Fleeting Whisper

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  1. The Hydra Head is immune to resistance debuff (because it has 100% resistance), as well as having 100% defense debuff resistance. You also can't really mez it: half mez duration from 100% mez resistance, and mag 100 protection to several mezzes, and mag 20 protection to others. I believe it also has PToD on top of those protections. You can't debuff its RechargeTime, Accuracy, Endurance, ToHit, PerceptionRadius, Regeneration, or Recovery, either.

    On the other hand, it's auto-immobilized and it can't regenerate.

    I believe the temp powers can have their damage buffed, but I'm not 100% sure on that one.
  2. Quote:
    Originally Posted by Postagulous View Post
    I might be wrong, but I think there might be only one NE that can heal Rom.
    Correct. One NE heals, one spawns normal Nictus (like from a cyst), and one spams a PBAoE autohit damage power.
  3. Quote:
    Originally Posted by vinque View Post
    I will use your suggestion to find out how much +tohit, but my guess is, I'm stuck lowering my diff settings, or getting some large purples. Thanks again.
    Trying to counteract the quartz emanators by adding more Defense is basically useless. You're must better off just destroying it first. (The value is +100% tohit, btw, so you need +100% defense in order to negate it. So if you're at 50% defense, already higher than you need in most situations, you need to triple your defense to negate the emanator)
  4. Quote:
    Originally Posted by KaliMagdalene View Post
    All this talk reminds me of Malfeas in Exalted (yay, bringing another IP in!)

    * Malfeas is both prisoner and prison
    * The prisoners (Yozi princes) are composed of multiple souls, each with their own personalities and to some extent, agendas
    * The lesser inhabitants are all basically a part of the Yozis themselves
    If the Shadow Shard had Neomah in it, I don't think I'd ever leave
  5. Quote:
    Originally Posted by SteelMountain View Post
    I've been playing since Oct 2004, but I have yet to find my way to the Shard. (OK, I admit I haven't tried really hard!) I see from this thread that some TF's take you there, but is there any other way to get there? Thanks.
    There is no TF that takes you to the Shard. There are several TFs which begin in the Shard. (Some of them bring you back to Paragon for a couple missions, too)

    The TFs are very long, the zones are very big, and the Soldiers of Rularuu enemy faction generally contains an Achilles's heel for everyone.

    To access the Shard, hit Peregrine Island, the Portal Corporation. There's an access point to the Shard on your map, or alternatively you can just enter the middle building in Portal Corporation (the one surrounded by sandbags and barbed wire...). Go up the elevators, and turn right, and go in the portal there.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    You have to keep in mind that AVs have very low status protection, but have purple triangles that give them something like mag 50 protection to everything when they're up. Now, I'm not sure if this includes intangibility, but I suspect it does.
    As I said before, there is no power in the game which offers protection or resistance from untouchable/affecting self/intangible. PToD is actually a power called "Resistance" given to AV-class enemies (and AVs downgraded to EBs).
  7. Quote:
    Originally Posted by IanTheM1 View Post
    I'd still love transparency effects. I'd roll up a ghost character in an instant.
    I've already got an Invisible Pink Unicorn character that would love it
  8. Quote:
    Originally Posted by Captain_Photon View Post
    The Vahz wouldn't make a lot of sense. I mean, they're not undead, they're just... dead.
    Right. The Ghost Slaying Axe only deals extra damage to true undead. The Vahz minions are more like flesh-covered robots. (Literally. To quote the official background info on the Vahz, "The foot soldiers of this fetid force are the Cadavers, zombie-like animated flesh made from stitched together human corpses and robotic parts.")
  9. Quote:
    Originally Posted by AkuTenshiiZero View Post
    I'm acctually sort of curious now...How does DF function against mez resistances and/or protection? Could a Boss resist it? Could anything? If I could, for example, pin down an EB for 30 seconds...Then making them invincable during that time may not be such a bad tradeoff.
    There are no powers which grant AffectingSelf protection (or resistance), but it does follow the mez mechanics. As such, in order to affect a target, you need magnitude exceeding the target's natural protection. (Players have mag 1 inherent protection, in both PvP and PvE)

    Defender Detention Field and Sonic Cage are mag 5.96, and can't be slotted for intangible (so you can't increase the mag, so you can't cage an EB or GM with a single application).
    Controller Detention Field/Sonic Cage are mag 7.45, so they can get an EB in one shot.
    Corruptor/Mastermind Detention Field/Sonic Cage are 4.768.

    All versions of Black Hole and Dimension Shift are mag 3 and can be enhanced. Intangible enhancements are schedule A, so fully enhanced approximately doubles the base value.
  10. Quote:
    Originally Posted by Jerrofla View Post
    lame! why are the veteran rewards so lame? like, who cares about extra salvage slots? someone has been playing and paying for 60 odd months and they get this...
    Would you rather have nothing at all?
  11. I think you're just the only one who feels the need to zoom out 3 times further than we already can in order to use Teleport effectively.
  12. Fleeting Whisper

    Origins

    Quote:
    Originally Posted by Noxilicious View Post
    Lastly
    You missed the 33-month veteran reward. Technology/Science/Natural get +50% damage from the Nemesis Staff, and Magic/Mutation/Natural get +50% from the Blackwand.
  13. Quote:
    Originally Posted by Archon099 View Post
    What about a Healing over Time set???
    Found it

    If you want something more literally akin to HoT in other games, look at [Soothing Aura]
  14. Correct. Phase powers cannot be toggles simply due to the way phase and toggles work. The devs would have to make significant changes to either the way foe intangible powers work, or the way toggles work in order to make a toggled enemy phase power.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    How does debt protection stack? In RWZ, you have 50%, so would this make you only get 25% or nothing?
    I think it's additive, so if the set gives you +50% debt protection and you die while in the RWZ, you get 0 debt. After all, during Rikti/Zombie invasions, there's a zone-wide 100% debt protection power, and you get no debt on defeat.

    In missions this isn't a problem, because while missions give half debt compared to outside, this isn't due to debt protection. The debt accrued is just half as much.

    Maybe instead of 50% debt protection from the set, make it 30-40%? Then you still have a fair amount of protection, and you can still get some dying while outside in the RWZ.

    Without actually going into Mids' and speccing it out, I think it would be possible to achieve around 26% debt protection from IOs (on a melee character), but it would be hard to fit in all the necessary powers. So that's worth considering as well.
  16. Quote:
    Originally Posted by Nethergoat View Post
    if a story is well written, I don't care much what it's about.
    Amen. I think my favorite arc in the game is Automatic Villainy from Technician Naylor. It's basically all about Nemesis convincing you that you're one of his automatons, and I just think it's a really fun story
  17. Quote:
    Originally Posted by EU_Damz View Post
    Stalkers always won hide and seek.
    So long as they don't play against Night Widows
  18. Well, let's consider the Scrapper sets that deal lethal damage:
    Broadsword: T9 with increased chance to crit, several -def powers
    Claws: Higher Damage/Endurance than most sets, decent AoE
    Dual Blades: Combos (though I'm not really sure that's worth the lethal from your perspective, since the combos can be difficult to pull off sometimes, and require specific power picks to make available, and all 9 powers to make all combos available)
    Katana: See Broadsword
    Spines: Toxic DoT

    So the lethal sets do get things to help out. You might argue it's not enough, and that's fair, but it's not like they've got nothing.
  19. Quote:
    Originally Posted by LostHalo View Post
    You think Green Machine needs anymore incentive to be obscene?
    Yes. Because if AB were perma out of the box (OP's suggestion: 90s recharge. Current duration: 90s), maybe people would realize how much ridiculous fun rolling nukes is, and stopp rolling healers

    Quote:
    Originally Posted by je_saist View Post
    I've lost count of the number of kinetics that die every time they FS because they run into melee range. There is an aspect of risk / reward to the power.
    Kinetics that don't live on the edge aren't real Kinetics!
  20. Quote:
    Originally Posted by beyeajus74018 View Post
    any chance I can maybe oro back to them?
    Yes, since Pither's Shadow Shard stuff doesn't include his Efficiency Expert badge missions (which you're not allow a second chance at). And Naylor's stuff is just a regular arc.

    (Well, so is Pither's, but half his stuff isn't flashback-able due to the Efficiency Expert badge)

    Edit: Also, Pither is a 45-50 contact, so you can't outlevel him anyway. And since his Shard stuff is his "Alone in the Darque" arc, you really can't miss it. Just do the 3 untimed missions he gives out.
  21. Quote:
    Originally Posted by DarkGob View Post
    If they've ever said anything, it was probably along the lines of "when it's fixed". I don't think they have any kind of timeline for fixing it, at least nothing they've made public.
    IIRC, the last official thing we've heard about the CoP trial is that they had work to do on both PvP and bases before they even considered fixing it. They've made some modifications to PvP and bases since that statement, so my guess for "when will the CoP come back" is "sooner than never".





    Actually, I think at some point they also said the CoP would basically be completely overhauled. So anyone who remembers the original version better not be hoping to get the same thing back.
  22. Quote:
    Originally Posted by Moghedien_EU View Post
    I never really understood why there are so many highly lethal resistant mobs but almost none vulnerable to lethal.
    Because lethal (and smashing) are easy to justify critters having resistance to; they're simple physical trauma, and just about any sort of armoring will afford some protection from that.

    You could always go farm Carnies
  23. Quote:
    Originally Posted by Memphis_Bill View Post
    Guild Wars, as I recall (it's not gripping enough of a game to keep me playing constantly) is similar in a way. While you don't branch, early on (level 5) you pick a secondary, so you can be (for instance) a Ranger/Elementalist. (This would, VERY roughly, be like choosing to be a fire blaster, and at level 6 when pools open up also choosing, say, Energy Melee as well.) Again, though, powers get replaced, not enhanced. (among other things.)
    The exact level you get the secondary profession at varies, since you just have to complete a quest. In the nature of the thread, it's probably worth mentioning that you can reallocate your attribute points whenever you're in a town (non-instanced area, no enemies), and at the end of the game (when you finish the storyline), you can change your secondary on a whim. (In the original campaign, you have to do a quest to unlock each additional secondary, while in the two newer campaigns you simply pay 500g)
  24. Quote:
    Originally Posted by Pengy View Post
    It's called a bench sweeper. Its purpose is to get leaves and road dust off park benches before you sit.
    I thought that's what [Hurricane] was for?
  25. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Dunno where you heard this, but it's not true.
    And even if it were, if it comes with GR and is only available to villains, you can always roll a villain and switch sides