Fleeting Whisper

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  1. Quote:
    Originally Posted by Emberly View Post
    Not directed at anyone in particular. Outside of theme, why play Poison when you can play Traps? Serious question.
    Envenom's -Heal, and Weaken's -Special.


    Edit: Also, making your teammates puke with Elixir of Life.
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    To Hit is like Dakka, you always need more.
    To be perfectly fair, the reason Orks need more dakka is because they can't shoot worth a damn in the first place. They use the 'spray & pray' strategy of long-ranged combat, but they have to pray really hard.

    Hell, if you dismantle an Ork firearm, you'd find that it is physically impossible for it to even shoot anything. The only reason their guns function on the minimal level they're at is because the Orks believe it should work, and therefore it does.
  3. Quote:
    Originally Posted by Dispari View Post
    I quit about the time they put a cap on how many pets you could have and changed the heal powers.

    You used to be able to upkeep around 15-20 pets if you were good, but it took constant work and a steady supply of bodies. It was also only do-able thanks to the minion heal powers. One patch put a cap on pets at 10, and reduced the heal powers to about 1/4 effectiveness (literally speaking; one had its duration halved and recharge doubled). Suddenly I was working several times as hard to keep around half as many pets, and it had gone from fun to a chore.
    Technically, the maximum number of minions is based on your Death Magic, but yeah, it's kinda hard to get above 16 (which caps you at 10 minions) and even if you reach 20 Death Magic, you're still capped at 12. They're still useful as body blockers and for energy from Soul Reaping, though. Also, using Jagged Bones on a minion doubles its lifespan (when the minion dies, it turns into a Jagged Horror minion), or using Animate Shambling Horror in the first place (when the Shambling Horror minion dies, it turns into a Jagged Horror minion).

    Of course, any Minion Master in GW worth their salt will have higher than 8 Death Magic (6 minions), which is the most you really get in CoH, not counting Gang War's Posse or Hell on Earth's Living Hellfire. Soul Extraction can get you up to 8 henchmen, too.

    Quote:
    Originally Posted by Dispari View Post
    As far as MMs in CoH go, to stay on topic... I feel that MMs start high but cap lower. They're fairly powerful early on, and at 50 compared to regular builds they're still pretty good. But once you factor in IOs they just become average, since IOs don't do as much for them. I haven't tried any of the new TFs with my MMs, and I'd hate to do the Battle Maiden fight, but for most content I seem to do fine just strolling along with my Necro. The pets die occasionally, but part of the fun of Necro is making ghosts out of your minions. Demons, Thugs, and Bots are even more durable than zombies, so they're even less of a hassle.

    Mercs and Ninjas though I can't say many good things about.
    As mentioned earlier, I think it really is a matter of the primary. Mercenaries, Necromancy, and Ninjas are underperforming when compared to Thugs, Robotics, and Demon Summoning. My Thugs/Dark didn't have any special problem with the Battle Maiden fight, or any of the lv50 TFs. Stealthing a TF with a MM is frustrating since I need to release my pets to do any stealth work, but the actual fighting isn't so bad. The last LRSF I ran, I barely even lost a pet against the Freedom Phalanx, much less anyone dying on the team (unfortunately, though we were trying for a Master run, someone had previously died against the Vindicators).

    Outside TFs, I normally run x8 difficulty while solo. While I attribute that partially to my secondary (two AoE control powers, plenty of -tohit and -dmg, and a pet with more of the same) and the AoE immob from my PPP, having a powerful MM primary certainly doesn't hurt.
  4. Quote:
    Originally Posted by Burning_Brawler_NA View Post
    If you have fly and happened to be a ranged fighter, you can always just stay off the ground. I did this and managed to get the badge. I also hid in the rafters if I was worried about getting attention from Clockwork.
    Midnight Dodger requires that all teammates dodge the mines.
  5. Quote:
    Originally Posted by Klaatu View Post
    Is that the third slot from the left or the right?
    Yes.








    I'm not sure if you're being serious, Klaatu, but the game doesn't care what location any enhancement is in, only how many of a given type there are.
  6. I'll admit, I can't play GW Minion Masters because I don't want to wait for corpses to show up. I just run Sabway heroes and let Olias be a MM.
  7. Fleeting Whisper

    Toggle buffs

    Quote:
    Originally Posted by Ultimo_ View Post
    Agreed, I'm just saying a mechanism to do it already exists, not that it should be done.
    No, the OP is essentially asking for Maintained Enchantments from Guild Wars.
  8. Quote:
    Originally Posted by BrandX View Post
    Like I said, high level TFs.

    Fluffy doesn't seem to like Cims. And Cims don't like to become paralyzed. And with my own Ranged defense, Hover and -ToHit, Cims become less of a problem for my Defenderss.

    And I've never seen Fluffy still fighting after I've died. Never. So you're lucky.
    I bring Fluffy to all the high-level TFs, and he rarely dies unless I use him to soak an alpha strike (which I sometimes do). Or if he waddles through a blue burn patch while I'm fighting Battle Maiden.

    Though I'm not sure fighting after I die is of any use, since I've seen Fluffy kill a white minion exactly once, and that took some time.
  9. Fleeting Whisper

    Magic Blast

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Even the most techy sets (such as Assault Rifle and Dual Pistols) you can easily say it's an enchanted Gun, there's nothing fundamentally wrong with that it's just uncommon to have fictional worlds that mix modern weapons with magic.
    Magic would explain why you never have to reload, or why your bullets can bend or go through corners.
  10. Fleeting Whisper

    Winter Event

    Just like they make it rain?

    Oh, wait...
  11. Quote:
    Originally Posted by Atilla_The_Pun View Post
    LOL and I thought I was eloquent.

    You forgot:
    Don't leave out the obvious:

  12. Quote:
    Originally Posted by NordBlast View Post
    I think there is a trend to get player off of fiteklub/tru warrir mentality. I don't know whether it was intentional or accidental. I hope it was intentional though.

    This trend started with Protean arcs and his orbital strikes.
    It continued with new Siege mission from Maria Jenkins.
    Next was APEX (warwalkers orbital strikes and BM's patches of death) and Tin Mage (Director's 11 proximity mines and warwalkers again).
    Last so far is Lady Winter and her auto-hit aura.
    With the exception of Maria Jenkins' new arc (haven't played much high-level blueside in a while), I've not had any real trouble with the tings you list, even in melee.

    Protean? I jumped in to help a friend using my SK'd Tanker and smacked him around without noticing or doing anything special. I didn't even know he had nasty PBAoE stuff, before or after the fight.

    Warwalkers? I had to ask a teammate what the orbital strike text was talking about, because nothing was happening to my MM or henchmen. And I had henchmen in melee range of nearly every single Warwalker through both TFs (same PuG did both of the TFs back-to-back).

    Director 11 and his Proximity Mines? Well, I get hit with the mines a lot, which throw me through the air, but other than that he's a fairly simple AV. (Haven't tried for Midnight Dodger, myself.)

    Lady Winter? I just use Gang War and dogpile her with 16-20 bodies. Haven't noticed any issues soloing her. The hardest part of the LW mission for me is finding all three totem thingys to destroy in the poor lighting of the map.
  13. Quote:
    Originally Posted by Venture View Post
    I was referring to the "zones of death" in the Apex TF, which I've only heard of.
    Patches only spawn centered at players who are still, and you get a 5-second warning in the form of a swirling blue effect and some sound before they start burning things.

    You don't have to be able to move while shooting, you have to be able to notice the warning and not activate Energy Transfer after it starts. (The patches are also small enough that 1-slotted Hurdle could get you out of one and nearly across a second.)
  14. Quote:
    Originally Posted by Arcanaville View Post
    That's the silliest thing I've ever heard. Castle was not fired for posting on the forums too much. Its obvious NCSoft is actually terminating people in alphabetical order.
    I guess we just didn't know Black Pebble well enough to notice him go missing between BAB and Castle?
  15. Quote:
    Originally Posted by UberGuy View Post
    That would be an improvement for most of the patch/rain powers, certainly. I don't know why the summons needs a 2.0 in a stat it doesn't even use in the usual sense.
    The summon powers have had abnormal accuracy modifiers since inception, long before any dev even considered showing such numbers to the players. (People like Red Tomax showed us the numbers anyway.)

    Considering the powers designers pretty much just play around with Excel spreadsheets, the most logical conclusion is that summon powers have an abnormal accuracy as a helper flag to the dev that it's not an actual attack power. The abnormal accuracy powers may even be used to aid in searching through the tens of thousands of powers which exist in the game.
  16. Fleeting Whisper

    "Best" buffer

    Quote:
    Originally Posted by seebs View Post
    unsigned char buf[BUFSIZ];
    You're thinking too small.
    Code:
    long long buf[BUFSZ];
  17. Quote:
    Originally Posted by Dispari View Post
    I think the best performers are Thugs and Demons, then Robots. Someone will probably disagree and rank Robots at the top, but the reason I put them after Thugs and Demons is because they can slot RIP sets and get +20% RES and +10% DEF. Robots can only do half that, although they're pretty durable by themselves.
    Don't forget that Tornado can slot RIP sets, so it's still possible for any MM to get all 4 auras, so long as they're /Storm.

    Quote:
    Originally Posted by Eiko-chan View Post
    Demonlings die almost as much as the Thugs' Arsonist (who honestly would die a lot less if I could just put a damn leash on him).
    Amen!

    Quote:
    Originally Posted by Jibikao View Post
    I played Guild War's Beast Master and I love how my pet IS my weapon.
    Sorry, the Mastermind AT is the Minion Master (Necromancer) build in GW, not the Beast Master (Ranger) build. If you want a Beast Master, play a Controller with a buffing secondary. (Unfortunately, unlike a GW Beast Master, you will get your pet at 32 instead of 2.)

    Quote:
    Originally Posted by Jibikao View Post
    I cannot imagine bringing any of my MMs to the two new SFs (Apex and Tin Mage). Those mobs are +4 level to me so any hit pretty much kill my minions and I hate losing any of my pets and resummoning them again and again. I already put 4 pet uniques. I took maneuver and I even try to get melee with my pets so I can aoe heal them as soon as it's up.
    Tin Mage and Apex aren't really so bad for MMs, except the Battle Maiden fight, where keeping your pets alive is more about positioning them than it is about their stats.

    Though I must say, the Alpha slot has helped me so much with my pets' lifespans. I'm currently using Nerve Radial Boost for +20% def slotting. Between defense powers (such as Maneuvers, Steamy Mist, Shadow Fall, Force Field Generator, Deflection Shield, Insulation Shield, Dispersion Bubble), the Pet and RIP set uniques, and the pets themselves (Enforcers and Protector Bots), and Nerve Radial Boost, henchmen can get pretty tough. After slotting NRB, my Thugs jumped up past the soft-cap to about 54% at rest. The AVs on the Tin/Apex TFs now have a 10.5% chance to hit my Bruiser, an 11.25% chance to hit my Enforcers, and a 13.5% chance to hit my Punks and Arsonist. The Minions on those TFs range from 9% chance to hit my T1 henchmen to a 7% chance for my T3.
  18. Quote:
    Originally Posted by Father Xmas View Post
    Must be some very tame anime then.
    A lot of video games can be pretty bad, too. Even ones without a strict rating.
  19. Quote:
    Originally Posted by GGG247 View Post
    At one point, I had him in the lava with all of the above on him and still nothing.
    But did you kill the bifrucations?
  20. You can't stop it from happening. What you can do is use /wdwsavefile filename once on both computers, and then /wdwloadfile filename each time you log in after that.
  21. According to chatter in the RO global channel, apparently some characters are getting it while others aren't.

    My MM still has the debt protection from last year's event, but that was activated sometime last summer, so it's not so surprising. She's got the Valentines Day mission from several years ago, though.
  22. Quote:
    Originally Posted by Airhammer View Post
    you expected the price to drop immediately when the event started ??
    No, I expected the price to drop by the time I had been looking at the market this afternoon. The beginning of the event is usually when people are most voracious about participating.

    I know for a fact people line up at the Chalet door waiting for the event to start. I've been there myself before.
  23. The three pieces of Winter's Gift can be obtained for 40 Candy Canes, 40 Candy Canes, and 50 Candy Canes; Speed, Speed/End, and Slow res respectively.

    And yet the recipes are still running 10-40mil at level 50! I realize it's only the first day of the event, but unlike last year, it's much easier to get Candy Canes now. Previously, the only source of Canes was naughty presents (which far too many people don't clean up), and a small handful of snowmen spawns in the Baby New Year mission (which most people skip as soon as they have the key to the door). The Lady Winter mission, however, is full for snowmen. Running it at x8 solo, I easily picked up 70 Canes (65 from drops plus 5 Cane mission reward*). And that was with sending off Tuatha to killsteal.

    And even for people who don't want to go kill snowmen, Candy Canes on the market are still going strong at 250k each. That's 12.5m to buy enough Canes to get a slow resist recipe, or 10m for either of the other pieces. With the current rates on the Canes and the recipes, you can still make profit without killing a single enemy. I slept in today, and I would've expected the prices to drop to a pittance by this time. What gives?



    * I was mostly running the mission for the badge, and the only thing the mission reward window can give me is temporary powers I don't need, or Candy Canes.
  24. Fleeting Whisper

    No new zones

    I support the original idea overall, but I agree that Praetoria needs 21-50 content first. Or at least 40-50 content so Primal characters can go have some fun there other than badges and the three zone events, and Praetorian characters can return home for more work.
  25. Fleeting Whisper

    Toggle buffs

    We know it's possible with a single target (toggle debuffs of various sorts, plus Disruption Field). The problem is applying the same concept to multiple targets. The game has no system for selecting multiple targets at once, and no system for activating the same toggle power a second time on a different target, without turning it off of the first target.

    If it could work, I'd get behind it. It'd be just like maintained enchantments in Guild Wars. But again, the problem is making it work in the first place.