
Major_Decoy
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Everything posted by Major_Decoy
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Real Talk - How exactly do Procs work in Whirlpool?
Major_Decoy replied to Willdabeastalt1's topic in General Discussion
The proc bonus on the initial cast of pseudo pets seems to be based off of the power's recharge time and then becomes ten seconds afterwards. -
Freedom Phalanx Reserve Member Accolade
Major_Decoy replied to Newt2022's topic in General Discussion
I believe that requirement was added because initially, you lost accolades if you exemplared below the level at which you earned them, so people would carry level 1 characters through content to get them the badges. -
Unless you've got a lot of +health bonuses, Dull Pain is not sufficient to cap your maximum health, even at 121% enhancement. Dull Pain + Unbreakable Guard 7.5% maximum health, + three +1.13% maximum health, one +1.88% maximum health, and one +3% health doesn't get you to cap either. You'll be at 3372.91 maximum health, which is around 170 short of maximum health.
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Help me kill (erm... defeat) my husband!
Major_Decoy replied to TheWhiteLady's topic in General Discussion
I don't think any of the PVP zones allow incarnate powers. Maybe recluse's victory allows the Alpha slot, I don't remember exactly, but the other ones are definitely unavailable. -
Were you fighting more Master Illusionists tonight? Bind is only typed psionic and Bio armour has no psionic defense, so three or four illusionists and/or master illusionists all hitting you with blind at the same time would overwhelm Environmental Modification.
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Bio's mez protection is on Hardened Carapace and Environmental Modification, neither of which has any enemy effecting properties, so even if you were mezzed, they should just suppress and not detoggle. Edit: Are you sure it wasn't shutting down Evolving Armour? That's got Foe -Res (All) and should detoggle.
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Help me kill (erm... defeat) my husband!
Major_Decoy replied to TheWhiteLady's topic in General Discussion
Can you switch between different mezzes, stun > hold > sleep, or do you get generalized mez protection after the first mez of any type? -
Help me kill (erm... defeat) my husband!
Major_Decoy replied to TheWhiteLady's topic in General Discussion
Willpower is one of the few sets with terrorize protection, and it doesn't detoggle offensive toggles (Rise to the Challenge counts as an offensive toggle) the way stuns and holds do. -
Help me kill (erm... defeat) my husband!
Major_Decoy replied to TheWhiteLady's topic in General Discussion
I wouldn't consider Psionic damage one of Willpower's weaknesses. What willpower lacks is debuff resistances. Super Strength is kind of weak to slows (get knock-out blow to a crawl), Willpower doesn't really care about slows though, it does care about -regeneration debuffs, -recovery debuffs, -maximum health. Maybe something like Beam Rifle/Thermal? -
With the title, I was expecting this to be "When you activate Salt Crystals, I think it should summon an edible Baby New Year"
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Because breaking the sound barrier is not particularly stealthy.
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I've got one, but it's built for my particular goals, so I can't promise it's any good. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Mz. Oblique: Level 50 Magic Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Invulnerability Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Dual Wield -- Apc-Dmg(A), Apc-Dmg/Rchg(15), Apc-Acc/Dmg/Rchg(31), Apc-Acc/Rchg(31), Apc-Dmg/EndRdx(31), Apc-Dam%(33) Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(15) Level 2: Pistols -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(11), Dcm-Build%(13) Level 4: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(5) Level 6: Suppressive Fire -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(7), SprSntWar-Acc/Dmg/Rchg(7), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(9), SprSntWar-Rchg/+Absorb(11) Level 8: Swap Ammo Level 10: Super Jump -- WntGif-ResSlow(A) Level 12: Bullet Rain -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39), Rgn-Knock%(39) Level 14: Durability -- Heal-I(A), Heal-I(40), EndMod-I(40), EndMod-I(40) Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17) Level 18: Executioner's Shot -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(19), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Acc/Dmg/EndRdx(21), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Rchg/+Opportunity(23) Level 20: Environmental Resistance -- ResDam-I(A), ResDam-I(42) Level 22: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27) Level 24: Kick -- Empty(A) Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(29) Level 28: Invincible -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(50) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46) Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34), Arm-Dam%(34) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), Rct-Def(36), ShlWal-ResDam/Re TP(36), Rct-ResDam%(37) Level 38: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(50) Level 41: Mass Hypnosis -- CaloftheS-Heal%(A) Level 44: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx/Rchg(48), Rct-Def/Rchg(48), Rct-Def/EndRdx/Rchg(50) Level 49: Unstoppable -- UnbGrd-Max HP%(A) Level 1: Opportunity Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(43) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(42), PwrTrns-+Heal(43) Level 10: Double Jump Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition ------------
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Okay, yeah. I never actually checked before, I just saw the "unaffected by range changes" as assumed it included enhancements after being told as much, but I had a scrapper with it four slotted anyway and yeah, 48 yards wouldn't be possible if the enhancements were doing nothing. I feel better about using the +perception/range enhancements now then. Thanks.
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Give a little warning three minutes before the event starts and then turn everyone in the zone into a Rikti Monkey and enable PVP. It should be revealed that these are the true forms of the player, that everyone is secretly a rikti monkey in an elaborate pulley filled suit normally, but that Nemesis has temporarily rendered the suits non-functional so you have to fight as just a rikti monkey with only rikti monkey powers.
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On the characters where I want to fly horizontally, I just use the old bind that turns off fly and turns on hover (and visa versa). Just /bind r "powexecname fly $$ powexecname Hover"
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It was pointed out to me that Combat Teleport ignores range enhancements. I normally slot it with either Winter's Gift: Slow Resist or the +perception enhancements
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Knock-out blow wouldn't crit. In Energy Melee, Power Transfer gets the "double charge" instead of crits. I don't know what knock-out blow would get though.
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At some point, they're going to port Super Strength over to scrappers, I'm sure. I don't think they'll do that before they're happy with the way Rage works. I don't know. I've gotten two Super Strength tanks to fifty and I didn't take Rage on either one. The mag 16 stun was just too risky for my tastes (and with six slotted acc/dam enhancements, if I remember correctly, they used to be +50% accuracy and +50% damage, and the tanker damage cap used to be 300%, so Rage was pointless) and on the new servers, I'd just gotten used to playing without it. I only kind of wish I had more damage when I hit a sapper with knock-out blow and have to use another attack.
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It was an abandoned proposal. People hated the change. Well, some people hated it. What I recall from the thread was basically "If you're going to change how Rage works, you kind of need to change how Super Strength works"
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The last fix proposed by the developers was "You only get the crash if it's double stacked" if I remember correctly. Yes:
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That's Fury.
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What, you want it to go back to a magnitude 16 stun?
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You right click on the power to lock it, then move over to the "power effects" portion of the screen, click the tiny red bar, and drag it until it's set to the number of stacks you want (I use stacks instead of targets because it works the same way to double stack rage or the like)