Windenergy21

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  1. [ QUOTE ]
    "Regen Blaster":
    Devastation (any two)
    Entropic Chaos (Any two)
    "more damage"
    This provides 22% Regeneration bonus in the two Set bonuses. You can stack this, you can put it in snipes as well as normal single-target attacks. Four powers slotted this way will get you more than 3-slotted health... and less than 1-slotted Quick Regen. So you're a long way from Regen... but it's free health! WARNING: these are probably gonna be expensive sets, especially Devastation. You need the fifth slot to get yourself up to 3 damage... Note that if you pick all "Duals" you have 5 halves of damage already!


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    Too bad its wrong. You said it was 22% for the two? well if you used 4 of them like you said that would only be 44% regen. IIRC health STARTS at 50% regen and you get up to 95% regen when its 3 slotted. Your 4 power example doesnt even get to the base regeneration of health. But ignoring that, it is still nice to add on TOP of health.
  2. All i want is blue elec melee for tankers. Chain induction/lightnight rod etc, only blue isntead of the stupid red lightning brutes get. Not saying another new mele set for tankers shouldnt be on the way, but that is one quick addition for tank melee that me and lots and lots of other people want.

    As far as new scrapper primary, i still say nunchaku or quarterstaff, which i have no idea why they werent on the list. As far as that list went i would go for energy blade.

    Defensively, i always wanted radiation shields, but force field would be close i guess. Growth would be cool but i dunno, as mentioned in caves and stuff it would suck. Density/vibration IMO should be just one set, and i would pick that (molecular control armor).

    But still, all i want is blue elec melee for tankers. If i had that i know i would have so much fun with it i would never stop playing him lol. I hate villains, and the red electricity doesnt make sense anyways.
  3. What they NEED to do for the empowerment station buffs, is to make it so you can spend the salvage in it, to "enhance" the station. So once you put the salvage into each type of buff, you wont have to ever do it again. That way you put it in once, and thereafter anyone can go use the bonus for free.

    Now to offset this unlimited uses, It would have to take more salvage to get it to work in the first place, but no more after that. As it is now the way it works is too much a waste of salvage.

    And I forget, do you get buffed immediately? If it does, then it needs to also have it work by granting you a temp power icon, so you can use it whenever you want.
  4. I just pray that they fix the stupid vip room in pocket D. It makes it hard to use for quick travel when i get there and lag almost as bad as a hami raid. Thats just unnecessary, and its not like anyone hangs out there, or would care if a few torches were missing, or whatever it is thats causing that horrendous lag in there. I can be just fine in the zone before for example, then i go there and its almost a dead stop.
  5. [ QUOTE ]
    Going to have to disagree with the to-hit buff thing. I find that by the time you've got fortitude, people are slotting enough accuracy by themselves to where it won't make much if a difference unless you're fighting really high level stuff. It's not really hard to keep it up on people as long as you come up with a system for doing it.


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    It is true people do slot for good accuracy usually. That is noted, but the main thing i had said that was the "perma on 3 with 2 recharges, odd with 3.5 perma" thing. Thats just what i did with the extra slot. Plus its nice to buff some lowbies with a little better accuracy. And it also finites some more getting by with only one accuracy in jack.

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    One word for you: Sappers I want to be able to go from 0 to full asap. And it recharges plenty fast where I'd rather leave it with 5 slots than throw another recharge in there. But that's just me.


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    Block of Ice is your friend . As is what i like to coin "Jackicide" or "Jackikaze" :P
  6. Some things i wanted to comment on Frost. First of all good job, but needed to clear some things up. First off, in PvE for AA and Shiver, you really only need one slow enhancement. Once you get to SOs, after one slow you wont really notice any difference in how fast theyre moving. Withthe exception of wolves, igneous, and steel strongmen, one will do fine. <---And on that note you'll need a LOT more than 2 to slow those guys down, they annoy me greatly XD.

    The next thing is on fortitude. I slot mine wtih 3 defense buff, 1 to hit buff, 2 recharges. The reason why: Base recharge/duration will perma it on 2 allies, with about a 5 second gap before it gets on the next guy. 2 recharge SOs will make it perma on 3 allies almost exactly, wtih maybe a small overlap past that. The 3rd recharge will make it perma on about 3.5 guys, which is really hard to try to keep it on friends in the proper rotation cause it gets confusing. And the 1 to hit buff always helps. Either way, 6 slot this power Asap IMO, its just that good.

    The next i have to comment on is Shiver. Also going with the only needing 1 slow rule. It needs more accuracy, and recharge to try to keep it on the group all the time. I slot mine with 2acc, 1slow, 3 recharge. With one siphon speed it will perma shiver's effects on a mob. And will hit pretty consitently. I found 1 accuracy to be too inferior. That also goes for every power in ice. As a controller you usualy end up fighting +1 to +3s when teaming. So even for block of ice, i'd deem it necesary to have 2 accuracies in all powers, especially after ED you can easily justify that.

    The next thing i'd like to comment on is frostbite + ice slick. It is true you don't want to use frostbite after you used ice slick. But the reverse works very effectively. If you cast frostbite before ice slick, and wait those 10 seconds before you cast ice slick, then you can guarantee the mobs stay on the slick, without hindering its knockdown.

    Transfusion: For this power, that last slot, i'd suggest recharge. Its endurance is fairly small considering having transference when your already in melee to use it. And the recharge will help for those tough battles where you need healing. If you're worried later on, heal/end hami's will be your friend. But honestly its endurance is fine as is, and i wouldnt even bother with it.

    The last thing i saw for now is transference. Your slotting issued 3 end mods. This works for draining endurance, but in PvE that hardly matters anything, especially when it wont drain an EB/AVs endurance, and you can easily hold anything lower than that with block of ice. So that leaves us to its end gain ability. 3 end mods will pretty much fill your bar, however. Take into account if it misses, then your at low endurance, and have a longer time to wait to gain it back. I slot mine with 2acc/2end mods/2recharge. The 2 end mods still will fill my bar about 80% of it. And also you will rarely want to wait until you have only 5 endurance left to use transference, especially when your running toggles as heavy as arctic air. This way you can use it leisurely and it is always effective.
  7. I believe 10 seconds. AT least if the defense supression acts like the stealth supression when you click a glowie while stealthed.
  8. [ QUOTE ]
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    Just pointing out that obsidian shield is in FACT the only power in CoH that has psionic resistance. Stone has psionic defense (and general fort and such defense powers to all).

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    Shadow Fall (Dark Miasma) and Mind Over Body (Psychic Mastery/Psionic Mastery) provide psionic resistance.

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    Yeah i know i was thinking actual defenses ie scraps/tanks when i wrote that and was too tired to reconnect/load up the web to edit it (dial up) XD.
  9. Just pointing out that obsidian shield is in FACT the only power in CoH that has psionic resistance. Stone has psionic defense (and general fort and such defense powers to all).

    [ QUOTE ]
    Leaping:

    Combat Jumping improves your jumping, adds 1.875% defense** and also provides good protection against
    immobilization (mag -5?) (Blasters 1.75%, Others: 2.5%)
    Acrobatics provides protection against knocks and a little protection against holds (knock mag -5?, and
    hold mag -2?)


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    And are you sure that's right? I could have sworn before the defense nerfs, combat jumping (hover stealth etc) were at 5%. So after they got nerfed their base defense became 2.5%, not 1.875% defense.
  10. They need to not let hover/fly break emote animations so we can do a hovering yoga sit .
  11. Windenergy21

    Top Issues 8.10

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    Will we be able to do this? Can you give an example of what WONT work? I'm not sure what the PL angle is from a mission perspective, I'm hoping a "some ruin it for the rest" thing wont prevent me from just being able to drop any mission and get a different one or a different contact.


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    Actually, UnicyclePeon, there is an easy fix to the whole PL problem that we have had several threads about. Just have everyone in a team lower than the active mission level SK'd directly to it (just like a PvP zone SK). Then, adjust the XP rate accordingly. Problem solved (if the tech can handle it).

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    Pling is no longer a "problem". There arent 800 ppl spamming the channels. The Plers do their thing, the non Plers do theres.

    Oh, and you're system would make the normal lvl grind...a [censored]. Nobody would enjoy that.

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    Add in some double XP or some teammates.

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    For one, i dont want double exp all the time for average level difficulty enemies. It would just turn into double exp weekend all the time. No ty. And as for the teammates, ill consider it if you give me a couple thousand dollars for a new computer and internet so i could ACTUALLY do teams like that.
  12. Windenergy21

    Top Issues 8.10

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    * Ability to drop missions. Coming soon!(TM) I know this will make a lot of players happy that they don't need to contact Customer Service just to continue thier story arcs.

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    This one actually scares me the most...it means that there are so many bugged missions, it would be more efficient to make a way to drop a mission than fix em (I hope not....ouch! Thatza lotta bugs!)

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    How about if whenever you choose to drop a misson, you are forced to give a small reason as to why. That way there will still be an explanation to the GMs as to if its due to a bug or difficulty so they can still hear about it and try to fix the problem.
  13. Windenergy21

    Top Issues 8.10

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    The simplest way I'd see a drop mission system working is that it would just clear the mission from your mission list. The mission isn't completed and it would still be available from your contact, but it means that if you do have a bugged mission you can drop it and get one you can actually finish.

    Otherwise, as people have said, I can see it screwing up a lot of content. SFs / TFs would be done in 15 minutes as every mission but the last one gets dropped...

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    Im sure this change will be safeguarded for TF/SF missions. And as for the 30 fir bolg mission. Any chance in making it somewhat more possible?
  14. Actually the THEME of the set is that you use the power of darkness to aid your fight against evil. As Click said not all powers require to hits. I guess that means that every other AT that has to hit their targets are "unreliable".
  15. [ QUOTE ]
    It will NOT be a stand alone.

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    So this means we have to paying for the issues? Or am i missing something whats the point to this retail expansion?
  16. So how does this still explain how PATRON pool pets can be perma, but Dark Servant the 9th tier power for defenders is still thrown to the curb by not being perma :/. Bringing this up again cause it still exists and is a HUGE QoL issue, not an uberness factor.
  17. Ive noticed this net-loss on all my toons, even ones i load chock full of endruance reductions. A much fairer number of end discount compared to how much less endurance we have now would be a 20% reduction as opposed to the 13.3% it is now.

    For lots of my builds it would still result in less endurance than i had Pre ED, but it would be a more reasonably dealt with.
  18. [ QUOTE ]
    Internally, all trainers are the same thing; it just gives you different text based on whether you're hero or villain. As some people mentioned earlier, a villain can go up to Ms. Liberty and gain a level, then be sent off with a "Get out there and do some villainy!" It's just too much extra work to code a "lock" into the trainers, when heroes and villains can't meet each other's trainers to begin with.
    - -
    A neutral trainer could be devised, but from a RP perspective it would make no sense. This person would have to have the authority to both increase someone's security level in Paragon City (not permission that is handed out lightly, as it's only the trusted signature heroes who can do this), as well as be qualified to increase a villains threat level (also not given out lightly, as only Recluse's arbiters may do this). Who could possibly be trusted to have such permissions for BOTH sides?


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    CHUCK NORRIS!!!



    ... -_- .....



    *triumph will be the death of me XD*....
  19. Awesome Quizzles, sounds like you'd go for getting rid of containment and giving us our pets back

    And Concern, there is a big difference between a level 6 and 10 power, and a level 1 and 32 power, even though its much less than before , pets are still something to work for for controllers. if they would decide to change the pet order it would probably not go earlier than the 18 power. Since the hold nerfs of i5 though, id much happier take the pet at 18 and just off the control till 32. But again, that kinda takes away the point of the controller, which is to control, of course i never take those holds anymore so it would work just fine for me :P.
  20. Odd :P, well i guess any reference to the manual is still out of the question then :P
  21. MMM no im more willing to bet the MANUAL was wrong and mixed the name up with steamy mist. As i cant recall the power ever being changed since i started playing so the change would have had to occured sometime before i1. Which i also dont recall in the patch notes. But it *is* possible.

    The description is EXACTLY steamy mist though, and doesnt even mention the slow and confuse portion of it. Again that *could* have been the change, but ive had incorrect manuals before, and actually read the manual when my friend had it, didnt pay attention to actic air, but i definitely noticed a lot of faults that it had.
  22. Actually as far as i can remember arctic air never gave defense. Doesnt say it anywhere, even in planners, and you could never slot it for defense, are you confusing it with steamy mist for storm secondary?
  23. Wow thats positively got to be the longest post ive ever seen in my life lol. PS. ice control's arctic air does not give defense.
  24. So you dont have a buff power like build up for your trip mines. Not everyone in the game is going to be affected by this only builds that first off have to have a pseudo-pet. Secondly, AR/Dev was your choice of power sets, you dont get build up, but you can still use enrages to buff your trip mines now. From what i see, your still making out better.
  25. Voltaic Sentinal is still considered a "pseudo-pet" its just that instead of staying in one spot it follows you around. So more than likely this will affect VS as well.