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Posts
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It certainly is a great boon for DM/Fire. Burn will recharge twice in Soul Drain's duration (might require Hasten, wasn't paying close attention to that, though I don't have recharge slotted in Burn) which, with SD sufficiently saturated, will pretty much one-shot five targets twice as long as none of those are a boss. Bosses aren't much better off though. Too bad Shadow Maul isn't that awesome of a follow-up, that toon is still too low of a level for Fireball. Or Fiery Embrace. That'd just be overkill.
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Are you checking XP after exiting the mission? There used to be a bug that'd prevent XP from being calculated properly in pacts until exiting a mission. You would "stop" earning XP in a mission until you exited, at which point all the XP you were have supposed to have gotten was given in one lump sum, which could lead to leveling one or more times upon leaving a mission. You didn't actually miss out on any XP though, the game just withheld it from you for awhile. It could be possible that this bug, in whole or in part, could be rearing its head again.
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...seriously? With new Burn I can one-shot all the minions in a spawn and sometimes the Lts. too. Granted, I am using Soul Drain, but still. And that's without FE too, which I don't have yet.
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1. Carnival of Shadows pieces. Specifically those used by the Ring Mistresses and minions. I don't care too much for the masks though.
2. Sybil costumes! Even if we get them without cap physics loin cloths, static loin cloths, or blocks access to capes/wings.
3. Candy Lebeuax's (sp?) costume if somehow we're allowed it.
4. Banished Pantheon shamans have some nice parts, particularly the static loin cloths. Though I'd be very disappointed if we didn't get those for male and female costumes.
5. Even if we can't get the robes, the Circle of Thorns mages have some other really nice parts. Besides, we need big funny hats to show how evil our toons are!
6. Civilian costume parts from the civvie NPCs wandering around. I would certainly love to put some of my characters in some normal clothing from time to time. -
Quote:Perhaps. But my beef with the new inherent fitness is kind of the opposite. I have a character who isn't as fit as some of my really athletic characters so currently doesn't have that pool. He's getting fitness which like you say won't affect him in a major way. He'll probably even use the base slots.
But I have a character who is 'Super Fit'. Currently, he has every power in the pool with 3 or more slots in each. Now that we're getting the pool naturally, the difference between an 'unfit' and a 'super fit' character won't be as drastic. I lament there being nothing to simulate more feats of athleticism that isn't 'unnatural' like running at max speed or leaping over entire buildings in one bound or regening your HP bar in a blink.
Well, there's still IOs to help in those regards. Though, outside of the Gift of the Ancients unique, I'm not sure how practical slotting for run/jump bonuses is. I've only seen one person do it and that was a Stone Armor tank who got himself moving faster than Sprint.
You could also try perma-Sprint if you already don't and/or, if the air control isn't concept breaking, perma-Combat Jumping. -
From an RP stand-point, an "unfit" character would simply not slot or enhance their fitness inherent while a "fit" character would. The difference between this and a fitnessless character will be negligible.
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There's a few cases I can see where someone is justified in wanting specific power combos, though these are largely far from normal play Such as when I duoed the ITF, I decided that, since I couldn't stand up to auto-hit AoEs on a /SR Scrapper, I needed a complementary toon to support him. Hence, I wanted a Sonic, Thermal, or Empath (I don't think Pain Dom was around yet). Got an Empath Defender and we were quite successful. Had I grabbed, say, a Blaster, I'm not sure it would have worked.
But, outside of corner cases like that, I generally just invite whoever. Sometimes I may mention I'd prefer a certain type of character, usually buffs/debuffs, but I won't turn anyone away. Sure, I might ask the Stalker that wants to join if he has a buff/debuff toon he wouldn't mind using, but if he wants to use the Stalker still, he gets to use the Stalker. -
I can see how this could easily be done. All forms of Flight, sans Group Flight and Group Energy Flight, can grant a Flight magnitude of 2.2 or higher. Group Flights only grant mag 1 flight. Sprint and its prestige variants grant magnitude 1.1 flight protection. This way, you can shut off Group Flying by sprinting but you won't cancel your own flight powers if you toggle Sprint by accident.
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The problem with IOs/toggles/what have you that would make knockback into knockdown is the fact that knockdown is simply knockback with a magnitude of <1. For it to work, you'd have to make whatever it is reduce your knockback magnitude accordingly. Consequently, turning your powers from knockback to knockdown would make it harder to knockdown any mob that has resistance or protection. Also, any mobs who are few levels below you or more would still get knockbacked.
Now, if you changed it to knockup, you wouldn't have as much issue. Yes the enemy would still travel. Yes, it'd look silly on many powers. But enemies who are knocked up don't travel much horizontal distance, even if you have enough magnitude to send a mob on the street high enough to wave at people on the AE balcony. -
Quote:Now this would have to be a separate place so that you don't mix IO'd toons with SO only toons. And the characters created here could only exist and play in this zone. Perhaps existing characters could walk in but have to use a second or third build and have it be SO only. That way anyone could play with their favorite character as well.
No. Not mixing IOs and SOs is fine, but banning all current characters and any made elsewhere from this zone and banning all characters in this zone from the rest of the game is simply a bad idea. Rather, I see two better solutions. First, zone gives you a level 50 build only available for that zone. You can enter on whatever build you want, but before you can enter the actual PvP area proper, you have to talk to the NPC to change builds to that zone's build (and you should probably pick your powers and slots too if you haven't) and before you can leave, you have to switch back to a normal build. Alternatively, just disable all set bonuses, uniques, and procs. So yes, you can IO up like crazy, but you'd lose the huge advantage of all the bonuses said IOs normally would give you outside of frankenslotting, which wouldn't be that big of an advantage over just SOs. -
My BS/SR has near infinite endurance with Stamina, End proc in that, and uniques in Health. He currently has enough recovery that he can sit still and spam attacks for 5-10 minutes (never timed it precisely) before getting low. He then hits Conserve Power and will start getting all his endurance back and be full for a good while before CP ends. By the time end gets low again, CP is recharged. I've never been hit enough times in a row by a Sapper to get drained due to my defenses, though it is possible. But it's not something I'm worried about.
When I19 hits, I'm probably going to get much more end heavy due to dropping CP for Pyre Mastery and picking up more AoE attacks. But I suspect I'll still have more than enough blue bar. -
But what if we stick the maximum number of damage procs possible in those powers while at the damage cap and resistance floor? Assuming it all goes off, now what wins?
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For my Defenders, my Rad/Sonic/Dark will likely go for Leadership with Assault, Tactics, and Vengeance. Vengeance + Soul Drain + Aim + Fallout will be amazing. My FF/AR will likely pick up some primary and secondary, not sure which yet. My Dark/Rad will pick up some things, not entirely sure what aside from Proton Volley. Can't resist an attack that goes "Pew pew pew pew!" My Kin/Ice will be unaffected, as it's extreme lowbie and I'm skipping Fitness on it anyway.
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Unlike the first couple of replies, who define what I'd refer to as either solo Defenders or Blastfender (depending on the context and situation, though I use the latter as more derogatory), I'm in more general agreement with the sentiment that Offenders are simply ones who maximize offensive output without neglecting their team support. Sure, they may skip some supportive powers, like leadership, more situational support powers (like rezzes), and so on, but a good Offender will at the very least have their core powers and usually good but not basic ones too.
There's a lot of good Offending sets. Kin, Rad, Cold, Dark, Traps, and Storm seem to be the big one, though any could work. Sonic, Archery, and Cold are big secondaries, but nobody says you can't kick butt with other sets.
I have a Rad/Sonic/Dark who I play like an Offender. Between her dropping debuffs everywhere, firing off EM Pulse every time it's up just about, popping a heal on the occasions it's needed, and corpse-nuking and then rezzing fallen allies (I'll admit I sometimes "accidentally" let someone drop just to one-shot the current/next spawn), the team is plenty safe and steam rolling ahead with her around. It especially helps that I'm not shy of using Aim > Soul Drain > Dreadful Wail of clear out a spawn myself, or at least most of it (sometimes the bosses survive, but my teammates usually make quick work of them). The build also solos pretty well. Could solo better if I had skipped several team-oriented powers, but it's by no means slow. Not as fast as a Scrapper for sure, but it moves at a decent pace and, with over 50% to-hit debuff in Radiation Infection and running Oppressive Gloom, it's very safe. -
MA/SR, MA/WP, or MA/Invuln.
For a war hero, AR/Dev or Traps. Maybe use dual pistols instead.
For a fantasy hero, Broadsword, Axe, or Mace/Shield Defense.
For a feudal Japan hero, Katana/WP, SR, Invuln. -
Based on some previous comments, I suppose I'm an idiot for tanking Reichsman, Romulus, a number of other AVs, and every blue-side GM on my Scrapper. Awesome!
Anyway, Challenge, while by and large pointless, does have some theoretical advantages over Provoke. Namely, when you want to only taunt a single target. I've worked with Tanks and Brutes on ITF teams that couldn't just dogpile Rommy to split him from his Nictus by me using Confront on him and then them using Taunt to grab the three Nictus. The same could be done with Challenge and Provoke. However, situations like that where a single-target taunt is just as desirable or more so are ridiculously rare. -
Some mobs on the street are programmed to always run away no matter what. Usually, in a group, it's the guy committing the crime, such as the drug dealer or the guy trying to grab the purse.
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And also prevent said "purposely invincible but still able to fight back" enemies from fighting back.
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The Devs will never give us a power that pierces Untouchable, simply because it'd no doubt break the mechanics of several battles, such as Lord Winter going Untouchable until you kill his pet GM ambush. You'd be able to, for example, Detention "phased" Illusionists, which isn't supposed to be possible.
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Quote:Force Field is a good set, but it's being almost entirely carried by 3 powers. Its other powers need some buffs to be more desirable.
Force Bolt: Becomes a real ranged attack. Damage increased from scale 0.2 to scale 1, add 20% chance for Mag 3 stun.
Detention Field: Becomes a toggle. 1.04% end/s, can only be active for 30 seconds. Recharge time reduced from 60s to 30s.
Repulsion Bomb: Animation changed to Hand Clap animation. Animation time reduced from 3.07s to 1.23s. Projectile effect removed; now affects targets instantly after activation time.
Force Bubble: Radius reduced from 50ft to 20ft. Non-stackable 10s 25% damage debuff to target effect added.
Force Bolt: Agree. I'd give it no more than Tier 1 Blast damage at most, however.
Detention Field: Undecided.
Repulsion Bomb: I like the animation. Just speed it up and maybe throw the projectile at a much shallower arc to it arrives sooner.
Force Bubble: No. Maybe reduce the radius a little bit, but by far not that much. Also, how do you explain the damage debuff? FF is right now primarily buff + soft control. Personally, I'd rather it stay that way rather than become a debuff set too.
Quote:For Force Bolt I'd have to disagree with more damage. Yes, it's nice with damage, but that's not what I use Force Bolt for. Nor do I want an stun in it.
All I want in a Force Bolt buff, is a doubling or even tripling of the Knockback magnitude. Why? Because Force Bolt as is gets irritatingly close to the magic Mag 50 KB when slotted for it. I want to see it break that barrier with ease and gun for the next magic KB magnitude: 100.
In case you're wondering about Mag 50 and Mag 100 in Knockback, it's quite simple.
AV with PToD down: Mag 50 KB Resist.
AV with PToD up: Mag 100 KB Resist.
(Some AVs have higher resists, usually when they're based on melee types.)
I want Force Bolt to be the only power in the entire game that can knock down anything lesser than a GM. It's one of the best "Get OFF me!" powers in the game. Let's make it the ultimate.
Problem with that would be the awesome mitigation powers of perma-kbing an AV and the fact that Force Bolting stuff like minions would send them clear across the horizon. Knockback distance increases with magnitude. -
As for me we are most irrational with the original poster, I believe as for the developer until you say, before being the serious doubt which with some rear where the player is sensitive to teasing without, so is obtained the thought of being placed thing. Whether or not at all it did not change, I being minimum, why it doesn't designate as the air? Therefore, I us control this thought next, believe that it moves with life in the burying, and next.
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One overlooked advantage of FF in this topic: minimal slotting and power picks required to bring everything most teams want you to bring. Even if you take many of the other powers, they still require very minimal slotting, which saves tons of slots for your attacks/controls/pets/whatevers. Build flexibility is always a huge advantage. Of course, that can also be bad for the set, because it can be seen as a set of many "skippable" powers. Not having a Cold at a high level, I'm not entirely sure what the slotting is like. But, I'd suspect it'd need lots recharge enhancements in many key powers to use and abuse them as much as possible.
I see some sentiment that Cold is above and beyond the best teaming set ever. Is that people just really liking Cold or is the set just that out of line? Though, I do suspect eight Colds (or FFs) couldn't hold a candle to what eight Empaths, Rads, or Darks could do together. Especially the Empaths. -