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Dragon Crush

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Everything posted by Dragon Crush

  1. Cloud Cult - Car Crash
  2. Travis - Eyes Wide Open
  3. Not so much "viable strategy" as "amusing to watch" would also be when fighting on top of a tall structure and sending them all flying to the ground below. Shame they don't take fall damage.
  4. Yeah, if you have loads of single target damage/debuffs and are low on AoE, or you can't survive entire group at once then scattering works well. Otherwise herding is usually the way to go.
  5. Since overload, like all the heavy crashing T9's is terrible, maybe replace that? Make it siphon from targets around you, up to 16 with biggest boost from first target, lowers enemy def, recovery, max HP and damage, while boosting all those for you.
  6. Given powers can behave very differently in PvE and PvP, just leave them as for PvP (or not, never cared much for PvP in this game, just hate when it interferes with PvE). Also ED was added ages ago, but after the nerfs, and with ED they seem like too much.
  7. Scrolling through the full info on Mids - 5% to all resists and defense for the full 120 seconds +2.5% resists and defense for first 60 seconds +25% resists and defense for first 30 seconds +57.75% resists and defense for first 10 seconds So it'd go from 90.25 for first 10 seconds, then down to 32.5 for the next 20 seconds, then down 7.5 for the next 30 seconds, then 5% to defense and resists for the last minute.
  8. While that sounds like it could be cool, I will point out some things about Energy Cloak that make it useful to the set. For one, it's the only power in the set that adds typed and positional defense (not much with only IOs to build on, but it's something). Also, unlike stealth the defense doesn't suppress during combat, and finally, it's another step toward soft-cap.
  9. I wouldn't worry too much about ripping off willpower a bit myself, regen was around first and will ripped off regen first. So, another idea for helping regeneration I had, looking at Mids, regen Dull Pain, invulnerable Dull Pain, and ice Hoarfrost are all identical (Earth's Embrace has a longer cast time). So let's change the regen version to differentiate it a bit, they're all listed at 40% heal/+max hp (or 39.99%-40.03% depending on AT) 360 recharge, 120 duration. My suggestions for regen version of the power - 1) 35%heal/+max HP 2) 330 recharge and 150 duration for better uptime 3) The big one - when you pick the regen version of Dull Pain, you are granted an unslottable auto power called Dulled Pain that grants 15% +max HP, and an absorb shield that ticks every 5 seconds and lasts 15 so it can triple stack for +8% absorb per tick. This will give a 24% absorb shield to soften alphas and provide a bit of a cushion through extended fights. Some other suggestions I have include- Upping the regen on Integration, maybe to 75% un-enhanceable, 150% enhanceable, as well as adding a hefty chunk of -regen resist (70%+) to the power. Add some -recharge resist to Resilience, something like 20-30%. Not sure if it'd be a problem with how powers work, but maybe have it only help against -recharge and not -slow movement, would help us keep clicking those heals but not necessarily escape the caltrops patch to escape the beating (for example). Port over the sentinel version of the rez. It can be used while alive, healing and granting +max HP, with the effect being greater the lower your HP, or it can be used as a rez just in case you click it a little too late. Oh, and it recharges faster as well (250 vs 300).
  10. Fireball, exploding shuriken, and ball lightning are targeted AoEs scrappers can get from epic pools. I think the abundance of cones is just related to the pool's themes and being old. I wouldn't mind seeing more themes for scrapper pools and DP as another natural style would be nice, although not sure about ammo swap as is. I don't think there's any other epic/patrol pool power that would be useless as a single dip. Maybe make the scrapper version add a small buff depending on the ammo type? Un-enhanceable 5% to-hit for none, 10% damage for fire, 7.5% recharge for ice, and occasional tick of 5% absorb for toxic? Can't really think of what would fit and not be OP.
  11. OP said "regen tanks/brures" in that context it seems like they meant tankers/brutes.
  12. Delta Heavy - Hold Me So, using this video since it's where I discovered the song, it's a comparison between the original video and someone's pony-fied version of the video, so if you are heavily anti MLP that's the first warning. Second warning is that the original video features a pet cat dying and being dug up and re-animated (the video is animated).
  13. Flobots - Fight With Tools
  14. Glass Animals - Cane Shuga
  15. While those examples don't seem too problematic, some fonts can be rather difficult to read for some people (not even counting the intentional ones like windings). If something like this was done I'd propose the compromise of it only affecting the speech bubbles and not the chat log. Still good for RPing, and still readable by others.
  16. 1) Think this might fit suggestions more, although maybe with lack of meat to the suggestion maybe not? 2) Back on live I think the devs said stretching powerset was impossible with the engine, not sure if anyone's figured out a good way to fake it since. 3) +1 for seeing whips, whether they're made of leather or energy for a powerset.
  17. Add to the fact that with how buffs/debuffs work in this game, every defender in the group is a force multiplier, and adding a second defender/controller/corrupter/MM will usually make the group do more damage overall than adding a second blaster, regardless of the damage they do solo. Also, it's "nerf" as in Nerf brand foam darts/toys, not "nurf".
  18. While not needed now of course, I would hop up to the roof/over to the rail line, then follow the line across the zone to the other station hopping over trams as they came. And my very first hero was elec/fire blaster (and being my first hero, he didn't have the best build) he had all his debt badges by 25.
  19. One thing I think regen could definitely use would be more debuff protection, and think it should specifically have good deal of -regen and -rech protection (some -recovery/-endurance protection would also be nice). Defense sets all get a good bit of -def protection, resists resist resist-debuffs (if you have 50% S/L resist, get hit with a -50% resist debuff, it will only be half as effective on your S/L resist, reducing it down to 25%), but regen only gets a tiny 25.9% -regen resistance and no -rech resistance to help keep click healing.
  20. That was CaptainYesterday spouting easily provable falsehoods, not DrRocket. DrRocket seems legitimately confused to me. To sum up what others have stated in the thread, the way attack mechanics work no matter what your defense or the opponents to-hit, there is a cap of 95% chance to hit and a floor of 5% to hit. No matter what your defense, even before streak-breaker you have at least a 1 in 20 chance of being hit, and streak breaker will only kick in if one individual somehow misses 100 times in a row (NOT once you have been missed 100 times total). Confounding matters somewhat is that some attacks auto-hit, and some lack positional tags, thus ignoring SR, ninja's or SD defense.
  21. You Got Me - The Roots Featuring Erykah Badu
  22. Roots - In This Moment
  23. Gravity - Papa Roach (Featuring Maria Brink)
  24. Headspin - Butcher Babies
  25. Well, back when thermal first came out, it didn't have AoE buffs, it had single target shields that had to be cast over and over on everyone you wanted to buff, making them AoE was a QoL improvement. As for why they don't effect the caster, my understanding is balance concerns. Making some buff classes that durable that early would tip the scales pretty far in their favor.
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