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Everything posted by biostem
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The Opposite of Universal Damage: Typed Damage (8 New IO Sets)
biostem replied to Biff Pow's topic in Suggestions & Feedback
Aren't all the dual pistols powers actually hard-coded with all the different damage types & effects, and simply checks which ammo type toggle is active in order to apply that effect. You couldn't realistically go back and re-code all other powers to include the extra effects... -
The Opposite of Universal Damage: Typed Damage (8 New IO Sets)
biostem replied to Biff Pow's topic in Suggestions & Feedback
Well, maybe instead of all that, simply have a set that can only be slotted if the power deals the appropriate damage type. This hypothetical set could include damage or other procs, and since it simply checks if the power deals the correct damage type in order to slot it, you wouldn't need to specifically modify the power... -
The Opposite of Universal Damage: Typed Damage (8 New IO Sets)
biostem replied to Biff Pow's topic in Suggestions & Feedback
Not so much damage types, but I think we need IO sets that combine a mez effect with damage - most, if not all of the hold sets, for instance, do not buff damage at all, yet nearly all such powers *do* deal damage. A quick check here seems to hold true for other mez effects as well... -
Welcome back! You may want to check out this link to see what each server's population is like. Excelsior tends to be the busiest server, but if you're looking to roleplay, try Everlasting. Cheers!
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This pretty much summarizes it - it's an easy 1-stop click to basically cover all your bases that works in pretty much all content.
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To elaborate, savage melee has a mechanic called "blood frenzy", which provides a recharge reduction and end cost reduction buff with each attack, then some powers use up these stacks for added effects. I tend to try and maintain the stacks, as I much prefer the buffs than the bit of extra damage or other effect you get from using up those stacks. With regard to the armor sets, look at it like this: Radiation armor is the more straightforward of the 2 armors I mentioned; It's mainly resistance-based, but offers a self heal and end recovery buffs, not to mention a fairly power absorption shield and a self heal, to keep you on your feet and fighting. You also get yet another recharge reduction buff from the set, so in conjunction with savage melee, you're powers will be up & ready very often. Bio Armor is a bit different - It does much of what radiation armor does, with the key difference being the "adaptation" power. This power allows you to switch between 3 different modes - efficient, offensive, or defensive. These modes impact how your other armor powers function - they can even add additional effects or boost your own damage. You get a little defense, some resistance, and other effects.
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The very high defense it grants disproportionately helps a lot with the new "Star-difficulty" or "hard mode" content that was added. In general, though, I advocate taking whichever destiny power you like most. That being said, you will be able to craft multiple destiny slot abilities eventually, so you can switch between equipping whichever one suits your (or your team's) needs the best...
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With the various new sets that the Homecoming devs have added, (seismic blast, storm blast, etc), has there been any thought given to adding more Ancillary Power Pools. (APPs)? I could see something like a storm APP for blasters, which incorporates some of the storm summoning powers, possibly with a "storm armor" toggle, which provides an effect somewhat like steamy mist, or maybe a self-affecting O2 boost with a longer cooldown, etc...
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This may be my bias showing, but I'd say something like savage melee/bio armor or /radiation armor.
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It's really not relevant. The "reflections" aren't a 1-for-1 copy of the existing enemies - look at the Carnival Seneschal and the powers the lore one gets vs the regular enemy group version. For all intents and purposes, it's a wholly new (friendly) NPC that just so happens to use an existing character model...
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I'm not against that, but it wouldn't be Vahzilok.
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If they kept them the same schedule as regular range enhancements, then the max would be about 56% or so, and I don't think there are any that would turn into circles as a result...
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Do you mean widen the angle of cones? A regular range enh does expand the size of the cone, but the angle remains the same. Being able to widen the angle of cones might be too good, (though if the maximum number of targets remained the same, it would simply make it easier to hit more targets in normal play).
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Do you mean a fire/bio sentinel, or are you proposing some sort of "bio manipulation" secondary for blasters?
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That, or just make the Abomination faster...
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I'm sure they could figure it out/adjust it.
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Hear hear! DE, Knives of Artemis, Malta Operatives, Council, Goldbrickers, Sky Raiders, Vahzilok, and so on...
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I wonder if they are going to go in the direction of Section 31 being a "necessary evil", "right all along", or actually have the guts to show that they truly are evil and counter to everything Starfleet and the Federation stands for, with their plans ultimately being undermined by the valiant efforts of professional, optimistic, and morally upstanding Starfleet officers & crew...
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Focused Feedback: Storm Blast
biostem replied to The Curator's topic in [Open Beta] Focused Feedback
So just to be clear, do the "special effects" that occur within the storm cell, (the part referenced by: "the use of your Storm Blast attacks may create high winds and lightning within the storm cell, delivering stronger debuffs and causing damage"), rely upon the acc and other enh's slotted into storm cell itself? -
Focused Feedback: Storm Blast
biostem replied to The Curator's topic in [Open Beta] Focused Feedback
I haven't checked, but given Category Five's unique interaction with, (and in a sense, reliance upon), your other powers, it seems it should have a much lower end cost, a much faster recharge, or some other "gimme" to compensate, no? Maybe it could grant the caster a buff if they stand inside of it, kind of like how hail of bullets grants a defense buff... -
A collapse in the market also lowers the game playability
biostem replied to Diantane's topic in General Discussion
No, it's a thread where some folks are just pointing out that the sky is not, in fact, falling... -
I'm going to speak in generalities, and taking into account how you're newly back, (welcome BTW!), here's what I'd suggest - If you're at all familiar with the invention system, (colloquially called "IOs"), slot 3 level 25 accuracy IOs and 3 level 25 damage IOs in you zombies, 2 acc, 3 dmg in your grave knights, and 2 acc, 3 dmg in your lich. Stick with level 25 IOs from level 22 onward, as they never expire and are good enough to get you to 50, while being relatively cheap & easy to craft. You get 2 additional builds you can use for more advanced slotting strategies later, so just go with those for now. As for the pet upgrades - IIRC, those have been updated to be the source of the damage resistance and healing for your pets, so slot for that if you can fit in the slots. Yes, bodyguard is still a thing. Your pets have to be in defensive mode for it to work, (and not given a direct attack command, if memory serves). I tend to keep things simple, and use these for my MMs: This makes all your pets stop whatever they are doing and go to the specific place you alt-left click, (useful for forcing your minions into melee range or specific locations): /bind lalt+lbutton "petcomall goto passive" This creates a power button labeled "Atk", which causes your pets to attack your target, and go into an aggressive stance, where they will attack any enemies in range. Replace "aggressive" with "defensive" if you still want them to attack, but not to initiate combat with any other targets: /macro Atk "petcomall attack aggressive" This creates a power button labeled "Flw", which will trigger bodyguard mode and make your pets follow you. They won't initiate combat, but will attack if an enemy attacks them first: /macro Flw "petcomall follow defensive" They also updated the necromancy dark blasts powers to have a 70% chance of summoning a temporary ghost minion. They cannot be controlled and don't last long. Each blast power can only summon 1 minion at a time, but each one is treated separately for this purpose, so you could have 3 out at any given time, (1 each from dark blast, gloom, and life drain). I wouldn't make slotting them up a priority, but if you have the free slots, 2 acc, 3 dmg in dark blast & gloom, and 2 acc + 3 dmg, 1 heal if you don't want to use life drain for its heal, or 2 acc, 3 heal, 1 dmg if you do, (or some variation therein). With your secondary being dark, slotting it for the heal may be redundant, but that may also save your butt sometime. I can't point you to 1 specific guide, but check around the forums - there's tons of helpful folks. You're welcome, & it's NP! :-)
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I love savage melee, and its inherent mechanic really feeds into the non-stop nature of the set. It's may not be the most damaging or flashiest set, but you just. keep. going. XD
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A collapse in the market also lowers the game playability
biostem replied to Diantane's topic in General Discussion
If you think you "need" all that inf "just to play the game", then the problem lies within, not without... -
Unfortunately, I don't have any specific remote desktop App I can suggest.