Catwhoorg

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  1. *does a happy dance*

    My DB/regen was deleted basically because of redraw causing immense frustration, and my DB/WP in the teens was verging on that due to the use of vet attacks to fill out his chain making it unfun.

    I am so looking forward to this coming live.
  2. Catwhoorg

    New Cape Mission

    THIS POST IS CHOCK FULL OF SPOILERS



    Gordon Souvenier
    Quote:
    Piercing the Veil

    Gordon Bower has always been a man of respect in Salamanca. As mayor, he sees it has his responsability to help the people, no matter how mystical the problem might be. He had plenty of work for you and even while fighting the Tuatha de Dannan in the streets and sewers of Salamanca, you always knew you were doing it for the right reasons and for the right people.

    You helped free both the living and the dead from the tyrants that plague the neighborhood and even ran into some Cabal sorceresses who were experimenting on the poor beings trapped between worlds.

    But things got really interesting, and by interesting you mean strange, when you met up with Skipper LeGrange. He gave you his divining rod and sent you out to gather information regarding the ghosts of the area. However, what was disturbing was not the spectres, but the knowledge they contained. Skipper told you that Salamanca was being pulled into the spirit world. And just when you were starting to learn your way around.
    Its a slow start to his arc, but the misions 'chock full of ghosts' actually have the key reveal of it.

    Skipeprs
    Quote:
    The War of the Fir Bolg

    It was all Skipper's fault, that's what you tell yourself as you look back on your questionable run-ins with the Fir Bolg. As you fought them you began to see them as more than just creatures, but as actual beings who were trapped here, what's worse is that they blamed you for it all. You later come across them when you went after the Mayor's tome of protective runes, but not before you realized the Fir Bolg were simply trying to protect themselves from the Red Caps. But everything came to a head when the Fir Bolg decided to try and push the Tuatha into Salamanca in order to get rid of them. You were sent by Skipper to stop the ceremony. It didn't matter how much you empathized wh the Fir Bolgs, you had innocents to protect.
    The stop 30 Fir Bolg seems like a bit of a random end to his arc, but in his briefing it is well laid our
    Quote:
    We're in big trouble. All this battling between the Fir Bolg and the Tuatha has finally come to a head! The Fir Bolg have prepared an elaborate ceremony, one with roots dating back to the 1400's. It's very complex. It's... well, it's going on right now! The Fir Bolg plan to push the Tuatha out of Croatoa entirely. Only trouble is, they'll be pushed out into to the nearest location in the real world: Salamanca. If we don't stop that ritual, Salamanca will be overrun with more Tuatha de Dannan than you or I have ever seen!
    Kelly
    Quote:
    Hatred's Hungry Heart

    Kelly Nemmers is a ghost in search of passage to the other realm. What you discover while working while working with her is that the spirits in Salamanca are being held there through pure rage and anger from the Red Caps. The Red Caps are evil little creatures full of hate and bile. You learned that their whole purpose for being here was to case conflict. They drink it up like nectar. Kelly and you devise a plan to at least try to put an end to this eternal conflict that rages on between the Tuatha and the Red Caps. By destroying the henges that bind the spirits here, it makes it that much harder for them to push through. But for Kelly Nemmers, it means a better chance of being able to pass on.
    Her arc is about breaking the connection that is holding the Tuatha (and other spirits here)

    Bucks is the final last gasp attempt by the redcaps to reverse what you have done and draw Salamanca into the spirit world

    Quote:
    Souvenir
    Salinger is a man full of old stories and crazy ideas, but he knows more than most in Croatoa and even the most respected listen when he speaks. He approached you to help push back the Red Caps in the area. You did just that, only to discover it was a test. Salinger wanted to see if you were capable to stand up against the Red Caps.

    Gordon Bower contacted Salinger and told him of several citizens kidnapped by the Red Caps. Lucklily, he's tracked down where they're held. You manage to rescue them, but you can't help thinking there's more going on here than just kidnapping.

    Salinger has come up with a plan to strike back at the Red Caps: Iron. He sends you to steal the iron they've stockpiled in their caves. You make it through caves, collecting the needed iron and take it to Mayor Bower to return to its rightful owners. In the pile of iron, Bower finds an old blade belonging to his grandfather. He gives it to you, believing that it will aid you in your fight against the Red Caps.

    A mystic named Walter Daschle has informed Salinger about a posible gathering of Red Caps. Just after that Daschle disappeared. Salinger believes he was taken into the spirit world. You go there, crossing over into that realm, to bring Daschle back. You are ill at ease with your time in that realm, but you find Daschleand return him to safety. However, you discover the true plansbehind the Red Caps actions. They seek to draw Salamanca permanently into the spirit world. There is a way to stop them, but the only people who know how were also captured by the Red Caps.

    You travel yet again to the spirit world and search for the three missing mystics. Regretfully, they weren't there. Worse you learned the Red Caps have already begun their attack on Salamanca. You returned to Salinger for further guidance.

    The Red Caps attacked Salamanca, trying to pull it into the spirit world. Salinger sends you to find the three missing mystics able to stop this assault and take them to the village fountain. There they were able to start working on a spell to banish the Red Caps from the village.
    Thankfully, you were successful and Salamanca did not get pulled into the spirit realm. However, you've made yourself known to the Red Caps and the rest of the spirit realm will not soon forget you.
    if we had the technology of course it would be wonderful is as you progressed through the arcs, the zone chnaged for you. The Tuatha becoming peaceful and then vanishing, the red caps being banished forever, and Croata really did become Salamanca and the peaceful sorrounds again. We dont have that level of instancing for zones (unlike say Guild Wars)


    To me Croatoa is a complete arc, that does seem to all tie togther. The village IS saved, through your teams efforts and the Katie TF isn't required to follow the story. (unlike Striga where the Hess TF is the final piece).
  3. I pretty much drink any coffee going. At home I cycle through fairly general Columbian, and Nicaraguan, then throw some dark roasted in for variety.

    Made strong and without cream or sugar.

    At gaming cons its a 4-6 shot Americano, 2-3 times a day from wherever I can get it.
  4. Clockwork are vulnerable to knock, and knockdowns become knockback when fighting even cons.

    All Ax powers are either knockdown (0.67 Mag) or Knock up. (which doesn't move them).

    Try fighting something other than clocks.
  5. Throwing out a Ranged damage power slotting without really trying to optmoise.

    Salvo Quad
    Maelstrom and Entropic Chaos D/E/R
    Ruin and Decimation A/D/R
    Ruin A/E/R

    Before ED
    Acc 62%
    Dam 78 (so a little light)
    Recharge 80%
    End 62%
    range 8%

    So compared to Sailboat I have too much acc and too little damage. Thats easily adjustable though.

    They key is grabbing as many triples as you can. Each is like having 1.5 SOs
  6. I'm using flashback a whole lot more for characters who missed arcs I enjoy in their previous 5 levels.

    For me its just a touch too shallow/easy right now. I know others opinion varies.
  7. Catwhoorg

    New Cape Mission

    As far as I am concerned, the one mistake they Devs made in Striga, they haven't made again. The contacts there (Notably Stephanie and Tobias) dont give the same misisons to the team in the same order.

    A couple of the Hollow contacts do this as well, but Croatoa, Faultline, Cimmerora and the RWZ (as well as the New Contacts like Darrin Wade) all manage to give their missions in the same consistent order. Great for autocompleting on teams.
  8. Quote:
    Originally Posted by Another_Fan View Post
    Quite in earnest. IIRC there was a thread last year complaining that specific powers were required to get the badges. I was a little let down, that power picks were what made the difference.
    I know of several people who used their second builds purely to create a speed runner version of their main badgers.

    Yes specific +jump and +runspeed buffs are required for the fast times.
  9. A little late to the party but this is how I deal with recharge buffs active for only part of the time.

    With no recharge buff 1 second of game time counts 1 seconds towards the total recharge value.

    A recharge buff active in that second, multiplies that by the total recharge value.

    So in the first example example given.

    The 50 seconds of hastened recharges has added (50x1.7) 85 seconds to the total.
    the remaining 35 seconds tick off at the baseline rate

    Total recharge is the 85 seconds.

    In the second example given:
    At the 'baseline' thanks to the slotting and global bonuses each second that ticks adds 1.958 seconds towards the 120 required,
    With Hasten up each second adds 2.658 towards the 120 required.


    Mathamtically its exactly the same as the way Father Xmas presents, I have had a lot more sucess getting friends to understand when its presented verbally, rather than purely in equations.
  10. As the Luck Charmers worked out, a Nova form Kheldian is fairly effective at taking big groups in the low levels.

    AOE and cone, plus the ability to stay at range.
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    If either one of those people can not adjust their playstyle, they need to find a different team and not insist that the other 7 people play their way.

    THAT was the point I was making Cat.
    Accepted and agreed with



    Teams really aren't hard to find so yeah the one should just move on.
  12. Quote:
    Originally Posted by ClawsandEffect View Post

    It is extremely rude for anyone to expect 7 other people to adapt to their playstyle because they refuse to change theirs.
    Again, there are teams that love and use knockback freely. A scrapper needs to adapt tho that and accept this, or more likely find another team where they would be happier.
  13. Quote:
    Originally Posted by PrincessDarkstar View Post
    Isn't scrapping intelligently taking out the big targets? Simply switching to a nearer enemy isn't necessarily that intelligent depending on the circumstances.

    And for a team a dangerous target focussed on a scrapper who is winning is better than a dangerous target about to get up and kill a squishy who was KB happy.
    I'd say priority targets over hard targets. (such as a Malta Sapper as an example). Yes sometimes the intellegent thing is to follow, sometimes its target near and carry on.

    But when you are talking about an energy blaster (or /energy corr/def), you are literally asking them not to use their primary damage dealing powers. If they are single targeting a boss at the same time as the scrapper, you are working together and taking out a larger threat far faster than either could alone.

    What they add damage wise is typically going to be more than the scrapper loses by taking a few steps. Everyone wins as long as people dont get fired up about it.

    Absolute statements are the foe of everyone tyring to have a rational conversation. Sure we all know of someone who galed/ET a group ina horrid manner. I know of plenty of situations where other ATs have used other powers unwisely and to the detriment of the team.
  14. With my scrapepr hat on scrapper, if your target gets knocked back by a single target knockback

    /Target enemy near and back to wailing.


    if
    Quote:
    It's the fact that every friggin' character with KB on his mind seems to think that being asked to use that KB intelligently is the utter height of rudeness
    Why are you being hostile at the thouight of being asked to scrap intelligently ?
  15. Catwhoorg

    New Cape Mission

    An issue we had last night:

    When running the new cape mission on a team, three times when the owner clicked on/talked to the Guardian Spirit, the whole team got disconnected from the map server.

    Dont knwo if this is widespread, a function of hving mtuliple people with the mission, the fact that the server needed maintenance generally or what.

    Was a little frustrating.
  16. Did either account involved in the pact lapse in the time you had not checked the characters ?
  17. Quote:
    Originally Posted by Judas_Ace View Post
    Are refunds available on booster packs? Will NC cancel my account if I chargeback my purchase? (I have a card that will let me charge back nearly anything within a certain time frame)
    Packs are not returnable/refundable (it says that on the store)

    A charge back from a card will likely get your account locked for fraudulent activity.
  18. /e praise wasn't working for me.
  19. There are 7 non-Signature TFs available right now.

    Moonfire, Hess, Imperious and all 4 Shard TFs

    The respec trials if you want to Force them into this listing are also non-signature.
  20. As for the resistant /Non resistant argument.

    I did a couple of 'sorts' in excel on my copy of CHres.xls
    (eternal thanks to Culex and the other contributors).

    There were 1588 critter types in the sheet
    411 of them have some sort of knock protection.
    135 AVs (Several AVs have different powers accoridng to their level and so have mutliple entries)
    17 Elite Bosses
    17 Bosses (Ignoring Boss Turrets and other immobiles like Faathim imprisioned)
    23 Lts (mostly due to fly)
    23 Minions (mostly due to fly)

    The rest of them being objects, turrets and the unusual 'entities' like Steel Canyon fires

    There are 364 Boss class entities than are flagged as no knock resistance.

    (My version of CHres is dated Dec 2008 - I am sure there may be a newer one)

    I saw three 'AVs' Tagged as vulnerable to knock.
    Cadabra Kill and Sigil (mislabelled in game, they really are Boss/Lt class)
    Jade Spider
  21. Its a shame I dont have a copy of the earlier version of the data.

    In the early days of I9 testing the set IOs and common IOs had a different basis entirely, and the common IOs all were below the sets in effectiveness.

    I can't remember if the sets were broguht down, the commons brought up, or both.

    Anyone remember the details from that time ?
  22. Discussion in various threads over the last few weeks has made me realise one thing.

    In any hard target team build, */sonic defenders far and away outclass the other blast sets.

    The final nail that drive this home was the winter event tets last night. A /sonic doing nothing with thier primary and keeping an average of two blast debuffs on the Lord of Winter, would be adding upwards of a 40% damage to every single one of the other characters attacking (and there were upwards of 50 characters in each Lord instance I went in).

    If looking for optimal efficiency then */sonic trumps everything else brought to the table.

    I'll happily keep playing my any/any defenders, as optimal fun is more important to me than optimal efficiency.
  23. Rule of Three - Finale
    ID: 1984
    @Catwhoorg
    Heroic
    Enemy Groups: Clockwork, Vahz and Circle of Thorns
    Synopsis: The Faultline Dam is under attack. Whilst the Freedom Phalanx deal with threats around the city, you go to the heart of the matter and save the dam.
    Caution: Contains Elite Bosses

    In the current Posi TF, the team gets to 'save' a substation whilst the FP saves the dam. After doing the legwork I always felt the team shoudl have the starring role. The foes are simailr to that existing final mission, but I think presented in a more climatic finale.

    <edit>
    Im going to shamelessly use this thread to restart my own arcs to run list. I managed to throw my old one away when cleaning pre-Thanksgiving
  24. Quote:
    Originally Posted by Ultimo_ View Post
    Whew. One exam down, two more to go... Time to hit the forum for a bit...
    Good luck with those btw.



    Quote:
    It's not nonsense. That's what's happening. Yesterday I attacked a group of Rikti next to the base in the RWZ. There was a white conn Communications Officer, a White conn Infantry a Yellow Headman and an Orange Gunner. I opened with the Dispersion Bomb (to stun them so I'd have time to take out the Comm Officer), then attacked the Comm Officer with my main attacks. Power Bolts, Blast and Burst. By then, the others were moving around again, so I used Explosive Blast to knock them around. I was now virtually out of endurance. THe Gunner got up and shot me once, reducing me to half health, the Infantry shot me once and reduced me a bit more, so with no endurance and diminishing health, I had to PFF. This HAPPENED. You can't tell me it didn't I was kind of there. Oh, I had Dispersion Bubble, Weave, Tough, Manuevers and Assault running.

    AAARRRGGGHHH. That quote is driving me MAD. I know I know it, but can't think of the source...
    Near the base I'm going to assume level 35, and use those numbers.

    Comm Officer has no resists and at 35 has 345 hit point

    Repulsion Bomb is base 30 damage at 35- assume 3 even SO (95%) slotting and +18.75% buff from tactics - this should land about about 64.1 damage

    Power Bolt base 30 damage (at level 35) - should land 64.1
    Power Blast base 49 damage - lands for 104.7
    Power Burst basebase 63.5 - lands for 135.7

    Those 4 attacks should be doing 368.6 damage and presumably defeated the Comm Officer (you didn't state this either way)

    Repulsion Bomb Base END is 16.9
    Bolt is 5.2
    Power Blast is 8.5
    Power Bust 10.4
    Explosive Blast 15.2

    Total End on attacks (unlostted) = 56.1
    Time (1.67 +1 + 1.67 +2 +1.67) = 8 secs

    Toggles for 8 secs is a total of 20.02
    Tough 0.33/sec = 2.64
    Weave 0.33/sec = 2.64
    Disp Bubble 1.07/sec = 8.56
    Meaneavuers 0.39/sec = 3.12
    Assault 0.39/sec = 3.12


    With what you have said you used attacks wise and the toggles your said you are running you would have used 76.22 Endurance.

    Base recovery (no stamina) for 8 seconds would be either 2 or 3 ticks of 5 end, lets assume worst case and you get 10 (At base recovery you get 5 end every 3 seconds).

    Completely unslotted for endurance reduction in attacks or in the toggles and without having stamina the net use in the 8 seconds of action as described would be 66.22 in the absolute worse case scenario.

    You start with 100 End.

    The above scenario as described doesn't fit the game mechanics. What else did you have running ? Fly, Sprint, Ninja Run ? All of them ?
  25. Quote:
    Originally Posted by Xalaqia View Post

    Made the half-joking challenge for him to get a character to level 10, and then get to 50 ONLY doing Positron!

    <_<

    >_>

    I may or may not be doing that challange myself at this time.

    *hides*