Arbegla
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Everything posted by Arbegla
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Might I have a survivable Prestige Pet, please?
Arbegla replied to Sarn's topic in Suggestions & Feedback
The prestige pets can be buffed, and benefit from the Pet Auras. I'd love for them to be able to take more than a single hit, but as their bonus is basically 'free' I understand why they aren't durable at all. -
Resolved: Move LGTF Minimum Level Requirement Back Up to 45+
Arbegla replied to Apparition's topic in Suggestions & Feedback
While I don't remember the LGTF being 45+ on live (I remember it being 35+ like the ITF, and just running with a bunch of 50s, so everyone was 49+ due to super sidekicking) if the Weakened Hami is indeed spawning at level 50 regardless of the level of the leader, than the LGTF needs to be looked at, as even at level 45 having a +5 Weakened Hami would be really hard to take down. Roleplay or not, unless its a specific Task Force (think the LRSF or the MsLib one, which specifically says its tough) the AVs/EBs should always scale down. -
In before lock. Also, I wanna play that elf. I think it'll be fun. What power sets do you think it'll have? Ill/cold?
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doesn't he
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I do wish the LFG Queue would auto-kick you from the queue if you got a team invite. There are times I just wanna sit in the queue for a specific TF, but run my own missions for awhile, and then I decide 'oh wait, I wanna team now' and have to de-queue to even accept the invite. Getting some kind of 'You can't team with others while in the queue.' or a 'X person sent you a team invite, do you want to accept and remove yourself from the LFG queue' popup would be amazing, like the collaboration mission completion popup. And it'll it so you don't have to explain anything, the popup does it all for you.
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Incarnates for Mastermind....how do they even work?
Arbegla replied to Menelruin's topic in Mastermind
Also Area of Effect (Pyronic is a 'targeted AOE' Ion is a chain power for example) -
Huh, for some reason I thought MaxHP handled heals, and damage scales, but maybe I wasn't thinking of the right thing.
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does -maxhp affect it? say, from the degenerative interface?
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Hard TFs, and +4s, and newer players. Oh crap
Arbegla replied to Snarky's topic in General Discussion
I donno man, having main'ed a bots/traps MM, I get the shaft on the "holy trinity" concept often, but I'm not really Damage, I'm not really a Tank, and I'm definitely not "healz". But, my build can legit solo +4/x8 ITFs, so having a team is more a 'Oh, I guess you guys get rewards too...' -
Montague Castanella arc feels way too early
Arbegla replied to Biff Pow's topic in General Discussion
Doesn't he actually scale all the way up to 50? I'm pretty sure he's introduced early, but can be done all the way up to level 50.. Maybe he should be introduced later? Or does he gives access to the midnighters club, so you need to do him sooner to get access to the O-portal and cimcity? -
Chances are the calls are O(1) so its not that big of a deal. If its a simple "If here, flip switch, if not, skip" call its not really doing a lot of CPU usage.
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Sorry, but I dislike the change to Invisibility
Arbegla replied to Weatherwoman's topic in Suggestions & Feedback
I think the Clear Mind buff that the healers pass out has +perception.. so if they happened to buff each other, you might've gotten seen because of that. Either that, or the Shout buff they have. -
I'm not sure we're playing the same set if you think that /traps isn't good against the AVs themselves.. /Traps has the most powerful -regen power in the game. Its twice as effective as /rads (Lingering Radiation is only -500% regen), and lasts 10 seconds longer, if you can keep the AV in the cloud, which web grenade lets you do, as AVs don't have much resistance to immobilize. -1000% regen means that even with AV resistance, you are going to floor their regen, with 1 power. Then Acid Mortar stacks if you have multiple out. So the more you have, the more you can multiply the debuffs, and the MM version at least takes two -res procs, giving you an insane upper bound on -resistance debuff. With burnout, you can get 4 Acid Mortars going.. that's before you consider the -damage from the Seeker drones lowering the damage you take (and the -resistance making the -damage even more powerful)
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As pets don't have any inherent endmod powers (they don't get Stamina, like we do) I'm not sure adding endmod will actually do anything to them at all.
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I'm curious about this, as the Gaussin's BU proc has a really high chance of proccing, due to how Tactics works, increasing the proc chance for EACH target of tactics, so its up pretty often.
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By all contacts you mean the first contact in the specific chain right? and by 'open' you mean 'introduced'?
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While I get where you're coming from, Mercs recently got their full auto animation cut down, and Bots/ is on the list to have the same adjustments in Page 3. Its already been stated that Bots are being looked at a lot, as they do have some pretty nasty issues (Repair is simply trash, Flamethrower is another stupidly long animation power, and the single target isn't all too great because the damage has been lowered) I will give you to proc-abliity that thugs have, especially with -def, and the fact that you can use both BU procs (one from the purple set in the T1 pets, one from Gaussins in the Enforcers) really add to their damage. It is basically all lethal/smash though, which is more resisted then energy. And the Arsonist can be hard to keep alive sometimes. I'll be very interested to see how the two sets compare after bots/ has their animation times fixed up.
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But that's global recharge, not the enhanced recharge from the IOs themselves. I'll agree that global recharge is amazing.
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I've been locking my characters at the level ranges, (4, 9, 14, 19, 24, etc) and running through all the missions in my contact list. Its been a lot of fun, and I've really enjoyed street sweeping. Its actually been really interesting, because I'm playing H side with a Mastermind, and never done that kinda street sweeping before. V side the zones are very tight, so the battles don't get as epic.
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I actually find this game VERY responsive, and primarily for 1 reason one. The ability to Auto-cast, and Queue powers. Very FEW MMOs allow you to do either of those out of the box (yes, mods can help resolve those issues..) and City does it best. Being able to queue my next attack seamlessly, and have it execute, then queue up another attack while I'm mid-animation has made City of Heroes my go to MMO since basically day 1. No other MMO has come close to that, even with lag. Heck queuing up powers actually lets you beat lag sometimes, because your 'queue' is sent to the server before the client catches up, so you can 'queue' many powers together and not die even if you're lagging like no other, as lag is a client-side problem, and not a server-side issue.
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And the Protector bots get Photon Grenade at 32 as well. Its a targeted AoE, with a stun component, on a pretty quick recharge (20seconds I think..?)
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I, and a few others, brought this up in the Beta forums when the changes were first made. There are only 4 powers across ALL of the Mastermind Primary and Secondary powersets that accept that ATO set, AND benefit from the recharge enhancement. Those powers are Gang War, Soul Extraction, Hell on Earth, and Tornado. The short answer is currently its not going to be changing, but might be looked at later. @Faultline did some digging in the database pre-change and saw how often the set is used for the four powers that can actually benefit from it, and its a pretty small percentage. But because the change would mess with those builds, and the change is still rather new, I'm not sure anything will come of it.
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Short answer is no, those sets are still slot-able in the MM pets, even though they say they aren't. Long answer is any Recharge from enhancements won't affect the pet summoning power at all. The pro is you can't be debuffed anymore, as the powers are unaffected by ALL recharge effects. The con is its wasted enhancement values from a set that is 'balanced' around having them in the budget.
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I swear I'm going to write up a guide on how to play traps with mobility. It can easily be a stationary set, but there is only 1 (maybe 2, I can't remember if Time Bomb is interruptible) power that you can't 'toe-bomb' with, and 'toe-bombing' can be done as your opening move. Heck, my favorite thing to do, is throw Seeker Drones into a group, then while the Drones soak the alpha strike, I toe-bomb a Poison Trap, leading right into Acid Mortar. By the time the Poison Trap triggers, the Drones have exploded so any mobs that aren't held, are debuffed, and then I'm already dropping Acid Mortar, which fires immediately, and debuffs the group of mobs that are now choking/vomiting. If I'm in a group, the group has probably cleared most of the mobs, and thus the Acid Mortar is only targeting the remaining boss, and I move onto the next group, letting my teammates mop up whatever is left. If I'm solo, I play a Bot/Traps mastermind, so my pets are clearing things pretty quickly already. I might drop a Caltrops on top of the Acid Mortar, just so mobs don't try to melee it, giving it some time to get the debuffs off, but all in all tactics don't change, though on a team I'm probably not sitting in bodyguard mode the whole time, so its faster to kill things. The initial hold of Poison Trap is autohit in a 25ft radius, its mag 3, and the pulse fires right after the cloud forms, which can stack with the initial hit, so there is a good chance you can hold the boss in the group as well. Its better than a controllers AoE Hold, as the recharge is also fast enough that you can do this every single group. And that isn't counting the 3-4 second forced animation of the vomiting that Poison Trap can cause. It might not be a 'hold' but the mobs can't do anything else but empty their stomachs during that animation, so its just as powerful. Yes, Trip Mine and Time Bomb can be used to create a death zone, but until they give /traps the /device treatment, I honestly think those powers are best skipped on a Mastermind. A defender/corruptor/controller might get more mileage out of them, but from what I've seen so far, they are pretty lackluster powers in general.
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So, this might not exactly be a bug, but its something I've noticed as I've been browsing the forums. There are a few powers, even within the same powerset, but over different ATs, that accept different Invention Sets. A good example of this is Acid Mortar. Acid Mortar for Masterminds accepts the Targeted AoE set, the defense debuff set, and the accurate defense debuff set on a MM Any other AT, the 'Targeted AoE' gets turned into the 'Ranged' set, which seems odd, as the Mortar from Acid Mortar is actually an AoE (8ft radius) centered on the mob the Acid Mortar decides to shoot at. Would it be possible to do a pass over the different proliferated sets and make sure that the Invention Sets allowed to be slotted is consistent across the set? Or have an explanation why it is different between ATs?