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Frozen Burn last won the day on December 23 2023
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Also.... Combat Jumping provides Immob protection. Acrobatics provides KB and Hold protection. Aid Self provides Stun protection But trying to work all this into your build only gimps you. It's just a blaster's life until incarnate powers and Clarion. Breakfrees are your friend and easy to use and you're even able to take them BEFORE you jump into a situation that you know will mez you. Additionally, take your T1 and T2 primary and T1 Secondary - all 3 can be used while mezzed. And don't poopoo them for being low tier powers - I can't tell you enough and how often cycling through those three saved my rear-end when I had nothing else. I always take all three of them just for this reason.
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I have been saying these things for years about the disparity between Mass Confusion and other AOE confuse powers. I totally get how they all differ and why they differ, but in real application and use in-game - there is no reason to pick Mass confusion with lower acc and double/triple the recharge rate over other AOE confuses. In practical use - a group gets confused like the others - yes, by different means - but the end result is the same and Mind Control suffers comparatively in that way. Thankfully, the HC devs finally looked at Mind Control and fixed the lower tier powers / issues that needed help as well, but it hurt that Mass Confusion was ignored. There does need a balance pass on Seeds of Confusion and Mass Confusion so they are more inline with other AOE confuses. Seeds needs a longer recharge, and Mass needs lower recharge and base Acc bumped up. This would help Mind Control play better on a team (as well as solo better too) like other sets with AOE confuses. It would be great if Mass Confusion was not a T9 power too, but top priority is getting the recharge down (180s would be fine, imo), with the Acc boost secondary.
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Use the Power Slide stance for all your ground travel powers... you don't need the power... just edit your Sprint to go into Power Slide Stance. You can do the same for Super Speed, and other travel powers. Then use the Frost / Snowy Travel Aura and it leaves a frosty trail after you. It's AWESOME!
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Tank farming - Not sure if this is right, but it works!
Frozen Burn replied to Diantane's topic in Tanker
If it works - then it IS right! ๐ Glad you found this and are having fun. -
Yes, as the last line in the graph pic you shared says, the chance to Scourge is calculated solely on the enemy's base HPs. But if that enemy has a Dull Pain or similar type of power that gives them more max HPs, you will have to chew through those extra HPs before you get to the Scourge point. For instance: a foe has 20,000 base HPs. The chance to Scourge is at <10,000 health left (starting at the 50% mark). If they hit Dull Pain adding another 10,000 HPs making their total 30,000... The Scourge point is still at <10,000 health, but that is now at 33.3% of their total HPs (instead of <50%). So, you have to chew through 20,000 Health to get to the point of Scourging. And certainly, AOEs are better at "showing" Scourge because you're affecting more foes at once, which means multiple tohit checks and more chances that a foe meets the conditions for Scourge - all in that single activation a power. However, Fireball and similar powers with extra DoTs only have a chance to Scourge upon initial impact of all the foes in range, but the following DoTs do not Scourge as they are bonus damage and have no extra tohit checks. Rain of Fire has a tohit check on each tic of the power, so that is why you can potentially see a lot of Scourging with rain type DoT powers.
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Something like this would be cool - epic and classic superhero takeoffs, landings, and flight poses. However, flight poses were tried back in the day when the game was live, and it never worked right. There were 4 emotes you could do while you were flying that would change your pose, but it was buggy and they didn't always do the animation, and when they did, the poses didn't look right when turning or banking. It was just awful. The original Devs could never get them fixed right, so they scrapped them and took them out of the game. As for takeoffs and landings - I imagine they would have to be alternate power customization options that you pick during costume editing. Perhaps that is what would help (but not entirely fix) the flight poses. However, the current volunteer Dev team doesn't have an animator. All the new powers we get now are stolen animations from something that already exists in game. So, unless you are an animator or know of one who wants to volunteer countless free hours to do it, this will probably never happen any time soon.
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I have a Katana/Dark Scrapper that just lays waste to everything. Yes, it truly is a beautiful combo. ๐ โค๏ธ
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Trophies and Base Trophy Rooms
Frozen Burn replied to Trauma Junkie's topic in Suggestions & Feedback
Back on live, things were "unlocked" by SG badges and prestige earned. This again opens a whole can of worms and heated debate that it would be nice to avoid. So... no to unlocking... but YES to adding in more items as trophies. Then the player can add them in one by one as they complete their own things. Complete the Hess TF? Add in a mekman robot to your trophy room. Complete Pandora's Box SSA? Add in that broken Jaeger bot. And etc, etc, etc.... -
Some story arcs can be more XP per minute cycling through the missions than if you stay in and defeat all, because of the large XP missions award bonus. Not all arcs are like this. A bunch of small maps of defeat alls will reward more XP than clearing one large map because of the mission completion bonuses. And not everyone can sit at their computer for 6-7 hours, so in the 1-3 hours they have, they may look for a more efficient way to get the maximum XP they can (outside of farming or being PL'd in AE). For example: Let's say there are 500 foes in a single large map - it takes you 1 hour to clear all 500 and you get 1 big mission completion bonus. Or you can do 5 smaller missions with 100 foes in them each (so 500 total foes defeated) and in roughly the same 1 hour, but you get 5 big mission completion bonuses, instead of just 1. This is more efficient XP/hour and people with limited playing time tend to gravitate towards this. What you're doing isn't wrong, and what they do isn't wrong either. You have to balance it out determined on the arc you are running. And as a team leader you have to communicate what you're doing - staying in and defeating all or cycling through to leverage the large completion bonuses.
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This is wrong. The Exit button doesn't appear until the MAIN or final objective is clear. Many missions have multiple objectives and the button doesn't appear until the last one is completed. And some missions have several "optional" objectives that may or may not be cleared, but the button won't appear until the Main objective is completed. As for everything else you wrote - yes, it's a good rule of thumb to exit when your leader does, but many are used to quickly exiting and moving on. You/we are in the minority on this and you should communicate to your team that you will be staying in and defeating all/most. That will clear up any misconceptions. And any player that doesn't want to do that, will leave and you can replace them with someone who does want to do that. Additionally, many people prefer exiting and moving on to the next mission because they want the large XP bonus for mission completion. There are times where it is more efficient timewise and you can get more XP overall by knocking out a bunch of missions quickly for the large XP bonus, versus staying around and defeating all in every mission. It's arc dependent, but something to keep in mind.
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Storm is good with anything. Earth, Grav, and Plant are all great primaries. But I love my Illusion/Storm the most of my Stormie controllers.
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This is a fun combo to play. Combat Teleport is great - and so is Fold Space to bring them all to you and your AOEs! ๐ I am believer in always taking your T1& T2 primary and T1 Secondary for defiance - that's 3 attacks you can use while mezzed. Not many others feel the same, but having that T1 (Pistols in this case) has saved me often when no break free (or other mez prot) was available. Not many feel the same, but to each their own. I like Empty Clips and will use it in melee range capturing a slice of the pie around me. An AOE is an AOE. Sometimes, I'll port a few feet away to line it up too (while giving me a breather from melee attacks). I love Piercing Rounds and the damage, and use it plenty. I often get more than one foe with it. But whatever you do, hopefully the below build will give you some ideas on slotting. Johnnie Hertz - Blaster (DP-Sonic).mbd
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I too am against this whole idea. The rates are low at vendors to encourage people to sell on the Auction House to keep the in-game economy alive. Yes, some items (salvage, recipes, enhs, insps, etc) are not in demand and go for very less than vendoring, but many things are in high demand and go for quite a lot. It is on the user to research which sells best where and to pull that item out of their "to vendor" list to store or market. There is no need to change the vendor values to accommodate mistakes or lazy / haphazard selling.
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Clearly, you're not familiar with how a stock market works. As I mentioned early in this thread, what "Stocks" would you be buying / investing in? Shares of what in-game company? There is nothing like that so that would have to be created. But to what end? When you buy stocks, you are investing and hoping for a greater return on your investment (which you previously alluded to not wanting). Yes, with the stock market you may lose, but generally, you gain. But it's all based on speculation of the market and how well those companies do over time (which is not conducive to game play). Given all this of this also doesn't exist in game, it would be be impossible to recreate without massive coding with no big impact on gameplay. I think what you want is a simple slot machine - just a quick money sink with a small chance for a reward. Use an easy RNG to decide if you win or not. (Not a complicated system that would be a stock market.) And the slot machine idea has been brought up in numerous other threads with heated debate on legality, and the general consensus seems it will never be implemented.
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Our SG base has storage racks near a crafting table and I frequently interact with it and my personal vault at the same time while I craft. I pull salvage from both places and drop into my inventory and craft away! It's easy and saves many back and forth trips to the racks. The interact radius for the racks and crafting tables are fairly big, so you can interact with 2, and three racks away. Maybe more, depending on how you set them up. Unless the old code gets rewritten - and it sounds like it's a nightmare of a job from reading other post - I don't think anything is gonna happen here. So, just put a crafting table in the middle of your racks and go to town crafting. ๐