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Double XP is active on all shards until October 21st
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Everything posted by roleki
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No, but I generate about ~5 an hour by sinking excess inf into Super Packs, to keep myself at a constant level 1.9BN.
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That's the crazy/good thing about this game... what *I* may think is awesome, you may think is pedestrian, and somehow neither of us is wrong. But there's also a tipping point on some builds that, for one reason or another can make or break a build, function-wise. I was so amped over what Mind/Poison did, I rolled a Fire/Poison and... hated every minute of it. Two endurance-sucking auras and a bunch of self-preservation toggles kept endurance at crash levels, and the lack of ST attacks/mitigation made Melee combat more of an adventure than a controller should endure... but much as your cussed determination willed your Mind/Poison to 50, mine got me to drag that Fire/Poison to VL3 where a T3 Cardiac Alpha and T3 Clarion kicked in. Suddenly, Fire/Poison became very awesome in it's own right. I still prefer the Mind/Poison 'workflow' but my Fire/Poison is a viable solo'er at 50 now, which was the goal.
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I almost feel bad for FF. Nobody needs +Def or -Mez anymore, and the two things it does for mitigation (KB, Intangible) are vastly underappreciated by most. At this point, the "great" thing about /FF as a secondary is that it has so many skippable powers and the few you do take, don't need much slotting. I wish there was time/inclination for devs to revisit this set, maybe combine the functionality of the two +Def bubbles into one, and convert the unused one to an Ally +Absorb or a critter -Res debuff of some sort. It needs SOMETHING.
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Two. I can say it exactly twice.
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You'll have two PBAoE auras, so you'll want to be on the ground during combat, and you'd probably want Combat Jumping for that. Not saying to keep out of Fly for a travel power, just that if you take Fly that means you'll be dipping into two, possibly three travel pools (if you opt for Hasten as well). I would consider NOT skipping one of Shiver or Neurotoxic Breath, or at least trying them once you get your MUST HAVES out of the way. With so many skippable powers in Ice/Poison, you'll have room, and neither requires slotting beyond an acc/slow in the default slot. Shiver fired off after Ice Slick pretty much ends combat, period. While you'll hit the Slow Cap (there is one) either with or without Shiver/Neurotoxic Breath, doing so from range can save you most of the pounding you'd get once you close into melee, and will keep mobs relatively clumped so your narrow AoE debuffs have a tighter group to hit.
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While we all hope that new alt works out, the fact is some builds are better than others. What builds worked so far above/below expectations that it left a notable impression on you? My most recent example of an unexpected success was my Mind/Poison Controller, Dr. Jonas, who is some kind of heroic CIA spook who terrifies and poisons villains for... justice? Alternating between Mass Hypnosis and Terrify to control the bulk of the mobs, the debuffs out of /Poison allow my limited cycle of ST attacks to hit like a freight train; it's not uncommon to unload a Seismic Smash for over 1200 damage on an orange-con boss. This has really amped up my appreciation for the /Poison secondary, and I look forward to making a few more of that brand in the future.
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Commendable! He couldn't even buff his Confused victims.
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Thank you for clarifying; I'll have to invest in a Power Analyzer and see what's happening with the other -Res procs.
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While I am thinking about it... I know -Res doesn't stack from the same source, but, is that "same source" as in "Player X's copy of PowerName" or is that any -Res from Player X, period? Reason I ask, I have a Fire/Poison controller with some -Res built into the secondary, and the opportunity to put -Res procs throughout the build (Hot Feet takes Annihilation, Poison Trap takes Gladiator, Cinders takes eh, a -Res proc, and there are a couple places to stick Achilles' Heel as well.) Anyway, with all the potential for -Res from so many sources, does that all add up in a stack, or does each effect replace the last?
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I had ten weeks off this summer, so, 1600 of those hours might have been me.
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Development Philosophy and Community Servers
roleki replied to Illuminant's topic in General Discussion
Maybe I'm a bit of an oddball, but I would rather see where the HC team takes this under their own steam, without direct input from the player base. Not saying they should ignore the playerbase, just, I think we should give the benefit of the doubt to people who cared enough about the game to give it a proper resurrection, given that such folk would probably have some pretty good ideas of their own without people like ME monkeying it up. That said, they should hurry up and implement the -KB Accolade I suggested. -
You're right that resistance resists resistable resistance debuffs; Paragon Wiki has an example of this, wherein a Tank with 45 Lethal Resist and 20 Energy Resist gets hit with a -22.5 Resist All, leaving them with 32.625 Lethal Resistance and 2 Energy Resistance. Here's where I diverge from PW; either I am THAT bad at math, or their formula is formatted incorrectly, but this is how *I* get the numbers they arrive at: NewResistance = OriginalResistance - (DebuffAmount - ((DebuffAmount * OriginalResistance) / 100)) In their example, that goes: X = 45 - (22.5 - ((22.5 * 45) / 100)) X = 45 - (22.5 - 10.125) X = 45 - 12.375 X = 32.625 for resulting Lethal Resistance And Y = 20 - (22.5 - ((22.5 * 20) / 100)) Y = 20 - (22.5 - 4.5) Y = 20 - 18 Y = 2 for resulting Energy Resistance They go on to say that an attack for 100 Lethal would have only hit the Tank for 55 damage before the debuff, but now hits it for 67.375 damage, or, 22.5 percent more damage.
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I SEE EVERYTHING TWICE!
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@Veracor Out of curiosity, how many Shards/Threads do you have on your VL2273?
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I had done some testing with the Controller ATO procs and found those weren't firing as often as the PBAoE procs, either, but without any of the data on what PT actually DOES I don't know if that's just RNG being *that* random or if the 'hold' only fires once. As far as -Res procs go, they have been very effective for me in other builds so I tend to throw them into my first draft of any character. As you suggest, it may be of lower utility in THIS build because it already has so much -Res and not a lot of heat out of the primary, but, I am hitting orange-con bosses for 1200+ off Seismic Smash with this dude, which is never not hilarious to me.
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I wonder if anyone ever started with a Mind/TA controller as their first, and, if they ever came back.
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Ugh. Can't people just be happy price-fixing LotG's and whatnot, they have to try and do it with salvage, too?
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I'm not near a machine to see it NOW, but late last night I was buying salvage of every stripe and the prices were 'normal' for a Sunday night - common was ~500, uncommon ~5000 and rare was ~550000. If the last 'sold for' amount is crazy, it might be from a particularly impatient crafter; I know I'm guilty of occasionally bidding 10x or 20x for white/yellow salvage just to speed up the buy.
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@Frosticus That all makes sense; I wound up dropping the Damage/Endurance for a 6th proc, 5 that do damage and one -Res. Naturally, with an additional proc I am seeing more hits, as well as more frequent '2nd pulse' hits. I think I will test swapping out one or both procs from Ghost Widow/Neuronic because I notice those are only ever firing off on 'alpha' and never get secondary pulses. I'm wondering if the power only rolls 'hold' at cast.
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That may be my problem there: I have a pretty high stack of global accuracy (47%), but no global ToHit. To that point, I just read that the Kismet buff is +6 global ToHot, not accuracy... is that correct?
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I could easily see where a Blaster can do without Miracle, but unless that slot is getting me a global recharge or defense bonus out of another power, I would have a hard time cutting it.
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I did some more testing last night and saw a few more hits, but nothing like @Frosticushas there. I'll stick with it in hopes the RNG gods smile on me again someday. Meanwhile, aside from my PT proc issue, I am floored by how effective the /Poison secondary is in melee. The combination of -ToHit and -Res is sneaky good; I can't wait to roll a Fire/Poison and see how that melts things.
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@EmperorSteele Ugh, if that's how the Healing proc works, that's awful. When it hits, I get 50HP back, or a little bit better than 2s of regen. Boo! As for Poison Trap, I'm not anywhere I can check for exactness, but the one non/proc was either Damage/Endurance or just Damage out of the purple PBAoE set, then 4 damage procs and a -Res I think. No alpha yet, I'm still working through to unlock it, was thinking of going for Musculature or Cardiac specifically because I have so many oddball procs in the build (FF+Rech, Achilles, etc). I'm not expecting Seismic Smash numbers out of Poison Trap, but I should expect more than ~40 damage right?
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So I've rolled up a Mind/Poison and so far I am digging it, but... Looking around the forums, I see lots of people lauding Poison Trap as a proc mule, so I six-slotted mine with 5 procs. I rarely see even one of them fire off, let alone multiples. Do the procs fire off again in the lingering mist, and I am just not letting things stay alive long enough to see it? Also, I had put the Call of the Sandman Heal proc in Mass Hypnosis, but it also rarely fires (or should I say, I hit a mob and yes, I heal 50 points of damage, but was expecting multiples). Do healing procs not work the same as damage procs?
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Gasp! CJ might be a useful super power, but SJ is a legit SUPER power. Nobody ever exclaimed Superman was "...faster than a speeding bullet, stronger than a locomotive, able to resist Immobilization with a small defense bonus and fine maneuvering adjustment capabilities."