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Posts
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Do you absolutely NEED Fly for this as a melee toon? (Yes, I realise the mitos are floating, just wondering if relying on someone else's Group Fly is a viable alternative.)
Or, would the 60 minute Raptor Pack from Sharkhead Isle work as a replacement? -
How about we get some FedEx offices in Paragon and the Isles for sending inf and recipes and whatnot from one toon to the other?
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What do those mirrors actually... do?
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Looking forward to pummeling Foreshadow on my Brute "soon"
[/ QUOTE ]Been there, done that. -
LFT to farm the Illusionist badge villainside.
On a serious note, it probably would be the Illusionist badge anyway, as that badge already unlocks a weapon model. -
Where are you all getting the "soul" bit from?
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its not like they are hard or anything
[/ QUOTE ]Heroside, true. Villainside in a PUG, definitely not always true. -
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IMO perm'ing mindlink is totaly worthless when NW's and Fort's can hit the def soft cap quite easily.
[/ QUOTE ]You don't team much, do you? -
It's been said that Scrappers are never ever getting Dual Pistols as a Primary or Secondary for obvious reasons.
As for Ancillary, we can only hope. -
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There's nothing dark about using your enemies soul to make a pet? Even at anti-hero standards thats pretty low.
[/ QUOTE ]There is no Warshade power that uses the enemy's soul to make a pet. There is, however, Dark Extraction, which uses the enemy's essence to make a pet. From the in-game description: "The extracted energy is an echo of the targets life force". No soul-sucking or death is implied, it just copies their essence into a temporary entity to assist you.
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Illusion Control is more mind-based.
[/ QUOTE ]From the in-game description: "You can manipulate light and sound to manifest all sorts of Illusions, aiding your allies as well as deceiving your foes." Nowhere is it said that it's supposed to be mind-based. Oh hey, but it does mention light manipulation. Malaise is not the only variant of an Illusion Controller allowed in the CoX universe.
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Peacebringers have more of a cosmic light energy, like stars or suns.
[/ QUOTE ]Is there any other kind of light?
Actually, yes - you can get light from fire as well. (Though, technically, a star, which is also the same thing as a sun, is a giant fireball itself) But you could just wait for Defenders to get Thermal/Fire in the next round of Proliferation. -
Screw that, gief /MA Blasters!
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Hm, I do hope this gets changed. Crabs just look and sound so right with Huge body types, but the lack of the biceps armor is bugging me a little.
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Right, my bad, forgot the typed/positional thing.
And I do see your point in regards to /Elec Stalkers... Ah well. -
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We also have dark energy. Also a signature of an epic archetype.
[/ QUOTE ]Technically we have Negative Energy channeled from the Netherworlds, and Warshades have Nictus Energy/Dark Matter/Gravity Control. Damage type is the same, but thematically and graphically they're completely different. The only actually "Dark" aspect of Warshade powers is the power names. -
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Quite a few differences matey
[/ QUOTE ]It's still a light blast/light manipulation powerset combo, which we already have, and which is a signature of an epic archetype. -
Stone Armor/Broad Sword gonna be THE survivability combo from now on?
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I've read a lot of hate aimed at Shadow Maul over my 6 months of CoX, particularly from Stalkers. Now, back in the day I could understand it... You were meant to play hit-and-run (well, mostly), so long-rooting attacks were just not good. Especially not in PvP, but let's not get too far into that. Also, Cones only have half-chance to crit from Hide, so you were more likely to use Smite or something after that Placate anyway, right?
However, two things spring to my mind.
1) That's not really that bad. Aside from 3 second root time equalling suicide in PvP, it doesn't seem to be a bad attack. One, it's the second hardest hitting non-AS attack in the set - a set that already had few attacks before being ported to Stalkers and gaining AS+Placate, trading them for utility powers like Touch of Fear (it's up to you if you count Siphon Life as an attack or a self-heal). In addition, it's a cone, which means you can reliably hit up to 3 targets with it, and in a theoretical best-case scenario, up to 5 targets. And all 5 of them will gain a modest ToHit debuff. Yikes! Also, assuming you don't miss and are not too much of a number cruncher to be that bothered by a 3 sec animation, it looks friggin' awesome.
2) I get the feeling that people are just easily frustrated by the power's tendency to REALLY show bad luck. When you miss with Shadow Punch, you hardly notice it - it's a quick attack and has a 3 second recharge. When you miss with Shadow Maul you look like a moron fanning the enemy to cool him down, for 3 seconds, unable to move or defend yourself. Getting some decent Accuracy easily solves this, although most people appear to spec it out ASAP because of how annoying this can be in lower levels.
Worse, the cone is actually very narrow. While those of us more experienced with the PITA that are melee cones (Flashing Steel doesn't count) are able to reliable hit 2-3 enemies with it per use, others will notice the poor recharge and endurance cost of a cone power when they only manage to hit one of the enemies. And it's even worse if they miss.
Also: In these modern times, Stalkers can arguably scrap better than scrappers. Would this power actually work in your builds now that Stalkers got those recent buffs, especially being able to crit out of hide? Keep in mind that AoEs and Cones get the same out-of-hide crit chance that Single Target attacks get, so in an 8-man team... Hmm.
Please, do share your thoughts. Shadow Maul - still garbage, or fun in PvE (with 3 Accuracy IOs if possible)? -
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[/ QUOTE ]Ugh... -
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a lvl 50 can....but a 1 man SG lvl 23?....not in a million years.
[/ QUOTE ]It takes considerably less than a million years to reach level 50, though. -
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I don't think they will modify the base values. They will of course change in line with AT modifiers, which means tanker Parry will give a bigger buff than scrapper and brute parry.
[/ QUOTE ]Exactly why I think they might want to modify the base values. Otherwise we're going to have BS Tankers running around with easily softcapped Defense and abysmally low (and horribly resisted) damage.
That is, of course, unless they consider the lame base damage (lethal to boot) to be a fair tradeoff for Parry. -
Although this is not going to happen because long set-up times for MMs are WAI, I applaud you for coming up with a much more interesting idea than most other people who simply suggest an AoE-instant-full-upgrade power for MM PPPs or something silly like that.