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Posts
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Joined
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Traps/Traps/Traps. Seriously. I would do this.
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It's an event weekend so Protector is contractually obligated to go down for unexpected maintenance when all other servers are up and running. It happens so often it's a cliche.
Occasionally one other "low" population server joins us on the confused couch. Your turn this time Champion
Quick someone hit that TURBO button on Protector 386. -
I have that and the to-hit + to-hit/end reduction gaussians in my Nova. It seems to have a chance to fire every 10 seconds. It's real nice when it and my procs fire at the same time. Also have 2 zephyr's and a common end recovery. 6 slotting nova form is worth it in my opinion.
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I mean how they class heroes strength levels in comics
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One way they could do this without being unbalancing is to have set bonuses with both pluses AND minuses. That way the pluses could be higher. So if I wanted to make Superman with insane damage and invulnerable to bullets, I could slot these new sets with awesome bonuses, but have to accept extreme weakness in specific situations as a counterbalance.
So imagine a melee set called Fists of Faust with these bonuses:
2) -10% recharge for all powers
3) -10% res and def to psi/negative energy
4) +20% smashing/lethal damage
5) -10% endurance recovery
6) +5% res and def to smashing/lethal, +5% max endurance, +10% max travel speed
The proc for this set would be:
10% chance for minor smashing damage UNLESS you have the whole set slotted, in which case the proc morphs into:
50% chance to cause superior smashing damage to your enemies, and 50% chance to inflict superior unresistable smashing damage upon yourself.
Awesome bonuses, but only if you accept the drawbacks. -
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Bat-sh*t Crazy
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The title for Issue 17 perhaps?
I always thought that villains needed to have weaker powers than heroes in tiers 1-6 and much much nastier/unpredictable powers in tiers 7-9. Long recharge, huge endurance cost, insane damage, horrible side effects. -
I tried all human and had some fun for two weeks. I found it to be much more survivable than I expected. But I missed the ranged aoes of nova and the aggro control/mez protection of dwarf so I switched back to tri-form for good.
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The Tier 9 should be a massive single target attack - 60 second recharge extreme dot damage + an equal sized unresistable critical and a chance for another equal sized unresistable critical. You should be able to one shot an even con boss. The sound effect should be an entire clip being emptied in rapid succession into the target. It should involve one gun only aimed carefully at eye level.
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Don't do arch.
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Archery is great for AOE and single target. Target Boss then AIM + Rain of Arrows + Explosive Arrow + Blazing Arrow. That combo is available every fight once you have the powers slotted with recharge. -
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So unless there are Healing Bombs we don't know about, we won't see much Traps after the first week of Issue 16.
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What about Triage Beacon? - Especially if it's regen value is greater for defenders say 200% base?
If Traps buff/debuff values are greater than for corruptor/mm's then it will be an awesome set, even with the nerfed poison trap. If not, then people will complain until it gets a buff. -
Why haven't you slotted dispersion bubble for defense and taken hover/combat jumping which provide superior defense for defenders? Why Tough and not Maneuvers, which helps you AND your team? Right there you have 22%+ defense to all. Later you can boost your defense with IOs and your offense with Power Burst + AIM + Assault/Tactics. But you'll never out damage a scrapper. You will, however, make your teammates invincible with your small bubbles. It's a fair tradeoff.
Also, do you utilize PFF/Detention Field for a safe way to rest during a tough fight? -
I just have a heal in it. Frankly it's awesome with no enhancements slotted. It used to have a much longer recharge time, but they fixed that long ago.
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As a side note: Aren't there mez resist IOs? I seem to remember though that they just lessen the time the mez lasts. Any way I can get around using dwarf form for protection?
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Now that your toggles (shields, shadow cloak, etc.) only suppress, but don't drop when mezzed, mez resistance IOs are truly useful for a human form Kheld. The Aegis Mez resist Unique IO combined with 5 Impervious Skin Mez resist IOs equals 57.5% status resistance. Put them in Absorption, your 3 shields, and Eclipse. Add Health for an extra 40% sleep resistance. They make a big difference. Dwarf is still better of course with its true mez protection, but human form is a lot more viable now. I am even contemplating going all human with one of my builds so that I can fully slot some of the powers I have traditionally neglected (Gravametric Emanation, Unchain Essence, Gravity Well, etc.) in favor of slotting the forms. -
I have a level 25 Aegis Mez Resist IO in a level 1 Auto Power. I notice it's effects in the Combat Attributes window at level 50. But yesterday, as I was running an ouroboros arc and was exemplared to level 39, the benefit disappeared from Combat Attributes. I thought that it should be working when I am any level > 22? My Impervious Skin Mez resistance bonuses (level 11) did work when exemplared btw.
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From tri-form to human only after i13? I'm contemplating switching to human only on my warshade after 4+ years of tri-form goodness. I tried using my second build as a human only variant, but it was too discouraging to lose my many set bonuses. So I am thinking of taking the plunge and respecing my primary build into human only and am wondering how the i13 changes impact playability (ie range/damage boosts, no more toggle drops on mez, etc.) Right now my forms have ALL their powers 6 slotted and only 2 human form powers have anything other than the base slot.
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I've seen my fare share of Lv50 Fortunatas that faceplanted during each and every mission of the many ITF's I've done both on my Lv50 TriFormShade and Lv50 TriFormPB.
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I've had the same experience with my Level 50 Warshade, Fort, and Crab. The Warshade is by far more survivable against enemies with defense debuffs simply because of the perma capped resistance to all but psi.
After i13, my Warshade "feels" more powerful solo and an in teams than either of my SOAs, unless I'm on a team with more than one SOA and then it's a tossup. +10% res/+20% dam per teammate is basically perma godmode with no downtime. But you are right, that Khelds can't be as passive as an SOA. My shade needs to draw aggro through damage/taunt in order to protect my teammates. Sometimes I even have to pull aggro off squishy tanks.
In the end, the HEATs and VEATs are now both EPIC so there is no need to buff either of them. Although Khelds do need some loving when it comes to the ease of form shifting. Not everyone is a macro/bind master. -
Back in the day I crafted 1000 level 10 Damage IOs and handed them out to newbies with no vet rewards in atlas. Took a couple months of casual crafting. It also drove up the prices of Brass and Carbon Rods.
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did some testing a week ago and it does not seem possible for villains to get it.
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New information has revealed that any AT hero or villanside can get the pentad/septad badge, but for khelds and villains it requires some tricks. The Badge forum has details courtesy TopDoc and Sadyre. I used one of the tricks to get the badge on my Warshade. Another technique can be used for villains or khelds. -
SOAs clearly outclassed Kheldians at launch of Issue 12. But the Issue 13 buffs to Khelds brought them up to par and perhaps beyond. The inherent is now the best in the game and damage was boosted enough to make Kheldians unstoppable on any large team. My Warshade barely even needs eclipse anymore, except for Psionic AVs when teamed or solo before an EB battle. Black Dwarf Mire is now one of the game's best PBAOEs. The list of improvements was vast.
So if you haven't played your Khelds since i13, it's time you did. -
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Defenders need a bonus to their damage, or they need to have endurance equalized somehow. Because Defenders do a fraction of the damage anyone else does while using the same endurance, they end up using much more endurance to defeat the same challenges.
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I've always wanted Vigilance to grant an endurance discount on powers for every teammate or enemy within a certain range. You'd get some benefit solo if you got mobbed and a huge benefit in large team situations. Ideally on a team of 8 fighting a large group of 16 foes, you should get an endurance discount equivalent to Conserve Power. -
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I gotta say, I don't see many sonics or Forcefields that much anymore. Since it's easy to hit soft-capped defense in the higher lvls, so why need them?
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So all or even most squishies and non-defense based scappers/tankers are running around with 45% defense to everything? -
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So once the arena is debugged and the badges fixed.....who thinks their arena badges will be stripped thus necesitating reobtaining them?
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That won't happen. They will only remove badges from players if they are removing them from the game.