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What little we know about beam Rifle states that it starts out weaker then some ranged blast sets, but affects or debuffs the enemy in a way that increases the damage as you use it. That reminds me of the Scourge mechanic. This is purely speculation, but it seems to me that Beam Rifle might turn out be very nice on a Corruptor for fighting hard targets like AVs.
AVs resist debuffs heavily, but Scourge is not a resistible debuff, and I'm not sure if Beam Rifle's mechanic will be a regular debuff or perhaps some other kind of damage-increase mechanic (such as Blaster Defiance). Although a simple resistance debuff sounds a bit too much like Sonic Blast to me, even if it is (and thus heavily resisted by AVs), it might still be very hard-hitting on AVs, when combined with Scourge and a secondary that debuffs. -
Since you can only cash in alignment merits once/day, you can't spend a lot of them unless you're saving up for a Purple or PVP IO. But several characters cashing out alignment merits could by an entire set and e-mail it to one of your characters. Since I tend to shop for several things at once instead of one thing every other day, I like to run tips on a range of characters and keep a few alignment merits on them all so I could force-buy several IOs at once when the mood strikes. Extra merits earned on a character after I've banked 2-4 get spent on sale items for cashflow.
Since I'm not going to make a whole bunch of tip-hunting specialists, I just use, you know, everybody. -
Quote:Uh...that's not going to happen. Sorry.Once they make those changes they are talking about you will be able to pick up Aid self without the need of getting Aid other, which is going to be very helpful to you.
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Quote:I think this part is referring to the team status list bug, where sometimes one or more player's health and endurance bars are invisible as if they were in another zone. It seems to occur randomly and can be very annoying. This is a newish bug -- the game did not have it until recently -- and we expect it to be fixed eventually.b. Team members, in zone, sometimes missing status info for health/endurance. (Major for my healers)
There is a workaround, however. If the star (team leadership) is passed, it immediately clears up the teamlist. If you don't want to leave the star on the new team leader, he or she can just immediately pass it back to the original leader. My playing groups are so used to doing this that we just say "Star" whenever the bug appears, and immediately flip the star to fix it. -
Can't use Mid's from here, so I'll stick to generalizations.
I adore Claws/WP for general use.
Willpower is durable, handles a broad range of unusual damage and status effects, poses no difficult choices while leveling up, gives you tons of endurance, and is almost completely fire-and-forget, allowing you to concentrate on clawing. Its major drawbacks are some weakness to really heavy burst damage, limited defense debuff resistance (DDR), and the fact that when you DO get in over your head, there aren't a lot of ways you can react...no heal to hit, no special clickable mitigation, and your Tier 9 is only incrementally stronger, not an order of magnitude better, so using it doesn't always turn around a crisis.
Scrapper Claws are fast and easy on the endurance, while providing a variety of entertaining effects, and Spin is probably the best PBAoE in the game.
That said, for AVs, it's not your best choice, as a significant part of your mitigation comes from multiple foes, and it isn't AS strong against burst damage as some secondaries (AVs are the biggest hitters out there).
Dark also fares better with lots of fodder for the fantastic heal, and neither adds much damage output (Dark's damage aura is great for crowds, but less important for fighting AVs).
Electric, however, not only gives you solid resistances that will blunt burst damage, it also gives you +recharge to significantly help you crank out the top-end dps chain, and also a damage aura to boot, for a little extra help whittling down AVs. It doesn't have defense, and will need it, but you'll want to invest in high defense if you're building anything for late-game AVs.
Therefore, if you're primarily AV-focused, I recommend Claws/Electric.
Claws/WP has been a blast though. -
Quote:I agree, it would be nice if everything was somehow made roughly equally desirable.The real problem with pool powers is not that removing the restrictions would just let everyone easily take Tough, Weave, and maybe Aid Self, but rather that everyone WANTS to take Tough, Weave, and maybe Aid Self over other pool powers because they are just that much better.
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Quote:My Invulnerability Tanker took Stealth and Invisibility. He could use both mule powers for LOTG +Rchg IOs, and Invisibility suppresses Invincibility from affecting or aggroing enemies, so I can walk past them undetected without shutting off Invincibility and risking forgetting to turn it back on when the fight starts. Very handy. But a pretty specialized use, I admit.I think the better question is why would anyone take Invisibility? Stealth + Super Speed or Stealth + Stealth IO provides sufficient concealment to make you invisible to most enemies and unlike Invisibility does not prevent you from attacking allowing you to run it in combat for the defense bonus if you want (or to avoid having to retoggle it after combat if you have multiple objectives). Between inherent Swift and the buff to Sprint in I18 the run speed debuff doesn't really matter than much.
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Quote:Depends. You have quoted a specific person, getting one degree of separation closer, but that person didn't clarify much, saying "noticing that I could take Aid Self, asking if that was working as intended, and being told it was, to my surprise." That doesn't even say who he asked.Well, I have more info than that. Not much more, but still one less level of hearsay.
Quote:Why are you using quotes? You are not quoting anyone. You literally made up a statement on your own and then put it in quotes so that you could argue against that statement as if someone else said it.
Quote:Originally Posted by SailboatThe assumption was that "this thing at the con" represents "a firm promise of what will be in the live game."
Quote:There are countless other little details that we have only learned about by information people learned at the SDCC. I think it is much more reasonable to believe the information gleaned from the SDCC (until it is changed)
You shouldn't choose to believe anything so easily, neither some guy's unsourced post from the con, nor the opposite, nor me. Choose to get excited about a rumor or tidbit, sure, but don't choose to believe without some form of solid evidence. Especially in the case of a dramatic reversal of years-old policy like this. Especially in cases where you want it to be true. -
Quote:Ah, did a Paragon employee so confirm?While I am not emotionally committed to this change I am not sure how much more confirmation I could expect to have beyond, "the game engine works this way," and a Paragon employee confirmed, 'the game engine works this way currently on purpose right now'. Was I supposed to expect a developer to sign a blood contract?
Here's what we had, as far as I know:
Quote:You will have to run through the Comic Con Reveals thread, but one of the guys at the con grabbed aid self early, and asked someone there if that was working as intended. He was told yes.
That doesn't even specify the person as an employee of paragon, NC Soft, the con, or a temp booth hire; it doesn't differentiate between "working as intended for this demonstration" and "working as intended for the upcoming live Issue." We don't even have names. That's approximately "urban legend level" of proof.
And "all evidence we had" was thin and not well-sourced.
Quote:It is odd to call it an assumption or interpretation when the game was actually working that way. -
This just got posted:
Quote:We have been made aware that this maintenance period will run longer than expected. At the current time we do not have a new Expected Finish Time. We will provide a further update if this changes. We thank you for your patience and apologise for any inconvenience. -
Quote:The bad thing in this case wasn't the Devs' fault.This is not the case. Pool Tier 3 powers outside of travel powers will still be restricted as they are now. Only travel powers will benefit from this change.
You know, I very specifically warned about precisely this assumption here:
Quote:Are you sure that referred to non-travel pools? Travel pools have in the past been treated differently, and particularly when they made the "City Traveler" vet reward that let you pick a travel power without a prerequisite, a LOT of players assumed that meant non-travel pools too. There were a number of posts on the forums about it.
So I am a bit concerned the same eagerness might be leading to the same confusion in this case, until I see absolutely specific confirmation.
This would have been a BIG change to the previous policy, and since BIG changes are less likely than small incremental changes, I was skeptical about the claim from the start.
Sure, big changes and policy reversals happen, but it would be smart of anyone to seek explicit clarification and confirmation before becoming emotionally committed to such changes. And by confirmation, I don't mean "some guy at Comic Con asked [someone not named] about it." -
Scorch is an excellent place for it. Go ahead and six-slot that power, too, if you're cycling it twice in your attack chain.
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If you're out of vetspecs and/or TF respecs, bear in mind there's almost certainly a freespec coming with I-21, so you're in luck.
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What is meant is that "random" creates clusters of occurrences and droughts when occurrences are few and far between...and that the human genius for pattern-seeking leads to misinterpretation of such clusters and droughts VERY easily, leading to topics like this appearing with suspiciously non-random metronomic regularity in the forums.
I don't think the drop rate is low, but I personally have experienced times when a particular character cannot seem to generate a tip, despite waxing hundreds of mobs laced with bosses and LTs. At times like that it seems like changing characters for a while helps, as the new character quickly gets tips. It's probably just an illusion caused by my frustration being ended.
Eventually I change back to that first character, and have gotten two tips from one spawn.
I doubt the tip drop rate changes, per se, and it seems sufficient most of the time.
It does sometimes feel like it's not working, however. I suppose it's possible that some kind of "flag" that prevents or allows tips gets stuck and needs to be reset? That might be independent of the actual rate when the flag is properly set.
Or maybe I'm making an assumption based on that same pattern-seeking behavior to which all humans are prone? -
Quote:I don't think that's true. I'm certain I've read that the streak breaker does NOT force mobs to hit players.Quote:I haven't read the whole thread yet, but this is incorrect. Mobs use exactly the same hit mechanics players do. They have different sources for some of the attributes they share with players, such as level- and rank-based accuracy bonuses for mobs under +6 to the player, but once all the attributes are collected, the final computation and random roll is managed identically for mobs and players, including the streak breaker.
As has been noted, the streak breaker forcing hits on a soft-capped character happens so infrequently that I can't imagine it causing any kind of crisis. -
Quote:"written English should be formal enough for the audience to whom you are writing."Cell phone English is fine for text messaging, but written English should be formal enough for the audience you are writing to.
And remember to keep your pinky extended while typing formally.
(Sorry, couldn't resist! Don't take offense, I'm a big-time language nitpicker myself.)
Quote:I have two Invul / SS tankers now, one villain side and one hero side. And I can say they are decent farmers in AE, yes, you will get through it much faster on a brute, but a Tanker is a fine substitute for farming. My Hero SS tanker, has got enough fire and cold Defence that he can make a passable attempt at a fire farm now as well with enough greens with him. But smashing and lethal farms are where he's best.
While the others are right it is an uphill slog to get through it on a tanker, or can feel like it, you will get through it, its not THAT bad. The inspirations you'll need;
Reds (increase damage as far as possible)
Blues (you need to keep swinging)
Greens
maybe purples for when you get a defence crisis, believe me it can happen.
Make sure Dull Pain is charging quickly, even if you are not taking that much damage, use it, every time it pops to up out your hitpoints.
Perma Rage, this is essential, as long as you can keep this running constant you won't have a defence crash, the 10 seconds of next to no damage still stands though... but this combined with your red insps, you should be able to bludgeon your way through.
And footstomp, this needs to be charging fast when you are knocking mobs on their backside, they aren't trying to knock you on yours. You may also need some set bonuses from various places to increase your defence, but its not mandatory in the strictest sense if you carry a few purples in, but if you run out of purples at a bad time... -
They work really well together.
Your picks so far look solid to me, except that once you reach SO level of enhancement, you'll only need 2 recharges in Active Defense.
Get a few slots into Parry soon. Also, once you hit DOs, I like to have end reds in my attacks even at the expense of some damage.
You have two power picks open before your next critical power, Against All Odds. If you are getting travel powers, now might be the time. Otherwise starting Boxing & Tough with an eye toward Weave later is good, or Build Up and something else.
After AAO, I'd pick up Whirling Sword (it's not the best PBAoE, but it IS one, yay!) and then Phalanx Fighting (even if Weave is available at 20, get Phalanx first, it's passive with no end cost.)
Then you hit another stretch of two picks where you could get pool powers like Weave and Hasten, before Disembowel (it is both hard-hitting and offers some mitigation through knockup). Then 2 more "your choice" picks...although you eventually want Grant Cover, it doesn't have to be here; you could get the Medicine pool or fill in stuff you missed earlier.
Then Headsplitter and Shield Charge and, if you want it, One With The Shield (You can use it to mule the Steadfast 3% even if you don't like to click it). After that you're into your epic/ancillary!
If you slot and use Parry you will find this a very tough combo. -
I've never felt like I had extra slots available for that sort of thing. And if my current 50 WP Scrapper were to suddenly receive a few extra slots, there's other things I'd spend them on first. But I realize that might fall within the realm of personal preference.
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Are you sure that referred to non-travel pools? Travel pools have in the past been treated differently, and particularly when they made the "City Traveler" vet reward that let you pick a travel power without a prerequisite, a LOT of players assumed that meant non-travel pools too. There were a number of posts on the forums about it.
So I am a bit concerned the same eagerness might be leading to the same confusion in this case, until I see absolutely specific confirmation. -
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I don't know about "catching up," but one of the attractive features of the new model is that you'll be able spend resources (Paragon Points, Empyrean Merits, cash, ect.) to target specific rewards YOU want, instead of getting whatever was scheduled as a Veteran reward. So instead of waiting through months of free costume tokens and respecs, you should be able to ignore those and spend your resources on whatever you do want (subject to the limitations of the "Tier" system which I admit I have only glanced over).