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Posts
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Joined
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Horizon? Yes.
How close? No one knows. They know we want it, but...it's not on the 'almost here' plate. -
Quote:Yes! The e-mail spam time limit filter should not apply to e-mailing to yourself, which is likely 99% of the general use of the e-mail system.Oh yes, and I agree with that purpose. It would just be nice if it didn't apply to one's self.
Well said!
It it such a pain to e-mail 'sets' of IOs around, that...it's almost not worth doing unless it something 'really rare'. -
I always go for the badges when on a Sewer Trial, as likely someone wants/needs them. Usually, I am the one forming the trial, so it's easy enough to get people on board.
However, I always approach it with a grain of salt, as there is often a sewer newbie, someone not paying attention, etc. etc. and we end up not getting the first badge.
When that happens, I just go 'oh well' and move on. No point in bickering/complaining as once it's done, it's done. Unless it was a dedicated 'badge run', I really can't feel justified complaining to someone about messing up the badge. As I usually run it 4x for all the pre-level 22 bonuses, I haven't 'not' gotten them yet. Usually, I just run it again immediately, and usually with 4/5 of the original team remaining, and 9/10 times, the original offender has 'caught on' to the badge requirement and we do it just fine in round 2. But again, if it's not a dedicated badge run, I don't get huffy about it. -
Just for the record, I enjoy KB. It's fun, and awesome in the right situation.
It's just...every situation isn't the right situation, which is why I support an option. -
Quote:It feels like they just gave a static knockback resistance to all mobs, probably as an idea based on recent threads. Though my guess could be wrong.Heh, my Solar Flare still does a bit too much KB if I'm in the exact center of a Spawn - but it's Light Years better that it was.
Sadly, this is clearly an unforseen bug. In one of the Patch feedback threads, Zwillinger, when he noticed mention of the KB bug, asked for confirmation and got it from several posters, and said he'd foward it. So, enjoy it while it last, -KD lovin' boys and girls - cuz me thinks it's not long for this superhero earth. -
Quote:Yes, yes please.I play a Stormie, I suggested Null let us turn off knockback, and I meant it. I'm THRILLED about this bug on my Stormy, because I like to team, and knockdown is a thousand times better than KB - it puts people on the ground and not-shooting me without blasting them out of range of my meleers. When I throw people away from the tank, out of his aura and punchvoke, guess who gets that aggro? Me. If I put him on the ground, so he can't shoot but he's still in the tank's aggro? I'm DOWN WITH THAT!
I love the idea of being able to turn all my KB into KD with Null, and frankly I think if the meleers ask you to turn off your KB you should do it. Teaming is about what's good for the team, not just what's amusing (and it is!) to throw guys all over the place.
For those against, why would it being optional for me ruin your fun? The arguement is that people would try and force you to change your option to knockdown. You already have the choice to use knockback or not. Team with those that are like minded. If you prefer to knock stuff around, form a team based on it. That's what we have already been doing for years.
I know my Energy Blaster would love the option, as half of the teams she is on, I find myself fighting against the team synergy. Do I use Explosive Blast, or not? Yes, it looks awesome, and feels awesome, but sometimes it's better to skip using it rather than scattering the mobs off of the /Invul or /WP Tank/Brute/Scrapper.
This would at least give options to those of us who prefer knockdown to knockback. -
Quote:Oh my...I love this! Solar Flare works perfectly now!Went to PI and tried this out with my Peacebringer. Not going to lie, really enjoyed the character for the first time. But this is clearly a bug and should be fixed.
I would really, really like this as an option. -
Also, high priority bug worth noting.
In the first mission of the Signature Story Arc #3, Manticore's Poison Gas Arrow (pet) will not dissipate after he dies, making it impossible to release the hostage Alexis Cole-Duncan, and impossible to complete the mission. -
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I run into that stinkin' lockout all the time.
Try dumping your salvage for 1 inf quickly on the market. Bam. Lockout!
Try claiming all inf. Bam. Lockout!
I would love to see it allow more transactions before a lockout. -
Also, Burnout will let you stack Gang Wars. It's worth looking at.
I have a Thugs/Poison, and here is the build I'm working with. I took the attacks because c'mon, theme! Plus, using the attacks can help with DPS.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Streetwise: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(3), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(7), BldM'dt-Acc/Dmg/EndRdx(7), EdctM'r-PetDef(17)
Level 1: Alkaloid -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(31), H'zdH-Heal/EndRdx(33), H'zdH-Heal/EndRdx/Rchg(33), Mrcl-EndRdx/Rchg(43)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/Rchg(34)
Level 4: Envenom -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg/EndRdx(5), AnWeak-Acc/Rchg(36), Achilles-ResDeb%(50)
Level 6: Equip Thugs -- EndRdx-I(A), EndRdx-I(39)
Level 8: Weaken -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(9), SipInsght-Acc/EndRdx/Rchg(9), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-ToHitDeb(36)
Level 10: Neurotoxic Breath -- P'ngTtl-Acc/EndRdx(A), TmpRdns-Acc/EndRdx(11), TmpRdns-Acc/Slow(11), RechRdx-I(37), RechRdx-I(37)
Level 12: Call Enforcer -- S'bndAl-Acc/Rchg(A), S'bndAl-Acc/Dmg/Rchg(13), S'bndAl-Dmg(13), S'bndAl-Dmg/EndRdx(15), HO:Lyso(15), HO:Enzym(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 16: Assault -- EndRdx-I(A)
Level 18: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), C'Arms-+Def(Pets)(19), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-Acc/Dmg/Rchg(25), ExRmnt-+Res(Pets)(31)
Level 20: Antidote -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(46)
Level 22: Challenge -- Acc-I(A), Acc-I(50)
Level 24: Maneuvers -- GftotA-Def(A), LkGmblr-Rchg+(42), GftotA-Def/EndRdx(46), Krma-ResKB(48)
Level 26: Call Bruiser -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Acc/Dmg(29), BldM'dt-Dmg(29), SvgnRt-PetResDam(31)
Level 28: Super Speed -- Clrty-Stlth(A)
Level 30: Poison Trap -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Rchg(37), Lock-Acc/Hold(48), Lock-%Hold(48), UbrkCons-Dam%(50)
Level 32: Upgrade Equipment -- EndRdx-I(A), EndRdx-I(39)
Level 35: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/Rchg(40)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(43)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Empty Clips -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Dam%(46)
Level 47: Power Boost -- HO:Membr(A)
Level 49: Burnout -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(40) -
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Time would be my vote.
Power Build Up + Farsight = loads of defense.
The -Recharge from Distortion field adds a large amount of mitigation too. Plop a Lockdown proc in Distortion Field and watch them zzzz. It's lovely. Especially when you stack two. -
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Quote:True.Wow, the sense of entitlement lately is a bit odd. I mean, we used to go months with nothing and now people re complining that there aren't amazing new releases every week.
However, they did build anticipation to expect something exciting and new every week by stating they'd have a new release every week as part of their F2P model.
Having some of those 'new' items merely be 'you can purchase a pre-existing in-game temp power' is underwhelming, but understandable. -
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Rad/Mental Blaster - Pop a luck, drain Psyche a mob and just go to town with incredible regen and outsurvive near everyone else. And with Psychic Wail and Rads PBAoEs, she is an AoE machine.
Dual Blades/Dark Armor Brute - I expected it to be terrible, but bearable, but actually pulled together quite well. I built with Kin Combats, Oblits, and Cloak of Fear and got enough S/L defense that I soft cap anything in melee (including the Cloak of Fear debuff). Combine that with the 'heal anything' power that is Dark Regeneration and he is very strong.
Beam/Time Corr - I knew time was 'good' before I leveled it, but wow, oh wow, is time good. And Beam really shines when you're fighting +4s and can leverage disintigration to it's fullest. -
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Love fighting things with KB resistance. I can finally spam my KB powers without worry about how I'm affecting others on the team.
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All of them!
No...wait, just one...hmm...
My recent Beam/Time Corr was pretty fun, flat out melts AVs.
But I loooove popping a luck with my DP/Kin Corr and rushing in to Fulcrum/Nuke spawns.
Yet...my SS/Shield Brute is indestructible and can do about anything....
Drat. Back at square one. -
If someone else doesn't want to reduce/turn off knockback on their powers, all power to them.
I just want an option for myself. then I might actually take and use Electrical Manipulation's Thunder Strike, Peacebringer's Solar Flare, Super Strength's Handclap, etc. My Energy Blaster could join any team without me feeling like I'm being counterproductive to the team's effort by constantly scattering, and I wouldn't annoy the Willpower, Invulnerability, etc Brute who finally got all the ranged preference mobs into a nice tight pack around a corner by scattering them, reducing their survivability, and making them lose aggro control over some of the mobs (which then aggro on teammates).
I can understand the worry/fear over the availability of such a system, but honestly, do you think having an option there is going to make teaming any different with people who don't like knockback? Most people aren't that 'intense', I would say.
Anyways, I can understand the arguement on both sides. Perhaps we could see some of the less taken/used powers changed to knockdown instead? I know Peacebringers have been petitioning for Solar Flare for years. I'd looove to see Electrical Manipulation's Thunder Strike changed to the Brute version. -
We really could use a mixed Gun/Blade set.
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Quote:Sounds great to me! It'd give me a reason to pick something besides Ninja Run as my travel power. :PI pretty much agree with your argument. The advent of so many travel-oriented temporary powers has made the existing travel powers (as they are now) a little redundant.
I would suggest one of two options.
1) Make ONE travel power Inherent upon character creation. So, you can pick one of the existing four at creation. This will be greyed out as a taken power when you later go to the Power Pool tables. If you want MORE than that one travel power then you have to spend a slot on it as normal. In any case, the inherent power chosen will count as credit towards later pool powers that require "credit" to choose.