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biostem

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Everything posted by biostem

  1. Corrs & Defenders can get a pet via the darkness set, so the precedent for them getting a pet already exists. They can also get an additional pet via the PPPs. This would be an alternate APP that solely focuses on that single pet. Also, MMs already get support secondaries and have some blasts, so by your logic, are MMs "mini-defenders"?
  2. It's a single minion/ward/friend/partner, not 6+. We can already get pets from the PPPs, (albeit only temporarily), so it isn't entirely new, either.
  3. People are not "averse to a set that doesn't rely on toggles" - they are averse to the lack of layered protection that most other sets provide, and with proper end management, who cares about toggles? They are just a method of having a power apply a continual effect without it being an auto power. It's not really that complicated; More forms of protection or more robust forms of a single method of mitigation, are superior to just healing...
  4. It depends; A rad/rad sentinel could work if you want range and durability; Color the powers white to light grey or gold if you want a more "cosmic" appearance. If you want something that's more about manipulating fundamental forces, I'd go with a grav/time controller...
  5. Are... are you arguing about wasting time, while discussing a 20+ year old video game on the internet? In the time you've spent arguing for this idea, here, you cold have run multiple Tinpex's and gotten the levels or component necessary for that incarnate ability you wanted to craft...
  6. Again we circle right back - you still have to level your character to get to those real juicy powers that come later on. Why can't I just get my T9 at level 1? Why can't I just instantly swap my primary and secondary at any time? It is a matter of learning the game's mechanics and systems, looking not just at what is available now, but what you'll have to work up to later, and planning your build accordingly. If all you want is instant gratification, this is not the game for you, but I can tell you this - if you do a little planning, bide your time, and use your in-game resources wisely, the resulting character will be so much more satisfying to play, because you put in "the work", which I should point out, is a lot less of a time commitment than it used to be on live. Further, you can always create a temporal warrior, (those instant PvP-only 50s), because I think they already have all incarnates unlocked, or just go over to the test server and insta-level a character to 50, if you want to test things before committing to your actual character...
  7. If you don't understand opportunity costs and delayed gratification, then I can see why this wouldn't make sense...
  8. You keep glossing over how incarnate abilities function fundamentally different than other powers. There is literally no tradeoff for crafting multiple different abilities, and you can eventually craft and thereby gain access to, every single ability available. The only reason one would need to respec them is because they want something "now", in which case, there should be some opportunity cost for such a convenience. I fully admit that there should be a better tutorial for the incarnate stuff to make it clearer and easier to use. but slowing down just a little to actually read what you've selected before clicking craft/create goes a loooong way in avoiding any mistakes...
  9. If we are indeed talking about "newbies", and since this is about incarnate abilities, you'll be getting threads or empyreans every time you fill up all your XP pips, so it shouldn't be that long, and it's not like your character is crippled, even if you took/crafted the "wrong" ability...
  10. And who determines this? The OP? A 3rd party? What if I view anyone who disagrees with me as a malicious actor?
  11. Since SR lacks a heal, I'd lean into siphon life as your "gap-filler" for any attacks that get passed your defense. I'd also look into the intuition alpha ability - improves defense, tohit debuffs, and damage in one of the T4 options. Depending upon your exact build and APP/PPP choice, (if you took any), that extra bonus to hold effects could really come in handy as well...
  12. I very much enjoy the, IMHO, vastly improved version of Ninjitsu that Scrappers and Sentinels got. Consider pairing that with dual blades. It even has a stealth power that grants a special form of "crits from hide" effect, like stalkers get, not to mention decent defenses, a self heal, and a self +end power. The only think I'd tell you to augment it is that it gets relatively weak knockback protection from a passive/auto power, so you may want to eventually invest in the IO that grants extra KB protection...
  13. Way to move the goalposts. Buying or otherwise obtaining a respec via a recipe or otherwise, is not "free" in the same sense as how you can craft and freely swap in or out every incarnate power. If you could only take 1 such power/ability and not unslot or replace them without a full respec, then I'd say you had a leg to stand on...
  14. You can unslot and re-slot regular powers for free, (as long as you're out of combat)???
  15. I mean, if you're patient, you can eventually craft and swap-to any Incarnate ability, which is very different than other powers. I can see wanting/needing those extra few resources to craft the specific Incarnate ability you want *now*, but any such method of breaking down/recycling incarnate powers for their constituent components would have to lose some materials in the process, for balance purposes; getting the specific incarnate ability you want now in exchange for losing some components. This really just seems like a concession for those who cannot wait a bit longer...
  16. Reminds me of a jai alai player for some reason, or maybe roller derby/rollerball...
  17. I don't want to derail the thread too much, but I've just never been happy with the options the game gives you for cat-people, (or really, most animal-people). Do you have any suggestions or advice?
  18. Wasn't this what the canceled "1313" game, (or whatever it was going to be called), supposed to be about, only for one of the Fetts?
  19. Maybe try savage melee - it uses open-handed strikes which may work well with the Freakshow Tank's claws.
  20. This is one of those areas where digging too deeply undermines a lot of suspension of disbelief. I mean, what about her gut biome? At least we could argue that there was some record how how things should be for the humans who traveled from the real world to the grid, but for beings born there? Is the digitizer going to "invent" a suitable micro-biome for Quora? Heck, even in the Fifth Element they had to take steps to acclimatize Leeloo to Earth's environment during her reconstruction...
  21. Forcefields is a set that doesn't provide an obvious and clear "green number" when it's working, like heals do; The benefits come from every attack that doesn't hit you or your teammates, and people tend to remember the times something doesn't work, rather than when it does. You're also playing at a level range where the enemies are getting quite a bit tougher, but your powers may not be slotted to achieve a level of protection that's in-line with what you're running up against. The 2 biggest advantages to FF, as others may have mentioned already, are the relative simplicity of the set, (just apply some buffs and move on to the next thing), plus you have a reliable way of providing status protection to yourself and your teammates. I mean, all you really need is 3 defense enhancements in each of deflection shield, insulation shield, and dispersion bubble, and then you're pretty much set, and that's before discussing what you can achieve if you also include leadership, maybe grant invisibility, your APP/PPP shield, (if you take one), and so on...
  22. Essentially, if I had my "drothers", you'd have to take the 1st power that summons the partner before being able to take any of the other powers. That would include some basic attacks so that pet wouldn't be useless. After that, you could then optionally pick one of the 3 attack-type powers to further distinguish just what kind of partner you wanted, (I tried to keep them fairly generic to cover a wide variety of concepts). If they could be made to be mutually exclusive, (which, yes, I fully recognize is not likely to happen), then such a selection would consist of more than the 2-3 powers I mentioned, and would instead totally replace the base powers, and consist of more than stated beforehand. The final power would simply be to up their survivability. I fully admit it's not the most streamlined approach, but I do think it could cover a lot of concepts, and being a regular power pool, would also be available to all ATs and even existing characters, (if they respec or were still leveling up and had pools/power picks left)...
  23. So this suggestion would be for a special pool power set. The idea is that you can call upon some sort of "partner" to assist you in your heroism or villainy, (or wherever you lie between). It would hinge on some ability to customize their appearance, (a big ask, I know, but I'm hoping that in the limited scope of this single power set, they could adapt the phantom army mirror customization option or just access a costume save file somehow - if not, this partner would act as a permanent summon, so you could just use the mirror option as-is and just change your own costume "off screen", summon them, then change back). 1. Summon partner - This would be the basic summon power that the others in the set all act upon. The partner starts out with some basic melee attacks, (brawl, boxing, and something like the origin knife throw power), as well as some basic resists. Ideally, this power should allow us to assign a costume save file to it, or barring that, at least have the mirror option from phantom army and maybe a few other generic models, (male, female, huge). 2. Small arms training - Provides a few conventional weapon attacks - I'm thinking a few of the more straightforward dual pistols attacks. 3. Elemental training - Provides some basic elementally-themed attacks - An ice blast, a fireball, a lightning bolt, etc. 4. Exotic training - Provides some basic, but more exotic attacks - A dark blast, a radiation blast, and then maybe a psychic blast. 5. Defensive training - Provides some DEF to your partner as well as a self heal. Again, a huge "like to have" would be for each of the attack-type powers to be mutually exclusive, granting your partner even more abilities from the selected category, but barring that, being able to take more than 1 would result in a partner with a lot of attacks, but I think things could be balanced to not make them too OP...
  24. I've used those boots with darker colors for the normally glowing parts, and they do not leave a trail, (at least I didn't observe any FX from them with such darker colors chosen)...
  25. I have a 50+3 Dual Pistols/Ninjitsu Sentinel that is tons of fun to play! I also have a 50+3 Assault Rifle/Invulnerability Sentinel that is tanky as heck, but fights can drag on. I also have a 50+3 fire/devices blaster which is quite powerful and entirely ranged.
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