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twozerofoxtrot

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Everything posted by twozerofoxtrot

  1. All for the OP, but I do feel Scorpion Shield and the alt effect for EnA's Entropic Aura kind of already do this. Maybe not exactly as Rudra has outlined but it definitely seems to me like a Force Field.
  2. Link Minds is really not worth the squeeze on Doms. The Defense/Res is a pittance and the amount of time it takes to cast is frustrating. I've tried it on 3 Doms and so far only kept it on one mostly as a LOTG mule since I had to take something to get to Mind Over Body. For the concept you outlined in your thesis, I did this with a Hasten-less Permadom Grav/MA/Scorp. I use Teleport Target to make sure Singy is nearby, Wormhole a mob to me, and then pound on them relentlessly while they're stunned and Singy plays with them. In order to achieve Permadom, you have to really aggressively lean into the face kicking aspect to proc Force Feedback. The Permadom precludes the need for additional mez protection. Scorpion Shield doesn't go as far as it used to for defenses, but it still suffices if I'm not being silly while solo. I think it can be a permadom character you have fun with! I'll come back later and post the build and you can decide for yourself if you'd like to go this route over Ill/MA.
  3. This is a very niche thing but I'm sure it's affected a lot of people with dedicated "mains" that have accumulated many, many temp powers over the years and it can be quite annoying when you decide to respec that character. This would toggle off Temp Powers from auto-adding to your trays on respec, making them behave like powers who haven't become available yet like self-rezzes, Domination, or Vulnerability. The benefit to this option is that on respec, you don't have to cleartray and start from scratch and/or hunt-and-peck for which powers you want to keep. Currently on at least one main I have so many temp powers that it literally crowds out my primary and secondary powers from adding to all 9 trays. Alternate suggestion would be for Primary/Secondary/Pool Powers to have precedence for auto-adding to your bars over temp powers.
  4. Title. Not certain if this is new or has been like this for a while. Probably should update the damage type to match the rest of the set (Toxic) or fix the Power Description.
  5. Multiple cone holds with a 2.03sec cast and a 40s recharge, with a 70ft radius and a 30deg arc, or a 60fr radius and 90deg arc. Plus an Aim that was all ToHit and perma-able, and a recovery toggle that competes with Efficient Adaptation. >:3
  6. Whoa. Here the whole time? Legit.
  7. Even in the scenario you have proposed, I would silently frown and judge from my side of the screen if a Scrapper used good animation time to apply these effects instead of pressing W key to move and whallop whatever they were targeting instead. Or a Snipe, also valid.
  8. While touring the Central Holding Block (CHB), I enjoyed seeing who they had locked up. Some I could tell who they were by their costumes, but many I couldn't. If I hadn't just run Op Renault SF, I wouldn't have recognized Shockstorm, for example. There was one Arachnoid named Biff with a name over his head, but he was the only one. I wouldn't have known Archus was the CoT mage locked up if not for the NPC chatter text. It would be nice if all the inmates got the Biff treatment: named floating over their heads so we can identify who they are.
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  9. Now here's a fella who's really into his job.
  10. Si vous plait.
  11. Another interesting thing about Alpha boosts is that they will (or at least used to) buff Hybrid slot effects. I discovered this when observing how Melee Radial values changed when I had Agility slotted versus when I didn't.
  12. Since it seems lile discussion has veered slightly from pure QoL features into items that mechanically affect the core gameplay loop, I'll say the ability to have any set attuned is probably the biggest for me. Playing on other servers, I truly feel the lack of power at lower levels and after considering it for months I realized this was a core part of what made Homecoming enjoyable for me over those other places.
  13. This is how it works Goldside. It's a deviation from the norm, deliberately, since the NPCs were not designed to differentiate the players based on alignment. This may or may not be why, Lore-wise, there is animosity between PPD and Powers Division. Or why Resistance members attack even if you're flagged as Resistance, since in that story line your character is assumed to be a rogue Powers Division agent.
  14. This has been suggested before by others (and me), and there's usually detractors. But it's hard to argue against it both on the basis of class identity and bringing Brutes into back into line between Scrappers and Tankers. In fact, contrary to the aforementioned point about "the always Hasten crowd," Brutes having a +Recharge generating ATO proc plus Fury builds Recharge would be a phenomenal way to actually have builds that no longer require Hasten for optimal performance. Drop Speed pool for something else!
  15. This may or may not blow your mind but that's exactly what a Kama is. They're still used to this day that way.
  16. I've played one of these to the upper 40s (maybe 50? Been a while) and it was a great ride the whole way. I went Mu pool for Zapp but thats an easy sub if you wanna go weapons for the throwing star. I definitely think the EA effects will help the character feel more like Gambit, even though he doesn't really glow, himself.
  17. It doesn't, whoever said that doesn't know what they're talking about or just doesn't know how to communicate without hyperbole. It's solidly mid, and can put up good single target with a specific build strategy and attack chain. Lmao, yeah. Yeah. It's true. But I digress. They both feel really, really good on Brutes and if you want a no-fail Armor that's going to max out damage but still give you options to take advantage of Brute resist, go Bio with either.
  18. Post a screenshot of your powers and slots and mention your level. Very detailed comments will come rushing in.
  19. Didn't look like you had a response for this, and I was fiddling with a Scrapper version for my Psi/Nin Blaster, so I figured I'd share mine. This is very much a theme build, but I think it hits all the fundamentals. Hasten is at 124s recharge. Concentrate will be up 38% of the time. Don't get caught in a DDR cascade; you've got no wiggle room. If you'd like the extra safety, drop Venge for Elude Kuji-in Retsua and use that to push through DDR cascades. I personally just like the Byzantine solution of moving away and pressing heal (18s recharge). Without having driven it yet, my thought would be to use Psi Blade Sweep as part of your ST attack chain; it should do well enough here to earn it's money. Probably open with TKB out of Hide for the chance to crit+high Insight proc chance+chance for Crit Strikes. If you luck out on Crit Strikes & Insight at the same time, go straight to GPB. Use Psi Lance during lockouts, weave it into rotations, kill runners, pull Neuron, all the usual stuff. Incarnates are your oyster, go with what you love. Import chunk in the spoiler below (if I did it right. I miss old Mids.)
  20. This would be like clicking a radio button under each costume slot to let you get more SoA/Widow Costumes for different versions. IE: Helmet On/Helmet Off for the same Soldier look, or Different Widow Costumes for different builds, etc. I'm not suggesting a change for the game, just curious how others feel about the idea.
  21. I took a look at Paragon Protectors, since I play a few Psi characters and have always had mixed results. Now I understand why. The bosses come in three flavors of "F-you" clicks. One is Unstoppable, which like the Cimeroran version is quite stoppable with some applied psi. The other two just stymie any attack by way of massive defense.
  22. You can add to that list, CoT Ghosts. But not Croatoan Ghosts (which are weak to Negative Energy) or Arachnos Wolf Spider Ghosts and Spectral Pirates (which are weak to Energy), and certainly not Tsoo Ancestors (which have a minor weakness to Cold). Obviously. Technically correct (the best kind of correct!), however when we look at Cyclopes' and Minotaurs' normal resists, we see that the only thing they don't have resists to is Psi Damage.
  23. It's certainly an option. That's what I was referring to in my original response when discussing the so-called Blood Widow build.
  24. Kaizen's response is correct but I'll dig into the details. TPK = total party kill; a wipe. Contagious Confusion Proc = The proc IO from the Contagious Confusion Very Rare set has a chance to inflict a Mag 3 Confuse on an enemy that propagates to nearby enemies, which last 10 seconds. This 10 second Mag 3 Confuse from the proc will stack with the 27.5 second Mag 3 Confuse that Aura of Confusion has, meaning it will affect even bosses (during those first 10 seconds; if they aren't immune). Because of the high Recharge on Aura of Confusion, even if you full slotted it for recharge you're guaranteed to have Contagious Confusion proc on at least one enemy in a large group, which will start the propagation. That said, even without this endgame slotting Aura is still very strong for redirecting damage from LTs and Minions. For the penultimate example of how Aura of Confusion can save your bacon, go to 3:00 of this Trapdoor run (Kanil's first from the eponymous thread) and watch how they go from almost dead to smearing the +4/8 Council and Arachnos against the walls.
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