Carnifax_NA

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  1. I'm pretty sure that's wrong (OP, not you Peace)

    Controllers are getting Domi PPPs, but Controllers keep their old APPs and Domis get those new sets, presumably because so many Controller ones clash with Domis currently so a straight switch wasn't possible.

    Whomever wrote the Wiki got the wrong end of the stick
  2. Quote:
    Originally Posted by Baracca View Post
    I think i might too. i like the feel so far

    here's my plan - comments please

    i like levitate but just cant fit it in - well maybe i can if someone thinks i got a crap skill in here

    1 Mezmerize
    1 Power Bolt
    2 Bone Smasher
    4 Dominate
    6 Combat Jumping
    8 Confuse
    10 Power Blast
    12 Swift
    14 Super Jump
    16 Hasten
    18 Power Boost
    20 Stamina
    22 Total Domination
    24 Acrobatics
    26 Stealth
    28 Health
    30 Terrify
    32 Invis
    35 Total Focus
    38 Mass Confusion
    41 Power Burst
    44 Scorpion Shield
    47 Personal Force Field
    49 Summon Tarantula
    Stealth and Invis, why do you want them?

    I'd certainly be taking Terrify and Mass Confusion at 26 and 32, and Power Burst at 38 and leaving them off until later sometime. They're low priority IMO.

    How did you manage to take Stamina at 20 with just Swift taken before it? Health is taken at 28.
  3. Quote:
    Originally Posted by Muon_Neutrino View Post
    No Stone mastery? *Is a sad panda*

    That said, the rest of these look friggin' awesome. I could definitely see the fire APP being *extremely* popular for AoE output, and hey, RotP if you draw too much aggro with all of those aoes! Energy also has a fair chunk of AoE, and ET? Wow. And then ice mastery gets sleet and ice storm! I know what I'm using my ice/ice's freespec on. Psionic is still saddled with lolWoC, but even that might be vaguely useful if it's affected by domination.
    My Earth/Fire Domi is quite happy with this. Fiery Embrace just got even more awesome!
  4. Carnifax_NA

    So...the Website

    Quote:
    Originally Posted by Father Xmas View Post
    Well nearly all the instances of us.ncsoft.com are gone and the account links go to secure.ncsoft.com now instead of plaync.com so that should, knock on wood, fix the account access problems and US/Europe website problems.
    True. Although for a while while the boards were down the "We are sorry, the boards are down" page refused to load too, because it was using the us.ncsoft.com domain name.

    Even the error messages throw error messages
  5. Quote:
    Originally Posted by Local_Man View Post
    It seems to me almost more like a Spectral Terror . . . . the foes are controlled until you hit them with something, then they can hit back until the next sleep pulse when they go back under. Compare that to a Fear aura, where the foes cower unless they are hit with something, and then they can take one shot at you before going back into a cower.

    I plan to roll up an Elec/Rad as a new combo that can take advantage of Choking Cloud. An Elec/Rad seems to have a lot of similarities to an Ice/Rad, with EndDrain replacing the Slow and -Recharge.
    That's a good comparision alright, I've been a Domi for too long, keep forgetting about Spooky.

    So is it like Spooky in that you can only have one out at a time?
  6. Carnifax_NA

    So...the Website

    Another fine move by the intrepid Web Team.

    Go Team!!
  7. Vader turns out to be Lukes old highschool teacher, Mr Peterson.


    He'd have gotten away with it too if it hadn't been for those meddling droids.
  8. Quote:
    Originally Posted by GMan3 View Post
    Hey, can anyone tell me what servers exactly are dead? I only ask because I was told my primary server, Guardian, is one of them, yet I never seem to have a problem getting a team or even a 8 toon TF/SF together at almost any time of day or night. Would be nice to know though.
    Anything EU side

    I dearly wish they'd open EU-US transfers and let me pull those characters I've put 4.5 years of play time over to the US.
  9. Carnifax_NA

    Just for fun.

    Quote:
    Originally Posted by eryq2 View Post
    Ok, without name calling, flaming, hate, imma try this again just for giggles. Im 2 hours into a farming and selling profits infl cap goal. Just to see how many hours farming and selling drops it would take to hit the cap. No market schemes other than listing and selling drops. Via WW or vendor depending on which pays the most. Im not listing each run how many items fell. Its about the same each time.

    Recipes, salvage almost full each run. Mostly commons, a couple yellow, and so on. In 9 runs ive gotten 4 purples to fall. More purples than orange recipes and orange arent the rare ones.

    Heres a pic of what ive sold stuff for. (not including the pvp recipe)

    Maybe I'm being thick but shouldn't there be a Market Interface screen in the middle of that picture somewhere?

    Or the Market Chat window which shows your transactions or something. As is it's a picture of you standing in Wentworths, there's no indication of what you've sold or for how much.
  10. Earth/Fire is a monster, and easy on the Blue Bar as well, even with skipping Consume. On teams you can easily lock down multiple spawns / areas. You can also cast Earthquake, Gases and Quicksand from cover which makes it great at dispersing alphas before they can even happen.


    Quote:
    Earth/Fire also has a strong amount of control, but it seems as though it all comes from the primary. Is it difficult to get the recharge low enough that I can use an AoE control (QS + Quake; QS + Stalag; QS + Volcanic) on every large mob in teams?
    Nope, it's trivial. With 3 Recharge SOs you've got Quake and Stalagmites back every 45 seconds, so if you're staggering them you're talking one of them back every 23 seconds or so. And QS is back veryt quickly with just 1 recharge SO in it anyway and available basically on demand. And then you have Gases still available as an additional control for whenever you think you need it (twisty corrider maps like Office where there's a good chance of two spawns aggroing is perfect as it will hold anyway who runs into it, and if you dump a QS as well they're not getting back out easily).



    Earth Assault has the best single target melee powers of any Assault Set, plus no cone powers (which is a big bonus for a meleer IMO), getting an AOE instead in Fissure. Sure it's not the Controller version but it's still nice and works well with Hotfeet. With a Fire/Earth you will need to learn careful use of Fire Cages though as it will nullify the sporadic knockdown of your Earth Assault powers (personally I'd skip it entirely and just allow for thing to be doing the stun-stagger around you, the ghetto hold combo of Flashfire -> Cages is nice but being then able to knock an annoyed non-stunned boss off his feet with a Mallet or Fault or Air Superiority, if you take it, is nicer).*

    As people have said if you fancy a meleer go Fire/Earth. If you fancy a more ranged approach go Earth/Fire. Both have excellent synergy, more than a more thematic Earth/Earth or Fire/Fire combo IMO.
  11. Quote:
    Originally Posted by macskull View Post
    Errr, about that... the "warp speed" phenomenon only happens when you stun a mob that's aggroed and is moving from point A to point B. If you fire off the stun before the mob's aggroed, they'll just sort of wander in place.
    I was always able to reliably recreate it on my Stone/Fire brute by Stunning a group that was getting back to its feet.



    So Tremor -> *Fault would always produce it without fail, but Fault -> Tremor wouldn't. That's the only time I've been able to produce it "On Demand" other times have probably been as you say.


    Sapping is generally not an effective control mechanism anyway, so I think I'll be sticking with trying out an Elec/Thorns/Mu domi, looks like it will play similiar to my Ice/Psi, a soft-control meleer.


    Quote:

    People are always criticizing Static Field as being useless, but I used it with Gremlins and Chain Fences constantly waking mobs up. Static Field just put them right back to sleep over and over. That's a huge game changer, making the power useful in nearly all circumstances.
    Looking at how it's designed it seems to me that it'll be something between Earthquake and Volcanic Gases in terms of how it will work. For Alpha mitegation it looks pretty good, after that on teams it may work a bit like a Fall Over patch where things are out of commission for a few seconds. And like Fall over patches there will be some powers which will nullify it if you're not careful (like DoT or Rains). Static Field -> Synaptic Overload looks like a nice opening combo too.


    The 40 second base recharge is nice though, being able to lay fresh ones almost On Demand is pretty useful, especially when you consider things like Add groups and incoming ambushes.


    In terms of mechanics I'm delighted that the Chaining mechanic has been reused for a control set.*
  12. Weird, I'm playing from Dublin, Ireland, 8 hours ahead of you and I've been getting teams pretty easily. Last night I was on at 11pm my time, so 3pm yours and got a team pretty quickly.

    The night before there was me and 3 others marked as LFT in Sharks so I took the lead, invited them and soon we had a 6 person team happily chomping through various content.
  13. Carnifax_NA

    best "proc toon"

    Quote:
    Originally Posted by Nethergoat View Post
    I wonder how long a character named

    THE PROC-TOLOGIST

    would survive before getting generic'ed.
    Genius!
  14. Quote:
    Originally Posted by Father Xmas View Post
    Must be, that link looks fine here.

    us.ncsoft.com resolves here as 64.25.35.220

    Maybe a hosts entry can temporally act as a work around?
    That works alright. Hopefully they get it resolved as they've only a week to go before GR launches.

    And the idiots still haven't fixed the fact that us EU folk who play on the US Servers still cannot see a Purchase link for the correct version of Going Rogue on the site. All I can see is the EU version. Of course every other item listed gives a link for the US versions.

    *sigh*
  15. Quote:
    Originally Posted by Peacemoon View Post
    Maybe my brain isn't plugged in properly today, but I swear that enemy level used to increase by default according to team size. I never remember Citidel's TF being populated with +0 enemies for instance. It always used to be red con minions not white con.

    Maybe my memory is simply playing tricks on me or I'm thinking back to very old times. I guess I will have to start some +4 TF's and watch them squirm ;-)
    The only one I remember personally is the Terra Respec trial back in i4 or i5, when everything was conning at least red. That used to always spawn at max diff as far as I remember.

    Yep, you'll just have to start training todays bunch of young whippersnappers how it was in the good old days Gramps
  16. Carnifax_NA

    Brute as damage

    Quote:
    Originally Posted by Valkyrie_EU View Post
    One could say that... but thats just nitpicking again ;p

    I play both AT's the same way: I charge in first, I use my AoE's and when I see someone is in trouble or there are some adds while I'am not at the aggro cap I will use my Taunt. Concerning tanking there isnt much more one could do right now.
    Brutes aren't particularly expected to do that though (at least not the taunting adds bit). Just because that is how YOU play YOUR brutes doesn't mean in the slightest that anyone who is more focused on simply fighting is doing it wrong.

    As a Domi I personally see Adds as more my problem than the Brutes (since either of my Domis tends to have a few AOE tricks up their sleeves which will slow a bunch of adds right down). A Taunt with a cap of 5 targets doesn't compare.
  17. Carnifax_NA

    Brute as damage

    Quote:
    Originally Posted by Valkyrie_EU View Post
    Problem is there is this little thing called "aggro cap". If you dive in first with your aggro aura and open with some kind of aoe attack which hits 10 targets you are most likely to hit the aggro cap of 16 enemies. Its impossible to tank absolutely everything, no matter how hard you try.

    Back then before there was this aggro cap I would agree with you that bruteing and tanking is different, but not in the current game.
    So you're saying that since the aggro cap came in Tanks are in fact Bruting?
  18. Quote:
    Originally Posted by Father Xmas View Post
    Odd. Let me look.

    OK my style sheets are coming from us.ncsoft.com, also a number of background images for the main interface. Since you're in Dublin (I assume not the one in Ohio, US) I'm guessing it's a problem with the EU version of the store. Couldn't tell where the other two guys are from.
    My source is referencing the same US server for the CSS sheets (and the Javascript files).

    If I attempt to follow the City of Heroes link on the page I get a Network problem with : http://us.ncsoft.com/en/city-of-heroes

    Doing a "wget http://us.ncsoft.com/en/city-of-heroes" on my Linux console gives me a name resolution error :

    Resolving us.ncsoft.com... failed: Name or service not known.

    So it looks like a DNS issue for anyone over this side of the pond.
  19. Carnifax_NA

    Brute as damage

    Quote:
    Originally Posted by Valkyrie_EU View Post
    1) "I'am not tanking I'am bruteing" is nothing more then nitpicking. One doesn't even need that so much hated Taunt Button to tank in this game (although taking it will surely benefit a lot of teams). If you run in there first and stomp on the ground you are already tanking at least 10 enemies which is more then half of most spawns.
    Taking the Alpha != Tanking.

    Tanking is about continuely soaking up aggro, focusing on rounding it all up at the expense of doing maximum damage, pulling it off their fellows and generally trying to act as a giant Hate Sponge.

    Brutes tend to just jump in and then fighting away and don't really care about grabbing every single screed of aggro, they just want enough enemies around them to hit them and be hit by them in order to keep that Crackbar nice and high so they can make the pretty Orange Numbers as big as possible.

    Brutes are pretty flexible in terms of what they can do, so you'll tend to have every breed of Brute from the Tank-and-taunt bot to the single-minded Fury-whores who are enslaved by The Bar and do its bidding.

    I will agree with you that there's nothing worse than a wussie reluctant Brute / Tank. Especially if they use the word "Pull" (unless the team has already messily wiped once at the same point and this is the return from Hospital trip).
  20. Quote:
    Originally Posted by Father Xmas View Post
    So this link doesn't take you to the store?
    After 34 seconds that took me to half a store. Some content there, but no stylesheet came with it, so it looks odd.

    NCSofts web development team are really lacking, bless.
  21. Quote:
    Originally Posted by Wonderslug View Post
    It used to be that 6 teammates added +1 level, and 8 bumped it up to +2.

    Until Issue 6.

    So unless you're really, really unobservant, I'd say you're playing with wimps.
    So the answer was "4 years ago?"

    Phew, my brain isn't as bad as I thought it was.

    Nurse, more beer, there's still a few braincells firing.
  22. Quote:
    Originally Posted by Obscure Blade View Post
    I certainly recall it as doing so.
    I thought it used to be purely down to the owners Diff settings, but since you had to play SK Tetris you could end up as a Sidekick to someone a few levels lower than the rest of the team and thus be faced with +5 enemies. But I could easily be wrong, my brain is old, rusty and filled with useless facts so the past is a bit blurry.

    Nowadays you do have to rely on the leader to go up the diff manually afaik, so nowadays it's down to the OP hanging out with wusses.
  23. Quote:
    Originally Posted by Peacemoon View Post
    Recently I've been noticing that on big teams or even in TF's sometimes the enemies level is not increased? So what happened, I used to really enjoy teaming and the crazy fights that +3 x8 missions used to bring. These days however its more often then not turning into a right snoozefest as we fight +0 x8 spawns as a full team. I mean, is that even worthy of being rewarded merits?

    What happened to the glory days of huge spawns of high level mobs? I use to love the challenge of that. Right now either the game is broken or I'm surrunded by wimps, not heroes.

    Either way, bring back the old difficulty
    Team size never affected enemy levels did it? Just the number and "tier" of those enemies.

    Nowadays it's easier to ramp up the difficulty more than it was previously, you've more control nowadays. So I'm guessing you're joining wimpy teams where the leader isn't visiting Hero Corp to up the diff once they've seen how well the team works.
  24. Carnifax_NA

    Brute as damage

    Quote:
    Originally Posted by Valkyrie_EU View Post
    They prevent knockback and keep the enemies from runing out of burn patches, tornados etc. they also prevent enemies like longbow eagles scattering through the whole room.
    Domis don't get Burn or Tornado though.

    Like I said, if you've got a good reason to be using them then use them, sparingly. A Brute using his Epic Immob to keep things in Burn is sensible. A Huntsman using his because he's about to use his grenades is sensible. Spamming them as a Domi "because you don't have any hard CC available" is just dumb button mashing.
  25. Quote:
    Originally Posted by tanstaafl View Post
    As the forums use the same password as your game account, and brute force hacking account names on well known forum software or other possible exploits would be easier than hacking the game there is some benefit visiable...though still need correct global name... which many people list.... <shrug> I'm not worried though I do dislike the same password setup out of securty minded principal.
    Me too, it's silly to force people to use the same log in details here as for the game.

    The forums do have a lockdown on attempted log ins if you fail 5 times in a row though. It's only 15 minutes but it does reduce the effectiveness of any Brute Force techniques.