Carnifax_NA

Legend
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  1. Quote:
    Originally Posted by Razia View Post
    I used the end mod ones that have a chance to stun (in Jolting chain and the AoE immob). Should be interresting to stack the stun one with the hold one. An Elec Controller is sapping really fast, not sure you will really need the drain one.
    The Devestation is excellent in Jolting. Tempest is a waste. The Damage I could take or leave (I prefer Damage procs in Cages due to the massive AOE & quick recharge)

    The End Mod one with a chance of stun is nice in Cages, but pretty much a waste in Jolting because only the initial Jolt has any End Modification in it, so chained strikes cannot proc it
  2. Figured this was the route they were going to take alright.

    Not particularly fond of the best bits of a games being whored out, one of my chief complaints of newer Bioware games is that the best equipment frequently is in the pay-for DLC.

    However given that you can still earn a lot of it fairly easily from Tips and the like I'll see how it goes. Still not impressed with this move though if it does happen.
  3. Quote:
    Originally Posted by Seldom View Post
    *crosses fingers for shock beam rifle*

    I saw it on beta, my favorite beam gun. I was sad to see it go, glad that it's coming back.
    Anyone got pics of the two guns? Do any mobs in game wield em?
  4. One other advantage of the Defender combo over the Corruptor is that at level 35 you can open up your APP/PPP since you probably won't want Bitter Freeze Ray anyway.

    (I did my two i21 characters the wrong way around to take advantage of this unfortunately, my Traps/Beam Defender could have been a Beam/Traps and gotten an APP at 38, my Ice/Time Corruptor could have been a Time/Ice and unlocked the APP at 35).

    So the answer I'd give really is "Whatever you feel like", neither is going to be a bad choice.
  5. Carnifax_NA

    Traps/Dark/?

    Quote:
    Originally Posted by Doomguide View Post
    If it hits a foe (not necessarily stuns, for example, a boss) it'll alert them to your presence if you were stealthed/invisible. If that isn't what you mean then I guess I'm not sure what your concern is ... laying mines won't (or shouldn't) be interrupted by ones own Oppressive Gloom regardless of whether there are foes around to be hit or not. Obviously if the foes start attacking because they become aware of you, you risk getting interrupted by a successful attack.

    Having said that if it is interrupting mine laying I'd just toggle it off and on as needed (and I'd probably /bug it too as in my honest non-Dev opinion that would or should not be "WAI".)

    EDIT: Think I'm following your reasoning a bit better at this point ... got any characters with a Snipe and OG. If it doesn't interrupt a Snipe it probably won't interrupt Trip Mines.
    Oppressive Gloom does a tiny tick of damage to you when it hits someone. Trip Mine is interruptable. Therefore does OG interfer with Trip Mine placement when toe bombing?
  6. Quote:
    Originally Posted by DarkGob View Post
    This is the most hilarious mistake I've ever seen. You would think they'd at least take down the incorrect patch notes.
    It's made even more hilarious by the fact they also mistakenly included the addition of the two weapon models in last weeks notes as well and then removed them again from the Notes.
  7. Carnifax_NA

    Achil Proc

    Quote:
    Originally Posted by Donna_ View Post
    Am I right in thinking this stacks, so in my Rad Corruptor, if I hit Irridate and then Nut.Bomb then there is a chance that the -20% will stack to a -40% on the mobs that are hit by the chance twice ??? Yes this would be from same caster.
    Nope, the Achilles Heel debuff can never stack in any way shape or form. The only reason to stick it into more than one power is to ensure more people are affected by the 20% debuff (my Traps/Beam has one in Acid Mortar and another in Cutting Beam).
  8. Quote:
    Originally Posted by Severe View Post
    so you still didnt answer about whether or not your fixing the incarnate powers...id like mine to work now.its been weeks.
    Of course it's been weeks, it's a bug which doesn't give you an advantage (unlike when they first released it and it was patched with a bug pretty damn quickly)

    Get the lead out Paragon Studios. If you're trying to push your super end-game then making sure the rewards for it aren't totally borked would be a good plan.

    And please stop teasing us with the new Beam Rifle models in the patch notes, just release the buggers already.
  9. Carnifax_NA

    Traps/Dark/?

    Quote:
    Originally Posted by Psylenz View Post
    Self rez? I think oppressive gloom would be special with Traps/Dark. Going for the scorpion shield for stacking defense with PFF would also be a good angle, webnade with tenebrous tentacles would be gravy.
    The issue I'm having with Oppressive Gloom is will it interfere with Trip Mine placement?
  10. Quote:
    Originally Posted by MikeRobe View Post
    Just because of how well my plant/time works solo and in teams, I'd say 4 plant/times would rip stuff up pretty efficiently.
    After Fire/Time corruptors that'd be my second pick too. Unless you're a japanese schoolgirl of course, you'd be best off avoiding it if that's the case,
  11. Quote:
    Originally Posted by Kinrad View Post
    Does anyone know what exactly the synergy is between these two powers?

    Slowed Response has a base -20% def and -22.5 res, but according to the description of the power it does (from memory) ~27% -res when Time Crawl is applied.

    Does that mean that the target with time-crawl applied suffers ~50 % -res, or does just the higher number apply?
    Just the higher number, one set of buffs is "when not affected by Time Crawl" the other is "when affected by Time Crawl"

    Time Crawl tends to be about a 20-25% boost over the base value.
  12. Quote:
    Originally Posted by Fluct View Post
    Waves of enemies again? Hopefully not the 'see through stealth' ambush types?
    As long as they're the "blunder straight into the vicious traps set out in waiting for us" as they were in #1 I'm happy.

    I've a habit of playing placeable-based Support characters recently so I actually welcome these sorts of things. My Elec/NRG Dominator breezed through Praetoria, my Earth/Fire domi loves hearing the "Stop [charname]" of an incoming ambush and my Traps/Beam defender had great fun playing with the rock monster swarm in Who Will Die 1.

    The only difference is this time around I have access to Trip Mine too.
  13. Quote:
    Originally Posted by Thorizdin_LotD View Post
    I tested SA with the FF proc and for a while I was convinced it wasn't working at all, but eventually I did see it fire. However, it seems to fire much much less than in Footstomp in the same situation. I _think_ that the pseudo pet mechanic is keeping it from checking against each target, which _IF_ correct makes it a worse power than it seems
    That would suggest it works as it does with Jolting Chain or Phantasm, that you have a single check when you summon the pseudopet in question (in other words just after you TP) and the "check per enemy hit" is wasted, as expected.

    It's still a waste of a slot putting it into Spring Attack. One 20% for a 5 second buff every 60 seconds is decidely meh.
  14. Mmmm. Level 27 max cap & Waves of enemies. My Traps defender likes waves of enemies who come to them.
  15. Carnifax_NA

    Pistol Scrapper

    According to the Forum Software when I look at New Posts this post has 43 posts and 530,000 reads!!

    Half a million reads in 4 days? Eh??
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    What, doesn't take much other than having to get to 35, get into Cimerora and then finish an ITF?
    I'm with TBA on this one, waiting 35 levels (which takes me a while) and also running an ITF (something I've actually never managed to do, still) is not trivial or easy in any sense of the word. Giving the people who want to use the cossie pieces for a concept character at character creation makes sense and would generate some income for Paragon Studios and NCSoft.
  17. Quote:
    Originally Posted by Ultimus View Post
    Interesting seems kind of like an unneeded extra forum.
    Indeed. One assumed that when they said "We're going to rearrange the forums" that was aimed towards making them less convulted, not the other way around.

    Quote:
    You're still more than welcome to cross post builds on the AT specific forums if you like,
  18. 4 Time Support characters of some sort would be pretty horrific, probably Corruptors or Defenders although 4 Fire/Time controllers would be pretty evil too.

    Fire, Ice, Sonic would probably be the best blast sets to match with it, but there's no real need to match the blasts, it's the stacked buffs which make Superteams really, really silly. Each blast has different things going for them, Fire and Ice have powerful Rains, Sonic amplifies your entire teams damage (very nasty vs AVs). Even Beam Rifle stacks well as more Rifles mean more Spread. But Beam is a bit of a busy set with somewhat slow animations & set-up times.

    Edit : Actually thinking about it more it kinda has to be Fire Blast, simply thanks to the good damage, lots of Rains and the fast animations on the single target blasts & on Fireball (which is going to recharge in something like 4-5 seconds). I'd probably go the Corruptor route on them.
  19. Quote:
    Originally Posted by Agent White View Post
    I can't offer much, but I can definitely say Necro/Dark is a pretty good combo, just got done running one through First Ward and jumping him to Primal Earth.

    The only minor drawback to the heal is that it targets an enemy to do a -to hit (I think) but the heal effect itself is PBAoE, so you have to A) make sure it hits and B) be close enough to affect your crowd. It's really not a big issue, but it does hurt when you miss with it and lose some zombies. (Though that's what Extract Soul helps mitigate)

    Tar Patch is also *golden*, offering a slow and -Res. Drop it in the middle of a mob and yell 'sick 'em' and watch the mob go down. I really wish I'd taken it sooner than I did.
    So that's why zombies throw up on people! It's all your fault!!
  20. I'm gonna also chime in with Ice. My Ice/Time is a lot of fun (although she's currently being neglected at the mo because my Traps/Beam Defender is also a lot of fun).
  21. Carnifax_NA

    Resistance!

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    Fire has a heal up every 15-20 seconds for half their health, and won't have much of an issue
    Well until all of that -recharge which typically comes with Psi damage turns that into 60-80 seconds

    Psi is NASTY against Fire Armour.
  22. As I posted in the Rude Tells yesterday my Traps/Beam defender got this on Exalted last night.

    Me : "Level 26 Traps Defender lft"

    after a few seconds
    Idiot : "Level 21 Team running tips looking for a proper healer instead"

    No idea who idiot was, but I hope he got an aura-rocking healzor and they got torn to tiny shreds anyway
  23. Quote:
    Originally Posted by Dispari View Post
    Both powers set a flag to stop them from stacking with themselves. But they're considered totally different powers despite having identical stats. You can't (easily) stack Vengeance, or (easily) stack TT:V, but you can have one of each no problem.

    I know, because I have a widow with TT:V and I do it all the time.
    This actually explains a lot to me. When running my Fort on a few teams I noticed we had double-stacked Vengie and hence ridiculous defenses a few times from mine and a Defenders stacking together.
  24. It doesn't really bother me either, although the idea of the competition itself is somewhat tempting (post the best pics of your characters).

    What they should do is allow EU people to enter, give them the 5 years Subcription if they win and rather than flying the EU person in allow them to nominate another Redname whom Posi will give the haircut too.
  25. Carnifax_NA

    Illusion/Time

    Quote:
    Originally Posted by TheOOB View Post
    Energy torrent is listed as knockback in mids, and in energy blast and for my phantasm it defiantly causes ragdolls to go flying, I'm not terribly familiar with the knockback mechanics so maybe it's low magnitude means it won't cause them to fly very far.
    APP Torrent does 0.67 knockback, ie knockdown. It's not terrible but it's not great. If you want to take Primal to get Power Boost (which I do with my Plant/Emp) it's not an awful choice at all (better than Conserve Power).