The_Coming_Storm

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  1. I think their office fell into a fissure or something? :P
  2. Quote:
    Originally Posted by Edana View Post
    It isn't a technical limitation, there are two seperate checks for 'at ground level' and 'on the ground' it is a deliberate choice to have both options.

    In fly you can trigger an attack and momentum will move you to a different location by the time the animation completes, with attacks that have definite impact points, having that location several metres away from where the character's foot is visibly hitting isn't good form graphically.

    On which note, could we please have footstomp with shield out fixed so the impact flare comes from the ground not over the right shoulder?
    Momentum does NOT carry you when placing traps while flying at ground level, Edana. And, as Techbot said, the animation actually does make you land while placing the trap.
  3. The_Coming_Storm

    An MM in SS

    Uhh what AVs didn't you like? Did you think Calystix was too difficult or something?
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    Oh really? I wasn't aware that the human only kheldians wouldn't get fitness as an inherent.

    Wait... they do, don't they? So there's not a nerf to human forms after all. In fact, it's a buff.

    Quit your incessant, misguided whining. Please.
    Umm Khelds with forms currently have Fitness disabled when they switch into a form... right?
  5. Cata: We are not talking about Epic Power Pools. We are talking about the temporary powers used in the gadgety final fight of BSF.
  6. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    So why can't you drop them from higher in the air? Quit your counter-whining.
    I don't think you can really *drop* a trip mine without it blowing up :P.
  7. Quote:
    Originally Posted by HelinCarnate View Post
    Because you have to channel the energy from yourself directly to the ground. It is quite difficult to stomp on the ground when you are 20' in the air.
    Uhh, There are other powers that simply require you to be near the ground to activate, but you can use hover. Triage Beacon, Acid Mortar, and Trip Mine are examples.
  8. Solar Flare. Why have it incompatible with a PB's inherent flight? WTF?
  9. Keep in mind Seekers have Untouchable on themselves.
  10. I mean, why not? You can place traps while hovering very near to the ground. Being able to use Combat Flight and use Solar Flare would definitely be a great boost to Human PBs. Human form needs the love, too, because I hear you are giving forms the inherent Stamina in i19, comparatively nerfing humans even more.
  11. /me wonders how the redside Hami raid of Virchew is going.
  12. You don't rage crash if you can keep at least one application up at all times. Same with Domination.
  13. Quote:
    Originally Posted by 187nut View Post
    Now this was useful unlike the lame comment prior to it. I know what the powers do but it says nothing about pulsing like Spectral terror. Why do people reply to a post when they have nothing constructive to say?
    I was being constructive... The best way to learn is to critically examine the powers for yourself.
  14. A pet's abilities are not affected by any recharge. It is just odd. Every other power takes endmod.
  15. Quote:
    Originally Posted by Rinanir View Post
    Just don't slot it with Performance chance for end. Gives end to the mob instead.
    Wow... utter failure of a proc. Thanks for the heads up.
  16. <_< I'll have to Frankenslot them and put in two generic endMod IOs.
  17. Water Spout + Tornado is amazing .
  18. equal number of winners red and blue, yes?
  19. Quote:
    Originally Posted by 187nut View Post
    So what does Elec have to offer....Does it rely on sapping End or sleep? Dont they wake if you attack while they sleep?
    That is a question best answered by starting the game and looking at the powers in the character creation screen.
  20. On the subject of wimpy mobs... Ghost of Scrapyarder.
  21. Quote:
    Originally Posted by Riley_Delacroix View Post
    Well even at level 50 their base damage for the brawl attack is 50 and change, ED capped to 100ish. Jolting chain is base 11.12 damage, ED capped to 22.24 per target. I can sneeze on a mob at 50 for more than 22 damage, and there aren't enough +dam auras in the game to improve that. Long story short they don't do enough damage, the rest of the set delivers way more sapping than I could ever possibly need, and thus gremlins need some more damage going downrange. That's why I suggested adding charged bolts.
    =/ the rest of the set doesn't deliver too much -recov.
  22. Quote:
    Originally Posted by Torrentor View Post
    O.o Um....

    Lowest hit points of any AT and no Bodyguard mode... I fail to see how you would complete a mish without a team.

    Why not just make a blaster/Corr/Def?

    As far as attacks for MMs go.... IF I took an attack it would just be for the secondary effects. I would go with DS, as each attack does -res and has a great range.

    Bring lots of Greens and wakies is another piece of advice
    -res does nothing for your poor survivability, though. <_< At least Mercs attacks provide mitigation in the form of KB. It all depends what secondary you choose, though.