Kelenar

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  1. Quote:
    Originally Posted by Fleeting Whisper View Post
    Yes, it does. I don't think Repel (the effect, not the power) does, though.
    Yep, repel too. As I remember the original of what breaks sleep from waaaay back when it was changed, it's any power that causes a change in HP level (except regeneration) or moves the target (except teleportation, I think).


    Edit: Aha! i2 patch notes. "Sleep can now only be broken with a Change in HP (Damage or Heal) , by a Knock Back (or KnockUp , KnockDown or Repel) or by a power that specifically does so (such as Empathy/Clear Mind)."
  2. Quote:
    Originally Posted by Seldom View Post
    Plant is a very safe set due to the versatility of confusion, but its safety is incredibly reliant on seeds. Plant has only two other group shutdown powers, and one of them is broken by you using most of your powers. That leaves you with your AoE hold and its long cool-down/shortish duration.
    Pretty much. Plant puts most of its eggs into one basket, but boy, is it one hell of a basket.
  3. Quote:
    Originally Posted by Diggis View Post
    Yeah, it was a pain that only the team leader could see the dialogue, especially when we were all doing the missions together. It would be nice to have the clones of the entire team attack, rather than just the mission owner.
    This is my only problem with the i17 stuff. All the time you spend in conversations and reading computers, your team is basically milling around and missing the interesting bits... They're great missions solo, but I'm not sure how I feel about them on a team. Personally, with the way dialogue is basically hidden to anybody but the mission holder, it reduces my incentive to join teams for my first run through any new content by quite a bit. I say this as somebody who teams almost whenever possible.

    As for the larger thread topic of power uses, well, people have already nailed it. You get XP for killing enemies, and almost every team and most solo characters can do that pretty well in most situations without doing things like scattering or caging them that just slow you down. It seems like a lot of powers were designed under the old design goals that death was something to be avoided at all costs. That simply isn't the case these days.
  4. Kelenar

    the Proc Debate

    Quote:
    Originally Posted by Johnstone View Post
    When it was stunning you if you slotted it in stamina/QR, I was always tempted to make a zombie toon on Virtue and slot it, and then it would make perfect sense when every few minutes, I'd just start staggering about doing nothing. I never got around to it before they fixed it, would've been fun.
    I'm glad I'm not the only one who wanted to slot it specifically because it would stun myself at random.
  5. Quote:
    Originally Posted by Seldom View Post
    Plant is indeed a nice set, especially early on. The only downside is some of the powers are closer ranged, and all cause aggro. I put mind/ ahead as it has two more controls, and the boon of the distance from which all powers can activate. That and the fact that and that a third of them will never aggro you. (confuse/mass hypnosis/mass confusion) Admitedly I don't have personal experience with Earth/, but it has a very large number of crowd control powers.
    I found Earth/ a bit safer than Plant/ past level 25 or so, mostly because of Arachnos and Longbow Officers. When I ran into confuse-resistant bosses (or worse, the Longbow ones and their AoE confuse resistance aura) or high-defense Night Widows, my plant dom could hit a bit of a wall if I was short on insps, but the earth one would keep right on trucking. It doesn't quite have the every-single-spawn lockdown capability Plant/ has against other groups, but I found that it more than made up for that by letting me throw out however much I needed to get problem mobs to leave me alone.

    ... of course, heroside, I think Plant/ would come out ahead by a fair amount.
  6. Quote:
    Originally Posted by SpittingTrashcan View Post
    My MA/SR is more typical, and I run him at +2/x1. For conceptual reasons, he also fought the minimum possible number of enemies to complete missions. It was interesting.
    How was this XP-wise? I've been trying to get a feel for whether finishing missions as quickly as possible or killing lots of enemies gives better XP/time on a Stalker.
  7. I find Traps/Dark works out very well, myself. You do have to run back and forth a little, but it's all worth it when Tenebrous Tentacles keep things grouped up for your mortar and the -ToHit from spamming TT and Night Fall effectively softcap you when your Force Field Generator is factored in. Which lets you toebomb pretty reliably.

    However, /Cold or /Archery would both be good picks, too. You can't go wrong pairing anything with Traps/, really. My only concern with /Cold would be that Acid Mortar can scatter things a little, so you might have a bit of trouble keeping things in Ice Storm and Blizzard... but I suspect PGT + the slows from those two would do pretty well at keeping them put.
  8. Quote:
    Originally Posted by MaHaBone23 View Post
    The only font worse than Comic Sans might be Chicago. But Comic Sans is far more over-used and abused.
    What about Impact?
  9. Quote:
    Originally Posted by Fulmens View Post
    Is Time Bomb on a "leash" like tripmines are? If so... you can't even set it up and go on to the next spawn.
    I know I've heard people mention setting it up and then moving on or returning to the previous group. It might just be a matter of how far apart the spawns are spaced, though.
  10. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I would MUCH rather spend those 24 seconds doing something more interesting than placing a time bomb and waiting for it to detonate. In the same time frame I could use FA, Flamethrower and Buckshot then start on mopping up the bosses.
    Quote:
    Originally Posted by Frosticus View Post
    No thanks, rather just shield charge the spawn for near instant defeat, while doing considerably more damage than TB and have it recharge over 4 times faster.
    These outline my biggest problems with Time Bomb. If your team can't kill any spawn it's going to be more than an annoyance to in 24 seconds, something is weird.

    Soloing, I suppose I can see some uses for mobs that you absolutely don't want to attack up front and there aren't any corners around for you to use to pull them over a patch of Trip Mines instead. But in most scenarios, anything it does can be more easily filled by Trip Mines.
  11. Quote:
    Originally Posted by SpittingTrashcan View Post
    I think it's worth noting that all we have seen of the Praetorians thus far is how they treat their sworn enemies, which is not necessarily indicative of how they treat their citizens. I see GR as less of a retcon and more of an increase in information, which places what we think we know in a different context.

    But I'm an optimist.
    The old-school Praetorian AVs do hint that the way they treat their citizens is, well probably not great. The original portal missions really do basically portray them as the Evil Twin Dimension.
  12. Quote:
    Originally Posted by RemianenI View Post
    I've found, at least for me, malleable concepts that work within the confines of the game suit me better than 'drawn up on paper' and not considering the strengths and weaknesses of the game/game systems.
    This is a stance I've had to adopt, too. After years of coming up with cool concepts and then utterly contorting things to make the actual character vaguely resemble it, I've started considering what the game engine can do first, then what I want to do second. It saves on the disappointment and frustration.
  13. Kelenar

    Clone bug?

    Quote:
    Originally Posted by Roderick View Post
    The clone is NOT always a palette reversal. I have a blaster that did the arc, and his evil double's costume was exactly the same, but his skin was dark red, instead of the normal caucasian skin tone that I had used.

    However, what everyone has said is correct: The evil clone does have a different color set than you.
    Yeah, this is my experience. My blaster's entire outfit is yellow and black, and only using tights with patterns, so the secondary colors are displayed everywhere. My clone was... blue and black, I believe. Which actually looked pretty snazzy.
  14. Quote:
    Originally Posted by JoeKent View Post
    At this point I wish they'd just remove brawl from mercs, thugs and bots. Problem solved.

    Last night my bots kept running into melee every time they'd encounter a mob. Before I17 I could GOTO them to a spot and solo an av. Now any attempt at actual strategy is a joke. Only my protector bots would run up. Now, since they took brawl away from protector bits, they are the only bots that actually stay put!

    Castle pmed me and said they are working on a fix, but who knows how long that is going to take.
    Good to know there's a fix incoming, at least. I encountered this problem for the first time this weekend... with nothing but an immobilize and a caltrops patch to protect my bots by keeping enemies at range, my young MM had a little trouble keeping them safe when they kept charging enthusiastically enough that you'd think they were brutes.
  15. Quote:
    Originally Posted by Emberly View Post
    Lots of viable options here. I find that Electrical Armor is tailor-made for trivializing Rikti.
    Truth. My Dark/Elec/Mu Brute is one of the few characters I haven't gotten totally bored with post-50, since I can always go to RWZ and solo some x8 Rikti missions. On top of the energy resistance, they seem a bit more vulnerable to end drain than most other groups (high end cost attacks, I guess?) For the attacks chipping away at my resists, I have Siphon Life and Energize. The lack of AoEs doesn't even really hurt that much, since saturated Soul Drain (frankenslotted for decent damage) plus Ball Lightning and Lightning Field mows through the minions pretty quickly, and the primary has plenty of ST damage for the bosses. It's not Shield Charge or Fire/Kin quick, but very little is.
  16. Quote:
    Originally Posted by Peacemoon View Post
    I have to say I am also in the camp that finds Arachnos and Recluse terribly overused redside.

    I don't see why we have to have such a huge Arachnos & Longbow presence. It would be like Paragon City having PPD everywhere and in such large numbers, controlling what your hero does.
    And you'd start off beholden to Longbow. And have several points where you only do things because Longbow threatens to beat you up otherwise. And many missions insinuate that your entire goal with her heroing career is to impress Longbow enough to work for them. And you get to level 40 to work for high-level members of Longbow. And... yeah. They could retcon Arachnos out of existence tomorrow and I'd have no issues.
  17. Quote:
    Originally Posted by Calaxprimal View Post
    Also I personally was kinda bugged when COV appeared and all of a sudden you get "Oh, Recluse was always states biggest mortal enemy!" and yet we as heroes knew nothing about them.
    I find it hilarious that heroes still pretty much never fight Arachnos. Paragon City and the Rogue Isles are at war, and it's, like, a minor inconvenience for Paragon at best, judging by the heroside content.

    Quote:
    Originally Posted by Eva Destruction View Post
    It would make for far more interesting arcs though. It would also make for a more pro-active feel; no longer are you doing what Arachnos says just because they say so. If the various Arachnos factions want you to work from them, they have to give you incentive. It would open up a lot more opportunity for profiteering, backstabbing, power-grabbing, working both sides against each other, and assorted other villainy.

    . . .

    Again, it would be awesome. There would be so much more variety to the missions in such a world than just Arachnos Arachnos Arachnos Longbow Arachnos Longbow Longbow. It would be everyone against everyone, and every man for himself. And there's you. You're an enterprising villain, out to further your own ends. You get to choose who would best help you, and ditch them when they're no longer useful, instead of running errands to pass the time while you become powerful enough to help some other guy take over the world.
    My name is Kelenar and I approve this message.
  18. I know I've heard a few people complain that Dual Blades' combos make building fury feel a little weird on Brutes, but I've also seen people refute that. I have my own (non-mechanical) problems with DB/ on Brutes, so I don't have enough experience to really say.
  19. Almost always utility. I can find ways to hand-wave my ninja using Shockwave or a Mind/ dom whose powers are mostly limited to telepathy having telekinesis. Making the character fun to play absolutely trumps concept for me. In a lot of cases where I have a concept I love that only works with sets that I don't enjoy, I'll just shelve it or rejigger it to work with a better set. But my own concepts of utility and what's fun to play seem to be so far off from the norm that I'm probably not much of a reference.
  20. Quote:
    Originally Posted by Clebstein View Post
    I would expect a yearly, paid expansion to offer MUCH more than the issues do. Most of the issues have only offered minor QoL updates and some new powers and missions. Not some thing I would pay for.
    Pretty much this. I wouldn't be totally opposed to it if having paid expansions meant they could give us a lot more stuff, but altogether, I'm happy with the model of having regular, incremental updates. When the issue releases are in full swing (i.e., pretty much any time except the months before a paid expansion hits,) there's always content that's been added within the last few months. Keeps things feeling fresh, if only a little.
  21. You know, I don't think I've ever seen anybody else mention this before. You can use the Mastermind pet upgrades on rescued guys. I don't think it, you know, does anything, but I still do it obsessively just for sheer wtfery. Of course, the robot upgrade one is the best by far:



    Edit: Direct link, since the thumbnail doesn't seem to work for people who've disabled images.
  22. Kelenar

    Non-resistible!

    Quote:
    Originally Posted by Weatherby Goode View Post
    -Heal is resisted by Heal Resistance. Something that only shows up in Hammi raids, I think.
    Ah yeah, I'd forgotten he had that. Well, like you said, it doesn't seem to show up anywhere else.

    Oh, and it looks like Siphon Speed's debuffs are unresistable, too.
  23. Kelenar

    Non-resistible!

    There are some debuffs that I don't know have any corresponding resistance, such as -Heal (and Weaken's -Heal is flagged as unresistable anyway.) Most of these aren't that useful, like -Jump.

    Also in Poison, I believe that the pseudo-hold puking Noxious Gas does is flagged as unresistable. Which is both useful and hilarious.
  24. Quote:
    Originally Posted by ClawsandEffect View Post
    Because tanks don't get ranged sets.

    You're proposing that the AT worst equipped for melee get sets that force it to be there? The only thing squishier than a defender in melee is a petless MM.
    Eh, depends a lot on the primary. I have Defenders (note the plural) that can safely jump into melee range against spawns that are more dangerous than anything some of my Scrappers can handle.