Dechs Kaison

Renowned
  • Posts

    6223
  • Joined

  1. I'm assuming they go into ouro TF mode so that they don't get auto logged out or something?
  2. 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*
  3. Quote:
    Originally Posted by Dark Lost View Post
    The human turns evil. The Kheldain is against it...So it's like...reversed...Nictus?
    It's a heimdingerfalookasham, for all anybody cares. A name is a name. I'd still call it a warshade.
  4. I'll take a stab at it.

    Quote:
    Originally Posted by Dark Lost View Post
    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?
    Ok. This all depends on why your Warshade goes villain.

    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.
  5. Quote:
    Originally Posted by Dark Lost View Post
    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!
    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.

    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.
  6. I haven't done this in a while, so I think it's time for a translation!

    Quote:
    Originally Posted by blackbird7 View Post
    I have noticed that the Stalker AT can be over challenging for some people.
    "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."

    Quote:
    Originally Posted by blackbird7 View Post
    I have a possible fix to the AT that could bring more tolerable playability…..
    "I put forth the following suggestion to eliminate the need for active thinking and use of strategy while playing a stalker. Cue drum roll, please."

    Quote:
    Originally Posted by blackbird7 View Post
    “DECOYS” instead of fear.
    "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:
    Originally Posted by blackbird7 View Post
    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.
    "Phantom Army, the incredible power for a subset of controllers, should be given unilaterally to all stalkers. However, the power as is crimps my style, and should appear more sinister and attack as though they are ninjas."

    Quote:
    Originally Posted by blackbird7 View Post
    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.
    "As dubbed, 'Decoy Summoning' should be given to stalkers as an extra power in addition to the inherent and the full set of primary/secondary powers. This power should be permanent out of the box, a feat only attainable by the most expensive of builds for the aforementioned subset of controllers. The duration should be short, however, as having an army of decoy ninjas following me around crimps my style."

    Quote:
    Originally Posted by blackbird7 View Post
    Discuss…
    "Please don't flame me."
  7. Dechs Kaison

    Finally!

    Gratz Bill!

    Though I can't help but notice...

    Quote:
    Originally Posted by Memphis_Bill View Post
    Quote:
    Originally Posted by Hero_EX View Post
    I'm sure if the new SB was the heroic theme buy everything.
    I LIKE Mutant and all others pack, but a bit more heroism? I hope
    Zucchini nostril trill battery run chartreuse?
    Quote:
    Originally Posted by Hero_EX View Post
    Zucchini nostril trill battery run chartreuse?
    Somebody is bitter.
  8. 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.
  9. Dechs Kaison

    Fortitude

    Quote:
    Originally Posted by Fulmens View Post
    I was glad to read that, because I had the "Wait, didn't you literally write a guide on the softcap?" moment.
    You know, I'm still kinda torn on that subject. Did I really write a guide? It's just a bunch of math... It doesn't guide people on how to do anything.
  10. Dechs Kaison

    Fortitude

    Quote:
    Originally Posted by PsychoPez View Post
    But I'm willing to change on demand as the situation needs it.
    This is the signature of a good player.
  11. Quote:
    Originally Posted by Decorum View Post
    Now, now, this is alt-friendly central. No reason he can't do both (or was that what you were suggesting?).
    I say do all three. Play the 38 on occasion, start a new hero, and start a new villain.

    And maybe a new hero and another new villain.

    Then another new hero...
  12. Quote:
    Originally Posted by MT_Head View Post
    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.
    In that case, I seriously suggest rolling a new alt.

    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.
  13. Quote:
    Originally Posted by Decorum View Post
    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.
    This.

    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.
  14. Quote:
    Originally Posted by MT_Head View Post
    Oh, ok. I apologize.
    Don't be sorry! I just meant the people there will have a better ability to help you plan out a build.
  15. Quote:
    Originally Posted by MT_Head View Post
    Oh cool. Off topic, but maybe you know, have they nerfed the MA/SR set in the last year or so? I had my build all planned out (when I played regularly) but I don't know if I have a decent build now.
    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.
  16. Go to the tailor!

    i16 introduced power customization. Power sets like Super Reflexes, Invulnerability, and Willpower can have their aura effects turned off entirely.
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Or slot three each in two different pets.
    This is what I do.

    MM's get a pretty decent benefit from +HP and +regen thanks to bodyguard mode.
  18. Dechs Kaison

    Fortitude

    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.
  19. Quote:
    Originally Posted by Aggelakis View Post
    You do realize that SUPPRESSED toggles still retain any defense/resistance they give, right?
    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.

    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.
  20. Quote:
    Originally Posted by Call Me Awesome View Post
    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.
    Apologies if it seemed like I was talking to you. I meant that as information supplemental to what you provided.

    I only mentioned my guide because if the OP was THAT curious about numbers already, it's a good place to learn more.
  21. Quote:
    Originally Posted by Call Me Awesome View Post
    By the time you approach the soft cap (45%) all defense sets suddenly get really, REALLY good.
    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%.

    If you're into the math on this, I suggest you read my guide on the softcap (linked in signature).
  22. Quote:
    Originally Posted by Lyrik View Post
    Are you like a crazy person?
    I know this guy. Yes he is. But in a good way.
  23. 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.