StratoNexus

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  1. Hmmm. I eventually bought the game because I had watched a friend play it a few times. I liked the look and the music in Atlas Park. The first time I heard him Taunt something I was hooked. I asked to borrow the manual and read over it and showed it to another friend.

    That 2nd friend bought the game right away and played for 2 weeks or so before I was able to also buy it.

    What keeps me here is primarily the ability to choose solo, small team, or large team play AND my ability to mostly be able to play any character I want. I can jump onto any of my characters at anytime for some solo play, never having to think, "Oh, I can't play this character right now, because they are at quest point 6 and that needs a team." For regular teaming I can bring any level character and I can invite any of my friends irregardless of their level.

    If I want more structured teaming, I can choose task forces or trials. I can also just do nothing but travel around and get some badges, looking at the beautiful scenery.
  2. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Actually, I'm debating heavily on Demons or Necro. Truth be told I never got to play Demons before my long absence. Then again, I love Necro. How well do procs work in Tornado?
    I love my Demon/Storm, one of my favorite characters. I like to proc the nado and it works well, but regular damage is also a valid choice. Tornado can also be used for the pet buff procs (as can Hell on Earth from demons), which is handy.
  3. Quote:
    Originally Posted by Energizing_Ion View Post
    So what is 'better' to have in the Reactive interface slot, higher chance for the debuff or the higher chance for the DoT?

    Looking at the reactive int. for my DA/DM Tanker.
    If you have a very high DPS chain, you might be better off with the debuff, but it is unlikely a tanker would, plus Bruising will increase the DoT damage. OTOH, if you mostly team, you might again be better off with the debuff, since team damage gets multiplied by the debuff.

    I have not seen much in the way of real analysis yet on any of the interfaces. So far, I am liking the DoT on the characters that have it, but only one of them went for the straight up 75% DoT chance, the others went for the 25% debuff/50% DoT (I only have tier 3s with my toons that have Reactive).
  4. Quote:
    Originally Posted by Arcanaville View Post
    You're not supposed to take aggro first.
    But I have been taking aggro first on my Fire/Rad controller for years!

    I must admit, I was a bit surprised at how much more careful I had to be with my Fire/Rad controller. This was the character where I had to make the most adjustments to my normal playing in order to die less when I first started running Lambdas. My Fire/Earth Dom was almost as rough, but had a bit easier time then the controller.
  5. The damage for the reactive does scale to level. I am not sure how the mechanics behind the power function to make this happen though.

    On an even con lvl 51 Chief Soldier, the proc damage is 13.38 per/tick.
    On a +3 lvl 54 Chief Soldier, the proc damage is 8.69/tick.
    On a -11 lvl 40 Chief Soldier, the proc damage is 29.44/tick.

    Those numbers are consistent with the purple patch. As far as I know, only the damage portion of Reactive is treated this way, but I have not used a Power Analyzer to check the values of the other debuffs vs. various levels of enemies and I am going from hearsay.
  6. It might be interesting to have a "hair" aura. Using FX to simulate flowing, moving hair could be interesting. A flowing stringy or hair-like aura could be interesting even if it is not useful as hair.
  7. Quote:
    Originally Posted by MisterD View Post
    In regards to rebirth core not getting the self rez..and barrier getting it. Well, its pretty damn silly. Barrier is the only Destiny that has little difference in the Core and Radial, besides the rez which as people have said..makes no sense at all.
    Shouldn't Barrier have been one side with a higher +res, one side with more +def? So you could get say..a min of X% res, X+Y% def all the time, or a min of X+Y% res, X% def? Allowing you to pick the stat you need the most.
    Then rebirth core could get the rez, which fits much better anyway.
    One could even argue that the +HPs should have been a Barrier feature, instead of a Rebirth feature. But at this point those things are not going to change.
  8. Quote:
    Originally Posted by Anti_Proton View Post
    Playing an Empath and playing a Blaster, I notice that damage seems to be the factor that participation is based on. I know there is a lot of talk that the system is "bugged", but is support coming up short in the rewards considered "working as intended"?
    I have run Lambdas on my Emp/Ice defender where I never touched an attack and gotten component drops. I have run both trials where I almost never attacked (I had to attack a few runners during the escapee phase or risk one getting away and/or I bumped an attack key) and gotten component drops.

    I normally mix buffing, attacking, and healing and I have done well when it comes to drops with my Empathy defenders (I also have an Emp/Elec, but I've never played her pure support).
  9. Stryker's post looks correct to me.
    Use the RWZ dummies and monitor both the FX and the Healing Delivered chat log. You can see the DoT will sometimes stop, but then start up again. I always thought the listed percentage was the chance that the enemy received the temp power. Now I am guessing the temp power always is granted to the enemy. Interesting. The Temp Power is also granted pretty fast, if the first tick hits, it actually beats out the landing of damage of my actual power.

    So is it possible to stack these significantly more than I have been thinking? For example, each different reactive can stack mutliple times, so if I have Reactive Total Radial and you have Reactive Partial Radial, the enemy could have 4 of mine stacked AND 4 of yours? Is it possible to get more than a 10% resistance debuff going from Reactive if people have a variety of the Reactive levels of power?

    Reactive also is a bit odd when you check out the detailed power information. All the other Interface procs only grant one power. Most of the Reactives grant 2 powers, but the ones that just add the debuff only grant 1 power. All the others, also seem to grant the common tier power as well as their own power.
  10. I was on a Lambda trial that had the double door issue once during the acid collection phase.

    That Lambda was started on 05-04-2011 23:20:02 Eastern Daylight time on the Guardian server, my character name was Betty Sizzle. I was not on the acid collection team though, but Call Me Awesome was and saw the issue. The time of the encounter with the problem door should be between 23:45:00 and 23:47:00.
  11. Quote:
    Originally Posted by Madadh View Post
    Can it really be a D3 at level 35?
    Dark/Dark/Ditzy
  12. Quote:
    Originally Posted by Arilou View Post
    Core Rebirth is an EXCELLENT way to get healing badges.
    But it is not any better at getting the healing badges than Radial Rebirth.
  13. Clear Mind used to have a nice passive animation, but it was (IIRC) 3.1 seconds long. At some point in the past year to 18 months, they changed the CM animation to be the same as Speed Boost, which is a speedy 1 second animation. This was a pretty big buff to Empathy, really helping out keeping the buff active, while significantly shortening the opportunity cost.

    But I loathed the aggressive animation for the power. While I appreciated the buff, I was not happy with the choice of animation, especially since it had completely the opposite feel as the old animation and because the old animation is not very long, but just had a huge pause at the end. They could have made the same change, shortening the cast time, while keeping the old animation (and flagging only the 1st second of that animation as rooted). And that is now what they finally did.

    Thank you devs. I appreciate it very much.
  14. Quote:
    Originally Posted by Snow Globe View Post
    I'm putting the obvious developer intention that leagues with less than the full amount of players over people having fits that someone might intrude in a public area of the game. Don't like it? You are free to do any other mission in the game.
    They are also free to lobby the Devs to change those intentions and allow for locked leagues, at least I would think they are.

    I think I'd rather risk the kicking than allow for locked leagues though.
  15. Excellent. My Fire/Fire/Flame blaster has been enjoying Clarion as well. Not having to re-toggle the auras back on and always being able to respond to enemies is very, very nice.
  16. Quote:
    Originally Posted by MrLiberty View Post
    But yeah, case in point, 8 of the 14 would get benefit if the buffs were tripled, 12 of the 14 would get benefit if they were doubled.
    Once again, the short duration buff is not the only factor that should be counted. 14 of 14 would get benefit if the buffs were tripled, because the huge buff only lasts a short time. Sure some specific builds are already HP capped, but not all options ned to apply to all builds. My Kat/Inv scrapper is perma-capped, so +HPs is useless even at the current small amount. My Claws/Elec might get good use out of +HPs, if the long lasting buff was in the range of 150-200 HPs and scaled up from there. My WP/Mace tanker is close enough to the HP cap, that I'd never bother, but I'd love for this to be useful on my Fire/Ice tanker.
  17. Quote:
    Originally Posted by Lothic View Post
    I don't know about you but I don't want anything in this game to be unreasonable, much less ON PURPOSE that way.
    It is a game. I actually have a high tolerance for unreasonable rules/events in games in general and a VERY high tolerance in an MMO, because what I may find unreasonable, you may find reasonable and there are likely things I find reasonable, that you would outright think were crazy.

    For instance, a badge that is only awarded during a 3 hour window I find acceptably unreasonable (which means I realize it is unreasonable to expect everyone to be able to get it, but I find it perfectly reasonable for the game to have things not everyone can get).
  18. Quote:
    Originally Posted by Auroxis View Post
    My Blaster(Sonic/MM) is pure damage and it's awesome. I have tricks up my sleeve to deal with stray minions, LT's, and bosses, so I don't have too many issues.

    For example, if a minion gets close to me he gets confused by World of Confusion.

    If an LT gets close I can use Screech to stun him.

    If a boss gets close I can use TK Thrust to knock him way back.
    Every control power one uses means one is not pressing a real damage power. One may have made a build choice to have a lot of defense on some characters or good resistance/regen, but then one doesn't need to spend as much animation time on Screech or TK Thrust or Char.

    I am not saying blasters should forgo their control tools, as they are a valuable part of the blaster arsenal. But one cannot claim to be pure damage and then discuss low or no damage control tools.

    There are many ways to play. A ranger may need less mitigation thanks to that range, but in many cases they will be sacrificing great melee damage in order to do so. You can wait for others on the team to instigate fights, but you may be sacrificing speed through missions (or you could be gaining speed, depending on the team). You can use controls to mitigate damage, but you will be sacrificing damage output (blaster aren't tankers, after all, if you wanted to control stuff with high damage powers what makes you think blaster?). You can use defense/resistance powers and IOs to gain mitigation, but you may be sacrificing recharge or damage bonuses.
  19. Quote:
    Originally Posted by Phillygirl View Post
    I can live with it being an option. While faster now it doesn't seem as fast as it was with SB still seems more rooted. (may just be my perception though) Any one know if the cast times are the same? I honestly don't care what it looks time I just want less rooting and faster timing.
    The cast time is still listed as 1 second. My logs indicate that I was able to activate a 2nd power ~1 second after Clear Mind. If you do not do anything after casting the power, there is a continuing animation, but you can interrupt it at anytime after the 1 second (including with movement).

    05-09-2011 13:20:10 Clear Mind is recharged.
    05-09-2011 13:20:12 You activated the Clear Mind power.
    05-09-2011 13:20:12 You protect Charges Pending from Disorient, Hold, Sleep, Fear, Confuse and Immobilize effects with your Clear Mind power.
    05-09-2011 13:20:13 You activated the Fortitude power.
    05-09-2011 13:20:13 You greatly increase the To Hit, Damage and Defense of Charges Pending.

    05-09-2011 13:20:20 Clear Mind is recharged.
    05-09-2011 13:20:20 You activated the Clear Mind power.
    05-09-2011 13:20:20 You protect Charges Pending from Disorient, Hold, Sleep, Fear, Confuse and Immobilize effects with your Clear Mind power.
    05-09-2011 13:20:21 Readying Heal Other.
    05-09-2011 13:20:21 You activated the Heal Other power.
    05-09-2011 13:20:21 HIT Charges Pending! Your Heal Other power is autohit.
  20. Quote:
    Originally Posted by Blue_Centurion View Post
    The general point of the post of course is why spend all the effort/money/limited enhancer bonuses to get any defense when just getting more damage bonuses and smarter killing strategy seems to work like a charm?
    Because I am not usually patient enough to wait for others to go in first. Because I like to use melee attacks. Because I take on more enemies than I should, just to see if I can.

    Pure damage/recharge builds are fine, I have one blaster like that (and I build lots of scrappers where I focus almost entirely on damage/recharge and just use the base armors for safety). That being said, I find it more entertaining to have some mitigation for my general playstyle. That isn't to say I do not appreciate and use aggro managers when I team with them, but I also often make choices that likely make it difficult for them to help me as much as they may prefer.
  21. Please no. I'd be OK if the SB animation gets added as an option in Power Customization, but I am thrilled it is back to its old glory (while retaining the faster cast time).
  22. Quote:
    Originally Posted by Vanden View Post
    Most ATs will hit the HP cap before they run out of +HPs that way. A lot of the buff would be wasted.
    That is only true for the short duration part of the buff. Should they lower Barrier's buffs because the short duration part is over the 75% resist cap most ATs have?

    Simply tripling the +HPs will indeed make the short duration part cause many people to hit the cap, just like the other Destiny buffs. I find that to be a desired goal of my suggestion. It will also make the part of the buff that lasts longer actually meaningful, another desired goal of the suggestion.
  23. Quote:
    Originally Posted by Lothic View Post
    The Devs can decide on any badge window or threshold they want. But in reality even they need to keep a certain sense of "reasonableness" in mind when it comes to dreaming up new types of badges to offer us. This was clearly a case of someone tossing out a badge without considering the ramifications involved.
    I think they created this badge fully aware of the ramifications involved. They want people to think the only way to get this badge soon is to log in for those specific 3 hours and while you will likely be able to get it later, it will be much later. If everything goes well, you may have a bit longer than 3 hours, but I wouldn't count on it.

    I am saying that I think it is completely OK for them to create badges that have unreasonable requirements (I wouldn't recommend they do it often though ). I also think it is completely fine if they choose not to do that or revise requirements to make them more reasonable.
  24. Quote:
    Originally Posted by Aura_Familia View Post
    Sooooo, are these Praetorian mobs going to drop threads?
    It depends on how much you participate.