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Doomguide2005

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Everything posted by Doomguide2005

  1. But what if they are Orange Kora fruit? Think of the Kora!
  2. Totally agree @Greycat. It's one of things I mentioned in the thread about the removing the To Hit clamp. Any sort of Stealth and often with none you can park yourself and tab through the mobs and decide when, where, how to unleash your alpha strike. Very few mobs will react, often even the ones that ignore stealth because even if they ignore it you're simply beyond their perception range and they don't react anyway.
  3. Arctic Gust I'm unfamiliar with. The wiki only lists it as something connected to The Woodsman and appears to be essentially Storm's Gale. That aside yeah I can't particularly, especially in PvE, see any reason to actually detoggle one vs the other. Allow them to stack worst case means avoiding perception by a Sniper or making it easier to avoid a turret or GM. After the first couple you're avoiding perception by the vast majority of mobs.
  4. /Fire has exactly 1 ranged attack. The remainder are PBAoEs or melee. My Elec/Fire lives to be in melee. 7 powers are melee range in his build.
  5. Per the Wiki article on Stealth: All stealth powers stack except for toggle powers whose primary purpose is stealth. Of course "primary purpose of stealth" is slightly vague. Edit: And are we talking about Arctic Air or another power in the OP. Arctic Air provides no +stealth, only -stealth. Edit2: memories from Live are a little fuzzy but I'm fairly certain I stacked Steamy Mist, Super Speed, Celerity-Stealth and the empowerment buff Grant Invisibility once as an experiment. That's 125 foot stealth. That's enough to walk unseen right up to anything except a sniper or something that ignores stealth.
  6. While I agree that defense has a wicked curve to it ... That is sort of double jeopardy especially for defense sets. ED already plays a role when you place your enhancements. The problem would be that set bonuses specifically aren't effected by ED but instead are effected by the Rule of Five. And for whatever reason the Live Dev team didn't see (or perhaps forsee) OR had long range plans/didn't see it as an issue providing an absolute slew of +def set bonuses. Otherwise while we might still be having this discussion very few defense sets can reach the softcap 24-7 while solo on powers alone. You need a team, constant inspire usage etc. to reach the softcap much less the Incarnate cap. And it doesn't really address the idea of the 95% clamp on Final To Hit for players (and foes). Again I think it's really a boat that's long since sailed and not worth the time and effort to change. There are far many more issues of greater importance to the health of the game.
  7. I've a similar one that pet peeve is too strong to call it, but it does make me stop: "In my opinion" Well duh, when it's obviously an opinion and not a quote. Often combined with "In my honest opinion".
  8. But it's such a thing to be named a thing isn't it?
  9. @Neiskathanks for that 😃 Got me walking down memory lane recalling similar encounters. Seeing Hamidon the first time while exploring solo on my first 50. Wow those little blobs can see and shoot me a loooooong way off! Or the first time a Warwolf materialized from a defeated Council! Or rounding a corner outside of Fort Darwin and running into a couple of attached tree trunks called Eochai. And PS that would have been in Perez Park where you ran into the Hydra.
  10. I will point out my Claws/SR Scrapper has been in situations where, despite being slightly over the 'soft cap' the foes most definitely had well over 100% chance to hit. Heck he could have probably used his non-existent Elude and those foes still would have been over 100% hit chance. As in hello Rularuu. On the other hand the easy counter argument is would a 5% miss chance changed the out come of the battle. Of course not, tactics yes, outcome no. I'm a player they're incredibly stupid AI. DE similarly 'cheat' with their Quartz eminators.
  11. I know, I followed you. I was thinking Umagon was looking for something more ... theatrical. The knock is fun for them. They are looking for the ability to once the knock distance is covered to return to action promptly, with speed. I'm thinking more like what you might see in some martial art movies. I think @Dragon Crushis right though current coding might need reworking to accomplish that. Maybe a target location bind for the new combat teleport move (forget what it's called) perhaps, though I'm think the knock animation has to play out for that also.
  12. I don't think the OP is looking to prevent himself from being knocked around as much as shorten the recovery time ... more like having a 'kip up" or instant stand sort of ability vs how your out of shape grandpa gets up after tripping over his grandson's toy truck at night.
  13. Trick Arrow is primarily a debuff set and is probably a better league, large team play build, either will solo well.
  14. Never seen them, but just hearing about the performance made me break into a big smile.
  15. Meh, guess I don't really care one way or another. I generally deal with it through any of a gazillion ways the game now provides. Pretty much the only time it gets annoying or frustrating is when solo (and I solo plenty, but rarely is it frustrating). I'm not in any footrace where finishing slightly slower might ruin my fun. Teaming for 'squishies' is the best solution by far. Packs of us are anything but squishy.
  16. Well there is Calling the Wolf, but yes keeping more the one foe at a time interested is going to come down to your damage output vs theirs primarily. See the HCwiki article titled "Threat" for more details.
  17. They've got a name lined up already ... Incarnates. At least that's what the Oroborous mission seemed to imply to me, the one where you could probably round all the AV's up and defeat them all simultaneously. Anyone ever try that on a character?
  18. I was in an SG similar to Iron Eagles, I believe on Justice. Like the Eagles several made it to 50, though unfortunately my effort ended at level 20 while solo (Traps/Fire defender). But at least it was my mistake. I've been on a Master run when an SG mate's internet connection went bad while they were pulling one of the final 4 AV's ... and they promptly had them as a light snack. I think an SG is probably the best way to go about finding folks of like minded folks rather than use developer time to do it. On top of the other reasons mentioned it allows the group to decide just what is allowed or not for that group as like just about anything else in life folks tend to have different ideas about what counts and what doesn't. And for the really crazy 😜 how about seeing how far you can get trying to do one of each AT to max consecutively. Any order goes.
  19. SR and Ninjitsu can both be made very fast (the phrase is 'stupid fast' in fact) SR has Quickness which you can slot for Run Speed (in addition to Swift and Sprint). Both can also slot defense set IOs which means 5 Gift of the Ancients IOs for defense/+7.5% run speed may be slotted with minimal effort. I forget just how quick I got SR up to but back on the Live Scrapper forums there was a thread where for pure theory crafting fun folks were trying to make speedy builds. Maybe its rosy glasses but I feel like we were managing to hit max run speeds without totally screwing up the builds. Edit: I can't play in Mids right now ... only a phone for internet, but you can specifically look for Run Speed set bonuses. There's quite a few for 2 slots as I recall.
  20. I personally love QS on my Earth controllers. Especially when exemping to low(er) levels. Both the -defense and the slow can be a big help to teams with still leveling characters. I find the slow helps those teams in particular withdraw/break contact if starting to get overwhelmed by ambushes or adds etc.. I also grew fond of putting a range enhancement in the base slot (and treat it as a one slot wonder). It's amazing how often that adds just enough to the base range to let me place the patch under a mob from around the corner vs having to stick my head out to do so.
  21. And the Steadfast is a 'Global' proc. It works like a set bonus and will work until you are more than 3 levels below its level. If your Steadfast is a level 27 it will function if you are level 24 or higher. I suspect but cannot confirm the Reactive Defense is functioning similarly. If so it should work until you are below level 19 (and Mids should be listing it as a set bonus). This also means it'll work even if the power it's in is greyed out ... the game is looking at the IO's level to decide if it works. Edit: That's one reason many of my builds slotted level 10 Steadfast and lvl 25 LotG def/+recharge. That was before attuning enhancements was possible and I believe attuning them would cause them to work down to 3 below the sets respective lower limits regardless of the IOs actual level. But Attunement is still a new thing to this returning player. Hopefully someone will correct or add if I'm wrong.
  22. Some yes, some no ... I know wonderful answer right. For a longer, more detailed answer the HCwiki article titled "Set Enhancements with Special Effects" should help considerably. Some newer sets/procs may not be covered yet there, but most are. Edit: There are a number commonly slotted in either Health or Stamina. Miracle, Numina's, Performance Shifter and several more. And of course this is a good thread to just ask if you're wondering about a specific proc and where/what powers are best to use them in.
  23. As an option yes, but in general no thank you
  24. Well my "Main of Mains" the one my numerous alts have been trying to displace since issue 3 is my Claws/SR I call Greta. Her main competitors would be an Earth/Storm controller, an Electric/Fire blaster and as of yet undecided Empathy (defender) with a small horde following them all. All currently on hiatus until I can replace a dead computer 🙁 while living vicariously thru the forums via phone.
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