Carnifax_NA

Legend
  • Posts

    3064
  • Joined

  1. Quote:
    Originally Posted by Solos View Post

    Unless someone is able to narrow down the search results of course.



    Say by looking at your location and deducing that you're probably not an NFL all-star.
  2. Quote:
    Originally Posted by Fulmens View Post
    I've emailed stuff to EU players.
    Are you sure? How does that work given that Global Names aren't shared across the divide (There is two @Carnifax, both of which happen to be me).


    Did you get confirmation back from them that they'd received what you sent? Or did it go to a lucky NA player who happened to have the same Global...
  3. Max out -ToHit and learn to summon him in the middle of groups. He'll floor ToHit on anything around him. After than bit of accuracy and the rest in heals.


    Frankenslotting can be very useful for Fluffy.
  4. Carnifax_NA

    My Dilemma

    Quote:
    Originally Posted by mereman View Post
    Did you also manage to find another game to play
    I'd love to say "That's a terrible thing to say about Dublin" but in all fairness I can't

    They mostly come out at night. Mostly.
  5. Quote:
    Originally Posted by Zortel View Post
    Get yourself an HTC Desire, my good man. I love mine, and she loves me. The camera's pretty great on it too, I use mine for some Urbex photography of pillboxes, came out peachy.
    ^ This



    Never have I loved a piece of technology as I have my Desire. Especially once I found the Marvin app on it and realised I could play Chuckie Egg on the bus at the same time as listening to the radio and flicking over to keep myself up to date with the tennis scores.
  6. Quote:
    Originally Posted by Katie V View Post
    Sounds about right. A quick back-of-the-envelope calculation shows 8 sets of Maneuvers at 5.4% each plus 5 sets of Fortitude at 23.4% each, giving 160.7% defense. It's worth noting that to be softcapped against an even-con Rularuu eyeball, you need at least 145% defense.
    And then the Regen from AB and the auras on top of that meaning you're easily at the Regen cap?



    Dear sweet unholy Cthulhu! That's unnatural!
  7. Pffft. iPhone. Androids are where it's at.
  8. Carnifax_NA

    My Dilemma

    Take a break, go on Steam, buy or restart some massive game you never got around to trying / completing for a few months.



    Doing the same at the moment, haven't been bothered logging into CoH for about 2 weeks, instead I'm wandering around wastelands shooting zombies in the head.
  9. Quote:
    Originally Posted by je_saist View Post
    Interesting. I would have figured the time would have been reduced, not extended. Oh well.

    Yes, but you've an unfortunate habit of being wrong a fair chunk of the time in fairness.*


    The whole idea of the expiry is to prevent the Email Server being clogged up. Given their moves with changing how Bids expire in the AH this was fairly likely to be changed anyway, although the fact they forgot to announce it initially and the poostorm that kicked up probably hastened the upgrade.


    Now when are we getting the ability to send from EU to US characters? (the final frontier)
  10. Stone/Fire is... hard work.

    The teens are horrific in terms of End management (I mean really, really bad). Even with no Dam DOs slotted in attacks, just Acc and End Reduction it was horrible.

    Stones attacks are very slow to recharge, so if you are relying on Knockdown and Stuns to augment your survivability (which you do) generating Fury can be very tricky. You almost certainly want Stone Fist and Air Superiority to help maintain it.

    Burn doesn't play too well with Fury at all, it loses the Fury Damage bonus after 2 seconds which is very frustrating. It's also tricky to keep things within Burn. Fault > Burn > Tremor works ok, but things can get messy.

    Lots of negativity there so here's what Stone/Fire is excellent at. Spike Damage. If you can get your Fury nice and high then you can stick Build-Up and Fiery Embrace on top of it and do a sick spike of damage with Seismic > Burn > Hammer-time. Does evil things to bosses (and throw in Fault and Tremor to keep any minions and Lieuts on their backs and in the burn patch).

    Overall as is it just never became a fluid combo for me and always felt a bit clunky.
  11. Quote:
    Originally Posted by Deus_Otiosus View Post
    AVs however will reduce the debuff amounts so drastically as to make Darkest Night not nearly as valuable.
    Only the -ToHit, the -Damage isn't affected by the magic -85% AV thing. All that resists the -damage is the AVs own Damage Resistance.*
  12. Quote:
    Originally Posted by Kallandra View Post
    If it was a Blackberry, then yes.... you can do that
    On the downside you're stuck using a Blackberry until some kindly hoodlum decides to nick it from you. Although they'll probably be back in a few minutes to return it and point and laugh.
  13. Quote:
    Originally Posted by DrMike2000 View Post
    Do you have a search comment saying that people had better have the right powers or they'll be kicked?

    I agree that its dissappointing when a VEAT rocks up and doesn't have the defense buffs, but I think your standards are a bit high for PUG-ing.
    ^ This basically. For my Fort it's nice if the fellow VEAT has them but I'm still close to the cap without their help anyway. I'll still open with Psi Tornado, giggling to myself as I do so.


    Looking at the OP I'd say your standards are too high, not for thinking VEATs should have to have their Defensive Toggles but for this :
    Quote:
    like to form teams with 2 brutes, 2 corruptors, 2 dominators, and 2 VEATs.*
    *
    "Optimal" teams for doing Paper missions sucks all of the fun out of PuGing in my opinion. Papers are hardly difficult and don't require a certain optimal combo of ATs or that everyone is playing their optimal build.


    Recently I've played on PuGs with toggleless VEATs, a petless MM, a team with 5 Stalkers (that was fun), a team of 7 MMs, mostly demons (that gave me nightmares that night, mostly because of all the snarling) and teams of 4+ VEATs (aka God Mode). All were good fun in their own way.


    Like I said its Paper missions. They're not difficult, regardless of team make-up
  14. Carnifax_NA

    Epic Pool Parity

    I've always been a bit wary of this comparison. I mean most Scrapper ones aren't great at all, Brute ones are fairly good. Controller ones are fantastic. Domi ones are fairly good. MM ones are fairly rubbish.

    So swings and roundabouts mostly IMO. There are stinkers both sides and decent choices both sides.*

    The 5th Power addition did a bit to mix it up and remedy some of the issues alright.


    Except in the case of Masterminds where they pretty much still suck given a Masterminds role and AT modifiers.
  15. Quote:
    Originally Posted by ketch View Post
    Actually, Poison Gas Trap is a placeable Hold and I have heard quite a different opinion of it from the Defender's perspective. The Lockdown proc helps with its poor duration and magnitude, but it is mostly loved for the huge -regeneration debuff.

    Anyway, back on topic, has there been more than one image of the Gremlins released? I've been assuming there are only two, but I'm don't know if that presumption is based on a single source at this point.
    *Poison Trap from the Poison set is a "tiny chance to sleep per tick" patch and basically reviled. PGT is initially a Hold and then a "Chance to force anm animation" power, with lots of -regen and pretty decent.

    It really depends on the implementation really. If it's something like a Choking Cloud / Volcanic Gases, where ToHit checks are made every X seconds it could be alright (basically it'll end up a bit like a Placable Fear patch with the bonus of setting up Containment for you). It it's implemented similiarly to Poison Trap with a 2% chance of a sleep per second it'll be laughed at and reviled.
  16. Carnifax_NA

    Farming or not

    Quote:
    Originally Posted by Donna_ View Post
    for example... Rikti Comms officer minions gave luit experience for some time, so all farm missions were loaded with them, it is to do with the Risk/Reward ratio, I loved the boss farm which was a mission with no luits or minions atall just bosses, to be honest there was no risk/ratio exploit there as you were still fighting bosses so im still bitter about that.
    I've thought about this one since our last conversation about it and wonder if it was more to do with them also being a prime target for engineering a "corner case" involving them and other edge cases within the system. For example combining Boss Farms with the (then unchanged) Rescuable Allies can buff you up the wazoo means the risk is essentially nullified and the bosses go down very, very easy because the most frequently uses Ally Buff was AM from the Rad set.



    Since then they've changed what allies do to XP anyway but given the poo-storm it kicked up and how many arcs were affected by the Ally change that was more of a stop-gap / last resort change.
  17. Quote:
    Originally Posted by StormSurvivor View Post
    I'm not too sure if you mean not bothering to visit the trainer when you reach a level where you get more slots, or actually slotting enhancements into those slots.

    Either way, I skip it until level twelve. Levelling tends to be too quick for enhancements before DOs, so I tend to level in even multiples for the first part of a character's career. I know people who laugh at me because I don't leave it until SOs or even because I'm not using IOs exclusively, but to me the difference is great enough with DOs to be worth it, and I find that visiting my local stores to be far more convenient than visiting Wentworths before forty-seven. Even if it is sometimes more pricey.

    This basically. Before level 12 I only visit trainers on the even levels. At 22 I'll SO myself up fully, although I do start slotting IOs in the mid-20s , frankenslotting cheap 3-parters into things like Mez powers.



    32 is when I start Frankenslotting in earnest.
  18. I do think some of my love for Psi Tornado boils down to the fact I can open with it and eat the alpha. My first memory of the game, 5 years ago, was on my failed n00b Fire/Elec blaster with whom I tried repeatedly to do that trick with and deservedly got mushed into the ground for my n00b ways.


    Last week I was on an 8 man PuG where the leading Night Widow stopped at the entrance to a room full of CoT, said "Eeep, someone better pull". I ran in and Psi Tornadoed the lot, ran back waited for them to cluster and then 1-2 Coned the entire angry spawn in the face.


    I can haz ranged scrapperlok?
  19. Carnifax_NA

    Noobquestion

    Quote:
    Originally Posted by Aett_Thorn View Post
    WP is actually pretty bad for a newbie Tanker, specifically because it has some problems holding aggro, and teams will be kind of expecting you to do that. Yes, it is easy on the blue bar, but it's not quite as easy as the other sets to actually "Tank." Once you get used to holding aggro with it, it's fine, but it'll be a steeper learning curve than the other sets because of this.

    Sets I'd recommend for a newbie Tanker: Electric, Invuln, Ice, or Shields

    Electric is a good call. Resistance Sets are generally more predicable than Defensive ones and Electric is probably the best "middle of the road" one for a first timer (Dark can be hell on the End bar, Fire can be squishy and vulnerable to debuffs). Electric is a good compromise set.
  20. Quote:
    Originally Posted by Silas View Post
    If you like Psy Scream and Tornado, great. They're decent AoEs. You can build a Fortunata to do pretty respectable AoE damage, but I don't think it's the most effective way to build and play one.

    You can also build a Crab Spider for ST melee and do some decent damage. But you won't be playing anywhere near to the strengths of the character.

    On a team AOEs are far more useful than single target powers. Psi Tornado does take 2.17 seconds to animate, but if you're hitting 10 foes with it (which is trivial to do) then it kicks the *** of any single target power in terms of DPA, even Subdue. The same goes for the cones. Against massed enemies AOEs will almost always trump single target powers, the Crab comparision doesn't really bear up to scrutiny. Especially since the AOE Chain can be bolstered with Aim.


    I've found the single target damage of Forts to be average at best so far (without PPPs at the moment).*
  21. Quote:
    Originally Posted by PhroX View Post
    Nice guides, informative and fun to read.

    One thing I do disagree with you on though, is the Fortunata's AoE attacks. Yes, they're not massively powerful and have long activations, but I still recommend taking both Psi Scream and Tornado for two reasons:

    1) Even weaker AoE attacks can still put out a hell of a lot of damage on a team. They're balanced around hitting 3-4 mobs. You can easily get 8-10 in Scream and more in Tornado. And while you're not gonna put a Fire Blaster out of business, it's still damn helpful. Plus it's fun to see all those numbers go flying up.

    2) Combined, they give -80% recharge. Which can easily be made nearly perma (and with IOs, better than perma). Not the best debuff sure, but it can still certainly knock off a chunk of the damage you would've otherwise taken.
    I agree 100% with these points. They mightn't be the strongest AOEs in the game but on a team they can really rack up the damage. Hell I even have Dart Burst for a nice 1-2-3, the redraw doesn't bother me and it works well with Psi Scream (plus its End Costs and Recharge are very low and the -Regen means you can use it to help with AVs).

    Even if you're soloing with the new Diff settings you can leverage the settings to get the most out of them. Psi Tornados Knock-Up is a great way to open against a big mob as well and disperse the alpha somewhat.

    Aura of Confusion I look on as my panic button, my Elude if you will. If the poo hits the fan it's a great way of saying "Right, leave me alone and pick on each other for a bit thanks".

    I look on the guide as one way of playing a Fort, end game and probably heavily IOed out. Personally I like mine as an AOE machine with the single target attacks used as fillers for when the AOEs are recharging.
  22. Carnifax_NA

    Noobquestion

    Quote:
    Originally Posted by HelgeS View Post
    Hi,

    is there any recommendation what power sets a tank should have?

    Tried a Nature / Dualblade, but the swords where rather lacking after 20 levels.

    What would you recommend?

    Quick answer is "Whatever you like the look of".



    Easiest thing to do is look in the Guides section of the Tanker subforum, read a few of the guides there and see what you like the sound of and what concepts you can come up with. There's no real right or wrong answer, but certain sets and combos of sets have different synergies.


    What Primary Powerset did you pick. For example Willpower is very survivable and hands off, but the drawback is that it can be harder to maintain aggro and keep it off your teammates, especially if you choose a Secondary with fewer AOEs. So a Willpower/Dark tank will be pretty tough individually but may have to work harder to keep his teammates safe, compared to other combos.
  23. Quote:
    Originally Posted by Sweetmeat View Post
    Hover is good because it allows you to place your Lightning Storm over the top of the mob, giving Knockdown instead of knock back from it. On the other hand, since you will be spamming Roots every time it comes up, you probably don't need it for that(unless you're fighting werewolves, who pretty well ignore your roots).

    I would look at O2 Boost. I know there is a lot of disagreement about the usefulness of O2 Boost, but for plant I think it's almost a must. The flytrap pet is the squishiest pet in the game, and it tends to pull a lot of agro if you yourself are playing at range. I ended up going with the recharge pet set for it because of the resistance IO to make him tougher, and because he dies so often as well. It's nice to be able to top him between fights and to keep him in the fight, taking agro that would otherwise be hitting you. Especially if you end up soloing on 6+heroes at +1-ish, there will be things that don't get controlled immediately, and they will be causing some damage before you get them locked down and arrested.

    This way you have O2 boost for your pet, and Hibernate for you, to take care of any fights that start to go poorly.

    I'd agree with this. O2 Boost isn't the best heal in the game but it's a handy tool to have. The secondary buffs from it are also situationally very useful when you're on teams. For example against Carnies or Malta or on the LGTF a lot of lead tanks will LOVE you for it (the -End Resistance is gold for a lot of Defensive sets like WP, Shields or Inv). Remember it's also self-stackable.*
  24. Quote:
    Originally Posted by Moly View Post
    You guys who think you are the "Closed Beta Police" are as annoying as the people who keep asking these questions.

    What sort of answer would you prefer?
  25. Quote:
    Originally Posted by Techbot Alpha View Post
    Meh, maybe thats why I like it then. I play a Bots/Traps MM

    Erm, don't Traps MMs get Detonator instead of Time Bomb?



    I'm confused*