Necromatic

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  1. Necromatic

    Lazy Super Team

    Quote:
    Originally Posted by Amy_Amp View Post
    For a super lazy team, I would go /thermal and /cold. You can cap resist and def so the heals will be hardly needed so that cuts down on the issue of being busy. Your ability to place the AoE -res powers is freed up as well since it's not anchored on a player, or players. Sonic and Fire for primaries.
    I think that would be a better team, but not more lazy.

    Once the AOE -res is setup initially (for sonic), it does not have to be recast (unless someone dies). Also for the +res and def powers. Setup maneuvers, +res field (with status pro to most things) and NEVER look back. It's all blasting from here on out.
  2. Necromatic

    Lazy Super Team

    Quote:
    Originally Posted by Giant2005 View Post
    They won't.
    Selling more boxes is the reason why they want to go F2P, adding a limit to the number of boxes sold would be quite contradictory to that effect.
    Ah, boxes are not free. OK, was under the impression it was download and go.
  3. Necromatic

    Door exit lag

    After a bit of assessment, I can say that one of my characters has the lag issue much worse than the others. I am wondering if it has something to do with my costume.
  4. Necromatic

    Nuke + Heat Loss

    Quote:
    Originally Posted by The Original Clutch View Post
    i forget, does it detoggle you if you get an 11 buff HL and nuke? i know if you pop a CAB sometimes you can hold on to your toggles
    The only times when I wasn't detoggled are those where the -endurance hits at just after (I suspect) the +recovery. In these cases, I have a tad endurance left before my toggles burn through it.
  5. Necromatic

    Lazy Super Team

    Quote:
    Originally Posted by The Original Clutch View Post
    Sign me up! i would like to roll a fire/sonic though. in game name is @clutch....freem is my home server but id be up for any.
    Cool, I think the primary could be totally open.
  6. Necromatic

    Lazy Super Team

    Heh, so had a thought experiment with a coworker during lunch (who also plays CoX) about the 'lazy' super team.

    He had recommended all rad/sonics. Here's why, in addition to the auto res, -res, and mez pro from /sonic, the rad/ adds a small PBAOE that recharges frequently. Namely Irradiate, which could be done roughly every 10s.

    LOL, when f2p comes, I can start 7 clients with unpaid accounts with 7 rad/sonics. Set Irradiate to auto, turn on disruption and dispersion, assault, maneuvers, and tactics.

    There's gonna be other combinations (spines/fire scraps), that would be doing similar things. I wonder how CoX will prevent multiple creation of unpaid accounts for the purpose of filling and farming.
  7. Necromatic

    Nuke + Heat Loss

    Quote:
    Originally Posted by Doomguide View Post
    Heat Loss has both +recovery and +endurance buffs. Only catch (and why folks say use it before hand) is it costs a bit over 15 endurance to cast, which unless you have your +recovery up over +1000% to counter the nuke's crash means you'll have no endurance to use it post nuke until the nukes recovery debuff ends (or you pop a blue for enough end to use HL).
    Yeah, that's why I was asking. I didn't think it possible to cast HL after nuke since you don't have any endurance left.
  8. Necromatic

    Nuke + Heat Loss

    Quote:
    Originally Posted by Weables1 View Post
    also, you dont have to pop a blue, or wait 10-15 seconds for your end to come back to cast heat loss afterwards
    Why not?
  9. Necromatic

    Nuke + Heat Loss

    I have an elec/cold corr. Never got +recovery post nuke give more than the -recovery.
  10. Necromatic

    Lazy Super Team

    Yeah but that's too much work for a 'lazy' team.

    With near capped def from maneuvers (capped with combat jumping with +def res/def unique and a few ranged set bonuses), 8X assault, capped res from sonic dispersion (no shields necessary), mez pro in dispersion as well, the only thing that's needs to be done once all setup is clicking the attack powers.

    It may not be the best super team, but it should be a team that requires nothing more after the initial setup (leadership powers on, sonic dispersion, and sonic disruption). Just move en masse and attack.
  11. Necromatic

    Door exit lag

    Anybody experience lag after exiting a door or an elevator? It's sometimes on the order of 3-5 seconds? This is happening in Atlas.
  12. Necromatic

    Lazy Super Team

    True true. I was thinking DP because of the targetted AOEs and the PBAOE mini-nuke. Heck, archery would be fine too.

    Fire would bring more dps for harder targets.

    I am really open to any primary. Maybe just a /sonic super team.
  13. Necromatic

    Lazy Super Team

    Just checking interest in creating an new super team composed of all dp/sonic corruptors or a mix of corruptors and defenders (sonic/dp).

    Why is this 'lazy'? Well having all dp/sonic means capped res and close to cap def (maneuvers). With assault you got lots of damage as well, not to mention all the -res from dispersion field. No need for casting shields or anything, just point and click damage after sonic dispersion and dispersion field setup.

    Why dp? Good mix of cone, targetted AOE, PBAOE, and good effects like -dam.
  14. Quote:
    Originally Posted by Xanatos View Post
    Agree with the rest of your post but not this. If your opponent is able to evade you then you have not been victorious. Survival is something that should be rewarded, not discouraged.
    I guess what I mean is, if the opponent has decided to completely disengage.

    Yes, a tactical withdrawal to heal, recover endurance, recharge some powers or simply avoiding the big attacks (build-up or aim), is smart and should not be penalized.

    I think I might go so far to say a base run is a defeat.
  15. Everybody hates to have their prey escape. At the same time, everybody wants the super getaway power.

    Sorry for the run-on, but I think it's relevant for what I have to say next.

    It appears to me that the devs attempted to change pvp so that all arc-types, all powersets were more or less on a level playing field in terms of effectiveness. What is meant by effectiveness? Defeating your foe. Too bad that that outcome is the only 'reward' in the current pvp system. Now if that were to change, I think pvp would be much more fun.

    Heck, you should get that victory if you forced your opponent to turn tail and run. Buffers should be rewarded for buffing their teammates, healers for healing, tanks for tanking, etc.

    Now on to the main topic, I would love to see the old system back with a few tweaks (same travel suppression as old pre i13 pvp, no heal decay, no dr):

    1. Retain the offensive toggle drop when mezzed, but defensive toggle remain.
    2. Rework mez powers a little so that duration's are relevant to the effects. Fear powers used to last a long time and that was OK since the effect was simply a non toggle dropping (pre i13) hold until you were attacked.
  16. Necromatic

    Yes yes yes!!

    Oh come on. I was tired when I wrote that.

    Note to self, do not post to Blaster forums after farming late at night.
  17. Necromatic

    Yes yes yes!!

    I doubt blasters are getting dark regen. However, hopeful for soul drain, life drain or siphon life. I bet dark consumption will be in there along with soul transfer. Maybe mix in tof or fearsome stair.
  18. Necromatic

    Poison for Corrs

    I think I might do a sonic/poison to go after hard targets.
  19. I'm hoping for a power that reduces cast times.
  20. Have they said which psi corruptors will be getting?
  21. Just wondering, has anyone tried 11.6 driver only without the control center? My 11.2 is working like a charm, no big reason to change but was curious.
  22. Necromatic

    Corruptor duos

    Gonna go a little unconventional, but I think a dp/traps with a dp/dark or dp/rad would be a hoot. The dark would star with fearsome and/or darkest while the trapper toe trapped.

    Then go double hob, bullet rains.

    A speedier set, but at the expense of survivability, would be dp/dark and dp/kin. Again, fearsome stare with tar patch and fulcrum shift plus double hob and bullet rains.

    I like dp, not as much damage as fire, but flashy and fun. Some interesting things with -dam too.
  23. Quote:
    Originally Posted by Vel_Overload View Post
    Spec Ops isnt the only reason Mercs is terrible. The Medic pet is just a suicide victim sadly and can't even heal to save his life (or, more appropriately, my other pet's). My Protector Bots repair faster than he heals!

    Serum is also trash.

    I hate to sound so negative but for years people have been theorizing on how to bring this lackluster set to light:

    *Make Medic's heal AoE
    *Improve lolcontrol on Spec Ops
    *Make Serum an AoE with compensation
    *Improve overall damage, preferably Single Target.
    *Improve defensive measures.

    These are just a few ideas thrown around. We're not asking for much, hell, it would be rather easy to simply go into the code and simply bump the damage by X percent. And don't say its hard because all im talking about is changing some integers in the formula.
    Hmm, I wonder if the changes to the buff powers for support primaries/secondaries will propagate to the MM buffing pets. I thought of this when looking at your serum and Medic's heal suggestions.
  24. I want Time Stop similar to the d&d Time Stop spell for wizards.
  25. Necromatic

    psi is broken

    When playing my sonic/dark corr, the only blaster that would give me trouble 1 on 1 was psi/.

    Fire does more damage of course, but the ambush style of psi damage is harder to recover from.

    Not saying it is broken, but 1 on 1 it's tough to beat. For teams, sonic or fire is better.