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Luminara

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Everything posted by Luminara

  1. That would require locking those archetypes out of Defensive Amplifiers, Indomitable Will (Psi APP for controllers), Defiant Barrage proc (blaster ATO) and both Clarion and Melee Hybrid Incarnate paths, as well as removing any self-affecting status protection from their primaries/secondaries, in order to balance the XP/inf* boost. If that did happen, a lot of players would be howling for blood. And if they weren't locked out of those existing status protections, a lot of players would simply use those options and rake in rewards without additional risk.
  2. There. That's the right place for it. I have it slotted in Thunder Kick on my Dark/Martial, and it's very rare for it not to build up 2-3 stacks during combat. I don't spam Thunder Kick, either, I just cycle through my chain and it keeps piling on the +Damage. Mechanically, it's a native 6 PPM proc with a hacky restriction which only allows it to make a proc check in the first 0.5s of every 1.0s, so it behaves like a 6 PPM proc but is still kind of limited to a 3 PPM rate. It works best when treated like a 6 PPM proc, slotted in a power with a fast recharge time and frequently used.
  3. You can just back out of the costume editor on the existing character.
  4. Additional info: First post was for the dominator Electricity Assault version of Thunder Strike. All of the other versions have no Execute, they still use the Splash flag... and that's locked to 7' radius, not the new 10' radius.
  5. Domination is playing the audio and graphics for losing Domination every 90s. I have Domination recharging in 73.06s on this character, so it's not Domination dropping at the same time it recharges, and it's happening out of combat, when I have no other powers active.
  6. Not the kind of squirting that I want.
  7. You forgot to lock it at 0.67 on the AoE. Now it starts at 0.67 and scales up to 1.392.
  8. There'd be an uproar over one origin being numerically superior to all others and players feeling forced to select that. The powers would have to be identical in every way to prevent that, differing only in animations (and even the animation times would have to be identical)... and then people would be upset because Origin X had animations that they wanted, but couldn't have because they were Origin H. That's why Cryptic didn't do it, and why HC unlocked the origin power pools and probably won't try to replicate that attempt.
  9. The only thing the number above 100% does is create the KD chance when the ReduceIfKD flag is active. The game ignores it if a KB->KD IO isn't slotted.
  10. ReduceIfKB was created in the SCoRE era. That's from the SCoRE patch note archive.
  11. ... Note to self: carry a few spare kidneys and start following people.
  12. Unless the person you were trailing wanted you to follow him/her so he/she could lead you into a trap. I've seen movies, I know what happens to people who follow other people. They end up in someone's hamburger, or with a "Now, that's a knife" knife pressed under their willie, or worse!
  13. I'll log out at a tram station or ferry for the +Movement... if I'm close enough to one. Otherwise, I log out wherever it's safe and don't think about Day Job powers. They're not powerful or useful enough to justify spending the couple of minutes it takes to set up for them, or deliberately not playing a favorite character to accumulate more time.
  14. Because it's an echo.
  15. Hassan gave you to the Hellions. He noticed you following him and led you straight into a trap. He's clearly working with them, possibly even a high-ranking member posing as an innocent citizen specifically to do this to heroes.
  16. Actual screenshot of @GM Crumpet when he's watching me in my missions:
  17. Moment of Glory. Elude. Light Form. Unstoppable. The sequencer prioritizes clicks/keypresses over auto. If you queue something manually, it always activates next, even if you have a power on auto-fire. You can experience that for yourself simply by activating a power on an enemy which is out of range and watching your auto-fired power not fire.
  18. In Leviathan Mastery's animation times.
  19. I respeced my Dark/Martial into Dark Mastery and did some street sweeping to get a feel for it. The only powers I wanted were Darkest Night and Tar Patch, so I'll confine my comments to those. Animation times on Darkest Night and Tar Patch are long, but there's no aggro until the animations finish. That makes either good openers. Since this character has ~26% Defense to Melee/Ranged/AoE, Darkest Night's slotted -ToHit is sufficient (with Musculature Radial Paragon) to hit the soft cap. Not only can I open a fight with it, I don't even have to look at my controls for most content, and that means I'm spending less animation time keeping the character upright than I was before. The endurance cost is a little higher than I'd normally consider acceptable for my builds, but Tar Patch compensates for that. Tar Patch, I like better than Sleet for /Martial. No risk of stacking KD and sending things flying is a big plus. It also has no Avoid, and a stronger Slow, so keeping everything in melee range is much easier, which means more enemies hit with AoEs/PBAoEs, directly leading to a reduction in the amount of endurance I have to spend over time. And the -Res amplifies that, so it's paying for Darkest Night and giving me back some change. The recharge time is longer than I like, even with over 180% global +Recharge, but the duration is long enough to pull the next spawn into it, which makes it an every fight power (about 10s total down time on my build, slotted with 6/6 Ice Mistral's Torment). These are just rough first impressions based on what testing I could manage before the tip spam made me log out, and I'm not playing traditionally (this is a petless build and i play it like i play almost everything else, like a scrapper on crack), but I'm liking it. Still need to do more work on the build (and add Dark Mastery to Mids' so i don't have to substitute powers with comparable slotting options to give me a visual representation of the end result), but even without any further tweaks, I think it fits my build better than Ice Mastery.
  20. Spending 2.772 seconds to miss feels less like a kick in the groin than spending 3.432 seconds. I'll keep the reduced animation time, thanks.
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