Chyll

Legend
  • Posts

    2009
  • Joined

  1. Chyll

    lolincarnates

    Quote:
    Originally Posted by Kawkazn View Post
    I understand it feels good to vent every once and awhile, I'm more worried about my masterminds since one it doesn't look like the bonus will help as much with pets as other sets and pets are gonna be pretty weak against higher level npcs as they are already at -1, -2 or -3.
    I am confused why you think they don't help masterminds.
  2. Quote:
    Originally Posted by Nethergoat View Post
    Alas, none of the Incarnate stuff was marketable (or tradeable) during its brief stint in the GR beta.

    Apparently we'll all have to 'grind our own' rather than paying farmers to do it for us.
    There is grinding, and grinding.
    I'm hoping that these are not unobtainable by reasonable effort. They look too cool to ignore for several characters.
    I like.
  3. Chyll

    Power Armor set

    No offense to the OP, but this is one of those proposals that pops up pretty regularly.

    The same extended debate about costume vs. powers crops up each time too. Shield Defense muddied the water some, but full body armor suit is in a completely different class.
  4. Quote:
    Originally Posted by Blue_Centurion View Post
    er, I've participated in maybe a dozen Hami raids. We are talking dozens of 50s taking 1/2 hour to an hour to take this beast down. Solo it? is this even for real? Do i play a diff game than everyone else, with much lower drop rates/less treasure/tougher monsters?
    *whoosh* goes the sound of a targeted sarcasm snipe missing
  5. Quote:
    Originally Posted by Blue_Centurion View Post
    Post Deleted
    Sorry, Blue, you are the one who is wrong.

    Look, I am not a marketeer or in their fanclub. Nor am I even the hired help who passes out canapes in the Marketeering Club Room, and I've never been invited to the 88's Base.

    Yet, playing a few hours a week, when I feel I need cash I know how to get it quickly. Without trying hard at all: I've hit 1 Billion inf on one character (which used to be the ebil marketeer target. no idea if that's chump change now or not), I have the purple and pvp recipes that I've wanted/tried to get, and without using any build plan or mids I can slot up above average characters that I am pleased to play without worrying if they are the most leet or top end or not.

    You are right: it is a game. And it is fun.

    And it does not take hard core farming and it does not require 2 billion costs because it does not require the top loot you seem focused upon. There is plenty (PLENTY) of really good rewards for any player (casual, occasional, every day, whatever) that wants it.

    Your premise is flawed. Sorry.
  6. I liked the second episode, a logical flow from last week and I'm still hooked without question. I may go out and buy the graphic novels at this point.

    Now, there were a lot of characters tossed into the mix at once, though which seemed a touch muddled. I was also confused why shots fired over there caused a mass of attacking zombies at the doors to the store, but there had to be a direct tension point driving some urgency.

    An article/review I saw quick over lunch of the second episode was far less favorable - The Atlantic, I think. He made a couple good points on the jarring entry of some of the character issues.
  7. Quote:
    Originally Posted by Call Me Awesome View Post
    Willpower has, as has been mentioned, by far the weakest taunt aura of any tanker. It has a duration of only 1.25 seconds and Mag 3 with a tic rate of 1 second... facing +2 or higher mobs it won't even last until the next tic. Anything in melee with you will stick provided a scrapper doesn't steal it but if you or the mob moves out of range it'll forget about you almost immediately. By way of contrast EVERY other tanker aura has a taunt of Mag 4 and a duration of at least 13.5 seconds. Invuln and Shield both have a duration of 16.8 seconds.

    By the way, an Invuln or Shield scrapper has a pretty decent aura as well... in fact last I looked they had tanker numbers for their auras so they WILL steal aggro from you.

    Now an aura isn't the only tool you have for aggro control, a secondary with strong AOE like /Fire Melee will mask the extremely poor aura of WP since the Gauntlet effect of your AOE attacks will last 13.5 seconds. Unfortunately /SS is exclusively single target focused until level 38 so that coupled with the poor (in my opinion virtually useless) aura is why you're having so much trouble.

    If you want to control aggro easily the top choices, in my opinion, are:

    1 - Ice Armor, Chilling Embrace is the fastest activating autohit aura in the game (0.5 second tic rate) so it grabs aggro instantly and coupled with Icicles it adds a damage aura that makes mobs stick like glue. Be aware that Ice will be somewhat squishy until it's defenses mature however. When it comes to aggro however I know of no set that does it better.

    2 - Tossup between Invuln and Shield; they both share the longest duration of any aura, are both autohit and they tic reasonably quickly (1 second). Both of these primaries work very well, they're both highly durable (Invuln early, Shield when it matures) and neither has any problems. If you're after damage Shield is the king, but a mature Invuln will be a bit tougher. In the early going Shield gets it's aura at level 8 and Invuln has to wait until 18.

    3 - Probably Dark since it has 3 auras to stack; they do have to roll tohit however so they may be problematic with certain mobs.

    4 - Most of the other sets would fall into this category without any real difference in their aggro abilities. Although Stone armor is unrivaled in durability and has a decent aura I wouldn't suggest it as a first tanker due to the mobility penalties it has.

    8 - And finally we get to Willpower... if you want to control aggro this is by far the worst set for the job. With the right secondary and with a skilled tanker player behind the controls it can do the job but it's MUCH harder.
    Agreed, Ice/ is king.

    I'd have Invul/ right behind it - strong enough that the scrapper aura can slide aggro away from tanks that take their own aggro auras for granted.
  8. Chyll

    Megamind

    Quote:
    Originally Posted by GreenLantern68 View Post
    Noone saw Megamind this weekend? Noone commented?
    I look forward to seeing it, but just haven't yet.

    Quote:
    Originally Posted by GreenLantern68 View Post
    Hmm...I didn't think it was THAT bad! Kinda enjoyed it, actually. If "Soon I Will Be Invincible" had a sense of humor, it'd have been "Megamind".
    What? There was great humor in "Soon I Will Be Invincible", it just wasn't primarily a comedy.
  9. Quote:
    Originally Posted by Mental_Giant View Post
    I got the big DL last week. No idea what this means for the release of I19... we haven't even hit Open Beta yet, have we?
    No, but the M&G over the weekend said target date of Nov 16...
  10. Elec/ is a safe bet, my Elec/DM is a ton of fun.
    Agree with the get [Tough] comment for piece of mind with it, though.
  11. Don't know if its been said, but the Atomic aura looks magnificent with Kinetic Melee.
  12. Quote:
    Originally Posted by Lothic View Post
    I couldn't care less what they call it as long as the number of episodes is appropriate for what the story is trying to accomplish.

    Oh, I'm with you there.

    I'm just confused, they keep calling it their new series, but then I hear 6 episodes... and wonder "what?" and is there no season 2 planned, or... I get all befuddled with my expectations of what I'm watching.

    I guess I'll just kick back and enjoy whatever they put on, and figure it out from there.
  13. Quote:
    Originally Posted by Lothic View Post
    Actually if this show is "staying true" to the comic then it's probably a good thing it's only 6 episodes long. All too often people who make TV shows tend to think the only thing that's important is to make as many episodes as possible regardless if the story actually calls for having lots of episodes or not. Some of the best shows ever made are ones that understand that sometimes "less is more" and that to do the material justice you don't have to run it into the ground or "jump the shark" as quickly as possible.
    Granted. But is it a series or a mini-series then?
  14. Quote:
    Originally Posted by Roderick View Post
    Why would a tank do this? I might chalk it up to him "saving" me, except that I had demonstrated that I didn't really need it. Right now, I'm considering writing the player off as either a jerk who was trying to screw over my fury bar, or too insecure to handle the thought of a player who can survive without him help. I don't play tanks, but I can't think of any reason one would benefit by doing this.

    So what say you, tank experts? Did he have a good reason for doing that, or did I just find a jerk?
    There are a couple of options, but at a guess, he was in a position to see once that you had moved past and were working in another spawn. Without checking, he probably assumed you had intercepted or triggered added aggro and just "did his job" of rounding it up for the team. After that he probably just kept his eye on it, and habitually rounded it up.

    If a player proves their ability, no matter what AT I'm on, I generally let them be as long as the core team does not suffer an material injury. However, what you observed would be an easy un-thinking thing that I could see myself doing if I were tanker-locked ("agrro! get it!"), especially since there are probably still a lot of folks not used to the new AT mix dynamics.

    No jerks on the team. Maybe some folks that could have communicated better.

    In short, I'm with Carnifax.
  15. Very nice, and very interesting.

    EDIT: Thanks for posting, GG.
  16. Quote:
    Originally Posted by gec72 View Post
    I know I have the Force Feedback +Recharge slotted on somebody, but I forget where. My NRG/Kin Corr probably. I can't recall if I have it anywhere on my WM/Shield brute. I think I might, but I can't recall (and don't have the Mids build handy).

    I slotted the Entropic Chaos: Chance to Heal Self on my Fire Blaster in Flares. I figure I spam that power so much (and the power doesn't need much in the way of end or recharge) that it provides a nice little boost.
    I knew I was forgetting something. The Force Feedback proc is very nice - footstomp, etc. My PB gets some mileage from it, and it also works nicely in the DP/ AOE.

    I like the Entropic Chaos chance to heal also. I have it slotted in each of my dom's ranged attacks and it fires enough that I appreciate it in any extended fight.
  17. Quote:
    Originally Posted by seebs View Post
    Examples of other things I've looked at:
    * cloud senses: chance for damage (to slot in my dark melee attacks): Not enough damage to be useful except MAYBE in the tier 1, for all the others it's too little additional damage.
    * siphon insight: chance for +to-hit: This looks sorta neat, again for the T1 (which is used so very often), but it seems like I should be built for "enough" to-hit/accuracy to begin with.
    * perfect zinger: chance to disorient: I actually have one slotted 'cuz it was cheap and I wanted to see whether it worked. I'm honestly not sure -- I got oppressive gloom since then, so it's hard to see. I should probably swap this out.

    What are some good procs to acquire or use? Obviously, the various +regen/+recovery procs are a good bet in Health, and the perf shifter +end proc is sometimes liked for Stamina. I've been considering the theft of essence +end proc for one of my life drains, but I don't know that I use them enough, or have enough endurance problems, to care.

    Other things I should probably be looking for:
    * Steadfast +def
    * Some kind of -KB (got one)
    * Kismet +acc (got one)

    Are there procs that are definitely good? Definitely bad?
    The Perfect Zinger proc I like. In a nice crowd, if I [Taunt] I can feel pretty confidence that someone is gonna get zung. I like the Kismet +acc, it is situational but handy.

    The Theft of Essence is awesome in an AOE heal, like with dark armor. I have not used it in ST heals, so I cannot say regarding those.

    In general I proc AOEs, in particular I like to proc AOEs that are not primarily damage dealers - such as with Perfect Zinger, the lesser rains, etc. I'll put them in ST attacks if I have damage slotted up enough already and am happy with the way a character is playing.

    Quote:
    Originally Posted by seebs View Post
    While I'm at it: Would energy manipulator: chance to stun be any good for an elec/ troller or dom? Seems like a few chances to stun from stuff like static field, conductive aura, and the AoE immobilize could add up.
    I put this in [Conductive Aura] on my dom, after one dropped just after I picked up the power. It does not seem to fire often, but at low levels I noticed it just enough to feel good about using it. as I passed through the 20s I decided it could probably come out and give me that slot back to use elsewhere and I put it on my respec plan. Now, as I pass 40 (with that respec still uncompleted) I notice mobs stunned and think "how did that happen? oh, yeah, and it makes me smile." Still probably needs to come out, as I've already got so much hard and soft control now it just doesn't matter.
  18. Quote:
    Originally Posted by Tired Angel View Post
    So while I agree to build Defence before Offence ignoring Offence is the wrong way to go and is ignoring half the potential of the tank and is just as bad as "Pure Healer" defenders!
    Truth. And a nice analogy.

    To qualify my earlier post: I slot and work to maximize what I choose as attacks. I just won't sacrifice my tank's primary in order to do so.
  19. Quote:
    Originally Posted by SuperFerret View Post
    Scariest Villain? The Joker, from the comics.
    Agreed

    Quote:
    Originally Posted by SuperFerret View Post
    I'll also point out that "villain" implies some sort of consciously directed evil (though said evil may be done with good intentions), so beings that act upon instinct, like the Xenomorphs, shouldn't count.
    Now, there are plenty of hints that the Alien xenomorphs aren't just pure instinct.... but I leave them in the monster versus villain category also.

    But I'm right with the OP if we talk monsters.
  20. Quote:
    Originally Posted by SerialBeggar View Post
    - when you click Power Siphon, you ToHit Bonus increases
    - your 1st punch increases your Damage Bonus
    - your 2nd punch increases your Damage Bonus some more
    - your 3rd punch increases your Damage Bonus some more
    - your 4th punch increases your Damage Bonus some more
    - your 5th punch increases your Damage Bonus some more

    The swirly graphics you see when you click Power Siphon is just eye candy. Its purpose it to let you know the Power Siphon is in effect.
    Nice job, I think this is exactly what the OP was after.

    Not just punch, but actual successful hit, right?
  21. If anything gets sacrificed, its damage for def/resistance.

    Brutes, scrappers, and blasters satisfy my thirst for damage. Tankers satisfy the need to laugh in the face of... anything...
  22. I had the afternoon off work today and played for a couple of hours and did not have any of these problems.
  23. High production value, well paced script (I assume that owes a lot to the source - never read the graphic novel myself), some excellent directing, and if the lead holds that level of acting throughout then this is a a winner.

    Really enjoyed watching it, and my wife (who usually avoids zombie flicks) sat through the entire thing, which is noteworthy.
  24. Quote:
    Originally Posted by Golden Girl View Post
    Midichlorians are not the Force - they're just the way people can connect with it.
    The Force hasn't been explained at all, apart from what Obi-Wan said in ANH and Yoda said in ESB.
    still TMI