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Major_Decoy
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Everything posted by Major_Decoy
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What I get from looking at these number is "If you want an emergency button, you'd be better off taking Rune of Power than Strength of Will"
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It's possible to hit the Hit Point cap on Willpower. I did it on my Willpower/Super Strength tank. It did take Vigor though. Without vigor, I'm 36 hit points shy of the cap. Edit: I'd probably hit the cap if I took out a Luck of the Gambler and put in a Shield Wall.
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Yes. There's a max absorb cap of around 1881. If your absorb stacks to hit the stack, then the new application only keeps the amount that it takes to hit the cap, then, when the first application expires, it gets rid of its absorb score, leaving you with just the new application. I noticed it when my absorb kept switching between 1100 and 781 on my radiation armour tank.
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Soloing and destined to fail missions
Major_Decoy replied to Without_Pause's topic in General Discussion
Really? I got one of those (It was the level 20-25, I think Frankie Drake or something) on Blazing Idiot and I actually had to kite him to the door to fail the mission. He just kept on walking back to his default spawn point. The Bank Safeguard missions, however... (not Blazing Idiot, so I wasn't playing to fail) I got the boss, but there must have been a minion I never saw. And there was only one exit out of the bank. -
You're not being asked to rank them. You're being asked how you'd rank them. I would rank them in descending order of number of attacks able of being slotted with Knockback enhancements.
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Soloing and destined to fail missions
Major_Decoy replied to Without_Pause's topic in General Discussion
Yeah. I tend to run missions at x1 or x2 just because I'm never quite sure which of the missions are going to have a rescuee that can't survive a spawn higher than that. It's especially annoying on my tanks because it feels like I'm not holding aggro even when they drop to AoE damage. -
Yet another, another Sentinel improvement thought...
Major_Decoy replied to Due Regard's topic in Suggestions & Feedback
Well, a Scrapper's critical chance does scale with the enemy's rank: They are more likely to crit against a boss than a minion. At one point, scrappers did complain about how crits would get "wasted" on minions. -
Your problem is that you just left things wide open. If you want a water blast/willpower with shark attacks, then you just need to build one. It'll be fine. There's no trick to it. Just take powers and put enhancements in them. If you just want to play with those power sets, Errants' build should be fine. (Though, I skipped Hydro blast because I discovered that, when fighting Sky Raiders, Hydro blast took long enough to cast that an Engineer could construct a force field generator) If you're looking to do something specific, like "I'd like to run whirlwind 100% of the time so I can roleplay sharknado" Then that seems more like a challenge.
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Theft of Essence Proc in a damage aura...?
Major_Decoy replied to Snarky's topic in General Discussion
The proc will show up in the combat tab, yes. -
Not sure if this has been asked: PvP on/off switch
Major_Decoy replied to AlabasterKnight's topic in Suggestions & Feedback
I went to Warburg to get a nuke. I wandered around without knowing exactly what I was doing. I was there for at least an hour. I saw one other person, AFK farming a damage or perhaps a mez badge against a Toxic Tarantula. I left them alone. -
Honestly, after the Global Defense Nerf, Enhancement Diversification just meant I no longer felt compelled to continue six slotting powers that had had their efficacy halved or worse.
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Theft of Essence Proc in a damage aura...?
Major_Decoy replied to Snarky's topic in General Discussion
Well, the text on "Theft of Essence" says "The power's target" so as long as the power targets you, it should work. And Cauterizing Aura, according to City of Data, the target is self, so yes. -
Horns options for character creation.
Major_Decoy replied to Ska-Core's topic in Suggestions & Feedback
Yes, but i feel like the request is to add another horns option, separate from the details 1 options? -
Well, mostly ignored in my Invulnerability/Dark build. It'd be a quick fix to switch it to Armageddon on my build, it'd lose 12% regeneration, 2.25% Energy/Negative Energy resistance, and 2.25% max endurance. But it's an AoE with a really fast recharge, so you're not going to see a lot of benefit from proccing it out. There's really no challenge to slotting it for damage.
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A plurality of the characters I play are tanks. Some use the Tier 1 attacks, some don't. It depends on the power set and how tight the build ends up being. Jab, Shadow Punch, Thunder Kick, Swipe, all tend to leave my attack chains as I level, get more attacks and get more recharge.
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Tanks don't get a choice about Jab when they want to play Super Strength. Hence the "look at secondaries with attacks".
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SURPRISE! It just fit the name.
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Jab, Shadow Punch, Single shot. Basically, look at the secondaries with attacks, most of those leave attack chains. The point is the single global enhancements, not the set bonuses, but you don't get single global enhancements or procs without also having sets for them to be part of.
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Yeah, I don't keep it on my tray, but it was a place to slot another 6% psionic resist.
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Let me admit upfront that these were designed entirely because I think it'd be nice to have something to slot into attacks that you're forced to take but never use. Surprise: acc/dam, dam/end, dam/rech, acc/ 100% chance of stealth upon attack (Maybe also stealths the enemy?) 2 set: Mag 2 Knockback Protection 3 set: 12% regeneration 4 set: 5% recharge time Ruthless Efficiency: acc/dam/end, acc/dam/rech, dam/end/rech, acc/ 3% global endurance cost reduction 2 set: 3% energy/negative energy resistance 3 set: 2% damage 4 set: 10% Endurance drain resist Fanatical Devotion: Acc, Dam, End, Acc/ 4% global control duration increase 2 set: 1.8% max end 3 set: Mag 2 Fear Protection 4 set: 7% accuracy
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Yeah, losing 2.25% toxic/psionic resistance wouldn't be the worst thing to get Gaussian's, but if I could move it to Soul Drain, I could switch over to Armageddon. I'd end up with more psionic/toxic and fire/cold resistance, but less energy/negative energy. Damage buffs weren't my primary concern while designing the build, but they do help maintain aggro. Hm. I'll have to think about it.
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Yes, saturated invincibility. PLVRIZR had stated 10 targets so I adjusted likewise. I suppose I could drop Unstoppable and pick up Combat Jumping, but I wanted Tactics for +perception, the small amount of confuse protection, and Fear and Confuse resistance it provides. (also the reason I made sure to have room for the Impervious Skin: Status Resistance and the Aegis: Status Resistance.) And yeah, looking at that build again, it has a "which powers taken at which levels" weirdness that didn't make it to the live build because at one point I had the idea of "Well, if I'm taking the fighting pool for weave, maybe I can skip Temporary Invulnerability" but eventually just decided to take both and just never run tough. About your build though, I understand that it doesn't really matter, there's not a whole lot of sub level 7 content to run, but I'd still want to switch the positions of Unyielding and Resist Elements. I'd also probably do acc/end/rech and acc/dam/end/rech in Soul Drain. It's a little less accuracy, but I feel like recharge is more important than damage in Soul Drain.