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Major_Decoy
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Everything posted by Major_Decoy
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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%"
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Looking for opinions on secondary for Illusion Control Dominator
Major_Decoy replied to Ravenwulfe's topic in Dominator
Illusion is pretty chaotic. I say lean into it. Take energy, slot entirely for knock-back and disorient. Take teleport target and fold space to get everything back into clusters. -
Yeah, like running Mother's arc in praetoria after doing Beholder's arc. I didn't want to turn her over to Mother, but the mission doesn't offer you any other choice at that point. The only way in game to not betray Penny Yin after having done her arc is to never interact with her again. Blue side, there are some First Ward people that show up in the refuge and after the explosions, you see them on the ground and they never show up again.
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Focused Feedback: Dominator Illusion Control
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
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Honestly, I think that under the current limitations of how character creation works, I don't think that a full respec is possible. It seems like origin, archetype, and powersets are the very first things that define a character. I don't think that the limitation of "you can't fully respec a character" stems from a ideological convention, that you need to play a character to fifty, but from a "I don't even know how you'd start to allow a character to change these things"
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As to Katie, she just has one reaction for all praetorians: She doesn't remember you. At some point since you've helped her (or stopped her) she's had to deal with mother again and has lost all memories of the arc you shared with her. It's easier that way, you get the choice of telling her you helped her or hurt her no matter which you actually did, and it it's just another point to hammer home how awful mother is.
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Deutsche Demokratische Republik. Dark Armour is solidly ant-communist. DDR can also mean Defense Debuff Resistance, which is the reduces the amount of defense you lose to defense debuffs, or Dance Dance Revolution. Dark Armour gets better at Dance Dance revolution if you take Acrobatics.
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It has an "in mission hospital" which is nice, except it's apparently a valid spawn point for Nemesis troops, so if you get defeated, you can be attacked at the spawn point.
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For only one of the four arcs, in my experience: Nova Praetoria: You have to be careful not to outlevel the final contact. I've used this to my advantage to skip having to do the final Responsibility mission where you choose between Loyalist and Resistance. Imperial City: I've outleveled Katie before I could start her missions a couple of times, but I usually manage to get all the contacts for one arc. Neutropolis: At this point, I usually find that finishing just one faction isn't enough. I need to do either some pick-up missions or start a second faction.
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You might ask yourself "Well, that makes no sense, chasing down one enemy is a lot less annoying than scattering an entire cluster to the wind. Why did they do that?" But then you remember that 1) Invulnerability/Super Strength is an iconic combo and Unyielding Stance didn't allow for chasing down single targets. 2) Target caps didn't exist yet, if you could foot stomp and not knock enemies back, you didn't have to dumpster dive. Twenty seconds stun... I don't remember the range crash lasting that long. It might have. It might have very well been the exact same crash.
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Focused Feedback: Dominator Illusion Control
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
When Phantom Army was designed you could six slot for recharge and six slot hasten for recharge. The duration is 60 seconds, the recharge is 240 seconds, so you just need +300% recharge to get it perma. You can get 200% from six slotting Phantom Army with Single Origin Recharge Enhancements, you could get 70% from Hasten, you could get 30% from Accelerate Metabolism. When Hamidon launched, you could get 50% recharge reduction from a Hamidon Enhancement. So you could slot six membranes and get perma Phantom Army, but it probably made more sense to keep hasten and add a couple Nucleolus. Edit: Okay, patch notes of September 18th, 2004 say "Increased lifetime, Aggro and perception (aggressiveness) of Phantom Army." I don't know how long the duration was before then, but nothing after that point seems to have changed the duration. -
Yeah, my Electric/Electric tank is only level 45 and not working from a complete build, it's also a build that I skipped the fighting pool on because I hate taking the same pools on all my characters. I can run +0x8, but those Elite bosses are no schlubs. I was able to solo a mummy on my 29 Dual Pistols/Invulnerability sentinel, but only after it dropped me first because I had no clue how hard those things hit. And even then, it was kind of a skittles driven fight.
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That is not my experience. My Electric/Electric tank had his regeneration floored and he followed shortly after. My Bane Spider wasn't happy with the one she had to fight either.