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CaptainLupis

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Everything posted by CaptainLupis

  1. It certainly looks related. I just checked in the attribute monitor and subtracting the hp bonuses from my max HP left a value of 1784.99. From the results I posted above 1051.6+733.4=1785. That's not coincidence. I hadn't realised the absorb shield was capped at base hp, I assumed it was (current) max hp, as I did wonder about something like this happening but the 1785 number I was getting didn't mean anything to me at that time. Good catch.
  2. I've just encountered this as well, but it's not random absorb numbers I am getting. My tank, not yet 50 (43 at the moment), has 1985.8 hit points, when particle shielding is used I get 1051.6 absorb hp, which is what I should be getting. However if particle shielding is used again before the original buff expires the amount of absorb hp drops to 733.4. If that buff hasn't expired when the power is used again it goes back up to the expected 1051.6, then down to 733.4... and so on. The numbers are consistant and it happens every time.
  3. You do realise my post was a joke, right?
  4. It varies but most common are: Current health current end / end recovery regen recharge a defence stat mainly so I can quickly see if I've been hit with a debuff.
  5. Superman is just lucky he didn't crash land in Scotland, or he'd never have discovered he had any powers.
  6. The only way to get better is experience, and it will help you no matter what AT you play. I'd suggest playing at x8 even when soloing, well around the mid 20s or later when you have at least slotted common IOs (on a tank at least, I wouldn't recommend it for all ATs). Yes, chances are you will faceplant at times, but if you pay attention to what is doing it, and work out why, and also how to counter it, will make things easier for you in the long run. The reason I suggest doing it solo is that in teams you can be getting buffs and and support that can hide holes in your defences, the problem with that is, unless you are alwyas teaming with the same people, those buffs may not be available to you when it matters. Guides are all well and good, but there is something to be said for trial and error, after all you may find a better way of doing things than guides advise to do it.
  7. It's definitely a case of know your enemy. Nemesis LTs when they are killed trigger a vengeance effect which boosts other enemies, in quite a large area, with +tohit and +defence. When there are multiple LTs the effect stacks... which can be problematic. Against Nemesis it's best to leave the LTs until everything else in the spawn has been defeated, if you can.
  8. Those quartz eminators are the worst. They give +100% tohit to all DE in range (despite it saying they give +acc), which basically means even if you have incarnate levels of defence (59%) they are still going to hit you with over 90% of their attacks. If you are a defence based set those, and the guardians that spawn them, are definitely priority targets.
  9. There are some buildings slightly north east of the tram station in Kings that pretty much always has Vahzilok around them. Skulls are all over, but there are normally some south of the building Blue steel is in front of (near the hospital).
  10. Out of curiosity are you using "/petcom_all dismiss" or "/release_pets"? As far as the game saying something defeated them I think that's WAI. As far as I am aware the game credits the last thing to do damage to a critter as the one that defeated it when it dies, so whatever was the last thing to do damage to your pet, as far as the game is concerned, is what killed it when you are sending them packing.
  11. My memory may be hazy but don't you only get Nolan as a contact after unlocking the alpha slot? So after compleing the Ramiel arc, or getting enough incarnate xp to unlock it that way. You can bypass that by going through Ouro though.
  12. I seem to recall some... incidents... during hami raids from someone with a very similar sounding name back on live.
  13. I've had that before, though not on that particular mission, in my case the exit was actually above the box, so it could only be accessed by flying or jumping up to it. Very odd.
  14. I'm pretty sure I wasn't bidding for it on the same character that listed it, as seems to be the case in those examples, before switching and bidding, but it was a wee while ago so I may be wrong on that. At first I just assumed someone else had beaten me to it and bought it while I was switching over, but when I switched back it was still up for sale, I tried again with the same result and just assumed it was how it was meant to be working.
  15. That's interesting as I've tried it before and I couldn't buy at the price I listed using an alt on the same account.
  16. You can't buy things from yourself on the AH. You could if you have a second account, but not on an alt from the same account, not unless something has been changed very recently at least.
  17. It's not global as such, but it does give a chance to go off to most of the stalker primary attack powers but, to the best of my knowledge, doesn't work with pool power attacks and the like.
  18. I'm guessing he has never played before as you say you are trying to entice him to play? If so I'd suggest a brute or scrapper for him to start of with. And let's face it, anything can be paired with them. For theme, there is always the (usually mad) scientist and their creation. Something Rad or pain maybe for the scientist, and the creation could be anything, teenage genius turns their pet dog into a savage melee/SR brute for example. There's pretty broad scope where mad scientists are concerned. 😉
  19. Are there any holds and immobs that don't do any damage? I can't think of any off the top of my head.
  20. It would probably be worth noting in your final version that this, as the name suggests, is scaling resistance, so it has a base 3% which goes up as your health decreases to 13% at its max. Maybe put 3-13% resist with a note about it scaling as health decreases?
  21. I presume when you say the set up takes quite long you are meaning trip mine and time bomb? Mine is only level 27, so it's not high enough level to worry about that yet, but I think most people skip time bomb anyway. I may take trip mine but I'm not sure yet as I have been playing it like a ranged stalker, which I have been enjoying. Web grenade is good for keeping flying mobs (Skyraiders, CoT etc) away from you, caltrops for maps like caves where you can't get height, and taser for the persistent ones that manage to get too close (which doesn't happen that often). If I do take trip mine and find it is slowing me down I'll dump it, unless I find I need it for set bonuses.
  22. I know you don't like the P2W vendor, but the temp. buff amplifiers, especially the one that gives some status protection, are wonderful at low levels. You can get 8 hours worth of all 3 for 24k inf at level 1, or just the status protection one for 1k per hour (in game). Generally it makes the low levels much more pleasant to play, even more so for the likes of Kheldians that have quants and voids to deal with when they don't have much by way of offence or defence to do it. Personally I don't think there is a better 24k inf you can spend in game. The price for getting them ramps up dramatically as you level, so they are most beneficial for low levels and 8 hours is enough to get you to a point where you have the powers to deal with them.
  23. I have, and use, both. I never used to like the fire breath animation, and would probably have skipped it for aesthetic reasons, but now with the alternate animation I really enjoy it. Rain of fire, fire ball and fire breath and there will likely only be bosses left standing. I think it helps if you are hovering above the group while using fire breath as it essentially increases the radius of the cone making it more useful. If you are ground based you may not get as much joy out of it. Whether you keep Rain of fire I'd say depends on whether you mainly team or want to solo at x8. When soloing at x8 I find rain of fire does good damage, but causes spawns to scatter, which makes the other AoEs harder to use effectively. On teams where there are aoe holds, immobs or taunt auras keeping them in the damage zone it's worth having, but of the 2 if I were dropping one it'd probably be this one, although I'd miss it. I have tough to mule the res uniques. My build may not be optimal for things like taking down pylons, but it does just fine in actual gameplay including incarnate content and when exemping, and has the benefit of being pretty cheap as it uses sets like thunderstrikes and artillery, for the ranged def, which are not particularly expensive to get.
  24. I had beta decay and respecced out of it as it was constantly getting detoggled. While it's not a taunt aura per se, it does -tohit so it will cause aggro if you get too close while stealthed. Instead I built for ranged and smash/lethal defence, all of which are over 45% with the addition of the scorpion shield, I also built in some goal recharge. I have a couple of the melee attacks, mainly as mules for kinetic combat set, but frankly I don't really need them, Fire puts out a ton of AoE damage and Blaze, Blazing Bolt and Fire Blast do more than enough single target damage to finish off anything left after the AoEs. I also took hover/fly, maneuvers, hasten and the fighting pool. Boxing was useful as another mule set for KC, and tough and weave...well those are fairly obvious.
  25. I just keep mine in a global email.
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