Miladys_Knight

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  1. Quote:
    Originally Posted by Scientist View Post
    Yep, thats the specific fight my Emp friend took and slotted AP for. And really, unless its those particularly hard end game scenarios, with a decent build and decent player you only really NEED about 2/3 of your powerset, its when crunch time comes that it matters what the last few powers you pick are. Thats when Vengeance finishes the TF and Group Fly because its amusing means you wasted a couple hours.
    Actually my bubble fender has Group fly and used it frequently (all of this was before there were jet pack vendors in the shard and folks ran out of flight time from the Raptor they got between level 5 and 10. Now though, group fly is truely useless with the single exception of MoSTFs when your raptor pack won't work) in the STF to allow the team to take out the Arachnos Flier, in both the old and new Hami raids for taking out mitos, in the LGTF for taking out the mitos, and for flying around on the shard TFs prior to having access to recall team if we didn't have anyone with recall friend.
  2. Quote:
    Originally Posted by ketch View Post
    That's a good question. Powerboost does seem to boost the mez resistance you gain from powers like Tactics and Health. (I just checked on my fire/ff with tactics). It's conceivable that it would boost -mez resist as well. I was only thinking of a scenario in which you reduce the av's mez with a normal Benumb then used powerboosted holds. If it works a pb'ed benumb followed by a few pb'ed holds could provide some long term magnitude.



    Jack's hold is on too long of a recharge to compare with Singularity. With a 16 second recharge and 14 second hold duration he can't contribute more than 3 mag at a time. Singularity can stack at least 2 holds with a chance to overpower according to City of Data. As for the rest, the same procs could be used in grav or earth. Stoney could throw out a short lived mag 4 hold, but I doubt it would help much.

    I also wouldn't credit procs too much. They might help pop over the top for a few seconds, but their unpredictable nature and short duration doesn't lend itself well to stacking. I think if a controller is to hold an av it's going to have to happen through a spammable, long duration hold.
    I wouldn't discount the procs. My Ice/Rad has Lockdown slotted in Choking Cloud and it procs frequently. It actually performs better than I though it would in normal play.
  3. Quote:
    Originally Posted by Goodwill View Post
    The Hero an Villain markets are not the same. If the markets are merged then all the zones and all the missions should be merged and heroes must be allowed to trade with villains. There would be no separation between a hero and villain it would be City of Anything Goes which does not make sense. Not that it matters, but I vote no to market merger unless you merge everything!
    That's esentially what Going Rogue will do. It will merge every thing but the markets. Heros and villians can all ready team together in coop zones like RWZ and Cimerora. Going Rogue will allow them to switch back and forth between non-coop zones.... but the markets will still be separate. Which is one of those things that make us scratch our heads and say WTH?!?!?!?
  4. Quote:
    Originally Posted by mintmiki View Post
    Is it better to just dump AP for HO slotted for recharge?
    Not better per se though it is certainly doable. There are times when you can/will/should use both. STF when you are supporting the tank before the red tower is down comes to mind as one example.
  5. Quote:
    Originally Posted by ketch View Post
    Let's assume that it is possible for a moment; what build could potentially do it?

    For Primaries, I would consider Gravity and Earth. Mind was appealing, but it would require a lot of endurance reduction to maintain the extra 2 points of magnitude from Telekinesis and just isn't worth it in my opinion. Also, TK can't accept the +2 magnitude proc. Gravity's obvious appeal is from Singularity tossing out its hold every 8 seconds or so, adding an additional 3 mag for 18 seconds. Earth throws in Volcanic Gases though. On a high recharge build I could see it having a down time of around 10 seconds or so. (At 180% recharge, it recharges in 68 seconds and lasts for 60.) It would also fire off the +2 Mag proc very often.

    For secondaries, I was liking /rad until Gypsy pointed out /cold. With a substantial amount of recharge you could have benumb up almost constantly contributing -mez resistance. Would that contribute more than the additionally magnitude added by Choking Cloud and EMP Pulse?

    As for APP's Stone seems a good choice, adding an extra 4 mag with Seismic Smash. If I went with Grav as a primary it would be the definite choice. However, Earth might get as much benefit from Powerboost + Volcanic Gasses as it would an additional hold. I also would ponder the effectiveness of Powerboost + Benumb. Would this have a multiplicative effect?
    Don't discount the Ice primary. Jack has a hold too. Chillblain can be slotted with the Devastation proc and the Grav Anchor proc. Block of Ice can be slotted with the Devastation proc and the Lockdown proc. Choking Cloud will take the Lockdown proc as will Glacier and EM Pulse.

    Epic choice is either Primal for Power Boost and Power Blast with a Devastation proc or Earth for Seismic Smash with a Lockdown proc and Hurl Boulder with a Devastation proc.

    EDIT - Thinking about it, I wonder if a TA/Ice/Psi defender could do it? There are 2 holds in the primary (EMP Arrow, and Ice Arrow) which will both take the Lock Down proc, Entangling can be slotted with the Grav Anchor proc, there are 2 holds in the secondary that can take both the Devastation and Lockdown procs, and 3 single target blasts that can take the Devastation proc. Psi mastery gets Dominate which is a hold and will take both the hold procs and TK which could be used judiciously after stacking holds as a capper.
  6. Quote:
    Originally Posted by EmperorSteele View Post
    At risk of gettong Modsmacked...

    Dude, you play in a WINDOW? /=.
    It's so he can downsize it quick in case the boss walks by and sees him doing...... his job?
  7. Quote:
    Originally Posted by Heartbreaker View Post
    Transaction successful! Thank you very much.
    You are welcome.
  8. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Find better teammates.
    Nuff said
  9. I've got a crafted one on Blue side Justice I'll post for you.
  10. Quote:
    Originally Posted by eryq2 View Post
    I think i'm the only one i ever notice from the forums while in game. Any of yous play on Justice?
    Yep. In game I'm @Grandpa Squeak (the Mrs. is Grandma Squeak it's not a second account that belongs to me it's hers). My BS/Shield on Justice is Milady's Knight.
  11. Welcome to the ebil club. +rep for the Ocho
  12. Quote:
    Originally Posted by Bionic_Flea View Post
    Several people predicted that stealth IOs would become rare with weighting. How many ranged damage or melee damage powers are there? Lots. How many "travel" powers are there? Far fewer.
    True but EVERYONE has access to travel powers and many players take more than one. (Several of my toons have both Super Speed and Super Jump, Teleport and Hover are also common pairings. Some ATs have little or no access to Melee/Ranged attacks.

    I would think that powers that everyone (barring PBs and WSs) has access to and virtually everyone takes would be weighted a bit higher than what the market and my random rolls seem to be showing.
  13. Quote:
    Originally Posted by NordBlast View Post
    Anyone got feeling that drop rates are borked again?

    I've been running a lot of missions here and there set for 0/x6/y/n, and according to dropstats, been getting Pool A drops below estimated low threshold fairly consistently.
    I have a suspicion that the weighting for some set IO drops in Pool C may be very very off. I have received a preponderance of Mako and Devastation set recipes and about what is expected of most other sets......

    However, I have not received a single stealth IO since I16 went live and the dates on the last 5 in both the run and jump categories on blue side when I last checked were going stale (last 5 with dates in weeks rather than days). None for sale at any level with multiple outstanding bids.

    I know that Posi doesn't "really" like people stealthing missions. I wonder just how low the weighting on stealth IO drops may have been made.
  14. Quote:
    Originally Posted by Sardan View Post
    This analogy doesn't work. When I have to go to a gunfight, I always take a ripe banana instead of a gun because:

    1) With the banana, the other guy looks at me, laughs, and walks away shaking his head. If I had a gun, it's highly probable he'd shoot me.

    2) I might get hungry. Bananas are way better in that department. Sure, you can use a gun to get food, but there's all the noise and blood and running away from the 7-11. It's just much more direct with a banana.

    3) You might be tempted to bring an unripe banana. Don't. It's not nearly as good a weapon as a gun, and not nearly as good foodwise as a ripe banana.

    4) I know what you're thinking: better to bring the gun and just take the other guy's ripe banana because then you end up with both a gun and a ripe banana, and it really doesn't get any better than that. But if both guys think that way you're back to the noise and the blood again. Don't get fancy, just stick with the ripe banana.

    I guess this really proves that using RP as a rationale against merging the markets make sense, but that wasn't my intent. I just get so tired of all the noobs bringing guns and/or unripe bananas to gunfights when it's so much better to go the ripe banana route.
    You can get more of what you want with a kind word and a gun than you can with just a kind word. - Al Capone
  15. Something else that no one has yet pointed out directly but ties into Uberguy's earlier post.

    The market is entirely player operated. There is no bid or offer in existance that is not posted by a player.

    This means that the size of the market is entirely limited by the number of total transaction slots available. Per capita may be the same (caveat to follow) but over all goods are not in large enough supply.

    It is very similar to a real life situation I ran into recently. I live in a Midwest town of 12,000 people. There are a total of 2 grocery stores in town and one super store that sells a limited amount of groceries. I went looking for a star fruit for a special dinner I was making and found none in either store even at a time when they should have been in season. When I lived in Salt Lake City there were multiple stores that offered star fruit when it was in season and even a few markets entirely devoted to selling fresh fruit which carried them even when they were out of season.

    In the small market I will "never" be able to find a star fruit and if I do the one store that carries it will be able to charge a premium for it. That's the comparative situation of the red and blue side market.

    Now the caveat. The per capita size of the red side market is most likely smaller. Why is that you might ask? Sales badges. Certain sales badges allow more transaction slots. The player base tends to roll alts. Someone playing just one or only a very few characters is not the norm. In a sluggish, under supplied market, sales badges that increase both offers to buy and offers to sell are harder to come by and are slower to be earned. This means that the phenomenon is self sustaining and further drags the red side down. Many red side toons may have fewer total transaction slots than their blue side equivalents due to this and may even be made worse by the apathy that may be triggered by this.
  16. Quote:
    Originally Posted by UberGuy View Post
    So long as one market is decidedly inferior to the other as an actual tool, I will continue to consider this opinion wrongheaded. Which is "better" is not simply a matter of opinion. One is qualitatively inferior as a utility. The "flavor" is a matter of opinion. The functionality is not.
    This. Nuff said.
  17. Quote:
    Originally Posted by perwira View Post
    One way to alleviate the obvious impact of merging the markets is to provide long-term notice. If, for example, the devs indicated that a merge was impending in 6 months time, I think there would be little short-term to mid-term impact on the market on both sides as they play themselves out, with both of them gradually adjusting to each other up to the date of the merge. A few days or few weeks is clearly too short a time frame for players and marketers to adjust their short-, mid- and long-term holdings and positions. Something like a three or six month time frame would allow the trends in each side to gradually work themselves towards a merged dual side market. So, here, I don't see a problem, provided adequate notice and a large enough time frame is given to rework their market positions in line with a merger.
    I agree with this as a marketeer and would take advantage of it (having all ready done some research on where to make the best investments) but "most" players aren't marketeers and this would give us as marketeers yet another advantage over the "poor purpless casual Warshade" that we probably don't really need.

    As a player I believe that the best way for the devs to proceed would be to "tell us" that a merger isn't happening and then hand us a merged market as a fait accompli.
  18. Miladys_Knight

    Disappointed

    Quote:
    Originally Posted by Castle View Post
    Going Rogue will not have general case Diminishing Returns applied to PvE. There has been some discussion of enabling DR specifically on Debuffs for certain encounters, but that has largely been discounted at the current time. *IF* those specific encounters prove to be too easy in the Beta process, DR *may* be revisited as a solution but even then, it is unlikely due to the amount of supporting code that would be needed.

    TL;DR 99.9% sure there won't be PvE Diminishing Returns.

    (Thanks for the PM's pointing me to this thread!)
    ED is all ready a form of DR. That's enough thanks. I wouldn't really like to get double dipped.
  19. Quote:
    Originally Posted by boppaholic View Post
    I wanted to make a defender who could solo bosses, EBs, and higher.
    I noticed how two of the AoE powers in Ice Blast are just as powerful for a defender as for a blaster and thought that's a good start for making sure I can do plenty of damage. However, for my primary, I'm not certain as to how I want to go with buffs/debuffs. Kin offers a nice little combo with FS+Ice Strom+Blizzard, followed with Transfurence to reload endurance. But am curious if this is the best way to go to apply damage while also being able to keep myself alive. Any thoughts on the Kin/Ice? Remember, I'm looking to solo, so I'm not necessarily sold on either set, just thought it was a nice way to go.
    It's nice. You'll need to slot a bit of slow in Frost Breath and Ice Storm and you'll do better with some ranged defense from sets to handle the alpha. Solo bosses are easy, just stack holds from your secondary. EB and AVs are more of a challenge.
  20. Quote:
    Originally Posted by Black_Aftermath View Post
    Would be solo farming Warriors at lvl 50.

    My reasoning for putting Impeded Swiftness in Hot Feet is that (1) it adds 2.5% melee defense and (2) it would keep enemies close so that Burn can take it's effect.

    Wasn't concerned about packing damage into Hot Feet because I don't think that enemies will stay alive long enough for Hot Feet to do significant damage period.

    FSC - Fire Ball - Combustion - Burn - Rain of Fire.

    Clean up anything left standing with Blaze and Fire Blast.

    Thoughts?
    You might be surprised. I ran hero stats for a while on my Fire/Fire blasters and found out that Hot Feet, fully slotted for damage, is one of the main sources of damage contribution. Meeting or exceeding the contributions from Combustion and Fire Sword Circle.

    To give you a comparison, ED capped Burn takes 12 seconds from the start of casting time until all the damage completes and does 325 damage in an 8 foot radius. In that same amount of time ED capped Hot Feet will have contributed 162 damage, not used any casting time, and will have done that damage to every thing in a 20 foot radius AND will have provided damage mitigation from all those targets from the avoid mechanism.

    Slotting Hot Feet with Impeded Swiftness reduces it's damage output by 33% (including the damage from the proc) and only provides 2.5% more mitgation to Melee attacks and 1.25% mitigation to Smash and Lethal (which is the only decent bonus the set gives). It's not worth the trade off in this power.

    If you really want to get the most out Hot Feet, franken slot it. As an example, 4 pieces of the Curtail Speed set and 2 pieces of Sciroccos Dervish will get you almost the same mitigation at the cost of only 10% of Hot Feet's Damage output.

    My preffered slotting for Hot Feet is 3 Nucleolus Exposures and 3 Microfilament Exposures.

    Burn has a few problems for the blaster.

    1 - It has a huge avoid mag built into it so unless a mob is immobilized it's generally not worth the casting time. Most mobs will spend less time in burn than it takes to cast it (even at the -runspeed cap) and the radius is so small that it is practically a single target attack especially if you don't have a way to immobilize multiple mobs.

    2 - Blaze does in 1 second of casting time more damage than Burn in the 12.03 seconds of Cast + DoT.

    3 - Hot feet is better (because of it's larger radius and no additional cast time since it's a toggle) if you are planning on dropping Burn and standing in the patch for avoid mitigation.

    4 - Due to all your other AoEs Burn will be wasted on most every thing but Bosses and higher. In the case of a boss you'll have to cast Ring of Fire twice and drop Burn and wait for it's DoT to complete. That's going to be roughly 17 seconds. You can do more damage than that in 4 seconds with Blaze, Blast, and Flares.

    5 - Once you immob a boss to take advantage of the damage from Burn you've eliminated all the mitigation from the avoid and you will take a melee attack when you jump in to drop burn unless you are VERY good at kiting.

    In my experience Burn was only really useful for things that ignore avoid (like AVs) or against EBs when on a team with a controller that can keep the entire spawn immobilized. Typically against standard spawns you can just target the boss, unload your AoEs and then toss in your single target attacks while the spawn burns up from Combustion and Hot Feet. Once your DoTs complete the entire spawn will be gone and you won't have had the time or the need to cast Burn.

    I've found that there were a lot more powers that were useful much more often than Burn and have respec'd out of it on EVERY toon I have that has it available (even my tanks and scrappers.)
  21. Quote:
    Originally Posted by Arcanaville View Post
    Its not a strong precedent: that option is there because recall can be used as a griefing tactic. Its telling that the devs have still refused to put a "prompt for buff" switch comparable to the prompt for teleport switch.

    On the subject of the OP, at some point, you have to tolerate the actions of other players in an MMO. If I want to KB targets into trees, that's my prerogative. Your prerogative is to not play with me. But the other players in the game are not your pets and giving players the ability to control the execution of the powers of other players is a line I believe the dev team should never cross.

    On the general subject of knockback: KB is an easy target. I've seen lots of people claim to have seen a team wipe "because" of knockback. But teams wipe for all sorts of other reasons. Maybe in those situations those teams would not have wiped if, say, the players in it built differently. In my opinion, saying KB wiped a team is no different than saying that the team composition or the team member builds wiped the team. Or team skill in dealing with knockback. I am a consistent enemy of the playstyle and build police, but I have no problem using their tactics against them. If someone tells me my KB is hurting their play, I'll tell them their incompetence in dealing with KB is hurting my play.


    Frankly, if it was up to me, I would sooner eliminate all *non-KB* options than all the KB powers. In fact, knowing what I know now, in retrospect I would make all AoE damage deal knockback, and all powers above a certain DPA threshold deal mandatory knockback. That would be a deliberate shot across the bow of the efficiency police, and it would simultaneously resolve the problem with AoE balance in this game.
    I sort of agree with this. The PnP Champions game had knock back based on part of the damage that was dealt. That wouldn't be too rough a formula to come up with it's just a proportion of damage/hit points/distance. Just because a player is a scrapper or a tank doesn't mean that they should be immune to KB effects. Super strong comic heros (that are essentially unaffected by KB in this game) spend lots of time flying around when attacked by equivalently powered baddies in the comics. (Fantastic Four Rise of the Silver Surfer has an excellent example.)

    The other thing that is noteworthy is that KB in the game is a complete lock out of using powers but in the Comics "blasters" like Johnny Storm are still getting shots off mid KB because it's thematically appropriate for them to do so.

    That's what Acrobatics "should" do for you. It should allow you to attack while being KB'd and you should have a % chance to land on your feet and avoid the getting up animation rather than just ignore KB affects below certain magnitude.

    I doubt that it would be resonable to propose and problematic to implement but it would enhance the flavor of the game if you are trying to parallel the comics.
  22. Also which side?

    If you are red side blue siders won't be able to trade with you and vice versa.
  23. Quote:
    Originally Posted by Gekkoh View Post
    Could dev add Team Switch about Knock Back ?
    Like team leader can choose Knock back allowed or not.
    When KB not allowed, all KB power effect to KU or KD.
    If feel KD or KU is too useful, how about add high taunt effect to KB power ?

    I know Knock Back is 1 of most important action for "Hero feeling".
    But in game play, especially team play, knock back is just harmful.
    I saw many team wiped because KB happy KBing toggled mob to next group,
    melee toon chasing KBed mob and bring more aggro etc
    and I rarely seen team never broke after 4-5 wipe like that.
    Speaking as a player who slots FOR increased knockback effects.... no, don't touch it.

    I do sympathize with the noobie player that is clueless about how to use and control their knockback and their teammates that have to deal with it (that's what the "kick" button for.)

    I would like to have more personal control of KB though. I can increase it on my toons that actively use it but can't do anything to actively decrease it. (Yes I would use that feature on some of my toons if it were available.) Shockwave will knock targets out of the range of Sirens on my sonic blaster for instance. The ability to personally tune my knockback to reduce it's distance would be as welcome to me as the ability to increase it all ready is.
  24. Archery/Energy

    Energy secondary gives you boost range this lets you do mass damage from a distance.

    Archery's tier 3 heavy hitter does almost snipe damage with out all the nasty delays and interrupts. Boost Range makes it almost the same range as a snipe.

    Archery has good AoEs, and a crashless ranged nuke, the only set that has more and sports a crashless nuke is Assault Rifle but that primary lacks Aim. Good for concept, bad for maximizing ranged alpha damage.

    If you pick up Munitions as your Epic Pool you get another crashless ranged nuke. It acts like an AoE snipe and has that range to start with. Boost range means that you can fire on stuff that is outside your perception range. (You'll need a forward observer to target through).

    You also get Cryo Freeze ray in Munitions. With Boost Range you'll have more than enough range to double stack it on a boss before they can reach melee.

    If you soft cap your defense to ranged and add in as much AoE defense as you can get you can use hover to fly above the mobs and make sure that they do the least damage possible while still "raining" death from above.
  25. Quote:
    Originally Posted by OneWhoBinds View Post
    Heh... How about a Dead Man's Switch power. You die when the power's active, big boom!

    Sadly... I think that would be more useful than Time Bomb...
    Doubtful since traps and devices are both extremely safe sets when played for safety.

    My blaster's Time Bomb would never detonate.