimation.com/tm.aspx?m=385607
I tend to take things I read on boards with a pinch of salt, but that thread gives a plausible reason for vol 15 not appearing.
So far as Tokyopop, I was buying a few of theirs, Samurai Deeper Kyo got picked up and finished by Del Rey IIRC, but Getbackers has disappeared -
This seems to be a server culture thing.
I play on Union.
We don't pull the AV's in the BAF anywhere, and I don't recall seeing any mention of it being done on Defiant, either.
1) Beat up Warworks
2) everyone jumps on Nightstar
3) one team north, two teams south, beat up escaping prisoners.
4) Two teams to Siege, one team on 9CU's (sometimes all three on Siege, let AoE deal with 9CU's)
5) 9CU team stays put and deal with ambushes, one team moves from Siege to Nightstar
6) sync AV damage at 20%, 10% 5% 2% defeat both when all ambushes gone from map
7) Profit!
And this is on semi-PuG groups formed from whoever turns up in Pocket D looking for a trial.
Seems a little odd that it looks like it could be a US/EU split in approach to the Trial. I'm not saying it's necessarily a *bad* approach to get the AV's together, since there are potential advantages (sharing debuff patches, larger buff/healing blanket etc.), but it strikes me as curious that it appears to be 'cultural' -
Quote:Read this bit of the OP again (bolded and underlined for emphasis)So, what of the reports of numerous Lambda teams getting all the temp power badges in a single run?
Quote:Badges
There have been a few questions about the Well-Stocked, Antacid and Lambda Looter badges and how they are acquired. The hints for these particular badges don't go far enough in explaining the details. Theres additional confusion due to a bug where one of the badges is improperly awarding the other two. Both of these issues will be rectified soon, but until then here's a quick guide on how these badges are intended to work so you can be prepared when the bug is fixed: -
Quote:War Mace is lacking in options?Some more War Mace options would be nice, period. We got left in the lurch by all the ITF fun, and haven't had anything new since weapon customization came in first.
Not enough "serious" options, in my opinion. I'm sure some like their baseball bats and shillelaghs, but I want more big, awesome, war mace combos: those other things look way too light for how hefty the animations are.
I count 19 Mace options, 2 of which need to be unlocked.
Katana has 11 options, with less actual variation in them, 4 of which need to be unlocked (one via a booster).
Pretty much only Bows and Pulse Rifles have fewer options than Katana. Mace is pretty well stocked with options, IMO.
And personally, I like the tech mace, but then it fits with the backstory on my Mace/WP Brute. -
Oh, hello there randomness and unpredictability.
Last night, I was trapping and masterminding the hell out of a Lambda, and got the 10 Threads/One Super insp option.
Tonight, Same character (Bots/Traps MM) and I got nothing lower than uncommon on three BAF's. Run 1 - Uncommon (Cytolitic Infusion) Run 2 - Rare (Semi-Conscious Energy) Run 3 - Rare (Exotic Isotope).
Now, this comes after a patch, but there was no mention of any adjustments to reward tables in the patch notes.
On all three BAF's I ended up on the Ambush team, dealing with 9CU's and Victorias while other teams dealt with the AV's. I was still trapping like a mad thing while my pets were shooting until their little laser emitters ached, but I can't really think of anything I did differently to the Lambda where I got the 'you suck' reward options.
This whole thing is going to need either dev confirmation of how things work, a massive (somehow) controlled sample size or some inspired guesswork to figure out...
...Either that or it's all massively random when you're a MM. -
Quote:That sounds plausible, but the way it's tracking 'participation' currently appears to be biased against at least one whole AT, and doubly so against certain powerset combinations within that AT.1. My theory is that participation is being measured somehow and leading you to a "supertable" of random rewards. If you have low participation, perhaps you have a high probability of getting the thread or common reward table, and if you have high participation you have a higher probability of getting the uncommon or rare tables. But you always have some finite chance of getting higher value tables at any level of participation.
I posted my entirely anecdotal and non-significant experiences from tonight here.
If 'participation' isn't counting pets towards their owners, as appears to be the case in the Praetorian zone events, then it looks like my Bots/Traps MM (almost all of whose powers are pet/pseudopet based, other than Web Grenade, Web Envelope, a single target Pulse rifle blast and Photon Grenade) is going to struggle like hell to reach Rare/Tier 3 abilities, whereas my other toons using more direct powers are going to breeze past him just by running enough trials to unlock the slots.
That thought doesn't make me happy. However, other than posting such feedback here on the boards, there's not a lot I can do. I'll just have to keep on plodding. <shrug> Oh well. -
I'm definitely starting to feel let down by the reward table choices on my Bots/Traps.
Was along on a try at Mo Lambda, I was debuffing everything that moved (with my pets/Pseudopets), had my bots shooting the living thingy out of Marauder (pets again) and was popping my Ion and Rebirth Incarnate doodads when I could. I planted a few times, but that's a side effect of being a MM, so no big deal.
Eventually, we were running out of time so we had to pop a Pac Grenade and Marauder fell over like a sack of spuds.
What did I get offered for constantly putting myself in harms way to use Gas traps and get Acid Mortars/Triage.FFG's close enough to Marauder to be useful to the melee?
10 Threads or a single Super Insp.
Bah.
Did another try after that with my Dark/Dark Defender. Debuffing the snot out of everything that I could, shooting Marauder with dark blasts.
At the end? (again, Pac Grenade needed as we ran out of time)
Rare Salvage.
My Katana/Regen scrapper got enough stuff to make up Rares before he had opened up the Destiny or Lore slots.
<Insert standard caution about small sample size and statistical significance of such results>
This 'participation based' reward system, if it really is so and all MM's didn't just get slapped with a permanent 'bad luck on reward tables' debuff, frankly is <self censored>...
I'm not impressed by it, just like I was not impressed by running the same MM through the Praetorian Zone Events and having haemorrhaged endurance all through the event using my pets and traps as hard as I could ending up with the choice of an SO or Insp on the reward table at the end. No badge. -
I've noticed that level 50 Generic IO's have pretty much stalled/crashed since i20.
I'm guessing that it's because people are playing their favourite alts through the Incarnate Trials and those favoured alts are already going to be set up with sets or Generics so there are far fewer people buying, and supply is still there at a residual old rate, so supply is currently massively outstripping demand.
Or maybe the devs hate marketeers <grin>. I don't know, but I do know that I'm just going to wait it out. I expect things to settle down within a month or so, and I can be patient. -
For those who want details, just type [Mindwash Contagion] into the chat bar in game.
It's also on high level resistance mobs (bosses that I know of for certain) in Maria Jenkins' new arc (or it was in Issue 19, I /bugged it, and haven't been back to check again) so just be aware of that, and if you're melee, keep half an eye on your status bar for 'Confused' messages.
I managed to clobber a Fire Aura Brute with Soaring Dragon on a BAF the other day. Somewhat amused me to see an otherwise almost impossible to kill toon sent flying by one Katana scrapper. Of course I did naff all damage, since the brute's pretty decked out in IO's... -
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Call Me Awesome has a nice straightforward guide to building a survivable Invuln tanker.
As far as AoE, then you're missing Combustion. Some don't like it because it's slow, but it's got a Footstomp area of effect (15' radius) albeit with nowhere near Footstomp damage. Then again, you've got Fireball, so that's may be good enough for you. -
Quote:Hmm, looks like it may be body scaling related then. It's definitely less bulky on mine than it used to be.Well, I don't have a real good reference shot from I19...but here's the same character in both issues:
<snip>
Looks pretty much the same to me.
Ah well, I'll update the petition/bug report I put in about it to that effect.