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Posts
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Maybe it's supposed to be your unborn son/daughter? And by pushing back "The Coming Storm", it also delays the child's birth?
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Because it would require a new assassin strike for each powerset - it's the same reason they didn't get Ice Melee - the art team was swamped enough.
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Quote:On the last message board I was on, spoiler tags were given that would make the text black with a black background (think redacted government files), so you had to highlight it to see anything. TVTropes does this as white on white (which is problematic - you have harder time telling what is spoiler and what is simply empty space).In the community boards we use for HUB, we have spoiler tags that create little buttons that must be clicked on to show the text as written. I think that would be a good addition to these boards.
EDIT: Also, F2Ps wont have the ability to write to the forums - that's VIP (and maybe premiums with enough Paragon Reward tokens) only. -
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Quote:Yes, but the only way to ensure success was to deck out the entire team with Warburg Chemical + Biological weapons, and Shivans - and even then, they took a Granite Brute with 5 or 6 Corruptors (Or Masterminds) and one, maybe 2 pity spots.I'm not sure what that says, because I'm not sure the devs ever completed the original level 50 Hamidon either. I do know the +4 LRSF was completable, even if the devs themselves never did it, prior to I9 (when inventions were introduced).
Remember, I7 also brought the 1100% Regen Buffs for AVs/Heroes (which was scaled back to 300% a few weeks later).
Once Electric Armor came it gave an alternative to Granite form (psy resistance being the big benefit), and while this was in the same issue as the LRSF, it wasn't until about 3 or 4 months later that they actually reached 50.
Stalkers and Dominators were pity spot ATs (Dominators usually got the nod because Stalkers had thoroughly commanded the PvP environment prior). -
Quote:When I used Arachnos Heavy Blaster in RV for experience from longbow mobs, in order to get it to use Static Overload, I would march it into a longbow mob, then tell it to attack a target just outside melee range - 7-15 feet was my success margin, but 10 feet nearly guaranteed it would use it's PBAoE.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. -
Quote:Fine.You know, that doesn't exactly work in combat like the OP is talking about. Also, I have a character that can use Magus every 8 minutes or so.
Eye of the Magus > Aim > Build Up > Rain of Fire > Melt Armor > Fire Breath > Fire Ball > Inferno > Catch a Breath (or get lucky with the Performance Shifter Proc) > Self Destruct > Rise of the Phoenix > Geas of the Kind Ones > Burnout.
Basically what I do now, but I can then perform the Hail Mary technique more than once an hour.
Also - Mission Teleport + Burnout. -
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Supposedly it only affects Primary/Secondary powers - not accolades or temps.
And it's on a 1 hour timer, so you can't spam it. -
Quote:Uh. Why? My Blaster can die before killing a Boss on an Incarnate Trial (one on one with a Heavy Commander) whether he's at his Damage cap or not (Kins can do that). Having some additional defense or resistance would help dramatically more - my DM/EA Brute can solo ENTIRE MOBS on Lambda, whereas my blaster can get destroyed by the AoEs from a single Heavy.No
What you are referring to is a discussion of weather or not raising the damage cap would be beneficial for a solo blaster. The answer is yes, of course its beneficial, the devil is in just how beneficial.
If you think blasters are performing poorly because they can't go 5 feet in a mission without faceplanting then raising the cap doesn't help much. If you think they perform well except for particularly difficult encounters then raising the cap lets them meet those challenges.
Blasters have Stalker HP levels (And Caps, so stop casting Frostworks on me), but Stalkers get better single target damage while having infinitely better survivability (My Fire/Ice Blaster vs my KM/Nin Stalker - and my Stalker doesn't have all his level shifts yet).
Blasters don't need a higher damage cap. We need either a higher base to work with, or something to help with incoming controls/damage. Maybe give us ranged defense and status resistance/protection. I don't know, but I do know many Blasters require a lot more support, for what is debatably more damage.
Oh, and if I load up on insps for a tough fight (like mission 4 of Ramiel's arc), I grab oranges, Purples, Blues and Greens - not reds. -
Resistance should happen, and I wouldn't mind PPD either. Not sure if Devouring earth could work, but we'll see.
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Quote:With only aim, a Defender has 50% Damage bonus, a Corr gets 42.5%, and a Blaster 62.5%. Whereas a blaster could split the difference between BU and Aim by alternating for every spawn, a Defender/Corr could only do so every other spawn - meaning their 95% only gains 25% or 21.25%.And how would that compare to a Corruptor or Defender who, most likely, will have their attacks slotted for damage and, quite possibly, also have Aim?
Defender ends up with +120% (approx)
Corr ends up with +116.25% (approx)
Blaster has +176.25% (approx)
If the Defender/Corr gets PBU or Soul Drain from their ancillary/patron pools, the equation becomes a little less unbalanced, but both powers have a 4 minute recharge and as such are harder for me to plug into the equation quickly.
But, working with aim alone, Musc Radial Paragon results in:
Defender = +143.64% Damage (19.7% Increase)
Corr = +139.89% Damage (20.38% Increase)
A Blaster Cycling both Aim and BU gets:
Blaster = +199.89% Damage (13.41% Increase) -
This - when my WS get's held in Nova form I frequently switch to human first, then Dwarf form (since I usually get knocked back when held, and it's easier to recover in human form).
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Quote:A blaster who has 95% Damage enhancement and either Build Up or Aim active (my blaster's MO) will then average 176.25% damage bonus over the base (276.25% including the base). Musculature radial paragon brings it to a total of 199.89% Damage bonus over the base (299.89% including the base). That's only an increase of 23.64% Damage bonus, or 13.41% of 176.25% - significantly less impressive for the final build than what a Controller, who lacks access to Build up, Aim, and typically doesn't slot most of their attacks for damage unless necessary. It's not that Controllers get more, it's that what they do get makes a larger difference on their end performance.During which time, they are doing no damage.
So, what you are saying is that an AT that only does damage ~50% of the time, with a lower base damage, gets more benefit from Musculature, then an AT with a higher base damage that does damage 85% of the time? Interesting. -
Quote:Masterminds give a tohit and damage bonus to all nearby henchmen. So they do care - to some degree.But from a fluff stand point, they should be the best at providing Leadership, unless, these Masterminds are the ones who don't care about their troops... Oh, wait, their Villains, (at least starting out, for now), why should they care what happens to their fodder.
Edit: It probably has to do with the notion that MMs were supposed to be the redside equivalent of Tankers. -
I would just make a panic button that would toggle off hover and/or fly:
/bind lshift+h "powexec_toggleoff "Hover"$$powexec_toggleoff "Fly""
This way I could drop at will. -
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Quote:Last night my blaster changed his battle cry for the first time since I19.Have you ever seen what a team of all Rads can do on a map by continuously using Veng bait and fallout? If you dismiss deaths as being part of the equation that equals success and replace it with time alone then you can begin to understand why those two powers can be substantially useful. It's almost like cheating when you use the powers the game has given you to full effect.
A team consistently using Fallout on every mob intentionally is something smart to do, not something to be ashamed of. If you are trying not to die, then yes I can see why you'd be upset with yourself, but honestly you should shrug off that bad ideology and replace it with what actually works based on game mechanics. You are actually helping the team complete the objective faster and have become a huge force multiplier by allowing them to use Vengeance on you. Intentionally dying is fun.
Old Battle Cry: "Shard Get!" (lawl shards)
New Battle Cry: "[Vengeance] plz!"
I just hate it when they waste mutation on me when I've got RoTP. -
Quote:I think he might be referring to i7 Beta, when Rag doll physics were introduced.Way back in beta, everything had standard animations for getting up, just like players do. There were no timing differences.
No, wait - I remember Freak tanks being knocked up by my Blaster's Whirlwind power and I noted they only went around 5 feet (a flip), instead of the 20-30 that other freakshow went. My end bar cried at that point. This was I4. -
I assume by "regularly cycled" you mean "more than once per mob" since my WS took and uses Unchain Essence all the time, to say nothing of Gravitic Emanation.
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Both times my WS went on Apex a Cyst spawned next to Battle Maiden - Which meant Eclipse, Double mire, and Ion for half the HP of the cyst to disappear. Of course, it's still hilarious how a well built/prepared team can just steamroll them (though I DO think the reward for a cyst should be looked at).
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Been happening to all my log-on/time Badges since the 7th anniversary and Constant badges back in June.
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Quote:With the new costume creator we get the option to see all costume parts prior to purchase - if we try to finalize our character, we get an error message.Testing powers out is a difficult mess.
Can say just on test server, but that runs the issue of encouraging more players to use test as their native server just to avoid 'paying'. Also, you run into the issue that it's not just a single power, it's a powerset. So it's actually pretty difficult to 'test drive' a powerset without playing it out.
To be honest, I personally think that folks who want to wait and see could be served by player-reviews/assessments of the powersets.
Suggestion: Allow us to load into a demo room with said character (with training dummies, and all 18 powers in our power trays) to test out how the set looks/feels (or even see how recolored powers look in an actual combat environment). -
Quote:Dark Nova Emanation accepts KB sets, which is probably where the 3rd attack came from in the quote.In Nova, only two attacks can do KB. Detonation is high enough knockback, but Blast is single target, is only a 10% chance, and is low magnitude. Gravitic Emanation in human form has KB, but it's not an attack, it's a control power.
The only attack with KB that a WS often cycles is Dark Nova Detonation. If one attack counts for "heavy on KB" then I guess you are right.