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twozerofoxtrot

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Everything posted by twozerofoxtrot

  1. It is. This is the origin for Family boss powers. Science by way of Heisenberg-level pure Superadine.
  2. That power provides scaling Damage Resist similar to how SR auto powers do.
  3. Is it just Cortex you're having issues with or can you cite a few more examples of where you've had issues? Fighting an EB Psi Blaster isn't a cakewalk for most builds. It's going to exploit your weak defenses and resists to that type and slow your recharge if you haven't slotted for Recharge Protect. That's going to gimp the one protective tool you have against heavy psi damage: Ablative.
  4. In addition there's the message popup you get on mission load. It's right in the player's face and everyone has a chance to see it even on teams. Just gotta keep the character count tight.
  5. Incorrect. Yes, because... ...it is not the same power as in Traps. TLDR: Trip Mine in Arse Assault is basically like a Foot Stomp you can preposition. Taking a quick look at a snip from City of Data: We see that Arse Assault trip mine has an uninterruptable 2 second animation time. And it will go off immediately if you are near an enemy. That means you can run into a fight and set it off like you would any other Dom Melee AOE attack, without being penalized. On top of that? You can still drop it as a trap setup to blow up baddies. It still animates over twice as fast as /Traps Trip Mine, but can be stacked up for a big boom. Not quite as big as /Traps mind you, again more in line with normal Dom Melee AOE attacks.
  6. That's a 4 sec animation time. Dr. Strange's DPA is a dumpster fire, even Kin Melee out does him.
  7. States never stood a chance.
  8. Ironically, a lot of the old "rescue" missions from the original release and earlier issues were like this. You just had to rescue the person, not escort them to the door. I figured this out during my "do every story arc" phase via Ouro. @Zombra and for others who don't know, if you mark the entrance, run to the hostage, clear the initial group and then recall to your marked spot, the hostage comes with you. I've no idea if that's WIA or just a helpful bug. It does require you go through the steps to get the Mark & Recall Accolade Power, which isn't exactly helpful for characters still going through their levels, etc. Here's a quick demo:
  9. Anyone can do it with Preemptive Interface Incarnate procs. Much like how the healing badge is earned by non-healers with Rebirth Destiny Incarnate powers. ....it would be a pain in the butt, though.
  10. Lol this is going to go over like a wet fart in a crowded elevator.
  11. +1 this should be done immediately. Honestly I wonder if I'm alone in thinking that all GMs/AVs and such were immune to Intangible/OAS powers. Seems like they'd be a really easy way to lock out multiple AV fights or lock up an AV when clearing adds in HM TFs. Maybe this is already the strat and I just never see it 🤔 😆
  12. Since a few ideas for TFs have been thrown out there, I'll submit mine for consideration. First Ward TF so it's co-op for all. The Palatine Task Force, unlocked after you help Anna become the Palatine. Would start off fight off a slaver raid on Eltentown, featuring that incredibly underused group the Dregs. Unlocks a clue about Anna's past (a story which is left unresolved as you move on through First Ward). Go through a series of missions in zone uncovering clues for a big reveal(?). Possible cameos include Katie Douglas and Noble Savage. Would be fun to have some (non-posessed) DUST named characters as AVs along with obligatory Hamidon AVs in the final mission. End result is knowing more about the Palatine and setting conditions for the escape of the Eltentowners during the dying of Praetoria. Probably set for 20-29 since a lot of the First Ward mobs groups are locked to that range... but it would be nice to have it a little higher to help with the 30-45 slump.
  13. Truly? Go to the Mansion in Night Ward for the badge and you can't LFG Teleport to Imperious?
  14. This is even moreso for SR for some reason. After hearing about it from the great dragon of Everlasting I started paying closer attention and SR tanks can peel pretty much anything. I did a UG once and without intending to, flipped the Infested War Walker around and got a bunch of people killed. I wasn't even attacking 😕 My fan theory is that the scaling Dam Res from SR's three powers somehow triggers a mobs threat list and it registers as you buffing yourself three times every half second.
  15. Does she have "conventional" parents* or is that part of her amnesia? Based on that (literally her very origin point) you can branch out a framework of milestones for her history and flesh those points out on an ad hoc basis. I do this with a lot of my "rp by concept" characters. *by which I mean something like a Dr. Light from Megaman or Dr. Tenma from Astro Boy, in which her parents are aware she's synthetic even of she doesn't (initially). And if not, then you can work from the point of her self awareness and dev out how she came to realize she can control robots, time, etc.
  16. Go to your combat attributes (top of your powers panel, next to the anchoring radio toggle) and click the "Base" tab if it's not already open. Scroll down to "Stealth Radius (PvE)" and right click, then select "Monitor Stealth Radius (PvE)" which will add it to your Attribute Monitor. Whenever that value is equal to or greater than 60, you're "stealthed." Snipers and drones can see through until about 130, I think. Not 100% sure the exact number. At 30-35 you can move past most groups quickly without drawing too much attention but they will see you up close. Besides the aforementioned pivoting your camera, you can also turn on your own name in options and use that as a visual guide.
  17. A lot of people who RP, who might want to share a close space or seat, usually have a hard time cause hitboxes are boxy. A workaround for a lot of people has been to use Speed Phase power from Super Speed. Would like to see something like this as a purchasable from S.T.A.R.T. similar to the turn off powers and only affect self powers. It would save having to make mechanical choices for RP convenience, as well as eliminate the glow from Speed Phase for those who find it immersion breaking. If the power needs balancing, it could speedcap you (so people didn't just take this and Speed of Sound) as well as make you OAS as Speed Phase does. Just food for thought. All the components are already there for this power to be implemented. And I think it's been at least one patch since the RP hounds have been fed. 🙂
  18. Permadom requires +120 Global Recharge (over baseline 100). Perma Hasten requires slightly over +170. If you can get to Perma Hasten, by default you are at Permadom. So yeah... don't worry about Permadom.
  19. It does in the sense that you're porting over a concept from a game which it works reasonably well to one where it doesn't. Not trying to be cruel, I'm an old school EQ player myself. This is just a different beast. At a glance since I can't devote the time to study in depth: Overall seems fine If you're planning to use Spring Attack as a repositioning tool, sabe yourself some inf by just slotting a basic Recharge IO; it already does Knockdown. You're gaining nothing from the Dark Watcher's proc in Darkest Night. The proc chance is floored because it'd a toggle and the proc itself is pure trash 🗑. A regular End Redux IO serves better here, or if you have the resources a +3 Hami that gives End Redux/ToHit debuff/Def debuff (enzyme?). I'd pick up Conbat Readiness as soon as it's available, not at 38. It's pretty handy. Taunt at 49 seems like an afterthought. If you're not planning on really using it, then I'd suggest Combat Teleport (more repositioning), Teleport Target (helpful for MoTF runs), or even Summon Widow for a little extra dps on AV fights.
  20. Couldn't get into Overwatch and couldn't get into this, either. Nothing to do with PvP either. I grew up on competitive shooters. I was obsessed with TFC. Both Rivals and Overwatch seem... overly flashy? Non-kinetic? Dunno. Not my thing.
  21. It's a little bizarre to attempt to refute the primacy of SS and Sav over Spines when there are various posts of test data showing objectively where they stand in comparison with each other across a range of scenarios. They're not equal. It's okay that they're not equal. It's also okay to lower the animation time on a single power in an underplayed set for the purpose of bringing it into line with other sets.
  22. The way Jet Pack worked effectively made it into the game during the big travel powers update years ago. For those who remember how Flight Pool used to be structured, we didn't have Fly_boost Afterburner in it's current form. That's the boost power from Jet Pack, cannibalized into the rework. Free Running from Utility Belt? That's been diced up into multiple parts. It's core functionality already existed with Ninja/Beast run, so adding an Atheletic Run option for normal looking zooming appears to be the solution. Oh and that icon from Atheletic Run? It's the same from the Atheletics boost power from Free Running. That power itself seems to have been modified and baked into Super Speed during the Travel Pool update as the jump boost you're granted. Finally the animation for Free Running is cobbled into the Blitz/Parkour travel power customizations. Why do I know all this? I don't. These are outside guesses by someone who has played the game on various private servers and messed with the incomplete Origin Pool sets. I just recognized their component parts during the various updates. So, what's this mean? Here's my guess: after getting a lot of negative reception from vocal players on the release of 3/5 OPPs, the Dev team thought it better to just scrap the most meaningful parts of the remaining 2 into useful updates for existing powers, since the remaining 10 powers in those pools didn't effectively offer anything new or exciting for the players and the Devs would be signing themselves up for more feedback grief releasing them stock. Not to mention the animation issues for some powers. Oh and how having the click Absorb Barrier for every AT would cause huge balance and power creep issues. It's not a coincidence that the two most well regarded melee armorsets have a click absorb power. That's probably not getting in game for Blasters, etc to use.
  23. No, don't do this. Never prioritize mitigation over damage on an attack power, period. Dead enemies do no damage. And this is going to be your only AoE for lower level content. My recommendation would be to drop the KD/Recharge IO from Lightning Field, put Pulverize's Slotting in Whirling Mace, put Jawbreaker's Slotting in Pulverize, and put a 5pc Hecatomb in Jawbreaker. You should have 4+1 slots for Jawbreaker after pulling that KB/Recharge IO from Lightning Field. Use generic IOs in Jawbreaker until 50. Now you'll do more damage, and have better set bonuses. Already has Focused Accuracy in the build.
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