Trickshooter

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  1. They both have freakishly long toes in those heels.
  2. Quote:
    Originally Posted by BrandX View Post
    And your reply would be wrong.
    Maybe I'm just reading attitude that isn't there, but if there is, please bring down the hostility. I'm just pointing out how the effects appear to be intended to work. If they don't work that way, I would consider it a bug.

    I say that because, well, what other reason would there be to have that tag exist if not to prevent the taunt and recharge effects from revealing you to enemies? Looking at how it functions, it's clear that that was the intended effect, so if that's not what's happening, then it's in need of fixing.
  3. Quote:
    Originally Posted by BrandX View Post
    EA's (imo anyways) stealth is a joke however. because the mez protection toggle is also a taunt aura/enemy debuff aura.

    So you have to toggle off the mez protection to use the stealth, which isn't 100% by itself to begin with (like all stealth toggles), but you now get left without mez protection.

    And to the post in the beginning that said "You can take EA's stealth and a Stealth Proc and dance right in front of the enemies", well you can't with the mez protection toggled, and all those DA's can do the same thing.

    A blaster with Concealment Pool: Stealth + Stealth IO can do it. Super Speed + Stealth IO can do it.
    My reply to a similar thing mentioned in the Brute forums:

    Quote:
    Just an FYI, but the Recharge and Taunt effects of Entropic Aura have a special tag called "StealthOn" that doesn't do anything most of the time, but when Energy Cloak is toggled on, Energy Cloak causes a -100% chance to any effect tagged "StealthOn" that suppresses for 10 seconds when you attack, are hit, or click a glowie.

    Basically, as long as you don't attack, get hit, or click a glowie while Entropic Aura and Energy Cloak are on, Energy Cloak should keep Entropic Aura from alerting enemies.
  4. Quote:
    Originally Posted by UnicyclePeon View Post
    I based my first brute on stealth, Ghost Nemesis. He aborbs ghosts, and gains power and invisibility from it. I have played that way for years. Still do, as much as possible. Changes to EA and them getting taunt has jacked up my whole concept, and the variations in the interaction of fury/brute stealth stuff have been irritating. I loved EA so much when I didnt auto taunt. Its still ok.

    Playing a brute with taunt sickens me. Always has. As for stalkers, I hate their style of stealth and tactics. I would delete every brute I have before I played a stalker just to please someone elses sense of how I should play.

    Lewis
    Just an FYI, but the Recharge and Taunt effects of Entropic Aura have a special tag called "StealthOn" that doesn't do anything most of the time, but when Energy Cloak is toggled on, Energy Cloak causes a -100% chance to any effect tagged "StealthOn" that suppresses for 10 seconds when you attack, are hit, or click a glowie.

    Basically, as long as you don't attack, get hit, or click a glowie while Entropic Aura and Energy Cloak are on, Energy Cloak should keep Entropic Aura from alerting enemies.

    Of course, this effect gets broken anyway by the Fury issue mentioned earlier in the thread. <_<
  5. Quote:
    Originally Posted by Jibikao View Post
    They didn't modify any of pet's attacks after they buffed Ninja Blade, Broadsword, and Assault Rifle. Jounins, Grave Knights and Commando are still using the old animation time.
    That's true, but I'm going to say it's probably something they should look in to for Mercenaries, at least. Mostly because every pet in Mercs uses a weapon, so the entire set's performance is affected, while for Necromancy and Ninjas, it's only the Grave Knights and Jounins, respectively.
  6. Quote:
    Originally Posted by Suspicious_Pkg View Post
    While my intent for going invis is to stealth missions, this is happening when I'm not clicking anything. Just standing there.
    Wonderslug's post has the answer for why you're being seen. Brutes cannot remain undetected once they get within 10 feet of an enemy because of Fury.

    I don't remember it ever being fixed, but it's definitely possible it was accidentally reverted out if it had been (it's happened plenty of times before due to the different development environments that occur when one issue is on beta and another is on test).
  7. Regarding the animation times: I took the animation times from the similar Assault Rifle animations, since the Mercs still use the original Assault Rifle animations from before the global weapon animation time reductions (where nothing in AR animated shorter than 1.87s).

    From what I understand, and I could be totally wrong, it makes things much easier when they can take the animation from somewhere else (in this case, the much faster Assault Rifle powers).
  8. Long post incoming!

    I was bored and decided to take a look at the Mercenaries set for Masterminds. As I said before whenever I looked at it before it just looked like a poor choice, but I'd never given any thought on what to do with the set.

    Here are my ideas!

    I've taken a cue from other Mastermind pets that get the benefit of AT abilities. My idea is to add a stacking damage buff similar to Blaster attacks to most of the Mercs rifle attacks.

    Mercenaries/Equip Mercenary

    Add Grant power: Merc Defiance Lvl 1 to all pets, unless they already own Merc Defiance Lvl 2

    Merc Defiance Lvl 1 will be a power that increases the odds that effects tagged MercDef1 will activate to 100%


    Mercenaries/Tactical Upgrade

    Add Grant power: Merc Defiance Lvl 2 to all pets and revoke Merc Defiance Lvl 1

    Merc Defiance Lvl 2 will be a power that increases the odds that effects tagged MercDef2 will activate to 100%


    Mercenaries/Soldier

    ASMG Burst
    Reduce cast time to 1 seconds
    Add +3.3% Dmg(All Types) for 8.5s to Self (tagged MercDef1)
    Add +6.6% Dmg(All Types) for 8.5s to Self (tagged MercDef2)

    ASMG Heavy Burst
    Reduce cast time to 2.2 seconds
    Add +7.26% Dmg(All Types) for 9.7s to Self (tagged MercDef1)
    Add +14.52% Dmg(All Types) for 9.7s to Self (tagged MercDef2)

    Assault Rifle Auto Fire
    Reduce cast time to 4 seconds
    Add +5.13% Dmg(All Types) for 11.5s to Self (tagged MercDef1)
    Add +10.33% Dmg(All Types) for 11.5s to Self (tagged MercDef2)

    Assault Rifle Burst
    Reduce cast time to 1 seconds
    Add +3.3% Dmg(All Types) for 8.5s to Self (tagged MercDef1)
    Add +6.6% Dmg(All Types) for 8.5s to Self (tagged MercDef2)

    Assault Rifle Heavy Burst
    Reduce cast time to 2.2 seconds
    Add +7.26% Dmg(All Types) for 9.7s to Self (tagged MercDef1)
    Add +14.52% Dmg(All Types) for 9.7s to Self (tagged MercDef2)


    Mercenaries/Medic

    Add a modified Vigilance
    Endurance Discount dependent on fellow Henchmen or Mastermind/Owner Health
    30% damage buff, reduced by 10% for each additional Henchman currently alive.

    The idea is that while he is a Medic... he's also a fellow soldier and so he should get the benefit of playing support (an EndDiscount when his allies are in trouble) but also be able to fight if his teammates start to fall.

    This would probably require so much work, though. >_>

    Add a modified Vengeance
    +10% Defense(All)
    +10% ToHit
    +15% Damage(All)
    Scale 1 (Melee) Heal

    The idea here is that attacking a combat medic is considered a war crime (well, as long they don't use firearms, but work with me here), so if the Medic falls, his teammates should be very upset about it.

    Med Kit
    Reduce cast time to 2.93 seconds

    ASMG Burst
    Reduce cast time to 1 seconds

    SMG Heavy Burst
    Reduce cast time to 2.2 seconds

    Stimulant
    Reduce cast time to 2.93 seconds

    Frag Grenade
    Reduce cast time to 1.67 seconds


    Mercenaries/Spec Ops

    SCAR Burst
    Reduce cast time to 1 seconds
    Add +3.3% Dmg(All Types) for 8.5s to Self (tagged MercDef1)
    Add +6.6% Dmg(All Types) for 8.5s to Self (tagged MercDef2)

    SCAR Heavy Burst
    Reduce cast time to 2.2 seconds
    Add +7.26% Dmg(All Types) for 9.7s to Self (tagged MercDef1)
    Add +14.52% Dmg(All Types) for 9.7s to Self (tagged MercDef2)

    Flash Bang
    Reduce cast time to 1.67 seconds
    Reduce recharge time to 60 seconds (it's a freakin' mag 2, come on now)
    Add Mode disallowed: Disable_AoEControls
    Set mode: Disable_AoEControls for 20s

    Tear Gas
    Reduce cast time to 1.67 seconds
    Reduce recharge time to 120 seconds
    Add Mode disallowed: Disable_AoEControls
    Set mode: Disable_AoEControls for 20s

    Sniper Rifle
    Reduce cast time to 1.67 seconds
    Add +5.511% Dmg(All Types) for 9.17s to Self (tagged MercDef1)
    Add +11.022% Dmg(All Types) for 9.17s to Self (tagged MercDef2)

    Alright, here's my explanation for the changes to Flash Bang and Tear Gas: The problem is that as soon as they have both upgrades, they'll just run in to the first fight and use both and waste them. So the idea is that using either one will set a mode that prevents them from using the other AoE control for 20 seconds. So in quick fights they shouldn't have a chance to spam them one after another and waste them.


    Mercenaries/Commando

    Burst
    Reduce cast time to 1 seconds
    Add +3.3% Dmg(All Types) for 8.5s to Self (tagged MercDef1)
    Add +6.6% Dmg(All Types) for 8.5s to Self (tagged MercDef2)

    Slug
    Reduce cast time to 1.67 seconds
    Add +5.511% Dmg(All Types) for 9.17s to Self (tagged MercDef1)
    Add +11.022% Dmg(All Types) for 9.17s to Self (tagged MercDef2)

    Buckshot
    Reduce cast time to 0.9 seconds
    Add +1.375% Dmg(All Types) for 8.4s to Self (tagged MercDef1)
    Add +2.75% Dmg(All Types) for 8.4s to Self (tagged MercDef2)

    Full Auto
    Reduce cast time to 4 seconds
    Add +4.4% Dmg(All Types) for 11.5s to Self (tagged MercDef1)
    Add +8.81% Dmg(All Types) for 11.5s to Self (tagged MercDef2)

    M30 Grenade
    Reduce cast time to 1.67 seconds
    Add +1.7% Dmg(All Types) for 9.17s to Self (tagged MercDef1)
    Add +3.39% Dmg(All Types) for 9.17s to Self (tagged MercDef2)

    Flamethrower
    Reduce cast time to 2.33 seconds
    Add +3.23% Dmg(All Types) for 9.83s to Self (tagged MercDef1)
    Add +6.46% Dmg(All Types) for 9.83s to Self (tagged MercDef2)

    LRM Rocket
    Add +3.89% Dmg(All Types) for 11.33s to Self (tagged MercDef1)
    Add +7.78% Dmg(All Types) for 11.33s to Self (tagged MercDef2)

    Enjoy!
  9. Trickshooter

    Disrupt?

    Quote:
    Originally Posted by Hopeling View Post
    I was wondering about this same power, because I've started a KM/EA stalker. The migraine-inducing FX make me hope it's skippable, and it looks like it is.

    What???

    That's not what Mids or the in-game text says. If so, that's really, stupidly horrible. How long does it last?
    It's actually not -Max Endurance, it's just -Endurance. It would literally say "Max Endurance" if it affected that. When a power says -Endurance, it's just like an Endurance drain power. Basically, in Disrupt, every foe it's hitting up to it's target cap will drain 1 point of endurance every 4 seconds.

    Anyway, it is pretty meh. I'd like it to be closer to Oppressive Gloom in terms of performance, but I'm not sure the annoying endurance cost of Disrupt could ever compare to the self damage of Oppressive Gloom.

    OG activates every 2 seconds, lasts over 7 seconds, averages 0.078 endurance a second, hits 10 foes and can cause up to 27.8 damage a second to you if it reaches that cap.

    Disrupt activates every 4 seconds, doesn't even last 5 seconds, averages 0.195 endurance a second, hits 5 foes and cause up to 1.25 endurance drain a second if it reaches that cap.

    So Disrupt activates half as frequently, has 2/3s the duration, 2.5 times the endurace cost, and half the max targets cap of OG, but at the cost of being safer to use.

    But being safer to use just makes it not as useful to use.

    I have it just because it's ridiculous looking. It is like a visual representation of an alarm going off, and on a Stalker that's hilarious to me. I even had it when it was knockback (Repulse!) just because it made me laugh, and then I'd turn it on while on TF/SFs and just going be "BWOOPBWOOPBWOOPBWOOP" over teamspeak.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    The Romulus Shield is in the pack, as is the Nictus Romulus shield.

    This actually brings up a question of logic I want to address to whoever is in charge of deciding what goes into each pack. You claim you want to keep some things exclusive to the ITF, yet you leave out weapons that have nothing in the slightest to do with the ITF. All the Broadsword options aside from Romulus Sword and Nictus Sword are tied to a defeat badge for Cimeroran Traitors which you can earn in two or three missions from Marcus Valerius without ever touching the ITF. All of the Roman axes are tied to the same bade, as are the shields.

    So to keep ITF-exclusive items ITF-exclusive, you restrict items that are not ITF exclusive, yet include an item which IS ITF-exclusive. Because I can't get the Nictus Shield without running the ITF twice, but I can buy that from the Roman pack, or as a standalone piece.

    What kind of sense does that make?
    I knew that the Romulus Shields were included in the pack, I just feel like, if anything had to remain exclusive to the ITF, it would be the Romulus items instead of the Roman weapons.

    Story-wise, that would make the most sense to me since you defeat him at the end and that would be your opportunity to take them from him.
  11. When you target an enemy and click Fulcrum Shift, it summons two invisible pets: 1 by you and 1 at your targeted enemy.

    The one by you gives you and anyone within 20ft of you a 40%-50% damage buff depending on AT.

    The one at your targeted enemy causes a 20%-25% damage debuff (depending on AT) on up to 10 enemies (including your target) within 30 feet of that targeted enemy. It then summons an invisible pet at the location of each of those 10 enemies that radiates a 20%-25% damage buff to all allies within 20 feet of each enemy.

    The result is that anyone near you gains a 40%-50% damage buff, and anyone in the middle of a group of enemies gains a 200%-250% damage buff. If you jump in to melee as well, then everyone gets a 240%-300% damage buff.
  12. Quote:
    Originally Posted by Ghost Falcon View Post
    Main reason: They were intentionally left out to maintain some exclusivity to the Imperious Task Force (ITF).

    Players can normally obtain/unlock the Roman Costume pieces for free in-game, but this has to be done PER character by completing the ITF. The purchase of this bundle allows players to unlock many of the main costume pieces for all other characters on your account without having to do the Task Force.
    I think it would have made more sense to include the Roman Weapons in this pack and then just leave Romulus Shield and Sword options as the Task Force exclusives.
  13. Quote:
    Originally Posted by PsychicKitty View Post
    LOL

    You know i wouldnt be surprised if stalkers got something like this...a poor resistance set because the stalker version would get lowered...and with the low health it would be frustrating.

    Actualy what would be more interesting would be Super Strength on stalkers....or maybe Stone Armor or the Stone attack set...lol....i would love to see how silly those would look too.

    Personaly though i would rather see a psionic armor set...yah...bright pink....but still...better then invulnerability.....which by the way is just another duplicate of what stalkers already have....just only does smash lethal real well...and thats about it.
    Stalkers actually share their +Res/+Def modifiers with Scrappers, so the set's +Resistance values would most likely be identical between the two ATs. Also, Stalkers are getting their MaxHP buffed in Issue 22, so they'll be able to take better advantage of Dull Pain should they ever get Invulnerability.

    Defense I'm not sure about, as I don't think Stalkers would get Invincibility in it's current form, even with toggle suppression. Most likely, a new toggle would replace Invincibility and Tough Hide that folded most of their defense values together (probably around 12.75% to all but Psi) along with a moderate ToHit buff (probably around 5-7.5%) and Defense Debuff Resistance, and then Hide would be added. The end result would be just slightly lower Defense than a Scrapper with 10 foes surrounding them while Unhidden.

    That sounds about fair to me given the lower HP of the Stalker and fits along with how they've handled other sets with +Defense that Stalkers get (Energy Aura and Super Reflexes both get more +Defense than those same sets on other ATs).
  14. Assault Rifle - Slight modifications to the final 3 power choices

    Dual Pistols - Alter the values of the debuffs/bonus damage in the different ammos and make it so that changing ammos adds the effects to, rather than replaces the effects of the Lethal Ammo.

    Electric Blast - Alter Tesla Cage in to a typical, 1.96 third tier blast power. Increase the duration of Voltaic Sentinel.

    Psychic Blast - The damage values are appropriate for their endurance costs and recharge times, except for Will Domination, despite people claiming the set was gutted. Will Domination either needs a damage boost, a recharge reduction, or to be made in to some kind of AoE.

    Devices - Change Time Bomb in to Remote Bomb. Picking Remote Bomb as a power grants you two powers: Remote Bomb and Detonation. Activating Remote Bomb will plant a bomb at your location. Detonation will be an PBAoE Click that grants a "Self Destruct" auto power to any bomb owned by you within a certain number of feet, which (if I understand the game engine) should cause it to immediately explode as long as the bomb is within range of the Detonation AoE. Its simple, not that hard to make work (again, if I correctly understand the game engine), offers more control, is more appealing, more thematic, and the mechanics can be easily explained as "you can set off your bomb but the detonator only has a range of yaddayadda feet" to explain the AoE size of Detonation.

    Gravity Control - Even with the changes on beta, it just feels like it's missing an AoE Control.

    Ice Control - Add some sort of debuff or control to Shiver. Also, Ice Slick should do something more for those times where you use Frostbite, whether with an added effect at all times, or by adding a tag to Frostbite, so when enemies have that tag, Ice Slick causes a different or additional effect to them. Flash Freeze should also lose it's tiny damage tic and the recharge should be brought down to a more reasonable timer like other AoE Sleeps. Also, remove that fear from Arctic Air.

    Force Field - Add some debuffs to the knockback/repel powers to make them more appealing.

    Sonic Resonance - Add some debuff resistance to the shields and some enhanceable effects to the two -Resistance powers, especially Disruption Field to make it worth it's endurance cost.

    Traps - Same suggestion as Devices.

    Trick Arrows - Don't even get me started!

    Energy Melee - Add some kind of new mechanic to the set to make playing it more appealing (especially something that benefits the lengthy final two power choices and the single AoE).

    Mercenaries - I'm not sure what to do, but just looking at the set, I understand why I've only ever seen a single Merc MM ever.

    Poison - Again, it needs something but I've never sat down to think about what that something could be before.

    Arachnos Soldier - Specifically, the Bane Spider path... Add another version of Combat Training: Defensive to Bane Spider Training that adds Melee Defense instead, but taking it blocks choosing the +Ranged Defense version found in Training and Gadgets.
  15. Quote:
    Originally Posted by Hopeling View Post
    I wondered how long it would take for this argument to pop up.

    Why does an invulnerable stalker make any less sense than a regenerating stalker? Or an electric stalker? Why can someone with tough skin not learn how to Hide?

    Here's a better way to deal with this problem: if the power set doesn't make sense to you, don't play it.
    Pretty sure he meant that as a joke in the sense that Stalkers are the least sturdy melee AT, rather than about the concept of being stealthy and invulnerable.
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm wondering about Gravity/Trick Arrow. Is an Oil Slick Arrow considered an enemy for purposes of Dimension Shift? If so, can you OSA, light it on fire, phase the whole group, and watch them burn without any ability to counterattack?
    Only the target is considered an enemy, not the fire. So if you defeat the target to light the oil slick, then phase a group of foes on top of it, they will stop taking damage from the flames.
  17. Waaay back in the day, back when CoV first came out, before a lot of Invulnerability buffs, and Stalker buffs, and when Brutes version of Invulnerability was black and brownish, people were curious why Stalkers didn't have it, too. I made this little graphic to explain why they probably didn't:

    Invulnerability Stalkers out of combat:



    Invulnerability Stalkers in combat:




    It's less relevant these days, though. >_>
  18. Quote:
    Originally Posted by SailorET View Post
    Looks like someone needs to get around to running the incarnate trials. Or at least look on Paragon Wiki and learn the canon that you don't feel like running.
    What? Do I know you? Do you know me? Have we ever even spoken before? I've played through the trials and I know what happens on the Underground Trial, but I didn't realize her wearing the mask was a permanent thing now, so bound to her face that she'd wear it to a funeral for no reason.

    But thank you for the unprovoked attitude and the baseless assumptions.
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    There's actually two praetorian clockwork there. I mean, one I can buy, but when two show up, ya gotta think that Tyrant is up to something.
    I'm seeing three!

    One in the top left, one in the bottom left, and one by the logo.
  20. Quote:
    Originally Posted by DumpleBerry View Post
    The picture has some obvious shortcomings, but the more I examine it the more I like it.
    I think it looks great! I keep looking at it and wondering if I'm missing seeing anyone else snuck in.

    But when I noticed the Clockwork costume, I chuckled.
  21. That awkward moment when there's a Praetorian Clockwork at your funeral.
  22. Quote:
    It was only due to the valiant efforts of the hero Maria recruited that was Statesman was able to be with us in the years that followed to once again mentor his close family to see one of them become a hero of Paragon City.
    Think that 'was' before Statesman needs to go.

    Quote:
    Statesman spoke to me several times about how proud he was of his granddaughter, who has grown up to become a role model that is looked to up herself.
    Hehe...

    Also, is Desdemona wearing the Praetorian Vanessa DeVore mask there?
  23. Quote:
    Originally Posted by MajorDecoy View Post
    Without new tech, I think they'd have to display every power pool and ancillary power pool option (though, I suspect that the Patron Pool Powers would only need to show up if your character had unlocked them).
    Yes, I believe that's what they want to avoid.
  24. Quote:
    Originally Posted by daveyj3 View Post
    this is always interesting to me because you can customize the epic pool's weapon for Mace Mastery, even if you have it not on your current build, but on a separate build.

    I *know* that's not the same, but it's a start as a customizeable power that you can potentially respec out of, AND can customize despite potentially not being in your current powers window [because you have it on a different build.] right? or am i mistaken? i forget :P
    The reason for this (and for being able to customize the rifle in Munitions Mastery) was to avoid creating a weapon redraw issue where one didn't exist before.

    For example: Before weapon customization, a Blaster with Assault Rifle and Munitions Mastery would use the same weapon for both sets.

    After weapon customization, that same Blaster could change their Assault Rifle model, but not Munitions mastery, so now they had to redraw different weapons when switching between the two sets. So Munitions Mastery's weapon became customizable so the Blaster wouldn't have to redraw different guns.

    The same was done the with Mace Mastery powers to avoid Arachnos Soldiers having to redraw different maces between their Primary and Mace Mastery.
  25. I think I heard that the current issue (besides remaking all the particle effects in the Power Pools in to customizable versions) is that they have no way to deal with the fact that Power Pools aren't permanent to a build like Primary and Secondary sets.