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biostem

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Everything posted by biostem

  1. I know you weren't responding to me, but I feel like this is an area where multiple builds really shines - have one build for exemplared content, and another for 50+ stuff. It wouldn't be all that expensive, either, since you could basically use generic IOs on the sub-50 build...
  2. Right, because all of those were coded to be able to target a defeated target, just like how an awaken can work on a downed player character, but not a living one. Also, IIRC, those rez powers that apply a buff, actually have 2 components - the rez effect, then after a short delay, the buff. You would have to fundamentally change ALL toggles to be able to work on defeated characters, but only in a suppressed state. It's not that it's a bad idea, it's just that it's probably not feasible...
  3. I responded to what I quoted, nothing more.
  4. Here's the thing - while your character is in a defeated state, they cannot be the target of any buffs, whether those be in the form of toggles or single click powers - only powers that specifically target such defeated entities. You'd have to fundamentally charge all such toggle powers to now work on characters in that state...
  5. Which would likely be far cheaper than to replace that IO, thereby reducing any sort of opportunity cost involved in replacing it...
  6. Are we talking pre- or post-inflation?
  7. I was specifically referring to the critique that taunt may not be available to a tanker at the minimum level for Posi 1.
  8. Sure. Set it to -1 if the team is struggling. Change tactics. Trying to play something like Posi 1 the same way you'd play 50+ content isn't the answer...
  9. Guess that low level team will have to stick to single groups and/or maybe even pull then...
  10. Which isn't very relevant if, for instance, you kit out an alt with a bunch of attuned IOs while they're leveling up, then "de-attune" them once they hit 50, to get the best of both worlds. Just use generic IOs or unslotters to preserve those attuned IOs and place those 50+ ones.
  11. I mean, both tankers and brutes have a taunt effect baked into their regular attacks, and, perhaps, a team with such low-level characters present shouldn't be trying to take on an entire room full of multiple spawns, at once...
  12. I'll work in reverse, for this one: I have no issue with your second suggestion. As to the 1st one - there is and should continue to be a tradeoff for the convenience/versatility of having an attuned IO vs the extra buff value you'd get by boosting it at 50, IMO...
  13. What if a contact in each zone could basically exemplar/malefactor you to the max level of that zone, thereby allowing you to run said radio/newspaper missions as normal? Unless you turn off XP, you are going to outlevel lower level zones before you do all the content, there, forgot the aforementioned radio/newspaper missions...
  14. I love shield defense because it is one of the few armor sets that offers a way of making each character with it to feel very unique/distinctive. I only wish that I enjoyed playing it as much as I did design characters that used it...
  15. Here's the thing, (and you touched on this a bit) - Players already congregate in the Pocket D AE or PI, and there are already some missions/arcs that send high level players back to AP. Even if starting zones were omitted from this, (a la the removal of AE from those zones), what about giving Kallisti Warf some life via a special co-op radio contact/system?
  16. OK. Would you like a pat on the back? I mean, using SOs is perfectly valid. I have at least one alt where an alternate build just used 53 SOs I got as drops, because it was an experimental build and I didn't want to invest heavily into it...
  17. I wonder if they could simply add a new contact that functions like the classic radio/newspaper, but solely utilizes whatever zone you are currently in. By doing this, it would also make Kallisti Warf a viable co-op zone for such content...
  18. How can you add a pause to all the attack powers in a set, as a mere "option"? Again, I do not see this being worth the development time necessary to implement. There's nothing stopping you, as a player, from "dramatically pausing" after the attacks...
  19. Which would be affected by {wait for it] whether you encountered any resistance during said weapon swing. Adding a "dramatic pause" without taking that into consideration is no better than what we have now, so it's a hard pass for me...
  20. There is a difference between a massive weapon cleaving through an object with no resistance vs one that does not permit it to cut through, so that would affect if and when you kind of lose momentum/have to recover. Better to just leave it as-is if you can't account for those factors...
  21. And don't sleep on particle shielding - not only does it give you absorption, but it has a sizable, (though not enhanceable), +recovery buff, and is easy to make permanent...
  22. IMHO, my first thought is to go with one of my favorite combos - radiation armor & savage melee. You will not regret it, and it is extremely survivable. On top of that, end won't be an issue, and you'll have tons of +recharge. You also gain some added mobility and even a combo PBAoE, debuff AND ally-only heal!
  23. Maybe da OP just not rite gud...
  24. Here's the thing - should a titan weapon be stopped by a mere hellion? How about a hydra? Shouldn't it kind of slice through or get caught in their slime? Against a DE stone creature, sure I could see it clanking off of their rocky exterior, but against any typical human enemy? Should cut clear through...
  25. One thing that should be considered is that, if you went with a bane spider, you could then take the mace mastery attacks, and they fit perfectly with the other arachnos mace attacks you'd already have...
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