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Zandishere

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  1. A handy thing to have while scouting the GM crowd is a macro to say what you saw and where, and if you are 50 what you are about to do: /macro Hunt s Hey Look, a $target there at $loc, League Port incoming! or if you are without incandescence /macro Hunt s Hey Look, a $target there at $loc, Make you way over amigos Both of these assume you are either on the league channel or broadcast already, as what good are GM drops if not shared. You see the Strangest people at these fights...
  2. Did the grind on Symphonic/Poison up to 29 so far. Very controller CC focused --I had no problem with sleep-confuse 1-fear confuse 1. I tended to step in when the last targeted mob member attacked to sands of mu through him to the other two. Until I hit Talos and the Warrior sword fellas started hitting for almost 1 hit kill values. Back to stand offish, but then there are later holds and such. I took Mighty Leap and occasionally used its stomp to "quiet" the audience. On slotting. I do pass things between toons, including influence. As soon as I could afford it, I had two of the controller set in place for the bonuses as well as the random Font pet. Somebody needs to tweak the spawn point of that thing a bit to say 5 ft in front --the times it has just floated behind me unable to go around cut from it's ten second lifespan is annoying. I slotted sleep with chance to heal self, makes things much easier. Kismet +accuracy helped a lot in maneuvers. I played solo (small mobs or street groups up to five usually) or in groups where the length of the cones really showed --no hug damage but being able to just stop two mobs from attacking entirely for even just a second is a game changer when the tank is def oriented. Gives time for the healers to do that. I used the poison sets -def -to hit attacks liberally but not as openers unless ye old Tank had aggro. Stealth proc in sprint at 12 yes. Heal proc in end as soon as I could, yes. Movement power waited until around 18 because you could grind as you go in earlier but Talos sends you to 28 group doorsteps when you are 21 so nah to that. I actually like the Confuse dot, slotted to boost it even. I think it needs an echo effect of its own, similar to the chain lightning running on the same timer as the original with -1 per hop --when the first guy breaks out, all break out. I like the idea mentioned in the dev section to allow the sound effects to be adjusted in the character respec section --even just a default volume setting per power. Maybe let it pick from two or three kinds of sound effects even if the alternate is just ocean wave woosh noises. Course I also think all the rifle/pistol weapon powers should be able to pick from blam, boom and Zot effects as sounds too. 😉 I just started poking my nose into Brickstown --anyone know why the map for Bricks gets corrupted?-- and ran mishes with a PUG group. Three symphonics was --ah-- interesting in the mission, and the tank enjoyed melting any moving mobs as we'd taken them down to half in the opening shots. All in all, good set. Seriously considering a Symph/Nature next...
  3. Stone/Mace Tanker Test [2353.1 0.0 -3838.2] Entering Eastgate Park. [2471.1 -3.7 698.2] Superleap. infiltration, sprint, combat jumping (and rooted no effect) One jump with double jump triggered along the way, hits the ceiling limit (several times) and goes for 3140 ft ???! How about we shave some of that back and have Rooted no touch the Granite like it says it does. Combat Jumping and Infiltration should still be allowed to be active, just no buff to jumping --the one is all defense and the other is supposed to help all movement, stealth and def --just remove the jump. Rooted jump penalty comes back off and on in Granite... Level 50 with IOs across powers I must admit letting a Granite armor, Rooted tank do a Spring Attack is hilarious.
  4. As a Controller player, I would just like to point out that this +2 stacks with whatever Mag is already applied. So if you put it on a +4 Mag hold, you get 8 seconds of +6 --or if there was already another effect like immobilize or sleep (even from other players or pets) it stacks. If you put these on two different powers, they can stack with each other as well. Plunk down the 2 or 3 slots in the Controller Archtype sets to get bonus to all holds/sleep/immob... and consider what that gets you. And even if it doesn't effect the boss when it goes off, that is 8 seconds where another effect may add enough Magnitude to lock him down --every second he isn't attacking is one where you are. It also has a nice visual effect I love. Everyone loves a good locked down set of targets for their big AOE.
  5. Or lack of vs. Been playing several kinds of Controllers for some time now. Anytime it is a Council mob in Brickstown, the pets go on standby and don't even defend. At first I thought it was a situational thing where a vamp would stun them but it happened again on a Elec/Elec Affinity Controller against all regular Council mob. They just stood there while I was ganked by reds, both the Galvanic Sentinel and the Gremlins. This is the only zone and the only mob that seems to do this.
  6. A simple option would be to adjust the mechanic the in a similar way to how buffing on Masterminds was adjusted --buff one buffs all. In this case, doing any of the prep work for traps other powers would reset the timer on their FF generator as if they had just summoned it. You still have to be doing 'something' to keep it going. but it no longer times out in combat simply because you've moved on to the next group and the timer is getting close --as long as you did some of the scut work or the power set as well.
  7. I would not tie it to the completion since that is so fast. Tie the total merits to the number of side missions completed, maybe 1 merit for each type of side mission aside from the main. That would make it rewarding for those who will stay, but not exceed other sources of merit.
  8. For October we need Ghost Ships, Troll Raves and Croatoa critter parades showing up in the regular zones, at level for those zones. Having a Rikti attack could be something triggered by a number of folks buying in on it with heroic merits. Say 50 merits to trigger the potential and another 50 from other people (not from the same account) to seal the deal...
  9. Yes, it would be nice if leaving the range of being able to cast it toggles it back off again. But that would be too small a change to ask for. Now, a low FX option that didn't obscure combat would be a benefit to all.
  10. I really don't mind the granite look, but can we do something about the movement limitations? I feel like playing a stone sheep (they won't cross a line, thinking it a fence). Not being able to cross a tiny crack in the ground or shadow across the way because the figure can't lift feet is crazy. Having to take teleport to just sort of keep up is highly annoying. I was around for the attempt at mixed armor look for granite and it basically is what the BIO armor looks like now, just a grey version with rough texture. It was a clipping nightmare, but if they solved it for BIO, why not let that BE the FX light option? Let the user skin it for rock, lava, crystal or stalagmites and then pick colors. Bam. Forcing the player that chose a short toon to suddenly be 'tall' because is silly enough. The camera angles come out wrong, the perspective shift is jarring. There are smaller models for the devouring earth, why not use them scaled to the player? --Maybe just a 5-10% growth instead of boom fifteen feet if an inch.
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