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Quote:My grandfather's first name was Evans, but everyone called him by his middle name, Rousseau. My father's middle name is Evans, and his mother and sisters all call him that while the rest of the world uses his first name. My middle name is Evans, and nobody calls me that.Yeah, I hear that. My family still calls me 'Danny'. I'm 38 years old. I'm Dan, not Danny... ugh...
I've got a couple characters with odd names:
Anscillect: ANN-sill-ekt
Sally Lee Brown: Jeff -
Quote:I don't generally try to break speed records for TFs, but I was rather pleased with my speed on a story arc while working on my Ouroboros badges:also, feel free to post some ridiculously fast times from other SF/TFs, but I'm mostly concerned with the ITF right now.
This is "The Strange Case of Benjamin A. Decker", solo on a Thugs/Dark Mastermind on Ruthless difficulty setting. -
Yeah, I'm pleased with the rewards. I just had a full team of people run Tin Mage, with I think one person who had done it before. We finished in 45 minutes.
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Kinetics or Storm Summoning.
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This. Permadom means you already have high recharge. High recharge means you're firing powers often. Firing powers often means you use more endurance.
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Of course, if you do the appropriate TF, you'll get shards, plus the component you need
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4 <Type> Boost common boosts, each requiring 3 common Incarnate Components, each requiring 4 Incarnate Shards (4 shards per component; 12 shards per boost; 48 shards for all 4 common boosts)
4 <Type> Core Boost and 4 <Type> Radial Boost uncommon boosts, each requiring the <Type> Boost, 2 common Incarnate Components, and 1 uncommon Incarnate Component, each requiring 8 Incarnate Shards and a common Incarnate Component (12 shards per uncommon component; 20 shards and a common boost per uncommon boost; 32 shards per uncommon boost; 256 shards for all 8 uncommon boosts)
256 shards for all of the uncommon boosts, plus an additional 48 to re-create the common boosts, for 304 shards total. -
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Quote:The end room was COVERED in Rikti.
I'm a Bots/Traps MM. Ignoring them is not physiucally possible when one shot of AoE Aggroes the whole damn lot!Quote:It is easy for a master mind to manage. But you must manage your minions.
back in the piller room set your minions to a specific location in the room. Set the minions to passive/defend. Move forward just to the edge of range and pull one of the two EB's. Retreat back to your minions. When the EB comes into range you can switch them to attack.
The key is to never let your minions get near the rikti room.
My pets were all over the Rikti room. I did die once, but that was due to an unfortunate chain of being held and then cursed then held again. If Holtz had used the Curse on one of my pets instead of me, I probably wouldn't even have died.
Quote:I mean, if you don't have VG merits to get a cursebreaker? Ya screwed.
True, Curse of Weariness is nasty. But if you know you're likely to get hit with it (and especially when you know there's only one enemy in the entire mission who can use it), it's not too hard to come prepared. (In fact, the only thing I knew about the mission before going in was that there would be a boss with the Curse, so I checked my Vanguard Merits, and found that I had 158 - plenty to forget a counteragent.) -
Quote:It's not that the power suppresses stealth specifically, it's that it's an autohit PBAoE attack power. Any stealth which suppresses when you're hit by an attack will notice the attack, and be suppressed.One additional factor is that Longbow Eagles have an auto power that suppresses stealth powers. It is the power that causes them to prefer to stay at range. It checks periodically if there is an enemy within melee distance, and if so causes them to fly some distance away. Why this power should suppress stealth powers I have no idea.
It may be possible to fix the issue by modifying the power to not notify on attack, but I'm not certain of that. -
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Quote:The PvP sets should be distinguishable by their PvP-only set bonuses, but apparently those aren't showing up. The only other distinguishing factor within Mids' is that the PvP set show up after the purple set in the list.Thank you all for the replys. I had heard PVP sets were as expensive as purples, but I didn't know the Javelin sets were PVP. Is there a way on mids to know what is PVP, or did I just miss something way obvious? I'm not a pvp person at all. So there's no range set enhancements in PVE? Is Positron's set PVE or PVP?
Your other option is to look at Paragonwiki to know what all of the PvP sets are. -
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Don't forget, since Invincibility does not attack the foes in any way, you can still have its defense even if you somehow get mezzed (unlike the taunt auras in other sets, which will detoggle if you somehow get mezzed)
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I should write a bot that just crawls the forums following your posts, decides whether it's a post about game mechanics, and updates Paragonwiki automatically. Of course, making it decide what the content of your post is, and making it edit Pwiki correctly and neatly would probably take longer than simply doing it manually
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Quote:No, I'm not talking chance-to-occur like many powers have. I'm talking about the Taunt component of Tanker/Brute attacks against AVs and GMs. The Taunt component alone treats your ToHit as 20% lower than what it actually is. It's not "20%" chance against AVs and GMs, it's "–20%" chance. I'm assuming it's possible to use the same ability of the powers system for a bonus rather than a penalty, making the GSA easier to hit with against undead.But the 20% isn't affected by to-hit buffs. It's just a random chance of an effect, outside the tohit mechanics.
Edit: Whoops, checking CoD, it's not AV/GM that punchvoke is penalized against, it's "Raid mob (like Hami)". CoD on Brute/Tanker Gash:- +13.5s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
- +13.5s Taunt (mag 4) PvE only, not Raid mob (like Hami)
Edit2: And, as far as I can tell, this modifier isn't directly to your ToHit, it's to your final chance to hit. This matters, for example with punchvoke you might have 115% net ToHit buff, but the attack mechanics will cap that at 95%. If the -20% modified the ToHit itself, your 115% would be reduced to 95% and still capped at 95%. If it's a modifier to your final chance to hit, then punchvoke's best chance of affecting Hamidon is 75%, not 95%.
With my suggestion for +20% to GSA hitting undead, this means your worst chance of hitting that Spectral Daemon Lord who's debuffing your ToHit to the negatives would be 25%. (You're debuffed to 5% final chance to hit, but GSA gives you an additional 20% ignoring your debuffs.) Of course, the modifier for GSA doesn't have to be 20%, I'm just matching the modifier for punchvoke. -
Quote:In that theme, the butler should speak in pet chat whenever you buy or sell something on the market. "Telephone for you, sir." "A 'Mister Wentworth'? to see you...?"The accountant should tell you your current Inf on hand if you click him, just like some NPCs will tell you the time or hours played etc. Since you can already monitor this yourself via multiple methods, it's totally frivolous and perfectly in theme.
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Quote:Also, you don't need to click the circle to change between primary and secondary; clicking anywhere on the bar works. Adding a third circle right next to Pri/Sec would imply clicking the bar cycles between the three circles when in fact the extra circle is a button, not a color.Both. Having it right next to the colors makes it look unrefined, clunky, and very prone to causing just as much problems as it's trying to fix.
The swap button should not mimic the appearance of the Pri/Sec color selection circles. -
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Quote:You'll notice that Defenders and Corruptors both have 70ft range as well. Masterminds, Corruptors, and Defenders have Traps, while Blasters have Devices. As pointed out, it's also standard practice for Blaster T1 secondaries. There are only 2 Blaster Support T1 powers which are not 50ft range: Power Thrust from Energy Manipulation, which is a melee KB power rather than an immobilize (all of the other T1s have an immob component), and Subdual from Mental Manipulation, which is a psionic power (psi powers frequently have a longer range than their equivalent in other sets).Ok then, but, why does the Master Mind's Web Grenade have a 70ft. range?
Quote:The 50ft. range for Immobilizations is not very good in practice. It should be improved. Immobilizing the target directly just as it gets directly in your face is counter-intuitive.
It's also worth noting that in later levels, an immobilize is usually used to prevent a critter from running away, as opposed to trying to keep him out of melee.