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Major_Decoy

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Everything posted by Major_Decoy

  1. I just tested this on my Claws/ Energy Aura scrapper, and the taunt aura does suppress when not in combat. You don't need to turn off your Mez protection.
  2. In the mission where you need to run in, defeat Shen (I think is the boss) and you started getting attacked by a bunch of minions with less health than normal and a noticeably lower to-hit chance, I've tried to keep fighting those minions and they never seemed to run out. Eventually I just decided that I wasn't going to get to the point where I could take the boss on solo and gave up trying to defeat them all.
  3. Oh, and that also conveniently explains the -2.43% too! 1/1.025 = .97560...
  4. Most ambushes goldside do give experience. The ones in this mission from Bobcat look even con, but they are particularly weak. Edit: And in my experience, they don't run out.
  5. If I recall correctly, the bonuses are multiplicative and not additive. I mean, the math still doesn't work that way, but it does explain some of the weirdness. I remembered how it works. It is additive, but on the denominator, just like recharge reduction. Endurance cost = 1/ (1+ endurance reduction) So 1/ (1+.025+.025+.025+.025) = 1/1.1 = .9090909... which is a reduction of 9.09% (I suspect that the 8 is something of a rounding issue)
  6. What percentage of the player base would you guess regularly uses the forums?
  7. I like her. It's not her fault that she's coded to just stand around waiting for you to show. She reacts to you coming to rescue her almost exactly the same way any of us would react to an NPC coming to "rescue" us, if we were stuck in a "only affecting self" bubble until the boss and a minion were defeated. Honestly, of the NPCs you rescue in the mission, Lt. Sefu Tendaji knocks enemies all over the map and then runs off chasing them. Dude, you can't complain about getting lost when you have the attention span of a gnat.
  8. This is all silly. We should take a lesson in combat from a General. General Aarons specifically. Munitions Pool: Side Arm: You pull out your gun and hit someone with it. Melee attack. A little bit more damage than brawl but otherwise identical. Switch Ammo: Temporarily increases the damage of all your gun attacks by 100% Pistol Whip: You hit someone even harder with your pistol. Melee attack. Field Strip: Reduces the cool down of all your gun attacks by 50%, 25% slow/recharge resist Guns of Fury!: You throw your guns at the enemy. Melee cone with a fifteen foot radius and and 120 degree angle.
  9. It's not too late, you can still flag it as spam. Is there a way you can force Snarky to finis a pick-up group synapse that was advertised as a four star aeon?
  10. Honestly, I think it's the set-up. 90% of tanker powers are just fire and forget. If it were a self-anchored toggle, I think it'd be much more common in tank builds. It'd be less useful, but it'd be less of a thing you have to think about. And using Dark Watcher's set for 5% recharge at four slots is pretty nice.
  11. Well, for Four Star difficulties, all enemies have +30% to hit, so no. 59% is not the new 45%. That said, Incarnate content and four star difficulty settings are entirely optional.
  12. Yeah, she's also a Captain, not a general. General Aarons, howver...
  13. Oh, even if they copy a build, unless they're afk farming, they'll have subtly different play styles.
  14. No. Captain Dietrich doesn't bother me at all. A general that runs into melee to smack Ritki with his pistol? Well, he's less annoying now that him getting defeated doesn't result in mission failure.
  15. https://cod.uberguy.net/html/power.html?power=tanker_defense.willpower.fast_healing&at=tanker https://cod.uberguy.net/html/power.html?power=brute_defense.regeneration.fast_healing&at=brute
  16. Yes, it's in a few powers in radiation armour. https://cod.uberguy.net/html/power.html?power=tanker_defense.radiation_armor.radiation_therapy&at=tanker https://cod.uberguy.net/html/power.html?power=tanker_defense.radiation_armor.gamma_boost&at=tanker
  17. They actually fixed Kismet to say to-hit in either page 4 or 5
  18. No, but aesthetically, the staff disappears from your hands you do something else, and then the staff re-appears. It's not appealing. They should use the propel code. The staff drops from your hands, falls to the ground, and then you draw a new one.
  19. Could also be "Okay, we could have three different sizes of portals, but then we're going to need three different sets of replacement parts for maintence. As long as we stick to one type of portal, won't need to deal with Heisenberg compensator type Aleph, type Alpha, and type Eh. Vanguard can use whatever they want to since they've got their own storage bays and repair workers."
  20. But then, Portal Corp does use those same massive portals for the static locations like Fort Zulu.
  21. I think that Portal Corp's wall-mounted portals have more options for targeting places? I mean, Vanguard takes us to Praetorian earth and different locations to primal earth, and Rikti Earth (though we never go there), but no odd places like "That one earth where your desire to catch the little red dot ended up killing everyone and turning them into angry restless spirits"
  22. Not any more, but the travel powers used to be "You can take this at level 14 if you have one other power from this pool"
  23. Super Jump is at least good as a mule. It's a great power to stick Winter's Gift: 20% slow resistance or Blessing of the Zephir: Knockback protection in. Flurry and Hasten? Not so much. I wanted Whirlwind on my Dark/Kinetics tank and had to take both Super Speed and hasten to get it. (though the bonus super speed power that allows me to phase through things is kind of nice for an air elemental). It's Dark Armour, so I don't entirely regret hasten, but I think I'd rather have Oppressive gloom if I had a choice.
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