QuantumPhoenix

Recruit
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  1. What a load of manure, Heroes aren't peons.

    For shame.
  2. QuantumPhoenix

    Sally Spawn Rate

    Positron is my favourite dev. Seriously.

    The dude shoots straight I respect that
  3. QuantumPhoenix

    I5

    I abhor I5. It's destroyed my SG and my server is a ghost town. Woe is me.
  4. Thanks for answering my questions man. I've found this guide to be a hell of alot of help and am currently using your suggested build. Starting slow but I like the schtick. One thing I was not expecting.. the stealth power.. entirely circumventing my costume lol. I had no idea I'd be a purple ghost So much for costume slots hehe.

    Again thanks alot for this guide, just friggin awesome.
  5. I use the 'Target Acquired' Battlecry.

    For those that don't yet know, under your ID in menu, you can enter your battlecry there, in text form. When you wish to use it in battle, hit F10. It will display your battlecry on your current selected channel, hopefully team channel.
  6. Great Guide !

    Stuff like this is what forums are made of. I have two questions, however.. do toggles like tough and gravity shield stack ? And are the first two powers in umbral blast really that bad ? =p How exactly do we deal damage in early levels without them ? I guess that is three questions.. hehe.

    Thanks again, so awesome.
  7. If you are proud of your SG then you should wear your SG colours. Period. Make a costume slot specifically for this so when you are in SG mode(should be most of the time), it looks nice.

    Have some heart people, represent your SG !

    My SG mates are actively encouraged to wear SG colours any time they are grouped together or recruiting or doing any SG-related tasks.

    UNITY !!!
  8. Not entirely on topic here, but..

    I have noted that this game has really made level mean something when it comes to accuracy and hitpoints, etc. Level-based bonuses are good ideas in most circumstances and I think it helps with balance overall, assuming the developers want the typical player to become progressively more efficient in most aspects as they level up.

    I think alot of the problems with tankers could be solved with the following simple adjustment.

    For each level, the tanker receives a .35% bonus to defense and resistance. So at level 10, all tankers would have a native 3.5% defense/resistance all. At level 30, 10.5% defense/resistance all. At level 50, 17.5% defense/resistance all.

    This allows the developers to modify each tanker primary more liberally to suit their concept of the power set. Of course there is much more to tanker primaries than defense and resistance but it sure does help.

    Something to complement this perhaps would be a proposed power added into all tanker primaries. Let's call it 'Streetwise' or something. A low-cost toggle or always-on(depending on the primary), ability that gives the same .35% bonus per level to all mez/hold/knockback etc effects. Basically all effects. It would still only amount to 17.5% at level 50, but it helps. Takes the edge off so even if a tanker primary is geared towards say mostly defense, that auto-on/toggle would be there to take the edge off. You would of course have to 6-slot this ability with SO to reap the full benefits here.

    Of course, if I had my way I would have similar level-based adjustments to all archetypes, and this is not so much a stretch when you see the sweeping changes made to blasters recently(Defiance). Perhaps EACH archetype should be given it's own similar consideration to help it focus on what it is really meant to do while still allowing people to customize their builds with relative flexibility. Kheldians have similar concepts installed as well.

    The possibilities are limitless, of course.

    These proposals have far-reaching implications I know, but I believe they have merit.
  9. I make the following observations as a blaster. Normally when my hitpoints gets under 50% I am going to die almost immediately anyway. So I think defiance as it stands will be something people ignore completely, OTHER THAN :

    Attempting to keep their hitpoints low artificially to increase their damage to better facilitate power levelling. With the proposed nerfs to blaster's ability to defend themselves, I can't see how any of this can help really.

    In my humble opinion.. defiance should trigger at 65 % HP, and have the following effects :

    10% increase defense
    10% increased resistance
    65% increased damage

    and lasts for 20 seconds

    It should be a buff that is cast on self and dissipates after the 20 seconds, and is only slottable for endurance reduction. It should have about 5 minutes between effect dissipation and recast.

    If the developers intend for Defiance to be an absolute last stand flash of glory, the damage should be 300%+ and drain all endurance/detoggle/disorient after the effect has dissipated.

    Then again.. I'd prefer Blasters had adequate defense so they could stand behind the Tanks safely. Who are also getting nerfed. Damn.
  10. Great guide.. I myself put alot of stock in my character concept, so I'm not really a powergamer with this toon although I normally am in other MMORPG, etc.

    Endurance drain isn't 'useless'. If you 6-slot it with endurance drain SO's you are reducing even-level minions to zero endurance with one short circuit, lieutenants to more than half with one short circuit, and most bosses to zero after two short circuits. With hasten on this happens fairly efficiently and there is no way anyone can convince me that minions, LT and bosses having no endurance and not being able to regenerate endurance due to more short circuit/ball lightning/other elec AOE zeroing it out every time is not extremely useful. They need endurance to do most of their abilities just like us.

    Again, great guide. Put quite a few things in perspective for me but I wonder with stealth being nerfed how will AOE blasters fare..