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falchoin Arc User

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falchoin
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  • In my opinion Furious is a bit too hard to maintain in the Beastial set. Frenzy seems to be the only source which means that is the only power you can use if you want to keep a high number of stacks since the Furious buff decays per instance of the buff. It would be nice if Shred or possibly Massacre refreshed Furious on…
  • 1) Between AoPM or AoRP I generally prefer to run AoRP on support builds, but that's because I'm more defensive minded. As others have said, AoPM is good for increasing dps and to a lesser extent survivability. AoRP is purely defensive. High Presence can yield over +100% resist to team while in support role. 2) My…
  • I like that idea. More support build options than just PRE if someone wants to make an energy battery that can dps.
  • Kinda funny that I've been more or less gone for... at least a couple years, I don't remember... and my support character Kali's build functionality hasn't changed. The Manipulator stack duration drop to 20 seconds sucks, but since stacks still build regardless of whether Thunderclap hits a target it doesn't affect me all…
  • The new Neuroelectric Pulse Generator power does not have the energy gain scale (rank or super stats). It always gives 5 energy per second.
  • Amazing work!
  • Another way to think of the token shards idea is that you can still win the jackpot (ie: get a token drop) while also working toward getting a token if the RNG decides to hate you.
  • Why do I care how quickly I get the new gear? Because it's new and shiny. Plus it does make a noticeable difference on my support character's damage. Unfortunately because I'm not "hardcore" enough to go through 200+ runs for a single freaking token, my desire to play CO has dwindled to near nil yet once again. So yes,…
  • Little bit about Mind Link and how I'd like to see it fixed. Currently Mind Link is very much a team power since the damage dealt by Mind Link is the damage you take OR the damage dealt to enemies by others. So it doesn't really matter if the character using Mind Link is squishy, as long as they're teamed with heavy…
  • Stolen from the PTS boards talking about guaranteed token drops: I think Aiqa's idea would be a nice compromise. Now if only the devs would get behind it...
  • That sounds like a good compromise to me.
  • Any chance we could ditch the RNG on token drops and increase the required tokens to compensate? Strings of good luck are great and all, but when you get that string of bad luck it's very disheartening.
  • If only this were the case... About 40 perfect runs, some number of non-perfect PuG runs and I've only got 1 destreum bearing to show for it.
  • I could live with 175 tokens of each type required IF I could get a token every run. I would prefer less, but even requiring 175 tokens of each type is preferable to me than reliance on RNG. I despise RNG that much, especially in token systems which in my opinion should be used to eliminate RNG. I hate not knowing whether…
  • Actually I'd say perserverence and being unlucky go hand in hand in this. And I'm sure *someone* will get stupidly lucky and get all their tokens without much need for perserverence. At this point I feel like I'm on the opposite end.
  • I disagree, it rewards those who are lucky. Theoretically someone could run each of the rampages 6 times and get all the requisite tokens. There's no perserverence in that case. On the flip side, someone might never get a token drop. No matter how much they "perservere" they might never get access to justice gear. While…
  • I could live with this too, but I would personally prefer a guaranteed drop from a rampage completion. I'm not a big fan of the UNITY mission chains and I like most of the rampages. A guaranteed drop vs a random one (especially with the apparent low chances we have now) would be a much greater incentive to run the…
  • So I finally decided to check out the Fire and Ice rampage with a group of friends on PTS last night. Compared to a year ago the alert is in a MUCH better place. As in, it's actually doable now. It's still not perfect by any means, but so long as players are paying attention and there's a tank + healer somewhere in the…
  • I much prefer the current (old) site to the new one. The old site has the news with pictures showing off what's what right at the top. This is important in my opinion since it shows what's being done to the game. Players are not likely to play a game that hasn't had any recent news since it shows a lack of developer…
  • How about compelling content? New costumes and powersets are nice but without new things to do it all feels hollow to me. I'm talking new zone with a real storyline (or several), not just a new alert. And no, I do not want a pony while I'm dreaming.
  • I would not mind an increase in mob damage so long as it's NOT an appreciable increase in spike damage. Gravi is already pushing the limit, and possibly too far for spike. I don't mean the yellow bubbles as those are generally avoidable. I mean the randomly targeted double tapped FC which kills squishies regularly. More or…
  • I agree R8 and R9 mods need a slight boost, which I think aetam1 is talking about. It's not right to have the exact same stats when ranking mods up. However, given the current system to create R9 mods I also do not think it would be right if Cryptic improved the stats on the R8 and R9 mods significantly. Basically the…
  • I can get behind improving R8 and R9 mods so there's at least a difference. I just don't want there to be too much of a difference unless Cryptic decides to bring the system from Neverwinter (which appears to be similar to fusing mods from Warframe) to CO. At least then it wouldn't matter so much which mods dropped so long…
  • Sage's advice is pretty much spot on. It really depends what you want to do with your support build be it debuffs, heals, mitigation, bubbles, buffs or even dps.
  • This is a big one in my opinion. I don't think pets should trigger the fire AoE either. It's not like we have control over them in the slightest aside from whether they're summoned. My support/dps character uses pets as a major source of fire and forget damage, not being able to use them would greatly lower her usefulness…
  • This. So much this. Have they fixed the graphical effect priority on the fire/ice stuff so you can always see the party wiping things or can one person with AoED screw over the entire group still?
  • I of keeping the passives as they were before and nerfing Evasive Maneuvers more. Put EM at ~10% for R3 and unable to stack then revert the dodge passive percentages to the previous PTS patch.
  • Doesn't seem like such a bad change overall to me. Dodge builds (especially if using Evasivue Maneuvers) will benefit most from dodge gear. In some cases, like with Lightning Reflexes, it's even easier to achieve 100% dodge despite the lower curve because of passive changes. Otherwise it's better to use hp/defense gear…
  • If the dino costume set was in the c-store and not in a lockbox I might have stuffed Kali into it. As it is, no way since I refuse to pay for a chance at the things I want.
  • On the subject of passive graphical effects breaking theme... There's a handy bind you can use to "turn off" any passive's effects until you change zones. /bind numpad0 movementreset You can replace "numpad0" with any key you wish. Anyway, use the bind then toggle your travel power off then on (or just turn it on) and any…
  • It's worth noting that even the squishiest of passives (AoED, AoPM, AoAC, etc) can benefit more from dodge/avoid Justice gear so long as they're using Evasive Maneuvers. Even at rank 1 the dodge buff is just enough to push the numbers slightly in favor of dodge gear. It seems a good rule of thumb when deciding whether to…
  • Dodge/avoid Justice gear + LR R3 and EM R3 stats: 6940 hp 86.3 defense (20% resist) 99.3% dodge 82.7% avoidance => dodge/avoid provides 82.12% real mitigation on average Blue beam damage from laser testing room in MC: Base: 1500 Resist Only: 1247 Resist + Dodge: 216 Assuming one laser attack per second from the blue laser…
  • Dodge/avoid Justice gear stats: 6460 hp 86.3 defense (20% resist) 27.7% dodge 43.8% avoidance => dodge/avoid provides 12.13% real mitigation on average Blue beam damage from laser testing room in MC: Base: 1500 Resist Only: 1247 Resist + Dodge: 700 Assuming one laser attack per second from the blue laser and no healing…
  • It also wouldn't hurt to see what comes of the dodge/avoidance (among other things) changes on PTS before going too deep into one thing or another.
  • I would rather a small shift to increase the effectiveness of dodge rating from the current PTS values. Otherwise there would be almost nothing left using dodge rating (specs) and what would be available would be mostly useless.
  • As far as the dodge/avoid from gear, I think they're almost right. I get about 27% dodge and 43% avoidance using the new Justice gear and two R7 gambler's mods. That comes out to be ~10% more mitigation than base. Using the hp/defense gear with two R7 impact gems also gets me about 10% more mitigation plus 553 more hp.…
  • Before or after swapping things around slightly to account for the Justice gear? My PTS character with Justice gear is about as survivable and does more damage than the live one. But in the interest of science I'd be more than willing to copy a fresh toon over or try it with the PTS variant using Justice gear.
  • I'm still debating whether I'll kick $10 to them. I enjoyed CoX, but I came to CO and stayed here for a reason. At this point the game is still very far away. Once the game is closer to release, assuming it even gets that far, I'll likely hope for beta and go from there... or get impressions from a couple friends who have…
  • You should care. The point of balance is to minimize the gap between top end min/maxed and everyone else. You *need* to look at the broken/exploitable things and fix them while minimizing the impact on everyone else. So far the devs are trying to make top end things less broken on the top end. Then they can go back and…
  • Shameless link to a support build I posted a month ago using Redirected Force, AoRP and IDF. http://co-forum.perfectworld.com/showthread.php?t=240331 The damage is pretty bad, but allies have to try very hard to die so long as they're within 50 feet of you.
  • I think that's more indicative of mob power creep, base hp not being high enough given the new power levels (of both player and mobs) and CON probably scaling too well or at least not enough other good sources of +hp. So on live I would wager the majority of characters at level 40 in heroic/legion gear have a…
  • Repurpose is not affected by offense gains from specs Repurpose w/ only gear: Repurpose w/ gear + specs: 1189 either way, therefore specs do not affect Repurpose. Now that that's been nipped in the bud... I like most of the changes to the stats so far. Offense actually means something now. Crit chance, crit severity and…
  • I've got a couple. The original raptor mount! Back when females didn't have to sit sidesaddle Back when it was possible to kite Teleiosaurus to the jet in MI:
  • You are correct in both your assumptions.
  • Another good rule of thumb is the power range. If the range is 10 feet or less, it's melee. Force Eruption is the only exception I can think of off the top of my head.
  • I had started a primary REC character using Compassion a while ago as well. Its biggest downfall was since it was an offensive character it needed to take damage to build Compassion stacks through healing. In alerts or other group content I found Iniquity necessary, not for healing others (though it's obviously good for…