Necrotech_Master

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  1. Necrotech_Master

    Stuck Mobs

    Quote:
    Originally Posted by Gaia View Post
    You can avoid the KB (and hence the mobs flying backwards into the wall) by making use of Grav's Immobs - those have a high -KB (-10k% iirc)
    gravity controls immob powers do not have -kb, only the holds do
  2. Quote:
    Originally Posted by Rajani Isa View Post
    as far as I know, the only thing a premium player cannot do SG-wise is interact with the SG registrar - so no creating an SG, or opening a base or paying rent. Someone said they cannot also be the Super Leader but I'm not sure about that.
    /this as far as i know a premium can do everything sg related except start one and pay base rent
  3. well at least its a good sign the population has gone up lol
  4. Quote:
    Originally Posted by Madame Pistacio View Post
    Unfortunately mmp and I lost power about 90 minutes ago. I am posting from a phone now lol. The rest of this event will be rescheduled for 5 pm eastern tomorrow. Many apologies for the inconvenience.
    you werent the only ones who lost power lol, my family did too last night
  5. Quote:
    Originally Posted by Intrinsic View Post
    This is the same problem I have with my fire/fire scrapper. Everything runs away from me three seconds after I start attacking, including monsters. Provoke might help, but I have no intention of changing up my build just to find out. I recall that my ranged attackers didn't have this problem, so I may eventually try with my corruptor once that character hits 50+incarnate.
    i remade my ma/fire scrapper to a fire/ma tank for the pure reason of no taunt ability
  6. so your asking for subclasses of the current origins?

    again like mentioned origins essentially add nothing to the game and most people put better descriptions in their character bios than what the actual origins offer
  7. Necrotech_Master

    Stuck Mobs

    stuck mobs are quite annoying the best thing is tp

    tp foe only works on stuff lower than boss and wormhole works on everything but AVs

    personally i think the best thing to do is give an inherent tp power which ONLY works on NPCs that is very high mag so it will affect AVs but not so high as to affect stuff on incarnate trials or hamidon or giant monsters
  8. Quote:
    Originally Posted by Obitus View Post
    I don't understand your numbers. Eochai has 0.5% Regeneration? Do you mean a flat 0.5 Regen? Doesn't that correspond to 50%? If so, then the GM in question basically comes pre-debuffed, and it shouldn't be difficult at all to floor his health recovery.

    Even if he isn't pre-debuffed, a 500% regeneration debuff modified by a level 50 Archvillain's debuff resistance corresponds to a net loss of 75% regeneration. So in the absence of any evidence to the contrary, I'd expect the so-called typical regen debuff to knock out 3/4s of the target's health recovery. (1/4 of 353.4 is, needless to say, much less than 235.6.)

    With all of the Ill/Rads and Ill/Colds running around soloing GMs of every stripe, I find it hard to believe that those builds' regen debuffs are inadequate to the task.
    just looking at your numbers how are you getting 0.5% = 50%? they are 2 different percentages lol

    also if it was 50% it would be way way over the regen cap at that point (regening half of its regen points every regen tick would make it virtually unkillable unless you 1 shotted it)

    and most of the reason -regen doesnt appear to do a lot is that most AVs and GMs resist it by 85-87%

    for the standard -500% regen debuff with an 87% resistance it would reduce its effect by 435 making it a mere -65% regen which is why it goes from 0.5% to 0.353%
  9. video definitely looked pretty asian lol
  10. Necrotech_Master

    new respec

    Quote:
    Originally Posted by Aett_Thorn View Post
    Devs have said no to this multiple times. It would also be a huge problem with the new business model. Freebies (and some premiums) are limited to two character slots total. If people could just respec to basically make a new character, what would be the point of buying new character slots or subscribing?
    aside from this the devs have also said that once your character is created the primary and secondary sets are basically hardcoded to your character and it would be extremely difficult to allow them to be changeable
  11. theres a patch on test which should fix all the weapon bugs with the costume toggles whenever it gets implemented
  12. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Well if they regen 94, then you only "need" 95 dps to overcome it, but that will take forever. So I'm assuming you mean 184 dps on the pets would solo the AV within the pet's time limit.
    for the 2nd point yes, those will solo an AV before they despawn

    and i think for this that test that i linked they needed 184 dps in order to actually kill the AV before they despawned but i dont recall exactly if they ones that did less managed to significantly dmg the pylon before despawning
  13. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Hmm, not sure where I was thinking 90s from then. Or wait, is that the dps needed to take them down before the pet auto despawns?
    you said the 94hp/sec was the regen, to overcome that regen you need about 184 dmg per sec

    in the post i linked the pets with 184 dps or greater were able to effectively solo the AV without any help
  14. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Still not sure what you're saying here. Is it that a certain Lore Pet deals 184? It's coincidentally double of what I recall AV regen to be, but again, I'm getting the 92 off of memory, not any hard facts. Though I'm certain it is in the 90's, not in the 180's.
    there was a very large thread from a little while ago that went through and calculated all of the lore pets DPS using a rikti pylon, 184 dps was the minimum number to beat the AV regen

    (i couldnt find the thread started about it but i did find the results data in the rikti pylon results thread, their post about it is here)
  15. Quote:
    Originally Posted by Pyro_Master_NA View Post
    It is 92hp/s I believe. For lvl 50 that is, and not counting Reichsman. I'm not sure where the 184 number came from.
    my bad, when i wrote that i think my mind was on the lore pet DPS thread 184 is the DPS required to beat a normal AVs regen
  16. not to mention the copy tool is still down and has been down for close to a month now
  17. long range tp is also depending on where your at too, if your in a heroside zone you get a box with heroside zones, villainside-villain zones, praetoria-praetorian zones
  18. if you look at sorceress serene's profile on the wiki she has only 1 control power, 1 passive power, and 2 melee attack powers that are of the autumnal theme so i dont really consider her of autumnal control or assault since most of her offensive powers are taken from other sets (ice bolt, ice blast, fireball, fire blast, flares)
  19. i usually set aside about 2 hours for underground

    as for the seed of hamidon its mostly gone the way of the other GMs because the reward for the event is pitiful at best (although it does award 5 merits instead of the usual 2)
  20. i would do the CoP more if the rewards werent horrendous
  21. the biggest issue with the monsters is that they are AVs with massive hitpoints and no scaling regen which indeed does give them like around 325 hp/sec which even with -500% regen still only drops that to about 120 hp/sec (which is a little under avg normal AV regen of 184 hp/sec)
  22. Necrotech_Master

    So...Ice Armor

    Quote:
    Originally Posted by UnicyclePeon View Post
    Thanks for the replies. I appreciate them.

    I have to think about it. I really just want to hold out hope for ice armor and ice melee for brutes. I would do SS/IceArmor and IceMelee/SR probably.

    I also discovered/remembered I deleted my old level 50 fire/ice tanker so I "need" an Ice Melee character too but I had already got a shield/ice tanker to 33 or so but found the tanker speed just a bit slow. So I "should" do ice/ice tanker but it would drive me nuts I am guessing.

    Just gotta hope for proliferation. Or else to ice/stjustice.

    Lewis
    if you want survivable tanker then do ice/MA, if you want higher dmg tanker then do ice/super strength or ice/fire

    ice melee on the other hand is fairly low dmg output unless you have a high enough rech for a specific attack chain
  23. Necrotech_Master

    Sex change?

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    It sounds like what happened is that you setup your initial costume slot as male rather than female, new costumes always copy the old one. The easiest way to fix this is to buy Super Tailor Access from the Paragon market, doing this and talking to the right tailor (the one with a name like "plastic surgeon" or something) will allow you to change gender. The other option is to delete the character and re-roll.
    i believe there is a known bug out there in which a female VEAT gets their first non arachnos costume slot and forces it to be a male generic even though they are female in the primary costume slot
  24. Necrotech_Master

    Sex change?

    the part about being granted a male costume is a bug, i think it is changeable though with the super tailor access (super tailor access must be bought from the market if you did not own the science booster pre freedom)
  25. Necrotech_Master

    Magic Staff

    as mentioned it would require a lot of work for the alternate animations

    as for the notion of a magic staff powerset i think i read somewhere that the concept would be too limited to be worthwhile (since it would mostly only apply to magic characters, maybe natural unless you want to RP that the staff itself contained the power and you just learned how to use it)

    personally i dont think it would be too hard to make a magic staff set because vanguard wizards for example use a magic staff based set