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Posts
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Well, nowadays Sandstorm and Wanna be Just Like You.
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I'm assuming they go into ouro TF mode so that they don't get auto logged out or something?
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Mine wants a sonic hula hoop of doom that causes aggro. Of course, the hula hoop doesn't cause aggro anymore. So I want an FFer to keep the team safe from the aggro I haven't learned to hang on to yet.
*grumbles about the RttC lack-of-taunt aura* -
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I'll take a stab at it.
Quote:Ok. This all depends on why your Warshade goes villain.Totally unrelated question. Just throwing it out there. I have a Warshade I'm planning on making a Villain. When he turns evil, Does that make him a Nictus again? Or is there another word for when a Nictus turns good and then turns evil again? Something to think about huh?
Let's start at the beginning. Helpless human walks down the street. Council capture him and implant nictus fragments. The nictus takes over the human body. The nictus is all evil and stuff, so he keeps control of the human body without merging. The human is essentially trapped within his own body.
Later, the nictus feels regret and remorse, and decides to become a more symbiotic relationship with the human he took over. They become one being, just like peacebringers, and merge together. Typically, this is when they are called a Warshade.
Now, why does your warshade become a villain? Does the nictus decide to take over again? That'd make him a nictus. Or is the combined personality becoming evil? He's still a warshade. Now he's just evil. -
Quote:The problem is pretty simple. It's a minimal benefit for an inordinate sum of work. You're essentially asking that a new AT be designed. I know you really didn't want conversation to go this route, so I'll try offering up ideas.Yeah but I mean like a permanent dealy. It kinda sucks that I have to wait every halloween to turn into a monster. I wanna be a super werewolf that saves lives!
Let's go with the wolf transformation. Sounds like that's the one you're most interested in. What powers do you have as a human? Do you punch stuff? Maybe you're naturally faster? What else? Ok... so you're going to spend most of your time transformed. What powers do you have as a werewolf? Maybe you're tough to hurt, regenerate fast, dodge kinda easy, just like the Willpower set. Also, I'd imagine you're very strong and can throw rocks, like the super strength set, or maybe you just claw stuff to death, like the claws set.
You see where I'm going with this? I'm trying, but it just doesn't make sense to do it. You're better off with the costume changes. If you have to, go buy some Halloween salvage and have your level 1 character unlock an extra costume slot.
I have a few characters that use costume change emotes to change forms when they go into battle. I have a businessman with a suit of armor he turns on when he starts sending his minions into the fray(bots/traps MM) and an honest to goodness werewolf (sonic defender) who goes from mild mannered Englishman to scary screaming werewolf before he starts howling at bad guys. -
I haven't done this in a while, so I think it's time for a translation!
Quote:"I find stalkers to be under performing when compared to other characters I make. This cannot be due to my failure as a player and/or human being and therefor must be the fault of AT's design."I have noticed that the Stalker AT can be over challenging for some people.
Quote:I have a possible fix to the AT that could bring more tolerable playability…..
"As I place the idea in quotes and all caps, it becomes more appealing. There is no chance this will make me look like a fool. Further, I offer as compensation the removal of a mechanic that I lack the understanding and ability to make use of."
Quote:Similar to the Illusion control power sets “Phantom Army” being ghosts but with a more sinister look to them and all melee attacks ninja style. They would do zero damage but have a large taunt ability just the same.
Quote:The devs could make it so a stalker could either unlock this “Decoy Summoning” power at a certain level or make it an inherent power for the AT. The Decoy power would have a 10 second recharge with only a ten second duration so they don’t always follow you around.
"Please don't flame me." -
Gratz Bill!
Though I can't help but notice...
Quote:Somebody is bitter. -
The only thing I've ever seen down the best WP tanks is defense debuffs and endurance drain, so my vote is for FF. It grants protection from both.
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Quote:I say do all three. Play the 38 on occasion, start a new hero, and start a new villain.Now, now, this is alt-friendly central. No reason he can't do both (or was that what you were suggesting?).
And maybe a new hero and another new villain.
Then another new hero... -
Quote:In that case, I seriously suggest rolling a new alt.Than this should work fine for me. I haven't played regularly since launch, and I haven't played in a year at all, so I am not used to anything right now. I am like a noob with a lvl 38.
There has been tons upon tons upon craptons of content added since launch! The game is a thousand ways different and a million ways better than it started. The best way to experience it is from level 1. -
Quote:This.Be prepared to feel like something's missing for a little bit. It took me a week or so to get used to my MA/SR not having the silly glowie things around him.
Be very careful to remember to turn all your toggles on. It used to be "I'm not glowing, I need to toggle up." Now you have to look at your buffs/trays to make sure. -
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That's a question for the scrapper forums, to be honest, but there haven't been any recent changes to MA or SR that I'm aware of.
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Go to the tailor!
i16 introduced power customization. Power sets like Super Reflexes, Invulnerability, and Willpower can have their aura effects turned off entirely. -
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I don't have an empathy defender, so the advice I have to give is how I feel from a team leader's perspective and a mathematical perspective.
By the numbers, you get more value out of recharge. More recharge allows you to keep the buff on more people at a time, which essentially multiplies the value of the power. Two people with fortitude at 15% defense each is more defense than one person at 23% defense.
I take that back. 23% defense added to one person is more protection than 15% defense added to two people. The way defense works, every percent does more than the percent that came before it. That last 5% does as much for someone's survivability as the first 40%.
Still, having the damage buff on more people is preferable in my mind.
When I'm playing my tank, fortitude provides me minimal benefit. If the enemies have heavy defense debuffs, then I'll appreciate fortitude, otherwise not at all. Tanks don't do enough damage to really benefit from the damage buff.
Blasters seem to get the most benefit from Fortitude. They have higher base damage, which is what damage bonuses build on, plus they have a higher than normal damage bonus cap. The DPS built controller or defender is still only boosting a small base number. Kheldians who have nova will do a lot better with Fortitude on. It helps them avoid mez as well as dish out more damage before they have to shift forms to recover from incoming damage.
Low levels, fortitude should be going on the defense based scrappers and tanks because of the aforementioned mechanics of defense. Pushing them from 30% to 45% is an unfathomable leap in survivability. -
Quote:Hate to do this to you Aggie, but this is not true at all. It's even stated so in the link you provided. The only thing a suppressed toggle retains is mez protection.You do realize that SUPPRESSED toggles still retain any defense/resistance they give, right?
This is why Ghost Widow is so lethal. Her magnitude 100 hold is a DoT, so when it hits the tank, all his resistances go away, and he is nothing but a bag of HP that slowly dwindles.
Ghost Widow (and likewise Reichsman, but not so much because his stun doesn't have a DoT) is my only gripe. Mag 100 is ridiculous. I can understand being overcome by a ton of gunslingers and them stacking enough holds on you. But Ghost Widow should not have a lucky one shot kill. -
Quote:Apologies if it seemed like I was talking to you. I meant that as information supplemental to what you provided.Quite so, I just was simplifying since the OP's just starting out and I didn't want to start loading him down with the math behind it.
I only mentioned my guide because if the OP was THAT curious about numbers already, it's a good place to learn more. -
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Quote:This is because every single percent of defense you get does more than percent before it. The last 5% of your defenses do just as much for you as the first 40%.By the time you approach the soft cap (45%) all defense sets suddenly get really, REALLY good.
If you're into the math on this, I suggest you read my guide on the softcap (linked in signature). -
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You can't screw up a character in this game.
There are some combos that offer particularly good synergy, but you have to really, really, really try to make a character gimped.
EDIT TO EXPAND:
Stone Melee is heavy on endurance consumption. Pairing it with Electric Armor or Fiery Aura provides an endurance recovery power to offset the melee powers.
Shields is a strictly defensive set without a self heal. Pairing it with Dark Melee gives it a heal.
Those are examples of good synergy.