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Posts
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Joined
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LR: I got my nukes and shivs!
or, perhaps...
LR: But Mooooooooooooooooooommmmm!!! -
The window popped up on me whilst my team was in the Terra Volta Reactor.
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Let's look at it another way...
2 Controllers and a Defender have been able to output enough damage (myself being a controller) to take out Praetorian AVs (Namely Antimatter and Neuron)...without -regen debuffs.
Granted, Doms will probably never know the wicked glee of Storm Summoning, but the base damage in the Controllers and Defenders is below that of Dominators. -
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PToDs and PvP suck though. The new dom changes won't change much about that alas...
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Garden-variety game-design flaw. While there is a lot of diagreement about synergy of Damage+Control (some feel there is none, some disagree), the facts of the matter is this:
1. Dominators are a hydrid damage/control AT.
2. Most Dominator builds do the most damage in melee.
3. Dominators have no melee defenses (other than Control).
4. AVs are explicitly designed to deny the value of Control.
5. A Dom's main fallback ability when Control fails is melee damage:
- which is dangerous due to AV AOE attacks.
- damage is something that every other AT can do as well or better.
Dominators have little value against AVs because Control has little value against AVs. How was this missed in Beta?
I blame myself as well - it should have been obvious with a little bit of forethought into common playstyles, but I missed it too - until the complaints about the LSRF started to come in.
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On their own...yeah, a Dom is pretty much doomed against an AV.
Given 4 doms, however, by the time you reach an AV in a mission you should all be able to activate Domination. With all of them running domination...shouldn't that be able to perma-mez an AV even through the triangles? -
*Singing, doing "/e chicken" emote*
I feel like Chicken tonight, Chicken tonight! -
Recluse: Scirocco, you're in command! I've been itching all day to play The Sims...
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Recluse: And now, Statesman, prepare to suffer your ultimate doom!
Statesman: You'll never get away with this!
Recluse: *Cries* Y U HEROS B SO MEEN? -
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Here are Pics of my SG The Darkest Moon on Protector.
**Sorry for the clutter...I dont know how to catagorize them into groups yet. If someone knows how to change these Links into 1 word clickies, I would be very thankful to learn it.**
Medbay
Power Room
Control Room
Work Room
Teleport Room 3
Teleport Room 2
Teleport Room 1
Hallway Shot
Base Entrance 2
Base Entrance 1
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Done. Just put the name in the middle of the URL tags. -
Holy Necromancy, CuppaKitten! And to think, with the same amount of power, you could have taken over a small continent with an army of the undead!
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1127. When taking a defect at it's maximum level, I will not twist it into an advantage for every scene...or at least not too often.
Collary to 1127: When sent out to kill someone, I will not use my character's unnatural charm (defect) to recruit her as an apprentice while concealing her from the proper authorities. -
Hmm? Yeah, the pics I put up here before are out of date again.
The big accomplishment is the workshop, though...make sure it's nice and clear how much stuff I've got crammed in there -
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OMG! Doc Brainstorm wasn't killed by Blue Steel?!
Or maybe... Blue Steel rebuilt him with Inventions?
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Nonsense! Blue Steel doesn't have to change his mind, because he's never wrong.
He just wanted us to think Brainstorm was dead...until now...for some reason. -
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You sir have been slacking. How did you ever invent these things; with this kind of work ethic?
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Theory: Locking himself in his workshop, refusing to listen to those crazy people who said it couldn't be done! -
I think he invented a time machine and jumped ahead to when I9 is released on live...
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My characters with mez protection would like that idea.
My characters without mez protection would find themselves detoggled an awful lot.
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They'd lose any normal stealth from being detoggled. If stealth were tied to normal movement toggles, you'd be susceptable to the same thing, as well.
Obligatory counter-question: what happens to the button if the stealth enhancement is replaced? (Should be removed, obviously...but some coding to respond in this manner and remove it would have to be present) -
A few other methods:
-The stealth could, perhaps, be some sort of "watermarked" stealth that is an exception to the usual, togglable "they don't follow me" rule. In essence, when running the "do they see me?" calculation, include the stealth for hostiles, but exclude it for escorted NPCs
-Create a button for the enhancement that can turn it off. If these are supposed to be unique, then only one button will actually be needed and there won't be any issues with overloaded button names. Of course, there are potential mez issues if it's a toggle, but these are in line with stealth dropping anyway.
Lastly, the blocking from automatic powers option seems to make sense to me. The sets that have been spoiled on these very forums seem to suggest that they're built for actual toggle powers rather than automatics in the first place. -
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<ul type="square">[*]Escort NPCs will not follow you if these are slotted on your characters.[/list]
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Hmm...Port over the AI coding/specs of Warburg Scientists, perhaps? Last I saw, these guys had no trouble following me when I'm stealthed. -
(psst...are you in a villain group with black as it's secondary colour? If so, click on the "Super Group" text on your chat box, followed by the "Settings" button. Hit Accept once, and move all the colours to the far left option. That should fix it.)
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I ran through it with my main, and otherwise left it alone.
It was a lot easier to offer a heroside mission on Triumph than it was to find a villainside one, too. -
Your link seems to be case sensitive.
Try this one -
What you need is a longer sequence.
Eventually, the sequence will repeat itself, as a rule. Given 4 attacks, here's an example:
Suppose you have attacks with the following animation and recharge times: (Notation is animation/recharge)
Tap: 1.07s/0.779s
Slap: 1.2s/1.791s
Snap: 1.5s/3.583s
Clap: 2.23s/11.196s
You could then create a sequence like this:
Tap->Slap->Tap->Snap->Tap->Slap->Tap->Clap
The idea here is that, with these recharges, the next attack in this particular sequence will always be charged and ready to queue.
In this case, you need a 8-part rolling bind:
file1.txt:
<font class="small">Code:[/color]<hr /><pre><key> "powexecname tap$$bindloadfile <path>\file2.txt"</pre><hr />
file2.txt
<font class="small">Code:[/color]<hr /><pre><key> "powexecname slap$$bindloadfile <path>\file3.txt"</pre><hr />
file3.txt
<font class="small">Code:[/color]<hr /><pre><key> "powexecname tap$$bindloadfile <path>\file4.txt"</pre><hr />
file4.txt
<font class="small">Code:[/color]<hr /><pre><key> "powexecname snap$$bindloadfile <path>\file5.txt"</pre><hr />
file5.txt
<font class="small">Code:[/color]<hr /><pre><key> "powexecname tap$$bindloadfile <path>\file6.txt"</pre><hr />
file6.txt
<font class="small">Code:[/color]<hr /><pre><key> "powexecname slap$$bindloadfile <path>\file7.txt"</pre><hr />
file7.txt
<font class="small">Code:[/color]<hr /><pre><key> "powexecname tap$$bindloadfile <path>\file8.txt"</pre><hr />
file8.txt
<font class="small">Code:[/color]<hr /><pre><key> "powexecname clap$$bindloadfile <path>\file1.txt"</pre><hr />
Additionally, you may want to have a "reset" key, just in case your bind gets stuck.
/bind <anotherkey> bindloadfile <path>\file1.txt
Naturally, <key>, <path> and <anotherkey> (along with the specific attack names) will need to be customized to your taste. -
How about adding them to side mission rewards? Particularly, the ones where you save the stores from being robbed. It's very infrequent at low levels, and still takes some luck at the high levels to:
-Get the safeguard
-Get the correct side mission
-Get the recipe reward
-Get the correct recipe -
Dice7 is unlocked by completing the Hess TF in Striga.