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Everything posted by Xanatos
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Unstoppable is what makes Invuln viable in PVP. That's T9 enough. Especially when the rest of the set allows me to tank LITERALLY EVERYTHING IN PVE WITHOUT DYING. Ahem. Comparing Invuln's 5(6) res powers to Rad's 3(4) res powers is to take them out of the context of how the two sets are designed as a whole. So yes, I'm glad you decided against making that fallacious argument. Neither of us were talking about the viability of invuln versus rad. You were suggesting changes to invuln. I was saying why your ideas were bad. If your suggested changes were intended to bridge the gap between Rad and Invuln, they failed. Because your suggested changes were an accidental nerf. And would thus widen the gap. First of all, I have played it since beta. How dare you lump me in with those "since release" n00bs. Secondly, my comment wasn't aimed at you specifically. (Sincere apologies if it did upset you, that's on me for not being clear). It was aimed more the playerbase as a whole. I constantly see invuln builds being shared with the psi hole unplugged, threads in the suggestion forum full of bad ideas on how to "fix invulnerability", and in this thread alone we've had countless mistruths being shared about invuln. (Not having a taunt aura, having a bad heal, being bad versus anything not s/l, etc). If I'm seeing this all the time on the forums, I think it's fair to say that many people don't know how invulnerability works, right? The forums make a lot of noise. Sometimes the people who run the servers pay attention to that noise. Best to shut down bad ideas before they gain momentum, aye? Anyway, go in peace.Que sera sera and all that. Ah, my fault for not being clearer - I meant in terms of power #s. 6 out of 9 of invuln's powers are res powers. Thus, the slotting strategy behind it is based on that. (And given that Invuln is the baseline armour set, many of the original resist IO set bonus #s were balanced around this.) Removing one of invuln's res powers, and replacing it with a regen/recovery power (lol) and...yeah...you'd start throwing everything out of whack. (Replacing it with another res power, ala Sentinel Invuln, would be fine in terms of IO bonus balance, but would be completely OP in other areas. That's why I've always advocated leaving Invuln alone. It's fine as it is.) I know you know all this already. Just clarifying what I meant, above.
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Why does one presume this? The sentinel Invuln set has Resist Elements and Resist Energies merged and the power (Environmental Resistance) filling the empty slot provides e/n/f/c/t res and end drain/slow resist. If Environmental Resistance was added to the tanker/brute sets, Invuln would be overpowered. If a regen/recovery power (lol) was added instead, it would be a nerf. Solution: leave Resist Elements and Resist Energies alone. Stop coming up with solutions to things that are not problems. Invuln is a res set. Decreasing the amount of places it can get res bonuses from 6 to 5 is objectively a net loss for it. (6 is a higher number than 5.) Especially in exchange for...Regen/Recovery bonuses. (lol) The Unstoppable recharge is fine as it is. Decreasing it would make it overpowered. Invuln already has an emergency button. It's called Dull Pain. Unstoppable is a PVP power / PVE set mule. Has been for over a decade. It should not be messed with. However, given just how many people don't understand how invulnerability works, I wouldn't be surprised if one of the homecoming powers guys ends up messing with it. If that were to happen, I'd suggest reducing the -hp and -end of the crash. Currently it hits for -90% health and -100% endurance. I'd suggest changing that to -50% health and -75% endurance. Other than this minor tweak, the power should be kept the same. Sorry if any of the above seems short. I've been playing Invuln tanks since 2003. These topics are a bit old hat by now. The set doesn't need changing.
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Alright so it's a little embarassing
Xanatos replied to Neogumbercules's topic in General Discussion
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Whoever added -def to the rage crash clearly didn't consider how it would play with the volume of -def debuffs in the endgame, or incarnate enemies having higher +tohit. (This is why the devs never added the -def to the crash - they knew it wouldn't play nice with the new game content.) What a terrible tweak. Super Strength is much less viable partner for defense-based armours than it was on live. Why make the homecoming emulator worse than the live game? lol
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Type "Briggs" into the AE search box.
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What Combat Attributes do you monitor?
Xanatos replied to Yomo Kimyata's topic in General Discussion
Damage Bonus - Useful for rage crash, but also to see if at damage cap. Base Defense - This let's me see if there are any -def debuffs on me (this is the number they change), also useful for rage crash. Smashing Defense - Lets me see both smashing & lethal defense. Any character of mine with capped ranged defense also has these capped. So no point monitoring that. Energy Defense - Lets me see both Energy and Negative Energy defense. I also build so that fire/cold are the same. Smashing Resist- Lets me see both smashing & lethal resist. Energy Resist- Lets me see Energy and Negative Energy resist. I also build so that fire/cold/psi are the same. Recovery - Lets me see if -recov debuffs are on me. Also lets me know if I need to click the blaster sustain power. Influence - Easiest place to monitor it. -
Invuln does not need touching, at all, save for possibly: Reducing the Unstoppable crash severity. (But otherwise leaving unstoppable as is.) Reducing the end cost of some of the toggles. (To help with the 1-50, pre-IO, grind) Resist Energies and Resist Elements should be left alone. Them being two separate powers is good for builds. Merging them into one power would (counter-intuitive as it may seem) actually be a nerf.
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Why are you guys still arguing with the guy who thought invuln didn't have a taunt aura? lol Oh, and Barrier's 2-minute bonus, plus 2-stacking the Tanker ATO, is how i got those numbers. @Werner's build should put out the same numbers. (Imagine going Ageless for the DDR and picking up the P2W defense buff is more optimal, though.)
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Putting an AE contact / mission entry point into SG bases would be cool. Could potentially allow for player-made zones.
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Architect Entertainment - Content Ideas
Xanatos replied to Arcanum's topic in Suggestions & Feedback
I like using the AE as a danger room to test out my builds and see what they are capable of. As I mostly play tanks, I like testing out the limits of each armour set. To that end, I' love it if we could add the following to the AE: -Hamidon (with mitos) -Tyrant from the itrial (with light buffs) -Lord Recluse (with tower buffs) -The Crimson Prototype -All itrial AVs/GMs -All of the Freedom Phalanx spawning in one location. (This may already be possible. Not sure.) I know some of these may be difficult (the spawn points for each individual Hamidon mito, for example, are hard coded into specific points in The Hive / The Abyss, Recluse requires the towers, Tyrant requires the lights, etc) but it would be great to have a way to test out endgame builds against the biggest threats. (Even if it was just a set map with a fixed spawnpoint for them/their supports.) -
I like using the AE as a danger room to test out my builds and see what they are capable of. As I mostly play tanks, I like testing out the limits of each armour set. To that end, I'd love it if we could add the following to the AE: -Hamidon (with mitos) -Tyrant from the itrial (with light buffs) -Lord Recluse (with tower buffs) -The Crimson Prototype -All itrial AVs/GMs -All of the Freedom Phalanx spawning in one location. (This may already be possible. Not sure.) I know some of these may be difficult (the spawn points for each individual Hamidon mito, for example, are hard coded into specific points in The Hive / The Abyss, Recluse requires the towers, Tyrant requires the lights, etc) but it would be great to have a way to test out endgame builds against the biggest threats. (Even if it was just a set map with a fixed spawnpoint for them/their supports.)
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Even with the p2W buffs and the 2m bonus from barrier, that stone only has 50.7% psi res. It's inferior to my Invuln tank, which has 90% psi res. It's also inferior to well built Rads or Bios because their absorb: Makes them better at tanking untyped/unresistable damage from the likes of Tyrant and Hamidon. Makes them better at tanking -HP attacks, such as those given out by The Crimson Prototype. (Those two reasons would also put rad and bios ahead of my invuln, too.) IMO stone could do with a buff. Giving Minerals giving a decent chunk of psi res seems like the obvious answer.
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Mate you thought invulnerability didn't have a taunt aura. Please stop. You genuinely don't know what you're talking about. I'd say Bio is #1 and Rad is #2 due to all the absorb. But it's all academic at the top end. In practice they're all equally unkillable. Curious that you still rate stone, though. Figured that got left in the dirt with all the new IOs?
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Not a bad start, Camel! Good mix of +HP and+rech in that build! I had a play around with it and made some changes: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Energy Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting -- ShlWal-Def(A), ShlWal-Def/EndRdx(3), ShlWal-Def/EndRdx/Rchg(3), ShlWal-ResDam/Re TP(5), ShlWal-Def/Rchg(46), ShlWal-EndRdx/Rchg(48) Level 1: Barrage -- Hct-Dmg(A), Hct-Dmg/Rchg(13), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(17), Hct-Dmg/EndRdx(19), Hct-Dam%(19) Level 2: Focused Senses -- ShlWal-Def(A), ShlWal-Def/EndRdx(5), ShlWal-Def/EndRdx/Rchg(7), ShlWal-Def/Rchg(7) Level 4: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/Rchg(23), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(25), SprGntFis-Rchg/+Absorb(25) Level 6: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(29), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43) Level 8: Practiced Brawler -- RechRdx-I(A) Level 10: Dodge -- Rct-ResDam%(A) Level 12: Taunt -- PrfZng-Taunt/Rchg(A) Level 14: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg(45), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46) Level 16: Whirling Hands -- Arm-Dmg(A), Arm-Dmg/Rchg(27), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(36), Arm-Dam%(37) Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(34), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Boxing -- Empty(A) Level 26: Quickness -- Run-I(A) Level 28: Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(29), AdjTrg-EndRdx/Rchg(31) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(31), UnbGrd-Max HP%(31), Ags-Psi/Status(33), ImpArm-ResPsi(34), UnbGrd-ResDam/EndRdx(42) Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33), LucoftheG-EndRdx/Rchg(48), LucoftheG-Def/EndRdx/Rchg(48) Level 35: Energy Transfer -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(42) Level 38: Total Focus -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40) Level 41: Super Speed -- WntGif-ResSlow(A) Level 44: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(45) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Energy Torrent -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(50), Rgn-Dmg/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Defense Amplifier Level 4: Kinetic Dampener Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(11), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(9), PrfShf-End%(9), PwrTrns-+Heal(50) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Resilient Core Paragon Level 50: Barrier Core Epiphany ------------ Main thing was removing some of the redundancies, and putting the tanker ATO into TF so you can reliably double-stack it. Here's how the numbers look (with barrier's 2m bonus added): If you didn't want Barrier, you could just go with Rebirth and buy the P2W def/res buffs to put you in the same ballpark. Speaking of the P2W. Here's how those Barrier numbers look with the P2W buffs added, and the Kinetic Dampener added: And here's how THEY look with Melee Hybrid switched on: Not bad! You could probably expect another 6.7% res from frequent triple stacking of the ATO, plus another 5% res from base buffs, for a total of 11.7% extra res. That should put your res to everything at 85% minimum for the super hard fights like Rularuu/Recluse/Crimson Prototype/Tyrant. (Or let you keep the above numbers and switch out for Rebirth. Which is probably wiser.)
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On tanks? WP should be given a better taunt aura. Ice could do with having its energy hole filled. Shield and Invuln could do with having the end cost of their toggles dropped slightly. Fire Armour could do with a little love. The rest seem mostly okay. Although I imagine some IO-reliant sets like Dark may need tweaks for the casual 1-50 grind. (But I can't really comment on that as I exclusively play at 50 with IOs.) I use neither of those on my Invuln tank. He has 58.9% defense to everything except psi. He has 90% res to everything. He also has an absorb shield up every 5 seconds due to the tanker ATO. He never dies. Against anything. At any difficulty level. I feel like I've failed if I have to click on Dull Pain. He's that unkillable. I have barrier and T2 purples to shut down any defense debuffs/stop Lord Recluse from hitting me. Although a good 99.9% of the time I don't have to use them even then. Invuln is just that good. My invuln has 90% psi resist. The psy hole only exists 1-50. And Invulns doing 1-50 content are fine as they are. It doesn't need tweaking, people just need to learn how to build. As for Unstoppable? I'd like that left alone. It's the sole power that makes Invuln viable in PVP. It has no PVE function, granted, but Invuln is already so good it doesn't need one. IF an Unstoppable change were to take place, then it'd have to be lessening the impact of the crash. That way Unstoppable would be a power casual players could use going from levels 1-50, and respec out of once they hit level 50 and the land of IOs. (Specifically: removing the -HP loss from the crash. And maybe lessen the -end from -100% to -75%.) Nope. That's Bio. Rad is #2. Rad is a better armour set, but some of your comments on Invulnerability are objectively incorrect: Invincibility is -literally- a taunt aura. Dull Pain is one of the best heals in the game.
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MinimalFX Option for Shadow Fall/Arctic Fog?
Xanatos replied to Xanatos's topic in Suggestions & Feedback
I would -love- the ability to auto-cancel buffs from other players. -
@Xavier51 Rad is objectively better at the high end. (Min/maxed at 50 with IOs). It has an absorb shield which provides an extra layer of mitigation. (Especially useful when tanking Hamidon/Tyrant/Crimson Prototype/unresistible attacks.) Although, at that point, it's just a numerical advantage. In practice they'll be as tanky as each other. I've tanked all the aforementioned on my invuln and been just fine. Capped defense and resistances to all, plus dull pain, makes you basically unkillable. If you're unkillable it doesn't really matter if another armour set performs better. Invuln is still a top 5 armour. (Top 5 being - Bio/Rad/Dark/WP/Invuln) Plus you can always put a superior entomb in KO Blow for some +absorb. So, yeah, go with whichever one you think looks cooler / suits the character concept more. I love Invuln. My fave powerset in the game. But if you're torn I'd say go with rad. It's newer. And is better. Oh, also worth mentioning that Invuln has a "minfx" option for its powers. So if you don't want any of the armour glows/etc showing over your costume then invuln would be ideal. Hope this helped.
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Why do you need ageless? Hasten is already perma in your build without it. If you took Barrier, you would have +32% resistance for that 30 second window. Like this: Barrier (for 30 secs)->ROP->Melee Hybrid. It would plug your energy hole. (Third most common damage type in the game, and you are a tank. So I'd strongly advise.) Would also suggest putting the Superior Might of the Tanker ATO in midnight grasp. You should be able to reliably double-stack it for 13.4% resistance . (An additional 6.7% resistance vs how you're currently using it.) In a toggle it only checks every 10 seconds, so you will never stack it. Also, I know you're ignoring temps, but P2W defense buff = 7% res to all P2W Kinetic Dampener = 21% energy res Base Buff = 5% res to all If you followed all the above, you'd be looking at: +45% energy resistance (+77.7% during Barrier's 30 seconds) +18.7% res to everything else (+50.7% during Barrier's 30 seconds)
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Could self flagging for pvp in any zone be a thing?
Xanatos replied to Llewellyn Blackwell's topic in General Discussion
"Hallucination" would be an exaggeration. I think you, like all of us, are just overstating your own personal experiences/observations. You're looking back at the past with whatever the opposite of rose-tinted glasses are. PVP was very popular when it was launched. For example. On Virtue (the RP server, third most populated IIRC) Siren's Call was always busy. I ran plenty of RPVP events there (PVP events with a story premise). They were always full of casual players. Plus, outside of these events, the zone was active and people enjoyed themselves. A large part of the post-COV launch RP community was built around PVP. Yes, people complained on the forums about dying/balance in PVP. But...that's just MMORPG forums, man. Complaining is all they ever have on them. In game it was another story entirely. Sadly the devs did not realise this. They listened to people who played the forums rather than played the game, and implemented a bunch of terrible PVP changes in Issue 13 which: -Killed off the casual PVPers. -Massively reduced in number the hardcore PVPers -Turned those few remaining hardcore PVPers against the devs / forum posters who requested these terrible changes. This last point created a culture of bitterness between the self-segregated PVP community and forum posters that has only grown worse over the years. I imagine this is why you remember it the way you do.