
csr
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Everything posted by csr
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There is no such option. I suggested that they add it.
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Many of this power's feature stop working for no apparent reason. I tried this on both a new toon created on Brainstorm and one transferred over from Indomitable. In the first case the power was functioning on log in but stopped within 2 seconds after log in. This was repeated with a log cycle. Re-toggling the power seemed to fix the issue. Then I used the Tunnel system to go from AP to Talos and the power stopped working properly about 1 second after zoning. I then transferred and tried the second toon. Her power worked fine until I re-toggled it. The Absorb shield came on, but none of the other effects were applied. The first screenshot shows the toggle on in the power tray (bottom right, slot 1 of tray 3), the status bar (top right, the right-most icon) and the graphics (the floating Absorb and pale white swirl graphics). Yet there are no Regen Res, Recharge Time Res buffs and the Recovery rate is just base+unslotted Stamina. This can be seen in the Combat Attributes monitor in the upper right region. The second screenshot shows what it looks like after re-toggling and is working properly.
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Focused Feedback: Blaster Secondary Revamp
csr replied to Jimmy's topic in [Open Beta] Focused Feedback
I saw the spam, but there was no actual END loss in my previous test. But now there is. I'll have to start a new toon, follow the same steps, and see if I can re-create what I saw before. It is suppressing when mezzed, as it should. -
Focused Feedback: Blaster Secondary Revamp
csr replied to Jimmy's topic in [Open Beta] Focused Feedback
I finished a pass on the Blaster sustains to see if they were suppressing when mezzed and otherwise functioning as expected. There were some surprises. Anything that was unexpected or out of the ordinary is highlighted in orange. I tested with unslotted level 22 toons in AE against foes with Hold and Sleep powers. Atomic Manipulation / Metabolic Acceleration: Nothing suppressed when mezzed. Even the +Rech buff remains when mezzed. Devices / Field Operative: The Regen and Recovery did not suppress. 15' of Stealth occasionally reappeared even when I was mezzed. Darkness Manipulation / Touch of the Beyond: As a click buff nothing suppressed. The listed Fear/Terrorize Res/Prot was never applied. The +Reg buff is scaling off of the target's level. Energy Manipulation / Energize: Another click. It works as expected. Electricity Manipulation / Dynamo: The Regen and Recovery buffs don't suppress, the damage and END drain do. [Edit:] The power no longer appears to do -END despite the description. (I need to test to see if I can figure out why I missed it in the original pass.) Fire Manipulation / Cauterizing Aura: The +Rec doesn't suppress, nor do the heal ticks (which break sleep as expected). The damage suppresses. Ice Manipulation / Frigid Protection: The +Rec and Absorb don't suppress. The slow does. The Absorb appears to be ticking every 0.5 seconds for 1/4th the expected amount instead of every 2s. Martial Combat / Reaction Time: The +Rec and Absorb don't suppress. The debuff does. The Absorb appears to be ticking every 0.5 seconds for 1/4th the expected amount instead of every 2s. Mental Manipulation / Drain Psyche: Same old Drain Psyche. A click with no suppression of the buffs. Ninja Training / Kuji-In Toh: Another click buff working as expected. Plant Manipulation / Wild Fortress: The +Rec, Absorb, Confuse Prot and Toxic Res don't suppress. And the Absorb ticks every 2 seconds for the expected amount. Sonic Manipulation / Sound Barrier: The Rec, Sleep Prot, Resists and Absorb all continue to work when Held or Slept. The Absorb ticks at the 2 second rate. [Edit:] There is no "Floaters" option for this power in Power Customization. All of the options (Original, Bright, Dark) produce floaters. Tactical Arrow / Eagle Eye: The sustain components (Reg and Rec) do not suppress. The Acc, Per and ToHit Debuff Res all suppress. Temporal Manipulation / Temporal Healing: The buffs (Rec, Reg Debuff Res and Rech Debuff Res) and Absorb do not suppress. The effects other than the Absorb disappear at times. They turn off on occasion when standing around doing nothing. They also sometimes turn off shortly after zoning. This is unrelated to being mezzed. -
I agree that would be the natural assumption. But making the Merit Vendor costs match the variable market values isn't all that practical. The market values are half what they were several months ago when there were more active players. At that point the prices weren't seriously out of whack.
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Turning Merits into INF through Special Salvage is one of the most efficient uses of them. Almost all IOs costs less using INF than the RM equivalent. Heck, buying cheap IOs and Converters with INF and playing the upgrade game is probably the most efficient way to get INF. Even if you use your RM on something a little pricey like Luck of the Gamblers then you're only getting about 100-120k/RM. A Steadfast Res/Def will net you only about 200k/RM; about the same as Boosters or Unslotters. Even Purple IOs only yields about a 200k/RM return. Very few things are cheaper with RM than INF. Also, I estimate it will cost about 2-3M extra INF to slot and keep SOs up-to-date through level 27 (I upgraded at 7, 14, 21 so the SOs will go red at 28 and be replaced with IOs). That costs about the same as one decent IO such as a second tier Defense set IO. It's the equivalent of about 10-15 RM. Wincott+Flux will get you that. 2-3 sets of Explores will as well. The cost issue is really only a problem for a complete newb or someone who refuses to use the AH. That's why I suggested the RM-to-INF Conversion option. It helps the latter, while not really hurting the former. The newb trap of spending RM at half what they're worth (100k vs the basic market value of about 200k right now) is something I deem less of a concern than the existing newb traps of spending those RM on SOs or on recipes for cheap set IOs.
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Which is why we need better intros to that system. They've got two choices, make the existing methods of earning INF easier for newbies to use or completely rework the INF rewards to suit them at low levels. It's the old "Teach a man to fish..." moral. (And to be honest, there don't seem to be many newbies these days.)
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You won't be able to. I bought SOs as needed and upgrade them at 7, 14 and 21. At 7 I'd spent around 150k after the upgrade. At 14 it was 600k. At 21 about 1.3M. I did earn 41 Merits in the process of leveling however. So funding wasn't a problem (I just gave myself 200k per Merit to simulate selling Special Salvage on the AH). I did have 2XP on though. I'll have to try a character without that, but I really don't think you earn that kind of INF at low levels. Through L4 on a starter Scrapper with normal XP I'd earned 9k. Enough to buy 2 SOs to go with one that I got from the Science starter contact. Of course, at that point I only needed 3 SOs (I used 3 Prestige enhancements) outside of Fitness. Still, you are either going to have to turn XP off for long stretches or earn INF outside what just comes naturally.
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There appear to be changes from Live that aren't included here. Energy Punch has it's Recharge, Damage and End Use increased (Tankers/Brutes/Stalkers). Whirling Hands has it's Damage upped (Tanker/Brutes).
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Freedom Corps merchants sell SOs now. Of all Origins too.
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Focused Feedback: Blaster Secondary Revamp
csr replied to Jimmy's topic in [Open Beta] Focused Feedback
It's still there. -
Accidentally posted in the wrong bug forum (it should be on Beta).
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It's actually 180 degrees on Tankers. They lowered the arc multiplier to 1.5x just before the patch went live.
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Focused Feedback: Blaster Secondary Revamp
csr replied to Jimmy's topic in [Open Beta] Focused Feedback
The problem is that neither of those sets includes an IO that enhances both EndMod and Acc. The Acc ones are also 3 or 4 component IOs with useless Rech and EndRdx paired with the Acc and Dam. Between the two sets there is one Dam/EndMod IO. And the decent set bonuses for Power Transfer are at 4 or more slotted. So, no, there really aren't options for working around it. Not altogether. You can make the most of it with Boosters and HOs, but you won't get all the way back to where you were. -
The only way you should have trouble affording SOs is if you don't know what Reward Merits are, where to get them (Explore badges and story arc content, as examples), or how to convert them to INF (getting Special Salvage and selling in on the AH/BM is the simplest). If you know those three things then affording SOs isn't a problem. However, a lot of people don't play the market. They don't like it, they don't know what sells well, etc. Which makes the third part of that an issue. And leads them into the existing newb traps at the Merit Vendor. So I don't think adding a simple to understand one that's no worse (and is significantly better than wasting RM on SO) than the others is a problem. If we're going to remove newb traps from the Merit Vendor then we need to eliminate the INF to RM purchase, almost all recipes, and all SOs1. Interestingly, in checking the Merit Vendor I see that it won't sell SOs to anyone under level 17 (untrained - I actually tested level-by-level both untrained and trained). Removing the SO option from the MV entirely would be a good idea, IMO, since using RM on SOs is tantamount to just throwing them away. But I suspect that consistency would mean that the option to buy SOs with RM should be available to every level.
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Despite being standardize as a pure CC power, it still hits the oddball 11 targets instead of 10.
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Focused Feedback: Blaster Secondary Revamp
csr replied to Jimmy's topic in [Open Beta] Focused Feedback
That's not what she meant. She means that you can't recreate in Dynamo what you were getting from the sustain component of Force of Thunder AND from Lightning Field (which Dynamo replaces). You simply don't have enough slots. I currently have 11 slots between the two powers. No amount of tweaking is going to let me get the same +Reg/+Rec and Acc/Dam as those currently provide. -
Focused Feedback: Blaster Secondary Revamp
csr replied to Jimmy's topic in [Open Beta] Focused Feedback
They even gave an "insult to injury" component by making the KB 30% chance: do you accept 30% scatter... or use a slot to stop it? Honestly, I think the power would actually be better now without the KB at all. Since that is now only providing mitigation against Bosses and higher that can be KBed. -
They aren't that bad. Buying SOs and boosting them once to 10 cost me about 150k. I'd still like to see a Conversion option at the Merit Vendors that turns 1 Reward Merits into 100,000 Influence.
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I just did this. I decided since I had limited time and hadn't planned out testing I'd just revisit what we'd seen before. I started an Inv/EM Tanker and then... Visited the P2W vendor and got the usual. I ran around and leveled to 3 while getting the Explores for the new TP power (I don't have a base on test, so I thought it might be useful). I normally do the Explores to avoid having to transfer starter INF. I granted myself 1.2M INF after getting the RM to simulate cashing in the RM. Picked up Reveal, the 3 Amplifier temps and bought SOs (for the record, the 3 Amplifiers at that level cost 27k, the SOs about 18k). I then did the Mutie starter arc. I forgot to level before turning in the arc and only got a level 4 SO instead of 5. I ran most of the missions at 0x2 after the first at +1x3. Headed to the Hollows and did Wincott's arc. Again... I forgot to level first and ended up with a -1 Dam SO. I decided to up everything to L10 SOs since I was at level 7. Did Flux's arc and easily whooped Frostfire with the Amplifiers and SOs. I rushed through the mission at 0x1 because I was worried the Amplifiers might wear off (they didn't). I ended up at L10 and with over 6M INF worth of RM+INF after running the KR Explores. It took less than an hour and the play was reminiscent of L22 play in Talos. (Coupled with the Tanker changes the experience is night-and-day compared to pre-Sunset low level Inv/EM play.)
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Holy Cow! It's a whole new game! Seriously, the number and degree of changes in this update is staggering. I'm going to have to take some time to think before I start testing, because there's no way I can come close to testing all the things I'd like to.
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I'm not a big fan of /Fire myself. What wore me down on the Elect / Atom wasn't 1 or 2 slow activating powers, it was that pretty much everything other than Ball Lightning was average to slow, with all the melee attacks (ST or AoE) being in the slow category.
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Thanks. That's an interesting build. The DPS isn't great either ST or AOE, but the survivability is excellent. I may give it a try (with some power shuffling). Separating the control and DPS is the only thing I don't like about the build. But then I switched to Ice / Atom mostly to boost ST DPS with the controls naturally mixed into the ST attack chain. So maybe now that I have that toon, differentiating the Elect / Atom with something close to what you have here will be a good change. (This build will actually play a bit like my DP / MM though.)
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The reason I threw Speed of Sound and Combat Jumping into the build above was to help with getting in and out of melee range, but I honestly found /Atom disappointing in Melee range compared to /Fire. The two ST melee attacks can up your ST DPS by perhaps 10%. Less than Voltaic Sentinel will. I'd be curious to see your build that caps all of S/L/R.