HelinCarnate

Legend
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  1. Auto your mez protection and put hasten in your attack bar. It will be much easier to spot when it comes up again.
  2. Server consolidation is the first sign that the game is loosing too many customers and is on its last leg. Considering the owners commitment to keeping this game going, it would be the worst thing to do.
  3. I do not see any easy way to make the proc perma. Even without the proc going off I am about 12 seconds away from perma hasten and that was not cheep.

    Even with the aggro cap around you it is only around 2/3 chance of going off in an aoe and as the mobs start falling, so does your chances for the proc to fire.

    Now on an axe/whatever build with the proc in every attack you may be able to get it to fire off more often. Its aoe charges in 14 seconds base instead of 20.

    Hmmmm. Now that I think about that I may try it. Make an axe brute on my 2nd account, PL it to 50 and move it to test and transfer all my IOs to see what it can do.

    And yes I was looking at combat attributes to verify I was getting the benifit of the proc and not just the icon.
  4. [ QUOTE ]
    [ QUOTE ]
    It will only fire 1 time. Even if it procs on 5 out of the 10 mobs it will still only give you 5 seconds of +100% recharge.

    Now if you manage to get it to proc within that 5 second window, my understanding is that the timer just starts over and you have 5 more seconds from that point.

    [/ QUOTE ]
    I don't think it has changed. So I will explain how it used to work. And if someone knows this has changed chime in.

    At the end of the 5 second proc, a 10 second suppression is enabled. The suppression will not keep the proc from firing, but will prevent the recharge bonus from affecting you. At the end of that 10 second period, if the proc fired during that suppression and its 5 second buff has not elapsed, you will get the remainder of that 5 second buff. At the end of that buff, even if it's only the remaining 2 seconds, the 10 second suppression will activate again.

    If you only attack every 15 seconds, then the suppression will have no impact with you. The problem occurs if you cycle your attack often enough that the proc regularly fires during the suppression period as you get less than your 5 second buff. However, I know people that slot many of the procs and find the benefit to be substantial.

    I hope that helps

    [/ QUOTE ]

    If that is how it was, it has been changed. This may have been done when they fixed the 100% chance to the correct 10% chance. Just now I hearded up a bunch of bosses and was lucky enough to have it go off 4 times in a row. This was over a time frame of about 21 seconds from the first time it fired to the last time it fired.

    To answer the next obvious question, yes including casting time, when this proc fires I can hit footstomp every 7 seconds. It ends up shaving a bout a second and a half off the recharge time.
  5. Watching recharge bonus in combat attributes. Mostly that was dumb luck. Most times it will not fire 3 times in a row but got lucky. Will get 2 in a row quite often and according to the combat attributes it is giving the full 5 second bonus each time.

    Can also tell by the rate the power icons recharge. Each time for 5 seconds you see them move fast and then slow down about a half second before I can use footstomp again.
  6. It will only fire 1 time. Even if it procs on 5 out of the 10 mobs it will still only give you 5 seconds of +100% recharge.

    Now if you manage to get it to proc within that 5 second window, my understanding is that the timer just starts over and you have 5 more seconds from that point.
  7. It will fire more than 1 time in a 10 second time frame. The chance of going off vs 1 mob is 1/10 so not going to happen often but when you add more mobs the odds get better. Once you get 10+ mobs around you, the proc hits something like 2/3 of the time. Someone who figures statistics can figure it out.

    Just tested it on live and fired 3 times in 15 seconds.
  8. Why supply and demand would change on common salvage?

    More people powerleveling to 50 using the MA. = Increase in demand = higher prices.

    Fewer people running missions and getting salvage to put on the market = Decrease in supply = higher prices.

    Flippers buying up everything of certain items at higher than the inflated prices due to the increase of the last 2 causes and then inflating the price even higher.

    On the bright side you do not have to deal with the market anymore for salvage. Once enough people figure this out, you will see a decrease in the prices as the demand falls.
  9. [ QUOTE ]
    The problem with the market prices is from people using ebay, gregora, etc purchased influence. Because people have so much easy money, the don't mind paying way too much for a recipe, etc. Thus they inflate prices of items, if there was no external money, i wonder how long before the 120M recipe drops to a reasonable price, say 20M.

    Because of the in-balance created by external money, i do believe the devs have to do something to control the ceiling of costs. Supply and demand at this time is not purely working, because of an un-intended source of income.

    I think devs can control this run-away high price costs by making everything available at the vendors, that is inspirations, salvage and recipes. We already have a minimum price for these at the vendor, so why not have them sell the stuff as well but at a regulated price, say ten times the price the would pay to buy them from you.

    This way players can still sell their drops and make a good profit (reasonable) from 2 times the sell value at a vendor to say 9 times the value and stillb e cheaper than a vendor.

    Hugs

    Stormy

    [/ QUOTE ]

    I have purchased recipies at 150 mil before and have never purchased inf anywhere. The odd thing is if the common salvage for that recipie is 50k I will either wait for my bid of 500 to go through or go fight mobs that drop that salvage or now, go drop a few tickets until I get what I want.

    Supply and demand at work. Little to no supply, prices increase. Decent supply but inflated prices, people find other ways to get what they want.
  10. [ QUOTE ]
    [ QUOTE ]

    The main reason that prices are so high is a few people loading up all their toons and buying every bit of 1 type of salvage they can get at say 5k and selling for 50k or higher. That is not a problem that can be easily fixed by the devs or I imagine it would not currently be an issue.


    [/ QUOTE ]

    I don't believe you. Name a salvage this is occurring on.

    [/ QUOTE ]

    Off the top of my head, nevermelting ice. Granted 5k and 50k may not be the numbers they are using but the idea reamains the same. When ever you see thousands bidding and only a handfull for sale on common salvage, that is a good indicator someone is trying to get a monopoly.
  11. Take an economics class. History has shown that when those in charge listen to the whining of the mindless masses and try to fix the economy by giving the people what they want, it ends up worse. Anyone remember what happened when they "fixed" the gas prices in the 70s?

    8 tickets for a random common salvage drop and you get to pick the level range. 80 for a specific uncommon drop. It does not cost much to get what you want.

    The main reason that prices are so high is a few people loading up all their toons and buying every bit of 1 type of salvage they can get at say 5k and selling for 50k or higher. That is not a problem that can be easily fixed by the devs or I imagine it would not currently be an issue.
  12. Right, just tell your team "You are all my pets, now go forth and cause meyhem."
  13. [ QUOTE ]
    It's probably another anti-farming tool to prevent people from making missions that are completely filled with bosses and no minions surrounding them, which makes them easy pickings.

    [/ QUOTE ]

    You can currently do this now if you only make custom mobs that are bosses. Granted you have to be on difficulty 2 or higher or they will be LT.
  14. Sound like a bug unless you were on a tiny map and got very lucky with ticket rolls.
  15. Toss DR

    Toss free resists

    Epic/patron shields and tough grant resists to all but only at say 50% of their normal amount to the other damage types. Meaning if your patron sheild slotted gives you 30% resist to S/L and Dark it still does but also gives 15% to everything else. That 50% could be changed depending on performance.

    Either drop mez from all mobs in zone or change them to 2 seconds to match players. Or just put mez protection back in and have mez vs players high enough mag that it will eat through the sheilds but only last for a couple seconds.

    Have "offensive" toggles that use yourself as a target and do not cause damage or mez to only suppress and not drop i.e. RttC and AAO.

    Get rid of travel suppression from mobs. If you cannot, remove it.

    Defensive toggles SHOULD suppress when held or stunned or sleeping. Why should someone who cannot move be able to doge your attacks?

    Change damage to compensate for the types of resistance out there. In other words increase S/L a bit but not anything else.

    Increase damage in AOE attacks to match formula for single target attacks.

    Do not have any attacks that do less damage in PvP than in PvE.

    Just off the top of my head there.
  16. HelinCarnate

    Best Trash Talk

    Do you need me to call you a wambulance?
  17. It should also be noted that on Numina, Regen tissue and Miracle when you zone the game "turns off" your powers and then turns them back on again. This means that if you have those slotted in a power like health you get double stacked bounses for the first 2 min when you enter the mish. Similar to putting bubbles on before a mish and then putting a 2nd bubble on from the same user after you enter the mish.
  18. [ QUOTE ]
    This is fun! I want to hear more whining like this. Who’s with me?

    NEXT PROLIFERATION REVEALED:

    Heroes
    Blasters: Radiation Blast, Dark Blast + Radiation Melee, Dark Melee, Traps
    Controllers: Electric Control, Water Control, Sandstorm Control + Poison, Thermal Radiation
    Defenders: Cold Healing + Fire Blast, Assault Rifle, Laser Beam Rifle
    Scrappers: Street Fighting, Knife Fighting, Super Strength + Shield Defense
    Tankers: Shield Defense, Electric Armor, Energy Aura + Electric Melee

    Villains
    Brutes: Pillow Armor + Sock Puppet Melee
    Corruptors: Fingers Shaped Like A Gun Pretending To Blast + Trick Arrow
    Dominators: Paper Clip Domination + Origami Assault (now with Paper Airplane blast!)
    Masterminds: Citizen Mastermind (3 harlots, 2 cops, and 1 doctor, all of whom run away from danger when summoned) + Managed HMO Healing (10K influence co-pay per heal, power takes 30 minutes to activate, 3 day recharge, by appointment only, some injuries not covered)
    Stalkers: Pie Assault, Food Fight Melee + Armour Hot Dog

    [/ QUOTE ]

    OMG this sucks. Brutes get the shaft again!!! They need pillow fighting to go with the pillow armor. But then again that would be overpowered. Sock puppets are probably the better way to go.
  19. [ QUOTE ]
    Mmmm. Fire/Fire for scrappers. This is a very appealing development. What the heck is the damage on BU+FE+GFS? (or BU+FE+HS for that matter)

    I like it..

    [/ QUOTE ]

    Golden dragonfly w/ 3 damage IO + BU +FE = 1081 non crit
    HS w/ same = 1233 also non crit.

    Purple up HS and potential w/ crit is 2591 not counting other external buffs or popping reds.

    With fire in secondary for scrappers I would not get my hopes up for EM or SS.
  20. I think the main issue that people are having about the powers on red side is what this will do to the population in the Rogue Isles. Blue side now gets many of the powers that previously attracted people to the red side. Now if you want Ice shields you can go make a defender and find teaming much easier. This of course comes at the expence of the number of players on red side.