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Zombies are frankenslotted fully for Max Acc/Dam, with a twinge of end.
Additionally to get out the two pet-def/resist procs.
Some of that is because if it has to be re-summoned, it's likely that it's a zombie. Some of that is also because end-rec/damage/accuracy are all that matter to zombies.
Twilight is pretty much set up the way that it is for the set bonuses that I end up getting from it, and because maximum accuracy has helped me a time or two with some of the more irritating elite-bosses/arch-villains.
Howling Twilight is double slotted so I can use it as a stun, on x8 mobs, or a -regen/debuff on the larger mobs like GMs, as it stands I can perma-use it on them, which is a very very nice thing. It shines as more of an offensive tool, then it does as a resurrect. (And it's not a shabby resurrect.)
Gloom is actually ... more useful then you think. Especially with the recharge, +HP, and +End Max of it's set bonuses. It ceases to be rubbish with the damaging proc for the interface, and the musculature radial paragon. I generally ping your average thing for 150-200 damage and when I don't need to heal something, I'm usually hitting something with it, followed by a black wand or Nemesis staff. Minions die to two of the three, LTs usually die from all three, and it's another -7ish % to hit for me to chuck around.
When I am healing, it times in perfectly between twilight grasp.
Still. You do have at least a partly good point, I'll look around to see if I can find anything that has some good set bonuses or, if there's anything else I can shoe-horn in instead of it.
As for soul extraction... If you're only using it for a mule... You're missing out on a lot. Zombies/Dark is fairly ... weak ... at ranged things, and the pet bug has one using /releasepets quite a bit on mission entry. ...And that lets you put out another somewhat damaging pet from the get go.
Tactics: You're probably right about that being able to work with less slots. I like the set bonus of the accuracy, since well... Twilight grasp requires that, but it also helps the zombies on the higher diff levels, what with them being -2.
Black hole... I don't use it. Ever. I'd like to use it, and would use it when I get ambushed from behind... ...But uhh... I never remember having it. It's just sort of sat there since the third age. Alone. Unused. Unloved. I've considered replacing it with group fly... ...Or with something that has -fly, but I don't need any more recharge. Dark servant is perma, as is tar patch.
As for what usually kills me in missions... ...RL Distractions, pet AI issues, nemmies, and ambushes.
Most of the time I can just sit there and wait out being held on +0/x8 because of the dark servant, and zombies being aggressive little buggers, the issue would be carnies, and Master Illusionists chain holding me... ...Break frees though.
In the end, I don't really have any glaring issues with the build, outside of the side facts that pets are flippin' crazy, and the Zombie AI is no better then the other AIs.
Flying mobs are irritating because of zombies being short ranged, and quite willing to stand there like idiots, rather then cycling ranged attacks but... (That's why we have the nemmie staff and the blackwand.) -
Quote:Does the PTOD effect to hit debuffs? It doesn't say anything about that on the wiki but... ...The wiki isn't the most accurate thing in the world.I'm posting this without spending as much time as I should reading the thread due to real life distractions, so apologies if this is in fact covered, but: bear in mind that if it's a level 53 AV the final debuff value will be multiplied by 0.65 due to the purple patch, on top of the inherent AV resistance (so it'd be .14 * .65 * 186.72= 16.99 to a level 53 AV).
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Storm elementals do end-drain.
They also do a truckload of damage, and run out of end fairly rapidly.
I seriously have to feed them blues on my MM, but positioning them to do end drain... ...Is often as simple as telling them to go stand in the middle of the mob... ...Getting them to use it is another matter. -
Sure.
Keep in mind that some things get all hyperactive when you've got a huge amount of Debuffs on them, and your pets may be too busy chasing to completely layer them in effects, so you may want to aim for 25%. On the other hand, I think between myself and fluffy scrapyard had a pretty hefty -damage debuff on him so...
It's up to you really. -
Okay. When I was doing ghost of scrapyard today...
I used - Darkest Night and twilight grasp as often as possible.
Scrapyard (whenever he stood still) would dip down to a -80% hit chance.
Often his 50% hit bonus was dropped to 18-22%.
Now. Given the resist of 86-87% (I'm assuming 86%/level 53 since you're going to be a +1 incarnate.)
You need a little less then 20%.
(.14 * 186.72 = -26.14% to level 53 AV.)
Basics:
Zombie: 16.92% total.
Life Drain: -5.64 *3
Grave Knight: 45% total.
Gloom: -7.5 *2
Life Drain: -7.5 *2
Dark Blast: -7.5 *2
Lich: 46.9% total.
Life Drain: -9.38 *1
Teneborous Tentacles: -9.38 *1
Fear: -18.75 *1
Dark Blast: -9.38 *1
Torrent: -9.38 *1
Fluffy: 55% total.
Chill of the Night: -30%
Twilight Grasp: -5%
Darkest Night: -15%
Tentacles: -5%
And then I'm counting Twilight Grasp and Darkest Night. You could include fearsome stare, and various attacks if you wanted to and lower that by another 2ish %. -
Are you including fluffy? (Dark Servant)
And the zombies -to hit?
I know that I floor a GM's to hit chance with a mere 30% def on myself, and ~25% def on my zombies.
I THINK they're comparable. -
I think no-attacks kinda got kicked out the door with the advent of incarnate and free-fitness.
They CAN be useful on a mastermind to get enemy attention, and are occasionally useful for set bonuses but... ...It's highly dependent on the Primary/Secondary. In your case: You've got way too much other stuff to get.
1: Keep in mind that this build is expensive.
2: Keep in mind that just about everything your pet attacks do debuffs the enemy to hit value, So you may have TOO MUCH defense with this build, even if it's not soft capped. (44% S/L without using power boost.)
3: This is based off of my experience with Zombies/Dark, and a few friends royally tearing into poison trap. (It sucks as a hold, but rules as a -regen.)
4: I tried to build for as much recharge as I could, and I think I may have overbuilt on recovery, but it's better to be overbuilt there.
5: You could easily swap out TP other for Vengeance, or group fly. Which... ...Really can be handy for zombies given their lovely Melee requirement. More then once I've found my pets just staring at something that happened to be flying just out of reach. I think you've got web-grenade to deal with that though.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Zombie Horde- (A) Blood Mandate - Accuracy/Damage
- (34) Blood Mandate - Accuracy/Damage/Endurance
- (34) Sovereign Right - Accuracy/Damage
- (34) Sovereign Right - Accuracy/Damage/Endurance
- (37) Edict of the Master - Defense Bonus
- (37) Sovereign Right - Resistance Bonus
- (A) Enfeebled Operation - Accuracy/Recharge
- (37) Enfeebled Operation - Accuracy/Endurance
- (40) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (40) Enfeebled Operation - Endurance/Immobilize
- (A) Recharge Reduction IO
- (33) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Endurance
- (45) Ragnarok - Chance for Knockdown
- (A) Doctored Wounds - Heal/Endurance
- (5) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Recharge
- (48) Panacea - +Hit Points/Endurance
- (A) Endurance Reduction IO
- (A) Soaring - Endurance
- (9) Soaring - Endurance/FlySpeed
- (A) Achilles' Heel - Chance for Res Debuff
- (11) Touch of Lady Grey - Chance for Negative Damage
- (11) Recharge Reduction IO
- (23) Positron's Blast - Accuracy/Damage
- (25) Positron's Blast - Damage/Recharge
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Accuracy/Damage/Endurance
- (13) Sovereign Right - Accuracy/Damage
- (15) Sovereign Right - Accuracy/Damage/Endurance
- (15) Touch of Lady Grey - Chance for Negative Damage
- (48) Achilles' Heel - Chance for Res Debuff
- (A) Flight Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Recharge
- (50) Luck of the Gambler - Defense/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage/Recharge
- (19) Expedient Reinforcement - Endurance/Damage/Recharge
- (21) HamiO:Nucleolus Exposure
- (21) Call to Arms - Defense Bonus Aura for Pets
- (23) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Empty
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Recharge Speed
- (46) Endurance Reduction IO
- (A) Endurance Reduction IO
- (25) Endurance Reduction IO
- (A) Blood Mandate - Damage
- (27) Blood Mandate - Accuracy/Damage/Endurance
- (27) HamiO:Endoplasm Exposure
- (33) To Hit Debuff IO
- (33) Blood Mandate - Accuracy/Damage
- (50) Cloud Senses - Chance for Negative Energy Damage
- (A) Stupefy - Accuracy/Recharge
- (29) Stupefy - Endurance/Stun
- (29) Stupefy - Accuracy/Endurance
- (31) Stupefy - Stun/Range
- (43) Stupefy - Accuracy/Stun/Recharge
- (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (31) Adjusted Targeting - Endurance/Recharge
- (31) Adjusted Targeting - To Hit Buff/Endurance
- (43) Adjusted Targeting - To Hit Buff
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (39) Positron's Blast - Damage/Endurance
- (39) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Range
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Endurance Reduction IO
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (48) Endurance Reduction IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
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Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - EndMod/Recharge
- (3) Performance Shifter - EndMod/Accuracy
- (5) Performance Shifter - Chance for +End
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I'll see what I can come up with for you after I get off of work tonight.
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Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Terrinia: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Zombie Horde- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Accuracy/Damage/Endurance
- (3) Sovereign Right - Accuracy/Damage
- (5) Sovereign Right - Accuracy/Damage/Endurance
- (5) Sovereign Right - Resistance Bonus
- (7) Edict of the Master - Defense Bonus
- (A) Touch of the Nictus - Accuracy/Endurance/Recharge
- (7) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (9) Touch of the Nictus - Accuracy/Healing
- (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (11) Accuracy IO
- (11) Recharge Reduction IO
- (A) Tempered Readiness - Endurance/Recharge/Slow
- (13) Recharge Reduction IO
- (13) Pacing of the Turtle - Endurance/Recharge/Slow
- (15) Pacing of the Turtle - Chance of -Recharge
- (43) Tempered Readiness - Accuracy/Endurance
- (A) Dark Watcher's Despair - Chance for Recharge Slow
- (15) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (17) Dark Watcher's Despair - To Hit Debuff/Endurance
- (17) Dark Watcher's Despair - Recharge/Endurance
- (19) Dampened Spirits - To Hit Debuff/Endurance
- (A) Endurance Reduction IO
- (A) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Endurance
- (21) Decimation - Damage/Recharge
- (21) Decimation - Accuracy/Endurance/Recharge
- (23) Decimation - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Sovereign Right - Accuracy/Damage
- (25) Sovereign Right - Accuracy/Damage/Endurance
- (25) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Accuracy/Damage/Endurance
- (27) Achilles' Heel - Chance for Res Debuff
- (29) Touch of Lady Grey - Chance for Negative Damage
- (A) Soaring - Endurance/FlySpeed
- (29) Soaring - Endurance
- (43) Flight Speed IO
- (A) Titanium Coating - Resistance
- (31) Titanium Coating - Resistance/Endurance
- (31) Gift of the Ancients - Defense
- (31) Gift of the Ancients - Defense/Endurance
- (43) Steadfast Protection - Resistance/+Def 3%
- (50) Titanium Coating - Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Call to Arms - Defense Bonus Aura for Pets
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (34) Glimpse of the Abyss - Endurance/Fear
- (36) Glimpse of the Abyss - Accuracy/Endurance
- (36) Glimpse of the Abyss - Fear/Range
- (36) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Flight Speed IO
- (A) Endurance Reduction IO
- (37) Endurance Reduction IO
- (A) Blood Mandate - Damage
- (37) Blood Mandate - Accuracy/Damage/Endurance
- (37) Sovereign Right - Accuracy/Damage
- (39) To Hit Debuff IO
- (39) HamiO:Endoplasm Exposure
- (39) Cloud Senses - Chance for Negative Energy Damage
- (A) Ghost Widow's Embrace - Accuracy/Recharge
- (40) Ghost Widow's Embrace - Endurance/Hold
- (40) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (40) Ghost Widow's Embrace - Accuracy/Endurance
- (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (42) Adjusted Targeting - To Hit Buff
- (42) Adjusted Targeting - Endurance/Recharge
- (42) Adjusted Targeting - To Hit Buff/Endurance
- (A) Endurance Reduction IO
- (A) Interrupt Reduction IO
- (A) Siphon Insight - Accuracy/Recharge
- (45) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (45) Trap of the Hunter - Chance of Damage(Lethal)
- (46) Cloud Senses - Chance for Negative Energy Damage
- (46) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (46) Recharge Reduction IO
- (A) Gift of the Ancients - Defense/Endurance
- (48) Gift of the Ancients - Defense
- (48) Red Fortune - Defense/Endurance
- (48) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Defense Buff IO
- (A) Accuracy IO
Level 0: High Pain Threshold
Level 0: Marshal
Level 50: Musculature Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Void Radial Final Judgement
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Level 1: Brawl- (A) Empty
- (A) Run Speed IO
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Flight Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (45) Performance Shifter - EndMod/Recharge
- (50) Performance Shifter - EndMod/Accuracy
- (50) Performance Shifter - Chance for +End
She's actually fully complete, and can do +0/x8 as is. (Provided the pet AI is willing.)
The question I would like to ask is -- How can I make her better? -
I can chuck out two or three things that might help you.
One: Invention defense debuff in grave knights. Replace it with a lady gray damage proc. Either you're hitting already, which means it's probably useless. Or you're missing which means it's not debuffing anything.
Two: Soulbound proc in Grave knights. Last I expirienced about a year, year and a half ago, it doesn't actually do anything unless the pet is level 50, or above. So... I'd experiment with that one.
Three: I would find that build anemic in recovery terms. But I like to overslot for that, so your mileage may vary.
Four: In my necro/dark, I chucked an endoplasm exposure onto the lich. His status effects are worth extending. Even for a little. His damage is actually ... a bit more then what you'd think it would be too, due to a large amount of it's AOE nature. -
This is actually what I would recommend.
Note that it does have incarnate abilities active.
I use a similar build on my Axe/Willpower brute, I run darkest night on bosses for obvious reasons (-18ish percent to enemy hit, with -21% to enemy damage) and when combined with RttC's debuff, you end up nearly being softcapped on defense.
Oftentimes I used to toggle on assault to get that extra bit of damage when I'm just plowing through things...
...But now that my character is an incarnate, it's become a permanent toggle, and yes. I can run it, all of my toggles, and darkest night forever with that build, while tanking Lambda spawns to destroy boxes and whatnot... ...So it is fairly effective.
Hope it's what you want!
PS: Darkest Night works well to pull mobs into killing zones.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: War Mace
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(7), Numna-Regen/Rcvry+(7), Numna-Heal/Rchg(9), ResDam-I(9)
Level 2: Jawbreaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(15), TtmC'tng-ResDam(15), TtmC'tng-EndRdx(17)
Level 6: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/Rchg(19), Heal-I(19)
Level 8: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(25)
Level 12: Combat Jumping -- GftotA-Def/EndRdx(A), GftotA-Def(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(37), Numna-Heal(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(39), Dct'dW-Heal/EndRdx(40)
Level 18: Whirling Mace -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 20: Build Up -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(34), GSFC-ToHit/Rchg/EndRdx(34)
Level 22: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 26: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(50)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(29), EndRdx-I(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 35: Resurgence -- RechRdx-I(A)
Level 38: Strength of Will -- ResDam-I(A), ResDam-I(42)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43)
Level 44: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitDeb(45), DarkWD-Rchg/EndRdx(46), EndRdx-I(46)
Level 47: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
Level 49: Recall Friend -- IntRdx-I(A)
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Musculature Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Heal(A), Heal-I(45), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(50), P'Shift-End%(50) -
I think it's fairly possible from a code standpoint, but not how you're thinking of doing it Largo.
If they can determine whether or not you're stealthed to crit from hide, and they script in 'If status hidden and has assassination inherent do X % or X points more damage' on a power, they should be able to put in something to the effect of 'If status hidden and assassination inherent power effect X does not apply'. I do strongly believe that there is some sort of a hidden status flag, because it does pop up on your screen stating that you are 'hidden' when you're playing a Soldier of Arachnos, Stalker, etc.
Though that's me extrapolating as a coder with other things, you may very well be right depending on where and how they put the code into effect here. -
I know that suppression doesn't work that way.
What I'm asking is: Do you guys think it's a good idea, to have the effects of Cloak of Fear or Oppressive Gloom turn themselves off when we're hidden, so we can use hide to assassin strike, or placate to critical/AS without having to detoggle or retoggle.
It just seems like a quality of life issue when two of your mitigation powers drop you out of stealth or placate when-ever they're active. -
As I was playing my dark armor stalker today it occurred to me, we have suppression for powers already, PVP, Stuns, Holds, Travel suppression, etc...
Why not apply that to Cloak of Fear, or Oppressive Gloom while we're hidden, instead of having to detoggle those powers whenever we Placate or attempt to have assassin strike someone.
It seems to be a fairly logical idea to me, especially since those two powers are pretty important mitigators that knock us out of stealth when they're active and we're near an enemy.
What do you guys think?
If you like it, sign it.