New Dawn

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  1. I don't think it's true that 1% def = 2% res but it's used as a general rule of thumb.
  2. Whats with the thread necromancy?

    ..and a whole 21 days later someone adds...
  3. I don't PvP but looked at it and straight away at level 1 I got lost on that Heal IO.

    If I did PvP I'd dam up Bone smasher anyways.

    Thats it from me as its a PvP build
  4. [ QUOTE ]
    Here's a thought that ought to balance things out a little more...

    We already have difficulty levels that scale various things... why not scale the debt with that? Y'know, leave it on heroic and suffer debt as it is now or bung it on invincible and have good old I3 flavour debt.

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    I like this but some ATs will underperform more than others in PuGs and not by their own means. So the datamining of performance is probably important. I think debt protection should cap debt for a set time period to, at most, what it is already.

    Total Debt = Debt*Level Modifier*Team Number Modifier*Mission Setting Modifier*Performance Modifier
    If Protected then Total Debt = (Debt*Level Modifier/100)Debt Protection Value -1

    Performance modifier has a limited range.

    *cough*

    Would that work? XD
  5. I like this TF and would jump in to it if I had more notice if I could, however normally, not a day goes by without me already having lined myself up with something - should I find myself free tonight and should you be running it then I'll send you a global tell to see if you have a spot. I'd sooner bring a 50 as its best to sk people up to have a tighter level range.
  6. [ QUOTE ]
    I would be against scaling up debt for team size for the reason that it might discourage teaming.

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    I think the idea is, when solo it takes x amount of time to work off and you hate it, when teamed it takes no amount of time to work off and ppl think that a friend dying should a) be understanding, feel the players loss and feel like a change in tacts is needed and b) be worked off at the same rate to cause more carefulness by the player.
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    I think debt should scale depending on the AT

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    This could be a bad idea. I'm reminded of experience penalties for certain classes and races in EQ1, and how they marginalised those classes/races and disincentivized players from playing them.

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    Certain ATs may underperform in teams at certain levels. This is normally because no bugger is playing by design. You can't fix it but only accomodate it by what datamining tells you. /Ice tanks suffered during a level region and the never taken or never used properly frozen aura would of appeased that - and I know it.

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    In some way a hero or villain side should care about whether or not a team mate dies be it out of roleplay or the fact that their leveling has slowed rather than the "I am alright Jack" attitudes some have with people eating dust around them.

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    Agreed, but I think enforcing this by means of gameplay measures is a massive massive mistake. In fact I have proof of that theory failing in practice. In early EverQuest 2 when a team member died, their debt was shared amongst the entire team. The Dev team thought this would encourage teamwork, ensuring that teammates stayed together and protected each other. In beta with a close-knit community this worked pretty well.

    What actually happened in release was that players who were prone to dying a lot (for whatever reason) started to become infamous so they started getting black-listed from groups. Also when some people decided they were quitting the game or deleting a character they would get a group together (often with themselves as leader) and die several times in quick succession to grief the group with debt.

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    I said nothing about debt sharing.

    Not this time anyway and perhaps in that game the debt was too high.

    Anyway I am only hoping for a method to make people think "awww no so and so died, what can we do to prevent it?" rather than say some tank who dont do his job properly thinking "ha ha that n00B is always dying." I do have some sense of RP so in many cases a defeat somewhere isn't popular. My sense of RP had prevented debt badges from being on my wanted list at one point and thats why I rather a change in text on it, many players do hate debt, defeat means they r teh fail and so on.
  8. I think Debt should scale depending on the size of team your in.

    I think debt should scale depending on the AT

    I also think debt protection for those who do like to RotP, Soul Transfer, take one for the team and resurge should balance so that you can conceptually use it as part of your attack chain but not have progress too slowed.

    Those that don't self res conceptually should be playing with needing to survive in mind.

    In some way a hero or villain side should care about whether or not a team mate dies be it out of roleplay or the fact that their leveling has slowed rather than the "I am alright Jack" attitudes some have with people eating dust around them.

    However downtime is no fun ie tasting floory goodness was no fun and long scenic trips from a hospital to only repeat it again was no fun. Debt worsens the feeling and you could end up grumpy and split from the PuG from hell your in.

    I think raise Debt depending on team size and AT, Lower Debt cap for those rough PuGs, and ensure enough debt protection to those that just simply have dying and ressing as part of play to a level that they can keep on progressing (rather than bursts of debt repayment they have a slow steady curve of it).

    I certainly think if ya think ya should never have to RotP ya missed the concept.
  9. SRs passives really bring an SR home for me with the resistances on offer. Its right on the bare minimum I'd like to ever see it with as combined with a nicely slotted Aid Self its just sweet!
  10. New Dawn

    Your Tankers...

    Inv/SS
    Ice/Ice
    St/St
    Fire/Fire
    WP/DB
    Dark/Dark
  11. Claws/SR before defense scalability
    Kat/SR
    BS/Regen
    Spines/Regen
    DB/WP

    I think thats it for this account.
  12. New Dawn

    Your Blasters...

    AR/Dev - Main.
    Fire/Fire
    Ice/Ice
    Energy/Energy
    Psi/Men
    Elec/Elec

    Clearly I only do straight forward concepts.
  13. Needed the same type of love Mace got really.
  14. Emp/Psi
    TA/A
    St/Elec
    Rad/Rad
    FF/Nrg
    Dark/Dark
    Kin/Nrg - my worst
  15. Mind/Emp
    Ice/Storm
    Earth/Rad
    Grav/Kin
    Ill/Storm
    Plant/Emp (newest).
  16. [ QUOTE ]
    For Brutes, Cloak of Fear is Mag 3 fear so affects both minions and lieutenants. I tend to turn this on when fighing Bosses/Elite Bosses so the minions, etc won't attack me and they are a ready source of healing for Dark Regeneration.

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    On mine they'd be a source of endurance with Dark Consumption as well. Tough does make a difference, I doubt I'd go and have OP on a Tank whereas on a Brute you can mass immob later and OP may be better than CoF in teams at times. Although the immob aoe is small and the power itself would need slotting love.

    The build looks good, I wouldn't want to be a twonk and try to re-slot it with enhancements that take weeks to earn inf for when DB/DA is so much more PVE anyway (I prolly do basic IOs myself and soul transfer more often XD ).
  17. [ QUOTE ]
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    If you're not having fun, then you're not playing properly

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    I know a certain someone who sends a ton of pm's harassing others and he is having fun with this in game.Guess thats the right way to play then.

    What a bunch of generalising [censored].

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    Why are you quoting someone else and replying to me? Especially when I have complete disregard for anything you have had to say for a long..long..time and had told you months ago that your on ignore.

    Your opinions are of no interest to me.
  18. I like the guide, its something to point to in explaining things rather than typing things up over and over, so stick it in your sig. When asked by a team mate whats in mind build I say "you are". No point mitigating something if its going to or should be mitigated anyway. Concentrate on something else.

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    I always remember the compelling arguments for resistance/def stacking the way I was told back in the day, when I was chatting with an Inv tanker over why he took Tough.

    As he explained it, he had ~80% s/l res already. That meant he was taking 20 points of damage from each 100. At that point, Tough put him at 90% s/l res, which meant he was taking 10 from every 100 damage.

    With 10% extra res, he had halved the incoming s/l damage.

    Of course, on a resistance naive toon, that 10% resistance would only have mitigated 10% of incoming damage.

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    Thats not naiveness thats just a different way of looking at it I would of thought. An extra 10% mitigates 10% of the incoming damage whilst mitigating 50% of the damage that would be there without it.
  19. New Dawn

    Your Tankers...

    and I thought the world and his mum had a WP tank tucked away somewhere.
  20. [ QUOTE ]
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    If you're not having fun, then you're not playing properly

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    I can't believe I'm saying this but GG is right.

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    scary yet very very true

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    GG is right on a lot of things, what scares me is only I can see it.
  21. The true spirit of gaming would be to have fun but don't intentionally ruin other peoples fun. If fun is farming then go ahead. If not, then don't bother. When teamed with people who maybe conflicting with your idea of fun accept a common goal of simply overcoming a challenge together in the manner thats respectful to, in this games case, heroes or villains.
    PvP in a zone, after clearly outclassing someone can you be doing whats can be classed as grieving by outclassing them further when they don't want it, and start to lose interest in PvP altogether. The greatest spirit of a PvPer would be one thats helping to proliferate more PvPers.
    All cases keep conversation civil. Smacktalk for RP purposes .
  22. [ QUOTE ]
    Hi there. I have just created a dark/dark brute myself and have found this thread very interesting so thanks to all those who posted. My theme also invloves flight which is annoying as I'll have to get sets that increase KB defence to try and make up for the lack of Acrobatics but thats's what you get for having themed villainesses I suppose.

    My question regards the death shroud power and whether it is a neccessary skill to have. A lot has been said of it's endurance drain but not so much about it's damage potential. I myself was going to skip the power as I will be doing a lot of teaming with this villainess and value the defences side of her more than her DPS.

    I look forward to hearing the opinions of more experienced players.

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    Flights a nice idea with Dark/Dark but I hate kbs. KBs are bad because you rely on positioning yourself to leech the most heal, end, tohit or damage from foes. Hover helped, I haven't tried it lately to say whether or not it still does but I went acrobatics route earlier on because hover is somewhat slow and with a spin can add delay to the Dark Regens delay (heal happens about 2 secs late) BUT I will be likely to revert to the concept build at 50. Seeing as I wanted Acrobatics by 20 I skipped on fitness pool and took hasten to Dark consume and Dark Regen more often. I often ran into groups with nearly no end, full barred fought and ran into the next group with nearly no end. When solo its nice to find the right level of mobs to be able to leech, withstand and defeat of the right amount your build can.

    Death Shroud is an aura that is rubbish to even bother with on 1 foe but outstanding on 10 foes. I turn death shroud off on 3 or less foes.

    Your damage per endurance goes up with fury, the more targets attacking you means your fury will be higher, it actually does get higher faster from a group of foes hitting you than you hitting a foe. I can go from 0-90 in one fight XD Death Shroud will pull aggro onto you which will increase your fury which will make death shroud hurt all the more as well as all your other attacks.

    My single target attacks focus on those with more hitpoints than the others ie Bosses or Lieuts and whilst doing them I find death shroud has taken care of the rest. The more soul drain effects the better too as my damage is up to the max and I won't miss.

    Dark/Dark is basically a messed up set in my mind, I have to try and get killed, to give myself the best buffing without the control. Getting close to defeat and dark regenning out to full just adds to the fun but if I end up using Soul Transfering then thats all part of playing the character. With the control well you can buy time. I just wouldn't use Death Shroud and Cloak of Fear at the same time and if playing with a Dark/Dark, as soon as I see the fear I might ST more, most definitely on a higher rank or the mobs buffer/debuffer.

    Being a brute I put most my slotting in the attacks and dark regen - theory : attacks are schedule a, anything like res slotting not worth worrying till DOs, I end up in teams get shields taking me to res cap anyway if not then either my death shroud can keep enemies in debuffs or I am solo working on the kill or be killed basis.

    In practise: In teams you do fine with the buffers but when it comes to debuffers there is always some one who has no idea of what debuffs are for and how many they are meant to effect and so you see anchor deaths seen to first or spread groups.
  23. Good. I thought it important after all that for you to highlight what you do however any longstanding member could say end up in hospital for 6 months, its nice to have some insurance of a return to a normality. I'd hope someone like Nine Claws can still make it into teams as some kind of honorary member.

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    sg leaders are there to look after the sg as a whole

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    Yes, although, I do prefer SG ldrs to do roles that suit them, lets say one likes to PvP, the PvP events are their domain, one likes to RP, then they look after the RPers - horses for courses but has anyone noticed how some SG ldrs are disappearing acts? The RP type is then expected to farm and PvP. After a few months that SG ldr who disappeared expects to come back to their roles? I'd knock that on the head.
  24. [ QUOTE ]
    Modified Katana cast times to match new animation times. Most powers are now faster activating.

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    This?
  25. [ QUOTE ]
    If you are not going to play very regularly on a specific character, then my advice would be DON'T JOIN, as the prestige you would have earnt for them, will not be repaid with loyalty.

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    Would I be right in saying that, you could think you have friends in the VG, you could of for a couple of years contributed millions of prestige across toons but because you've gone over 21 days, some random newbie whose never contributed gets the benefits (i dunno what they are) of the VG in your place?

    5 alts in one SG or VG in prestige mode till 25 should make for a very nice 'apartment' where ya can store anything ya like, then when ya fancy the benefits of a large SG or VG take an alt and ask for an invite.

    The apartment is somit ya can always call ya own.