
kelika2
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Everything posted by kelika2
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since you didnt list your secondary i cant say. something like willpower or bio armor with low s/l i would but its not uncommon to use multiple builds these days for damage types for different situations/task forces. s/l in yin or synapes does not make much sense and at higher levels the mix of damage types gets so annoying just bring a cold dom and not worry about it.
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its been months and every day someone asks where the atlas stuff went i cant take it anymore its been months every day
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Can this power give you a max unenhanceable Absorb when its off, but then goes away when you activate the power? not sure how to even ask for this one. just trying to think of ways to buy a few seconds for the alpha strike to not kill new/low level ice armors before EA goes off
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16. if you have knockback in your name dont get mad if you dont get an invite
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stealth has -1 threat level means you are less likely to be attacked when standing next to someone with no mods
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What Is Your Reason For Choosing a Corrupter/Goals?
kelika2 replied to Paragon Vanguard's topic in Corruptor
stacking rains. -
kheldians My hopes for the Kheldian Rework - PeaceBringer
kelika2 replied to Laucianna's topic in Suggestions & Feedback
unless the devs can make specifically for khelds different damage caps per form i dont see 500% happening nova form attacks are almost on bar with blasters and their damage cap is.. 400% i believe But there needs to be a warning on kheld creation that your forms will cover up your costume. 91% of kheld threads are vanity complaint based -
Radiation Emission: Quality of Life Adjustments Requested!
kelika2 replied to Hateborne's topic in Suggestions & Feedback
going from warshades corpse explosion to radiations corpse explosion is hard warshades get a huge radius and use enemy corpses which are more likely to land and radiation requires a friendly corpse and has a smaller radius maybe change up to allow it to be used on enemies effected by one of your radiation debuffs? more damage the more debuffs? maybe triggering it causes you to detoggle? -
Player skin colors to match "tights" clothing colors
kelika2 replied to Idiotfool's topic in Suggestions & Feedback
yes but we need some doll joints at some point as well -
im just spectating that its going to hit with issue 28. between the big official status announcement getting people back and issue 7 bringing more and keeping some staying its sedimenting the people who have not logged on in 4+ years and have no intention of returning vs people who come back regularly but other than the pre-warning we got like a year ago there is no new info
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Mastermind Pets need survivability buffs
kelika2 replied to TheSpiritFox's topic in Suggestions & Feedback
as much as i would like this i made so many sonic masterminds then again i can unslot the aura IOs yeah ok lets do this -
Only answer is blaster. high base damage rules all. and so many things in this game resist psi. carry around a power analyzer Sentinels have horrifically slow animations and activation times. you will spend a solid 60% of your time animation-rooted. also note that a few sentinel blasts still have stupid slow projectiles Corruptors sound nice at first but you really need to be Kinetics if you want any real damage output, but if any other team member gets fulcrumed your window to do damage gets smaller since you still have slow animations and activation times Defenders and Dominators suffer from the same thing, a low base damage Fortunatas are ok since the patch, but at the end of the day the Night Widow does more damage psi/psi blaster was the only time i had fun as a psi blast set
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I do not know if this is a bug but many belts are not available with Female > Upper Body > Shirts, Jackets and Sleeveless Jackets There are a lot to list but the ones im interested in are Tactical 1, 2, 3.
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anti-speed task force mode: required ambushes
kelika2 replied to kelika2's topic in Suggestions & Feedback
synapes is great as the maps are not complicated and i think over time they are getting smaller and smaller. great for lower levels to get exp and rewarded for playing citadel however i agree only because the ant-farm tier maps have really spaced out enemy groups on top of z-axis abuse. mastermind pets cant connect, or one enemy jumping down a tier and easily getting away. and im not even talking about the water room and facing a group or two of enemies inside the ant-tunnels is a nightmare -
anti-speed task force mode: required ambushes
kelika2 replied to kelika2's topic in Suggestions & Feedback
also, does "mode" mean something else to some folks? -
anti-speed task force mode: required ambushes
kelika2 replied to kelika2's topic in Suggestions & Feedback
was also in the headline, not sure why you are surprised -
This is just for experience gain only. Every objective you do, no matter the type, there are ambushes. More merits as a result. Example: in the CoT trial: you click an obelisk you get an ambush. this ambush becomes a new objective. even if you assemble 8 people to click at the same time and someone ATTs to the end to kill the Monster and Hostage it still does not complete because of the oblilisk ambushes on top of the monster death ambush and hostage saving ambush. This can be for EVERY task force Maybe at higher levels that Vet Level 9999 motherfucker wont care as he handles it all by himself but leveling up and pre-incarnate it will promote working together as a team.. maybe.
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probably get more mileage out of having the alpha slot work when exemplared past level 45
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I got bored so here is another Regen thread.
kelika2 replied to kelika2's topic in Suggestions & Feedback
Resilience can also be buffed to RESIST ALL crowd control. Remember that resistance makes the effects/magnitude go away faster, meanwhile protection blocks against a certain magnitude. Regenerating brain after a mental hold Your lungs recovering after a gas grenade Your brain synapses coming back after getting tazed Your body fighting off earth fungus etc. I mean resisting stun is ok but i can see myself pushing off permafrost with newly regenerated flesh for those slows and immobilizes -
I got bored so here is another Regen thread.
kelika2 replied to kelika2's topic in Suggestions & Feedback
oh! Ramp Ups for the clicks (recon/ignore) Decay for Moment of Glory. strong start heal over time/absorb/regen that decays over 15 seconds. the crash can be partial endurance loss or no crash at all 1.) lives up to the name 2.) goes in-line with other tier9s from other sets where it just amps the rest of the set to the max -
I got bored so here is another Regen thread.
kelika2 replied to kelika2's topic in Suggestions & Feedback
I didnt wanna make a new thread for most of what i typed up before. Most of the numbers from the oldass original post wont apply There are two mechanics that I want to talk about, the new "ramp up" effect on Fortunata's Scramble Thoughts and Water Blasts Jet Stream effect. First is the Ramp Up thing. Reconstruction as a name sounds like something that takes time to do so Reconstruction can be a strait heal over time that ramps up over 10-20 seconds. No upfront heal this time around just a growing heal over time. This fits into the theme of regeneration as well as overcoming the hard 10%/server tick regen cap My suggestion of Ignore Pain's can also do this with ramping up over time, 10-20 seconds of an absorb building up. Being over time fits into the regen aspect on top of not stepping on the toes of Bio and Radiation who get full click shields themselves. If anyone played an Ice Manipulation blaster, thats the thing. Now about Water Blasts Jet Streams mechanic, can this be modified to trigger PARTIAL cooldowns on OTHER abilities? My idea is that Reconstruction, Dull Pain and Ignore Pain when activated can reduce the cooldown of Instant Healing by X amount. using Reconstruction shaves off 30 seconds off Instant Healing for example, a longer cooldown like Dull Pain may shave off 60 seconds. Hell, revive and moment of glory while we are at it can take off time from Instant Healings recharge. With the proposed Ramp Ups and Other Abilities Cooling Others Down mechanic this can leave regen as a clicky set while potentially making Instant Healing perma once again. Just need to work for it. Hell, maybe even the opposite of a Ramp Up in the form of Decay, bigger heal/absorb ticks upfront that go down over time And the idea of an absorb over time (ignore pain) can also fit into Willpowers(tank, brute, scrapper, sentinel) theme since in my proposal they will lose a powerslot with the merging of fast healing and quick recovery And willpower stalkers Reconstruction can be buffed in any combination of ways to compensate for Hide. Or not. the lack of recovery caused me to play one willpower stalker that was deleted years ago so i have no experience here. -
Something creeping out of dark astoria into talos/founders falls waters, i am not sure how deep the walls go but they were designed to keep alien dropships out Skyway city troll rave being level scaled + atta/family/etc bosses showing off the latest batch Steel canyon gangs showing off freshly stolen artifacts from m.a.g.i.c. and they accidentally a captain planet tier golem with elemental based artifacts Eden, a primordial ooze/spore thing in the woods and only in the woods as long as im talking about woods, what about a random faceless axe murderer in perez park. dual blades, axes, disappears every 25/50% to random wooded areas The hollows, that ash golem thing getting out sometimes Brickstown can use a stolen crey tanker/proto power suit/whatever or something by one or more of the prisoners, make it a cheesy power rangers thing Faultline is pretty deep, ancient evil awoken somewhere cant think of anything for the sewer network that has not been done already, maybe vahzilok using random 'player' models(body parts). maybe the lore is rage quitters who didnt get a badge leaving in a huff and getting lost only to be apart of The Composite. im thinking a cross of dr vahzilok and futuramas sewer balloons, make it fueled by badgerage