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Everything posted by ZemX
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How many of that recipe were available for sale? If the number is low the price could be anything since people can post for anything. Normally posting too high means it will never sell. Why someone actually paid that much is a mystery but then again there are people for whom 11 million inf is what they find in the couch cushions. What you see in the most recent sales window is just the most recent sales. People often confuse this for the "going rate" or "market value" of an item but it's not enough of a window to really know that. You could be looking at a short term anomaly, a mistake while typing (as Yomo mentioned), or just someone who doesn't know what an item should be worth. The higher the available count, the more sales volume there usually is. It's a hot ticket item, in other words. Those usually have more stable prices if you check them over time. But again, anything can happen in that short term history window. For a lot of items, the market just isn't large enough to establish a stable price.
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edit: Nevermind. User error. 🤪
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As far as I can tell, they haven't. Before Tanker Tuesday yesterday I looked at this both in the info screen for the power and in the power monitor. FA is still using 0.25 end/sec with a single 50+++ endrdx IO in it. So it's base is still 0.39 end/sec. Combat monitor also agreed that turning it on increased consumption by around 0.24 end/sec (so some rounding going on but otherwise in the same neighborhood). Guess I'll skim the beta and bug forums to see if it's been reported.
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Energy Melee hits like a truck. Martial Arts pushes defense up into incarnate soft-cap land easily. Psi Melee I am less versed in. Dark Melee, which you did not mention, is often talked about as a good pairing for shield both for the added "defense" of toHit debuffing and the self-healing attack that Shield doesn't have itself.
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Since you seem to be talking only about team buffs and area effect debuffs, I'd say +dmg always wins for four main reasons: 1. Team +dmg powers tend to have higher buff values than area debuffs have -res values. 2. Those -res values can be further reduced by an enemy with resistance to that type of damage. 3. Those -res values will be reduced even more by the Purple Patch when facing... anybody worth facing. 4. Buffs stick to your allies and can persist through multiple spawns. Debuffs only stick to enemies until they are dead. Fine if it's a toggle debuff, but if it has a recharge time, it's possible you might not be able to use it in every fight if the team is moving fast enough. Note, of course, the best powers to use in any given situation are the ones you have. 🤪 This is just to answer the academic question of which powers tend to be more effective with regards JUST to damage. These powers each also usually have other useful effects besides.
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Ooo.. here's an idea. What about... perma RESURGENCE! I know! You're thinking it's just a self rez, but it's also a self-BUFF! 90 seconds of +recharge, +damage, +tohit, and +recovery! 15 seconds of immunity to kick it off! 300 sec base recharge. Get that down to 90 seconds and you can skip the Resurgence penalties by just dying again! Brilliant?!
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What happens to existing IO sets in altered powers?
ZemX replied to victusfate's topic in General Discussion
Nonsense! It was furiously multiplying zero by 1.33. 🤪 Which is how I assume this will work. Your enhancements will stay slotted but if they are enhancing effects no longer found in the power they will effectively do nothing. -
Most people who don't play melee, I think, don't realize that taunt/damage auras are only about 12ft radius out from a tanker (8ft for others). When I jump into a spawn, I look to use my biggest AoE first but even that is often only 15ft radius at best. One reason I am fond of Rad Armor on tankers is for powers like Rad Therapy and Ground Zero which can hit enemies at 30 and 22.5ft radius, respectively, for a Tanker. Blaster rain AoEs and nukes tend to be 25ft radius and Controller immobs are 30ft. That said, I don't know if I've ever gotten actual flak when a Blaster or Controller manages to plant themselves for having an itchy trigger finger. Usually, they know what they did and they eventually learn to keep it in their pants a little longer after the fight begins.
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"I make my livin' off the evenin' news Just give me somethin', somethin' I can use People love it when you lose They love dirty laundry"
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brb, checking name server...
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No it doesn't. First, it's a guideline. Second, it says to avoid "controversial political or religious" content. Good friggin' luck! These days a pop star can't date a football player without someone seeing a secret political conspiracy. I think I could say "Good Morning!" in General Chat and get reported for attempting to promote a sun-worshiping religion. Which would be ridiculous. I worship the Giant Meteor. May its righteous holy fire soon cleanse the world!!
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I would call this more "emergent behavior" than intentional design, really. Procs are as good as they are because of the ability to exploit global recharge to push their performance far beyond what was intended. I wouldn't campaign for a nerf though. They'd be chasing ME with pitchforks and torches instead of @Snarky.
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Best AT for a soloist starting with nothing?
ZemX replied to Dao Jones's topic in General Discussion
Because you said this, I will caution against going Tanker your first time out. I am a huge Tanker fan myself and what others are saying is true but it is also true that Tanker is one of the ATs you might find burdened with team expectations more often than some others. This isn't a rigidly conventional tank-heal-dps game, but it's often enough still the case you will load into a mission with a team and they'll all look in the direction of your tanker as if to say, "Well...?" Not that this can't be fun too. You dive head first into a group, and don't die, and then.. you keep doing it. You lead the team around. That's not EVERY team, mind, but it's many of them. Just something to be aware of and a point in favor of a less "responsible" AT like Scrappers, Stalkers, or Sentinels. Any of those will have very good survivability with very little heavy expectations placed upon you while you get familiar with things. Stalkers might be the epitome of this as your teammates might not even know you're doing anything at all let alone wondering if you're doing it well. "I saw the Stalker hit somebody... I think? Or maybe it was just a trick of the shadows!" they might recall. But that will be about it. Though you might rarely be asked to run to the end of a map and click on a garbage can or a computer terminal or something like that if you're running a Task Force. It's a living. I've never played a Sentinel, but it strikes me as low pressure, safe, and aligned with your ranged preference. It is a Blaster with training wheels. You can enjoy the Blaster lifestyle without enjoying the design of the floor tiles quite as much. -
We might need to worry about leveling too fast anyway if we're aiming to do Frostfire as Reunion has full-time 2xp as a base rate now. If we need to we can use this: edit: oops.. meant to say "Reunion" of course. But both servers do have 2xp right now.
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Best AT for a soloist starting with nothing?
ZemX replied to Dao Jones's topic in General Discussion
I think you're paying too much attention to the height of the bars in the chart. Look at the actual times. The main thing I get from his testing is that all three ATs clear Trapdoor at very close to the same average times. Scrappers and Tankers are the same average and Brutes are all of 7 seconds behind (on his newer post in the AT forum) out of 5 minute runs. That's like 2.5% difference. It's in the noise. Yeah, there are outliers showing more differentiation but if you want to speak about the AT as a whole... there's apparently little difference in clearing a map like that once you have tricked out an IO build with procs and Incarnates. Whatever built-in differences there are to begin with between Brutes, Scrappers, and Tankers get sanded down to just about nothing by that. The Pylon times show much more what you'd expect from the four melee ATs clearly indicating Tankers are dead last in ST damage and Scrappers/Stalkers are top. No surprise there. In any case, nobody rolling up a new Brute, Tanker, or Scrapper is going to see anything close to what's shown in these charts for Trapdoor. Not for a long time and possibly never depending on how they are playing. -
It was added only recently and probably not "meant" for more than the novelty of running through people. Super Speed at least got the jump height thing added to it which is not nearly as useless as the Phase. And it has a little stealth. But I'd say none of the travel speed powers were really meant to be used in combat. Some, like the teleports, can be. But mostly the rest get suppressed to hell and aren't supposed to work at all in combat.
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To be fair, the bonus power in Super Jump is just as lame since you can buy the exact same power (which operates on the same cooldown timer) from the P2W vendor.
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Yeah, it's not well described in the text but it does happen. Here's the full data from CoD. If you want a more reliable way to get out of a jam or through a packed doorway, switch to Teleport or Combat Teleport. Also works great if you are slowed, immobilized, or affected by -jump or -fly keeping you grounded. Speed Phase, I agree, isn't as useful as it sounds. For stealthing, which seems to be its only real use, I can't say I've ever really needed that to get to the end of a map anyway. Stealth ALSO suppresses when attacked, damaged, when you attack, or when you click on a glowie. And the stealth from superspeed by itself, even when not suppressed, isn't enough to keep you from being noticed by enemies if you pass right through them. You'd need to add probably a stealth IO to it and then you'd be invisible to most. But if you got damaged some other way, like running through a damage field of a CoT red crystal, say, you'd drop out of phase for 4 seconds. It's better than nothing if you were already into the Speed pool for Hasten and didn't want to open another travel pool for Teleport, I guess. But it's pretty unreliable in practice.
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I think it's a trick question. The problem lies in the fact that ANYONE can have followers and be considered the mastermind or ring-leader or, dare I say, "kingpin" of a criminal (or hero!) enterprise while at the same time being more well represented by another AT in this game. Bane might have a gang but he's obviously a science Brute. Prof X and Magneto are mutation Controllers. Statesman was a Tanker. Ms. Liberty is a Scrapper. All of these folks had/have followers or henchmen or paramilitary organizations that report to them. Doesn't make them MMs. Flipside of that, I suppose, is that you can call anybody with a gun a "pistol blaster" but that doesn't make Joker, Penguin, Riddler, Black Mask, or any of the other bat-villains NOT an MM. Those guys are totally MMs!
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Yeah, street fighting is gut punches and roundhouse kicks. i.e. the sort of thing only a boxing/MMA fan would call "dancing". Of the melee sets I would say have anything approaching graceful leaping/spinning animations that could allude to ballet: Staff, Claws, Savage, and Katana. I don't list Dual Blades mostly out of personal dislike for the animations. They seem too abrupt and mechanical in the way they start and stop to me to be called "graceful". Savage has neat leap and spin type slashing attacks but might not fit your theme as it's somewhat bestial. The Build Up is like a "howling at the moon" animation except with more of a roaring sound accompanying it. And the slashes all paint red claw streaks in the air to hint at blood being drawn. Claws has the slashing but without the animalistic theme. Also has leaping, rolling, and spinning animations. If you really want to steer away from melee though, I would probably go Blaster with Dual Pistols and either Martial Combat or Ninja Training. I have not played this or any Blaster myself for very long but I have briefly tried DP/Ninja. It was a little weird because you have both the pistols and the sword but it was a strong fit for my "Samurai Houston" concept 🤪. The sword animations are from Katana set and include a basic slash, a leaping/spinning PBAoE (very graceful, I think), and the leaping up then slashing down of Golden Dragonfly. That said, I think DP/Martial probably works better thematically because you're not alternately pulling pistols or a sword out of hammerspace as you cycle through attacks. Martial adds Martial Arts secondary strikes. Storm Kick is your basic boot to the side of the head, if I recall correctly. Dragon's Tail is a low spinning leg-sweep around in a circle. Eagle's Claw is a kick to the face followed by a back-flip? Again, been some time since I played MA. Best to preview all that in the character creator to be sure. Aaaanyway, Dual Pistols has all sorts of spinning nonsense in its animations that might work for your concept if you are more comfortable with a ranged character. Then you can take or leave the melee attacks as you see fit for yet more spinning and leaping strikes. And you can supplement with pool attacks like Spring Attack and Whirlwind for even moar leaping and spinning. So much winning!
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Have you tried... A STICK?! I am serious. You want Staff Fighting. My Rad/Staff Tanker wears the "Dance Legend" badge proudly and for a reason. Staff Fighting IS dancing... with a stick! Take Staff Fighting on anything but a Stalker. Not because Staff isn't great on a Stalker, it is. But you want to be SEEN! Also because Stalker's don't get Innocuous Strikes and Innocuous Strikes is you stabbing someone in the toes and causing THEM to dance with YOU! Staff has leaps (Sky Splitter)! Staff has lunges (Serpent's Reach)! Staff has baton twirling (Guarded Spin)! And most of all... STAFF HAS BREAK-DANCING! (Eye of the Storm). Overall, Staff is very fast and energetic. You are going to be rotating through these moves quickly and constantly. Pair it with Super Reflexes because someone with these dance moves should be untouchable! (and also because SR has no obscuring visual FX to get in the way of your awesome). Add the Speed pool and dial it up to Whirlwind for even more spinning! Because spinning is winning! Doooo it!
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Can't use the transit to get back to Atlas. Stuck in Kings Row.
ZemX replied to Snipe87's topic in General Discussion
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Afraid my Mid's is in the shop! And I haven't posted an updated Rad Armor build in a while here. But all my Rad Armor Tankers are gravitating towards the same build scheme. The main points of which are: 1. Panacea in Health. Perf Shifter in Stamina. No other slots in those powers. RadA has bountiful endurance and drain resistance. Plus, as Boss mentioned... 2. You put a Theft of Essense proc in Rad Therapy and now you have a self-heal that heals both the green AND the blue bars. I also drop in a couple Preventive Medicine IOs for heal/recharge and then the rest is damage procs, making it a mini proc-nuke as well. It slices, it dices.... now how much would you pay? But wait... there's more! 3. Overall your IO slotting for set bonuses will gear towards resistance and recharge. Hasten, recharge bonuses, Combat Jumping so you have a defense power for various useful one-slot-wonder IOs like Shield Wall, Kismet, and Reactive Defense. 4. Winter Sets, when you can afford it, to stack up some of that 2-slot bonus slow debuff resistance. This is key. You get hit by everything. If your recharge is debuffed, your heal and absorb shield don't come back fast enough, and you die. Dying is not permitted! But wait! Why am I getting hit by everything?? Why don't I just.... 5. NO! No defense! Screw defense! Dodging attacks is for people who feel pain. You are a resistance/absorb/heal tank. You laugh at pain! Plus you don't have defense debuff resistance. Any defense you build will be blown away in any situation where you actually need it. They can only hit you 95% of the time! What harm can that do? Speaking of hitting 95% of the time, btw... 6. Focused Accuracy. I wish I could say you can choose any Epic set but... I can't stay away from Focused Accuracy. Getting hit by everything means debuffs suck. A lot. And a lot of them are -toHit debuffs. If you don't want to be reduced to autohit Taunt bot, take Energy Mastery and then take Focused Accuracy at 35. Now, in addition to already being able to dance in Tar Patches because of slow resistance, you can ignore toHit debuffs too. Mostly. 7. Ground Zero. Another proc bomb. Also a good place to drop two more Winter IOs for the slow resistance. Avalanche set. I like Acc/Dmg/Rech and Rech/Knockdown. GZ has a long enough base recharge that you're gonna get 90% chance out of that proc. Also, GZ hits up to THIRTY targets (though it includes allies because it heals them). So GZ means you hit a huge number of targets. Tanker means the radius is enormous. And the KD proc is just funny. This feels honestly better than Shield Charge. You let this sucker rip in the middle of a big crowd of bad guys (or good guys!) and EVERYBODY takes a seat. Fill out the rest of the slots with damage procs. 8. Teleport - This is somewhat a matter of choice obviously. Take what travel you like, but Teleport has really grown on me lately because it can even be used inside a mission. Again with the theme of being hit by everything comes the possibility of having your feet glued down so you can't fly/jump. You're not rooted because you have immobilize protection, but you also can't even hop over a curb or railing in your way. Unacceptable! The blaster is being eviscerated! I need to get over there now and smash those guys so we can scrape that poor Blaster up off the tiles! No problem if you can teleport! Traffic jam at a door in an office or sewer map? BAMF right though that crowd! Also really nice for landing yourself in the exact middle of a big spawn of enemies without having to shoulder your way in there. Perfect placement for a big AoE like, oh hey! Ground Zero! Tellin you, teleport in there and while still hovering you let GZ go and it flattens everyone, you're still floating there in a classic superhero pose surrounded by devastation. /screenshot! 9. There is no 9! You are having so much fun by now it should be illegal! Okay.. this isn't a build. But it's the outline. If I can figure out how to properly install an updated Mid's I may give posting a build here a shot. Although I hear export doesn't work anymore. Booooo! Maybe I'll attach the file then.
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Had this happen just last night. And this wasn't a team that was all over the place in the rest of the missions but then we swung into a Safeguard where the lead wanted to do all the sides in PI and then clear the map and... there must have been three sub-groups at least at different corners of the map at any given time. When I finally realized nobody was following me (the tank) I decided to try following the team lead. That helped. Eventually a few more glommed on and we had a working sub-group able to tackle sides but there were still stragglers fighting and dying who knows where else on the map. And it probably wasn't a case of vengeful soloists. They probably were having trouble following the erratic path we were tracing hither an yon around the map as those of us with Vidiotmaps installed went around nailing key-giver groups and then door side missions. I put that down to the fact most PuG radio teams seem to skip banks like 90% of the time. They just want to farm regular radio missions where it's easy to follow through an office or sewer map. People get out into the open map and just lose their minds. 🤪 Wouldn't trade it for anything though. It's not good vs. bad team. It's random vs. predictable. I prefer random. Surprise me, Paragon City!
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Touch of Fear only toHit debuffs and terrorizes your main target. The rest hit by the AoE just get some negative DoT damage. You hit nine targets but there are only seven attacks in this log snippet after the Touch. Your main target might be cowering at this point and not attacking you yet with his debuffed attack chance. Try testing it again against just one enemy. The only other reason it might not go down against an enemy like this would be if they are already at the toHit floor. But that doesn't seem to be the case here. Should be 5% if this is an even-con minion. That enemy also doesn't have any special resistances to debuffing.