Manic_Aggressive

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  1. I'm not sure if the game mechanics would support this one but I'll throw it out there:

    Leave the animation time of each snipe the same or re-balance to not have horrible DPA, but use the interrupt period as a time where a pulsed +to hit and +damage "Sniper's Focus" stacking buff is applied to the Blaster. Getting hit terminates the buff pulse timer and the rest of the attack executes as normal. Slotting interrupt time decrease enhancements causes the the buff timer to tick faster, which means the Blaster caps the damage buff faster.

    There, it still a viable opener and something you might actually want to use in combat assuming you weren't under heavy fire, and alleviates the wasted time double whammy that snipes get.

    Hell, you could allow the buff duration be long enough to encourage mid combat use to buff follow up attacks that way too, and this could be ported across all snipe using archetypes.
  2. Quote:
    Originally Posted by Great_Scott View Post
    Generally, I do factor in Inspirations only when a build is as good as it's going to get. At that point I decide what inspirations will be most useful and convert to those.

    Like other posters have noted, I see the Inspiration system as the no-opportunity-cost replacement for Armor set Tier-9/short duration emergency powers. As a result, I don't factor inspirations into what normal mission difficulty a character can handle; missions are made of spawns and spawns are all the same.

    If the difficulty is too high I'm waiting around for power recharge (more inspirations to drop). If my difficulty is just right I try not to use Inspirations at all unless I have undesirable ones taking up space in my tray.
    My approach is pretty similar to this. I don't usually bother with hardcore bleeding edge builds and play at whatever difficulty the build can natively handle. Inspirations I just use for "RNG oopsies" and progress speed boosting when I play.
  3. Quote:
    Originally Posted by Alef_infinity View Post
    As for the argument over ST immobilizes vs. AoE immobilizes... First off, Reppu, you're being way too abrasive. Even if you believe you're telling the truth, the way you say it makes it such a bitter pill that others will tend to reject it offhandedly. In short, you aren't doing yourself any favors. I've seen you claim in another thread that this is just your communication style, but I think you need to learn what situations are appropriate for what conversation styles.
    This. It's good advice when given less rudely and with the disclaimer that it is AV fight specific, but being an *** is being an *** regardless of the accuracy of the advice.

    That being said, for many the single target immob is skippable due to the circumstances that make it useful over the AE immob can be very spread out and infrequent. Not everyone enjoys/spends the majority of their time fighting AV's.
  4. B seems to be the most flexible at base for a variety of concepts for me, plus I love glowing bits.

    Though if possible; could we get options for B without rivets/zippers/glow details? Perhaps a matte and gloss texture option for the suit body as well? That would allow even more usability for an even wider audience.

    Edit- Like this:






    Apologies of course to the artist whose work I butchered.
  5. How about a rocket with a saddle we can ride on the back of instead of a rocket that rides on our back?
  6. 1) Reduce activation time on on AS.

    2) Remove team critical chance buff.

    3) Grant a scaling critical chance bonus for all Stalker attacks based on the number of debuffs the target has on them. (In addition to the bonus for a status effect.)
  7. Most powers (even ours) with an animation will take effect even if the caster dies/gets held before the animation completes.

    What you are seeing is that in the split second you become visible due to executing an offensive power, the mobs are able to target and begin execution of a return attack....even if you can't perceive it on your client.

    So the two combined means they seem to get a free attack off.
  8. Manic_Aggressive

    Costumes!

    Quote:
    Originally Posted by Noble Savage View Post
    Just for the record, what we've said publically is that the team has refocused and redoubled efforts on taking npc groups and creating commensurate player costume parts whenever technically possible (See: Resistance, Clockwork, and PPD). You'll see more of this in the future as well.

    Converting older parts is certainly POSSIBLE, but it's not something we've commited to.

    Stolen/re-purposed Rikti power armor for human/huge models please.
  9. Quote:
    Originally Posted by AnElfCalledMack View Post
    For that matter, making debuffers turn on their friends is handy, too. A Tsoo Sorcerer is a great confuse target - low damage, healing, and heavy to-hit debuffing.
    I remember using my Illusion controller on a PUG to educate them on just how nice it was to have confusion as an option. After the first spawn, they all happily waited for me to lead off the fight making the Sorcerer a non issue. It really sped the fights up.
  10. Quote:
    Originally Posted by Redlynne View Post
    Genin have 7.5% Defense to All ... AND NO WAY TO IMPROVE IT NATIVELY.

    Jounin and Oni have 15% Defense to All ... AND HAVE NO WAY TO IMPROVE IT NATIVELY.

    The only way to help your Ninjas get any better Defense is to slot a unique Pet Defense Proc (which depending on your secondary, may result in only ONE unique, not TWO for this) ... take Grant Invisibility yourself ... take Maneuvers yourself ... be a Ninja/FF (for bubbles) or a Ninja/Traps (for shield drone) MM. That's pretty much *IT* for your options to improve the Defense ability of your Pets. The Defenses on your Ninja pets are pretty much "stuck" at *Training Origin* slotted Super Reflexes levels. It's as if your Genin skipped all the Super Reflexes Toggles and only took the Passives (oops!). Big surprise then that they fold like origami paper.

    Bare minimum, your pets need have the native ability to cast Grant Invisibility on Ninja Pets ... and gain the Defense Buff that goes with that. Give that power to either the Genin (if you want it to triple stack!) or Oni. The Jounin ought to be running Maneuvers, just like the Thugs set LTs do. I mean ... HELLO?

    I know that there is a great love of the Inverse Ninja Law ... in which the more ninjas there are, the weaker they all are ... so that when you face only one ninja alone, that one ninja is supremely powerful. This happens all the time in chop-socky/wire fu films and anime, and is one of the more common tropes of the genre ... but it's something that really doesn't translate all that well into game mechanics. I mean ... seriously ... are you going to give all of the individual pet ninjas really high defenses, and then give them all defense debuff (to ninja pets only) auras to pull them back down again when they all get together? Isn't that kinda completely counter to how Masterminds are supposed to work?

    Personally, I'd really really really like the opportunity to remake the Ninja set from scratch (with the new powersets that have come along since Issue 7).

    Genin as Martial Arts/Willpower Scrappers (ie. "naturals" with RttC!).
    Jounin as Ninja Sword/Ninjitsu Stalkers.
    Chi Master as Kinetic Melee/Dark Armor Brute (that's right, dump Oni!).

    I say give them Vengeance, then they'll fit the Inverse Ninja Law perfectly. Every time a Ninja dies, they get more badass.
  11. Manic_Aggressive

    Ninja Run??

    Quote:
    Originally Posted by Twisted Toon View Post
    Just tossing this out there...

    The Prestige Power Slide animation will override the Ninja Run animation.
    ....That's freaking awesome! Thanks, now I have a way to use that power without thinking my character is about to give himself a back injury.
  12. Yet another vote for pure fist/weapon versions of the elemental melee sets. Even the ones that aren't already mixed animations like Dark, Electric, and Energy.

    Also, it may not be pure skeletal animation, but an alternate version of the stone armor graphics that are more form fitting and less poo like would be greatly appreciated. It's one of the only things keeping me from making a character with that set.
  13. Quote:
    At least on Primal Earth you have options and it's easy enough to avoid them and fight something else. In Praetoria you don't. You either do the mission given to you or you do nothing.
    This is a huge thing on top of everything else. Not allowing players to gravitate to the level of challenge they feel comfortable with is not good for retention. It needs to be remembered that this is a game, something played for fun. Not a second job. Ideally there is content available for most if not all player types.
  14. TLDR version;

    I have Bots/Traps/Mu and I find it works great.

    Long Version;

    The max width of the tentacle cone should be around 17.7356 units while the diameter of the mu sphere is 20 units, though the cone has a slightly greater area overall to fit mobs into. The -KB is the deciding factor though, I found it made me a vastly more efficient damage dealer when mobs are not scattering after the missile burn patches are dropped.
    Numbers below:

    --------------------------------------

    Electrifying Fences


    Level 44
    Type Click
    PvE damage scale 0.800000
    Accuracy 1
    Modes required
    Modes disallowed Disable_All, Disable_Pool, Disable_Epic
    Range 40 feet
    Activate period -
    Interrupt time -
    Cast time 1.17 seconds
    Recharge time 20 seconds
    Endurance cost 12.74
    Attack types AOE_Attack, Energy_Attack
    Effect area Sphere
    Radius 10 feet
    Arc -
    Max targets hit 10
    Entities affected Foe
    Entities autohit
    Target Foe
    Target visibility Line of Sight
    Nofity Mobs Always

    Target:

    * 8 * 3.06 Energy damage over 7.10 seconds PvE only

    * +17.88s Immobilize (mag 3) PvE only

    * 8 * 11.65 Energy damage over 7.21 seconds If target is a player

    * +2s Immobilize (mag 3) If target is a player
    Suppressed when Held, for 15 seconds (WhenInactive)
    Suppressed when Sleep, for 15 seconds (WhenInactive)
    Suppressed when Stunned, for 15 seconds (WhenInactive)
    Suppressed when Immobilized, for 15 seconds (WhenInactive)
    Suppressed when Terrorized, for 15 seconds (WhenInactive)

    * Endurance -0.04 for 6.2s PvE only

    * -1 Endurance for 6.2s If target is a player

    * RES(Knockback, Knockup) +10000% for 15s [Ignores Enhancements & Buffs] [Non-resistable]

    * -100 Knockback, Knockup for 15s [Non-resistable]

    * Recovery -1 for 2s (20% chance)

    ----------------------------

    Soul Tentacles

    Level 44
    Type Click
    PvE damage scale 0.935000
    Accuracy 1
    Modes required
    Modes disallowed Disable_All, Disable_Pool, Disable_Epic
    Range 40 feet
    Activate period -
    Interrupt time -
    Cast time 1.67 seconds
    Recharge time 20 seconds
    Endurance cost 12.74
    Attack types AOE_Attack, Negative_Energy_Attack, Smashing_Attack
    Effect area Cone
    Radius 40 feet
    Arc 25 degrees
    Max targets hit 10
    Entities affected Foe
    Entities autohit
    Target Foe
    Target visibility Line of Sight
    Nofity Mobs Always

    Target:

    * 8 * 3.06 Smashing damage over 7.10 seconds (after 1 second delay) PvE only

    * 4.13 Negative damage PvE only

    * 8 * 5.44 Smashing damage over 7.10 seconds (after 1 second delay) If target is a player

    * 7.09 Negative damage If target is a player

    * +17.88s Immobilize (mag 3) PvE only

    * +2s Immobilize (mag 3) If target is a player
    Suppressed when Held, for 15 seconds (WhenInactive)
    Suppressed when Sleep, for 15 seconds (WhenInactive)
    Suppressed when Stunned, for 15 seconds (WhenInactive)
    Suppressed when Immobilized, for 15 seconds (WhenInactive)
    Suppressed when Terrorized, for 15 seconds (WhenInactive)




  15. I reselected the AT in the drop down under power effects and that fixed it for me.
  16. I remember being unable to melee running mobs (without predicting their path and standing there with an attack queued) well before PvP was ever introduced to the game, which they later patched to be far more lenient.
  17. [ QUOTE ]

    That's just fallacious right there. If a flipper can get it for e.g. 30m, so can anyone else. You don't have to be a market-lover to see that!


    [/ QUOTE ]

    But admitting it would mean admitting a large part of the reasons for hating 'ebil marketeers' are utter rubbish. Can't have that, must have best shinies for no effort all the time!

    [ QUOTE ]

    Well I tried keep my thread on track. It's too bad this helpful forum has to devolve into petty squabbles on every [censored] thread.

    I now understand why all the marketeers voluntarily take on the "ebil" mantle. The choice it to either relish in it or have it thrust upon you regardless by market-haters who confuse the people for the mechanic. If we have to be labeled ebil either way, why not be a dickhead to everyone who comes in here spouting ridiculous [censored]? Being offensive is much more fun than being defensive and it seems that's the only choice marketeers have.

    Well [censored] all you luddites. If you're too [censored] stupid and lazy to make money on the market, you deserve to have a terrible play experience. And if you hate this game (and guess what, the market is PART of the game!!!) and yet continue to play, you deserve to be unhappy and bitter. You reap what you sow.

    Anyhow, I'm done with this thread and probably the whole market forum for a while. I'm off to go make casual players miserable, steal from the poor, manipulate prices, force the devs to make the game less fun for everyone else, block reasonable changes to the game that would make it better, and club some baby seals. o/

    [/ QUOTE ]

    Yup in for a lamb in for a sheep. Why bother being a nice guy if you are going to be hated anyways? Screw it, may as well have fun with it instead.
  18. Manic_Aggressive

    Merc/Storm?

    Been looking for any guide material specific to this combo and haven't found any, nor any posts really pertaining to it either.

    So, has anyone tried this combo out and how has it worked for you? Good/Bad points?
  19. Ah! Ok that makes sense then. Thanks!
  20. Anyone notice that sometimes you don't get tickets but instead get regular salvage?
  21. *sniff*

    Wow, you had to do some digging to get this little piece of outraged ranting going, didn't you? It's pretty well decomposed.

    I'm not sure I'm hungry enough to eat some BBQ after smelling that.
  22. I would also like to add the following for consideration:

    Re-evaluate the recipe ingredients. Many "High dollar" recipes share ingredients with lesser value recipes- this is a very bad thing for the lower demand recipes, as the inflated crafting cost will possibly drive what would have been demand for a lower cost alternative below 'critical mass'.

    You can't buy something on the market if no one want to put it up on the market.

    And I'm sure most people don't blind bid for lower demand recipes- I would posit that most blind bids are for something that is in high demand, and just sells so fast there were no unfilled sales or unfilled bids. Most want to bid on something they already know is there and waiting to be bought.

    There needs to be sufficient incentive to put those items up in the first place.
  23. Won't it queue up the second power if you press the combined bind a second time after the first starts activation?

    I can't remember if it will.
  24. [ QUOTE ]
    you never got an answer, so i guess no one knows.

    test it and tell us please! Go against toxic and untyped..you name it..just test it! My 46 got fried from 52 rulura? brutes...but that was 6 levels above, think that was the to hit/accu equation factoring in.....

    test and post

    We are all learning here.

    [/ QUOTE ]

    Wish I could. Not quite willing to copy my toon 20+ times to get the inf need to buy a numina's unique IO though. Was hoping someone had already checked.