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kemperor1

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Everything posted by kemperor1

  1. Well I can't speak for the pw's but as a former tt, I can say that reactor was THE issue with shield recharge. Martyr's heart and a je did the trick in a raid but when it came to soloing, it was all my reactor could do to keep my guns firing let alone keep shields up. The pp has a decided advantage in that respect but being a progen, he should be considerably better in solo combat. In a group, you hopefully have a battery (at least sl works) so the tt should still be valuable for hull patch and shield charge.
  2. epic status, should be in your sig. i'd take it but that'd be ethically questionable lol

  3. Bill Shatner in: "the negotiator"
  4. Great idea IMO. Make the raid gear and other hard to obtain stuff really good and worth the substantial effort to get but also make good gear available to the average player. It'd be nice to ask "what setup do you guys reccomend for this class at this level?" And get many different answers. I think it works this way a bit better at some levels with some gear than others. For example with my level 7 beams I've been playing with combos of soulfire, lions, shangos, and even my l6 wrath (such a good gun) and still can't quite decide what I like best. At l8 however, at least for plasma, Ruby and pitbulls is about my only choice save maybe the harvester of souls if I need the conserve that bad. Anyway all I'm sayin is good point Terrell
  5. My 2 cents (if that) worth: I'd choose high spawn low-ish drop rate over having a boss spawn once every day or 2 with guaranteed loot. One reason I say this is the cool factor that comes with really good end-game items. It might suck bad if you're so unlucky you have to kill gobb a dozen times to get the particular item you want but that makes the item that much more elite. (Yeah grandpa we all know you did 10 tours in fb to get your GoD, enough already ) The other reason I say this is the small guild and/or not so uber player. Any boss on a really long spawn timer (especially if it's not variable) will be highly contested every time it spawns and in such a situation, those with the most/best guns win. I belong to a large and friendly guild and would be ok but in live I was in a small casual guild and we didn't have a prayer on long spawns like the warder, but on shorter ones like the mordana it was all good. Anyway that's just my opinion if anyone has a different view by all means throw it out there.
  6. Well said. Some things should absolutely require a group morso than now. One on one, its all good that the warriors can solo very well but grouping is a lot of fun And a big part of the game. Having said that, there should be plenty to do solo as well. I for one usually play for no more than an hour in a sitting and don't get into a group as often as I'd like. But yes, group play should be encouraged and making more things that need a group is one way to do that. Anyway grouping is another discussion in itself and deserves its own topic.
  7. This may be true in terms of solo play but comparing the three warriors in terms of solo ability, lets say against big mob x (bmx for short) The jd can still use cloak/fire/cloak, but is no longer totally immune from damage. Bmx does lots of damage but with a hdc device the jd can use c/f/c to take him out before he eats the hull. The te can still kite (if bmx has shorter range weapons than the te in question ) but can't totally avoid damage a la live and will have to rely on its bigger shield and hull and hdc skill to take out bmx. The pw has never been immune to damage, nor should he. Big guns, shield sap, big shields and hull, powerful hdc skill let him walk up and kick bmx in the nuts, though taking a beating in the process. Does this sound about right? Everybody can solo if they want, in a group the pw has to keep agro so the jd doesn't get whacked.
  8. Rabble! Rabble rabble! I think the jd is about like it should be in this regard and if we're OP (not my opinion but I wont pretend I'm unbiased) and need balancing it should be on the defensive end like this cloak nerf. I see the jd as an array of big guns that's hard to hit but drops quick and hard when you hit him.
  9. I wouldn't mind seeing some secondary weapons, maybe unique ones, usable by all (or even restricted from the race that normally uses them? IDK about this one, just a thought) with buffs that would make it a little more useful to use alternative weapons. Granted, my JD should never do as much dps with missiles as with l9 beams, and should never be able to use missiles as effectively as any Terran(hmm, does CC still apply to missiles? 2x L8 damage might be in the ballpark of L9 damage? although no 200% damage bonus, added maneuverability of l9 missiles, etc) , but I'd like to see weapons good enough that I'd see the occasional Progen beam boat, Terran projectile boat, Jenquai missile boat, etc. It'd just be cool.
  10. I wouldn't say 45s are exactly easy, I alpha from CC and spam psi shield after that, hitting the martyr's heart a time or two to keep energy up. I haven't tried anything that big without the AotW in, but I'm quite certain I'd die quickly. As for the 50s, we're talking apply psi shield with AotW buff, use cloak/debuff/fire/cloak strategy, and even with 59 resists (ivory ward + prides) they get into my shields pretty good in the time it takes my weak beams to get through them. It's not exactly practical by any means and I wouldn't hunt them on a regular basis. All in all, being balanced in overall level and having (quite) nice gear for my level lets me do this, I wouldn't think the average player with average equipment could take a mob more than 5 or so CL above them (unless much higher overall level).
  11. I went and blasted some voltoi this morning and it works justnas kenu stated. I think it's quite reasonable now, I was able to take 45s, which I can solo without cloaking, without breaking my psi shield (buffed by aotw) , took a 50 reasonably well, pretty difficult, and a 55 ate my cornbread, so I feel like its fairly well balanced, at least for now if not permanently
  12. Indeed, I wasn't expecting this one. But I'm glad to see it P.S. Das deutsche bier ist besten.
  13. This sounds like an acceptable fix to me, if that's how it's working (haven't tried yet myself). It's certainly better than other potential stop-gap solutions like making cloak take longer to engage so mobs have a chance to blast you. edit - and yeah, it was maybe, sorta, kind of an exploit I mean nobody can realistically say they should be able to solo mobs 20 cl's above them without taking any damage. It sure was nice while it lasted, though (remembers taking down Ramon the Polisher with l5 beams).
  14. This still seems to be the case, but last time I used the skill (couple months ago as a lowbie) it barely replenished what it took to activate it. This was the same level of the skill as I tested recently, so I'm guessing either the devs played with the code or (more likely) the skill takes a % of the mobs reactor like I guessed in my last post (little mob doesn't have much reactor, can't give you much, big mob has more energy to give). Either way, if it's going to be really difficult for the devs to implement mob reactor levels and have them run out of energy, I could probably settle (for the time being) for energy leech just being a skill that boosts the groups reactors like crazy (like max everybody out at max level of the skill) or something like that to make it worth spending points on. I know je's are supposed to be the batteries with their phoenix devices, etc (when they work) but it seems to be a trend among Jenquai (see JS' reactor-related skill). Although this might limit the JE's usefulness in group play and we don't want that.. Anyone else have an opinion on this?
  15. I think I might have an.idea of why energy leech is weak compared to shield leech/sap. All of these skills give the player a percentage of.what the skill drains from the mob. Assuming energy leech doesn't grant a much greater percentage return, which it doesn't seem to, it is inherently underpowered. Why? Well, shield sap and leech, while I don't know the exact number, drain at least a couple tens of thousands of shield points. So they only need a small percent return to.be effective. This is pretty in line with mob shield caps of several hundred k on high lvl mobs. There's no way to tell what mobs' reactor caps are if they have a cap at all, but given that even the most buffed player doesn't get above 10kish reactor, its safe to assume that energy leech only drains a couple k tops. A small percentage return off of a couple k seems pretty negligible when you.factor in the energy cost to activate the skill. So my guess is play with the percentage return and try to strike a balance. I don't mind if I can't stop.a mob from shooting me for the time being if I can keep my and my group's reactor full. Sorry if that was too lengthy and/or convoluted, I'm bored at work. Regards Aiel Update - tested today on various Cl 35-38 job mobs with lvl 3 energy leech skill. This level takes 75 energy to activate and seemed to return in the neighborhood of 500 energy. Not too shabby. My revised hypothesis is the skill sucks up a percentage of the mobs reactor which would explain why I couldn't tell it was doing anything against Cl 5-10 mobs. Will test against bigger prey soon...
  16. Yes! Perhaps my memory isn't as bad as I thought! my question is whether or not the code for it's still around and just needs to be enabled / tweaked or if it would have to be redone (doesn't seem too bad but I'm just a novice Java guy so idk for sure) anyway glad someone else remembers it as I thought it was, thanks
  17. The AotW has a fairly beefy psi buff, I think +10k to Max level and something like 5k at the lowest. I gave the one I had to a friend bc I couldn't use it yet at the time, can anyone confirm whether the buff works or not? Update - a guildie of mine (thanks Tef) gave me an aegis, the psi buff works for sure. Haven't tested the exact resistance increase but it seems about right. It's pretty effective, at least with me using the lvl 5 skill, might not be as noticeable fighting Cl 50+ mobs
  18. I like the idea of player owned vendors, kind of akin to SWG. I love how you can build lots of stuff and sell it without having to be online. Not really in the spirit of enb however and I'm guessing it'd take some major work to implement. I like it though
  19. I've played via USB tether with my moto Droid with similar results. Even dual boxed a bit without too much trouble. Looks like 3g is fast enough for EnB
  20. I've been wondering the same. For now, a simple AC tools macro will do. ill post it here when I make it if you're interested but it's very simple if you've coded anything at all before
  21. That works then must've been me hitting the hotkey early and turning it off . I thought there was one in live but maybe I'm thinking of EVE as it definitely has said effect. Either way, not too important but it'd be cool if its not hard to implement
  22. In live, wasn't there a ring around non-instant skills that went around in clockwise fashion so you could see when the skill would hit? Not having it isn't usually a problem but when I'm in a tight situation like high respawn Chavez I need to know if my psi shield is powering up or has hit or has been interrupted. If I'm right and it is supposed to be there, what would be involved in getting it back in the game? Thanks, Aiel
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