Roderick

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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    Does all fire DoT cause the avoid effect? I ask because it certainly seems that since my claws/sr scrapper slotted up the reactive incarnate T4, enemies have been spending a lot more time running from me.
    Just patches - Burn, Rain of Fire, Tar Patch, Ice Slick - just about anything like that.

    According to Castle, one of the factors in Morale breaking is debuff - and all versions of Reactive have at least some chance for -res, right? I suspect that's where you're seeing the morale debuffs from.

    Quote:
    Originally Posted by Carnifax_NA View Post
    If you have a look at City of Data you'll see Burn used Afraid for it's effect, as does Caltrops, Rains use Avoid.
    City of Data is current to Build 1800.201003300904.10T4r - Note the date in there: 2010/03/30.

    Issue 18 was released on 2010/08/16, and that's when the Burn change was made.

    With regards to anything changed in Issue 18 or later, City of Data is wrong.
  2. Quote:
    Originally Posted by Carnifax_NA View Post
    It really, really looks like the Afraid or Avoid component is still in the scrapper version of Burn to me.
    Afraid makes mobs RUN. They don't just leave the area of effect, they head for the hills and keep going. This effect can only be overridden by an Immobilize or Hold (and reduced by Fear and Slow effects), and has been removed from all versions of Burn.

    Avoid makes mobs get out of whatever's damaging or debuffing them, then allows them to act normally once they leave the area. It exists in all damage and/or debuff patches and rains, including ALL versions of Burn. It can be overridden by all the same methods as Afraid, and taunt as well. Scrappers and Blasters don't have taunt in their damage auras, so enemies dart in and out of the patch. Blasters see this less than Scrappers since Hot Feet has a slow in it.

    So yes, Scrappers will see less damage from Burn, since enemies will run in and out of it. But the reduction isn't that much, because Burn does most of its damage up front - the DoT is pretty minor.
  3. Picking something with a heal and/or rez makes the healing badges easier. Earning credit with the Medicine Pool, Incarnate Powers, or Pets is painfully slow, and I don't know if heal farming in the arena works any more.

    I don't know If Ill/Rad is the best, but it's at least a good candidate.
  4. Roderick

    Oppressive Gloom

    I'm asking about the scrapper version specifically, but feel free to add the details for other ATs too.

    Assuming that I'm at the target cap, how much damage is it doing to me per second?

    Assuming I have the base value for max HP (ie, no +HP powers, accolades or bonuses), how much Regen is needed to offset it? A couple small bonuses, a Regenerative Tissue Proc, more?

    Assuming I have capped HP, how much regen is needed to offset it?

    I've been told that, on a softcapped DA, OG deals more damage to you than it prevents. On a Broadsword/Dark with about 15-20% def to all (before Parry), will that still be the case?

    When paired with Broadsword, what are the pros and cons of taking Cloak of Fear over OG?
  5. I believe that what he's saying is that the market value for the stuff most people get from tickets has crashed, therefore they're a bad thing to farm - since farming is all about maximizing rewards/time, you don't want to farm something with a low value and lots of competition.
  6. Yeah, but Hydra have nerfed XP - they only give 75% IIRC, so they're not really worth farming, especially if you can't stop them from doing all that toxic damage.
  7. I have had characters stand in red crystals without unstealthing (and not unsuppressable ones like Cloak of Darkness). And not all damage reveals you - Turn on hide and jump off a tall building if you don't believe me.
  8. Crystals are weird. They all break stealth, even the buff ones, but they don't break all stealth. I think a stalker can run through even a red one without breaking Hide.
  9. ... isn't that what I just said?

    Edit for clarity: Hide is just really strong stealth (so is Invisibility). Anything that negates stealth negates Hide too. The reason it becomes relevant that those three enemies ignore stealth, as opposed to having +Perception, is that if they had enough +Perception to see through Hide, they'd aggro on non-hidden characters from so far away that you couldn't even target them.
  10. There is no NPC in the game with enough Perception to see through Hide, not even Snipers. There are enemies who have the ability to see through Stealth as if it weren't turned on, but those are limited to Rikti Drones, Knives of Artemis, and Rularuu Eyeballs.

    However, any enemy which is running a PBAoE that hits you (even if it doesn't do damage) will break your stealth. For example, Longbow Eagles and Marcone Hitmen have an autopower that makes them stop attacking and go to range when it hits someone - and that hit will break stealth if you get into the aura. I'm not aware of Ruin Mages having anything like that, but if you walked into an Earthquake they dropped, that would break stealth.
  11. If you want to mix things up a bit, roll a SS/Fire brute, get his S/L def to 32%-ish (one small Luck away from the soft cap), cap his fire resist and get his S/L resist as high as possible, and max out your recharge. Then, switch to a Hero and unlock Harvey Maylor, and run his arc until you get to the mission Defeat All Villains In Area, commonly known as the "Demon Farm".

    With that character, you'll be able to farm both AE and Demons, for whichever set of rewards you prefer to chase. Because, while Bill is right, someone has to generate those purple recipes, or there'll be none on the market.
  12. When I delete a character, if I don't have enough Inf to be worth saving (Anything under 10 million isn't worth the time it takes to fill in an email), I'll just go to the market and buy something for everything I'm carrying. I usually try to pick something unusual that's likely to be being sold by a lowbie or new player, like T1 Insps or TOs.

    It wasn't me, but you may have been the lucky recipient of something similar. And I doubt the GMs will do anything to rectify the situation - If you were on the other end and bid the wrong amount, the GM response would be "Sorry, can't change it." I see no reason why it would be different from the other side.
  13. I suppose next she'll be trying to tell us that this isn't a tank top either.

  14. I play more at range, but if something gets close, I'm happy to punch it in the face, and you're right - I have no plans to slot the punches for stun. The info about attack chains is exactly what I needed - I hadn't even taken it into consideration. I'll look over my build and see how it stacks up.

    Thanks.
  15. Energy cloak doesn't suppress, ever. However, it's not enough by itself to stop an enemy at melee range from seeing you, just ranged enemies. So unless you're augmenting it with Super Speed or Stealth IOs, it won't matter.

    I suspect that it wouldn't prevent Fury from drawing attention though.
  16. I'm working on a build for a Fire/Energy blaster. By the time I'm finished (before adding an Alpha slot), all of the attacks will be at or very close to 100% damage enhancement, and Hasten will be as close to perma as possible, probably about 10-20 seconds short at most.

    At this point, in general, is adding a Musculature or Spiritual Alpha going to improve DPS more?
  17. Aren't the suggestions forums further down the list?
  18. You can also start any Task Force, redside or blue, as a Rogue or Vigilante. But paper/scanner missions, mayhems and safeguards are the only solo content available to tourists (ie, Rogues and Vigilantes on the "wrong" side).

    And just because nobody else has mentioned it yet: If you don't have Going Rogue, you can't side switch at all, just in case you didn't know.
  19. Quote:
    Originally Posted by Forbin_Project View Post
    Unlike Level Shifts, Incarnate Shifts only activate while participating in an Incarnate Trial, such as the Behavioral Adjustment Facility Trial or the Lambda Sector Trial.
    The devs have indicated that non-Trial Incarnate content may be in the works (Task Forces, story arcs, and maybe even repeatable missions). I would assume that Incarnate Shifts would apply there too.

    Then again, when they were first announced, I expected Incarnate shifts to apply to Apex and Tin Mage, and was surprised to find they didn't, so maybe that won't be the case.
  20. Go into your master account, and check the account that's giving you issues. Booster packs (like almost everything else) are listed as "Perk", but there should be a date associated with them. If they don't show up there, check any other accounts you have (including the main account - glitches do happen sometimes).

    If the boosters ARE listed under the proper account, you may just have to wait for them to unlock.
  21. Quote:
    Originally Posted by Wicked_Wendy View Post
    You do which was stated earlier. The level of the mobs affects the end bonus received.. So if you have difficulty set at +4 you will get a larger end bonus that if you were sat at +0. Mob size and Fight or don't fight bosses does nothing to enhance that total.
    No. As was stated earlier, you USED to. But you get the same mission completion bonus at any difficulty setting now.
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Teamed the relative damage boost is smaller but it's still more useful than debuffs since most teams do not need the other reactive debuffs against normal enemies and AVs resist debuffs to much for them to be useful there.
    What's more useful? Seven people with a Reactive Interface that doesn't do anything, because one or two people can easily stack it to the cap in next to no time, or a team with one or two people with each Interface, even if some of the debuffs are heavily resisted?
  23. Quote:
    Originally Posted by ultrawatt View Post
    Couldnt they just remove the dmg from these powers? In fact when it mentions "most damaging attacks" i actually thought that meant it didn't work in stuff like dmging sleep powers.
    What they meant is that Reactive works with all powers from your Primary, Secondary, Epic, and Pools that do damage. It does not work with powers from those sources that don't do damage, nor does it work with Temporary, Inherent, or Accolade powers that do damage.
  24. Quote:
    Originally Posted by Shagster View Post
    Around these parts, I think it's "Grammar 5th Column".
    Actually, since we don't want to risk upsetting the European playerbase with any Nazi overtones, they're going to be replaced with the "Grammar Council" for the next 4 years, and then the "Grammar 5th Column" is going to slowly be phased back in.
  25. Under the old system, you got a bonus to Mission Completion XP at each difficulty that increased the enemy levels (So going from +0/x1 to +0/x2 did not increase XP, but +0/x2 to +1/x1 did, as did going from +1/x2 to +2/x1). When the new system was implemented, the bonuses were removed, and the bonus became static, as others have said.