Matuse

Legend
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  1. I have a long and enduring crush on Olivia D'Abo from that movie, and I don't feel the least bit guilty about lusting after her in it.

    1) She really doesn't LOOK 14 or 15.
    2) When I saw it, I was 10 or 11.
    3) She's now 42 (and still gorgeous)
  2. Matuse

    Scrapper ATIO?

    Superior Scrapper's Critical Strike/Recharge: Improves the Critical Hit Chance of a power by 40%, and the Recharge of a Power by 23.2%

    Headsplitter = 10% critical chance
    Bosses = 10% critical chance
    ATIO = 40% critical chance
    =60% chance to crit bosses. WHAPOW!
  3. Gay used to mean Happy. Know anyone who uses it that way? Neither do I. That's a change that occurred just within the past few decades.

    Decimate? The only place I've ever seen it used in its original context was an SM Stirling novel.

    The original meaning of the word is dead. Long live the meaning of the word.
  4. Matuse

    Which is better?

    My current BS/DA Scrapper (who is also my very OLD BS/DA scrapper) has 3 EndRed and 1 RecRed in Dark Regen, and that's no problem.

    It's everything else. 20 million for a knockback IO is, to me, still a giant chunk of cash. If you're carting around billions, it becomes pocket change, but when it's 1/4 of your net worth on a character that isn't even your main anymore...so not worth it.
  5. Matuse

    Which is better?

    Problem with DA is just the sheer multitude of toggles that you end up running.

    Dark Embrace
    Murky Cloud
    Obsidian Shield
    Oppressive Gloom
    Tough
    Weave
    Acrobatics
    Cloak of Darkness
    Death Shroud
    Combat Jumping

    That's 10 toggles. An entire bar's worth. Even putting in a knockback protection IO and dropping Acrobatics, 9 is not much of an improvement.

    With an EndRed SO in each of those (except CJ and OG), you're looking at 1.88 e/s drain. Absent any stamina or body mastery boosts, that gives you a whopping .2 end recharge. 3 slotted stamina boosts you up to .6 eps in net gain, but that's still not very good. You need to tag on physical perfection, and +recovery IOs to really make this viable for any fight that lasts more than about 10 seconds.

    I would LOVE if DA had at least -one- passive power. Turn Murky Cloud into a passive while keeping the same values (they aren't that great to begin with), and this would help a lot.
  6. More likely possibility:

    1) That a race of super advanced aliens who can park a giant cloaked starship next to Mercury (why? No idea...what could there be to study on that rock?) will sit there and let their ship be hit by a billion tons of solar plasma.

    or

    2) That UFO nuts are...nuts, and this is a computer artifact.

    Hmm. Tough call.
  7. Matuse

    The Walking Dead

    The half season business is for cable shows that carry a smaller audience in general, and that audience plummets severely when the "real" networks kick in with their normal schedules and draw off viewers.

    So you see these little blurb seasons during holiday and off-peak times when a lot of network shows are on hiatus.
  8. Quote:
    Because slamming your hand foward into someone's chest wouldn't actually harm them of course.
    None of them actually look like they do that.

    Every one of the animations is this bizarre little hand twirl like a stage magician pulling a rabbit out of a hat, and then pointing towards the bad guy.

    They would be far more appropriate as a blast attack of some kind. They look nothing like melee of any sort.
  9. Quote:
    That is actually a significant problem, since the weapon was designed to be used in the right hand
    Oh please. Designed for the right hand? It's a sword. And it's a sword that normal use involves both hands on the hilt. Flipping your grip and swapping the position of your feet would have no impact at all on its use, any more than a baseball bat is designed for right or left handed people.
  10. I checked out KM's animations in the chargen screen, and I can't fathom why anyone would ever want to play that set.

    It's not fighting, it's interpretive dance. I was hard pressed to find any of those "attacks" which looked like they would actually threaten anyone.
  11. So, I posed this question in the Dev forum under the appropriate thread, but it's been over a month with nary a sniff of a reply, so I'll try here.

    Past:
    Old account which accrued enough time-in-sub for several bonus global unlocks.
    Freedom launched, some of these unlocks are used.

    Present:
    Account is re-subscribed, accruing server transfers.

    Future:
    VIP is allowed to lapse.
    No great attachment is had to current server, and might want to move somewhere more populated (obviously not Exalted).


    Question: Do the global unlocks used apply to the SERVER, or to the CHARACTER IN THE SLOT?

    If I move a character, do I end up with a character who can't be played because the unlocked global slot remains on the old server? Or does the global slot move with the character?
  12. Quote:
    Currently VIP awards the monthly token at the end of the month.
    This is a relief. I was wondering why a new account that had all the other VIP perks was sitting at reward level 1 and no token to spend.
  13. Quote:
    Quote:
    > All scrappers would do well to reroll as brutes, so they can splash Rage and Footstomp.
    Ahhh No. Scrappers cannot go outside of the existing Primaries that are available to just Scrappers! Same goes for all the existing archetypes! If new powerset are Proliferated, then Sure!.. but i dont think Superstrength, Stone Melee, etc.. ever will! Those powersets are more for controlling mobs.. not so much for Dmg, in my opinion, or at least should be like that! i know, i know.. Tanks have Martial Arts now! :/
    Read what he wrote more carefully. He didn't say Scrappers would take Super Strength as their bonus bit, he said ALL SCRAPPERS WOULD BE DELETED AND REMADE AS BRUTES, who would then take Super Strength.

    And he's probably right.
  14. When are Scrappers getting Energy Melee?

    I want critical total focus.
  15. Well, you're running a bunch of toggles, none of which have any endurance reduction in them.

    Combat Jumping is massively overslotted. The difference between 0 Defbuff and 3 Defbuff in that power is like 1% less damage taken. Unless you have some future plan to put IOs into it, drop 2 slots out and put them into one of the other toggles with an EndRed in each.
  16. Quote:
    Level 1: Heavy Blow

    (A) Empty
    Eeep. A big part of the effectiveness of SJ is the ability to rapidly build up combo points. Heavy Blow and/or Initial Strike are pretty key. You'll be using this attack A LOT, so it behooves you to slot that beast up.

    Maybe your tolerance is higher than mine, but I would not want to go to 18 with only 2 attacks, and then to 24 with only 3, when 2 of them are finishers and on somewhat lengthy cooldowns. Swap Rib Cracker and Combat Jumping.

    As mentioned, you're going overboard on Stamina and Physical Perfection. Both could lose 2-3 slots.
  17. Quote:
    Oppressive Gloom would be more situational, like when you're debuffed, or to help with Sappers, that sort of thing
    How cute, worrying about Sappers with /DA.

    The least scary enemy in the entire game for that secondary.
  18. Gladiator +res, Shieldwall End/Def, Shieldwall +Res/TPres.

    Influence costs are not a consideration, but how willing I am to put time into gathering A-merits. I'm not guaranteeing myself them. I've gone through several iterations where I specifically excluded them because of the nuisance of getting them, and it's a perfectly serviceable build while missing 3 points of resistance, defense, and 10% of regen.

    Everything else in the build is yellow/orange (with even a few common IOs stuck in), so moderately straightforward to acquire. This is not a bolt-to-50 character. I'll be frequently freezing XP to finish tier content at-level, which leaves loads of time to gather things.

    Strange that the build isn't visible. Copy/Pasting is fairly straightforward. Not sure what went wrong.
  19. Opp Gloom has always hit you super hard when used against the very grey. It's a "feature".

    Before it got APP'd, it was dark armor scrappers who only had to deal with this, and as they generally tended to be running Death Shroud at the same time, the very grey became very dead very quickly, so the damage from Opp Gloom wasn't really that big a deal.
  20. I'm working on a very similar build, if not with quite the same concept in mind.

    I believe yours will hit harder, but mine has a lot more survivability. It's not softcapped either (unless you turn on shadow meld), but considerably higher defensive numbers than yours, and only a smidge less regen. I'm pretty hampered by being new to IOs (I lapsed my account shortly after CoV went live), so I've been tweaking it a lot. I don't know anything about costs, but I avoided any purples and only have 3 PvP pieces (which I could do without, but they are spiffy).

    I've been toying between going for physical perfection and the oh-<bleep> survivability option that shadow meld gives. I feel like I've got -gobs- of End coming in, even without looking at the Alpha slot, and probably could live without phys-perf.

    Code:
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  21. Doesn't seem like this would be all THAT much work. Look at the pools, there are only a handful of skills that would even require any kind of animation/particle/effect work.

    Fitness is all passive - Nothing you COULD do, even if you wanted.
    Fighting - None of this powers come with any meaningful particle effects. Nothing to change. I suppose they could stick a different animation into Punch/Kick, but there's no point.
    Leadership - No FX option for the tiny amount of effects that even exist. Minimal work.
    Teleport - Nothing here could feasibly be improved with changing.
    Flight - They already have different flight poses...what else COULD there be? Different animation for Air Superiority?
    Concealment - No visual improvements to make here
    Leaping - The jump kick animation is terribad, that could use an option. Maybe lift something out of Martial Arts?
    Presence - Nothing to change.
    Medicine - Ah, now we're getting somewhere. A non-tech version of the little fixer widget would be nice, for those who aren't playing mad scientists or robots. The animation wouldn't even need much changing, just the model of the thing you carry in your hand. Wand, medicine stick, tech remote, organic healing blob, whatever.
    Speed - Ability to turn off the big golden glow on Hasten/SS

    So that's only what, like 10 powers at most?
  22. Quote:
    No one has mentioned Woody Harrelson in Natural Born Killers yet?
    I was going to if nobody else did. You would be hard pressed to find two characters less alike than Woody Boyd and Mickey Knox. Hell, they don't even LOOK alike, and were played by the same actor.
  23. Matuse

    Fire/Dark Help

    If your color is white, why are you playing with a Red/Black deck?
  24. Matuse

    Free Account

    Quote:
    To be clear, the game does not drop enough Infamy/Influence for characters to buy DOs and SOs.
    This is patently false. It was not true on day 1 of launch, it is even less true now.

    When the game first launched, I would habitually perma-debt myself (deliberately jumping into large groups of purples to get killed until my debt limit was reached) because you couldn't turn off XP, leveling was (and remains) way too fast, and it was (and is) too easy to outlevel missions, task forces, etc.

    Even permadebted (and you could get debt before level 10 then), the leveling speed was blisteringly fast, but the influence piled up like crazy. When I go enhancements I didn't need, I sold them to the right vendor. Yes, it takes an extra minute or three running around steel canyon to hit the right store for selling DOs, but the extra inf was worth it.

    With all of my characters, I was easily able to afford a full switch out to DOs and SOs at 12 and 22. After 25, influence just piles up like mad, and it becomes a total non-issue.

    Today? Even without all the other influence making methods like Wentworths or Architect farming, you have the sewer trial. The sewer trial makes GOBS of cash. Especially if you sell the SOs you get instead of slotting them. You don't need all that many at low levels, and you get 5 per run. With a retail price of about 3k each, every run of the sewers is 15k influence just in drops. That's not even counting all that you get from killing things (and completing each stage gives another 1100 or so). I did the sewer trial 4 times with a new character to get all of the hydra powers, and by level 9 had fully slotted SOs in my (relevant..I didn't bother slotting Sprint) powers and 125,000 influence.
  25. Steal some of Titan Weapon's momentum mechanic. After you hit with one Broadsword power, additional ones are sped up a bit. Not to the point of being equal to Katana, but closer.

    Or make a much more significant mechanical change. Turn Whirling Sword into Pommel Sweep, which is a cone with the same arc and range as Slice, but with the back of the weapon so it inflicts pure smashing damage. Give it a small (10-15%) chance to inflict a mag2 disorient, bump the damage up a bit from Whirling Sword (since it's no longer a 360 degree AOE) and decrease the recharge by a small amount. Of course the drawback there is that it turns Broadsword into a pure cone-and-single set. Would it still be appealing with no PBAOE power at all?