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Sailboat

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About Sailboat

  • Birthday 01/01/1004
  1. So I have 3 slots in FR. At 50, that's 2 Recharge IOs at +5 and the third slot is currently an Achilles Heel Heel -resist. I think that only rolls to proc when I cast -- correct me if I'm wrong, but I don't think ANY procs trigger from the rain damage ticks, just once on casting. Assuming that is true, would something else serve me better in that third slot? A Force Feedback +recharge perhaps? Any tips or suggestions?
  2. Ah. that explains, thanks. Maybe this thread is about a TEXT bug, then. Just to be clear, the tier 4 (Agility Core Paragon) would, in fact, boost End Mod, Recharge, and Defense? That would be groovy.
  3. But the one character IS seeing enhancement from Spiritual and this oine is NOT from Agility, roughly equivalent slotting. There's NO increase in value, even .00001%, for Agility.
  4. Bill doesn't need my help defending himself, but from the perspective of a forum reader, I would like to see us address each other more cordially.
  5. Sailboat

    Name Release

    Stormy Knight is the closest thing I have to a "main" over on Excelsior! Whoever takes it, please enjoy. 🙂
  6. TL, DR: Tier 2 Alpha power shows increased value on character for one buff but not the other. I don't have many Incarnates yet. I have Tanker with the tier 2 Alpha power "Agility Radial Boost," which gives 33% Recharge Rate and 20% Defense Buff. 1/3 of that ignores ED diminishing returns. In the Enhancements window, I can see the percentage increase in defense buff -- one power gains from 57.something to 66.2% of it's base defense. The combat attributes window shows a corresponding increase in defense values, and it feels like it's wokring. But my powers with cooldowns show NO corresponding increase in recharge rate on the enhancements screen, and they do not appear to be recharging faster -- Cleave recharges in 6.5 seconds with Alpha slotted or unslotted. Another character with Tier 3 Alpha "Spiritual Total Core Revamp," which gives 45% recharge and Stun duration, 50% not affected by ED diminishing returns, definitely shows increased recharge and stun duration in the Enhancements window, and that seems to work in action as well. So, that second character has a Tier 2 Alpha with recharge in waiting (I am building toward Tier 4)... thinking to test if the problem is related to Tier 2, I unslotted "Spiritual Total Core Revamp" and slotted "Spiritual; Radial Boost." For unknown reasons, I couldn't switch it out for many minutes, although my first character could add or remove his almost at will.It does appear the Spiritual Tier 2 is increasing recharge on the enhancements screen and in game. So is the problem with Agility Alpha? All Agility, or just the one I slotted? Anyone else experiencing this?
  7. I really like Shield/Axe on a Tanker.
  8. Yeah, thanks. I am currently enjoying a classic Energy/Energy Blaster, working on Ranged defense and whatever else I can cram in. I really enjoy Bone Smasher so far, and plan to slot up a few Blaps for fun. Not sure I'll have the durability to melee regularly, but I do like slamming anyone who runs up in my face.
  9. Sailboat

    Sell me a Tanker

    Not PvP player myself, but I would imagine the higher target cap, so wonderful in PvE, isn't often a factor in PvP. Unless, like, sixteen guys jump you and somehow fail to burst you down.
  10. I don't. See you sig, that is. Am I missing a setting?
  11. Hah! Got in for only the third time. Thanks for making it all possible.
  12. This is heresy, but... I've always felt that one effective way to address this problem is to increase the damage differential between single-target and AoEs. Whether this would involve nerfing AoEs or buffing single-target attacks (and enemy hit points, thus effectively nerfing AoEs), I can't speculate. Maybe just dramatically increasing the END cost or cooldown of AoEs would be sufficient. In the genre, AoEs often are depicted as requiring ultimate effort from the protagonist and leaving them drained afterward, A very large part, if not the entire part, of the problem of teams blowing through crowds is due to being able to effect, and kill, crowds with a few clicks and subsequently not much animation time. And yet the superhero movies and comics we love feature predominantly single-target attacks for most of their dramatic effect. AoEs exist, but are mostly used to dispose of minor threats ("trash") before the plot moves on to duel with the big bad. Crowds are terrifying UNLESS you have AoEs, in which case they're exciting targets but trivial threats. In real life, of course, being outnumbered was dangerous...at least until the era of weapons of mass destruction, explosive shells and machine guns. If most of the work of bringing down mobs had to be single-target in nature, crowd fights would take longer and be scarier, but individual defeats of each bad guy would remain satisfying. Debuffs and buffs would matter more. I realize AoE is ingrained in the playerbase at this point. I don't expect my idea to be adopted, but it does address the key problem and it would improve the experience.
  13. Thanks, that seems to align with what I've experienced.
  14. Hey, I noticed Excelsior has a Community calendar: Do we want to get added to that calendar? Are other shards also using community calendars?
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