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Resistance caps at 75 - 90% and you need to have it to each type (s/l/f/c/e/n/p/t) to get similar performance.
[/ QUOTE ]S/L are always paired with set bonuses, as are F/C and E/N. P/T are sometimes paired, sometimes separate, but (especially Toxic) are comparatively minor to the other types. So really you only "need" to cap 3 types for Resistance: S/L, F/C, and E/N.
The main problem is getting to 75, 85, or 90% (depending on AT), rather than the number of things you need to cap. Adding to the disparity is the fact that there are more defense bonuses available to use.
One advantage for working on resistance rather than Defense is that you can focus on common damage types (S/L), whereas just about every enemy will have a melee and ranged attack, and just about every spawn of enemies will have an AoE attack; so if you're working on defense, you must have all types covered. -
It's also worth noting that the PS proc will give you more endurance at one time; each recovery tick givevs you 5% of your total, while PS gives you a flat 10.
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PS: +End is 20% chance for +10 end every 10s
Miracle: +Rec is +15% recovery, which is 0.2466... end/s -
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Why are there no higher level fire-based enemy factions? I need one for an MA story/arc.
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How high?
I haven't played around with MA, but if you can pick specific enemies, outcasts have fire types that go to 20. Or CoT demons and Fir Bolg beyond that.
[/ QUOTE ]Don't forget Bat'Zul. -
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I understand PS getting mad at it, but I don't understand ANY player getting mad. Not only is it a compliment to you as a player, but it is a free opportunity.
[/ QUOTE ]In addition to other problems with their tactic, Cryptic had (and has) people dying to get into the CO beta, and yet they tried poaching people from CoH that don't even have interest in CO, totally ignoring the people that actually want to play.
Hell, they still haven't accepted Repeat Offenders' guild application to the CO beta, and even Castle has publicly admitted the impact RO has had on this game. -
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It's not that complicated. The exiting doors go to zones with increasing level ranges from left to right (when facing the exits). Steel Canon on the left, the lowest level; Croatoa in the middle, the middle range; and Founder's Falls on the right, the uppermost range.
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Yes, however this is not immediately evident. Upon your first time entering the club there is nothing anywhere that tells you which exit is which. It's something you have to be told or get used to by trial and error. Adding signs would eliminate that need.
[/ QUOTE ]Nothing except the door you just came through. I've only left through the "wrong" door once, and after that I knew where each door led. It's like an actual RPG - you need to explore to find things. Building the world for the lowest common denominator gets extremely annoying for all the players that aren't the lowest, especially for an issue as minor as this.
If you go through a door you didn't mean to, you've added maybe a minute to your travel, give or take especially long or short load times. If that small amount of extra time frustrates you so much, then learn which door is which. -
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I've found that it's possible to dodge the eyebeams reasonably well. The boss "blinkchomps" are pretty much impossible to dodge however.
[/ QUOTE ]Every attack has the same accuracy. -
Low-level salvage is lv10-25. Mid-level is 26-40. Upper level is 41-53.
Edit: Whoops. those are the levels of recipes using those tiers. Stargazer's numbers are correct for the drop levels. -
The OP was participating in Rikti invasions, not doing missions in the RWZ.
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/macro Teleport "team Come to me, $target$$powexecname Recall Friend"
I'd normally use local instead of team for a macro/bind to pair text with a power, but for Recall, I'd recommend team to warn the person you're teleporting that it's going to happen. -
It's not that complicated. The exiting doors go to zones with increasing level ranges from left to right (when facing the exits). Steel Canon on the left, the lowest level; Croatoa in the middle, the middle range; and Founder's Falls on the right, the uppermost range.
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Best with endurance is Kin/Elec Defender, by far. Transference >> just about any +rec or +end power in the game.
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I can't believe it took this long to get the correct post. I would also offer that a Cold corruptor/defender with Heat loss is a close second.
[/ QUOTE ]I'd probably put Elec Armor or Energy Aura above Cold Domination, simply because Heatloss is on such a long timer. -
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What puts up the most single target damage, and what's the most survivable?
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Six scrappers. Still far and away the best pets defenders get. Usually not quite as smart as the AI, but that's why defenders have that "team chat" command option.
[/ QUOTE ] Think of us as pets if you want. After all, we consider defenders just fillers.
edit: In all fairness I think of tanks, controllers, khelds, blasters, brutes, stalkers, dominators, corruptors, and VEATs as fillers too.
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Now, now. I all fairness sometimes they're not just fillers: they're audience members and fans.
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Or plucky comic relief. And/or Vengeance bait.
[/ QUOTE ]No, Blasters and Sidekicks are Vengeance bait. -
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<ul type="square">[*]Starting Neutral - Will we be able, as the mythical survey hinted, start in Praetoria as a neutrally aligned AT, neither hero nor villain? Will this allow us to rapidly take a low level Brute blueside or conversely low level 'Troller redside, all before level 10?[/list]
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All I know is, my gut tells me...maybe.
[/ QUOTE ]What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality? -
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Rularuu Sentries have an inherent +100% tohit.
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Is Sentries what they're called collectively? I always wondered about that.
[/ QUOTE ]Yes.
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Aloore the Watcher: Aloore is Rularuu's most trusted Field General. He guards The Palace and uses his Sentries to keep watch over the entire Shadow Shard. Of all Rularuu's fragments, Aloore is most similar to Rularuu himself. This makes him skilled and useful, but also dangerous, because Rularuu is not built for servitude.
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welp, here we go again
[/ QUOTE ]MANY WELPS
>.>
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No, the coolest animation bug ever is finding out that walking in dwarf form on a Kheldian doesn't interrupt emotes.
*plops down a boombox*
*slides around dancing*
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Okay, I have to do this. Breakdancing is my new travel power.
[/ QUOTE ]+down doesn't break emotes, either. Therefore, for any emote you can do while flying, you can slide around with as well. Example: /em lotus, fly down, and lean the camera back so that "Down" for you is a bit forward. Slide along your butt -
Best with endurance is Kin/Elec Defender, by far. Transference >> just about any +rec or +end power in the game.
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bots and thugs seem to have the highest DPS and zombies are most survivable.
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Actually, bots have one of the worst dps. Their advantage is that they survive so well so their dps is better than Ninja/Necro because melee pets way easier. You deal ZERO dps if you are dead. Robots have good aoe damage if you have ways to slow the foes (tar patch for example).
In terms of raw dps, Thug is definitely at the top mainly because they have the range to maintain that dps.
Ninja supposedly has the highest dps when both Jounins are at melee range but like I said, you gotta survive to produce that DPS.
Merc is actually pretty good too once you put procs in them.
[/ QUOTE ]And both Bots and Thugs have better survivability than Zombies do. It's fairly trivial to cap their defense due to the Force Shields from Protector Bots (7.5% base, x2 for all but Protector Bots and MM), and the Maneuvers from Enforcers (8.5% base, x2 for all Thugs). -
Correct. Procs are like adding a second power effect. Each time you use Barrage with a 10% chance to stun proc, the game does the following:
- Deal damage
- 10% chance to stun
- 10% chance to stun
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As for level. You're right. Higher levels on fixed values and procs make no difference. Therefore, lower-level ones, that retain their functionality when exemped (so long as you still have access to the power) are actually worth more.
[/ QUOTE ]In the specific example given (LotG +Rech), the IO also offers +Def enhancement in addition to the +Rech. While it's +7.5% rech at all levels, the +Def increases with higher level IOs.
That may make a difference to you and it may not, but it is an advantage to higher level LotGs. -
Alaris has it correct. Unless you're on a mothership raid, each rikti only gives you a chance for merits (10% chance for someone on the team to get some)
If you're on a mothership raid, each rikti your team gets kill credit for gives everyone on your team the merits. -
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Apparently /jranger is something awesome that I totally missed when I was gone for a while... what was it? Why was it so awesome?
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A man who believed brevity was the soul of wit.
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Of course, I sometimes wonder if I'm the only one who ever saw his hypocrisy.
[/ QUOTE ]He'd be a hypocrite only if he made bad suggestions.
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As I recall, he usually /no'd suggestions that had little effort and thought put into them...much like his replies of /no.
Of course, I then recall him /noing every active thread on the S&I board, which probably didn't help his cause.
[/ QUOTE ]Everything he said no to was either a bad idea outright (with thought put into it or not), or he had his own reasons for disliking it (which he would detail when asked)
The fact that he posted so many "No"s is just a sign of how much the majority of posters on this forum shouldn't be game designers.