-
Posts
7745 -
Joined
-
Last visited
-
Days Won
92
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by biostem
-
TBH, taking medicine has never been about optimizing performance or choosing the "best" possible build, for me. It's about convenience and general self sufficiency. Sure, I could store a bunch of greens in emails or slot IO set bonuses to maximize healing/regen, or I could find a way to fit in the 2 power picks and just click aid self as needed...
-
I've taken medicine before. It's not bad per se, and it does heal for a good amount. That being said, there are a few caveats: 1. You have to train yourself not to move to even press any other powers when you go to use aid self. Even slotting an interrupt reduction enhancement only decreases a portion of the animation time, but still, it can literally save your life. 2. Certain damage sources, (usually area patch DoT effects), are auto-hit, and will truly become the bane of your existence. You'll become very aware of these, anyway, as you're SR... 3. Though not a great debuff any any measure, injection can be taken as one of the prerequisites to aid self, and it offers a slight -tohit, -rech, -dmg effect, which can give you that slight edge in surviving an encounter. 4. You have to pay the end cost even if you get interrupted. 5. If you plan on taking any ranged attacks, (from your APP/PPP or somewhere else), the Entropic Chaos special gives a ranged attack a chance of healing yourself and goes off rougly 3x/min...
-
I have a lot of experience with dark blast and both a dark armor and rad armor sentinel at 50. I really like dark blast, and find it to be extremely versatile. The only thing I don't like about it is that I frequently find myself skipping the use of autumnal beam whilst in combat due to its longer animation, favoring to instead use it as an opener. Also, even if 3-slotted for heal, life drain heals for a pittance; It's best either used to top off your health, or skip slotting it for health altogether and just use it as a regular attack. Onto the armors; Outside of its more specialized resistances and fear/disorient toggles, I find it to be rather end hungry and not as fun to play. It's not necessarily bad, just requires you to be more attentive to what you're fighting and keeping an eye on dark sustenance's timer to top you back off as needed. Rad armor, OTOH, is basically a "set it and forget it" kind of set. The only adjustment I tend to make with that set is to slot particle shielding for recharge and put it on autofire, (it's not too difficult to make it permanent and the extra +rec is great). Dark armor does have the stealth power, which can be handy, and gives you a LotG mule without needing an extra power pool pick. If you want to try something that I've had great success with, try dark blast and super reflexes - the SR that sentinels get has some really nice differences from the melee AT versions, as it grants extra recovery and you can opt to take an absorb shield. The -tohit and bit of healing from dark blast mesh nicely with all that defense from SR!
-
So, I get that the arrows are basically "baked" into the animations for the various archery powers. To that end, what I'd love to see is an alternative option that basically replaces the arrow models with a version that is a darker grey or even black/dark brown, and perhaps a tan, blue, or some other darker color for the fletching. I get that these aren't particle effects that can easily be tinted, but I think this would provide a great option for those of us playing darker-themed characters or ones who may not be using metallic arrows. Thanks for reading!
-
The one that really bugs me is when you come across 2 groups of NPCs seemingly fighting it out, only for them to turn, in unison, and attack you. Realistically, some should attack you, some should continue to attack their original opponents, and some should kind of get lost in the fray...
-
I'm trying to remember - before they implemented ragdoll physics, did enemies just kind of fall over or play a generic death animation, when defeated, (like when phantom army's timer expires)?
-
Maybe different tiers, according to this link?
-
Obviously taking a few steps toward the cliff means we should jump off of it... 🤪
-
Many people love rad melee, but having recently gotten a rad/energy brute to 50, I've found it to be "only" good to ok. That being said, You could differentiate them a bit and go with something like titan weapon/rad armor...
-
Your saying so does not make it so. See my point above.
-
One thing that feels exceedingly "cheap" to me is when a boss or mission objective vanishes/teleports out, seemingly for no other purpose than to prolong the encounter. Now, I'm not suggesting that we completely eliminate this mechanic, but do give players a way of interfering with or otherwise disabling their ability to do so. For instance, during the final mission of Penny's TF, one of the computer terminals starts a countdown when Clamor gets to half health, and you can interact with or destroy it to prevent her from fleeing. Maybe during the fight with Battle Maiden in Apex's TF, there's an artifact hidden somewhere on the map, and destroying or interacting with it can prevent her departure...
-
The powerset you'd love, but you know will never be implemented
biostem replied to SteelR4t's topic in General Discussion
It's sort of what the "Reverberant" pet does from Symphony Control. If they were to enable something like Phantom Army's "Mirror Image" power customization option, you'd basically be there. The issue with that type of armor set would be multifaceted: 1. Such a set would be very bad at withstanding the "alpha strike" from enemy groups. 2. While a large chunk of enemy groups stick to only a couple damage types, other groups have quite the range of them, which would constantly be knocking out the previous damage type you had been "adapting" to, when a new damage type attack comes in. 3. What would the underlying powerset actually look like? Would you have a bunch of toggles that basically do nothing until you take damage of a certain type? -
If a point is valid, it doesn't matter how many times it's brought up or how much you dislike it. If a point is not valid, then state your case. How about you put your big boy pants on, and if you have an issue with a specific user, either PM them or contact the mods about it.
-
No idea for a name, unfortunately, but wouldn't a dual pistol/devices blaster, with fighting and leaping, (plus maybe the Black Scorp PPP), make more sense?
-
Is "visible only to the player" even a thing, though? I am looking for the simplest and easiest implementation for this, not necessarily which would be the "pie in the sky" implementation...
-
There's the Wizard Shoulder piece, IIRC, which is slightly different than the bolero one, but it's immaterial, as choosing "bolero" replaces what shoulder options you have, anyway...
-
I'm confident in saying that it's unlikely that we'll get a meaningful overhaul in how the enemies fight. Maybe a +5 difficulty setting, which also upgrades all enemies by 1 rank, (minions become LTs, LTs bosses, etc), could suffice...
-
You can get that one belt with the "butt-cape" AND a cape, so I don't see why we couldn't get some variant of what the OP is suggesting. That being said, it would be neat to get a version of the bolero, but only the top/off-shoulder portion...
-
If it's a combat aura, activating any power while out of range would activate the aura...
-
Maybe the original devs were just bored, or thought either the Leviathan shields were just that good? **shrugs**
-
Is there such a thing as "visible only to the player" graphics? Maybe have them "stealthed" with a high value, since you can still see yourself while stealthed? I mean, would it be any worse than some of the persistent auras/FX players can already have on them?
-
Just have a rogue portal open up somewhere, with some huge tentacles reaching through - make it very "Lovecraftian" with a degree of mystery surrounding it. Maybe tie it into Rularuu or the Banished Pantheon, rather than what amounts to a giant mutated octopus...
-
I only have an earth/pain controller, so I can't speak to the regen aura vs the HoT one for MMs. That being said, for me at least, world of pain is the biggest draw for me, and with enough +recharge, it can be made permanent. Still, you have nullify pain to fall back on...
-
I got my rad melee/energy aura brute to 50 and into incarnates. So far it's been a mixed bag. While fun to play, it seems that even the slightest bit of lag can mean the difference between me hitting energy drain or energize in time, or meeting with a fast faceplant. That being said, as I work on kitting them out with various IO sets, the margin of safety is widening. Radiation melee seems pretty effective, but I find myself frequently passing over using devastating blow due to the longish animation. I skipped proton sweep as well - was that a mistake? I also tend to keep radiation siphon in reserve for use against contaminated enemies, in order to get the healing effect, instead of as part of my normal attack rotation. I haven't used any respecs yet, so I'm considering swapping out devastating for sweep...