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Demon Shell

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Everything posted by Demon Shell

  1. The simplest solution I thought of a couple of years ago (and maybe it's already been mentioned), was to add -regen to a tanker's attacks. Stacking per ability, but not per use so you can't just auto one ability and afk. It would create the same gameplay feedback in a team that Tankers already have when solo. Little to no risk, but reduce reward-over-time because fights take longer. You'll never reach the end of a TF/SF or start fighting a GM and have to walk away. As long as you've built yourself to survive, with few exceptions (namely enemies that can self heal), you will win. I don't know how much that would matter this point with that -regen temp power now available to everyone. The other idea I had was for every % over the resist cap you go on your highest resist, that gets turned into a damage or recharge buff. For a defense tank, gaining a resist buff significantly increases your survival. For a resist tank, gaining a resist buff would invariably mean boosting your performance in other ways. This would also turn the old crashing T9s (except Elude, which should probably be changed regardless) into potential performance boosters. It would be a considerable buff to Fire Aura (the proto-brute), Ice Armor (which has never been terribly popular), and Stone Armor (which Brute typically hits resist cap on, to say nothing of what Tankers reach). But, even if this was a good idea, I don't know how it would be coded. It may not be possible.
  2. Venom Grenade/Arctic Breath/Bile Spray is extraordinarily powerful. If you want Mace for thematic reasons (Summon Blaster), by all means.
  3. I think Flurry and Jump Kick are the ones that really fall to the wayside. Especially considering that Speed has Hasten, easily the most picked Pool Power in the game, and Leaping has Combat Jumping, an excellent IO mule that's End cost is so low you can just leave it on for some added Defense/Immobilization Protection (plus the advantage in combat it provides for maneuverability). Considering Jump Kick and Air Superiority have the same Damage per Activation (with Air Superiority's CC being guaranteed and Jump Kick's being a low chance), and Flurry barely dealing any more damage (with a similar low CC chance and a 3 second animation time), I believe Flurry and Jump Kick are in need of further evaluation. I know they had their recharge times reduced at some point, but it hasn't helped them much.
  4. If your HTMagic makes it possible, I think this would be ideal (at least, vertically). Same avatar size, just remove everything else. If you want to see someone's post count/karma/member status just mouse (or press and hold on mobile) over their name. Also, less space between posts.
  5. I like it, it's very sleek. Far more importantly, bigger avatars! Woo!
  6. I was (and am again) @Demon Shell. By the time the game shutdown I had, I believe, 26 level 50 characters (not counting any that were remade or deleted after reaching 50). Around 2 dozen of them were on Protector. If you didn't know me by my global handle, you may have seen Hero Man, Tia J Locke, Wraith-Blade, Devoured Clockwork, and/or Demon Shell. You may also have noticed Refrain or Votary, who were Freakshow and Coralax respectively. I just got back a few days ago and I'm still remaking characters. At least, ones with names that are available. I'm on Everlasting, but I did manage to get the name Hero Man on Reunion. Hey BCM!
  7. This is a good point. Your starter attack should be Pummel. It doesn't matter what you ultimately intend to be, Pummel is really good at low levels. That 66% chance to stun feels more like it's 80%. It's damage isn't spectacular, but the stun will delay attacks made against you and reduce enemy DPS. It will also suppress enemy buffs, like Ripper's leadership powers. Single Shot is also nice at low levels due to the increased accuracy it has. This is probably obvious but Combat Training: Offensive is especially great early off where you probably have To-Hit issues. As someone else already said, Heavy Burst is a great level 8 choice. And once you get Venom Grenade at 12 the AT opens up and you can see what Soldier is really all about. On a per level basis, I would say: Level 1 - Pummel Level 2 - Single Shot Level 4 - Combat Training: Offensive Level 6 - Free (Hasten/Combat Training: Defensive/et cetera) Level 8 - Heavy Burst Level 10 - Free (Area Wide Grenade/Tactical Training: Maneuvers/et cetera) Level 12 - Venom Grenade And from there you can go back and start grabbing things you skipped because they weren't as high priority or you didn't have the slots/recharge/endurance to use them effectively the first time around. Assault at 16. Frag Grenade at 18. Mental Training at 22. And before you know it you're 24!
  8. If you go Crab, get Leviathan Mastery. Arctic Breath/Venom Grenade/Bile Spray is obscene on an AT with more ranged AoE, damage resist, pets, a mini-nuke, a self heal, a measure of mez protection, and the ability to double Assault.
  9. I had a character that had a lot of identity issues with. I never really liked this concept. But after I got it, it just made sense for him to be a reformed Freakshow Tank. You gotta figure that's a thing that happens. Then, after I won a Coralax costume, I specifically made an entire character around it. And exclusivity was never the point. The Coralax are my favorite faction in the game. I was very excited to have a Coralax character and it was always cool to see someone else as a Coralax too. Those costumes were those characters' identities. They cannot exist without them.
  10. Back on the old client I had 2 characters that used transformation powers to appear as things the character creator doesn't allow. One was a Freakshow Tank, and the other was a Coralax Red Hybrid. I don't remember how I got the Freakshow Tank, but the Coralax one was a reward from one of those "get lucky and input the code we posted before anyone else" things on the forums. Is there anyway to get those back? An NPC that sells them?
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