Necromatic

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  1. Necromatic

    Plant/Storm

    Quote:
    Originally Posted by Crim_the_Cold View Post
    Thanks for the correction about the creeper patch. I mostly team with my SG and Coalition so on teams I rarely need defense. When I do I flash Hurricane and then focus on whatever was hurting me. This ends badly for anything but AVs. Solo I herdicane all the time so I almost never need defense. The combination of to-hit debuff and resistance from shark skin in my opinion makes a great layered defense.

    Also I feel this needs to be brought up. If you want to/like to use snow storm, thats great. Its a good debuff and it helps mitigate a lot of damage, but please dont pick a bright eye-blinding color for it. The melee toons on your team will appreciate it if they have ever teamed with a stormy that picked bright white for their snow storm.

    Sorry for the necro, but this thread came up on one of my searches and wanted to comment on two things:

    1. Creeper patch. Although I cannot say if more than one patch is out, I can definitely say that casting a patch again on a mob that is already is assaulted by vines will produce MORE vines. If anything, I suspect the 'patch' is replaced with a new patch. The vines are not. So, this likely results in more vines generated which is a good thing.

    2. I've never seen interface procs in creepers. I suspect that those procs are broken for pseudo pets.

    3. Targetted AOE procs and slow procs appear to be generated at the same frequency for creepers.
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    Yes, it was DragonRealms, which is actually still around. I wish more MMOs would poach ideas from it.

    * Tex just bit the dust!

    * Tex just disentigrated!

    Ok maybe not EVERY idea. (I always target Xibar when I mean Katamba...)
    Ahh, a fellow Moon Mage. prep tk throw =]
  3. Some thoughts:

    My carrion creeper power has not had one single instance of the reactive proc.

    It states in game that Interface works with 'most' powers that do damage.

    However, creepers allows me to slot procs in it.

    Creepers also allow damage enhancements.

    Are creepers level 50?

    If my damage is buffed, my creepers appear not to be(even if creepers are casted after the buff).

    Creepers appear to receive buffs from Fulcrum Shift sometimes and only if they are present before the buff.
  4. Quote:
    Originally Posted by Oedipus_Tex View Post
    When you build a reward system, you are implicitly building "the game."

    I used to play a text based game several years ago that had a very elaborate injury and healing system. Beyond just having "hit points" the system included broken bones, internal and external injuries, poisons, and diseases. Along with it came a character class called "Empaths" who were capable of healing these various things. In addition, there was a First Aid skill player characters could use to tend their external injuries themselves.

    So, how do you think this system played out? It actually worked well, but with a few serious hiccups the developers didn't anticipate.

    You see, this game was "skill based." The more you performed a certain kind of action, the better you got at doing it. To earn the First Aid skill, you had to tend wounds. Fair enough. But there is an inherent problem: this incents you to intentionally get injured and then avoid healing. And sure enough, that's what the player base did. They would intentionally take off armor, teleport into walls, cast harmful spells at each other, and fall down mine shafts in attempts to get a coveted "bleeder." A healer "stealing" your bleeder was also among the worst offenses that could occur, in some cases leading the "victim" to PVP with the healer. Injury became a commodity.

    It got even more complicated for the Empath class themselves. In the early days of the game, the requirements for leveling up an Empath didn't require any actual healing. Many Empaths healed anyway, because otherwise why play a healer? But because healing left you with serious injuries to tend to (the healing system consisted of "taking" other people's wounds onto yourself and then healing them on yourself), Empaths who never healed ended up rising through the ranks much faster than the ones who played actual... well... empaths. Sometime later a new skill was introduced to track how much the player healed. But then the original problem came back even harder: now Empaths became wound vampires fighting each other over patients, who were the main source of XP they needed to advance.

    The whole Empath advancement issue only finally got settled when the "healing" skill was expanded to allow many different ways to learn, minimizing the pressure of having to have a constant stream of wounded allies to heal. The First Aid system, to my knowledge, never really was. In fact, it was made worse by developers trying to convince players not to hold on to bleeders by giving them a random chance to develop a life threatening disease if they held on to their bleeder too long. End result: players occasionally bleeding out in the field, because with no other way to learn the skill, the chance of dying from rot at random was still better than not advancing.

    The lesson in all of this is? Basically, don't lead your players to a well and expect them not to drink from it.
    Would this be DR?

    Yes, good game.
  5. one poster asked why this thread is still alive since people don't play stalkers anymore. I think this sort of sums up this new tf, trial, farming world coh has become. Not that this is a bad thing though. But certainly, stalkers are, IMHO, more rare now.

    Instead of going through all the problems the AT has (some will disagree that there are any), let me propose a change and lets hypothetically see how this will affect stalkers in various situations we find ourselves in in coh.

    forgive me if this has been mentioned before, or a similar idea proposed, I suggest that stalkers be given an attribute similar to fury for brutes. The major difference is that stalker fury builds while hidden in a slow incremental way. Before I get into more details of stalker fury, I will propose that the Max value be 500% bonus over the normal critical as of now. If dam caps needs to be changed than that's ok cuz my other proposal is that this damage boost does not work with external buffs. Similar to seeing which defense type offers the best protection. The game will choose the greater between base plus self enhanced with fury, and base plus external buffs.

    This allows stalkers to play similarly to before under team buffed situations.

    Now for the nuances. Lets limit the fury generation by hide to 250%. To get more than 250% the stalker needs to do some extraordinary things. Assassin strike on bosses add 50, ebs 75, av's and gm's 100, leauts 10 and mobs 5. And how do you lose fury you might ask? Aggro. Not being hit or attacked, simply acquiring aggro. For each mob that you aggro, you lose exactly what you would have gained if you AS'd them. So the burden is on how well the assassin and the team manages aggro.
  6. As of today, reactive dot damage is not working in creepers.
  7. I like running my plant/kin on these trials. Seems like there's always someway for me to help out.
  8. The trials are easy now. Last BAF was done in around 15 min. Even got the no prisoners escaped message (I think I got a badge for that).

    Never failed a Lambda, but only done 3 and the teams were awesome each time.

    Failed BAF once due to not killing AVs within 10 sec of each other (although, I swear that we were the unfortunate victims of server lag) and the leader said, "lets go for AV kills" which everyone was happy with.

    The only bad stuff I noticed was a bait and switch on the trial. I broadcasted for a lambda, got an invite and the leader said this is BAF btw, oh well, just ran with it.
  9. I cannot recall anybody in a league every asking for SB.

    My rules of thumb.

    SB when bored and have nothing to do like waiting for the start of the separate parts of a trial.

    SB stones automatically.

    SB while waiting in the hospital.

    SB anyone that specifically asks for it.

    SB other kins so that they can SB me hopefully.

    SB anyone that applies a buff to me.
  10. Necromatic

    Solo Dom Ideas

    I like elec/stone.

    Static field is your endurance recharge and opening attack (actually synaptic overload at higher levels).
    With some recharge, your chaining Sleet (Ice), Fissure, Tremor, and Jolting chain. Throw in some Chain fences every now and then to keep things close. Got a boss in that group? No problem, Powerboost with Tesla Cage and Seismic Smash if your not permadom.
  11. Necromatic

    Dominator Help

    It's fine. I have both an elec/stone and elec/psi. Currently leveling the elec/psi. The elec/stone was the most fun I've had with a dom. Compared to the elec/stone, the /psi feels so lacking in the damage department. Of course, I don't have drain psyche or PSW which make psi fun.
  12. Are you talking about electric control/electrical assault?

    If so, use static field often as you can. Slot it for endurance mod and recharge. Start off by laying down static field in the center of the mobs if possible. Now engage in melee range and watch your recovery increase. Static makes them 'leak' endurance to nearby allies in which you can recover.
  13. I've had this happen to me a lot, especially on fast moving teams. Even though I hit, and I can see some kind of animation, the dead target produces no heal. Quite different than dark miasma as was pointed out.

    My guess is the heal aspect is given to the target on a successful hit which fires off provided that target is alive during the next 'tick'. Since the dark heal is given to the caster and not the recipient upon a successful hit, 'you' heal as long as you are alive.
  14. Necromatic

    Sonic/Dark Zone?

    Mine is the only one I've seen in zone. I think I do fine, has the usual Achilles heels (psi blast with proc).

    You want to build for acc, hp and recovery. Def would be good too, but lesser to the others. End reduction in attacks is good to keep in mind but if your slotting with sets, then you generally don't have to think about that.

    Your plan of attack is simple, do as much damage while keeping your health high. Missing your heal sucks, don't be afraid to click it while hp is a little on the north side of half.

    Here's the deal on your opponents:

    Decide whether they can mez you or not. If they can't, darkest night them. In fact, in most cases you can do Fearsome stare, Darkest night and whatever attacks you want.

    Use Howling twilight. It's great to knock off pesky offensive toggles, or to shut down regeneration and recharge for 30s. Howling is a good fiteklub starter.
  15. Well, I don't see many controllers.
  16. Quote:
    Originally Posted by SuperFerret View Post
    I've been playing with my Mind/Psi (I got over my issues with the animations) andthis is the first time I'm enjoying playing a non-Mastermind "squishy" archetype as much as I do my usual Tanker/Mastermind characters.

    And while I've got an Electric Controller, I may make an Elec/ Dom eventually as well.

    Thanks for all the input everyone.
    My elec/kin controller friend and my elec/stone dom make a good combo.
  17. Yeah, what's up with /thorns and all the reanimation? I haven't quantified but does it add to cast time? It always forced me to chain thorny darts -> impale -> thorny darts, then whatever else.
  18. I vote Elec/Stone. Elec is good for the above reasons, but also for Jolting chain. Combine that with Tremor from stone and thats good AoE mitigation. Moreover, each attack from stone has some for of knockdown for more mitigation. Although Thunderstrike is a good hard hitting attack, stone has 2 in Seismic Smash and Heavy Mallet. If that's not enough melee, you could get Stone Mallet for more.
  19. You could wait for some deals. Got my i5 750 with motherboard gigabyte ud3 for $240 including tax from Fry's. They don't have that deal anymore, but check out micro center. Great prices for processors these days. BTW, built my bros machine with an amd 1055 and motherboard (an am2+ so he could use ddr2) for around $280 including tax.
  20. Necromatic

    Kinetic Melee

    invis + ss + terrain is as good as phase.
  21. mez clicks isn't a new idea. Although mez clicks are nice, suppressed offensive auras is the way to go.

    Imagine the power. Now if they had a high tick rate one could AS, have his auras hit x mobs, click placate which puts the stalker back in hide and suppresses further aura effects, fire off attack two, more aura effects...
  22. Quote:
    Originally Posted by dragonslay View Post
    I agree with Eek a Mouse that I dont think the sets will be swapped in any direct way as you are suggesting. If they were to do this, who made the pairings would make a BIG difference. If you ask ten people to make the pairings you would get atleast five different pairings. I would say:

    tank=brute
    scrapper=stalker
    blaster=corruptor
    controller=dominator
    but there still is a problem because
    defenders and masterminds have NO pairing even remotely similar.
    I think defender and MM swap easily as they share almost half the powers in the epics. However, thinking back, controller=corruptor is not so good as controller epics are damage heavy (ranged and melee single target). Given that, they would probably not be swappable with dominators (more AOE and utility). So, is it MM=controller and corruptor=defender?

    One thing is for certain, I now can choose from a set that does NOT have a pet (villain AT's). The flip side being a fire/kin controller with another pet (maybe), hmmm.