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Major_Decoy

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  1. Aside from making the Freedom Phalanx three feet tall, I have issues with the level 30 hero side and villain side Praetorian arcs. Mr. G's arc is great because dialogue and NPC interactions will change depending on the contacts you've worked with and it's fatanstic except it entirely ignores any history you might have with Penelope Yin and her father. If you came from Praetoria, you're out of luck. By comparison, Provost Merchand's arc is awful. It's mostly alright as a stand alone arc, but it doesn't seem to care what else you've done or who you know. Well, except it will show you the corpses of all the friends you might have made in the First Ward.
  2. If we were furthering development on the Clockwork King, I'd like to see him replace Blue Steel in King's Row.
  3. I would make all the Freedom Phalanx members three feet tall. The vindicators stay the same height.
  4. I've only ever run at default setting with bosses enabled, and yes, the only things I've ever had hatch from those eggs is cobras. It's entirely normal to get bosses. Edit: I really make an effort to destroy the eggs before they hatch for that reason. Or I pull the stuff away from the eggs, defeat them, then get the egg started.
  5. I'm not terribly excited about rest having a 100% knockback effect.
  6. I think that's impossible. There are contacts who you get along worse with as you do their arcs.
  7. But, honestly, I think this would be a good change for Archetype Origin sets, if there's a way to make it so you can't slot more than six enhancements of the same set. Right now, unless I'm mistaken, then are mostly two types of sets, Masterminds have Command of the Mastermind which almost follows the damage scheme, except with dam/end instead of dam/rech, and Mark of Supremecy which is nothing like the other sets at all. Acc/Dam, Dam/Rech, Acc/Dam/Rech, Dam/End/Rech, Acc/Dam/End/Rech, Rech/proc (for damage powers) Acc/Con, Con/Rech, End/Rech, Con/End/Rech, Acc/Con/End/Rech, Rech/proc (for control powers) These sets are good enough that most people do try slot them both already, but what if a blaster could choose between acc/dam or acc/range? Or a tanker deciding to use Taunt/End/Rech?
  8. Defense/Recharge is vital for Mind Link. Mind link cannot slot recharge, so it ignores the recharge aspects of Hamidon Enhancements and the Alphaslot, but it doesn't ignore the recharge aspect of invention origin enhancements.
  9. General Aarons is a tactical genius. He knows that key to every battle is running up to your enemy and smacking them with your pistol.
  10. Yeah, that's fair. Inky Aspect and Gravitic Emanation can lock down a boss. I wouldn't trust procs to do it, but two 100% stuns work, and Gravitic Emanation can be slotted so the duration is longer than the recharge. Stone Melee can kind of do something similar with Fault.
  11. I think there are some sets it makes more sense than others in. Sudden Acceleration, for Example. If you six slot Sudden Acceleration, then the Knock-back to knock-down is negating part of every other enhancement in the set. If there was a seventh enhancement that you could slot instead of knock-back to knock-down then it wouldn't be a largely self-defeating set.
  12. You're being obtuse. Everyone in the game has access to holds. EVERYONE! Are you going to say that every archetype controls like a controller?
  13. It feels as though you are ignoring the entire content of my posts. Yes, a Kheldian can blast in Nova Form, it can tank in Dwarf form, but I'm disagreeing with you that it buffs/debuffs like a Controller or Defender in Human form. It controls like a Tank in Human form. Just look at the recharge times and durations of the controls on a Kheldian. Single Target holds Gravity Well: Range 7 feet, 13.41 second hold, 20 second recharge, 2 second cast time, average damage (50) 167.34 Seismic Smash: Range 7 feet, 9.5 second hold, 20 second recharge, 1.5 second cast time, average damage (50) 188.08 Dark Grasp: Range 80 feet, 22.35 second hold, 8 second recharge, 1.67 second cast time, average damage (50) 30 Incandescent Strike: Range 7 feet, 13.41 second hold, 20 second recharge, 3.3 second cast time, average damage (50) 167.34 Knock-out Blow: Range 13.2 feet, 11.92 second hold, 25 second recharge, 2.23 second cast time, average damage (50) 188.08 Which of these holds is "Like a controller"? I will give you that Glowing Touch is the exact same power as Heal Other. I do not agree that this allows a Peacebringer to buff like an empathy defender. And that is the only "Non self targeted" buff across both archetypes. Peacebringer Glinting eye Defense Debuff: 18% Blaster X-ray Beam Defense Debuff: 14% Corruptor X-ray Beam Defense Debuff: 20% Defender X-ray Beam Defense Debuff: 25% It definitely doesn't debuff like a defender. This is why I say it doesn't feel like a jack of all trades. It can substitute for a tank or a blaster, and a Tank can't blast, and a blaster... a blaster won't be particularly good at tanking, though with enough support I'm sure the blaster will be fine.
  14. Peacebringers also get a single target melee hold and a lot of knockback. Knockback is actually a pretty good control. They're fairly comparable to a Super Strength Tank, which gets Knockback, a PBAoE disorient, and a melee hold. Or a Stone Tank that gets knockback, a Targeted AoE Disorient, and a melee Hold. The PBAoE disorient toggle can also be found on Dark Armour. A targeted AoE disorient can be found on Stone Melee, None of these are controller or defender sets. I don't feel like one ranged heal and defense debuffing is really enough of a foot into "I know a little about being a defender" unless you're going to say that a Shield Tank and a Radiation Tank are jacks of all trades because they get a defense aura and a PBAoE heal respectively. And tanks can also get Tar Patch, Darknest Night, or Melt Armour. If I was recruiting support for a team and got an Radiation/Pain Domination Corruptor who only took Soothe, I would feel like I didn't really get a support character. This is not to say that Glowing Touch cannot be helpful, I'm sure it has its uses. I just know that when I play defenders I don't really find myself using heals very often. What I consider key to controlling is being able to stack hard controls on a boss and lock them down. This could be done with Disorient, Hold, or Confusion, but Incandescent Strike and Gravity Well are both holds so it'd make more sense to add a second hold to both sets. (it can also be done with knock-down, but that relies much more on player skill and, depending on knock-down percentages, player luck) The defense debuffs and slows are pretty nice as secondary effects to attacks. On comparable attacks, like Gleaming Bolt and Neutrino Bolt, Blasters get -7% defense, Peacebringers get -9%, and Corruptors get -10%, and that seems appropriate, but I still think it'd be good to give Kheldians access to a buff and a debuff each, and not just a single target heal. Edit: To be fully frank, I trust defense debuffs a lot more when they don't require a to-hit roll. If Peacebringers had just one defense debuff that didn't require a to-hit check, I'd have fewer complaints.
  15. That might have been the intent, but they are not a jack of all trades. They have about as much control has a Tank. The Nova form is kind of a blaster, the Dwarf kind of a tank, but they don't really try to be controllers or defenders. Arguably Tankers are better at being defenders and controllers because they actually get access to controls and debuffs via ancillary and patron power pools. I will say that the Warshades actually do have good recharge slows, but Peacebringers just get defense debuffs, which aren't as helpful. I think Kheldians can get better at control and debuffing without threatening controllers and defenders. Replace Peacebringer's Glowing Touch with a luminous themed Enervating Field or Lingering Radiation. Replace Warshade's Nebulous Form with an Umbral themed Tar Patch or Darkest Night. In both sets, choose one of the other blasts in the set and add a hold so that both Kheldians have access to a ranged hold. Edit: the more I think about it, I think that kheldians can have one team buff and one debuff without stepping on corruptor's toes. Add a "Grant Cover" type effect to Warshade's Shadow Cloak and give it both some DDR (maybe 8-12%) and slow resist 20%. Turn Peacebringer's Conserve Energy into a luminous themed Recovery Aura that gives some endurance resistance and recovery resistance.
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