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Posts
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Right thread?
Being that Water Blast has an open palette; can we get the decision to not allow Ice to do the same reversed? -
Summer Blockbuster Event isn't too bad either; especially if you have some form of XP booster or Patrol XP.
DiB lacks the AVs of the DfB (and I think that's where it takes a comparative XP hit; pushing people back into DfB mode); however the Summer Event has more AVs than the DfB... providing a somewhat similar (if not, better) XP gain while not restricting your power usage back to pre-10 levels. -
Will Field Medic be affecting Max HP or Absorb buffs?
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On the topic of MM Pet Customization:
Even if we never get total creative control over our pets; could we at least get the ability to choose an (established) NPC faction model in lieu of the standard ones (by Tier)?
Just a few examples...
Ninja: T1 - Tsoo Ink Men/Enforcers, KoA Mercenaries; T2 - Tsoo Sorcerers, KoA Hands
Necro: T1 - Vahzilok Cadavers, Ghouls Hunter, Pantheon Dry Husk; T2 - Vahzilok Eidolons, Midnighter Living Armor, Black Knights Chevalier; T3 - CoT Elemental Caster
Thug: T1 - Family Minion, Syndicate Pistol Initiate, Destroyers Blast Master; T2 - Family Consigliere, Syndicate Pistol Adept, Destroyers Shredder; T3 - Syndicate Striker, Destroyers Big Dog
Robotics: T1 - P.Clockwork Minion; T2 - P.Clockwork Lt; T3 - Malta Titan
Merc: T1 - Malta Tac Ops, DUST Ranger; T2 - Malta Gunslinger, DUST Provost
Players would be able to pick an option at each tier. -
Now, I don't even want to do any Midding until i24 comes out.
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I made that inquiry earlier but didn't get a reply so I sacrificed a proc to test it out in my Merc Soldiers.
It actually went off quite a bit but I think Ninjas and Thugs may have more opportunity to set it off (Fully upgraded Genin T1s have 18 total attacks; 6 more than most. Fully upgraded Thugs have 5 total AoEs; 2 more than most) -
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Quote:I understand that; what I'm referring to is that the more -mates you have, the more utility a single AH proc can provide. You're more likely to hit (or even surpass) that '360' marker as your team/league size increases; while a damage proc remains fixed in its benefit.at that point there could be countless players applying the effect(I have ah and the pvp one on all my top tier toons where i could fit them) but it doesn't stack it only refreshes
It is never safe to assume what may or may not be slotted by your -mates; better safe than sorry.
Being that its a low probability proc; multiples help (but not ensure) gap reduction in -res coverage (especially if other players are slotting it). -
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For solo play, maybe, for team/league play; the -res should take priority (IMO).
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Quote:I rarely up the diff past +1; especially at/after 50 (I focus more on increasing mob size). So I'm assuming -2/-3 (unless we're (pets and I) level shifted) until I come across 54s?It works in a similar fashion, each attack the individual pet makes gives a chance for that pet (and only that pet) to proc the buildup.
T1 pets, being up to -6 to enemies (if you play at +4) do such a fraction of the percentage of all of your pet damage, that it's usually more beneficial to put it in your T3 pet (or T2 if they are the main damage dealers, such as with Necro).
Seems like a pain to remember that so I may just go with the SA proc in the upper tier pets as you suggest. -
Decided to give it a go with Tier 1 Merc pets; the OF proc actually went off on a regular basis. KDing Wailers with conversion on Frag KBs.
Seems that Ninja T1s would get the most benefit (18 different attacks as opposed to the 12 that most T1 groups get); although Thug T1 have access to 5 AoE attacks (while most others T1s only have 3).
Any T1 pet Soulbound proc input? -
IMO. Make sure you AoEs are covered; include ST slotting if you have the space or plan on attacking a lot of 'hard(er)' targets.
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Jon Favreau as a lackey to both Daredevil and Iron Man. Didn't know he directed the second one as well.
Quote:Favreau credits Dungeons & Dragons with giving him "...a really strong background in imagination, storytelling, understanding how to create tone and a sense of balance." -
Since pets can slot the OF proc; does this mean that if I place it into my Tier 1 pets (assuming no KB powers); that each attack they do has a chance to to do KD (unhindered by PPMs or suppression) (ST and AoEs; clicks, summons and auras)?
18 chances, collectively, to cause KD?
(same with the Soulbound Allegiance proc)?
Also, would it it be limited to a single activation at a time or could they overlap (being that its multiple sources). -
Originally, I had a Demon/Storm in mind: Good mitigation tools and great -res tools; Storm added to the mitigation, gave me a few more pets to leverage damage with and another source of -res. Plus I really like Tornado (2 Troller/Storms)
Then I started looking at /Traps (not only for MM but for pairing with Sonic/ on Blasters (Devices) and Corrs as well).
Traps gave me most of my mitigation and -res tools earlier as well as some extra damage; so I was more proactive earlier in the game.
But I was still looking at Tornado as my ace-in-the hole; my crashless, stacking nuke power... until I started tweaking around with Trip Mine numbers "another crashless, stacking nuke power!"
The numbers looked good but the casting time and interrupt time were throwing me so I figured I would ask here to see if that was a deal killer for people who actually utilize them. -
Are any forumite MMs using Assault Radial Hybrid? How effective is Double-Hit for pets?
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Another feather in the cap for Devices because of this change...
Being able to toe-bomb (OF enhanced) Trip Mines after dropping mez nukes (Sonic, Rad, Psy, Beam and possibly Blackstar); two or more with extended mez durations and strategic consecutive nuking (ala Burnout) -
Per summon, I know that Tornado can out-damage Trip Mine and its kind of a set-and-forget type deal.
...but, I can toe-bomb 2-3 times as many Trip Mines in the time I could get out one Tornado (unless cast/interrupt has something to say about it) and set much more in advance...
Which is the better tool for leveraging damage (assuming both are slotted to prevent KB)? -
Quote:Not necessarily (outside the perception that there are already balance nightmares in the setup as is).A: Yogi's idea sounds like a game balance nightmare and invitation to disaster.
B: I'd tell them to roll up a Mace and play make-believe. =)
It would be no different that the Dev team implementing the Incarnate system or the Inventions system to the game.
Many of the sets are setup similarly (as others have pointed out) and systems can be applied in small groupings accordingly (ie. small 3 step combos that create bonus or effect for lower tier powers). Stances that modify any set's offensive/defensive modifiers (as opposed to just one set that allows something that an entire AT should be privy to).
I don't see the balance nightmare unless you're coding in for some grandiose effects that are beyond the scope of what I've suggested.
I'm to the point that I'm preferring retrofits to older sets with the new mechanics without having to go in and reconstruct each individually.
An active Inherent; if you will. -
Quote:As I said in the OP; it does boil down to pets.This really is an apples-to-watermelons comparison. If it's all about the pets and you don't care what archetype you're playing... Crab Spiders can have six pets, the same as most Masterminds, and they offer a very different playing experience.
The trouble (?) with Masterminds is that your actual character is quite feeble and harmless... you wield power through your pets, and as your pets get killed your power is diminished. The Illusion controller doesn't have these issues. His attacks have real, noticable effects that can turn the tide of battle, and his Phantom Army can be thrown into any fight and survive. (Crab Spider pets are neither indestructable nor controllable, but the Crab has far greater personal firepower and toughness than either the Controller or Mastermind.)
The OF proc is giving me the opportunity to create /Storm toons in situations where I normally wouldn't. So, I started going through the Controller sets (that's where my other two /Storms are) and took a peek at the Illusion pets (which are very nice).
I realized that I would probably have to pick a different secondary so that I could slot the OF proc into Phantasm instead (As an aside, I play /Storm for damage; not control); I could live with that because the pets were hardcore... but the pets weren't always there.
Now I'm planning the build for recharge and I'm realizing that I could skip all that mid-to-late game; expensive slotting hokey-pokey and have six perma pets by level 26.
So I figure there's gotta be something (outside of concept) that makes Illusion pets worth tens-to-hundreds of millions of Inf to get similar uptime found in normal MM pets. I realize that their invulnerability factors into it but is that it? Do they have tons more DPS as well?
And I know its not the personal attacks, Illusion only has two ST (with very little contribution form Containment) which are about half the DPS of MM ST personal attacks.
I have a Crab already... what I don't have is an Illusion Troller. I suppose what it boils down to is, really, is Illusion worth it if they couldn't be made perma? -
Personally, I would've preferred them to leave the 'gimmicks' outside of the sets themselves and have them set up as a separate system altogether (usable with any set) so that players could create their own combos, stances, etc... if so inclined.
That way all sets could be even more potentially unique, new and further tailored to individual tastes.