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The 4 stack maximum was always there it is not something new. It was just reactive was only DoT and other debuff's were resisted too much to be useful so people didn't bothered with getting other interfaces except for concept.
Degenerative has higher dps output on most mobs than reactive because of -max HP isn't resisted and its DoT toxic is close to reactives DoT fire while toxic is least resisted damage type in the game. Only exception to this I know are incarnate AV's which counted as elite boss of same level but having huge purple patches it drops degeneratives debuff significantly while reactives debuff doesn't change much. However degen is still second best dps interface against AV's even with this handicap and close to reactive.
For your questions. 2 or 3 player having same interface and attacking same AV or GM is enough to keep it at maximum stack for the duration of fight. In an 8 man team it is usually better to get three or four different interface (preferably DoT ones) so most of stack won't go wasted. Same for up to 16 player leagues for 24 player leagues well it depends no personal choices and on trial I guess. -
Quote:It seems this is general situation with MMO's. It happened in SWG they refused to roll-back CU and NGE claiming that changes were written on old date and can't be taken back (WTH no computer designer would make that kind of mistake like not keeping previous versions) it also happened in many other MMO but SWG was the extreme example which refused to go into free model or return back to previous versions and finally closed down.Annoyingly they actually did listen to feeback, but only as long as it fitted into their 'vision' of what the power should be. If only they learn to let go of thier ego and accept that sometimes it is the vision itself that is wrong (But that would be admitting to making a mistake, which some people just can't do).
My guess is the investment done and the losing face by admiting mistakes in managements eyes were bigger problems than losing players and eventually going to be closed. Aftr all they can always make more games or move onto another genre of games or they can try to get new players with advertisement (which SWG tried and failed) -
Well I think both dagger and quils have very limited target ofchoice for great effects. We know quils severe connection to well and give that power to user of quils but there are a few things we don't know and I can only make assumptions.
1) Both Black Swan, us and Tyrant are connected to same Well namely humanities well so when Black Swan used quils on us it severed our connection to well and give it to her same with how we used it on Tyrant. This doesn't mean however we can use quils on beings that are not connected to our well or even if they amange to severe connection of those individuals we may not get the power up since it is a different well than ours.
2) I think somehwere in game it was mentioned that Rularuu ascended forcefully severing his connection to well much like how MoT and Diabolique tried to do it. My guess is dagger of Jocas severe existence that those of rejected by well namely those who tried to and manage to ascend. Since well itself can't severe that connection it probably give design of dagger to a mortal who can create and use it. Much like how he intends to fight against battalion by choosing a champion in its stead. -
Quote:I tested all of these in beta with my kat/SR. So far having rebirth destiny and assault core worked better in most situations than having melee and any other destiny (before they changes hybrid to half-toggle though melee core was making so much difference it was look like a joke. I left my toon between +4x8 DE mob and took a few drink and grab a bite than door ranged opened it talk with my friend for a while remembered toon rushed back and see not only he was still alive he also had full heath). I didn't see damage cap much but I guess it can be take while doing itrials.A quick and not very scientific analysis:
- Melee Core - Super Reflexes could really use some resistance and regeneration to be even more survivable
- Melee Radial - Don't you hate how everything runs away just as you're about to kick them in the face? Put a stop to it. Plus defense and regeneration.
- Assault Core - Moar damage
- Assault Radial - Moar damage on damage-capped teams
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For damage bonus you will get %10 passive damage bonus from assault and up to %75 damage bonus when toggle is on. Toggle assault usually rests around 3 stacks most of the time because of hit chance and moving around so it is like %45 damage while it is on but at best it is olny up half time so it gives around %22.5 damage increase unless you are fighting an AV and it is not runnig away alot than it rises to %37.5 dps increase (except passive bonus). Since you have agility and not muscularate (which gives around %32.3 damage increase on powers that are over ED) taking it may give you a good edge on damage but it is a lot of hastle to keep track of it. Especially for a DB who needs to keep his combo up (if you are using them)
If nothing else I suggest support for its passive boost and a little bit from all instead of assault for a DB/WP. Also I have a db/wp too and I didn't need agility if you took it because of endurance discount I suggest taking cardiac instead since it also increase damage resistance. -
A couple of things I want to add.
Reactive, diamagnetic and spectral all will be effected by resistance to their corresponding debuff's resist debuffs. This drops their efficiency mostly by half if not more and in dimagnetics case it is plain out slaughter for its -regen debuff. If I knew your primary and secondary I could make more suggestion on -tohit but from experience I can say that it is not that great especially if you can softcap most things with a small purple. If it was -acc it would be another story.
For reactive if an Av is resisting your attacks more reactives debuff gives you little benefit most of your -res would come from -res procs and powers that does -res.
Spectral: Frankly speaking only slotted this on my WS because of concept but it is fun to watch mobs getting immob inside my PBAoE effects than being destroyed by my quasar. For a crapper unless you have lots of AoE attacks I saay don't bother with it.
Degenerative: This is probably best choice (open to argument) since it works on everyone at same efficiency, can't be resisted and its damage is least resisted one. Only problem with this is purple patch in incarnate content mess with its calculations but it still provides higher dps than reactive.(and almost always reactive goes wasted since everyone has it in a league while degenerative is still few) -
Well I checked numbers of panacea proc on a scrapper. It is almost same with numina's proc but for set bonuses two piece of numina in health is much more worth (ofcourse one piece being proc) my suggestion is if you have miracle, and numina both two slotted and have regen tissues proc and still have room go with panacea otherwise it doesn't worth to put but worth to sell.
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Quote:It was a permaable toggle when it was first introduced in VIP beta with a 0.5 end/sec. Asking for dropping endurance cost (or letting alpha effects it IIRC) so there won't be a big disperancy between builds that can manage it and those can't resulted to make it half-time up toggle. After that asking it returned to old model didn't work at all and most we could get was a passive boost.i think the biggest problem with hybrid is that it is weaker than most of the other incarnate powers and yet it is only useable 50% of the time with an almost negligible passive buff
if it was active all the time either as a perma toggle or a passive, i would put it on equal ground with interface, but as it is now i agree with most poeple that it is destiny 2.0 with half the uptime and half the benefit of destiny
I will be damned if I ever give my feedback in beta ever after that. I will only report bugs and that is all. -
Well my two cent for hamidon and timeline and dimensions argument.
First although it is a similiar alternative timelined dimension do we know what date it is in Praetoria when we made first contact? Just a hypothesis and probably wrong but maybe we are seeing a preatoria at a different date than our heroes/villians dimension. I didn't delve too much lore about this so maybe there is some in-game but I am not aware of any.
Second there are many divergence in people in Preatoria especially with revealing of First and Night wards, Pendragon For example is Hero 1's counter part and he was a black Knight guarding Eternal Prison instead of a tight wearing hero but he was not direct reverse of his Primal counterpart. Burke was a Taskmaster of Dredges he was still greedy blasted thing he is on the spirit side of things. Calvin Scott thought he was Aurora's husband while he was not on preatoria but on our side he was really her husband and even led a TF to save both Sister Psycke and Aurora from that curse.
Third do we have solid in-game lore about hamidon? All I can remember was; Hamidon is related to devouring earth and they are a group trying to save earth from polution in their own extreme way. However when someone in-game talks about hamidon they almost always mention preatorian one noone talks about primal one. Is it becuase of story focus? I doubt it. IIRC Prometheus clearly states that noone can beat hamidon, not even if Cole became wells champion he could beat hamidon. This made me wonder what if Hamidon is an ascended and coexist on all dimensions at the same time and much rularuu he crated the DE? Maybe Hamidon is a little like Rularuu? Divided into some sort of aspects and most powerful of among them was on Preatoria while most weak in Primal?
Too many questions need to be answered before we can decide a conclusion who knows there are some solid arguments in here like hamidon corssing dimensions and times and such. -
any hobby you regret doing at any time of your life is no hobby anymore just a hassle you think you need to complete and get rid of it.
Gaming is one of my hobies and currently only one that I am willing to spent my time so I won't regret the time I spent on game most probably I will regret the time I spent on internet looking through same pages over and over again for hours though out of boredom :P -
It is hard for me to make comments about this for a few reasons.
1) I am playing in defiant and we have a certain group of people who were running all trials at certain hours each day. We have around 4 people who can lead itrials without problem and another half a dozen people who are capable of leading if necessity arise. Considering that at most we got in defiant is 2 trial run at the same time of a day it is more than enough.
2) I never felt the need of a certain AT in certain trials except MO runs and even in MO runs except UG and magi we didn't need most of team being a distribution of certain AT's. Surely some AT's were necessary in certain trials like a taunter in keyes, a KB in MoM etc. but I never felt forcing of a form mostly because those 4 I mention bring their own toons that fits to trial if we lack something and it almost always worked. Only times I remember failing were because of a new trial and most people were doing it first time
3) Well more than AT distribution our trial leaders focuses on destinies. For UG and MoM asks about clarion, for keyes and tpn aska about incan, for most of others barrier with rez or rebirth.
4) Maybe most important part but if it is not a MO day than first 3 or 4 trials being same and rest depends on number of left and their ishifts. Most of the times they ask what leaguemates want to do too and if there is a shortage in ishifts they explain why it would fail .
5) They all have binds which they use during trial phases to tell what is going to happen and what is needed to done. There are also special binds like green patch coming run away charge etc for specific trials though I admit it I don't look at chat much since I keep my eyes on timers and warnings myself. -
Quote:well lets see panacea is 64.58 hp heal and %7.5 endurace gain for a %20 chance for each while numina is flat %20 regen and %10 end recovery. It is important what you are slotting in but from numbers and IIRC panacea in a passive or toggle means it checks for chance at each 10 second and %20 is 1/5 chance so rougly it fires at every 50 second once so it is like 1.2916 hp/sec regen %20 regen on a scrapper with no global bonus is 1.12hp/sec.How about Regenerative Tissue as well? 25% Regen starting at lvl 10?
Can anyone confirm Panacea as better/equal to Numinas Regen/Recov? I seem to remember it not being that great for some reason.
For endurance part %7.5 endurance over 50 second is 0.15 end/sec while numina's %10 recovry bonus on same scrapper is 0.17 end/sec.
Overall they are close to each other if both are in toggle or passive but if you put panacea in a power that recharges faster than 10 second (I am not sure if there is any heal power like that) than it is better than numina and if you put numina in a click power than it is probably worse than panacea. Also not forget that numina's bonuses counted against 5 rule (not sure if there is other %20 regen or %20 recovery bonuses but it is better to mention than not) while panacea's not effected by 5 rule. -
I assume you meant to say that shields also have a clicky mez protection but it doesn't change the problem or makes an exception since active defense also can be made dobule stacking and there is no harm making it a toggle either. Same for ninjitsu before someone jump in and say it also has a click mez protection.
EDIT: sorry madadh didn't see your post since you didn't quated from me :P ninjaed badly I guess :P -
My list for worst 10 X-men
10 Wolverine
9 Wolverine
8 wolverine
7 Wolverine
6 Wolverine
5 Wolverine
4 Wolverine
3 Wolverine
2 Wolverine
1 Wolverine
Now why I don't like my number 1 is not because he is popular or anything like that I hated him when I first saw him plain and simple. And since we don't get much comics in my neighbourhood and there was no internet at those times I never knew he was one of most popular guys and was quiet shocked when I heard it. Than I realise humanity's attraction to crap characters and products in general now nothing shocks me anymore. -
Quote:All of these were told in beta forums over and over again both in feedback thread and in thread that AH opened up to provide what hybrid will be. Despite all of the negative opinion about it all we could force to happen was adding a passive boost and at that point people gave up (including myself) and as a result hybrid got into live with its half-back.side.you.know.where state.I didn't follow the beta. I didn't even know what Hybrid was supposed to be in the first place. The first I knew about the powers was when they went live.
And I think they're pretty crap.
They're weaker Destinies. Yeah, they're stronger than any pre-incarnate stuff...But we're over halfway through the Incarnate slots and thus far not much has proven to be impressive. I'm still waiting for the amazing power the devs were talking about, so far we've gotten things that could have been awesome if not for poor balancing. Really, who's going to pick Cryonic or Vorpal over "I nuke the world without aiming" Ion? Has anyone ever used Incandescence? And now this letdown. -
Last time I checked damage wasn't working on stacking one (since there is no enhancement for damage buffing just plain damage enhancement) but not sure about double hit assault though. I remember someone mentioned +heal or regen works for melee and support but didn't tested myself.
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Ok first question: Is there any limit on inf you wanna spend on this toon? If not your power choices similiar to mine and if you want I can post my build later.
For now my suggestions; Remove DA it drops your dps and you don't really need it while you have elude and destiny. Get hasten instead or converse power since you said you have endurance problems.
Remove combat jumping too since it doesn't contribute much to your defense. To make it simpler one small luck gives %12.5 defense so if you are at %46.5 defense on all melee, ranged and AoE you can get incarnate defense with just one luck. Without CJ and DA your defense sits at %53.2 melee, %54.9 ranged and %49 AoE so you can get to incarnate cap without losing anything.
Get one achielles heel -res proc and put it into your gamblers cut. It increase your dps quiet alot since at maximum attack chain you use gamblers cut twice and before your high damage powers.
Stealth is a taste choice I guess but let me tell you I don't use stealth and just SS is enough to move between mobs without them noticing or manage to hit you. For kismets +6 acc you really don't need it much since your attacks drop defense of target anyway.
Switch focused accuracy (by getting conserve power you should have no problem to get physical perfection) with tactics it is better for endurance management and move gaussian set to tactics from build up. Mainly because proc checks every 10 sec while in toggle while it will only check when you can use BU which is usually 20 sec to 40 sec depending on your recharge.
These are all about my suggestions without making too much investement to purples or pvp IO's. But I at least suggest you to get scrapper ATO and 6 slot it one power than use catalyst to get it to purple all at once. -
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Odd enough although my build went big changes (especially with ATO, enhacement boosters and enhancement coverters to a degree) my play style didn't changed much. That is probably becuase my main is a kat/SR scrapper and my way of playing was toggle up, use attack chain, press hasten, build up, practice brawler, conserve power when they are ready. That is about all most of my build changes were about toggles, global bonuses and procs for my attacks.
I rarely use any click incarnate power and it is usually when I remember thier existance rather than when it is convenient. -
For a softcapped character I don't think -tohit is matters at all since the auto hit ratio doesn't change. Now if it was -acc it would be a different story.
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Than they shouldn't make it a toggle in the first place but I know I am talking to a wall. When we were tried to put some sense into devs, most we could achieve is passive boost which is only reason I slotted a T4 in my main and won't bother with any other toon with hybrid.
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Well for SR, I said a little more recharge reduction or a little bit regen but quiet frankly I would be satisfied with practice brawler being a toggle instead of a click. I can alreadydouble stack it and it is already on auto power and I think anyone gets SO's can get it on perma if not sooner so from that side making a toggle is not agame breaking thing however if it becomes a toggle I can finally free my auto-power for hasten or something else. I know it is probably very selfish but other than SR I don't know any secondary that gets mez protection that is not a toggle(or passive in some cases)
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WellI will add my two cents. shield is a defense set positional defense to be precise and defense has a softcap which is same for everyone which is %45 for normal content and %59 for incarnate content. Since hardcaps doesn't matter brutes extra HP limit, res limit don't make much difference for shiled because you can't reach them unless you find some godly set bonuses combination but I yet to see such combination. All on survival difference between a shield brute and a shield scrapper is starting HP and it is not that much of a difference.
On the other hand as others pointed out damage difference is a significant one and shield is one of the few secondaries that have damage dealing power. -
Super reflexes, either by adding more recharge reduction or giving it a little regen
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