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Posts
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Joined
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I like having hover on a blaster, so I use ninja run + swift + sprint for travel, and swift + hover in combat. Hover provides some great survivability with its small def buff and immunity to melee attacks most of the time, if you stay at range. Also conceptually, hover fits with Mental Manipulation.
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Its also important to note the hp caps, its different for every AT and some it almost makes hp buffs near useless on some ATs, here is the % from the cap each AT is at at lvl 50 with no buffs:
blaster\stalker 25%
Corruptor 33%
controller\defender\dominator 36%
Tanker 41%
Scrapper 44%
Mastermind 50%
Brute 53%
Epic ATs 55%
Everybody can get a free +20% hp from accolades, so with that blasters and stalkers are only 5% away from the cap, making hp buffs pretty much useless as you could easily and cheaply get the last 5% from IOs. Its a similar issue with other ATs, though not all have access to +HP powers. I see this as a huge problem for stalkers though. -
In my build I am trying to decide on tough vs permafrost, without perma frost I only have 18% fire res and 15% fire def, with it I have 37% fire res and the same fire def. With tough I have about 20% smash/lethal res, and 0% without it.
I am softcapped to everything but fire, cold and psi.
So which would be more important, fire res since I have no fire def, or smash/lethal res since its the most common damage? -
This is a good idea, I also think they should add a few more types, 2 I would really want is a +recharge one and a recall friend insp.
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My level 39 Sonic.Ment is LOADs of fun. The only difference I have with what has been said here is that World of Confusion, while it IS pretty pointless upfront, I expect to get exponentially better once I slot it with the cheap purprle confusion set. World of Confusion with contagious confusion should be awesome, and the purple set gives nice set bonuses as well. In my opinion, thats worth the one power slot right there.
I will say that I'm a little disappointed with mind probe, but that could be because I havent finished slotting it.
Overall, its an awesome combo with very nice debuffs (either -res or -recharge in every attack) great cone attacks (-res cone from Howl and then the Psychic Scream for max damage then followed by the cone sleep to calm anyone left standing down) and a nice self buff for a blaster with Drain Psyche.
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Yep with contagious confusion it can confuse lts and the contagious confusion proc lasts 10 secs! And the set is probably has some of the best set bonuses for blasters +5% ranged def, +10% recharge, 4% recovery and 4% damage! -
Zombies do not suck, they are the polar opposite of bots when leveling though, they do good damage all the way through, but have crappy survivability till 32, after 32 every pet has a self heal and the lich has some crazy control. You can also put the 2 recharge pet uniques in soul extraction now too.
Grave knights do some of the best single target damage available, pretty amazing to seem them build up with the purple pet unique then do a headsplitter crit. And soul extractions lets you have as many pets as the recharge allows, so with enough recharge sets you can have more pets than any other set(I dont count gangwar). -
Repulsion field is even worse than repel, it has a bigger radius and a slower knockback rate so there is a lot less control over it, I actually like repel, its great for fighting bosses, sadly repulsion field doesnt work that well.
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Here is my idea for a pistol set, it would have just 4 main attacks, the 3 from thugs and an aoe, then it has a melee snipe, 3 build up like powers for different kinds of bullets, and a self buff tier 9.
Code:[/color]Power 1:
Pistols: Ranged, Minor DMG(Lethal)
Same as mastermind, maybe quicker recharge.
Power 2:
Dual Wield: Ranged, Moderate DMG(Lethal), Foe Knockback
Same as mastermind, maybe quicker recharge.
Power 3:
Empty Clips: Ranged(Cone), Moderate DMG(Lethal), Knockback
Same as mastermind, maybe quicker recharge.
Power 4:
Side Shot: PBAOE/double cone, Moderate DMG(Lethal)
Fires each gun to the side of the hero, works as 2 cones, one
to the left, one to the right.
Power 5:
Execute: Melee, Extreme DMG(Lethal), interruptable
Instead of a snipe pistols has something more akin to assassin
strike, except no bonus from hide, damage slightly higher than
a snipe and the same interrupt and casting time. Animation
would be holding one gun to the enemys head aiming and firing.
Power 6:
Armor piercing rounds: Self -res to attacks
Works kinda like build up, but slightly longer duration(30s)
and modifies all pistol attacks to do -res for the duration.
Animation would be a reload.
Power 7:
Toxic rounds: Self +toxic dot to attacks
Same as above but adds a toxic dot to all attacks
Power 8:
Explosive rounds: Self +fire aoe to attacks
Same as above but adds a small fire aoe to all attacks, the aoe
would be small, maybe slightly bigger than shadow maul, would
only hit a few targets.
Power 9:
One with the gun/bullet time: pbaoe Slow, self +damage, chance to crit
Bullet time!!! Slows all enemys, gives you a moderate damage
buff and a chance to crit with every pistol attack.
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An idea I had for villains and heroes getting something for staying on their side was to give heroes patron powers and give villain anchillary powers, and you can only access the patron powers for your side if you were originally from that side and stayed there.
Or maybe you can only pick one set of patron powers and if you change sides you cannot get the other. So for example heroes can switch to villains and get the villain patron powers, but if they switch back again they cannot get the hero ones. this of course would require them to reset everyones patron selection on villain side, and I don't think they would do that.
This way you only really get more options if you stay on the side of you started/stick with one side. -
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Here's my slotting.
Level 8: Siphon Life -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(9), HO:Nucle(9), Dct'dW-Heal/Rchg(11), HO:Golgi(15), HO:Golgi(15)
63% acc, 92.3% dmg, 72.3% end, 94.8% heal, 84.51% rech
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I would rather the other slotting posted, with this one, since you are using 2 hecatombs you can't get the +10% rech from slotting the other 5 in another power. -
Masterminds don't get caltrops they get PROCTROPS!!
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Also the villain nazi sf is awesome for story telling, way better that the hero one, especially liked the transition when you get captured with the yellow boxes, so awesome!
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How about something like dominaiton but when it builds up it gives you teammates a large def/res buff and gives you a large damage buff. So every once in awhile a defender can forget about buffing/debuffing and destroy something.
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Someone said this today when I was playing the game and I thought it was a great idea. Do we really need to have upgrade powers as a click, its annoying tedious and drains too much end. I think they should make both upgrades into passive powers that all pets get as soon as they are summoned if you have the power.
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I think they should make time bomb similar to masterminds detonate, make it a ranged targeted AoE where you throw a sticky time bomb at an enemy, it sticks to them and after 15 seconds it explodes. This way you would always hit at least 1 target if it doesn't die first and it makes it different from trip mine.
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the solution for blaster is to have Aim for Electric Blast replaced with a power that gives Aim and boosts the END drain effect. That would let you use short circuit and others to drain one foe's end all of the way.
It wouldn't be usable every fight, but would make end drain useful even when not paired with /end or /nrg
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Also an interesting idea...
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I like this idea too. -
Another way to do this that I think would work nice is by just right clicking on a sellable item and going view details you can see the vendor sale price and the last 5 ww/bm sale prices.
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I think as the next step after changing the colors of our powers they should let us change animations, they could just have multiple animations the same length for different power, for example they could give all the martial arts powers alternate punch animations instead of kicks, they would all be the same animation length to keep the powers the same.
Not sure if the pulse rifle example would really work this way though, would be weird have the pulse rifle graphics and do lethal damage. -
I've wanted this ever since they put mayhem missions in, I think it would be great, or at least have it as something in you can do in the arena. Maybe not just mayhem mission but some other villains try to complete objective, heroes stop them and the opposite style arena modes.
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yeah its a very short duration confuse slotted its about a 3 sec confuse every 4 seconds, its also does a little bit of psi damage as well. It is pretty decent with the contagious confusion proc from the purple confuse set.
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Does anyone know how this works in invincibility? Its a toggle but the +tohit part is effected by the number of enemies around you, so is it just a 5% chance every 10 secs or a 5% chance for every enemy around you every 10 seconds?
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I think all they should do is reduce the animation time of short circuit and allow us to have multiple voltaic sentinels with enough recharge, this would allow elec blast to have some decent dps but still mediocre burst to balance the control powers in the set.
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Another really nice thing about elec is it goes well with defiance, my elec/mm has almost all his ranged single target dps while mezzed, hes got his first 2 blasts, his secondary immobilize and sparky all zapping away when he is mezzed.
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The whole reason that XP was increased and debt halved in missions was to get people teaming instead of just constantly farming street mobs in hazard zones.
It'd still be farming, and it was farming then
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ZOMG EVERYTHING IN THE GAME IS A FARM....! DELETE EVERYONE!
/endsarcasm
You know, here's the amusing thing: in my opinion, clearing out a warehouse full of Hellions is no less a farm than killing things outside, or killing 1 million of the same exact thing in an MA mission.
Its no different, yet one is seen as The Ultimate Evil and the other is a Get Into Heaven Free card. People are funny.
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But it is different, doing the same tired map fighting the same mob over and over gets boring at least for me, A change of scenery and some variety in enemys makes things a lot more enjoyable.
At least with outdoor farming you have a huge somewhat unique area instead of the same map every time, and some enemy variety.
I didn't think farming before ae was that bad because at least you would fight normal spawns, but fighting entire spawns of one enemy in the exact same map over and over and over is a whole new level of boring.
And don't say "then don't join farm teams" because these days sometimes its farm team or no team, especially red side and low levels, the other day I was even trying to form my own team in the hollows and every person I sent a tell to who was lft said no because it wasnt ae.
I'm just getting tired of being forced to solo or do ae. -
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The whole reason that XP was increased and debt halved in missions was to get people teaming instead of just constantly farming street mobs in hazard zones.
It'd still be farming, and it was farming then, only we didn't have IOs or markets so it wasn't seen as a problem then, so its not exactly a solution.
There will always be farming of one sort or another as it is the nature of certain sections of any given playerbase to find the most efficient methods of gaining the maximum amount of rewards possible.
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Yeah, I understand that. I also understand that you can never "fix" farming, but I thought this would be a good compromise because it at least fits into the game thematically and would be more interesting then doing the exact same mission over and over.