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Everything posted by biostem
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Make Interrupt Enhancements speed up power execution as well
biostem replied to temnix's topic in Suggestions & Feedback
A power must be built to accommodate having its animation time truncated. The OP's suggestion would require retooling all existing powers, which is very unlikely to happen... -
This would basically be the melee equivalent of dual pistols, in that this "Omni-Club" would have different damage types & effects, depending upon the "weapon-mode" you choose, (which would be its own power). The weapon modes would be: Blunt, Resonant (Sonic/Energy), Toxic, and Umbral (Dark). The general breakdown of each weapon mode is as follows: - Blunt has a chance of stunning or knocking down and deals smashing damage. - Resonant applies a -res effect instead and deals some energy damage. - Toxic deals toxic damage, a -regen effect, and an additional DoT effect. - Umbral applies a -tohit effect, perhaps with a couple of powers also applying a fear effect, and deals negative energy damage. 1. Swift Strike - Quick single target attack 2. Purposeful Blow - Slightly slower and harder hitting single target attack 3. Bludgeon - Slower, heavier strike. 4. Change Weapon Mode - Provides 3 mutually exclusive toggles, (Resonant, Toxic, and Umbral, with none toggled on equaling Blunt mode). 5. Arcing Strike - Cone attack dealing moderate damage. 6. Taunt/Confront 7. Spinning Truncheon - PBAoE attack, moderate damage. 8. Decimating Blow - Heavy single target attack 9. Calamitous Strike - A PBAoE attack where you rapidly alternate between weapon modes, sending out a shockwave dealing smashing, toxic, energy, and negative energy damage, applying a variety of debuffs as well. This power would function the same regardless of the weapon mode you have toggled on. This set would utilize existing animations drawn from war mace, battle axe, broadsword, and so on, just to keep things simple, as well as utilizing existing weapon models.
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You can use a single period, hyphen, or apostrophe to mix things up a bit. I also like to use rhymezone.com and thesaurus.com if I am having a difficult time coming up with a name. You can also replace a capital i with a lower case L or an o with a zero. I tend to follow the "necessity is the mother of invention" type of approach when it comes to character naming...
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I grind like a bitch, and I still can't keep my holes filled
biostem replied to temnix's topic in General Discussion
That is certainly one approach. Me, personally, I'd use the inf to craft as many level 25 generic IOs as I had components for, since they never expire and will be good enough till you hit 50, then you can run end game content to buy or craft set-IOs and the like. -
I grind like a bitch, and I still can't keep my holes filled
biostem replied to temnix's topic in General Discussion
I'm not going to tell anyone what to do, but I would *never* use reward merits to buy SOs... Much better, IMHO, to buy something like an enh booster then sell those for inf, then use the info to buy SOs... -
I grind like a bitch, and I still can't keep my holes filled
biostem replied to temnix's topic in General Discussion
Fit a few tunnel farms into your rotation. Use the AE tickets to buy orange salvage. Sell them on the AH for 300K+ inf. Use that inf and some common salvage (also bought from the AE vendor as needed), to craft and slot level 25 generic IOs, then stick with those until level 50+. -
I'm not against some sort of "super awaken" inspiration, but you have only ever been able to combine 3 of the same insp's into one of the same tier, not a higher tier or functionality.
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Ninjitsu is like a swiss army knife; You've got the base level defenses, then a self heal, a self end recovery power, stealth, a confuse/blinding cone and a placate. SR does one thing and does it well, (ignoring the scaling DR since you need to be hurt for it to kick in). I have played both fairly extensively, and for overall content, I prefer ninjitsu. That being said, if you combine SR with a set that meshes well with it, (for me that's DM or RM), it'll be a better experience.
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Mastermind Pets need end game survivability buff
biostem replied to TheSpiritFox's topic in Suggestions & Feedback
Go solo an empathy defender on +4/X8. No, not every AT or powerset combo can nor should function equally in all environments. I've already stated in various ways and places that MMs do need some love, but expecting that the baseline/test case should be "ALL content" is simply delusional... -
I start off basically treating my sentinels like a ranged scrapper - with their more single-target focus, I take out problematic targets before the melee ATs even engaged, and you have the survivability to stay on your feet. Later on, you can almost take on a tank role, opening up fights from range and being able to withstand the alpha strike. I have many 50 Sentinels of various builds & powerset combos, but tend to prefer the more defense or hybrid-based armor sets. Lately, I've been on a bit of a ninjitsu kick, but energy aura is also quite good. My only contention with the latter is that you need top get close to enemies to restore your end. This may not be a problem if you have a blast set that supports getting that close, but for me, I tend to prefer keeping a bit of distance so I can leverage my ranged attacks and avoid the more damaging melee ones.
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Mastermind Pets need end game survivability buff
biostem replied to TheSpiritFox's topic in Suggestions & Feedback
I think there's a bit of confusion as to what the achievable baseline should be; It's +0/X1. If you can complete those missions, from a broad perspective, everything is WAI. That being said, I would love to give MMs a better way to summon & upgrade pets mid-combat, as well as some aggro management tools to help keep enemies off of them. -
It depends what you're actually celebrating. For instance, a newborn is in their "first year of life", but what you celebrate is years completed - so 365 days after the birth you celebrate their first birthday.
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Mastermind Pets need end game survivability buff
biostem replied to TheSpiritFox's topic in Suggestions & Feedback
Thanks for the clarification. Still, doesn't help in non-incarnate content. -
Mastermind Pets need end game survivability buff
biostem replied to TheSpiritFox's topic in Suggestions & Feedback
That still, ultimately, puts them lower than the MM themselves, though, yes? So the pets would get like +3 from your level shift, then -1 or -2, so a net of +2 or +1, which still isn't great, especially since some enemies are even above level 54... -
Mastermind Pets need end game survivability buff
biostem replied to TheSpiritFox's topic in Suggestions & Feedback
I think the HC devs have addressed a small portion of this frustration via the now enhanceable def/res MM pets get via their upgrade powers. That being said, I think the level penalty for the T1 & T2 pets should be removed. Further, I'd love to see something akin to the different side of the hybrid support incarnate tree, where a MMs own buff powers have an increased effect on their pets. Further still, perhaps supremacy could be given an additional click ability, which essentially summons a fresh set of pets, which receive all upgrades that the casting MM owns, (recharge time can be adjusted for proper balancing). -
Could you post your system specs? Maybe we can provide practical solutions for you...
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Not a bad idea, but I'd rather it not be something tied to just that single power. Maybe tie it to the 1st melee power the scrapper takes, instead, (treat it like a short-term buff), since said power is mandatory.
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I'd love to see scrappers get a more reliable source of crits, kind of like how stalkers have their inherent 10% + 3% per nearby teammate.
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I keep meaning to delve into the world of 3D printing. So much potential there! Anyway, here's perhaps my favorite character: "The Lithe Spectre":
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I think part of the issue is that there was this notion that one would not simply focus on a single storyline/arc, and would instead take up other missions & arcs until they were of the appropriate level for the zone the next mission another contact was sending you to, at which point they'd resume said prior storyline/arc...
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Level in XP bar should show level shifts
biostem replied to Oklahoman's topic in Suggestions & Feedback
Don't tone police me. Grow a thicker skin. -
I don't generally play scrappers, but I have a 50 katana/ninjitsu scrapper which is very fun to play. He's quite durable and has some fun tricks in his repertoire to draw from, plus protection against some less-resisted status effects like fear.
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What they could do is make the powers duration much shorter, but give it a few charges before it goes on cooldown, kind of like jaunt from speed of sound. Then, while it wouldn't be a toggle, the player would have a lot more leeway as to how long and where they want the effect to last...
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Level in XP bar should show level shifts
biostem replied to Oklahoman's topic in Suggestions & Feedback
I'm not psychic, and I won't present myself as speaking for anyone else, but my intuition is that some people, (for whatever reason you care to chalk it up to), don't want to have to delve into the various mechanics of the game or how info is displayed, so instead want to have everything presented to them up front and without any obfuscation. For my part, I simply have the level shift displayed among the other stats I set to be visible and leave it at that, but then my introduction to computing was text based with no mice, colors, audio besides beeps, or even fixed drives... -
From my understanding, the issue here is that the power creates a psuedo-pet which renders things inside it untouchable; Therefore, you would not be able to maintain a connection/link to said entity in order to have the power function as a toggle.