Fleeting Whisper

Forum Cartel
  • Posts

    6218
  • Joined

  1. Quote:
    Originally Posted by Kinrad View Post
    Yeah, I hear that. My family still calls me 'Danny'. I'm 38 years old. I'm Dan, not Danny... ugh...
    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.



    I've got a couple characters with odd names:
    Anscillect: ANN-sill-ekt
    Sally Lee Brown: Jeff
  2. Fleeting Whisper

    Fastest ITF?

    Quote:
    Originally Posted by hemmingway3 View Post
    also, feel free to post some ridiculously fast times from other SF/TFs, but I'm mostly concerned with the ITF right now.
    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:



    This is "The Strange Case of Benjamin A. Decker", solo on a Thugs/Dark Mastermind on Ruthless difficulty setting.
  3. 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.
  4. Quote:
    Originally Posted by LISAR View Post
    Does RoF ignite OSA?
    Any Fire or Energy damage that hits the Oil Slick's target will ignite the slick.

    Of course, that's assuming OSA doesn't decide to spite you and not light
  5. Quote:
    Originally Posted by StrykerX View Post
    Endurance: Probably a good choice since almost nobody ED caps endurance reduction. You're likely to get the full benefit from it on a lot of powers.
    This. Permadom means you already have high recharge. High recharge means you're firing powers often. Firing powers often means you use more endurance.
  6. Fleeting Whisper

    How many shards?

    Quote:
    Originally Posted by Impish Kat View Post
    Yes dear, I know.
    Not everyone does.
  7. Fleeting Whisper

    How many shards?

    Of course, if you do the appropriate TF, you'll get shards, plus the component you need
  8. Fleeting Whisper

    How many shards?

    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.
  9. Quote:
    Originally Posted by Gulver View Post
    In before Chuck Norris 'facts'.
    All Chuck Norris facts have been posted before yours in this thread. It's just a temporal deficiency in your computer that displays them afterward.
  10. Quote:
    Originally Posted by Devlin_Quaid View Post
    The cathedral of pain, make an incarnate shard part of the ending bonus, since we have no chance to get drops during.
    The Cathedral of Pain can give you a Penumbra of Rularuu incarnate component, equivalent of 4 Incarnate Shards.
  11. Quote:
    Originally Posted by ABC123 View Post
    Yes, it's Justice and it is currently dead quite, just after midnight local time.
    You're surprised no Aussies are playing with you after midnight, and no Yanks are playing with you at the break of dawn?
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    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:
    Originally Posted by TerraDraconis View Post
    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.
    I just got on for the first time since I19 came out, and hopped on my Thugs/Dark to get her incarnate-d. When I reached the end room, I saw Rikti portals spawn, and charged in to start getting rid of them as I would any normal Rikti portal. No attempt to manage my thugs, no worry about the two EBs. Just destroy the source of reinforcements first.

    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:
    Originally Posted by Techbot Alpha View Post
    I mean, if you don't have VG merits to get a cursebreaker? Ya screwed.
    The Curse-Breaker temp power has 5 charges, and it costs 50 Vanguard Merits. One Mothership raid can easily get you 200 merits or more. Or, spend a few hours running missions from Borea to get merits from drops and mission completion.

    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.)
  13. Quote:
    Originally Posted by Supernumiphone View Post
    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'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.

    It may be possible to fix the issue by modifying the power to not notify on attack, but I'm not certain of that.
  14. Quote:
    Originally Posted by Desi_Nova View Post
    Why do you have that many?
    Fabricator badge, I'm guessing. 1700 Recharge enhancements leaves 300 other things he can craft for other invention badges, such as getting the Field Crafter accolade.
  15. Quote:
    Originally Posted by Jericho View Post
    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?
    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.

    Your other option is to look at Paragonwiki to know what all of the PvP sets are.
  16. Fleeting Whisper

    Level Bump

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    No one knows, as no players have tested the level shift mechanics before.
    IIRC during the I18 beta someone found a level shift inspiration. I don't know if a character actually got it, or it was just visible on the market, though.
  17. Quote:
    Originally Posted by Starjammer View Post
    And let's not forget, Invulnerability has one of the best taunt auras in the game. Invincibility buffs typed Def and ToHit as a defensive toggle. You can max its effectiveness with three Hami Cytos and it can mule whatever Def or ToHit set IOs you like.
    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)
  18. Quote:
    Originally Posted by Arcanaville View Post
    Ask and ye shall receive.

    <...stuff...>
    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
  19. Quote:
    Originally Posted by SkarmoryThePG View Post
    But the 20% isn't affected by to-hit buffs. It's just a random chance of an effect, outside the tohit mechanics.
    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.

    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.
  20. Quote:
    Originally Posted by GavinRuneblade View Post
    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.
    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...?"
  21. Quote:
    Originally Posted by SenseiBlur View Post
    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.
    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.

    The swap button should not mimic the appearance of the Pri/Sec color selection circles.
  22. Quote:
    Originally Posted by seebs View Post
    give us a plunger power that can set it off prematurely.
    Even this would be good enough to make me take the power.
  23. Quote:
    Originally Posted by redtornado View Post
    Ok then, but, why does the Master Mind's Web Grenade have a 70ft. range?
    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).

    Quote:
    Originally Posted by redtornado View Post
    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.
    The range is generally not a problem. With Web Grenade, the problem is that its animation is longer than all of the other 50ft Blaster immobilizes, and it also has a projectile. (Subdual has a longer animation than WG and also has a projectile, but it has an 80ft range.)

    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.