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Frozen Burn last won the day on December 23 2023
Frozen Burn had the most liked content!
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Additionally, yes, slotting a set in Bonfire is ideal for the extra damage, but the primary use for Bonfire is the control, damage mitigation, and survivability it provides for the Blaster. So a single Overwhelming Force KB2KD IO is just fine if that's all the slotting you can devote to it. 🙂 And I agree with the above in that a single Acc/Mez Hami-O in Char is perfect.
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As @Thraxen can't remember, I can offer this reasoning... Tactics has a lower end cost, buffs your team, and with the Gaussian proc has a chance to fire off more often with more teammates - FA cannot.
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I generally go with both. A KB2KD proc in Bonfire is a must as not only does it keep foes where they are, but it also allows more damage taken from Bonfire. If I don't have another hold to stack with Char, sometimes I'll skip it.
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There are many other ways non-healers can get healing points towards the badges - Lore buff pets that heal, other pets that heal, Temp powers like the day job rez ally power, etc, etc, etc. There really is only 1 way to drain end for non end-drainers and that is the interface that you mentioned. Given this, I would say this is still too niche for having a badge for it.
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I never said to give up. I stated, the Dev team doesn't have an animator. There is no one available to do the work. Unless you can and will volunteer your time to create the animations to put on the test server, this won't go anywhere. 😛
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Yes, And my blaster is one of them! When I farm, I do so on my Ice/Fire/Fire blaster. 🙂 But you're also proving my point - anyone who has a capable and survivable toon, can turn on the setting and get more rewards for free. All the farmers would turn this on and just get more and more for free. That's not right - for anyone - farmer or PvE player. There needs to be greater risk for the greater rewards. As a challenge setting - sure, put it in, but no rewards.
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I accept that you want another challenge setting and again, in theory, this sounds great. But not for "great rewards." Yes, turn on 2x XP and you turn off Inf as a trade off. When you Ex down, yes, you lose powers, but you also gain all the slots and a higher % of the bonuses they provide than someone = to you in ever way that was leveling up - so again, a trade-off. Ouro missions, yes, you can set challenge settings - but for a badge reward. Not "great rewards" which implies drops of goodies (like aethers, recipes, tons of inf, etc) Your suggestion favors armored ATs. They could turn on the mode, and get "great rewards" for not dying - for not doing anything different than what they would be doing if the mode was off. It's a switch they could flip and get free rewards. And this isn't cool or fair, as.... Conversely, it punishes the squishier ATs who do tend to die a lot. Which means, they would never turn on the mode, and thusly, not have an equal chance at the freebie "great rewards" the armored ATs get. Or if they do turn on the mode, they would have to struggle MUCH more than the armored ATs who can basically turn on the mode and get the things for free/no danger/no risk. Your idea caters to one group of players and is not a benefit to all players equally. I would be fine implementing the challenge setting, but no rewards for it. The "challenge" should be its own reward.
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Umm... no. Just no. I get the concept and appreciate where you are coming from. However, if you're making multiple trips to the hospital or using rez inspires or self rez powers, then you are already doing difficult content - even if it's "normal" content and not "hard mode" content. Then you are just making it worse and worse for you to succeed causing a cascade of failure. And if you are on Hard Mode content - where multiple deaths and team wipes are almost certain - you're making it practically impossible to succeed at all. Your concept also penalizes squishie ATs the most - as they are the ones who die more frequently compared to tanks, brutes, and other armored ATs. Who gets their debt badges first? Blasters! Controllers, Defenders, Corrs, and Doms to follow. It's not fair for these ATs to suffer cascade failures more frequently than others for what is supposed to be "normal" game play. Incurring XP debt is bad enough, but at least it's a way to get badges. I know some players who play squishies who will run and leave their team's side at the first sign of difficult trouble because they REFUSE to incur XP debt. lol The only way something like this could be implemented is there being a limit to only 1 debuff applied at a time and it replaces incurring the debt penalty. You get your 1 and then that's it until it wears off. However, if you get defeated again while you still have the debuff, then you start incurring debt penalty again for each defeat.
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I'm trying to get a handle on Temporal Manipulation...
Frozen Burn replied to Story Archer's topic in Blaster
I whole heartedly agree with @tidge here. If you take the AOE stun power (like i did), you need to invest slots in it to make it viable, and loading up on procs doesn't yield as great a reward as one might hope (and you'd need at least 2 generic Acc IOs (or equivalent) to make the power on par with normal powers). If you take it and invest the slots, it's better and more useful to use 5-6 pieces of a set of something to get the set bonuses. Time Shift is a power to help your survivability and provide damage mitigation vs. doing a few damage points. If you have another stun power, the even more better as you can then mitigate damage of bosses while you drop them with your plethora of other attacks. -
As stated above, not only does Taunt have a -range debuff, it also does not require an accuracy check whereas Provoke does. Taunt is far superior. Provoke is there for those who are not a Tank or Brute but yet want an AOE taunt. As for your situation - take Provoke anyway along with Taunt instead of Placate. It's far more useful to have 2 AOE "taunts" versus a placate power that you'll likely never ever use.
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Right, I forgot Field Op has a no fade option because its default "Original" setting practically near invis. But the point was.... it's all handled in the costume editor. 🙂 And I personally prefer the standard partial translucency and not being completely invisible - I worked hard on my costumes and I wanna see them! ....partially, at least. 😄 But as for the OP, I'm not sure anything is needed here, but I can't also come up with an argument against it either. Perhaps since this is all handled through the costume editor, another option of "outline" or whatever could be added. But "meh" - I'm indifferent either way.
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It's a costume option for stealth powers (Concealment pool, and at least Field Op for Blaster secondary, probably others as well - haven't tested/looked). You can choose: Original (normal translucency) Bright (add color to it) Dark (the dark theme as with most alternate options for powers that can be colored as well) Invisible Bright (practically complete translucency and you can barely see your character like KOA or Spec Ops Longbow) Invisible Dark (practically complete translucency but with the dark theme)
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I play a lot of blappers - it's my preferred playstyle. And there are several ways to go about it depending on your comfortability, playstyle, and skill. One way is to still go for capped Ranged defense and "joust" with your opponents - bouncing in and out of melee range - doing hit and run techniques. This takes timing, skill, and practice. But can be very successful and is easier to build for. Another way is to grab as much typed or positional defense as you can - it's difficult to get to full 45%, but that's okay. S/L and Energy are the main types to focus on as they are the more common damage types. Close is good enough and in fights you know are tough, a small purple insp puts you well over the cap. But this allows you to not be like a kangaroo bouncing everywhere and be a little more solid and sure-footed. (This is my preferred way.) Building a Resistance-based build is possible, but you still want to blend it with Defense as well. Additionally... Inspires are your friend in any case - use them. Your control powers are there for your survivability and can help make up for the shortfalls in your defenses, so don't dismiss them. Use your AOEs to clear as much of the mob as you can - even your cones can be used in melee range to get a certain slice of the "pie." Rotate through your targets with your ST attacks to kill, mez, or control the high priority targets - mez/control one while you kill another Lsstly, don't skip Golden Dragonfly - it's a fast heavy hitter and sometimes you can get crits from your stealth. Here is my DP/Nin build that I love. It's a beast, highly survivable, and deadly. Hopefully, it gives you some ideas. Good luck and have fun! Phantom's Sting - Blaster (Dual Pistols).mbd
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Unfortunately, you only get that while you are Praetorian and in Praetoria. As soon as you go Hero/Vig or Vill/Rogue, it turns into a red Longbow flyer or an Arachnos flyer. I really wished it would persist for those characters that start in Praetoria but sadly, it does not. So, splurge on your level 1 Praetorian and give them the 10 million for one and enjoy it while you can! 🙂
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While yes, this is the modern era, this is an old game and the old platform will not support such a feature. This was asked for even back when the game was live. The Devs would have to completely rebuild/rewrite the game to do this and that is years' worth of work - and given our small team of volunteer Devs - it would take decades to implement. But to your other point - yes, there is plenty of content to rotate a new character through, whether Hero, Villain, or Praetorian. I too have been in the situation where I thought a better secondary would go with a primary so I made a "Praetorian" version of my character - new arcs, new content, and you can then focus on other content once Hero/Villain-side than what you did before. Leveling to 50 is so easy and there is enough alternate content to rotate around so that it will be a while before you repeat it again with a new character.