Warkupo

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  1. Quote:
    Originally Posted by Aett_Thorn View Post
    Also adding: the buff amounts would likely drop because you would be applying the buff to yourself, which currently you can't do.
    I don't beleive I ever included this as part of my change? The buffs still wouldn't effect you.
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    It's not "opinion," it's what I'd expect to see from the dev team if they did change buffs this way, given past experience. Assumption, perhaps. Opinion is covered solely in the "no" and "it would make it less fun for me," not in the bulleted points themselves. (Yes, I know I added the "imho" at the end. That's the separator, where the opinion *starts,* with the likely rebalancing that would be done *before* it.)

    In other words:
    Expectation, based on observation: The strength of the buffs would probably drop for this "convenience."
    Opinion, added as an aside to the mention of conveneince: I don't think the idea as a whole is all that convenient.

    Edit:
    Honestly, I think they'd be less likely to adjust the powers noticably downward (in either lower effectiveness or higher cost) with your "Just make them five minutes" you mentioned later.
    It's still an opinion. All opinions derive from experience. An educated guess is still an opinion, never mind that I disagree with your assessment of the Devs based upon the same experience you have. Unless you can get rid of personal pronouns when detailing something, it is an opinion.

    "i think the devs..."

    is not the same as

    "the devs will..." (which you cannot know, because you cannot predict the future. Or at least I don't THINK you can)

    I agree that simply buffing the amount of time they stay applied is probably the best course of action, as well as the easiest to implement.
  3. Warkupo

    Ninjaviting

    I can't understand what the difference is really. Either way they're asking me for the same thing "Would you like to join our team." I guess the box is a bit more annoying because it pops up in your face, but I usually just move it to the side. In fact, I find the yellow text more annoying because it BEEPS at me. Screw you beepy noise.

    Maybe I have a general lack of social skills, but I don't know why we need to partake in an uninteresting conversation before we join teams. I still DO it, because so many people perceive they have a problem with it, but it's never made any sense to me.
  4. Quote:
    Originally Posted by Aett_Thorn View Post
    You miss his point. If the powers are balanced as they are now, changing them to be more convenient for the players would likely mean that the powers would drop in effectiveness, in order to maintain balance. As such, his point about the powers likely being nerfed if we saw what you proposed is not that out of line.
    Fair enough, he has a different opinion on what is balanced than I do.
  5. Quote:
    Originally Posted by Memphis_Bill View Post

    - I'd put money down the strength of those buffs would *drop* as part of the price for the "convenience" (which, IMHO, isn't that convenient,)

    Ignoring the rest of your post, which I think has good arguments, this part doesn't really fit. It's not fair to add ideas you dislike, and then tell me you dislike the suggestion because of the things you added. That would be akin to me serving you a meal, you pouring a bunch of salt on it, and then telling me you dislike the meal I gave you.

    Obviously I think we'd all dislike it if they nerfed the power, but that wasn't my suggestion at all.

    As it stands, I'd probably ditch my idea as well and just increase the duration to 5 minutes or so. Anything that accomplishes the goal of me spending less time buffing my party every other battle is a win in my book. Which is not the same as me saying I cannot keep up with a 2 minute buff, just that I'd rather not have too.
  6. Warkupo

    Blaster Idea?

    Quote:
    Originally Posted by Elegost View Post
    Considering smoke grenade is a standard debuff (i.e. not nonresistable {like flash arrow}), and is subject to debuff resistance, this statement isn't entirely accurate.
    Well sure, I assume most people are aware of that. You might also point out that against things that have a large amount of defense debuffs (those roman guys, or whatever they were actually called), a blaster is particularly more helpless if he gets hit than, say, a Super Reflex scrapper because he has no debuff resistance to defense, in which case you're going to need to change your tactics around a bit as you can no longer safely dodge everything.
  7. Warkupo

    Blaster Idea?

    Quote:
    Originally Posted by Panzerwaffen View Post
    Didn't mean any offense with that.. That snippet from your post made me laugh though, so I had to comment. I might even steal it and add it to my sig.
    No no, I actually found it funny. No offense taken
  8. Warkupo

    Blaster Idea?

    Quote:
    Originally Posted by Panzerwaffen View Post
    Wow, you summed up AR/Devices in one sentence! A primary with no Aim, coupled with a secondary that lacks a build-up power makes for a pretty neutered blaster.

    I like you. Your ability to take things out of context made me laugh, for a change.

    Not that I agree with you, but that was clever.
  9. Quote:
    Originally Posted by SuperSilver View Post
    On a medium hitpoint archetype, that 1.17 seconds is that much of a difference in melee range taking damage from the entire spawn.

    Also, not everyone has Super Speed or Super Jump. Sprint (the only "travel" power accessible to everyone) isn't going to get you very far from the group either.
    What, flying blasters? Surely you jest. What tactical advantage could you gain from flying as a blaster!?

    I never said it was the best solution, but there you go.

    Besides that, I simply disagree with you. When is the blaster activating his nuke? Any nuke where you just haphazardly jump into a large group is going to get you killed, never mind Hail of Bullets. I need to know more about the scenario people are using this power in before I can agree to changing it.
  10. I will tank on my Brute, but only if I know other people are going to support me while I do it. I think that's the main difference between a Brute tank and a Tanker tank. The Tanker doesn't really *need* you, but the Brute really does.

    Otherwise, yeah, if you'll support me, I'll gladly jump in and have an instantly maxed fury bar. I don't have taunt or anything, but I'll punch **** dead no problem.
  11. Warkupo

    Blaster Idea?

    Quote:
    Originally Posted by DoctorWhat View Post
    I myself use hover on nearly every blaster/defender/ranged class I use. my Eng/Eng blaster soloed an Elite Boss (Forget the name, Fortuana in Faultline arc) by staying the hell out of range.

    This is a LOT less useful in confined spaces, but when you can get some distance it's godly.

    ... Then agian, THAT'S obvious, isn't it?
    I'm a pretty big fan of this as well. Biggest problem is when you wanna get your blap on, but even that isn't so flippin' difficult (just fly down).
  12. Warkupo

    Blaster Idea?

    ho hum... It's AR/Dev, but it's got capped ranged defense (with smoke grenade) and fairly high smashing/lethal defense for melee encounters (up to your playstyle).

    Maybe it will give you some ideas, at any rate, as far as slotting and set bonuses go.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    X-330 v9 Improved Ninja: Level 50 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(43)
    Level 1: Web Grenade -- Immob-I(A)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Dmg/EndRdx(42)
    Level 4: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Targeting Drone -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-ToHit(25), GSFC-ToHit/Rchg(45), GSFC-Build%(46)
    Level 12: Buckshot -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Dam%(15), KinCrsh-Rchg/KB(40)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(46)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Flamethrower -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(23), Posi-Dam%(23), RechRdx-I(36)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(43), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
    Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
    Level 26: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(27), Stpfy-EndRdx/Stun(34), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(42)
    Level 28: Trip Mine -- Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Dmg/Rchg(29), Armgdn-Dmg(31), Armgdn-Dam%(31), Oblit-%Dam(31)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
    Level 32: Full Auto -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Dmg/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34), Posi-Dam%(34)
    Level 35: Smoke Grenade -- Acc-I(A), ToHitDeb-I(36), ToHitDeb-I(36)
    Level 38: Taser -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(39), Stpfy-Stun/Rng(39), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-KB%(40)
    Level 41: Snow Storm -- EndRdx-I(A), EndRdx-I(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Hoarfrost -- RechRdx-I(A), Numna-Heal/Rchg(48), Numna-EndRdx/Rchg(48), Numna-Heal(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 0: Ninja Run
  13. Probably dark, since I'm most familiar with it, and will be wanting to concentrate on the demon's, not learning a new secondary as well.
  14. Quote:
    Originally Posted by Rodion View Post
    I'd rather see the duration of these quick-recharge, low-endurance buffs extended to last much longer, say 20-30 minutes, or until you zone. Buffs like Fortitude and Adrenalin Boost would work as they do now. This might require that some buffs be toned down, or the stacking rules be changed to avoid unreasonably powerful multiple buffs.

    In general I prefer single-target buffs because I don't like forcing the team to gather round: I'd rather target each recipient separately according to their desires. Many people don't like getting buffs such as Speed Boost, and having to dismiss dialogs constantly would be a nightmare (it's bad enough with teleport and mystic fortune). Adding potentially dozens of configuration options for the buffs you will accept seems unnecessarily complex.

    One additional change that I would like to see, however, is the ability to right-click the icon of a "friendly" effect to bring up a menu that includes a command to remove the effect from the character. That would allow each player to dismiss an unwanted Speed Boost, much the same way that a controller can right-click a pet to dismiss it.
    I would need to check (to be 100% absolutely sure, I'm fairly positive), but I beleive you cannot stack any of the 2 second recharge buffs now anyway, so increasing their duration wouldn't be a problem. My main reason for not just suggesting that is that the endurance cost in doing such a thing would be incredibly trivial. This seems like a far more simplistic (and thus likely) solution though.

    Do we CARE that we're getting some sweet endurance deal or not? Or do we feel we need to have some cost to using these powers?

    For ***** and giggles, I'm calculating how much endurance you use applying both Force Field shields to an 8 person team, minus the basic endurance recovered per second, just because I beleive the endurance cost I stated for such a change is less than what you would expend with my change, and would like to make certain. The main problem should be that the endurance disappears all at once, but if you apply the buff between spawns I don't see it being a big issue. My mastermind is totally capable of doing it many times DURING combat, at any rate.

    *EDIT*- Math was pretty simple. Since the activation time is a smidge larger than the recharge, the each shield is ready again by the time you get done casting the other, which then just makes it a matter of multiplication.

    Together the shields cost 15.6 endurance. Casting them both takes 4.14 seconds. Multiply each of those numbers by 7 (full party, not including yourself of course).

    109.2 Endurance over a course of 28.98 seconds.

    A person with no endurance bonuses is recovering about 1.67 endurance a second so you'll recover 48.39 endurance while doing all of this. We multiply 28.98 seconds with 1.67 to get the total endurance recovered.

    109.2-48.39 = 60.81 endurance used.

    Granted, it's really easy to include stamina, and a lot of people will take it, so let's do that as well. 2.48 is the endurance recovered per second with a 3 slotted, SO level, Stamina (at level 50, like it matters.)

    109.2-71.672 = 37.528 endurance used.

    Total Endurance using my suggestion: 45.5
    Time Elapsed using my suggestion: 4.14 seconds
  15. Quote:
    Originally Posted by StratoNexus View Post
    You are using game mechanics to decide how people would role-play react to psycho-bullet-spray.

    I guess one could walk into a room where someone was spinning death and spitting out bullets and think, "Hey, that guy is 40 feet away. No way any of those bullets can travel more than 25 feet, therefore I can stand tall and take careful aim, no need for me to dodge."
    We all know that henchmen do not hit the main character, regardless of how many of them there are, or whether or not they have any sort of military training. Maybe a main antagonist, with a developed back story and such, but not a henchmen.
  16. Quote:
    Originally Posted by Mr. DJ View Post
    I don't see jousting a nuke to be very effective like that unless there's a corner...
    I do it all the time on my blaster. Not with a nuke granted, I very rarely take nukes. With super speed, at very least, you land very far away from the enemy, so at best they can shoot you once, or not at all. I assume you can do the same with Super Jump, but perhaps my ignorance is showing. True, the environment can get in the way sometimes, but it's better than just standing there and becoming dead, no?

    It mitigates a lot of damage at any rate.


    *Edit*- Looking at Mids, it seems *most* Nukes take about 3 seconds to animate. is that 1.17 extra seconds really the difference between life and death everyone is making it out to be?
  17. Quote:
    Originally Posted by Fleeting Whisper View Post
    Hmm... is there any PBAoE which goes through walls? If not, I would assume it's not possible within the current powers system. If it's not within the current powers system, then implementing this would certainly cause some frustration when someone is just 5 feet away, but the game decides that they're behind that 5" wide column.
    Mmm... Good question.

    I know that I can set a Tar Patch down near an edge and it will go through the wall, but that's not exactly the same, is it.

    Perhaps I'll go whip out my DB and check.
  18. Quote:
    Originally Posted by Fleeting Whisper View Post
    The speed of sound in dry air is 768 mph.

    The hard cap on Super Speed is 92.5 mph.

    I'm not sure I'd call 12.04% "near".
    I'm going to assume you googled that, and don't just have that little factoid saved in your memory for convenient times like this.
  19. Believe you and me, it's been suggested. A lot.

    I would prefer a pole-arm, with animations that would make sense for a staff, scythe, spear, etc. That way you could cover all your stick-fu in one fell swoop.
  20. I'm going to go ahead an regurgitate a saved argument I had against fly. The wording is wonky, and it's not accounting for ninja run, but it covers most of the basic arguments that come up during a discussion about Fly. One day I shall fine tune it, but until, enjoy the jumbled mass of thoughts~

    *Edit* - Screw you Warkupo of the past, Air Sup is a great power.

    Quote:
    Originally Posted by Warkupo

    The argument that Fly has an advantage over other travel powers in that you can take short breaks while your character auto-flies to the mission is invalid due to the fact that with any other travel power I can simply *be* at the mission, use the bathroom, and return before any of the fliers on my team have arrived. I still operate under the same rules of time as the fliers do, after all. In doing this I also avoid embarrassingly returning to see my character has spent the last 2 minutes of his free-will trying desperately to move through a solid object.


    The argument that Fly has the advantage of going in a straight line, thus arriving faster has yet to be true during my game-play experience. Save for perhaps Grandville or Terra Volta on a Super Speed character, I have never been beaten to a mission by a flier when we both started from the same point at the same time. I have often beaten the flier even when they had a head start. It is often not even the case for me that fliers can even travel in a straight line. Often a building gets in the way before I can reach a high enough altitude to avoid it, meaning I either have to stop going forward and travel straight up, increasing my travel time, or go around the building at a much slower speed than the others would have gone, and risk hitting another building I will have to go around as well, also increasing my travel time.

    Assuming I *did* take the time to go all the way up to the ceiling, I now have to descend as well. If the area is particularly crowded I may not be able to simply descend down to the door. If I decide to just drop down by turning of flight so I can get to the ground quicker I risk taking damage, though I'll admit I do like to suicide drop and turn on hover at the last moment as a thrill so maybe you enjoy this sort of thing. I also risk hitting a spawn I might not have seen from so high up in the clouds when doing this, which, if I just plummeted to the earth like a rock, could wind up in a very embarrassing death.


    The argument that Fly has superiority in certain maps is inaccurate as well. The Shard becomes far faster to navigate if you learn and use the jump points located all over the map. It does require that you map the area out a bit, but once done it is far quicker to use SS, SJ, or TP to quickly move to a jump pad and reach your destination in far less time. The only real advantage Fly has in the Shard is that it can be useful if the jump pad decides to be cute and throw you into the abyss, in which case you can activate Fly and correct your course. However, you can also just activate your temporary Fly power, which you can have indefinitely, so it's a moot point. The only zones where Fly has an advantage is Terra Volta, and Grandville, and only against Super Speeders. Teleporting and Super Jumping work just as well they normally do.


    The argument that Fly is safer is due to being out of the sight of anything that could harm it is also in accurate. There are enemies in the sky, but they still travel fairly low to the ground, so I will not include them as a threat. Snipers, however, have proven deadly at times for the slower fliers who can take 2-3 shots before getting out of their range, only to clunk their way into the range of another. This is especially hazardous for squishier characters. Conversely, my Super Speeder is typically unnoticed and out of a sniper's range before the shot even goes off, assuming I am even seen at all. He also has the advantage of slotting the (admittedly expensive) stealth IO for perma-invisibility, thus escaping the attention of nearly every enemy in the game. I have also never died from landing in a bad spot with Super Jump, but then, I have adapted the amazing ability to adjust my camera downward so I can see where I am going before getting there. While on this note, every other travel power has the advantage in that it can move the camera without having to worry that it will ruin its’ path. This is not true for Fly (and teleport to some degree). Teleport has the same vertical advantage Fly does, except that it is also the fastest travel power available, so the snipers are a virtual non-issue. Additionally, a Teleporter can keep moving if it gets immobilized, and can be useful for escaping such a situation in a combat scenario.


    Fly has a disadvantage in that you have to slot it to get it to an acceptable level which is, unfortunately, still very low compared to all others. Often I will leave Super Jump and Super Speed with only the initial slot until very late levels, if I slot them at all. Fly, on the other hand, forces you to devote slots to it early so that you can even comprehend getting to a mission in a realistic time, and even then, you will still probably just get teleported by someone faster than you. This problem is alleviated somewhat with IO’s such as Blessing of the Zephyr in that they add benefits from slotting a travel power, however, it isn’t as though the much faster Super Speed and Super Jump can’t also take advantage of these IO bonuses and be made even better than Fly by utilizing them, thus negating any real advantage this might have given Fly.

    Fly has a disadvantage in its perquisite powers. Combat Jumping and Hasten often make it into my character builds for their min/maxing potential. Combat Jumping costs nothing, can be slotted for defense and travel, both of which offer very good set bonuses for very few slots, offers the same defense as hover, grants immobilization resistance, and does not disrupt the flow of combat. Hasten makes everything faster, thus allowing me to do everything faster, such as attacking, healing, controlling, whatever, at the cost of a moderate amount of endurance which is typically very easy to get around. It is also essential for perma-Hasten, obviously. Builds which achieve perma-hasten are typically the kinds of creatures that are running around soloing enemies designed to be a challenge for groups of eight and more. Recall Friend is useful for getting the flier to your door, and Teleport Foe is useful for dividing a dangerous spawn, after you've slotted it with some range enhancements to beat the aggro radius of the spawn, of course.

    Air Superiority offers limited control for melee characters, but lacks enough power to typically stay on my builds, and becomes less useful as my defenses rise and my need for such gimmicks decreases. Hover is much better after the latest speed boost, and can be slotted similarly to Combat Jumping, however, it's endurance cost is much higher, lacks any res protection of any kind, and leads to Fly, which is still the worst travel power available. Unless your build somehow required both powers, for the interests of reaching the soft cap or fitting in another Luck of the Gambler, or concept, there's no real reason to take Hover over Combat Jumping.


    Finally, everyone can Fly now with temporary powers, thus negating any vertical penalties the other travel powers may have had. Not only are they handed out like candy, but you can buy them if you do manage to run out of all the free ones somehow for next to nothing. Actual game play experience has also proven to me that despite the reduced speed of these temp powers compared to Fly, I am still capable of arriving to the mission faster than a flier even if I do have to utilize them. In fact, they made me *faster* than I was before, as I no longer have to go around, thus pretty much *ensuring* that I arrive faster than a flier, where before it might have been close. Additionally, if an enemy flies out of my range, I can just activate my temp power and attack them, thusly negating any advantage Fly or Hover had in a combat scenario as well.


    I often feel that arguments against flight getting any sort of buff are based on purely on a conceptual basis, and lack any actual practical analysis. After having practically applied flight in various situations for the better part of three years, I can do nothing but conclude that Flight is the very worst travel power in the game with few, if any, redeeming qualities over other selections which are just as easily available, save, of course, for conceptual reasons.
  21. Quote:
    Originally Posted by Lemur Lad View Post
    Too many people who don't want certain buffs, and I'd hate to subject them to a Yes/No popup every couple of minutes.

    The only way I'd be behind a change like this is if we were given a robust system to accept/decline/delete buffs as desired.

    What, such as speed boost? I don't know why you'd want to decline anything else, really. Perhaps add a system, similiar to the level up pact, which auto-declines certain external buffs.
  22. Quote:
    Originally Posted by Sharker_Quint View Post
    what happens when everyone is out of range of the buffs? and the only buffs i can think of that are tedious to keep reapplying is kin buffs. and at a cost of 45.5, if you only get 1 person with it it defeats the purpose.
    Why is everyone out of range? If they are out of range you wouldn't be able to hit them with the buff anyway, right? The PbAOE should be large enough that it can hit everyone very reliably. 100 foot radius or so. There wouldn't be an animation to display this radius, so for anyone who really cares, it seems as though the buff just applies.

    That would be the major drawback though, wouldn't it? Unless you could somehow change the algorithm to multiply based upon how many people are hit with it, which I'm not certain is possible.

    However, are you sure that drawback is too mighty that you wouldn't support the benefits it offered? You could still use the power in a small team, and you'd have far much more time to do something other than buffing. I can tell you, as a mastermind who regularly re-applies the power during battle, the endurance is not that huge of an issue. Especially when you factor in that most people re-apply buffs *after* battle anyway, when their endurance is recovering.

    Also, with one slot of endurance, this would bring the total cost down to 32 Endurance.

    Maybe a better idea would be to just increase the duration to 30 minutes or something, but I have a feeling the power is meant to have some sort of endurance penalty for using it.
  23. Recently I have been playing a Mastermind a lot, and one of the changes I have noticed is that I no longer must cycle through every single pet to buff them with my Pet Buffing ability (in this case, Enchant Undead.) Instead, for a large amount of endurance, I can simply target any one of them and they all receive the effect.

    I eventually got to thinking about all the annoying defender sets that drive me crazy when playing due to the constant re-application of buffs for every single party member in my team, and how greatful I was that my mastermind no longer had to do that.

    Which of course, prompted the thinking, "Exactly why does my Defender have to do this either?"

    My proposal then is to make defender buffs that have a recharge of 2 seconds into a *very large* PbAOE's which extends out from the target it is cast upon to hit everyone nearby, and cannot hit the caster. The endurance cost should also be changed to about 45.5 to account for the increased amount of targets. 45.5 keeps it in line with the mastermind buff, and allows sets that need to cast two buffs to be able to do so without having to crash their endurance.

    Opinions?
  24. Guys, just Joust.

    Super Speed or Super Jump.

    Jump in the middle, jump out, activate HoB the second you jump backwards.

    You will animate the attack, and the momentum will carry you far away from any retaliatory attacks. You should then be able to safely pop a blue and run back to the battle, if there's any of it left.

    For best results, be as stealthy as possible. This usually makes Super Speed the better candidate.
  25. Assuming Brutes keep Darkest Night upon going to blueside, yes, it is very likely I will be making many a heroic SMASH.