-
Posts
1268 -
Joined
-
That's not market griefing. That's playing the market. If you have patience and put your bid down for a price you think is reasonable, it will be filled, eventually.
-
-
Quote:You need the 45% Endurance Reduction?I want the 45% end reduction and also the damage resistance for my Inv tank.
With just the 33%, I'm considering picking up Focused Accuracy just to make more of a dent in my endurance bar.
And I didn't say that it was worthless. I admit that there are some builds that it's quite nice on. But my Invulnerability tanker isn't helped significantly by the extra resistance the ultra-rare offers. If it was more inconvenient to make the ultra-rare, I wouldn't bother. -
Quote:You didn't read that post at all, did you?The reason the powerful things like shivans are there is because of the extra risk of PvP. Take away the risk and you end up with an overpowered reward for the area. To keep the balance of risk to reward, you would have to weaken the rewards without the risk of PvP there.
-
-
If the 33% Endurance Reduction solved all your endurance problems, then you're probably fine stopping at Rare.
Sure, if you want Fear, Intangibility, or Sleep Duration, and more than 10% range, go for the Ultra-rare, but it's not really necessary for resistance.
The difference between a rare and ultra-rare for an Invulnerability tanker is about .6% resist Energy/Negative Energy/Fire/Cold/Toxic. It's 1.6% for Stone tanks in Granite, so that might be worth it to you. 1.3% Smashing/Lethal for Dark Tanks with Tough, 1.4% Psi.
For most builds, that extra 1% isn't doing altogether too much. -
Quote:Actually, going by the pattern, 5/6ths of the enhancement would ignore ED.Basically, you just want to be even stronger.
You also have to keep in mind the very rares now ignore 2/3 of ED.
So you want the final to ignore ED completely? In that case, too overpowered.
Just wait for the next incarnate slots to open up like everyone else.
That said, I don't much care for this idea. Right now, people can stop at Rare, going to Ultra rare provides a nice little bonus, but nothing to get terribly excited about. My tank, for example, has cardiac. Going from the 33/20/20 to the 45/20/20 (because he has no intangibility, fear, or sleep powers) provides about .6% more resistance. Even a Stone tank in Granite form only gets 1.6% more resistance from going from Rare to Ultra-rare.
But your suggestion is so grossly overpowered... going from a 13.33% resist bonus at ultra-rare to a 25% resist bonus at Mega-ultra-rare. That's just the percentage ignoring ED.
It currently takes 4 Notices of the Well to get an Ultra Rare, double that to get two Ultra Rares, and then assume that it takes two Favors of the Well to make the Embrace of the Well you need to craft the Mega-Ultra Rare. That's 12 Notices of the Well and somewhere around three months time. -
Well, next week the strike target of the week is Sister Psyche and Silver Mantis. They're both level 20-25.
-
Quote:Actually, I'm pretty sure that a Westin Phipps Strike Force would go something like this.What we need is Westin Phipps (co-op) Strike force where everybody gets to team up and go to Praetoria to kick their puppies, paint crude pictures on their clockwork and grab anything not nailed down (with a "crowbar" temp power for the items that are nailed down). All to support the war effort of course.
"Okay, I'm going to send you to Praetoria, where you're going to destroy a robotics factory that's producing some new stealth robots. You'll need these goggles to see them."
You then go through a portal and fight oddly squishy robots.
"What's that, you were actually sent to a nursery in Paragon, not to Praetoria? I have no idea how that happened. Shoot. Let's try again." -
Quote:Well, to be fair, there are situations in which I can't use Assassin's Strike but I can use Moonbeam. Some enemies have auto-hit (or high accuracy) auras. In that situation, doing Moonbeam from outside of the aura radius and then running in to use high damage attacks will be better than using Dark Blast.I respecced and put a single Range IO enhancement in Dark Blast, and it works far better than Moonbeam in every situation.
Also, Moonbeam seems to be awesome for single pulls.
I would like to see the snipes get decreased activation times though. 6 seconds is just unreasonable. -
I still want to have a character with Inferno/Rise of the Pheonix/Quasar/Stygian Return/Black Star/Soul Transfer/Dawn Strike Thrown in Self-Destruct to start things off.
-
Quote:Hamidon Enhancements would still be stronger because Hamidon Enhancements provide larger bonuses anyway.Hamis will still be stronger in any event because of the level difference.
Just compare a Hamidon Dam/Range to a Hydra Dam/Range. And, for fun, we'll throw in a Positron's Blast Dam/Range.
Hamidon: +33% Damage/ +20% Range
Hydra: +25% Damage/ +15% Range
Positron's Blast: (level 40) +24.1% Dam/ + 14.5% Range
I think most people just take reward merits for completing the trials anyway. -
The possibility has occurred to me as well. Perhaps not Omega, but I thought they might give us the option of another slot somewhere in the middle.
I'm personally interested in Cardiac/Cardiac. -
Welcome back. I am assuming that the game you're talking about is City of Heroes.
-
-
Quote:Quartz really just never got looked at after the global defense reduction, I'm sure. It served a purpose once; Quartz made the Crystal Titan room slightly more challenging to herd.Would you then suggest that the Quartz emanaters should provide a +100% (or possibly +200%, to more accurately reflect what +100% to hit does without defence) accuracy bonus?
But two Quartz means that you essentially need to be at the defense hard cap in order avoid damage. And yes, separate spawns do come that close together now and then. -
There was a time that you could cap Smashing/Lethal resistance with Tough instead of Temporary Invulnerability, and Tough had a lower endurance cost to boot.
-
-
Quote:On my Invulnerability, the guys who summon cairns are more annoying than the ones who summon quartz. On Invulnerability, when defense fails, I've got 90% Smashing/Lethal resistance.Funnily enough, I soloed a DE tip the other day (the one about defusing bombs) at lvl 50, +0x8. My MA/Inv has pretty good defense (roughly 31% S/L and 35% E/N/F/C before factoring in Invincibility) but at that setting I was seeing up to 3 Guardians per spawn. I did get beaten down once (mostly because I was getting cocky) but I finished the mission, because as annoying as the emanators are there are ways to negate them (kill them first, drag mobs away from them, etc).
I think my shield tanker would find Devouring Earth a lot easier to deal with if I set up a macro to target quartz, because right now, it takes me upwards of 5-7 seconds to manage to target it, during which time, I'm not really attacking. -
Quote:You have access to three builds. If you can afford it, do both.Always seems like Psi Damage Is killer, at least was until I push my Psi Res up into the high 70s and then into the 80s. It is fun laughing at Lady Crey and Clockwork king AVs
Combine with my Elusive Mind Accolade I can Soft Cap DEF vs Psi and hit 90% Psi Resistance O_o -
-
-
I couldn't manage to get from the Steelcanyon enterance of Independance Port to the King's Row entrance of Independance Port on a level 6.
Edit: Though, to be fair, I had only been playing for a couple days at the time. -
-
Quote:But there are tactics you can use against Malta and Carnies. It's easy to target Sappers first, and Ring Mistresses... well, those require a bit of luck. If you can avoid the first Mask of Vitae, it's easy enough to keep her from being able to cast it a second time.I remember way back in Issue 1 or so, my regular COH friend was MA/SR scrapper and I was an Inv/SS tank. He HATED Nemesis and DE and I thought they were pushovers. But if we went into a Malta or Carnie mission it was my turn to be afraid. He would just wade in and not get hit at all, while my Invulnerable seemed terribly vulnerable to psy damage and endurance drain.
There's also tactics for Nemesis; defeat the lieutenants last. If you happen across a spawn that is entirely lieutenants... well, the one time that happened to me I just decided to drop the mission.
But you can't stop the Guardians from summoning a crystal eminator. And that 100% to hit bonus is from a bygone era, when there was no aggro cap and Invincibility tanks would get 10% defense per enemy in range.