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Razor Cure

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Everything posted by Razor Cure

  1. Ok, cheers! I will try doing it again. At least Yin is nice and easy! (just dont tell her dad i said so). And thanks Frosty! 🙂
  2. Yeah...no you didnt. Maybe you are confusing how you run an itf, with how I do? SInce you had no trouble at all accusing me of starting a lvl 35 one, with lvl 50 team mates. You know what assuming does, right?
  3. So..I swapped toons to a new 50, to do Penny and get my Notice. and totally forgot to do the Alpha arc. Now I have done the arc, but if I do teh weekly again, will I get the notice? ANyoen done the same?
  4. Yes, how DARE the person forming the team..take what they want. Outrageous. If I am doing a level 50 TF and forming it myself, if you aint 50, you aint coming. Seen enough ITFs in particular with 2-3 people doing ALL teh work, and the rest, all relative lowbies, basically just dying or hiding.
  5. It really was! Literally my whole screen flooded in Imps!
  6. I have done the Cap SF quite a few times, in a huge variety of team make ups and sizes. Usually, a full team will kill Batty in 2 mins or under, with slower DPS teams about 3-4 mins. Now, even if those 2 min teams, he will spawn his HORDE of fire imps maybe..3 times. My guesstimated average. Even on a slower team, it is still about that much, and the imps seem to die quickly. I say die..but it seems more like they despawn, because everyone is usually belting Batty himself. Even in a 3 man team I die, scrapper, ws and..a sentinal I think, which was a bit of a slog, he still summoned his imps a MAX of 5 times, and the spawns never overlapped. Another anecdote..Duo'd it with my mace/shield scrapper and a friends fire kin corr. Maybe a 4 min fight, imps shower up maybe 3 times. Now, the imp spawn rate could be influence by -rech on him, or him getting mezzed. Could. In the duo example, or we had was siphon speed (maybe two stacks at most, at that lvl) and my stuns from mace. With AV resistance and purple triangles, NO way was he being mezzed or slowed more than some of the badass full teams were managing. And yet...the imp-rate was pretty much the same. So they I decided to solo it last night, on my Demon/Dark MM. Infernal died easy, but sloooooooooow (due to the utterly stupid way AVs RUN AWAY every 20 secs unless there is an actual taunt. Why is this? Its like us running away from a -3 boss). Then Batty. Start fighting. He spawns imps. I stun em with HT, kill them, and start on him. About 30 secs later..MORE imps. Same thing. Only this time, I cant stun them. So they dont die fast. About 20 secs later again..MORE imps. The spawn refreshing (maybe adding to also, too many too tell). Barely killing any now, as there are so many targets and they are hitting my pets enough to kill them (which Batty couldnt do, btw. I wasnt dying to him at all). Then more imps. Over and over. I think I kept fighting for about 5 mins, and would have seen a truly stupid amount of Imp summons. My question..why is this? Why does it seem like so much more, even compared to a team of two, with minimal -rech? Or big, slow teams. Even when I was slowing him with HT, and the pet ice attacks? In particular HT..I'd use it, just after a imp spawn. ANd he would pile another one on in around 20 secs. I'd be interested to know what other peoples experience on Imp-Rates are, in big teams, debuff heavy/lite teams and small groups.
  7. True..it is. But those 2 I mentioned, the +20% rech and 50% end red..are SO not balanced at all compared to the others.
  8. SecMu is a great little power...but.. Well some of the effects are crap. Cmpared to Mystic Fortune, which has most values in the 5% for def, 10% for res, and 15% for damage (as WELL as a lot of buff/debuff ones), there are litterly on two effects in SM that are worth a damn. The +20 (or 30, I forget) recharge, and Pain Tolerance, that is a totally awesome endurance reduction. The res are truly tiny def, speed and acc bonuses. I dont think there is one doing +res, nothing for special effects at all. Can we get them tweaked just a little?
  9. No offence but..what? You NEED almost perma elude to do that? Elude is like 45% def OVER and above all SR already has. IE..an utter waste. Also, Phase on a melee. That is totally a great indicator of how 'good' a t9 is! Of course, my opinion and everything. If it works for you, go nuts. As too you talking about not wanting to 'fix' a powersets holes...I kinda agree with your there, but the whole argument is rendered utterly moot by IOs and incarnate stuff. Like you can build an Invul to have like 40% (or whatever) Psi resist, which is stupidly awesome to a set that normal gets utterly spanked by Psi. How is that not 'breaking the design?' Also, newer sets like Bio and to an extent WP and shield have VERY few holes, getting +hp, regen, rec, def, res etc etc> Obviously nothing gets everything. Well..Besides bio with heal, rec, rech, res, def, heal, AND absorb. So why play anything but Bio Armour? Oh wait..cause we all love different sets and would like them tweaked in a variety of ways (whether realistic or not). Also, if every t9 was tweaked a bit, with no crash and maybe Unenhanceable rech (on the long duration ones), that would totally eliminate any outcry about 'plugging the power sets designed weakpoints' because nothing would be perma, but everything would and could be actually useful.
  10. The T9s need to fill a hole in the set, as well as add something..special (ideally). Like the new ICe Armour one, Icy Bastion. That is sooooooooo good compared to Nubinate (so worthless on tanks especially). The set is defence based, and the t9 gives you good resists..a perfect hole filler, since when your def fails..you want the resists as back up. LIkewise MoG..a stack of def and res, in a set that has very little. And a short power, which makes sense when IH is a long duration. As another example..Unstoppable. ALL Resist..in a set with good resists anyway. Its mostly pointless as people have noted. Suggestions. Dark Armour. Said this before. COmbine CoF and the stealth into one power, give it Shadow Meld as a t9. Fast, short power, giving a good hit of defence. Elec. All resists again..stupid. Give it something with +speed/rech, maybe elec damage in attacks as you channel power, with a big hit of regen and absorb? EA: Its all def again..silly. The +hp is nice. Some resists and absorb would be much better. WP: Not bad. But boring. Shield: Decent. I'd give it a lil def hit too (since shield generally has lower def than other sets). Maybe a stacking +def, from AaO. Regen. Good. But ive the self rez a +hp, so it becomes another tool. Stone: A whole seperate can of fish! Fire: Give the rez perhaps a +damage and absorb, make it useable when alive. Rad: APparently good! Bio. Great. SR: ALl def again. Give it a +rech and more speed, with a refreshing absorb and +regen mechanic since the set has no heal. Ninjitsu: A bit of rech and some resists, also status prot (in case case of dying trhen having no mez prot when you get up).
  11. The exisiting ones are great, but DO suffer from being needing teh same type of power to go into. As an example..my Ill troller..the troller atos are mostly crappy for him (not crappy, but no..variation in where they can go), and having ones that could go in damage powers would be awesome. More sets could also bring in more cool procs, as some of them are rather OP, compared to other sets. Like Stalker's having basically 2 of the best procs in the game (imo) and scrappers, as comparison, seeming a bit lackluster. By secondary effects, I mean ones IN your secondary power set, Such as def/res ones for melees, buff/defbuff for support, more..creative type ones for blasters, attack power ones for doms, and of course buff ones for fenders. The bonuses would need some tweaking too..like a Def/Res ATO set wouldnt (shouldnt?) give any + def or res. And the +rech part (assuming there is one) would have to be on the 4th or 5th slot, at the very least. Blaster: For the Manip sets (maybe it is ONLY slottable in the secondaries?). Perhaps a damage proc with a chaining effect, in single target powers. Dom: Definately an attack set. With a proc doing a damage proc, and perhaps a chance to Hold/Mez Troller: A buff/debuff one. Maybe a +20 strength to X (heal/-to hit/-def etc) Proc, in a set that does acc/mez/duff/debuff (not sure if that is possible). Brute: Def/Res one. A minor +heal/absorb chance when hit (like..very minor) that doesnt work in damage auras. Tank: Umm. My least fav at..not sure what they need. A taunt set that has a high +dam proc. More damage and encourages them to taunt. Corr: Yay corrs! a Buff/Debuff one. Perhaps with a +chance to scourge (if possible) MM: Buff/Debuff. NOT a pet boost one. Maybe something that giives a +heal/absorb proc to teh MM. Stalker: Def/Res. +AoE def. To help those non def sets stay unhit while lining up an AS. Scrapper: Def/Res. A retaliation proc. Each time then get hit (maybe with ST attacks only), a small chance to auto'hit back, for minor damage Fender: Buff/Debuff. A +special effect (thick power boost) proc that also grants s amll +damage. VEAT: Secondary sets. Honestly, not sure what they need. Maybe a minor +rec proc? Or a small chance to summon a spiderling minion, that lives for 10 secs or so. Heat: Pass! Senty: Havent played one yet. Perhaps damage proc.
  12. So I have been trying to get Fast SNipe on my blaster..with Kismet and 2++ Hamis..but ZI was not getting the 'yellow ring' indicator for it. This had me rather annoyed, especially since I 'borrowed' multiple Hamis from friends! I sent a ticket and and got a super helpful reply in a few hours! The GM pointed me too.. So even IF you have no fast snipe indicator, it DOES work, as long as you are over 97% to hit. Thank god!
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  13. So I have a water/poison corr and have observed a few things about the set (water blast) and want to see if anyone has noticed similar things, or if it is just my perception/lag. Water Blast, in the same way at newer sets (Titan weaps, Street Justice) has a gimmick attached to its Aim power, Tidal Forces. Using TF is meant to give you 3 stacks of todal power,s o you can make use of the bonus things in a few of the powers. Which sounds great. However.. I have noticed that if I use TF, when I already have 1 or 2 stacks of tidal power, the behaviour is..weird. If I do not fire off an attack RIGHT THEN (to take advantage of 3stacks), and perhaps wait a second or two (using aid self, moving, another power etc), those 3 stacks will decay down to 2, MUCH fast that they actually decay (if you are building them normal). It is like one of the stacks I had before using TF, then decays, taking away from the 3 i 'should' have, after using the power. Again, i am not sure if this is just me, or lag, but I have observed it happen WAY to often. Perhaps this is WAI, but if so..it seems really silly. Using the power should give me 3 stacks, until I actually use an attack (or the 10 sec duration)..but it does not. Even just use a debuff after TF quite often is enough time to lose a stack. Maybe someone with Street Justice can chime in, and mention if Combat Readiness functions in a similar way (losing a third stack, right after popping the power). I honestly cant recall my SJ toon from Live, but almost certain it wasnt this way. Likewise, TW, and build momentum..that gives you the 'special' effect for the entire duration of the power.
  14. My blaster has Tactics and the Kismet acc. Tactics has Two Cyto hamis, both at +2. My ToHit, via combat stats is..97.20% According to the snipe text..97% is fast snipe. And yet..I STILL don't have it :(
  15. lol! I meant Scrapped...but being a Scrapper fixes everything!
  16. A LOT of the Hunts in PI need to be just scrapper. Like Kill 50 Malta, when you are lvl 40 etc. Totally stupid.
  17. As it sounds...a search/find function that goes through any stored Salvage in base, and filters out what you want. It is a pain having to go through 10 bins to find one bit!
  18. So many other sets have auto hit debuffs, or very close too. All the toggle ones, tar/sleet/freezing rain. Use then on anything, it hits the target. Poison, one miss and that boss will slap you silly. Also, not sure if someone can confirm it, but I am almost sure the Poison Trap in /Poison is NOT the same as teh one in /Traps. The traps version is almost godlike, yet the Poison one is..average at best.
  19. I want Envenom and Weaken to get better AoE. As it stands (and I admit, i may be wrong, since the power info REALLY does a poor job of accurately showing the aoe portion), they are both strong (but not GREAT, for a set built on 2 single target debuffs, they should be amazing) but still struggle to simple reliably cripple more than a few baddies. Even worse in comparison to AoE toggle debuffs, with a huge aoe, and that also hang about in the anchor die. I'd still love some kinda infection mechanic, maybe the more targets teh aoe hits, the stronger the debuffing gets (as it reaches a critical mass of toxicity or whatever), and well as the original target, on death, maybe exploding with a basic toxic DoT.
  20. I like this idea. I just made a Poison corr, and even after the latest (this was just before sunset) changes, adding aoe to teh debuffs, they still feel very Single Target in nature. In infection type mechanic (ala disintergration/contamination) would be awesome.
  21. Totally agree! Make it so :)
  22. Agreed..just making it slottable wouldn't have to change the default ToHit at all. Why would it? Why shouldn't you actually be able to enhance the stats a power is boosting? Almost every power in the game take enhancements, bar weord ones (that REALLY should have some slottablitity, like Swap AMmo and Staff forms).
  23. Well ok. But even for 20 hours, it would be a nice thing to know before hand, especially for things like Hami Raids. As for supplying the code needed, how about no? This is a suggestion thread, not a Development thread.
  24. With any Task Force/Sig arc, you can only get each type of reward once a week..but other than having a super memory or keepnig a spreadsheet, there is NO way to tell what alt can get the rewards from what. Some kind of indicator would be awesome, and cant be to hard, since the game clearly tracks the real time frame between completions anyway.
  25. Totally agree. With aim/BU being slottable with the BU Proc (AND having it go off almost 100% of the time), that is zero reason RftL can't have a proc chance too. The proc still wouldnt be able to stack or go off every time, and you'd have less control over when it fired, so it would hardly be OP.
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