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kelika2

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Everything posted by kelika2

  1. Go Kin/fire stalker or kin/bio stalker if you cant wait for the revamp. my guess is the low damage from the set comes from the idea on how siphon power worked. to not only balance itself out but be unique. but in practice its just terrible because of how mobile this game is and how fast things die and the short duration on the siphon stacks. --- ugh and then chance to not build stacks on a hit, and no stacks at all on a miss, and a single stack after using an aoe
  2. Tech blade staffs or other energy beam related oh wait serpents reach uses one of the stick ends for the animation doesnt it
  3. its ok but im going to warn you that the auras do not proc offensive stance
  4. energy melee/bio with two builds for ranged/e/ne def and melee/s/l def if you just want godlike power
  5. To double dip into the additional bleed effect thing: Shred also having an additional lethal dot can simulate Shredding harder/faster at 5 stacks
  6. I just want to be able to use Jet Stream without knockback or repel and storm cell blocks it. i dunno whats going on
  7. I say go KM/fire Kinetics can build heat and you can use Burn to expel the heat. KM/fire is just my goto for whenever I just wanna kill things as a Stalker Energy Melee is ok but I still dont like the new Cone attack even tho the rest of the set lays waste to single targets
  8. I wanted to touch this character up like moving the end/rech out of Maneuvers and replace it with Red Fortune: Def and move that 6th slot over to train ninjas and that extra slot in Assault also to train ninjas. but i dont have it in me to move a few slots nindarkmm.txt
  9. your tail (or someone elses) tail wrapped around your waist
  10. Also Tail Belts.
  11. particle capes. either pure particle effects like flickering flames or snowfall or have auras on capes
  12. So its not the old republic?
  13. Individual lockouts from Blood Frenzy on each power. Time unknown on lockouts since this is just a spitball thread New: Savage Strike to give 1-3 stacks of blood frenzy. New: Shred: Wider and Longer range on 5 stacks. Lockout can be called Exhausted New: Hemorrhage. An additional bleed on 5 stacks. same damage increase on the original bleed is still there. Lockout can be called Sated. Same-ish: Rending Flurry: Lockout can be called Dizzy Also if crits can be 50% or 75% damage, can they go above 100%? like 120% or something on the bleed powers to compensate bleeds now not being effected by crits, but effected by +dmg buffs
  14. Gust - using gust gives the pet a high speed boost, maybe even max speed, for a few seconds after using Gust Hailstones - Coldsnap, long lasting, low movement speed buff Direct Strike - Out of Combat Snipe: Summons a new Storm Cell on your target Direct Strike - In Combat Snipe: Summons your current Storm Cell on your target Cloudburst - Combat Teleport with maybe shorter range in the direction of target
  15. Because just like perma unstoppable/elude or granite armor, Fulcrum is just too strong and the rest of the rest isnt needed because of Fulcrum being a one shot thing to max damage. why spend eons (in kinetics time) animating siphon power for 20% damage when fulcrum already has you at the damage cap? and in the event of a single AV, thats what lore pets are for im not joking or memeing btw, i actual legit hate fulcrum shift
  16. I.. couldnt get through most of that. But I did like the part where health regeneration based on max health was an issue
  17. Go ahead, try and read Stone Melee's Fault power and understand it the first time I fuckin dare you.
  18. I highly doubt that the complexities of explaining the MMO treadmill would work here. It wont work ingame. Now factor in the person in question was trolling to begin with since that is also a popular meme from everquest and warcraft. This project has been out for 5 years now and people come, people realize it was not what they remembered and people go. Few stay. Plus you wont get people to slow down, i tried a few suggestions to stop speed task forces in the past and was met with overwhelming negativity.
  19. The first dropdown menu in the OP worked best for me, manual is best. thanks
  20. Working on my 11th sentinel now and none of them use epics or patrons. 35+ is basically the fighting pool and some Concealment mules. all the melee or healing things are just so awkward and weird to own
  21. Defense, or defense and -tohit. while my thermal and sonic masterminds are tolerable, its still an uphill battle. one little knockback and my pets take forever to stand up or sometimes 90% resist isnt enough for low hp pets and incoming damage
  22. mine is not done yet but i am going for pure ranged defense thunderstrikes in singles artilery in aoes numina 6/6 in a toggle and 3 or 4 generics in other regen stuff since most healing sets suck for defense. not enough aoe defense in the other set to go with the build justify it on and the ATO with the ragebar proc will be in water jet for its recharge and how often it gets used
  23. the only way to make rez powers worth it is to allow them to be mules
  24. I do not under stand why you want to just... taunt and.. stand there. that stuff went away in like issue 4 and its currently issue 27. taunt has been at 5 targets for like 18 or 19 years. the original team did it early, the sc0re team kept it, the homecoming team kept it. it was NEVER that way. back then we had fire armor tanks burning everything in everquest warriors had trouble holding agro without high damage or expensive procs in warcraft warriors had their dagger in hand spamming sunder and revenge in swg we had taunt spamming brawlers losing agro to commandos and combat medics in ff14 tanks are a nice solid place dealing damage new armors to the game enhance damage somehow against all odds/shield charge, meltdown/ground zero, offensive adaptation, brimstone armor(!) go punch something or hit it with a stick
  25. cold dom followed up by people who no longer have the "stay back and support only" mentality
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