Twigman

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  1. I expect that. every player will have the opportunity to be the "rising talent" in the sories connecting to The crumbling PF. (assuming it is crumbling).

    Besides, Statesman didn't die until a player reaches LVL 40. There is no reason for him to be removed from the game as a whole.
  2. Quote:
    Originally Posted by Kirsten View Post
    Nope ... but it is extrodinarily painful. And an unwelcome surprise. The burp sneeze combo is the painful part.
  3. Quote:
    Originally Posted by Blue Rabbit View Post
    Rabbits.

    That is all.
    HAAAAAAAAA Thats funny :P
  4. Quote:
    Originally Posted by Tenzhi View Post
    Karnak says that everything has weak points to strike.

    Personally, I would like to see a "pressure point strike" type of set. Preferably with animations somewhere between Kenshiro (and various characters who employ a similar style) from Hokuto no Ken and Gen from Street Fighter Alpha.

    The way I'd like to see such a set work, is that each attack stacks a special effect on the enemy for a certain amount of time and when the effect expires the enemy would take damage based on the number of effects stacked.
    Thanks ... I like the concept too. I am going to see if I can incorporate your extra damage concept into it and see how it feels.
  5. Why do people not realize that a name or title is to give a relatable concept not as a set in stone requirment.

    Example: StJ has "rib cracker" and most of the time, my toons are kneeing opponents in the thigh. Not to metion not all enemes have ribs(robots).
  6. Quote:
    Originally Posted by Snow Globe View Post
    Sorry I missed tonight's scheduled run. I had something disagreeable for lunch and it won the argument.
    Same, except mine was just work related. Hope you get onother one going ... Friday would be good.
  7. Pressure Point Stiker

    1) body blow: ST moderate damage fast recharge. After 3 stacks of any effect, it does 100%critical strike.

    2) temple blow: ST moderate damage fast recharge (-def) after 3 stacks they're hit with -perception.

    3) diaphragm blow: ST moderate damage fast recharge (-recovery) after 3 stacks it drains end

    4) round house(like ken and ryu from street fighter)/assassin strike: PBAoE moderate damage moderate recharge (kd)/AS damage

    5) taunt/placate

    [b]6)[/]b] go for the jugular: moderate damage fast recharge (-regen) after 3 stacks, any next attack has +50% chance to critical strike.

    7) focus fighting: (primary powers)+recharge 50%, –animation time, –end cost, and +ToHit for 30 sec recharge is 120 sec.(unaffected by itself)

    8) thigh blow: moderate damage fast recharge (-res, slow) after 3 stacks, opponents has bruising for 5%

    9) lunging knee: extreme damage long recharge (-def, -perception, -regen) after 6 stacks of any effect, adds extreme DoT.
  8. LOL ... the cake survived long enough to get a pic of it. Not if it was in my hands.
  9. How did it go? Any luck in getting masters?
  10. Quote:
    Originally Posted by Lycanus View Post
    the hover issue doesn't exist in any of the three port and smash powers: Shield Charge, Spring Attack and Lightning Rod....so that part has been fixed

    also, none of those three has a terribly long activation time

    the only thing that remains is the location-based functionality
    The problem with the ST combat TP attack ... you can't target an enemy. all the other TP are location AoEs If you wanted it to be a ST TP attack, a solve would have to be made for this.

    My solve was, whne you click the power, a located TP would be placed under your current target and the animation would be the attack.

    I made the "Bull Rush" attack set and was purposed this problem.
  11. How about a portal, you click the power, click on the enemy target.
    A portal appears next to you and the enemy, when you attack the portal next to you, it hits the targeted enemy. That would be funny.
  12. Quote:
    Originally Posted by Stone Daemon View Post
    If they had a "Combat TP" that animated in under a second, I would scoop that up and try to fit it on every build.
    agreed, as long as there was no hover effect.
  13. greed ... it should be a blowgun with lethal/toxic damage.
  14. Quote:
    Originally Posted by Model 75 View Post
    Am I the only one who turned that into "Strip clubs" in their mind?
    /signed ... and /signed on the moon base trial. Swapping old cave maps for the new larger ones.

    Lets have an actual fire fighting mission.

    How about a paramedic mission that is built with healers in mind. But non healers can get temp med powers.
  15. Twigman

    IO set idea

    Quote:
    Originally Posted by Stone Daemon View Post
    I would also like to know why you don't use Siphon life whenever it's up. It's superior damage! If you're slotting it for heal only, you're doing it wrong.
    In that case. I'll review my build. It needs some work in general.

    Thanks for all the advise guys.

    (I'm still an advocate for life steal procs or bonuses that are 100% effective.)
  16. Twigman

    IO set idea

    Quote:
    Originally Posted by FNG View Post
    Why would you have no interest in taking placate? If you're in the mindset that it's only use is to set you up for another assassin strike then you're thinking about it all wrong.

    With Street Justice you're going to have one cone attack, one AoE, and a whole lot of single target attacks.

    With SR there are going to be times when you're just drawing more heat than you can handle thanks to having next to no damage resistance (especially while leveling up when you're unlikely to be softcapped).

    At times like this, placate is great for getting a heavy hitting NPC to leave you alone for a little while so you can take care of some of the other things you're fighting. A good example of that is coming across a mob with two or three bosses and a whole bunch of weaker NPCs. Assassin strike one of the bosses, placate the other, and you've got about 20 seconds to clean up all the others before that placated boss can even think about touching you, provided you didn't hit them before the time is up which is unlikely since you're going to be mostly single target damage.
    My plan is to rarely use AoE, and have no plan to take the cone at all. In teams, My plan is to melt bosses, EBs, and AVs. Not looking for aggro. I might take it if I have no other options.
  17. I want to make a StJ stalker. but want the most survivable one. What are the recommendations and why?!?
  18. Twigman

    IO set idea

    Quote:
    Originally Posted by DreadShinobi View Post
    Again, you have a damaging self heal, infact you have one of the only ones in the game.

    Midnight Grasp is your t9, Smite is your t2, siphon life is your t5.

    I would strongly reccomend using the chain I mentioned above, MG>SL>Smite (t9>t2>t5>repeat). You will probably need more recharge to do this but you will increase your damage output by quite a bit as well as your survivability. Integrating Siphon Life into your chain will keep you at higher health so you don't come across points when you *need* to use SL, leaving those situations to respites and sturdies.
    My new main I plan to make is a StJ/SR stalker ... if you have any recommendations, that would be good ... I have no interest in taking placate except as an extra power.
  19. Quote:
    Originally Posted by Stormbird View Post
    Tell that to Angus McQueen.
    Who?
  20. Twigman

    IO set idea

    Quote:
    Originally Posted by DreadShinobi View Post
    If you have and are using Siphon Life and are softcapped to M/R/A and are still dieing, well something else is wrong (having to do with either your attack chain or what you're fighting) and adding miniscule amounts of extra healing/regeneration won't solve it.

    Do you have enough recharge to run MG>SL>Smite? Siphon Life is effectively a huge regeneration buff when it's an integral part of your attack chain.
    I don't know the names ... T1 >T2 > T1 > T9 (repeat) only use syphon when I need health, low damage for the cost. As I said. I can kill (most) AVs with no insp. It's mobs I have trouble with. and a self heal based on damage would help that.
  21. Quote:
    Originally Posted by Arcanaville View Post
    I think its a little too low period, but I wouldn't scale them up for tanks. Applying the logic that they should increase commensurate with the tanker mods would mean they would scale up to 80% resistance, which is too high. I think the fact that SR tankers can soft-cap right out of the box itself is higher than you'd normally expect a tanker to get, and I think that allowing the defense to scale normally and the resistance to not scale is a compromise to prevent the set from getting too powerful in non-exotic damage mitigation.

    Interesting thing about the scaling passives: their behavior has different properties depending on how numerically strong they are. For example, on SR scrappers no matter how low in health you go, the SR passives *slow down* damage, but don't reverse it. In other words, you don't ever actually get stronger as your health drops: the resistances don't "overtake" your drop in health.

    Stacking slotted tough (tanker) on passives that scaled from 0-80% (60% to zero as they work now) would actually make SR tankers *stronger* as they lost health. Sounds counter-intuitive, but its true. At 60% health it would take a burst of damage equal to about 78% of max health to kill the tanker instantly from that level. But at 20% health, it would take 86%. At 10% health it would take 100%. It would actually be harder to one-shot an SR tanker with smash lethal damage when the tanker was at 10% health than at 70% health.

    I don't think the devs want to go there.

    Why not. If an AV can one shot you from full to less then half health, why wouldn't an SR want to be able to survive atleast one more of those shots before death? Or, if a mob is leveling you that quickly, why shouldn't I as an SR be able to make as much damage as possible before the inevitable death. Most of the other sets can. Also, with IO slotting and pool options, other sets can get soft cap def, why can't a SR have the ability to get more the just a tiny bit of res? it seems to be balanced away from both regen and def sets.
  22. Twigman

    IO set idea

    Quote:
    Originally Posted by Mr_Morbid View Post
    SR may not be great for getting high regeneration, but Dark Melee has Siphon Life. Slot that up as a heal instead of an attack and you've got a pretty nice heal already.
    It is ... and works pretty well. But doesn't keep up with all AVs. And not so much in large mobs.
  23. Quote:
    Originally Posted by Ryoendymon View Post
    --snip--
    Last but not least, could we add claws under the claw weapon costume pieces that look like claws coming from the fingertips of a char? right now they all kinda look like various "wolverine" nockoffs.
    The attacks already are shown with the hands closed in a find ... any changes would tak a large amount of coding (so I'm told)

    I don't see why they can't make an open hand w/claw and have it cover the existing hand.
  24. Quote:
    Originally Posted by Ridia View Post
    I was thinking about hover but I am not sure of the combat movements allowed with it
    All powers are allowed with hover and any other pool power. Unless the power specifies otherwise in the description. Example: you can't attack while using phase shift or the tier 5 flight power. they are only effect self powers.
  25. Twigman

    IO set idea

    Quote:
    Originally Posted by Aett_Thorn View Post
    Pick up a sleep, and slot the Heal Proc from the sleep set in it. AoE chance for heal.

    It's still not great, but better than the Entropic Chaos one.
    I'll look through my power choices. Though, I don't remember seeing a "sleep" in Dark Attack.

    Besides, anything that has a "chance to" I stay away from. except the +end proc.

    I'd even accept the "life steal) on a % of damage dealt if it was only avail if you slot all 6 slots of the set. I do that for the damage powers anyway