
Major_Decoy
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Everything posted by Major_Decoy
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The Heroes and Villains Super Pack drops the Archetype Origin Enhancements that are named for the archetypes. The Rogues and Vigilantes Super Pack drops the Archetype Origin Enhancements that are named for the inherent abilities. The Lords of Winter Super Pack drops the Winter Origin Enhancements. It is more expensive because the other two are seeded at 10 million and it is seeded at 25 million.
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I know it's a bit of an odd request, I figure that there's no harm in asking. Just a graphical option for Thorny assault that doesn't have your entire body covered in spines. The only option that kind of needs full body thorns is Thorn Burst, and that actually has a longer activation time than Hail of Bullets, so maybe there's some way to use the Hail of Bullets animation instead.
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Rusty old tanker working on a new paint job
Major_Decoy replied to Call Me Awesome's topic in Tanker
No, they got rid of bruising two or three pages ago, when tanker the tanker damage modifier was increased and gauntlet was changed to be increased AoE size and target caps for a lot of powers. -
Rusty old tanker working on a new paint job
Major_Decoy replied to Call Me Awesome's topic in Tanker
It looks like you're not using Stone Fist, why not just skip it? You don't like Stone Mallet either? It looks like Absolute Amazement takes you over 5 6% fire/cold resist bonuses. You might be better off with Positron's Blast. And swapping the Jumping IO in Super Jump for a Winter's Gift: +20% slow resist will get you up to 100% slow resist. -
What Happened to GM Led Weekly Discussions?
Major_Decoy replied to Troo's topic in General Discussion
This framing seems really disingenuous, including Vengeance as necessary? That's just loading the deck. Vengeance is immanently skippable. I'd be more prone to believe assault. You're at least providing bonuses to your pets with assault. But yeah, every build has to make power choices. I had to drop Oppressive Gloom from my Dark Tank because I decided I really wanted Whirlwind. I would take Leadership on every build if I could. But this, you don't even say what your secondary powerset is and you already decided that it's better for your build to have Group Fly, Fold Space, Tough, and Weave, to say nothing of their prerequisites. That's not how builds are made. -
What Happened to GM Led Weekly Discussions?
Major_Decoy replied to Troo's topic in General Discussion
Lusca has recommended the following new trainer be introduced to Independence Port, Peregrine Island, Talso Island, Grandville, Sharkshead, and Mercy. -
What Happened to GM Led Weekly Discussions?
Major_Decoy replied to Troo's topic in General Discussion
Adamastor would like to see his summoning upgraded: There's the normal summoning, or you can do a Relentless four star summoning where he is a Sentinel of Mot. -
The definition of insanity is 3845 x 2154
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What Happened to GM Led Weekly Discussions?
Major_Decoy replied to Troo's topic in General Discussion
This was an interesting thread, but honestly, I was hoping to have Lusca open a thread about improvements to Independence port. Lusca's proposed changes: It is now a level 1 zone with the trainer in the middle of the bay. The hospital is also in the middle of the bay. You zone in to the middle of the bay. The zoning in shuts off all toggles. -
Actually, they're easier to access than ever now, because Fort Trident and the Crucible 1) Are now open to vigilantes and rogues (respectively) and 2) have super group-like base computers where you can buy specific tips for one reward merit each.
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Yin TF and the page 5 power level changes
Major_Decoy replied to KaizenSoze's topic in General Discussion
Yes, I know. I said it was a good change for Sentinel Super Reflexes. -
Honestly, I'd keep assassin's blade. I kind of get why you skipped it, but it's still useful without hide. I'm still debating dropping hide on my Broad Sword/Invulnerability stalker.
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Yin TF and the page 5 power level changes
Major_Decoy replied to KaizenSoze's topic in General Discussion
Unless you're talking about Elude, there's just the one. Sentinel Super Reflexes seems to be based on Stalker Super Reflexes (mostly) with hide swapped out for an endurance recovery power. But for Stalkers, Lucky got rolled into Evasion. That's why Evasion's AoE defense is about 7% higher than Focused Fighting and Focused Reflexes. -
Yin TF and the page 5 power level changes
Major_Decoy replied to KaizenSoze's topic in General Discussion
Sentinel Super Reflexes really needed the new power order. No AoE defense until level 35 is tough. -
In Brute Character Creation, Spines is not in Alphabetical Order
Major_Decoy replied to Major_Decoy's topic in Bug Reports
Okay, the brute order has been fixed, but the scrapper order is still weird. -
I kind of disagree. Keep Sweeping Cross as a combo finisher, but make the combo system work more like Tidal Power, so every power would build Combo if you had less than three, but the finishers would use combo once you had three.
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The goal isn't always to build for efficiency. Sometimes you just want to see what you can accomplish by choosing to build for a specific goal like +Dam or "How many chances for +health can I fit into a Electric/Electric Sentinel", not necessarily because the end build will be any good, but just to see what's possible.
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Yeah, I was taking an Illusion/Martial for a run through the Incarnate Arc on Beta because I'm trying to decide if I like it well enough to make Major Decoy Illusion/Martial on Excelsior. I like Spinning Kick and Thunder Kick well enough, and they pair nicely with Boxing and Crosspunch to feel like "Hey, I'm a tough hand to hand combatant" I'm just not fond of the throwing star attacks. I keep trying different ones and they're all just huge and weightless. My last build tried Toxic Dart, which was deeply unsatisfying. It's beginning to feel like I really will just end up holding off on this build until Street Justice gets proliferated.
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It wouldn't be hard at all, I'd just have to unslot Superior Scrapper's Strike: Acc/Dam, Acc/Dam/Rech, Dam/End/Rech, Acc/Dam/End/Rech and slot in Acc/Dam, Acc/Dam/Rech, Add/Dam/End/Rech, Rech/Critical Hit Bonus. But the moment I start doing that, I'll ask myself stuff like "You don't ever seem to use Char or Fire Blast, you have all the set bonuses you wanted from four slots, you don't need to have them five slotted, why don't you move those slots?"
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63% sounds high for just set bonuses. I'd guess shield (against all odds) or Bio (offensive adaptation)
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I have. Radiation/Fire scrapper. It started with "Hey, if I two slot Achille's Heel in each of my attacks, I'll get a +1.5% damage bonus." Thus was born Ember Lovin' Shrub. She skipped the fighting pool because it didn't provide damage bonuses, only two slots invested in resistance powers. It's +42.5% damage from set bonuses, +10.5% from Assault, and eventually I'll get Assault Hybrid too. Edit: It is not by any means an optimized build. There are a number of changes I could make to improve it. It has one of the two superior scrapper sets four slotted but it skips the +chance for crit enhancement. It doesn't use any luck of the gamblers, it doesn't doesn't use any procs except for Achille's Heel: Chance for resistance debuff. I have Fury of the Gladiator slotted into Burning Aura and don't have the chance for -rez slotted.
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When you take Combat Teleport and use /bind r "powexeclocation target Combat Teleport" all your melee characters have a charge ability.
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I don't think I can make a well thought out build in mids without having played the set. There are some things about the way a set plays that aren't communicated in MIDs.
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I usually stop at four lucks of the gambler because I follow an unwritten rule that says "Your final recharge bonus needs to be a multiple of 10%"