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Major_Decoy

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Everything posted by Major_Decoy

  1. Slot the Might of the Tanker +resistance proc into Storm Kick.
  2. So, you can never reduce an enemy below a 5% chance to hit and an even level minion will have a 50% to-hit chance (without any other bonuses). So soft cap for normal content is 45% defense. Incarnate level content is different. They have a higher base to hit chance. If I remember correctly, the soft cap for incarnate content is 59ish% (maybe something like 58.5%?) Then there's the 1-4 star difficulty settings. Certain task forces offer higher difficulty setting with higher buffs for the enemies. Four star difficulty setting enemies get +30% to-hit buffs, so the soft cap becomes +75% I think generally the most survivable sets for Super Reflexes are considered to be Dark Melee for the heal and to-hit debuffs and Radiation for the heal. Edit: Resistance caps for Scrappers are 75%
  3. There are probably a number of invite only chat channels that see a fair amount of use, but if it's just about wanting to talk to strangers while you play, most people feel like General chat is fine and they don't need a special purpose channel.
  4. If you're building with the Set Enhancements, you can slot two absorb procs (one Tank, one Healing), a number of regeneration buffs, and a couple of healing procs (Panacea, Power Transfer) and all that helps make up for lack of a heal. I've got a Shield/Street Justice tank that plays fine, I enjoyed my Psionic Melee/Shield Defense stalker (very sturdy), and I've played both Shield Defense/Martial Arts and Martial Arts/Shield Defense (I didn't like the way the animations worked together on Shield Defense/Martial Arts, but I'm pretty happy with Martial Arts/Shield Defense) I have not tried Shield Defense/Energy Melee, but I'm sure it'll be fun. It's really hard to go wrong with Shield Defense. It is a great set.
  5. I thought the base used to be .78 end/sec Edit: yeah, if you go to City of Data and change your settings to show Cryptic instead of homecoming values, it shows the cost of Focused Accuracy to be .78 end/sec
  6. As long as animations aren't locked to specific origins, I don't think this is necessary.
  7. With the changes to how defense works, I'm not sure that pushing for soft-capped Smashing-lethal damage is really worth it anymore. Where it used to be that an attack that did both smashing and fire damage would check against either fire or smashing defense, whichever was higher, now attacks only have one typed defense they check against. Smashing/Lethal defense was valuable because almost all attacks had either one or the other but that's no longer the case.
  8. Comic book characters do not delineate nicely into archetypes, they all have to meet the story being told. Antman has mastermind like aspects. He can, at times, command ants. Multiple Man has mastermind like aspects. The Living Doll is full of tinier men.
  9. I don't think East Germany would really do anything to improve Bane Spiders.
  10. I think this would make it difficult to use in certain Archvillain fights.
  11. I was wondering if there was any chance to speed up Poison Dart. I don't know if there's anything wrong with it, per se, it just seems really slow whenever I use it.
  12. After all her experience with Mind Control gone bad, Mother Mayhem, and the events leading to her death, I could understand if she kind of gave up on it when she came back. The harder to explain part would be giving up on Force Fields.
  13. That's what I'd assumed too. I thought there was going to be a discussion about "Well, you can modify some things for your game personally, but it won't make Synapse shorter for anyone else"
  14. As has been pointed out, Rest can't take it. However, if you take the Sorcery pool, Spirit Ward does take heal sets, so you can just mule Preventive Medicine in Spirit Ward.
  15. The origins do kind of have two allied origins just because of dual origin enhancements, but I can't really agree that any of the origins are opposed.
  16. Look, having two characters doesn't make someone an altoholic.
  17. https://cod.uberguy.net/html/category.html?pcat=inspirations That City of Data link will give you a more exact definition, but roughly: Insight allows you to see ghosts that are trying to escape and increases your to-hit chance. Sturdy increases your damage resistance. Luck increases your defense. If you're missing a lot, pop a yellow. If you're taking too much damage, pop an orange, if you're getting hit too often, pop a purple. If you're confused, pop a break-free.
  18. Hawkeye has that same problem, but Marvel has learned to be careful with all cap kerning of his name.
  19. The default font for the forum is not kind to the word click.
  20. It doesn't seem like considerations like that are particularly made with uniques. Slow Resist: Tiny Slow Resist: 5%, (no small slow resist), Moderate Slow Resist: 7.5%, Large Slow Resist: 10%, Huge Slow Resist: 12.5%, (no Guargantuan Slow Resist), Ultimate Slow Resist: 15%. Winter's Gift Unique: 20% Range: Tiny Increased Range: 2.5%, Small Increased Range: 3.8%, Moderate Increased Range: 5%, Large Increased Range: 6.3%, Huge Increased Range: 7.5%, Guargantuan Increased Range: 8.8%, Ultimate Increased Range: 10%. If we followed the above pattern, where the unique is two steps up from Ultimate, it could be 15%
  21. I think the best drinking game is running Patrón missions. Malta at 4x8, take a sip whenever you're end drained and a shot whenever someone faceplants.
  22. If you look at Super Strength and Luminous Blast (just the human form powers) you'll find that they both have similar amounts of holds, knockback (though Peacebringer has more AoE knockback), and disorient. Stone Melee is about the same too. War Mace and Street Justice focus more on disorient and lose the hold, and War Axe focuses more on knockdown and loses the hold. An Energy Blaster that takes Knock-out Blow from Leviathan Mastery has many Controller type actions as a Peacebringer. Warshade loses a lot of soft control (as compared to Peacebringer) in favor of -recharge debuffs, but it does have a hold, an immobilize, and a disorient aura that's cool, but would be cooler if you could use it in dwarf form. (same thing is true of Orbiting Death. Eclipse doesn't even provide status protection). You can call those "Controller and Defender type actions" if you really want to, but they're tools that almost every other archetype has access to too, at the very least through ancillary power pool options that Kheldians don't get. I am NOT saying that current Kheldians are bad. There are some really powerful builds out there and people who can leverage the very most from the archetype. What I am saying is that if you're playing through a Task Force on a Warshade and you discover "Oh, we are really not doing as much damage as I though we would be, we could use a blaster" and you've actually slotted your Nova Form attacks, you can switch to nova form and pick up the slack. If you discover that your tank has skipped Unyielding because it didn't sound cool and you have invested slots in your Dwarf Form, you can switch to Dwarf Form and take over tanking duties. But those are the two roles you can shapeshift to fill. You can't get better at buffing or debuffing than you are in human form, and you can't get better at controlling either. What makes those roles sacrosanct? When the game was launched, you couldn't have one attack do different things depending on if you have a specific toggle active. You can now. Why an alternate kheldian? Because the bodies and the animations for those bodies exist already. Because the lore exists already. Because it'd be interesting to see what the current developers could do with kheldians if they don't have to worry about the cottage rule.
  23. Well, the idea is that it would be an entirely new build from the ground up. It wouldn't get rid of the existing Kheldian options, it would be a new one. I don't know if it'd still be broken up by Peacebringer and Warshade or if you'd be able to choose Luminous Blast with Umbral Aura for a Peaceshade or Umbral Blast with Luminous Aura for Warbringer.
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