Jump to content

Glacier Peak

Members
  • Posts

    5834
  • Joined

  • Last visited

  • Days Won

    32

Everything posted by Glacier Peak

  1. Thank you for the response. Do you know if this apply to Fly Speed as well? The description isn't showing the percentage increase that Evasive Maneuvers applies.
  2. Edit: This is working as intended per @Captain Powerhouse, please disregard bug post. I noticed that the description of Evasive Maneuvers indicates Res(-Fly), however, the Detailed Info tab lacks it's stated Fly resistance or the percentage increase in Fly Speed:
      • 1
      • Like
  3. Ah good idea, I'll post it in the Beta Bug Forum. As for second jump location, it was a bit confusing on my part. The power is called double jump, but as you stated you can successfully jump in mid-air MULTIPLE times for 30 second (essentially mimicking JumpPack or Steam Jump Jet).
  4. I'll have to go back to test this as well (unless someone else is aware of it stacking or not).
  5. Yeah the PvP Web Nade Temp is certainly aggressive with a Mag 10 -Fly and recharge time of 4 seconds - were you able to discern whether it's effects stack? I know they last 15 seconds, so if you could use 4 in a row, would that hit Mag 40 -Fly?
  6. Indeed, I was hit with 3 stacks of entangle before dropping from the sky (mind you, I was stationary and intentionally being attacked). The combination of those protections gave me more then enough time to smash space bar to escape attack range.
  7. Great question! Super Jump now has a Server Tray power called Double Jump which acts like the Jumpack/Steampack P2W power for 30 seconds (10 in pvp zone) to give it more verticality, perhaps even on par with Fly if given a decently high platform or second jump location. Super Jump also has an added maneuverability that Fly doesn't quite match in terms of falling speed and horizontal movement. To your second point about travel speed scaling for level due to map sizes, I would say that is arbitrary and I haven't heard of this rule before.
  8. The Flight Travel Power changes are on the beta shard for a reason. Having the animation of Hover take precedent over Fly appears to be the cause of yours and others stated dislike, perhaps this can be addressed in a subsequent Build as @Captain Powerhouse stated above. As an aside, I noticed that the description of Evasive Maneuvers indicates Res(-Fly), however, the Detailed Info tab lacks it's stated Fly resistance:
  9. Excellent. With Hover and Fly activated in a PvP zone or arena, a player with no set bonuses or enhancements slotted receives 4 Mag Fly on Self from Hover and 1 Mag Fly on Self from Fly. You would need to cast or stack a total of Mag 5 Fly against a target to remove their ability to fly for a short period of time (15s). This can be achieved with one cast of Web Grenade temp power.
  10. Let us work together. I am on Brainstorm in Recluse's Victory.
  11. In PvP, bringing additional players will offer more advantages to any given situation. If you intentionally constrained yourself to only relying on the Nullifier fakkolade to inhibit the escape of a flying enemy player, you will likely fail as you stated - but there are other powers to consider and appropriate balance between those powers effects and player resistances to them. For example, assuming a player is PvPing solo, they can purchase 10 uses of the temporary web grenade power from the PvP vendor and use them against flying enemy players. This provides -50% fly speed for 15.00s and 10 fly protection for 15.00s on target (this power recharges in 4 seconds). I would suggest you test the changes on Brainstorm that you are arguing against. The feedback your provide would be much more informed.
  12. Nullifier (PvP Crey Pistol Fakkolade) does 1.60 fly protection for 15.00s on target in addition to the -30% fly speed for 18.00s on target.
  13. If they become too much of a nuisance players can also purchase PvP zone fakkolade crey pistol or web nade temp.
  14. This is why testing is so important before rushing to judgement!
  15. You could slot Force Feedback procs, team with buffers, use base empowerment temps, slot more attack rate enhancements, or select the appropriate Incarnate powers if you're able, to increase your attack rate. What you're really saying is you think other people need Hasten to play the game the way you do.
  16. The great work to create that badge by the HC volunteers is an indication that that type of badge is feasible to code and implement. That was the point of linking that post.
  17. For those with anti-pvp sentiment, you gotta admit @Kraqule put some effort in to that post or else you didn't read the whole thing and decided the moment you saw the word pvp it was time to don the tin foil hat. Then again it's the internet and it's always raining on someone's parade. Edit: Though my position wasn't stated clearly in my initial post, I don't think the system that @Kraqule recommended is at all feasible for HC. Like previously stated, it could be undertaken on a private server, the population is too low for those enjoy that type of content to justify the change, and there are likely better ideas in the works to address the end game question if the past few issues/pages are any indication.
  18. It's a one summon temp, Elite Boss. Does great DPS, I used it when I soloed the Eden trial. I think it lasted 5 minutes?
  19. I had this very same idea a couple of months ago. So I rolled a Fire/Radiation Tanker under the assumption that it would pull additional aggro toward the burn pit (kind of opposite of your stated intention I guess). The tanker definitely pulled more enemies in, but even with a fully +5 IOd and T4'd Incarnates it didn't help much with burn on auto. So my best advice is to get your main farmer at +45% fire defense and then start another fire farmer on another account to do the exact same thing, but in a different mission (again, opposite of what you were seeking help for).
  20. Hey only two more weeks until falcon and winter soldier!
  21. Totally agree on the defeat badge order. You will totally knock out a majority of the defeat badge requirements from getting other badges (tfs, story arcs, etc). If I had to pick an order, I would do Exploration, History, AE, Day Job, Consignment, Ouroboros, Invention (assuming you've built up a nice bank of inf), Event, PvP, Accomplishment, Achievement, Accolade, Vet Levels and finally Defeat/Gladiator. That is more or less the way I did it, but I didn't go out of my way to not get badges from the order/category.
  22. Dang I didn't realize that about the recluse badge!
  23. I actually got the +hp and +end accolades because I enjoy playing my fire farmer so much. Its effects are moot since I use Ageless for +recovery and I am soft capped in fire defense and resistance. I have a second build on the farmer for lethal/smashing caps and overall anything not fire farm related and the accolades help, but they aren't a really noticeable difference I would say.
×
×
  • Create New...