Trickshooter

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  1. Trickshooter

    New Era

    I missed you defebcers.
  2. Trickshooter

    Last Gasp

    Castle's in the Defender forums! *throws a net over him*
  3. [ QUOTE ]
    No pics?

    [/ QUOTE ]

    We would just be a blur in any pictures.
  4. I want to make a Traps Defender, and I definitely plan to try/test one out on Test during I16 beta.

    BUT ultimately I'm going to wait till Dual Pistols to make one.
  5. [ QUOTE ]
    Ok they need to hurry up and get their butts to Dragon*Con! Now as for the power customization, this got me thinking. Ok say I cast red ice, and someone cast blue ice...do they turn purple?

    [/ QUOTE ]

    From what I understand, red won't be a color choice for Ice shields (from Cold Dom or Ice Armor). Certain sets have special pallettes that omit some colors. Stone Armor is another example of one with limited colors.
  6. RoA is pretty much guaranteed to Scourge, but I don't know why it's such an amazing thing if it does. If your foes are below half health and it scourges, it will probably defeat them. If they're not at half health, then you probably won't see it Scourge till the last tick. You'll most likely hardly ever see it Scourge more than once on an enemy that isn't a boss or higher.

    I mean, don't get me wrong, it'll be powerful. But I don't see what makes it so drool-worthy compared to any other version of RoA.
  7. [ QUOTE ]
    Dang it. Am I seeing that the Hero Invulnerability only had the Bright Invulnerability as its option?

    I wish the system were more open.

    [/ QUOTE ]

    >_>

    There was a Dark Invulnerability shown, here: http://img36.imageshack.us/i/dsc0020tyf.jpg/

    Edit: Well hrumph.
  8. Trickshooter

    Father/Son Duo

    I would say a Brute and Corruptor pairing or Blaster and Defender pairing would be best for you guys.

    The Brute/Blaster player would be doing most of the damage, but it's definitely good damage.

    Whoever is playing the Corruptor/Defender would be doing less damage, but most of the Buff/Debuff sets are very active, and they still have blasts so there won't be the "buff and stand there" feeling MMs can sometimes have.
  9. [ QUOTE ]
    [ QUOTE ]
    Hey - question.

    Why is the Defense Crash the same for Brutes and Tankers? Brutes have .75 Defense modifiers compared to the Tankers 1.0.

    When Unyielding from Invulnerability debuffed defense, it had -5% Defense to Tankers, and -3.75% for Brutes and Scrappers. There's precedent. Is there an actual reason or is it just an oversight?

    [/ QUOTE ]

    That is a good question........Castle?

    [/ QUOTE ]

    I'm pretty sure it causes the same amount of -Defense between the two ATs because it provides the same amount of +ToHit and +Damage. Unyielding did not provide the same amount of benefits, so it shouldn't have provided the same amount of penalty.
  10. It's nice to see Trick Arrows existence be acknowledged! Just wish it was buffs. :P

    And I'm glad the chat bug is fixed! And to see all the emotes added to the Quickchat menu!

    Meanwhile, Corruptor and Controller Fulcrum Shift is still using the Defender version of the buff pets summoned at the targeted enemies (each enemy hit should be +20% Damage for them, not +25%, it was this way before and changed either in I14 or one of the patches before I15). Please fix! Before "fixing it" becomes "nerfing it".
  11. .[ QUOTE ]
    Ok, i don't want to ruin your joy for Redraw Craziness(TM) but IMHO, sadly, we'll get blocked from getting TA+AR ç____ç Like Shield+Claws ç_____ç

    [/ QUOTE ]

    Time to squash this rumor once and for all!

    Shields occupy a weapon slot on your left hand. Because of that, it needs weapon sets that have a weapon on each hand, in both hands, or in the left hand (Claws, Katana, Spines, Dual Blades) to be blocked from use to prevent two weapons to appear there at the same time.

    A TA/AR will never be able to have both weapons out at the sametime so there's no reason to block that pairing, and as pointed out, similar pairings are already available.
  12. Trickshooter

    Lolz

    [ QUOTE ]
    [ QUOTE ]
    I'll raise you one better. Lightning storm, which most people would actually call a "pet" (rather than just a limitation of the engine require a pet) Attacks with a TAoE blast, but only accepts St ranged sets.

    Do you go by how the power functions, what it actually does, or what it takes for sets

    [/ QUOTE ]
    Well, the powers I named are all "AoE damage" powers that summon a pet which uses a PBAoE auto power, so that's not all that different.

    But the point remains that you can call TS (or Lightning Rod) a "PBAoE" because that's what the devs decided it was for accepting sets despite it not exactly being one.

    [/ QUOTE ]

    Don't Melee Cones use PBAoE sets too? They're definitely not PBAoEs, so I would argue whether sets define what a power is.
  13. [ QUOTE ]
    necromancy, has coulor options. martial arts, and super strength have animation options. genin and bruisers have those two meele powers.

    now out of those 3 mm powersets that could have power customization, why is it only necromancy? can anyone (best be it redname : D that answers this) tell me why these two powersets dont have that?

    [/ QUOTE ]

    They weren't talking about the Henchmen having customizable actions or power colors, they were talking about the blasts.

    Necromancy is the only set with blasts that don't come from a weapon, and you'll notice that no weapon sets were listed. Because those sets already have Weapon Customization.
  14. [ QUOTE ]
    [ QUOTE ]
    Claws = Fast ST and awesome AoEs

    Fast ST = More Fury

    More Fury + Awesome AoEs = Win

    [/ QUOTE ]

    See this is what I don't get. Attacking does build Fury, but it does it slow. Now Claws will build it faster then other yes, but still the best way to build Fury is being attack. Now that you can make you mish set for 8 you should never have issues with building Fury.

    [/ QUOTE ]

    I dunno about you, but the difference between how fast my DM Brute and my EM Brute generate Fury from just attacking is staggering. I have to consciously work towards building Fury on my EM, including putting Brawl on auto. My DM, just using Smite, Shadow Punch and Siphon Life, builds up half to 2/3s of his Fury bar on just one group of 3 or 4 minions.

    Can you imagine how fast Fury will build using Swipe, Strike, Focus and Follow Up? *head asplode*
  15. Trickshooter

    Orly?

    [ QUOTE ]
    [ QUOTE ]
    Corruptor TA values, using current TA (cause it could change), will be practically a duplicate of the sad MM values. There will be a slight increase on some powers (1.25% more -ToHit on Flash Arrow, -5% more Defense on Acid Arrow, and -5% more -Damage on Poison Gas Arrow), but I really hope it's getting some work on it's way over.

    Even if it doesn't, I'll still be rolling one because I'm a [censored] for Archers.

    [/ QUOTE ]
    Since corruptors share the same values for all support sets as controllers, it's pretty safe to say it's going to be the same values as controller TA powers, not MMs.

    [/ QUOTE ]

    They share values because they use the same modifiers, except for controls and slows.

    I'm not saying the set will be terrible, just that the difference between MM and Corr TA will be much smaller than the difference between MM and Controller TA.
  16. [ QUOTE ]
    So with the announcement of I16-Power Spectrum, we get the announcement of more powerset proliferation.
    Scrappers: Elec/Elec *cool*
    Tanks: Elec/Elec *in my eyes... a lil OP*
    Blasters: Rad Blast *dark would of been better, more ST attacks*
    Controllers: Ice Domination *was waiting for that*
    Corrupters: Arch/TA *was hoping that*
    Dominates: Earth Assault *wanted that*
    MasterMinds: Thermal *thats nice*
    Defenders: Traps/AR *didnt see that commin*
    Brutes: Claws *WTF!!! were the devs high?*
    Stalkers: Broadsword *is nice but better on brutes*

    All of the proliferation BUT brutes im happy with.... why do they get claws?
    Would anybody *mainly a redname if possible* help me under stand the choice of claws for brutes

    [/ QUOTE ]

    Claws = Fast ST and awesome AoEs

    Fast ST = More Fury

    More Fury + Awesome AoEs = Win
  17. Trickshooter

    Lolz

    [ QUOTE ]
    I still want Sand Melee/Sand Armor.

    [/ QUOTE ]

    fixd?
  18. Trickshooter

    Lolz

    I'm rolling one. Slower DPS than Ninja Blade, sure, but those bigger hits will be nice from Hide. And Parry is there so <3!
  19. Trickshooter

    Orly?

    Corruptor TA values, using current TA (cause it could change), will be practically a duplicate of the sad MM values. There will be a slight increase on some powers (1.25% more -ToHit on Flash Arrow, -5% more Defense on Acid Arrow, and -5% more -Damage on Poison Gas Arrow), but I really hope it's getting some work on it's way over.

    Even if it doesn't, I'll still be rolling one because I'm a [censored] for Archers.
  20. [ QUOTE ]
    Lol traps on defenders.


    You all should pray that Castle makes you new pseudo pets. Otherwise you'll be doing Corr level debuffs with half the damage and no Scourge.

    [/ QUOTE ]

    Grah? My AR/Traps Corruptor does amazing things with just the Corruptor values. Even if they don't change the values for Defenders, the set will still be pretty powerful. I'd be happy to get the Corruptor versions of Traps (minus Time Bomb, of course).

    I'm fairly certain that the only two powers that will be changing values are Web Grenade and Acid Mortar. Most of the rest are either debuffs/buffs that don't typically change between ATs or are not debuffs/buffs at all. FFG would be one that would change if it wasn't already functioning at Defender levels.
  21. Just peed myself a little.

    Can't wait to make a Traps/Assault Rifle Defender, a Broadsword Stalker and a Claws Brute (so much FURY!!!). I'll probably make an Archery/Trick Arrow Corruptor, too, eventhough current Trick Arrows will be lolsy for Corruptors.
  22. Trickshooter

    I haz arts, too!

    It looks great, Sooner!
  23. [ QUOTE ]
    1/22/09 Patch Notes
    [ QUOTE ]
    * Assault Rifle - Buckshot - Reduced animation time to 0.9 seconds.
    * Assault Rifle - Beanbag - Reduced animation time to 0.9 seconds.
    * Assault Rifle - Sniper Rifle - Reduced animation time to 0.67. (Interrupt time not changed)
    * Assault Rifle - Flame thrower - Reduced animation time to 2.33 seconds and DOT effect now starts immediately.
    * Assault Rifle - Ignite - Increased recharge to 20 seconds.
    * Assault Rifle - Full Auto - Reduced animation time to 4 seconds.

    [/ QUOTE ]

    [edit: I don't think activation time or radius were touched.]
    [edit: ...of Ignite that is.]

    [/ QUOTE ]

    This is on top of the reduction of Burst from a 2+ second animation to a 1 second animation and Slug from 1 .87 second animation to a 1.67 second animation.

    Just mentioning in case the OP wasn't around then.
  24. Could've sworn the Defender version was changed to a 4 minute recharge not too long ago. Issue 15 must've put it back at 2 minutes again. /bug.