Obscure Blade

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  1. Quote:
    Originally Posted by Aggelakis View Post
    This would work so much better if it was a backgroundless PNG. Seeing it against the red villain background makes the joke pretty worthless. It's a good joke for the blue boards, though.
    < switches to hero skin >

    Hey, it IS funnier. I still liked it with the villain skin though.
  2. Quote:
    Originally Posted by macskull View Post
    Wait until you know what limitations are going to be imposed on side-switching before you roll a character. Would kinda suck if you, say, lost all your inf or enhancements when switching sides.
    I find that scenario highly unlikely, since if it was that bad almost no one would side switch.
  3. Last I heard, Poison Pill's old guide was still accurate about that ( outside of PvP at least ):

    Quote:
    Noxious Gas: You can infect one of your Henchmen, surrounding him with a Noxious Gas. All foes near the infected Henchmen will be overcome with the Noxious Gas. Their Defense, Accuracy, Damage and Damage resistance will all be reduced. Additionally, there is a chance than any affected humanoid enemy will become violently ill. Even the mightiest foe will stop dead in their tracks, and left helpless as he empties the contents of his stomach.

    Level: 38
    Range: 30
    End: 22.75
    Duration: 45 Seconds
    Recharge: 300 seconds

    This is it, this is why you take thugs and poison. Noxious Gas works when applied to a pet and creates a 30' gaseous cloud around the pet. It only lasts 45 seconds so the pet needs to be up close and personal with the target and stay there to get the biggest affect. Since the bruiser works best when he's in the middle of the action it creates the best synergy of the two powers. It may take a level or two to really get the hang of it down to maximize the effectiveness so give it a chance. Now let's look at the numbers to see why NG is such a big deal:

    -10% ToHit to Target for 20 seconds

    -20% Smashing Enhancement to Target for 20 seconds
    -20% Lethal Enhancement to Target for 20 seconds
    -20% Fire Enhancement to Target for 20 seconds
    -20% Cold Enhancement to Target for 20 seconds
    -20% Energy Enhancement to Target for 20 seconds
    -20% negative_Energy Enhancement to Target for 20 seconds
    -20% Toxic Enhancement to Target for 20 seconds
    -20% Psionic Enhancement to Target for 20 seconds

    -20% Defense to Target for 20 seconds

    -30% Resistance(Smashing) to Target for 20 seconds
    -30% Resistance(Lethal) to Target for 20 seconds
    -30% Resistance(Fire) to Target for 20 seconds
    -30% Resistance(Cold) to Target for 20 seconds
    -30% Resistance(Energy) to Target for 20 seconds
    -30% Resistance(negative_Energy) to Target for 20 seconds
    -30% Resistance(Toxic) to Target for 20 seconds
    -30% Resistance(Psionic) to Target for 20 seconds

    Effect 1000 Held to Target for 4 seconds (0% chance) [Non-resistible]

    As you can see NG debuffs across the board and it stacks with Envenom and Weaken. Go look again I'll wait. Now note there is a multiplier depending which tier pet you apply Noxious Gas. The numbers above are based on a tier 2 which has 1.00 multiplier. The tier 1 pets have a 0.75 multiplier. Your tier three bruiser has a 1.25 multiplier. Further reinforcing that Noxious Gas and the bruiser have the best synergy. Using the bruiser your debuffs are 12.5%, 25% &amp; 37.5%.
  4. How many Praetorians does it take to change a light bulb?

    Three. One to notice the bulb is dark. One Praetorian Clockwork to change the bulb. And one Seer to wipe the minds of everyone involved. Light bulbs don't burn out in the perfect society of the Empire, citizen!
  5. I've rolled a few new characters. But I'm restraining myself to characters whose concept is either unambiguously good/evil ( Electric Ripper the Claws/Elec serial killer brute isn't likely to go hero ), or to ones whose concept is compatible with them starting out on one side and switching. I have several concepts/builds reserved for Praetorian characters. Can't make good Doms & Masterminds or evil Controllers till then anyway...
  6. As I understand it, the AI in this game is deliberately limited below its full potential. It was either Positron or Castle I think who said "Do you really want to fight an AV that's smart enough to kite you?"
  7. Quote:
    Originally Posted by Orion_Star_EU View Post
    So, what actually happened? Did they spawn a ton of Carnies?
    Well, in Cap Wonko the Strong ( aka The Ocho ) showed up, a tanker looking like a Strongman. After some talk he spawned lots and lots of Carnies which we proceeded to smack around, including the AVs.

    The original idea apparently was that it would be a co-op event in Ouros, but when they did that on Champion it was bugged and everyone's powers were locked down. A rather one sided fight.

    Ok, and Wonko mentioned to 'watch the forums next week'.
  8. Quote:
    Originally Posted by beyeajus74018 View Post
    Only VEATs got new patron powers I believe.
    that would be sweet though...
    All the Patron/Ancillary power pools that didn't previously have 5 powers got one.
  9. Quote:
    Originally Posted by Jade_Dragon View Post
    Temp Powers also tend to miss, since they cannot be slotted and thus have only the base 75% accuracy. It can help to have a +ToHit bonus or a -Def debuff on your foe before trying to use it. On my meleers I typically only use it following a Build Up.
    I find them useful on Superstrength characters; Rage doesn't boost vet attack damage, but does make them more accurate. And they still hit for full damage even when Rage crashes and your damage is debuffed.

    I also find Sands useful on my Earth Controllers; with all that -Def they hit all the time. Earth Control solo at pre-pet levels is a lot more tolerable with 2 vet attacks.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    ...
    *Look at floor, look at cieling*
    *drum fingers on desk*
    *drum fingers on skull*

    Ok, damnit, WHERE is that quote from? It's bugging me! XD
    Harvey Dent, The Dark Knight.
  11. Quote:
    Originally Posted by Father Xmas View Post
    What it does suck up is memory and if you don't have a lot left available, loading the market can end up being quite slow. You may even see a several second delay with a 1.5-2GB system if you've been playing for a bit or the market is crowded with players.
    Or just get mapserved. Before I upgraded my memory, about half the time opening the market would mapserve me; even going near it lagged me awfully. Both problems vanished completely with more memory.
  12. Quote:
    Originally Posted by Warlocc View Post
    Recharge?

    You mean their own powers, or how quick before I can summon 'em again?
    Their own powers. No pets, mastermind or otherwise can have their recharge affected by anything; speed boost, the knockback +recharge proc, etc all do nothing for pets. This even includes pseudo-pets like Lightning Cloud.
  13. Obscure Blade

    Out of the loop.

    Quote:
    Originally Posted by Warlocc View Post
    We can walk now? Awesome. How?
    It's a power awarded in the first few levels. It turns off your toggles, but looks pretty good though.

    Super sidekicking; your level is set to the mission leader or team leader; distance doesn't matter.

    The difficulty settings are now much more flexible, and cost nothing to change. You can, for example, set a mission for +4 levels, 8 person team while solo if you like.

    Level restrictions removed from most zones.

    E mail can be turned off.

    Some new Super Boosters were released for purchase.

    Another round of power proliferation.

    In-game sounds revamped.

    Factions now have their own faction specific emotes.
  14. Pets zone with you now, although it can be a bit buggy.

    Was the change making the upgrade powers AoE older than that?

    Necromancy is partially customizable; you can change the upgrade colors and the attack colors.

    Was the pet recharge nerf older than that? Pets are no longer affected by recharge.

    Masterminds got /Thermal.

    I think they got some new Patron Powers.

    Ninja henchman now use shrurikin instead of arrows ( so no quivers when upgraded ).

    Pets no longer block you.
  15. Quote:
    Originally Posted by Dr_Mechano View Post
    Hmm certainly going to be interesting especially if Arachnos Soldiers/Widows are allowed to change sides,
    It's been mentioned that they will be able to; they just won't be able to start in Praetoria. Same for Kheldians.
  16. Quote:
    Originally Posted by Lazarus View Post
    Well bugger that. The main reason I want Rogue status on all of my characters is from being damn sick of "Sorry, we're all leveling toons on the opposite side you are tonight. No, we're too low to do RWZ content and we're working on badges/merits/etc that AE doesn't give."
    We've been specifically told by BaB to not take that survey as a guide to what's coming, anyway.

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    [ QUOTE ]
    Every time some of us pointed out the detailed plans laid out in the August survey, many of you were quick to say "Hey that was just marketing folks regurgitating all our wish lists. No way all that stuff is planned!" Let's do a little review:

    MA: Check.
    Side switching in Going Rogue: Check.
    Power customization in i16: Check.

    But I'm sure we'll never see a Spy archetype or universal enhancement slots, right? If only they had put items on that survey that the devs were actually planning on implementing!

    [/ QUOTE ]

    It would be a big mistake to take that marketing survey as a roadmap for future content. I can think of at least 2 things that were on there that were either radically changed or outright cut, and a bunch of stuff that's not on there, but are being worked on right now.
  17. I still take travel powers; NR just means that I can more easily delay/forgo travel powers in tight builds, or when the character concept really works better with NR than a more "superhuman" power. In fact, on several characters already I've taken Superspeed for stealth and to slot a Winter's Gift in, but most of the time use NR to get around with instead of Superspeed. In many places, it's actually faster in practical terms since you can just hop over things, or up slopes.

    I've heard people complain that it doesn't work with Combat Jump; but really, it's Superspeed I wish it worked with.
  18. Quote:
    Originally Posted by Teldon View Post
    Now I have a tiny update and placated for now.
    All that means is that they'll Assassin Strike you any moment now.


  19. Quote:
    Originally Posted by Fusion_7 View Post
    Not related directly to Fulcrum Shift but for some reason I kind of liked the sound of those "Rings" we were given, I think it was from the Halloween Event. Every time I used those rings to put a hold on a foe, I knew what it was as it had its own unique "chime" sound.
    That's the hold from the Winter Event, from the BNY mission awards. Definitely neat looking and sounding.
  20. /Poison is fine with Necro against small groups, especially once you get the Lich; the Lich is good at taking alphas, makes the best ghost, and debuffs & controls the spawn. Plan for Stamina at 20 for any /Poison by the way.

    I understand that Ninja/Thermal works well.

    My Necro/Pain and Necro/Thermal seem to work well; neither is higher than 28 yet though.
  21. Quote:
    Originally Posted by Pedro Schwartz View Post
    What other PP you recommend?
    I'd pick up Hasten; /Pain is full of powers that benefit from faster recharges. Personally, I skipped the Leadership pool - the buffs aren't that big. Hover/Fly is good; not only can you put in a -KB IO like Necrotech_Master mentioned, but hovering above the battle makes it easy to keep in line-of-sight of your minions so they benefit from Supremacy. I have my 1-38 power picks jotted down somewhere...here.


    1 : Call Thugs, Nullify Pain
    2 : Soothe
    4 : Share Pain
    6 : Equip Thugs
    8 : Hover
    10 : Swift
    12 : Call Enforcers
    14 : Hasten
    16 : Health
    18 : Gang War
    20 : Stamina
    22 : Suppress Pain
    24 : Fly
    26 : Call Bruiser
    28 : World of Pain
    30 : Enforced Morale
    32 : Upgrade Equipment
    35 : Anguishing Cry
    38 : Painbringer
  22. Quote:
    Originally Posted by KestrelBlue View Post
    Even if 60+ vets went into closed beta, with the NDA in effect they couldn't say they're in beta either way.
    But there would be leaks I'm sure. If such a thing were going on, I'd expect to at least see people hinting at it.
  23. Quote:
    Originally Posted by peterpeter View Post
    My two cents: As much as I hate the marketing people, they aren't doing a bad job.
    They are doing a terrible job. As in, not doing anything at all as far as I can tell. Not advertising, not handing out information; nothing. A corpse could do what they have been doing.
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    So, basically, Going Rogue info has become the new "I want it now!!!" has it? Hmm...
    Or Issue 17 ( if they aren't the same ) or the Mutant Pack. Or pretty much any solid information about anything new in the game. Screenshots, hints, descriptions; something besides silence. For all we can tell, the new hires stole all the money for GR and fled to Uzbekistan.
  25. Quote:
    Originally Posted by The_Larker View Post
    Actually I hope it is a surprise and they just open up GR beta that would make up for everyone being mum on the subject.

    I just don't get why they haven't said anything,I mean they know through the forums,emails,msgs,etc that we desire info.Why keep quiet?
    Because Marketing told them to, apparently. Positron, Castle, BaB and so on don't decide what info can be released; Marketing does.