Carnifax_NA

Legend
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  1. Quote:
    Originally Posted by Sarrate View Post
    Yet, I can't hate the power. In fact, it's one of the reasons I even made a /Rad Defender. I just love the aesthetics of that power - effectiveness be damned.
    "Eat tennis ball Evil-Doers"



    *lob*
  2. Quote:
    Originally Posted by Kahlan_ View Post
    I've always found this one frustrating on defense-based characters. You can't see anything, and it won't break since you never get hit. So basically it just means you stand around for a minute (or however long it lasts - a long time) doing nothing. Awesome.
    I usually just pop a yellow, that gives you enough Perception to see them again, at least at melee range
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    Still haven't solved the dilemma of "I have things popping out of my body and I'm launching my extremities at people" part of the equation.

    I have a few fire blasters. One is a mutant, his body generates fire that he throws/lauches at his enemies. One is technology based, he throws gobs of ignited kerosene jelly. Another is science based, he uses chemicals that ignite on contact with air. And yet another is also a mutant, he doesn't actually throw fire at all, he is psychic and makes his enemies THINK he's throwing fire.

    Same powerset, same animations, 4 different things that are occuring. End result: You throw fire.

    Cybernetic Blast: You have weapons that pop out of your body, and you launch your extremities as attacks.

    The visual does not lend itself to any other possibility. You can explain HOW you're doing it any way you like. But you are locked into it being one thing that you are actually doing.

    Say you're playing a blaster and you want both of the first two attacks so you can fire them both while mezzed. Shooting your arms at people as weapons doesn't fit your character concept at all. Too bad, that's what you're doing in the animation. If you want the first two attacks your concept HAS to include your arms being detachable, because there is no other way to explain what's going on in the animation.
    But that's exactly the same case as Trick Arrow, you're using a bow to fire specific arrows at people. If you are a Trick Arrow you're firing arrows via a bow, no getting around it.
    I fail to see a problem to be honest, if you don't like it (like I don't like Dual Pistols particularly, due to the visuals) play something else instead.
  4. Quote:
    Originally Posted by UberGuy View Post
    The fundamental limitation is really that they can't flag individual aspects of the power as enhanceable but not boostable. Right now, that's just not in the system.

    It'd be sweet if they extended it to individual parts of a power, but I'm pretty sure the labor intensive nature of how they have to do power updates (which would be needed to go through and modify all the powers currently market wholly unboostable) means that's going to be very low on their priority list.

    Still, seemingly harder to implement features have cropped up, sometimes totally by surprise. I'll hold out hope while not holding my breath.
    Given that Castle hates Power Boost anyway it's incredibly unlikely I'd say.
  5. Quote:
    Originally Posted by Dr0ne View Post
    Thanks for your responses. Right now I'm leaning towards /SR and /WP. Which of these do you think has the advantage in survivability while solo? Would /SR need Weave?
    I've a Claws/WP Scrapper and they are pretty good, very good out of the box.

    My Claws/Elec was more fun though, Elec is a bit more interesting (but takes longer to mature) and way prettier.
  6. Quote:
    Originally Posted by overfiend_87_EU View Post
    Just found out that people have said in game that epic ATs have the problem of not enough enhancement slots as well. I would like to see if this was really possible to add more slots to your character power pools.

    Wait to see what Incarnates brings I'd say. Khelds are very slot tight alright, but Frankenslotting works well to cover it fairly cheaply (Domis are bloody slot tight too I've recently discovered).
  7. Quote:
    Originally Posted by Nite Wraith View Post
    I can say that with this:



    Now this was a game....

    You fool. That's the sequel.*



    I hated that Colour Card too, mislaid it so many times.
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    Selection is either:
    A - Concept. "This person does XYZ, what fits best?" Or, more often:
    B - "Hey, that looks like fun, let's try that."

    B usually. Sometimes it works, sometimes it doesn't.


    With Travel Powers generally A though, whatever suits the character. So much so that if I respec and take another travel power (say to free up a power choice) I invariably end up switching back because it feels wrong.
  9. Carnifax_NA

    Doing the Sums

    Quote:
    Originally Posted by Samuel_Tow View Post
    You know, as much as I appreciate the work BABs, Castle and the few other lost souls at Cryptic (don't try to correct me) did back in the day, and I DO appreciate it greatly, there's the undeniable sense that everything was a cost-saving solution, done to bring us as much benefit as possible for as low as a cost. We got weapon customization, which can't have been little work, but... Most of the weapons we got were ripped from existing NPCs. We got an overhaul of the War Zone, but as per War Witch, they could either tweak the story OR tweak the zone, and they chose to leave the zone almost as-is.

    A lot of the things they did either reused existing art assets (same factions, same instances, same animations and effects) with a few clever and innovative uses, or was a player-benefit adjustment to the system. They were GREAT additions, but they were budget additions.

    Our newer, bigger development team is starting to get ambitious. They're starting to cast their eyes on things that AREN'T cheap, fast or easy, things that don't represent the veritable low-hanging fruit. Power customization, requiring so much work on art assets, the Architect, an entire new system that had to be built from scratch, new powersets built with their own graphics FROM THE GROUND UP, an overhauled graphics engine, and even a paid expansion with brand new zones and completely new enemy groups.

    And you know what? It shows. When you see what was literally "more of the same," you can tell that they were basically trying to make do with what little resources they could spare. When you look at the newer things, you can tell the quality and polish in it.

    I liken this to City of Villains, kind of, and I'll explain why. Grab a Necromancy Mastermind and use your upgrade. Now watch the effects. The "red smoke" followed a very elaborate swirl pattern where two or three possible entities coil around each other, making a really beautiful effect. And as it travels, it leaves behind a trail of worms, beetles, bugs and other critters that scurry away in all directions. That's just one power, but it has SO MUCH detail put into it. This is quality, and this is what adds oodles of value into the game.

    And everything I've seen from Going Rogue tells me there is a LOT of quality in that. If we can only pick two of the trio of fast/cheap/good, they're emphasising the good a LOT more now.
    This basically. Even things like new sets nowadays tend to be a lot more complex than they were. WP and Earth Assault (and maybe Elec Control, but we haven't seen it yet) are relatively "low hanging fruit" in terms of development but Dual Blades, Shields, Dual Pistols and Demon Summoning (and maybe Kinetic Combat in terms of animations) are a lot more complex.

    Even things like TFs. Old ones are basically a series of cloned missions which could be Radio Missions (Citadels is like running a series of Council Radio missions in the one tileset). More recent ones tend to be a few much more epic and involved ones typically with extra mechanics added to them.
  10. Quote:
    Originally Posted by Miss Chief View Post
    I have it on good information that the whole 'the cake is a lie' thing was actually a rumour started by the Pie, with help from the Cookie and the Muffin in order to discredit cake's goodness. It's still universely known that everything is good when there's cake involved (Except carrot cake. Vegetables have NO PLACE in a cake)...

    Bad MC, bad. Carrot Cake is the business. Especially if there are also walnuts involved (not so fond of the icing though)
  11. Quote:
    Originally Posted by Tangler View Post
    Am I correct in believing the proc will have a chance to go off for every target hit?
    I thought the same but according to people on the forums it works per activation, not per target hit (which makes sense since it can go into Build-Up / Aim which don't hit targets in the same way).*



    Once I'd heard that I didn't try it out myself to confirm / deny it.
  12. Quote:
    Originally Posted by _Haze View Post
    Also I do have to disagree with you, Salt Crystals does have a disorient effect on those that arent slept. But thanks again for the advice!

    Not that I can find anywhere, either ingame on my Earth Dom or listed in Mids or Red Tomax. Are you sure you aren't seeing the Disorientate from elsewhere (from Stalagmites or Fissure for example).*
  13. Carnifax_NA

    Any regrets?

    Quote:
    Originally Posted by Scarlet Shocker View Post
    If you measure it "per attack" then you are correct.

    If you measure it over time, then you are not.

    You first have to line up Sands properly to hit multiples. The recharge for GSA is so far below SoM that you can do as much damage in a given amount of time.

    GSA gets a +5% acc bonus too

    12 seconds is "so far below" 16 seconds?

    GSA does 141 damage at 50 according to Red Tomax. Sands does 231... possibly against multiple targets.
  14. Carnifax_NA

    Any regrets?

    Quote:
    Originally Posted by Golden Girl View Post
    So the Ghost Slaying Axe isn't actually worse power wise, it's just not suitable for so many concepts?
    Sands does high damage to all targets, plus you can hit multiple people with it if you don't mind a little scurrying around. My Dark/Rad Defender used to use it all the time, even in his 20s.

    Ghost Slaying Axe only does High damage to true undead, and one of the chief prime victims for it (CoT Ghosties) do ToHit debuffs which makes it problematic against them.
  15. QR : I use Mids to plan which powers to take when (actually I use SuckerPunch more because I'm on Linux in work and SPs builder works just as well for SOed builds). I'll do Mids builds too but the danger of them is always that they become Pie in the Sky builds which will never see the light of day. I tend not to bother commenting on peoples Mids IO builds here, other than something like "This power is great", because the things are too complex and most of them will never see the light of day anyway.

    Only Mids IOed build I'm actually aiming for is my Ice/Psi Dom one, mainly because the bonuses I'm going for aren't the usual Domi ones of "Lots of recharge and lots of defense", so it's actually achievable for me.

    I am a total Synergy ***** though, but prefer to try it with less explored combos. Some work well (Grav/Trick Arrow Controller), some less so (Stone Melee/Fire Brute, which ironically looked better in Mids due to an issue with Fury and Burn which it didn't highlight) but that's part of the fun. Some I just make because they're a cool concept (Claws/Elec Brute because it's so darn pretty and fun).


    None of my characters have ever, ever been kicked. The Grav/TA did get lots of compliments in his 30s for being a great pure Controller on PuGs though.
  16. Quote:
    Originally Posted by Warkupo View Post
    Please explain to me how my Assault Rifle is magical. Or a mutant, for that matter.

    I would love the OP's idea, fancy origin be damned.
    Please explain how a gun that shoots beanbags, bullets, shotgun pellets and fire ISN'T magical

    It's fairly easy to consider how someone who has mystical powers controlling Dark Forces might also use a rifle to augment their abilities. The characters origin could be magical, but he could still tote a large gun around as well. So you have a Magical origin AR/Dark Miasma corrupter. There was a fan comic somewhere where someone had done the same but with a Mutant origin, he was called Troll Boy I think, he was born with a mutation which allowed him to control dark forces and he nicked a rifle from somewhere when he started out in the Rogue Isles.

    Cybernetic Blast is a little more difficult to rationalize but I can think of at least 2 Magical/Tech examples just from the top of my head : The Cyberdemon from Doom and (sorta a Magical/Science/Tech one) Adam from Buffy.

    No more difficult to rationalize than Robots, Demons or DP really, especially if you don't assume that Origin has to apply to the characters Primary only.
  17. Gotta disagree with lots of the advice here I'm afraid, especially about Earth Control.

    Quote:
    Stone Cages: Stone prison for everyone in the mob, whats not to love? It even does some DoT.

    Is it Good? Oh hell yes, If you dont take stone prison (which if your reading this you wont)
    then you have to have it. Its great, especially on teams so your brute doesnt have to keep
    chasing the enemy around and such.

    Slotting: See Stone Prison.
    Stone Cages stops one of your best soft controls from working, does fairly rubbish damage and is an aggro magnet. On an Earth Controller I see the point of taking it but not really on an Earth Dom. Knockdown is one of your chief methods of control, countering it seems counterproductive for little gain.

    Quote:
    Quicksand: An area slow, thats about it...it slows people. It is another form of control which is always a plus but if you put in the wrong area it can be bad.

    Is it Good? For teaming, YES, for soloing, not so much. I just dont see the need to slow my mob as they take turns getting beat down. If want to stop them from running away or getting close to me I use Stone Cages.

    Slotting: 1-3 slow. depends on personal style.
    Quicksand does a nice Defense debuff. Using it means you hit more often. Slot-cheap and very useful IMO (2-3 recharge is the way to go IMO).

    Quote:
    Salt Crystals: A multi-target Sleep/disorient/minor damage thing. I like it, it can be more
    sittuational, especially with its long recharge but its very valuable on teams.

    Is it Good? Yes for teaming and other situations were you concentrating on one tough enemy, This however isnt very good in PvP. But for the most part you'll want it I think.

    Slotting: 2-3 sleep, 1 acc.

    An AOE Sleep (and that's all it is, no disorientate here) isn't very useful on teams at all, Anything will wake them up and negate it.

    Quote:
    Earthquake: Remember all those Circle of Thorns earth mages you hate? You can thank them for this power. An area KB thingey.

    Is it good? In certain situations, if youre fighting an AV an need to keep little guys off you.
    Not very usefull on most teams. I dont like it and respeced out of it but you might like it.

    Slotting: If you just have to have it...Then its up to you. (maybe 1-2 KB?)
    Get it, slot it 3 recharge. Great power. Plus it does a ToHit debuff to those effected, so even if they aren't on their ***** they're still finding it harder to hit you. Just hold off spamming Stone Cages as noted above.

    The power choices and slotting in the build is odd too, Staligmites deserves far better than 3 slots and should be taken when available. It should be slotted for Acc, recharge and Disorientate, Acc/Rech/Stun IOs are great here. In general I think you're omitting or leaving it too late to take your AOE controls which are Earth Controls main strength.

    *Edit, if this is a PvP guide I couldn't see mention of it in the intro so apologies if that's the case. But you should probably indicate so as the advice and build is a bit off for PvE in my opinion.
  18. Quote:
    Originally Posted by Wiggz View Post
    I've been away from the game for about 18 months or so... and I enjoyed Doms very much, leveling an Ice/Ice, a Plant/Psi and a Mind/Fire all up into the 30's and 40's...

    I started a Plant/Stone called Earth Lore and I'm loving the animations, love the character concept... figured Earth would let me get in and mix it up at close range while Seeds and Creepers did their trick, and the AoE would allow me to take advantage of the clustering that Seeds often causes...

    ...but what has happened to Domination? The search is doing much to help me, but I don't think I'm getting any damage buffs and the mezzes don't seem to be lasting as long either... can anyone tell me what the 'new' benefits from Domination are and how they are better or worse than what we had before?

    Also, any advice down the road on this particular build would of course be appreciated.
    That's because the damage bonus was removed from Dom and plonked into the powers themselves. You do Domination damage all the time now.

    So Domintion is "worse" but your character overall should be much better (unless you're a perma-dom I guess), especially if your has any sort of build-up.

    Mezzes haven't been changed afaik, except for some of the limits of the aoes going from 10 to 16 when Earth Control was added
  19. Carnifax_NA

    Evening all!

    Quote:
    Originally Posted by Coin View Post
    Well, I've re-subbed after several months off and thought I'd see what I missed.

    Any good happen? Is Damz still not house-trained? Has Scarlet Shocker stopped listening to crappy music? Is Dreamweaver still daaaaammmn sexy?

    Come on people, give me some goss!


    Hi Coin, welcome back. Your good lady wife told me you were off fighting Tribbles and seducing green skinned ladies.

    You haven't missed too much, check the "Kicked off?" thread for proof (soz Damz )
  20. Quote:
    Originally Posted by Wondering_Fury View Post
    The slight problem is that even if we did a server list merge, I doubt we'd play along-side many NA subscribers.

    Since by the time most of them have finished work, assuming east coast, it'll be 22:00PM - in the UK - or later. Which is even past my bedtime. Morning-wise in the UK at 10:00AM it'll still be 02:00AM in the morning for them. These aren't exactly accurate, I can't remember the precise time changes but we are forgetting the rather large time-scale difference.

    Fury
    Have you actually tried it? I've been on Virtue on a weekday at 11:00am GMT and there was still over 250 people on it. At 9pm, when I'm usually on there's something between 500 and 600+ on usually (450 yesterday when I started). It's rarely difficult to get a team. Virtue is an exception compared to most of the US servers, but it's still there.

    Only issue I've really had in the last week is that there's a bit of a midweek slump Red Side on Virtue and there tends to be a high after-school quota on at my "peak" times, which can work out horribly sometimes (not always by any means, but occasionally...)

    If we had a Server List Merge I could play whichever server suited the character I was playing at the time better. As Damz says for the last 6 months of being EU side I just played Brutes and Scrappers solo because at least they could solo at a good tilt (hurrah for new diff settings). After getting 3 straight Brutes and a Scrapper into the 40s though you get bored of the grind and start yearning for some good old fashioned Teaming chaos.
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    Since it was an MM, I doubt the rez power was helping much unless he was using his personal attacks, which is just silly for an MM.

    I think it's more likely that the heals were going to his pets.

    Also, thanks for pointing out my mistake.
    I'm not sure there were any heals at all. He seemed to be shooting a lot though.

    The fellow dom who was with me was a decent player though. Lots of good knockback between us.
  22. Quote:
    Originally Posted by Lemur Lad View Post
    I'll counter that with a Plant Controller using Seeds of Confusion and his AoE immob. I'm sorry that my set's pretty standard tactic trumps your pretty standard tactic, and when I'm on a team with an Ice, I'll try to avoid the immob. However there's no arguing that an AoE immob is one of the best sources of damage available to a Controller (Plant's in particular). I'm not about to give up that damage without a really good reason.

    Erm, if you'd fully quoted instead of partially you'd see I gave Plant an honourable exception to my rule specifically for the reasons you say. Plant cannot help itself, what with Creepers and Trappy doing it too, and gets a lot more out of the spammage.
  23. Quote:
    Originally Posted by ClawsandEffect View Post
    Right...because that healer clear on the other side of the map is going to keep the blaster that just agroed an 8 man spawn alive.

    My wife won't even play her Empath anymore, largely because of people like the leader of that team seems to be. She got tired of blasters running 4 rooms ahead of the team, then faceplanting and blaming her because he died. And she also tired of tanks thinking that her job was to use her powers on no one but them.

    Me? I don't even HAVE an Empath, for all the same reasons.
    This was originally my thinking, figured the abuse wasn't worth it.

    But much to my surprise no-one has shouted at me at all for "letting" them die so far. Even during the unofficial City of Neo week when DP got released. And not one tank has given out about the fact that I prefer Forting other buffers, Shield Scrappers and AOE Blasters over them if I can.

    I think the scary tentacles help. People figure if they do complain I'll use Evans Spiked Tentacles of Forced Intrusion on them
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    Either farkers or fans of some bad astronomy. Either way, you both earn points from me.
    Simpsons quotes, surely? (from the Jebediah Springfield episode starring Donald Sutherland as the brilliantly named Chester Copperpot, curator)