Major_Decoy
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Everything posted by Major_Decoy
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I would love to get rid of the screaming skulls in cloak of fear. I'd also say that the endurance cost of Cloak of Fear is quite unseemly given that it has base 50% accuracy.
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You know, despite the fact that Radiation armour turned out to be my first 50 and my current main, I keep forgetting about the set.
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Yeah, I'm thinking of dropping Avalanche's Chance for Knockdown out of my Willpower tank's crosspunch. IF I do that, I'll pick up a force feedback there.
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Staff is suprisingly good for dark. It gives a sizable +melee defense with Guarded Strikes and Soul Form gives a very helpful endurance cost reduction.
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Generous Force Feedback slotting?
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Electric and Dark are both very resistance heavy sets. Dark has a heal that needs to hit enemies, but it's one of the strongest heals in the game when it does. Electricity is more self sufficient.
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You have a build that hits perma-Earth's Embrace with Granite up?
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As a rageless super strength tanker, I might be being selfish here, but I do like the idea of super strength powers having alternate bonuses when rage isn't active. It might also improve the first twenty-eight levels of playing.
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Suggestion: Delink 'only affects self' from the Walk power
Major_Decoy replied to WumpusRat's topic in Suggestions & Feedback
It's animation. There are absolutely no animations for any of the powers with walk. Same reason you can't use powers on the rocket board, void skiff, and carpet. There are animations to go from neutral to walk and walk to neutral. There are animation to go from neutral to combat stance and combat stance to neutral. There are no animations to go from walk to combat stance. There are no animations to use powers outside of combat stance. I don't remember the exact number, but one of the animators talked about it in detail once, about how many different animations shield needed added, and it was just a massive investment of time. If they allowed powers to work with walk, they would need multiple new animations for every power in the game. As things are now, I don't think they can add new animations. Every new power they add uses old animations, but with different auras. It works well, but it limits them. -
I think the circle shows up when you're not in combat and it'll give your next attack a damage bonus. But that shouldn't be permanent.
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Discussion: Disabling XP No Longer Increases Influence
Major_Decoy replied to Jimmy's topic in General Discussion
How can you be so entirely illiterate? This is NOT a claim that Peerless Girl has made. It is irrelevant to the dialogue you quoted. I cannot fathom how you believe this to be a coherent response. Read. -
Discussion: Disabling XP No Longer Increases Influence
Major_Decoy replied to Jimmy's topic in General Discussion
Then you chose an exceeding poor example of it. Killigraphy made the argument that farmers would flood the market with ridiculous prices, not Peerless Girl. So your response saying that it clearly showed the bias would be better directed at Killigraphy. -
Discussion: Disabling XP No Longer Increases Influence
Major_Decoy replied to Jimmy's topic in General Discussion
Digirium, it feels like you didn't read her entire post. If you look at the post she's quoting it says "farmers gonna keep farming, and flooding the ah with ridiculous prices" Her entire post is working off of someone else's premise that farming are going to flood the auction house. It is not her bias that put farmers in that position. -
Purples should be removed from the AH
Major_Decoy replied to Dz131's topic in Suggestions & Feedback
Winter Origin Enhancements (WOEs) did drop in cost in December, when the packs went on sale for ten million. WOEs are arguably worth spending 100 merits for. -
It's a pattern available under both long and short capes. You pick a cape, you pick long or short, and then you scroll down to scarf.
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Discussion: Disabling XP No Longer Increases Influence
Major_Decoy replied to Jimmy's topic in General Discussion
I kind of think there needs to be a tutorial for the conversion system. Oh, please I hope this isn't the impetus for me to write my first AE mission. But basically, there are a lot of people who have wasted converters trying to get attuned energy manipulators to turn into performance shifters or power transfers -
Discussion: Disabling XP No Longer Increases Influence
Major_Decoy replied to Jimmy's topic in General Discussion
It was an observation, not a suggestion. -
Discussion: Disabling XP No Longer Increases Influence
Major_Decoy replied to Jimmy's topic in General Discussion
Honestly, if you wanted to cut back on the profit margin of enhancement converting, you'd just have to add an uncommon 10-50 set to most types of recipes. -
Discussion: Disabling XP No Longer Increases Influence
Major_Decoy replied to Jimmy's topic in General Discussion
It's important to note that some enhancements go from uncommon to rare more easily than other. Fear, stun, confuse, travel, tend to have two sets in most level ranges, and converting from one fear set to another fear set will generally result in turning an uncommon to rare (or vice versa). Melee Damage, PBAoE, those sets have A LOT of sets in most level ranges and converting within those types will be a lot more random. -
You might have Avalanche in Shield Charge, like I do. It very rarely does knockback. However, I also have Avalanche in Cross Punch, and it's noticeable there. Not all the time, but every so often it'll launch an enemy away.
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You might have Ragnarok in Spinning Strikes, but you don't have Avalanche.
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Well, I do think it's odd to include Reactive Defenses: Scaling Resist but not Shield Wall: +5% resists. And why skip Might of the Tanker?
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It started as knockback. I think it was changed to knockdown in issue 2, but since knockdown and knockback are just a matter of <1 and >1, it's still kind of accurate and the text never really got changed. Is this a PVP build? You've got much more knockback protection than I'd suggest you'd need for PvE, and Heighten Sense has enough +perception to see any NPC, I don't see why you'd need tactics AND rectified reticle: +perception on top of that except for pvp. Slotting a "Recharge/Endurance" in high pain tolerance, when that's an auto-power is not reasonable. And you'll get more than 1.5% health by slotting a heal enhancement in High Pain Tolerance than you would by three slotting Steadfast Protection. Honestly, the resistance is High Pain Tolerance is low enough that it's almost not worth slotting for. I feel like this might have been adapted from an Invulnerability/Super Strength build? I don't think that you'll be using Conserve Power frequently enough that three slotting it will be useful. Honestly, with as much +recovery as you've built for, you could probably switch out Conserve Power for Focused Accuracy and get more +perception.
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Are these numbers factoring in rage, or are only only accurate from 1-28 and for people (like me) who skip rage?
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Make alternative IO sets to Luck of the Gambler
Major_Decoy replied to nyttyn's topic in Suggestions & Feedback
I agree. I suggest a resistance set, a heal set, and a to hit debuff set. Ruck of the Rambler Tuck of the Tumbler Lick of the Gimbler