Carnifax

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  1. Quote:
    Originally Posted by Hellsminion_CoH View Post
    Certainly valid points. I had not thought about the power being available from level 1 on, and having it as a full nuke at that level would be wrong. Also, I am aware that it is meant to be a "fluff" power and not one that puts it on par with other nuke-class powers. I don't believe that it should be on par with those powers, as I had stated.

    I guess the "no debt" and trip to the hospital components of the power are benefits, but that's not how the power was marketed to me. Of course, I didn't buy the pack simply for the power. The emotes and costume pieces are awesome and I've certainly put them to use. I guess it could be said that my expectations of the power were higher than they should have been. I'll be sure to check all the details next time before I buy.

    Oh, and Self-Destruct does 55.61 Energy damage at level 50. At level 10, 17.63.

    Here's the info from City of Data: Self-Destruct
    Wait, isn't that the "Make infected go boom" power you get in Lowbie Villains in Mercy, not the Cyber pack Self Destruct?
  2. Of the two I'd pick Invul. It was my second consideration when trying to decide what to pick to go claws myself (lost out on visual appeal to ELA, but I'd say it'd perform better in general than EA or ELA).
  3. Quote:
    Originally Posted by Hart View Post
    I'm a little surprised to hear that people have found sets that do more damage than bots/dark.

    My highest is a 42 Necro/Dark, but I've played half a dozen MMs to 40 and played with dozens of MMs at 50. The only thing I've seen that even compares is Thugs/Dark, because it's the other set that gets Tar Patch + HUGE Burn Patch as a combo. I played with a Bots/TA the other day, and despite the extra -res debuff he still didn't impress nearly as much as a Bots/Dark.

    Which sets are people thinking of as being significantly better damage?
    TA not so much because the 2 Resistance Debuffs combined only match Tar Patch & Freezing Rain (daft, isn't it). Although at 35 TA does get another huge patch in Oil Slick.

    Surely Storm should help in doing more damage than Dark, simply because FR > Tar Patch in terms of debuffage (since it also debuffs Defense). Plus Storm also gets Zappy & Tornado (combined with Elec Fences).
  4. Carnifax

    Farmers Adapt.

    Quote:
    I gave the Custom Boss Tanker Stone Melee and Tanker Super Strength (Hard/Hard), because I noticed that MOBs will not cycle through all of the attacks. They will stick with one attack group, and every once in a while switch over to the other attack group (Given enough time.). I selected Tanker attacks because they should be lower damage, but I did not care enough to verify this.
    Just on this, it makes no odds what "AT" you pick for Custom Powers, there's only one version of each. The AT listings are mostly there for convenience. For example if you pick a Defender Blast over the Blaster version there's no difference at all, both use Blaster versions (and hence can attack with Tier 1 & 2 through mezzes) and the damage is identical (since Damage depends on AT modifiers which, for Customs is Minions / Lieut / Boss as far as I know).

    So if you're making "Blasty" enemies for your Mezzer to fight, pick a set which Blasters don't have (although I'd say Defender / Corrupter Rad Blast probably still uses the non-Blaster version).
  5. Khelds have the only true pet (other than Necro MM Spirits) which you can summon more than one of at a time. I'm willing to accept they won't zone in exchange for that.

    Do Necro MM Spirits zone, just as a point of interest?
  6. SSK & New Diff settings have basically reinvented how I play. If I get offered a team I can just accept, knowing I'll be progressing my character anyway and will be able to contribute without worrying about my Mentor leaving.

    If I'm solo I can ramp the difficulty to the ragged edge and go to town.

    Pretty colours are pretty and all (yellow & violet elec looks great) but these two features are the surprise hit of the Issue for me.
  7. Yay. Now I can play with builds in work again on this Linux machine (you didn't think I was just beta testing with no personal motivation now did you )

    Kudos for getting this up to date again SP, it's a great tool for quickly compiling and sharing builds. So now can we start nagging you for new features and updates?
  8. Quote:
    Originally Posted by Golden Girl View Post
    A no buffs option would be awesome - I don't like Speed Boost - it makes me run into walls - and that ice armor stuff is just plain ugly
    Ice Armour is one of the sets that the Customization can save. I joined a team the day before yesterday where one of the Controllers had them, set to a nice dim blue colour. It was a bare hint of the shields and worked really well.

    Well it would have it I wasn't a Cold/Ice Defender with the default shields who proceeded to undo his nice work with my default, pig ugly Ice Shields plonked on top of his
  9. Carnifax

    Issue 16

    Quote:
    Originally Posted by Nightmarer View Post
    I have to agree with Blue Rabbit and Singstar here, despite I'm really excited about my upcoming DM/Elec and MA/Elec Scrappers, can't help getting annoyed at the perspective of going through exactly same content... again... and again
    Well sorta. The fact that you can up the Diff to 11 makes a lot of missions a lot more exciting I've found, especially solo. My new Claws/Elec had a lot of close calls yesterday wading through minions. Even my Dark/WP had trouble with the sheer number of Psi Cops he found himself soloing yesterday.

    Plus the new SSK system is brill, I joined an SG team at level 1 to fight Frostie and getting through the Hollows was easy since I was SSKed to 10 automatically.

    The "You have been SKed" pop-up every time you zone is annoying though!

    The new Diff settings are the star of the show for me though (sorry BaBs, I like the power recolouring and all but the new Diff settings really give my villains a decent soloing experience).
  10. Quote:
    Originally Posted by DarkGob View Post
    Aside from a few lowbie forays, I16 is my first time playing Necromancy (flamming zumbeez!!). It's been fun so far, except for the AI - I've been having issues. Most noticeably on my first Mayhem, which resulted in my zombies leaping up onto building ledges when I command them to attack my target. They also seem to have trouble on warehouse maps with those corners that have stairs leading up to a platform (hope that made sense, it's hard to describe). Once they get up onto the platform they have a very hard time following me back down.

    Is it my imagination? Has I16 messed with henchman AI? (Haven't really tried my other MMs yet, aside from a very chaotic MITF on my Bots/Dark.) Or is it just the built-in frustration of the Necromancy set?
    Those corners you describe are a nightmare for Zombies. It gets even worse when you've 7 henchies following you about. You can try using Goto commands to steer the one that always seems to get stuck out. Personally I'm a TPer anyway so I just haul his sorry rotting butt out of trouble whenever he gets lost. The other alternatives are running far enough away to cause him to TP to you automatically, or resummoning.
  11. Carnifax

    Taunt Spammers

    Quote:
    Originally Posted by Sarrate View Post
    Sorry to be nitpicky, but the speed that RttC ticks isn't the problem - it's autohit and ticks every 1s. (The only aura that ticks faster is Ice/CE, at 0.5s.) The reason RttC sucks for holding aggro is actually the duration. The standard for taunt auras is 13.5s, with some sets lasting longer (Inv and Shield/AAO are both ~16.875s). By comparison RttC's taunt lasts 1.25s. That is not a typo - it is literally less 9% the strength of the others from raw taunt duration. When fighting up level mobs it can (and will) expire before it ticks again.
    Ah I see. That makes sense! And never apologise for being nitpicky, me learned something new.
  12. Carnifax

    15.9.2009

    My new Claws/Elec is in love with -1/x8 no bosses missions. Spin spin spin...
  13. Carnifax

    Taunt Spammers

    Quote:
    Originally Posted by Steel_Shaman View Post
    So I was running my new Brute with some friends tonight.
    Our group consisted of:
    • Claws/Inv brute
    • Claws/WP brute (me)
    • Archery/TA corr
    • Rad/Dark corr
    Everything was going extremely well. Then the claws/inv picked up Taunt at 16. Suddenly my brute simply could not build Fury to save his life. Why? Because virtually none of the mobs were even looking at me, as my friend was spamming Taunt literally almost every time it was up.

    I used every trick I could to get Fury going, chaining my attacks, Brawl on auto, etc. But the only Fury generation I was getting was from my attacks. My friend even taunted mobs off me a few times when my health was at or nearly full. Since my Fury was staying fairly low, this of course led to End issues as well since my damage wasn't as high as it should have been.

    I gritted my teeth and didn't say anything, resolving that I would never under any circumstances run another Brute alongside my buddy again.

    I just wanted to get this off my chest because, well, it really ticked me off. So to all you Taunt spamming Brutes out there, please remember that when you're grouped with other Brutes, they need a little Fury too. And not every Brute takes Taunt by level 16.
    Actually the fact you were WP doesn't help you. The WP Taunt Aura is slower at ticking than the others and so is worse for holding aggro.

    Ironically the only one of my Brutes that has Taunt is my Dark/WP, simply because he lacks the aura & the AOEs to generate enough hate on teams. I specifically took Taunt because I was lagging behind other Brutes in terms of generating & holding aggro and it was really hurting my Fury. You should have Spin though which should help you earn the Hate.

    I suppose one other issue is that the other Brute wouldn't have a clue what your Fury actually is, and since you gritted your teeth, said nothing and decided never to play a Brute with him again he probably doesn't even know it was causing issues for you. Why didn't you just ask him to slow down on the Taunting a tad?
  14. Quote:
    Originally Posted by SlyGuyMcFly View Post
    Yeah, kinda. Specifically, I can't seem to find it.
    Click on the persons name you want to ignore. Choose "View Public Profile"
    Click on the Down Arrow beside "User Lists"
    Choose "Ignore User"
    Click Yes on the Confirmation page

    They still didn't implement it properly though, you still see a Row with "You are ignoring this user" for each of their posts rather than them being totally erased from the thread. Plus, despite Quotes having a User Name associated with them now you can still see quotes from ignorees (woo, new word)

    At the OP, personally I go more on the Last Sold prices over the actual Supply and Demand, mostly because it's fairly likely that a lot of the Bidding bids are probably lowball ones anyway. So you won't really be achieving that much from adding more lowball bids in really.
  15. Quote:
    Originally Posted by Morac_Ex_Machina View Post
    I am not entirely sure what is being said here, but it is very close to making me fly off the handle.
    Just stick him on Ignore then. It's not like you'll miss much.

    Get better soon Posi & Mod 8 & Dark Watcher. Hopefully it won't floor you for too long.

    And more posts of your Fever Dreams please!
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    I believe it USED to be true though. I remember a debate on that very subject a while back.
    I'm pretty sure they always stacked. It was just a widely held opinion on the boards that most debuffs wouldn't self-stack based on the ones that don't.

    Basically since Blast debuffs are so short in duration anyway they will tend to stack. But any debuff powers in secondaries which have a longer duration probably won't (like Acid Arrow, Poisons debuffs and Sonic Siphon).

    All debuff auras & patches will always have the "does not stack from caster" flag to prevent them multi-debuffing the enemy (as they tend to reapply the debuff very quickly, over and over again). But two separate debuff patches (like 2 Tar Patches from the one player) will stack with each other too as they count as 2 different casters (the Tar Patches are the casters, not the player directly).
  17. Quote:
    Originally Posted by GeminiProject View Post
    Always.

    I have a Love/Indifference problem with my toons as well.
    I:
    1) build a toon,
    2) roll him,
    3) rough it out till he's like the build,
    4) fall in love with it,
    5) play play play play, gosh tthis is so bbqawseomesauce, play play play
    6) think "hmm I wonder if X/X with a,b,c and this slotting would bea ble to..."
    7) goto 1
    Yep, this sums it up for me too.

    Damn you 6 & 7. Why won't you just let me finish a character before rearing your ugly heads.
  18. Carnifax

    Vs. Carnies?

    Quote:
    Originally Posted by Obscure Blade View Post
    My Ill/Rad/Fire controller tore right through them. /Rad debuffs mean that I didn't even realize that they had resistance and defense against Psi damage until I read about it elsewhere. And like Bill Z Bubba says, their drains ( and other nastiness ) are only a danger if they hit, and they spent all their time attacking the Army, feared, confused, held or with debuffed accuracy.
    Yep, my favourite toon for fighting Carnies is Carni, my Illusion/Storm

    Fire with fire and all of that. They're basically trivial to her. Confusing Illusionists is hilarious since the first thing they do is trigger Flash and hold all of their friends, setting them up nicely for Freezing Rain, Phantom Army and some Epic AOEs with Containment.
  19. Quote:
    Originally Posted by Sapphic_Neko_EU View Post
    Crikey... those alienware are hella expensive. They're twice as much as a computer i can build in a local store with the same components. How do they actually manage to sell computers
    Rich people (or the kids of rich people) who want "The Best" and don't care about the cost. Or the fact you can build the same at a % of the cost.

    Of course there is a bit of time, a wee bit of risk and you need to know what you're doing to build your own (not that it's terribly hard. The main rules are just "Read the instructions for everything" and "Never, ever try and brute force a plug or connector in".
  20. Quote:
    Originally Posted by bracass View Post
    Just so you know, you didnt fight the Hami....

    But thats another story, that maybe history by now^^
    Erm, how so? He's weakened but he's still Hami.

    Congrats on your first TF too. Was it a "grind him down" vs the Honoree or a "debuff him to hell and back and take him out easy"? That Unstoppable cycle of his can be really annoying!
  21. My Claws / WP scrapper. Created him first. About level 25 I created a Dark/WP Brute and he just took over from the Scrapper. I love Claws as a set but the Dark/WP just gelled better.

    Then, when the Dark/WP Brute was around level 35 I decided a change was needed so made a Stone/Fire Brute who basically took over from the Dark/WP a lot. But now he's level 35 or so I've been splitting my playtime between the two (so the Claws/WP scrapper is really forgotten now).

    I'm making a Claws/Elec to replace the Claws/WP in i16. Still unsure if he should be a Brute or a Scrapper, but I'm now leaning more towards Scrapper since I've been running a lot of Villains content (mostly solo) recently and am getting bored of it.

    I've a feeling the cool visuals of the Claws/Elec mean the poor level 41 Dark/WP will end up on hiatus now though.
  22. Quote:
    Originally Posted by Dr_English View Post
    The double mire bind was working great yesterday, but today It just dwarf mires then downshifts to human. The autofire circle toggles on sunless mire, but it never fires. In fact...testing this as I type, the autofire feature no longer appears to work at all on any power in any way. Tried setting hasten in human, dwarf mire, stygian, my attacks, everything. Autofire appears to be broken.
    This bug has been around for a few weeks I think. Autofire just stops working for a while. I've noticed it on my Brute, Hasten is recharged, got the green circle around it and I'm not doing anything but it still won't go off. No idea why it happens to be honest.
  23. Quote:
    Originally Posted by Smiling_Joe View Post
    Actually, all that's needed is "+" to designate a toggle key. So instead of

    /bind [key] "+down$$powexec_toggleon orbiting death$$powexec_toggleon inky aspect"

    It would be:

    /bind [key] "+$$powexec_toggleon orbiting death$$powexec_toggleon inky aspect"

    HOWEVER, even though that works it generates an error message in your chat window, so down is generally used. Other commands that do nothing can be substituted. Last list I saw was:

    target_custom_near
    target_custom_far
    target_custom_next
    target_custom_prev
    powexec_name
    powexec_toggleon
    powexec_toggleoff
    powexec_auto

    Now what you do is something like this:

    /bind [key] "+powexec_auto$$powexec_toggleon orbiting death$$powexec_toggleon inky aspect"

    and even though powexec_auto doesn't name a power there, the + in front of it makes it alright, and the command effectively does nothing but toggle a key.



    Totally works! I tested

    /bind [key] "powexec_auto essence boost$$powexec_name white dwarf sublimation$$powexec_toggleoff white dwarf$$goto_tray 1"

    Very handy when lag and server ticks are conspiring against you.

    During lunch I also tested:

    /bind [key] "powexec_auto gravitic emanation$$powexec_toggleon inky aspect$$powexec_name dark nova detonation$$powexec_toggleoff dark nova$$goto_tray 1"

    With limited success. My warshade dropped to human form, shot the detonation attack out of his mouth (and... LOL was that funny) and hit GE. Inky Aspect failed to toggle, however, probably because of the toggleoff of nova.

    EDIT - good thing I didn't try dark nova scatter. Since it comes off the nova's tail, I'd hate to think where it originates from on the human model.

    Here's the thing: there's no equivalent animation in human form that shoots anything out of a character's mouth, so that sort of blows my little half baked theory about duplicated animations right out of the water.

    Realizing this, I went back to the double mire bind:

    /bind [key] "powexec_auto sunless mire$$powexec_name black dwarf mire$$powexec_toggleoff black dwarf$$goto_tray 1"

    .......IT WORKED!

    I have no idea why it didn't work before, but I suspect my erratic typing skills were to blame. Not only did they both fire off (in human form, of course), but they did it simultaneously, or so it seemed. To make sure I put extra copies of both mires in a tray next to each other in a tray and tried again - they both activated at the same time with one animation.

    BUT my computer was a bit laggy, so if someone else could confirm for me I would be most grateful.
    Confirmed, and rather nice it is too. Not quite at the same time though, there's certainly one firing off the other. Very quickly though.

    The Dark Nova Scatter / Gravity Emanation combo is nice too, a one-two cone blast. Didn't include Inky Aspect in the bind though. Not as rude as you feared, but my Human Form is titchy
  24. Nom nom nom.

    These are great. I especially like the +down trick. Very clever. Added / rewrote a few of the binds in my bind file with a lot of the ideas here.

    Tried out the WS Double Drain move yesterday too, it certainly works but isn't really anything more than a weird little quirk more than an exploit.
  25. Carnifax

    The Perfect 10

    Quote:
    Originally Posted by Tealeaf View Post
    I can't add any better suggestions than this thread has already gathered. But I would like to say that given the topic, this is one of the best titled threads I've come across. Well played sir!

    Actually, I do have a question now that I think on it. Would the availibility of veteran awards change what you guys might recommend? Say that someone (like me!) has all the vet awards up to Reveal. This gives three fairly potent attacks at low levels. I usually go with Sands of Mu, Blackwand (all my characters are magic origin) and Nemesis staff. They don't get much use on my older characters, but they seem pretty darned helpful for the lowbies. Pretty much ANY character I start has a fairly decent attack chain early on.

    I don't know what vet awards the OP has available, but what difference would they make, in your opinion? Might they open up some of the far less AT choices like say any of the defenders or tanks?
    Leveraging the Vet Rewards are one of the reasons I've been saying Rad. I had a Dark/Rad Defender who used them all the time up to the 20s quite happily. Defense Debuffs & the Resist Debuffs go very nicely with them.