Lazarillo

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  1. This looks like the same article that came up over the weekend (minus the bit about Necromancy being a new set). I'll say what I said in the previous discussions: the bit about the tip missions makes it sound pretty tedious. You do 10 missions, then do 1 mission that affects your alignment. Doing 20 missions to change alignment, but only making a decision twice, and having just those two decisions skew all the way from complete hero to complete villain seems a little much. I'd rather the choice system be a little bit more in-depth than that, personally, but this late in the game, I suspect it's unlikely to change.
  2. Quote:
    Originally Posted by Golden Girl View Post
    War Witch has pretty much said that GR is just the start of their plans for Praetoria 2.0.
    Thing is, our devs, like our players, have the habit of getting distracted by that which is new and shiny. That's not a bad thing per se. It's lead to all sorts of fun ideas that never would've happened if the focus was always on "make what we have better" rather than "try something new and different".

    Still, I seem to recall "this is just the beginning" comments for Ouroboros, Cimerora, and the VEAT arcs, and similar things for an expanding choices of weapons when such customization was tossed down. And in some of those cases, there have indeed been small expansions on what we got initially. However, I remain skeptical that we'll really see a lot of GR's content expanded upon in future Issues.
  3. It's weird. I've been fairly pessimistic about the Incarnate system anyway, so on the one hand, this announcement shouldn't bother me, and for the most part doesn't really change my opinion. Unlike a lot of people, it seems, the new low level content in GR is still a big part of the appeal, so I'm still very much looking forward to the new box, regardless of anything else.

    On the other hand, I do feel just the slightest touch of disappointment, probably because the delay now means another half a year or so of suspecting I won't like it, but not knowing for sure. It's the uncertainty that kills me.
  4. Lazarillo

    Electric Control

    Quote:
    Originally Posted by Avlorik View Post
    If Jolting Chains knocks down all enemies, I wonder how the animation timing is and taking damage from those who aren't knocked down right away.
    Based on the way it's described, I'm guessing it's sort of a combination of Earthquake + Chain Induction. Rather than create a location with a chance for knockdown, the power creates a long duration pseudo-pet that has a chance to knock its target down every time it jumps.

    Similarly, Static Field is probably based on the same mechanics as Volcanic Gasses, so enemies that stay inside the field would have a chance of being re-slept after you attacked. I could definitely see how that would be more useful than some of the current forms of sleep.
  5. Quote:
    Originally Posted by Rangle M. Down View Post
    Personal opinion would be that open beta starts no later then July 20th, but personal opinion does not equal reality. Open beta will start when open beta starts, whenever that maybe.
    I'm not sure there's even any reason to believe there will be an "open" Beta for GR. It's a paid-for product, after all. There's a good chance a point will come up where it's opened up to all people who have pre-ordered, or some such, but I'm not sure there's any reason to expect that even that would be more than a week or two long.
  6. Quote:
    Originally Posted by ElectroHawk View Post
    I was under the impression that the healing nictus had an auto-hit heal. If thats the case no matter how much +def or -tohit you stack it will still heal A LOT... Now I am a bot/ff so if it's not an auto-hit then I have no problem
    Near as I can tell, the Nictus uses a strange AoE version of Twilight Grasp, that does indeed require a to-hit check. It may have a slightly higher than average accuracy, but in my own experience, teams with a bunch of high defense characters have shown a significant difference compared to those without.
  7. Quote:
    Originally Posted by Silencer7 View Post
    flashfire is a targeted aoe, not a cone
    But I could swear...
    Okay, color me befuddled. I somehow managed to go 50 (well, 38) levels without ever noticing that. Boy, realizing that sooner might've saved me once or twice. I'm still going to maintain my love of Cinders for quick activation time, though.

    Still, I guess it's all moot since in the end the point of "dropping Bonfire first the best possible idea" remains agreed upon by all.
  8. Quote:
    Originally Posted by Deus_Otiosus View Post
    I'd even drop Cinders before I dropped Flashfire, but there's no need to since you should drop Bonfire without a doubt.
    Maybe if you were going with Fire/ something else, but on /Earth, I've found Cinders is way more useful than Flashfire. Between Hot Feet and all the knockdown that /Earth produces, you actually get a good amount of mitigation at the beginning of a fight just by running in and slamming down a Fissure. Since Flashfire is a cone, it needs to be fired from far away, it animates slowly, making it useless as a panic button. Cinders works exceptionally well for such, and with Power Boost, the hold is long enough that you can still use it open a fight on the rare occasion that you need it for such.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    If you think you can run it, you might try dual PBAoE auras with both hotfeet and mudpots - I'm not sure how well that will work out, but it would increase your AoE damage.
    As mentioned the range is simply too small. The fear factor means no enemy is going to try to get close enough, and the small radius means you have to be right on top of someone to get the damage, so it's "AoE" capability is actually rather minor, and not worth the cost.

    I'll give you that Bonfire isn't the most useful pick, though.
  9. Quote:
    Originally Posted by PBaRmy View Post
    i see everyone is using mace mastery, i was gonna try soul mastery for the dark consumption and another aoe. Bad idea?
    I went Soul Mastery with mine. Dark Consumption was nice, though I actually slotted well enough for End. reduction that it wasn't too necessary. Still helpful, though. The real perk to going Soul Mastery, IMO, was getting Soul Drain. For when Seismic Smash just isn't smash-y enough.

    Also, regarding the other question that came up:
    Quote:
    do people not think mud pots is a worthwhile power generally, or do you not take it for reasons of end consumption? It doesn't do that much less damage that hot feet, and costs a decent amount less end.
    Mud Pots also has a really pathetic range. It only hits enemies who are right up on you, while Hot Feet gives you a nice little area to work with. Conceptually, it should have great synergy, in practice, Hot Feet is simply better all around, and Mud Pots doesn't add as much as it seems like it should.
  10. It's not the Enhancements themselves...frankly, I'm not really expecting them to be all that valuable, even to my new characters. The principle bothers me, though. Whether it was "deliberate deceit" or not, it does still affect my ability to trust in what I hear first and makes me much much less likely to want to pre-purchase any products like this in the future. I've already paid extra at this point, and to find that that purchase is going to be of even less relative value than expected is more than a little disappointing.
  11. It was with one of the more recent issues. i16, I think, though possibly i15 (although, come to think of it, i15 was a year ago...not all that recent, really).
  12. I can't help but feel this is a fairly negative approach. You'd probably generate more discussion and less arguing by saying "X has problems, and Y might be a valid fix" than just saying that fixes need to happen.

    Quote:
    Originally Posted by RabidBrian View Post
    How the cottage house rule didnt apply to the ET nerf I dont know,
    I do. It's because the power's effects weren't changed. It applies the hurt in liberal doses to an enemy, in exchange for hurting yourself. It just takes longer to do it. Cottage rule is about completely replacing one power with what is effectively another.

    Following my own advice of trying to keep things constructive, I honestly think ET could use a little work. Speed it up a bit again (not as much as before, perhaps, say do some animation switching like with Claws and give ET Stun's look), and increase the self-damage in exchange. Make the power an actual decision to use, so to speak, rather than giving the feeling that its downside is easily mitigated.
  13. Quote:
    Originally Posted by StormDevil View Post
    I just started one of these myself, and poking around in Mids a bit, I see that slotting is going to be far more of an issue than any other character I have. By "slotting" here I mean, "I keep running out of slots no matter how I try to build this combo." Are people not 6-slotting most of the attacks?
    I went the Frankenslot route with 5 slots in most of my attacks and managed to be pretty effective that way. Wasn't able to do anything fancy with set bonuses (mostly just a little things to compensate for small reductions in accuracy compared to my "normal" slotting), but still enough to solo groups made for three or four.
  14. I use MA for stories, but the simple truth is, I also (would like to) use it for more...mechanical purposes as well. I figure if I'm not getting a good story out of it, I might as well be running paper missions. Unfortunately, good stories are hard to find and it seems like half the time I find something that sounds intriguing, I load it up to be that all-too-familiar Steel Canyon map and a farm that just happened to be disguised a bit better than the others. That's no fun.

    However, it's also no fun to sift through the various haystacks of missions in order to find the occasional needle of quality and then not get anything else out of it, game-wise. A good story well rewards the effort of reading that story, but I need something beyond that to justify the rather considerable effort it can take to find a good story.
  15. I think it'll really depend on how the system works. If the difficulty bar is really set as high as seems to be being indicated, I'm not sure most of my characters will even qualify, and if any of them do, it'll probably be my Shield/Electric tank or my Fortunata, since they're the ones I have the most twinked out.

    Assuming the system is a little bit more accessible, though, I'll probably try it with my Electric Brute first. He always been my favorite to try new high level content with, and the poor guy just ends up popping out of retirement for a week and then going right back so constantly.
  16. Quote:
    Originally Posted by Miladys_Knight View Post
    Grav/FF is the combination that when poorly played can seriously greif your own team. I was once on an ITF with a grav/FF that thought he was hot stuff but he was responsible for repeated team wipes. He managed to make what should have been a 45 minute task force into a 3 hour fiasco.
    If think Grav/FF is one of those sets where you either play it really well or you play it really poorly. Gravity Control seems to me to be built to leverage the knockback and positioning that Force Fields offer since it's one of the few sets where the immobilize powers don't block such, and the two complement each other in others ways, too (Want a strategy based around Caging? You have both a single target and an AoE to use as is necessary). The question that comes up, then, is whether the exceptional effort necessary to play it well provides a corresponding exceptional result.
  17. Lazarillo

    i17 nerfs?

    Quote:
    Originally Posted by Hube02 View Post
    Either way, quickness is not being applied.

    And the actual recharge time is 1min 57sec as measured with a stopwatch. So the reduction is actually not being applied (even if it the actual time should not be displayed anywhere). Even without a stopwatch at 1:45 there would be 15 seconds where the power was doubled (appearing stacked in my buffs area) and not the 3 seconds that I am currently seeing. (I have practiced brawler set on auto)
    Keep in mind as mentioned above, though, the exact bonus granted by SOs varies depending on relative level. The .7 used in these formulas assumes that you are utilizing SOs at least one level higher than you currently are. Assuming you're using purchased ones, though, you probably have level 30s, and as you out-level your SOs, you'll find they drop in effectiveness rather quickly. That is likely the result of your perception that Quickness isn't working. Also, as Kendo mentioned, you won't see the bonus from Quickness (or IOs, or buffs, or anything other than Enhancements) on your power's real numbers screen.
  18. Lazarillo

    The Summoning!!

    Here's what I've come up with so far, I'm still a bit low yet, so I can't say for certain how well it works, but it looks good on paper. Set bonuses were focused on Recovery primarily, plus a little bit of damage beyond that. I figure if I'm going to be using the attacks anyway, the boost can't hurt.

    Villain Plan by Mids' Villain Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc(3), BldM'dt-Dmg(5), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(43)
    Level 1: Gale -- Empty(A)
    Level 2: Corruption -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Acc/Dmg(11), Dev'n-Dmg/EndRdx(34), Dev'n-Acc/Dmg/Rchg(46)
    Level 4: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(19)
    Level 6: Enchant Demon -- EndRdx-I(A), EndRdx-I(33)
    Level 8: Swift -- Run-I(A)
    Level 10: Hover -- Flight-I(A), Flight-I(25)
    Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(15), BldM'dt-Dmg(15), EdctM'r-PetDef(43)
    Level 14: Fly -- Flight-I(A), Flight-I(19)
    Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(17), UndDef-DefDeb/Rchg/EndRdx(17)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Lash -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(46)
    Level 24: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Dmg(27), BldM'dt-Dmg/EndRdx(29), BldM'dt-Acc/EndRdx(31), SvgnRt-PetResDam(46)
    Level 28: Steamy Mist -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/EndRdx(36)
    Level 30: Hell on Earth -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg(31), ExRmnt-Acc/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37), ExRmnt-Acc/Dmg/Rchg(37)
    Level 32: Abyssal Empowerment -- EndRdx-I(A), EndRdx-I(33)
    Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Rchg(39), C'Arms-Dmg/EndRdx(43)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(39), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Acc/Dmg/Rchg(40)
    Level 41: Charged Armor -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(42), S'fstPrt-ResDam/EndRdx(42), S'fstPrt-ResDam/Def+(42)
    Level 44: Electrifying Fences -- TotHntr-Acc/EndRdx(A), TotHntr-Immob/Acc(45), TotHntr-EndRdx/Immob(45), TotHntr-Acc/Immob/Rchg(45)
    Level 47: Hurricane -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(48), DampS-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitdeb/Rchg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 6: Ninja Run

    Hypothetically, at least, this looks like a real damage machine between the -Resist debuffs and the top tier Storm powers (grabbing Electrifying Fences for -Knockback + Tornado). Not sure how well it'll do in terms of keeping the little buggers alive, though.
  19. Just for theme and generally the fact that it'd look darn impressive, I'd like to do /Thermal, but fear it may need more slots and power picks than I am prepared to give, being as I want the Demon/ attacks. I tried /Pain on test and that worked okay, I suppose, though it felt a little plain, but I may try it on live.
  20. Quote:
    Originally Posted by Fleeting Whisper View Post
    That's a damn expensive cup of tea... o.O
    The on-call cosmetic surgeon in the tiki lounge doesn't work cheap, and goodness knows with all the costume tokens laying around, the clients aren't paying her.
  21. Quote:
    Originally Posted by macskull View Post
    I would take a damage reduction on ET if its activation time could be reduced to something like 1.5 or 1.67 seconds (still more than the 1 second it used to be, but), because having your two heavy hitters be really long-animating powers in a game that's all about speed and efficiency seems counterproductive.
    What about reducing the animation time somewhat and keeping the damage, but increasing the recoil damage?
  22. Honestly, I prefer "untargetable" to "targetable, but unharmable", the way PPD lieutenants are, especially since you have no way to tell once attacks will have an effect on them again. One ends up either wasting their best attacks, or having to wait until the enemy starts attacking first, neither of which is all that fun.
  23. Lazarillo

    Fire/Earth Help

    Quote:
    Originally Posted by Mr_Heat_Stroke View Post
    I'm not refuting that Earth Assault gives some mitigation with knockdown, but I'm enforcing the positive of having ADDITIONAL mitigation by taking Fire Cages and pairing it with Flashfire for a ghetto hold. You're never going to have everything knocked down and Cinders isn't up quite as fast as the other 2 powers. The ghetto hold fills in for the times you're waiting for Cinders to recharge.

    Not everyone slots for permadom recharge, nor did the original post mention it. I was assuming they were building a standard IO/frankeslot build and not a billion dollar baby.
    Again, Hot Feet is generally enough of a slow that if you want to keep stunned enemies from wandering off, you only need close to melee range with them (something that, using /Earth Assault, you'll be doing anyway). Between Char, Seismic Smash, copious amounts of knockdown, and three imps providing coverage, even Flashfire's necessity is somewhat lessened for this particular combo, especially because Cinders works so much better as a panic button.
  24. Generally, if you have to ask "will this get me generic'ed", the answer is probably yes. For costumes, there might be some leeway in style, so it depends on how "Wonder Woman-y" you're talking. Doing a patriotic motif certainly on its own isn't enough. On the other hand, if you're putting it in a strapless one-piece with streaks of gold and bracers...then yeah, I could see that getting hit.