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Weylin

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Posts posted by Weylin

  1. What about those set enhancements that are used on their own in the build? Some examples:

    Panacea: +hitpoints/endurance in Health

    Numina's Convalescence: +Regeneration/+Recovery in Health

    Miracle: +Recovery in Health

    Gladiator's Armor: TP Protection +3 Def (All) slotted last in Tough

    Luck of the Gambler: Defense/Increased global recharge speed in Personal Force Field and Afterburner without being paired up for the 10% regeneration bonus

  2. All the builds for Robo/FF seem to include it, and I'm wondering if there's a viable build that uses one of the Epic power pools instead.

    This is my first time leveling a character to 50, so I don't have the years of experience that many players have to guide their decisions.

     

    I've encountered numerous paradigm shifts on my path from 0 to my current level of 42, and it's starting to become painfully clear that pets are annihilated by AoE, basic minions are useless in upleveled missions, that the mastermind itself is always a full health bar away from instant death, and pets are a nuisance or disaster waiting to happen to your entire team.

  3. Target an ally and give the attack command, damage will be distributed between them the same way as the MM inherent, perhaps less effectively.

    Only the first 6 pets to bodyguard are counted, extras from other MMs are only counted if current assigned bodyguards are killed off or given other orders.

     

     

    I honestly feel like a burden to groups as MM, with all the body blocking, comparatively meh damage, henchmen being easily annihilated by AoE, and 1-shot by some attacks

  4. I'm definitely on board with the idea of giving MM's a separate power pool for personal weapons

     

    As for the gaps that would leave... What about abilities to give your pets thematic buffs? Like soldiers putting up sandbags and becoming immobilized with a +res all

  5. 4 minutes ago, AkuTenshiiZero said:

    The problem is Fitness, specifically Swift.  Swift increases both your run and fly speeds, however these bonuses apply ONLY to your character.  When Group Fly was first designed, Fitness was optional, so if you wanted your pets to keep up you just wouldn't take it.  But that is not the case anymore, and no matter what you do you will ALWAYS be faster then your pets, simply by the base value of Swift, so they will always fall behind.

     

    I doubt there is a way to fix this.  It's an artifact of old design that sadly never got addressed.  I don't think it's possible to extend the Swift bonuses to your pets, that would be the logical solution but God only knows if that's even possible.

    Hmmm, I didn't realize that.

    What if Group Fly were tweaked to apply to your pets regardless of range? Maybe allies and pets get a higher flight speed than the Group Fly caster?

    • Like 2
  6. Henchmen fall behind and drop out of the sky after flying roughly 200 yards non-stop.

     

    Any kind of buff to make it more reliable would be great, maybe a massively increased AoE range that applies only to henchmen & pets?

    Players are much better at keeping up, or have their own flight anyways, while henchmen rubberband and fall out during transit.

     

    Not only that, but the henchmen will just stand there forever where they fell until you come back to them within 25 yards.

    • Like 1
  7. It would be incredibly helpful if henchmen, especially ranged types, could hold position on attack orders or auto engagement. Go To and Follow would override this behavior.

    The "Stay" command should be changed into a Stance; while in this stance, they behave defensively, attacking mobs that you either order them to shoot, and failing that, mobs that are aggroed.

    The primary difference between Defensive and Aggressive is that they will not move if their target is out of range or obstructed, nor will they move to use a melee attack.

     

    This allows you to order them to locations, and for them to STAY at that location no matter what, regardless of their target being too far away or obstructed.

    If a henchman in this stance is struck by knockback, they should return to their assigned post once they recover.

    There's certain situations where ranged henchmen need to avoid drawing additional aggro and to stay in advantageous spots to minimize AoE to the group and stay out of reach of melee heavy hitters.

    It's also helpful to keep them in positions where they will not bodyblock your allies in a chaotic fight.

     

     

    Is this possible to add to the game? I hear the henchmen code is rather messy...

     

     

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