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biostem

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Everything posted by biostem

  1. I wonder if this is part of the reason I'm against voice chat...
  2. Time is a very powerful set, but personally, I like a diversity of powersets on a team. That being said, you and your partner should play what you find most fun!
  3. With more than one double-entendre to boot!
  4. By that metric, slotting for acc also adds damage - after all, if you don't hit, you don't deal damage. Similarly, regular range enhs would add damage, since if an enemy is out of range, you can't fire of the attack, thereby not dealing any damage.
  5. Do you mean an enh that adds a stealth effect to defense powers, or one that increases the range/effectiveness of powers that already grant stealth?
  6. I can't speak for others, but when I'm running a team, I try to "check up" on everyone. A big hurdle is getting folks to ask when they need help and riding that fine line between offering helpful suggestions and outright telling others what to do.
  7. I was able to confirm that rune of protection, when activated in human form, *does* carry over to Nova & Dwarf...
  8. I understand, but you also have to weigh the pros and cons of any decision. They did this when they made fitness inherent. They did this when they dropped the travel power requirements to 4...
  9. That doesn't address the root issue, which is not wanting to fling enemies everywhere...
  10. I mean, we're posting on a video game forum; It's ALL small stuff, in the grand scheme of things...
  11. It's not a perfect solution, but I'd wager that the number of players who actually want such extreme knockback is much smaller than those who want KD instead...
  12. Why isn't "don't take tough", not an option? Don't wanna "pay" by taking a prerequisite power, then skip the pool. Why is it always "let people have their cake and eat it too"? Build decisions have been made easier and easier as time has gone by. It seems people have no patience nor a willingness to make sacrifices for their builds. Maybe all the whiners should have to take fitness again and wait till level 14 for their travel powers...
  13. Another option is to change all knock powers to be < 1 mag; then players who actually want knockBACK can slot KB enh's...
  14. I wonder if adding "regular" and easily obtainable KB->KD SOs would be a solution...
  15. It's not there for YOU to determine who does or does not see that the post was edited; It's there for 3rd parties, who may or may not want to rely on your honesty about such things.
  16. Odd... that's not how I interpreted the post you quoted...
  17. But you have not defended your point. NO enhancement increases the end cost of any powers - there simply is no precedent. Heck, I could even see an AoE increase enh not increasing the max target count. We do have a rough equivalent, though, via the incarnate judgement powers, which do affect more targets as you rank them up...
  18. You can make some powers, which deal no damage, now do so. What % increase is that? There are also some "proc mule" powers that can take multiple. Regardless, none increase the end cost of the power...
  19. Well, CO's a different animal. Many powers have no cooldown at all, and your "armor" basically consists of 1 power. You can basically hold out a few levels and just use the equivalent of a nuke as your main attack. I'm not proposing that be implemented here in CoH, (there's a reason I'm here and not playing CO, after all...)
  20. You can definitely run into a "buffet-style" build, where you only pick out specific powers, (but in that case, the powers require X powers taken from within the same set or Y powers taken before from any sets)...
  21. If you put a proc into a power that causes it to deal more damage, (or any damage, if it wouldn't have done any before), the end cost doesn't go up... so why would it in this case? Really, the limiting factor is 6 slots per power - increase the AoE, but now it won't be as accurate, won't deal as much outright damage, be available as often, etc...
  22. It's called a "paper trail"... Seems like good record-keeping, IMHO.
  23. I almost feel like archery/nature or nature/archery would be more cliche, (thinking your stereotypical "ranger", here)...
  24. The idea for this set is that it provides a grab-bag of general utility powers, meant to expand a character's repertoire of powers and abilities, which are useful in many circumstances: 1. Hunter's shot: A basic ranged attack using a wrist-mounted crossbow, (use the animation that some Vahzilok or Knives of Artemis have) - dealing lethal damage, with a small lethal DoT afterward. 2. Decoy - You throw out a decoy, which generates a large amount of threat/taunts enemies. The decoy, though possessing a lot of hit points, can still be destroyed by enemies. 3. Healing Tincture - this would actually consist of 2 powers - the first can only be used out of combat, is interruptible, and actually creates the tincture. The 2nd is the tincture itself, and can be used instantly to heal yourself. You can hold up to 3 of these. Basically, the 1st power creates the tincture temp power for you, with 3 charges. It would replace any remaining charges with a fresh stack. 4. Hardiness - Through training, a naturally strong constitution, or maybe just good gear, you are more resistant to smashing, lethal, cold, and toxic damage. This would be an auto power, with lower resistance values than tough. 5. Emergency Shelter - you construct a simple shelter and campfire, which grants increased regeneration and recovery for all allies near it. The shelter can be destroyed, if attacked by enemies, however.
  25. I think there was an issue with how damage types were "baked" into the powers, which is why they went with the various procs, (especially in the case of the Incarnate Interface powers).
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