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Posts
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Joined
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Chasing down a Stalker on my Blaster and before I finish him off he Hibernates and says...
"lulz u fail" -
Using MoG doesn't bring you out of Hide.
IMO, I'd drop Resilience and slot MoG for defense and recharge. Having both Super Jump and Running Speed would be really nice if possible. -
When I used my Bots/FF solo I found Repulsion Field to help a lot with Boss fights. If you time it right you can keep the Boss on his *** without ever getting an attack off with pets on Aggressive Mode. 'Bout the only time I found it useful.
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I moved from Infinity to Freedom last week and it was well worth it. I tranferred my Sonic/Dev Blaster and EM/Regen Stalker over to have something to play with both sides.
You can get by just fine with /WP and /Regen. Up to you. Enjoy your stay, btw. -
Gonna miss ya, Jay. You've accomplished a lot from making uber toons, soloing SFs, and crushing my Thugs/Poison with your Thugs/Pain. I have a lot of respect for you and your willingness to help others with your vast knowledge of of the "City of" world.
Thank you for being a part of the Infinity community.
/cheers -
Quote:May have to consider how much ohms your PSU puts out depending on what card you get. I bought a NVidia 280 and a PSU with 300 more watts that it recommended. I installed everything, powered it up, and it kept using on-board video. Typically, it would use PCIx16 automatically with the card in place. Lights on the card came on and thought to myself how quiet it was 'cause I couldnt hear the fans.Thanks for that info, load of of my mind.
All I have to do now is see if the brand new Power Supply I bought to replace my burned out oldie can power the awesome nVidia Card I picked out, as well as the rest of the system.
Found that I needed 42 ohms and I had 35 ohms on the 12V-rail. So I had to take back the PSU and find another with enough ohms and watts.
Just something you should think about before buying like I didn't. -
Quote:This based off Mids? If so the #s are not accurate. Even with Unstoppable activated you won't cap resistance. I believe it grants +20% Resistance to all. My resistance is hacked away significantly from 80% reduced to 60% in PvP.PVP numbers Brute
Defense: 1 enemy
Samshing: 37.5%
lethal 37.5%
Fire: 40.4%
cold: 40.4%
Energy: 29.1%
Negative: 29.1%
Psionic: 14.9%
Melee: 22%
ranged: 17.4%
AoE: 21.1%
Resistance:
Smashing/Lethal: 88.1%
Fire/Cold: 56.2%
Energy/Negative 55.6%
Toxic: 56.9%
Psionic 71.2%
Quote:I did this on my Inv Tanker and yeah.. unkillable on almost anything. I think I'll be doing a similar build on my Brute.. right now I have him built as an AoE monster, but here's what I have:
66.80% S/L resist
25.52% Fire resist
23.02% Cold resist
19.24% Energy resist
22.37% Negative resist
18.26% Psi resist
30.50% Toxic resist
12.61% Melee/Ranged defense
18.86 % AoE def
19.06% S/L def (26.14 with 1 guy in range)
19.37% Fire/Cold def (26.14)
19.06% Negative def
13.86% Psi def
1589 HP (2477 with DP)
These are my #s on my SS/Invuln in a PvP environment...
Resistance
S/L = 60.54%
Fire/Cold = 42.24%
Energy/Negative = 43.46%
Psionic = 51.94%
Toxic = 43.12%
Defense
S/L = 19.16%
Range = 9.43%
Melee = 12.10%
AoE = 8.05%
Fire = 11.81%
Cold = 12.17%
Energy/Negative = 14.38%
Psionic = 5.77%
Misc
MaxHP = 2,265 (After Dull Pain 3,157.78)
MaxEnd = 122.60
Regen = 28.03 (19.77hp/s with Travel Suppression) [After Dull Pain 43.34hp/sec - 32.44hp/s with Travel Suppression w/ DP]
Recovery = 3.54end/sec -
Quote:If you're plannin' on fightclubbin' you'll do well against just about anything as far as survivability. Anything else you're most likely playin a taunt-bot role in a team situation -- /Invuln can handle it. I considered trying a DM/Invuln myself but I'm satisfied with SS/ at the moment. IMO, it'll rival a Willpower in both Brute and Tanker class with enough investment.Hey all!
Got my DM/Invul to 31. I did a couple of change in specs so I can get tough a bit earlier and a few other things...
I wanna know how invul is going to rate in PvP. This is my first invul and as I'm sure the dark will be just fine I want to know PvP wise what should I focus on to stay alive?
Advise on sets, powers, etc., is appreciated. I'll post my build later tonight...
G'luck h'fun. -
Quote:Devs misconception of PvP being a success is clouded by their data mining of how many people step foot into a PvP Zone or the amount of kills a day due to PvP farming. They'll look at the #s and notice...I doubt either is the case. The game has lost around 90% or so of it's PvPers since I13. The Devs are not going to look at the hundred or so remaining PvPers who do choose to play and go, "Hey LOOK, I13 was a success." And if they are so delusional as to do so then they will make that claim even if only 2 badgers are in there fighting over who gets to kill the "Blue Ink Man".
Likewise a few more people playing won't get NC funding of PvP. Its not like Positron is going to say to NC soft, "We just doubled the number of people who PvP in the last quarter so that proves PvP can be successful and deserves more money. We'll Yea That means we now have 123 people who now play PvP. Well yea, we had 10 times that number before I-13. Well Yea that's less then 1/1000 of the player base. But please give us money."
Any decisions on PvP are most likely to be influenced by
1) Will it draw a good percentage of the 100,000 PvEers in and keep them playing longer.
2) Will it draw PvPers who used to play, back to the game.
3) Will it draw new PvPers to the game.
No matter what the hundred or so dedicated PvPers who are left choose to do. It is unlikely to change the decisions of the Devs. If you really think otherwise, keep in mind that 10 times as many PvPers were unable stop I-13.
Instead do what ever you will have fun doing.
HP Lovecat
"Hrm, looks like PvP is moving in the right direction! There is plenty of activity!"
I'm sure they taken that into consideration but to pull the plug on providing PvPec prizes for organizing server events kinda screams how much they back the PvP community.
Cheers. -
Quote:Pretty good overall descriptions but I was taken back by your perception on /Invulnarability. It is harder to play up compared to /WP as you level that I've noticed. I find /Invuln to be mediocre without heavy investment in IOs and the psi-hole as far as drawbacks. Only then will you ever feel truly "unstoppable". IMO, it is by far not the worst.
Invulnerability:
Saving the worst for last. Its just a shadow of a shadow of a shadow of a shadow of a shadow of its former self. It was such a mighty set back in issue 2 and still good some what for scrappers in issue 4 but its been garbage ever since issue 5. The little tweaks here and there its gotten have done almost nothing to make this set worth playing again in my eyes. I loved invulnerability, it was my first love in CoH but after the nerfs I just cant play it. It requires too much IO investment to get to similar levels of survivability WP gets out of the box. That to me is where the problem is. I think at the very least they should have allowed us to cap smashing/lethal damage without outside help or power pools so that we could focus on all the other issues the set has. At least now the gapping psi hole is gone. I remember back in the day you were more likely to die on a team than anyone else when facing psi whelding critters now you dont, so thats really the only plus thats come out of all the changes. -
Quote:G'point. I got 138.75% global recharge on mine gettin' it to what was to be called Stage 3 Perma Dom? Only power that comes to mind that I used for a mule was my snipe. Stealth, Combat Jumping, Invisibility, Scorpion Shield and Personal Force Field for LotG 7.5s. Everything else just fell into place. There may be other combos that'll get more recharge out of it than Mind/Psi without gimping it too much.I think the question should be "how much recharge have you put into your Dom build without completely gimping it?" I've seen /Energy Doms use Kinetic Crash in their blasts just to get more recharge but that sacrifices quite a bit of damage. My Fire/Psi has 116% recharge without Hasten and the build is somewhat odd, but it works very well (I took several powers I never use simply as IO mules, for example).
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Whats the most global recharge you've gathered on a Dominator?
I shelfed my Mind/Psi a ways back 'cause I hardly played it outside of doing MoLRSF. So my main focus was recharge. I was just curious in comparison of other Doms. -
Resistance
S/L = 80%
Fire/Cold = 25.82%
Energy/Negative = 28.01%
Psionic = 7.70%
Toxic = 27.40%
Defense
S/L = 13.03%
Range = 10.06%
Melee = 8.50%
AoE = 8.50%
Fire/Cold = 13.03%
Energy/Negative = 16.16%
Psionic = 6%
Misc
MaxHP = 2,265 (After Dull Pain 3,157.78)
MaxEnd = 113.60
Regen = 27.10 (After Dull Pain 44hp/sec)
Recovery = 3.54end/sec
Going for resistance is very expensive and is probably not the most optimal setup for the amount of infamy that you end up spending. I also worked on max hit points and regen kinda worked out on its own. Workin for defense is probably your best bet for the buck and is WAY cheaper.
My bad for the delay on updating information. It had left my mind for the past week. -
Quote:2nd Place had a choice between a crafted Soulbound Allegiance: Damage or... a crafted Gladiator's Net or Fury of the Gladiator. If you wanted something blueside I'm not sure what Trez had in store. Congrats, btw.Oh, okay.... now I don't feel quite so bad about going 18-1 in 2 different rounds (with 2 different partners) against the two of you.
So 2nd place was for the team? I misread it the first time and thought it was for the winning team only... So what did I win (and when should I pick it up)? -
I'm a retard and completely forgot I had plans to get together with the bro and do some body work on my car this weekend to attend the tournament. I'll be sure to pass along the rewards to Trezen for the winners.
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Quote:I'm not saying that its a Cat5 cable just stating a personal problem I had in relation to lag that I did not take into consideration. I swore up and down that it was a sever problem but it wasnt.I think I can safely guarantee that it's not a Cat5 cable - it's rather interesting when the netgraph on only one of the servers looks like a red bar code and on another (different datacenter) it looks fine.
Of course, when I filed a ticket on it, I was told that it's because my video drivers are out of date and I haven't installed all of the windows critical updates.Yes, because that's definately going to affect one server, from two computers (one of which is up to date)... I just stopped updating the ticket since they're going to keep throwing every excuse possible at me to keep from having to look into it themselves.
My guess, if it's not affecting everybody, is that it's GSP related, probably on the connection to the east coast datacenter (where Infinity is at, according to the wiki); the server that I'm not having trouble with is a west coast server, and I'm coming from cfl.rr.com.
Off-topic question what part of central florida are you from, Siolfir? -
Quote:I was going through the same thing. But, it turned out to be a bad Cat5 cable. When I switched it out it became silky smooth again. Reset your router if possible or check your cables. I went through the most horrible lag ever and I was convinced the server was trashed but nobody else was suffering from it. Hope you figure it out 'cause I was about cursin' up a storm laggin' through the first mission of an ITF. To go through that for a week is mind numbing.Seriously, it's been like total *** for a week now. Nobody else is noticing this? Seems to hit the whole team and everyone on my friends list, but only on this server.
Anyone know wassup wit dat?
G'luck. -
We've had a great turn out and we appreciate everyone that participated.
1st Place - MrLiberty (Psi/MM Blaster)
2nd Place - DeadCry (?/Nin Stalker)
3rd Place - Fury Furry (SS/FA Brute)
Runner-Up
llllllll - (FM/? Scrapper)
Bug You 2 (Spines/SR Scrapper)
16 people had came to share the fun and hope to encourage and regulate PvP back into Infinity. -
These ideas are great.
Speaking of icons could possibly have an animated explanation mark or something beside the AT symbol in the team window -
By the way, we can run some kickball or whatever afterwards if you wanna stick around for some more fun.
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Quote:Thats a good idea to customize the colors to their liking. I didn't think it would be too hard to implement either so it seemed feasible since like what others have said. Names turn red when low on health, grey/black when a teammate is down.I don't think it would be impossible for the devs to have the team member entry fade to red when mez'd (in the same way that dead teammates fade to grey), though, it might actually be more useful to be able to control the fade yourself. Allow a group of settings (under chat or window settings most likely) that allows you to control the color that teammates fade to for various status effects (low health, held, immob, etc) or if they fade to that color at all.
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I had an idea to have some sort of power indicator in your team window that a teammate is mezzed that catches your eye that he/she is mezzed (held, immo'd, stunned, etc). For example, a player gets held and his name in the team window blinks/fades/changes a different color like it turns black when a teammate is downed.
Adds another element to support toons that can keep teammates afloat instead of -- "I'm held!" or keep an eye on the dozens of power indicators beside the name for any people that needs Thaw/ID/Clear Mind and whatever.
Just a thought.