Hopeling

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  1. She appeared again, this time in a level 45 Peregrine Island mayhem. The mission refused to complete, although there was an untargetable and invisible-but-for-the-rifle Longbow Nullifier that I had to kill with PBAoEs, so I'm not sure if the mission not completing was a separate bug or was simply because I didn't defeat some other invisible, untargetable Longbow that wandered away from the final spawn.
  2. Time Manipulation can indeed be made to look very sand-like, although depending on how abstract your theme is, you may find some of its effects kinda weird. (healing sand?)
  3. Examples: Blaze, Lancer Shot, Power Burst, Cosmic Burst, Executioner's Shot.

    Most Blast sets have 3 single-target attacks. The t1 blast is the fastest/weakest, the t2 blast is in the middle. The t1 and t2 blasts are also the first two powers in the set. The t3 blast is the third (and strongest) single-target attack, NOT the third power in the set. t3 blasts generally have 40-foot range while most other powers have 80; come i24 that short range is being extended to match other attacks.
  4. Quote:
    Originally Posted by Grey Pilgrim View Post
    Sounds like you have the bug where if you zone with it on the toggle keeps going, but you're not getting benefit from it. At least, that was around when I23 hit and I believe it still is. You'll get the always on part, but not the toggle part.
    I can't speak for LSK, obviously, but when mine has bugged out, both the up-front and the scaling parts of the toggle buff continue working. At least some of the other Hybrid powers work as you describe, though.
  5. Paragonwiki says you can find them in the Great Escape event.
    http://paragonwiki.com/wiki/Escapee_Badge
  6. Hopeling

    So ... Snipes

    Well, if you adjust for AT mods, they have roughly the same DPA (which is still quite good). And of course moonbeam has the tohit requirement that will make it difficult to toss into a standard attack chain for most builds.

    So it seems promising, but won't be easily dethroning SS/Fire/Soul or anything.
  7. That would be a reasonably compelling argument, but Walk is specifically not disabled by the Disable_All flag, which (at least, to me) strongly suggests it's supposed to be usable even in environments that disable all other powers.

    Also, this specific functionality harmed nothing, fit the intent of the power-disabling effect in Studio B (to keep the environment quiet and calm for authors), and was liked by players, which frankly is IMO a pretty good reason to reinstate it if possible, even if it originally was not strictly intentional.
  8. I was talking about what they will do currently. You're correct about how that will change in i24, though, yeah. Come i24 the Hecatomb will be a PPM anyway, so there won't be a clear winner for which to put in Haymaker vs which to put in Jab... although a decent case could be made to move the Crushing Impact set to Jab and one of the proc sets to Knockout Blow.
  9. Come i24, all procs are becoming PPM (proc-per-minute) procs, and the mechanics of PPM are also changing somewhat.

    The MotT proc is already a PPM proc, so i24 won't hugely affect how good/bad that proc is in Jab.

    The thing about PPM procs is that their chance to go off scales with the power's cycle time (recharge+activation). So in Jab, with a cycle time of 3.07 seconds, the proc chance will be 6*3.07/60=30.7%. Whereas in Haymaker it will have a proc chance of 6*9.5/60 = 95%. So unless you use Jab more than 3x as often as Haymaker, the MotT set is better in Haymaker.

    Meanwhile, unless that Hecatomb set is the Attuned version, its proc has a flat 33% proc chance, which means it has the same chance to go off in Jab as in Haymaker. But you probably use Jab more often (although maybe not >3x as often), so that proc prefers being in Jab.

    In short, you would probably benefit from having the MotT and the Hecatomb sets switch places.
  10. It... what? Is this serious?

    Did the previous two seriously somehow turn enough of a profit for this to even be worthwhile?

    Even the TRAILER is terrible.
  11. I have definitely had mine not detoggle and stay on indefinitely, but just now I turned it on while standing around waiting for a TF to start, and it turned off on its own after 2 minutes.
  12. Well hey, cool, I hope it works out for you. Personally I'm liking it so far on beta, although my guy (also a Water/En) is only level 24 yet. So far it's shaping up to have moderate-to-good ST damage (although, since it doesn't have a snipe, it may fall behind other sets in ST with the currently planned i24 changes), pretty strong AoE, a self-heal, and a bit of soft control. And its FX look great.
  13. My Scrapper's Melee Core Embodiment shuts off after 2 minutes like any other Hybrid toggle. Sometimes Hybrid powers will bug out and not shut off properly (mostly if you zone with the toggle on), but that's a bug, so don't count on it staying around forever.
  14. It is as useful as the taunt in any other Brute powerset. That is to say, nice to have, especially if you want to tank for teams, but not a must-have power. The TW taunt has the added perk of looking really cool, though.
  15. Spiritual and Vigor will indeed enhance the maxhp from power like Dull Pain, Serum, True Grit, etc, in the same way that slotting heal enhancements does.
  16. If you (like me) have trouble coming up with a concept you like for Water Blast, it also recolors nicely to make Acid Blast, Blood Blast, Lava Blast, Ink Blast, Oil Blast, or whatever other liquid you can think of. It does not have the limited pallette like Ice.

    It's not particularly more or less ranged than most blast sets; for a ranged-only Blaster your problem will, as always, be the secondary set.
  17. I have not personally tried Melee on a tank yet, but it's worth mentioning that the Melee t1 is a pale shadow of what the higher tiers can do, so don't let that alone sour your impression of it.
    Melee t1 gives ~10% regen per target, and caps at 4 targets.
    Melee t4 Core gives ~17% res, ~240% regen, and mag ~10 protection to all mez (including confuse/fear), plus ~15% regen and ~1% res per target, and caps at 10 targets.
    Melee t4 Radial gives 1.5% defense and ~45% regen and mag 2 mez protection per target, and caps at 10 targets, and is also a 10-foot taunt aura (which, yes, is bigger than actual taunt auras).
  18. Sam has unusual opinions that I don't always agree with, but as far as I've ever seen, he doesn't deliberately lie to advance his own ideas.
    Quote:
    Originally Posted by Elf_Sniper View Post
    I refuse to accept any player's claims to know what is intended by the Dev Team without supporting evidence.
    Great. So do you have supporting evidence, or should we refuse to accept your claim?
  19. Well, just as an example, this is my current Fort build, which is softcapped (ok, .3% shy on AoE) before ML and Incarnate-softcapped with ML:
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    I'm using the Fighting pool, but I'm not using a Glad Armor unique, and I'm 15% past softcapped during ML, so normal-softcapped without Fighting should be easily within reach.
  20. Areafactor is given by a super-ugly formula:
    1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5)
    This is frankly kinda hard to understand by looking at it, but it can be simplified (in the algebraic sense, it's still accurate) to:
    1+radius*(11*arc+540)/30000
    ...which is nicer to look at, because you can more clearly see that the areafactor starts at 1, and increases for larger arcs and radii. For circular attacks, like the two you named, the arc is 360, and the formula further simplifies to:
    1+radius*.15
  21. Assault doesn't provide defense, so that one is definitely not required.

    If you have perma-Mind Link and are willing to rely on it to softcap, you don't even strictly need Tactical Training: Maneuvers (although it is still a very nice power, and teams will love you for it). You definitely do not need pool Maneuvers to reach the softcap, whether you rely on Mind Link or not.
  22. The toggles already have NoFX options. Ablative Armor currently does not, although the carapace in that one forms and immediately shatters before the cast even finishes, you don't walk around as Gloop-Man for 30 seconds.
  23. Oh, yes, that is a good point.
  24. How about "Buy an infinite supply of [Precise] inspirations?"
  25. Quote:
    Originally Posted by Leo_G View Post
    For Scrappers that want to get in on the action,

    -Follow Up grants 10% ToHit that stacks.
    -Blinding Feint adds 10% ToHit and stacks. Empower combo adds 3.3% ontop of that.
    -Of course, Soul Drain.
    -Staff Fighting, with 3 stacks of Perfection of Soul allows Sky Splitter to grant 12.5% ToHit (unslottable) for 10 seconds (at least a better uptime than BU)
    -Invulnerability grants 2% ToHit...is it per target? So with 10 foes, that's 20% and it's slottable for ToHit I believe.
    -Resurgence is a 21% ToHit buff for 90sec but -21% ToHit afterwards for 45sec

    For Stalkers,

    -Well, Build up of course.
    -Dual Blades' empower combo comes with 20% ToHit buff for 20sec
    -Resurgence again

    Besides them, there's also the Siphon Insight chance for +ToHit for 10sec proc for ToHit debuff powers. There's also the chance for BU procs for ToHit buff powers, ranged powers and not sure if the pet set BU proc is only for pets or for the user...
    Also, Focused Accuracy in Body Mastery gives +5% enhanceable tohit.