Miladys_Knight

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  1. [ QUOTE ]
    So is dropping a Karma -KB into Acrobatics itself stupid or fiendishly clever? (PvE only)

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    It would be feindishly clever..... if Acrobatics accepted Set IOs (it doesn't) It would be nice if you could slot KB IO sets. 4 slotted Kin Crash would be the bees knees here.
  2. [ QUOTE ]
    I think it sells oldest sell order which falls within the buy order amount first.

    Does that make sense?

    Basically, for your brand new sell order to execute, then it would have to be either the oldest order which falls At or UNDER the buyers price or the ONLY order that does.

    [/ QUOTE ]

    It doesn't. Peterpeter, myself, and several of the rest of us (including Catwhoorg) have tested this (more than once). The game doesn't time stamp anything but completed transactions and those only for the length of time they appear on the last 5.

    We have noted some anomalies but those have either to do with server lag or an as yet undiscovered/non-replicable bug.
  3. All of my 50s get play time (mostly for concept and fun factors) but my main is an Energy/Energy/Force Blapper and gets the lions share of the time.
  4. [ QUOTE ]
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    3 -KB IOs (Karma, Steadfast, Zephyr) will total -12 Mag KB. It doesn't cost you a power pick, it costs no endurance, continues to function when you are mezzed, and uses the same number of Enhancement slots.

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    It is, however, a whole lot more expensive.

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    Everything in the game is a trade off. Slotting for Acc, Dam, End, Rech, and secondary effects.

    Power picks are finite. I can always earn more inf, or flashback to content where these drop, or buy them with merits, get that as random Bronze/Gold rolls or (horrors) put a low ball bid on them at Wents and wait patiently for them to fill. That last option allows me to pick them up when I'm not even logged on.

    I have better things to spend the endurance on too..... like killing something before it can KB me.
  5. [ QUOTE ]
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    continues to function when you are mezzed

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    Acrobatics doesn't shut off whenever you are mezzed either, just so you know.

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    It doesn't detoggle, but it is supressed, which means you are spending endurance for no benefit.
  6. As a contrast....

    3 -KB IOs (Karma, Steadfast, Zephyr) will total -12 Mag KB. It doesn't cost you a power pick, it costs no endurance, continues to function when you are mezzed, and uses the same number of Enhancement slots.

    The only thing you lose is Mag 2 hold protection and the additional hold resistance. If you are a dark or fire, scrapper or tank, you won't really need either.
  7. Try soloing a loop around the Storm Palace. If you can do that you are probably good to go.
  8. [ QUOTE ]
    There is no reason to rename the ATs.

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    There's no reason not to either. It's strictly flavor but it would be consistant with the devs to rename them and tweak powers going from one side to the other.
  9. Dominators could easily be converted to Wardens (people who guard and manage - sounds like a good Dominator to me)

    Corruptors could be Guardians or Corsairs (very similar in both name and affects to defenders.)

    Stalkers become Agent Provocateurs and their powers incapacitate rather than assasinate.

    Brutes become Pugalists and Fury morphs into Intensity.
  10. [ QUOTE ]
    Necromancy: Fallen Heroes that want to continue fighting the good fight, even postmortem. With hilarious results.
    Mercenaries: *cough*Black Knights*cough*
    Thugs: "We're taking back the street, Word Up yo!"
    Ninjas: Shadows can be good!
    Robots: They're freaking robots!
    Demon Summoning: What could be more hilarious than forcing evil to do good?

    [/ QUOTE ]

    I'm of the opinion that the blue side Mastermind should be referred to as a Commander (or some other more generic version of the same.)
    [*]Theurgist - Able to summon various accolytes, preists, and a Saint to assist with their defense of good and other white magics. (ne: Necromancy)
    [*]Special Forces - This hero Commander operates within the law and helps to enforce it. (ne: Mercenaries)
    [*]Vigilanties - Ordinary citizens who feel it is necessary to assist the neighborhood police Commander and have been Deputized so that they are operating within the law. They include construction workers and members of the neighborhood watch. The most powerful assistant the local Police commnader has to call upon is the President of the local home owners association. (ne: Thugs)
    [*]Samurai - Operating under the code of Bushido these honorable fighters are under strict orders to follow the instructions of their Shogun. (ne: Ninjas)
    [*]Robots - These Police Automatons have had their ethical and moral subroutines restored from memory and have been rebooted. (ne: Robots)
    [*]Prophet/Diviner - This Commander can see into the future and gains the assistance of the essences of pure good. Virtue, Guardian, and Freedom and even has the ability to call upon the most powerful force of good - Justice. (ne: Demon Summoning)
  11. Actually shields is pretty end freindly in and of it self. The problem is that on it's own shields lacks mitigation. The end problems that are reported are for folks taking the fighting pool to try and shore up the mitigation weaknesses.
  12. [ QUOTE ]
    [ QUOTE ]
    Can't multiple KB attacks landing at once add together for a higher mag KB?

    [/ QUOTE ]Yes, but they'd have to hit in the sam server tick, which is extremely unlikely.

    With only one KB IO, you'll still get knocked around a bit, but it will be an uncommon occurrence. For regular enemies, I think it's limited to basically Fake Nemesis (who will also hit through the mag 8 of two IOs), and Storm Summoning Longbow bosses, which I think will stop with 2. (Note that while Storm Longbow can knock you over with Gale, Air Thorn Casters can't... they've got a weaker version of Gale)

    Of course, there's also custom critters, I think a few AV/GMs, and Rikti Dropships. (Of course, Rikti Dropships can knock you around even if you've got strong mez protection)

    [/ QUOTE ]

    Cabal witches can KB you through mag 8 also. My fire tank has 3 steadfasts and Mary in the final couple waves can KD me.
  13. For 99% of the game mag 4 will cover you. In the part that it doesn't cover mag 8 usually doesn't cover either. Nem staff and gale will blow right through mag 8 as if it wasn't there. So will Hamidon. Hamidon requires at least mag -13 to prevent being knocked down.
  14. [ QUOTE ]
    Im sorry running in something and not dying is not tanking...

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    And why not? You may not have gauntlet, and unless you have the presence pool, you don't have a taunt but blaster damage is more than high enough, especially at melee range, to maintain aggro after the alpha, even with tanks on the team, as long as you have enough mitigation in what ever form to handle it.
  15. [ QUOTE ]
    Here is a simple thought that basically keeps the benefit defenders are getting roughly the same but applies it a bit more evenly - give defenders a base end reduction that scales up for every member on thier team, kinda like the HEAT benefits. Maybe something like a 10% global end reduction all the time so they get SOME solo benefit and then an addition bonus (2%-5% say) per team member, regardless of the health of the team.

    This gives the defender some benefit when solo and encourages teaming without giving more benefits to any one type of defender. It also has the benefit of being similar to an existing system (the HEAT benefits that accrue based on teammate AT) so that there is likely to be existing code that could be adapted.

    [/ QUOTE ]

    Any vigilence "solution" that forces a defender to have different slotting based on team size is not good. It's similar to tying Blaster/Scrapper damage to team size, Tanker defenses to team size, or Controller mez durations to team size. These are all things the devs could do if they wanted to force people into teaming rather than to continue to allow solo viability.

    Kheldian Cosmic Balance has similar problems but at least it doesn't mess with how well (or not) your slotting works.
  16. A toggle (but only from the primary or secondary) could be set to simply continually renew the vigilence buff it provides. All toggles continually refresh.

    As an example A rad defender.

    Radiation Infection activates every .5 seconds and has a duration of .75 seconds this debuff doesn't self stack.

    The toggle could continually refresh a single vigilence buff and it would only count as one. Optionally a tweak that could be applied is that a toggle vigilence buff only provides 1/2 value but the maximum vigilence buff would still be 25%. Defender with multiple toggles would still have to use clicks for full benefit.

    It's all just possibilities there are lots of potential options. None of it is set in stone. I throw it out there and let the devs run with it. They have a good idea of what balance they want to achieve and if they are being honest with themselves they have to admit that current vigilence isn't balanced at all and for the specific reasons I mentioned previously.
  17. Usually I say "thanks for the debuffs."

    When I'm playing my trick arrow toon and someone says something like that, if it's a blaster or a scrapper I usually say, "thanks for dealing damage." Tankers get a, "thanks for taking aggro"... etc.
  18. I had this very thing happen once in 4 years. I got a please don't bubble me from one of the players on the team. I said, "May I ask why you don't want to be bubbled?"

    He said, "Bubbles are all hype, they don't really do anything."

    (I found out later that he'd come from an MMO where defense was practically worthless.)

    He spent the next 4 missions being vengence bait (he was a Leroy Blaster) and complaining all the while that the team leader should try to get a "real" defender.

    About 2 missions farther along the team leader picked up an Empath and the guy said.

    "Thank you lord. A real defender finally!"

    He continued to face plant because the Empath couldn't keep pace with his death wish.

    The team leader finally asked me in tells "You want me to kick the idiot?"

    I said, "Nope, I can handle it."

    I pulled the "oops I forgot you didn't want to be bubbled" trick and for the next 4 minutes he forgot to die.

    So I kept forgetting for the rest of that mission and he finally shut up and didn't ask not to be bubbled again.

    When he left the team the next mission he said to the Empath. "Thanks for the heals! You were awesome! It just took you a while to get into your stride with this team."

    It's been 3 years since that mission. Hopefully he's left the game or l2p'd by now.
  19. I play bumper pool with EBs that don't resist KB. Drop about a dozen mines in a big pile then plant time bomb behind the EB but inline with the mine pile.

    Time bomb goes off, EB flies into the pile, Boom dead EB.
  20. The -perception in smoke bomb is auto hit. The acc debuff requires a to hit check roll.

    You can enhance the acc debuff up to about 7.5% and that's what you get against even con minions. The higher rank and higher level the mob the more the debuff is affected by purple patch. +3/4s are going to be dropping it down into the 3% range.

    Also make sure that you don't slot any kind of a proc in smoke bomb. Procs notify the mob(s) even if it doesn't actually proc on them. That ruins the -perception part of the power.
  21. RoA, Trip Mine, Time Bomb, and Caltrops are all psuedo pets.

    IIRC, they do not benefit from outside buffs but do copy over inside buffs, including inspirations, both effects and remaining duration at the time they are cast.

    What this means is that for these powers is that the 10 seconds of buff from Aim is only enough to affect Rain of Arrows full damage potential, and possibly a single Trip Mine if used for toe bombing.

    Caltrops gets the benefits for the first 10 seconds of the power. The buff from Aim has long expired for Time Bomb by the time it detonates.

    Targetting Drone activates every .5 seconds and has a duration of .75 seconds so the benefit of TD has expired before any of the psuedo powers can benefit from it.

    Gun Drone is a True Pet that has a finite duration like Voltaic Sentinal. Gun Drone is affected by outside buffs (because it is destructible) but not by inside buffs. Due to the pet recharge nerf Gun Drone's rate of fire is no longer affected by outside +rech buffs. VS is not affected by outside buffs because it's indestructible.

    Gun Drone can be affected by the Pet Aura enhancements but is set to not accept pet sets. VS can not be affected by the Pet Aura enhancements but can slot them. As an Elec/Dev you can slot the Pet Auras into VS and Gun Drone will benefit from them.

    Set bonuses apply only to the player, not to pets and psuedo pets, except in the case of the Pet Aura enhancements that are specifically designed to affect the pet rather than the user.
  22. Miladys_Knight

    Psychic

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    Psi is pretty much underpowered for PvE. The best pairing is with /energy and that puts that combination squarely below average.

    This is also one of the main reasons that there are no guides for it. Very few players play it and even less of them enjoy it.

    [/ QUOTE ]

    Sigh. Even before I clicked on this thread, I knew someone would be here telling the OP that Psi sucks. I really AM psychic, clearly.

    OP, there isn't a Psi guide available, which is unfortunate. And for what it's worth, ignore the haters. I have a Psi/MM at lvl 36 and I'm loving it. Feel free to PM me if you have questions about Psi.

    [/ QUOTE ]

    I don't hate it anymore than I hate /Dev.

    That's just an honest assessment of the set. Ice does every thing that Psi does and does it better. The only place that Psi shines is as a ranged single target blaster particularly with Boost Range but with proper slotting Ice still does this better.

    When you run into things that resist Psi they resist it big time and things get brutal.

    When the Psi blaster hits level 18.... well that's about as good as it ever going to get and that's barely a jump up in power from level 6.

    Which is why I say that it is squarely below average. In light of the PvP changes in I13 I'd say that blaster Psi certainly needs looked at again and could even do with a revamp.

    Replacing Will Domination with a TAoE and giving Scramble thoughts a 1 - 1.5 second animation would be a good place to start.
  23. Miladys_Knight

    Cold or FF?

    Too bad you don't like FF then. My FF/Dark/Dark usually comes in on ITFs at the 20-25 minute mark with the teams I run with.
  24. Miladys_Knight

    Psychic

    [ QUOTE ]
    No guides for psychic? I am running Psychic/Energy right now, and really liking it. This might be the blaster I take all the way.

    Any tips?

    [/ QUOTE ]

    Reroll?

    Psi is pretty much underpowered for PvE. The best pairing is with /energy and that puts that combination squarely below average.

    This is also one of the main reasons that there are no guides for it. Very few players play it and even less of them enjoy it.