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Everything posted by TheZag
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"The Game is not Balanced around IO's"..... should it be?
TheZag replied to Galaxy Brain's topic in General Discussion
I was reffering to making the text huge and red. Text is already horribly inefficient at conveying emotion. Such an edit takes 'normal speech' and conveys yelling or anger. I wouldnt consider it a quote anymore. But for something more on topic, i dont think current content should be altered to accommodate IO sets. If more endgame content is added i would like to see some harder options. Or possibly adding a level shift for enemies under notoriety so they can be 54+4 or +6 or whatever it takes. -
"The Game is not Balanced around IO's"..... should it be?
TheZag replied to Galaxy Brain's topic in General Discussion
its not really a quote if you edit the formatting and its really time to move the brute vs tanker somewhere else. this thread is supposed to be about whether or not the game should get rebalanced for IO sets - not nerf/buff tankers and brutes -
How often do two Ghost ships appear in Talos?
TheZag replied to Rejolt's topic in General Discussion
It should be anywhere from 1 minute to 36 hours after the ship has left the zone. The ship can be in talos and IP at the same time but not 2 in the same zone. You are likely looking at a beta server bug as i doubt they intend to implement this on the live servers. -
Leading by Example! The Commander (Pet/Armor AT)
TheZag replied to dangeraaron10's topic in Suggestions & Feedback
There have been several archtypes suggested previously but this looks like a closer fit to something that could exist in the game and not feel out of place. If it were to be adopted im sure the numbers would be tested and rebalanced as necessary so ill hang on to my opinions on that. Perhaps something to consider would be having less pets - possibly not the weakest 3 or strongest 1 - in favor of keeping the lower upgrade power and to leave the mastermind on top in pet count and make the 2 classes even more distinct. -
I can only partially agree about anatomy not being censored. I play with the filter on even though its rarely triggered mainly because i dont use vulgar speech meself. But I've had no instances of seeing someone using anatomy in anything but the vulgar sense. I also prefer to teach my kids on my schedule and not have them come to me and ask what a certain 'new' word is.
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After all the waves are clear, jack and eochai both spawn and run at each other for a final battle. This is the event from live. If taking on 2 giant monsters at the same time isnt something players should get involved in, im not sure what would be. I should have been more clear in my original post. The event ends with both giant monsters duking it out. You dont go elsewhere in the zone to battle them for this one. Someone in the group asked what one to kill first and I answered both. It was fun tanking them both at the same time and dropping within a few seconds of each other. Battling all the early waves could probably be just as fun too, but having to find a lvl 30 something to lead the team seems kinda the opposite of the reason why giant monsters had their lvl removed in the first place. The mini events in brickstown, st martial, and praetoria all use leveless enemies. It doesnt make the events hard, especially for a lvl 50, but at least they arent trivially easy facerolls.
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I finally made it to the monster war in Croatoa shortly after it started, and while it was fun, it was also slightly underwhelming. The mobs were low 30s so our group of mostly lvl 50 had no problem decimating the waves. If the encounter was the exact same but the waves were like the other zone event mobs that dont have a lvl so they are white or stronger to every player would make the entire encounter more meaningful. I would also support a way of triggering the event in a fashion similar to goliath war walker in boomtown. But with extra reward merits to be had, the cooldown should be longer as well.
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This is a six of one, half dozen of the other kind of thing. In the end, play how u want, just dont break the rules.
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Best AT/sets for Hamidon Mending Mito team?
TheZag replied to SuperPlyx's topic in General Discussion
I would have to check the numbers when i get home, but its the magnitude, duration and recharge of the hold that matters. A dominator in domination mode with 1 hold is doing double magnitude or 6 mag every cast cycle with only 1 animation and a recharge that isnt much longer. Even if that blaster has 3 mag on each of those holds, by the time all 3 are cast for a total of 9 mag, the dominator would be at 12 from their second cast. Throw in the fact that the dominator holds are also lasting 50% longer at their normal magnitude, the dominator is still stacking holds while the blaster is in 'maintain mode' while the holds are dropping off. -
Best AT/sets for Hamidon Mending Mito team?
TheZag replied to SuperPlyx's topic in General Discussion
I dont have the numbers in front of me but i think it takes 36 mag hold or 50 mag stun to drop the protection on a green mito. League buffed, your recharge from 2 holds should be pretty close to the animation times so you can alternate between the 2. A dominator in domination mode with control hybrid would be the most magnitude hold you can stack with one character. Theres ways to speed up the green mitos a bit more but i found out ingame that raid changes are fairly heavily resisted so ill let someone else offer up that information. -
Weekly Discussion 85: T1 Immobilises in Control Sets
TheZag replied to GM ColdSpark's topic in General Discussion
I skip the single target immob. The main reasons i see that people take it for are single target damage and for not irritating your team with the AoE immob. For me there's just too many better choices through pool and epic powers to need it for single target damage and its too easy to not press my AoE immobilize or place that epic in its spot on the bar while on a team. But i haven't had anyone complain about my controller controlling the enemies either, so there's that to consider. -
What's hurting Dark Primary for Blasters?
TheZag replied to Solarverse's topic in General Discussion
Back on live before the fancy IOs, my defender had a range SO in tentacles to make it about the same range as (nightfall?) The other cone AoE one. -
Go with beam rifle and trick arrow but dont use the 'no redraw' animation option and alternate between primary and secondary abilities. Name it Corpse Blaster
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If you go to the spot for Adamastor and the tray with the power doesnt pop up then kill a few banished pantheon nearby. Thats what is says to do when you click the '?' . My fresh tank didnt have it pop up on his first run until i did.
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What should the aggro cap on Homecoming be?
TheZag replied to oedipus_tex's topic in General Discussion
Let me start out by saying I tank alot and Im pretty happy with the agro cap where it is. I also have 2 thoughts that are kinda in opposition to each other but i think apply to this kind of discussion. 'If it aint broke, dont fix it' 'You wont find something better if you never try anything new' There is a test server and it doesnt always have to be for testing features that are intended to be released. I would be happy to test things like agro cap stays at 17 but newly taunted mobs dont cause current mobs to peel off for 5 seconds. Or the cap is 25 but a second group will agro from farther away and taunt/gauntlet have shorter durations. I would also be happy to test having trash mobs with higher health so there is actually something to tank after the first 10 seconds of a pull. Changing the agro cap would be a big deal and to just plop in a new number without a rework of other agro and agro management mechanics would be unlikely. And once again, im happy how it is now. But i would be happy to *test* different configurations on the *test* server. -
Objects thrown by propel persist for quite awhile. The enemy you defeated with it despawns faster along with the enemies for the next several groups. This isnt a problem most of the time, but for when it is, it would be nice if there was a slider in options somewhere for how long propel objects persist - all the way down to 0 seconds. I even know some grav controllers that skip the power because of all the junk left behind. If has to be where players choose their own time and the client either shows or hides while the server keeps the items for their original duration would be fine too i think. From a coding standpoint, I have no idea how easy or worth it this is. Its just my $0.02 on the topic since I play my gravity controller a fair amount.
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Better maps for Apex, Tin Mage, Sutter, other late content
TheZag replied to Heraclea's topic in Suggestions & Feedback
I have only ran these maybe 3 or 4 times and last night i was the tank and only melee on the team. I opened the map to see the exact same thing as your screenshot and proceeded to hope i was heading the right direction. For new or unfamiliar players its definitely needed to have a larger map. Personally i would like to see the doors marked as well. -
I would be ok with a 'hardmode' hamidon with increased rewards that is on a rotation with the normal encounter. Every 3rd or maybe every 5 days to prevent it from being the same days each week. Players that dont want hardmode can take a night off from raiding.
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I played on Liberty back in the day. Hard to remember the names of many of my characters but a few are below and i was one of the early members of Hamidon Death Squad, although i went inactive during most of the actual kill raids and returned near the end of the life of the SG. Im on Torchbearer now as TheZag Ice' - Illusion\kinetics controller Zagan - spines\regen scrapper ShadowLord. - Radation\dark blast defender
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There was a request ingame today for a elec\SS tank so im posting my SS\elec brtue. I realize its not the exact same thing but at least someone might be able to use it as refrence. You will need mids reborn to view the build but here are some highlights: Smashing\Lethal defense 43.3 melee defense 44.2 other defenses in the 15-22% range Smashing\Lethal and energy resistance 90% Fire\cold resistance 75% psyonic resistance 67% negative energy resistance 58% theres a huge toxic resist hole with only 8% resistance but at least toxic damage isnt encountered often. also to be noted since building this i moved kick to 50 and put hasten at 30 http://www.cohplanner.com/mids/download.php?uc=1439&c=672&a=1344&f=HEX&dc=78DA6594DB6E12511486F7C020E554C08AF440ADB440CF146CBD366A5BA396A6CA0320A15BC020906148F4D27B6F6C355E58B5DAD6D38557C6E8E3F800AD261E1B5BC735F3AFA0C94C205FF69AF5EFB5FE357B26776BDEFFF6C29D3342F19DAF155BADC239ADAD4BF772516F6BC59A302F37FDFBAD7021276B52A6F3EDA6D40A795D93F5B25E89E1D6BCBC2EEB2D995EA8C992AE554B85B3DACD8626FC2B8D462D9D6F6825A9DD0E588BC56AB9A257EBE5A0B55A92C555A9B52AD5A617A94D2957230BCD6A29CD35DB855CB1A593BC971A49D17F58117C19AAB8A70A915585638DB90EAAF7C19907E09699AEB0664E414E063C729A19250EAAA26B9C38AA8A6D53028D43F9817DBAF640EF2EB89E14C2895E84D3A04B8C90C20595CBB5E9B4B28E3F03FDCF995BA0771B8CED8049D2B959EBF6A3426F80D90DF6079921F04418DC2195871D7AB2701462A721767A7496790AF55E50B68F1DFAD875F7183301A608013874062A0ED4AC316F8027ABE04BCA0A623F67F01B6A1CFBCEFCC9B3F8052A74AEC2BC6F78C57CACB4CF15E655309E075F117AB0AFE8B1A6EC247584DD46B8529C2BC5B9C2083B9AD9C75A254D94A71BBDCC3997988B60E22233824925BE621D266D1F4FAA6F5F58E72475C03C045F1306E04819C8411F5B061DA41FE473326839309B1B42C435B48167987A0C8E3E613E656E82E39FD0CD1B732CD6713694E187987D761DBC4629499E6BD2E182EE90F502EB09052C52EE18E78E7D40CEC47BE63B70EA237897369DE47E277FA3D6D401F3109CFEC334B827817E87C97D9ADDA7CD4D4C4FD47E863D641E517E0FE56F8031B5F386D3CF9CD6842D92B145B2B6C8AC2D32678B2CAA9D2F83B164BBBBA2F24D8A2856C413EABCF1C6AEB7F385E0BB9FFF45146517EEA7E3E09E2DFBCBFFD9FC1C67D64033C1F80B9C02F719 and heres the read it version Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Level 50 Natural Brute Primary Power Set: Super Strength Secondary Power Set: Electric Armor Power Pool: Sorcery Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: ------------ Level 1: Punch SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(48) Level 1: Charged Armor Ags-ResDam(A), Ags-ResDam/EndRdx(5), Ags-Psi/Status(7), StdPrt-ResDam/Def+(7), ImpArm-ResPsi(9) Level 2: Lightning Field PwrTrns-+Heal(A), SynSck-Dam/Acc/End(9), SynSck-Dam/Rech/Acc(11) Level 4: Mystic Flight Empty(A) Level 6: Haymaker SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg/Rchg(13), SprBrtFur-Dmg/EndRdx/Rchg(13), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury(29) Level 8: Knockout Blow SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(25), SprUnrFur-Acc/Dmg/Rchg(25), SprUnrFur-Dmg/EndRdx/Rchg(27), SprUnrFur-Acc/Dmg/EndRdx/Rchg(27), SprUnrFur-Rchg/+Regen/+End(31) Level 10: Conductive Shield Ags-ResDam/Rchg(A), Ags-ResDam(17), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(19), GldArm-3defTpProc(19) Level 12: Static Shield ImpArm-ResPsi(A), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(15) Level 14: Taunt MckBrt-Taunt(A), MckBrt-Taunt/Rng(31), MckBrt-Taunt/Rchg/Rng(31), MckBrt-Taunt/Rchg(33) Level 16: Grounded UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23) Level 18: Boxing KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(34) Level 20: Lightning Reflexes Empty(A) Level 22: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(36), UnbGrd-Max HP%(48) Level 24: Weave ShlWal-ResDam/Re TP(A), ShlWal-Def(36), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg+(37), Rct-ResDam%(37) Level 26: Maneuvers Ksm-Def/EndRdx(A), Ksm-Def/EndRdx/Rchg(39), Ksm-ToHit+(39) Level 28: Energize DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(29) Level 30: Kick Empty(A) Level 32: Foot Stomp SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(40), OvrFrc-Dam/KB(42) Level 35: Power Sink PrfShf-End%(A), PrfShf-EndMod/Rchg(50) Level 38: Electrifying Fences Bmbdmt-+FireDmg(A), Bmbdmt-Dam(42), Bmbdmt-Acc/Dam/Rech(42), Bmbdmt-Acc/Dam/Rech/End(43) Level 41: Ball Lightning SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg(43), SprFrzBls-Rchg/ImmobProc(45) Level 44: Cross Punch Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(50) Level 47: Hasten RechRdx-I(A) Level 49: Rage RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50) Level 1: Brawl Empty(A) 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: Fury Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Empty(A) Level 2: Health Prv-Absorb%(A), Pnc-Heal/+End(46) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(48) ------------