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kelika2

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Everything posted by kelika2

  1. Oh thats because my experience with it on a blaster is from a fire/water blast standpoint where Caltrops radius is smaller than the rain powers and overall final build lack of slots to put in -speed enhancements in it. It can help but the double stacked fear causes them to sometimes flee out of the caltrops radius, and then the rain radius
  2. I build my characters for the most common scenario. Caltrops is just so god damn situational I could only justify it on a blaster and masterminds only to keep Rain type powers in check. And because of their small AoE radius it doesnt even do a good job at that. Meanwhile, Dominators have so many other tools in their primary at their disposal it makes the idea of Caltrops redundant, if not useless. Without being able to prove this I am going to take a note from you and just say I do not care. A few of my threads ago you announced to me that you lost respect for me, I am going to ask you to take this a step further and tell you to put me on ignore. I just want to put my note in the suggestion box to the staff/developers and meanwhile you constantly come into my threads putting your vote, an actual thumbs up or thumbs down on a suggestion making the volunteer janitors lock a thread and put another warning on my account. Please recuse yourself from my threads and posts and threads for everyone involved peace of minds. I am so fucking tired of seeing you in my feeds. Please leave me alone. Please, please leave me alone, @Rudra. I am begging you to leave me alone.
  3. Those are all assumptions. Even assuming play martial is a huge enough assumption on its own. And if its just you, just say so. dont hide behind an imaginary army of theoreticals. But your Primary possibly do it so much better it makes Caltrops redundant or useless. Any immobilize, bonfire, singularity, hold, etc. You also probably forgot about how few choke points there are in this game to even justify the need for an area denial, even worse yet, a second or third hand area denial ability. Also dont forget how bad caltrops is to slow things down and how small the patch is to other powers. and target limits Also please remember Procs are on the Devs radar if you considered proctrops as an argument Also please remember that Immobilizes, where applicable, do not stop quake/slick
  4. Switch out Caltrops for Crane Kick With Primaries designed to cripple and hold, having caltrops in a low damage and highly resisted damage type set seems less than useful. Plus there are only so many ways to throw a shruiken. What else can you do? PBAoE Fan of Shruikens? TAoE Cone Fling Shuririkeknekns? TAoE rain of throwing stars? barbed? electric laced? cryo-ken? Burst of Stars TAoE cone using Claws>Swipes old animation? Anyways Crane Kick sounds neat. Envenomed Blades might be better as a Toggle 10% overall damage, 5% tohit, 100% chance to proc minor Toxic direct damage
  5. oh mechanically. well we do have Universals that dont get much use.
  6. if going by current rules, only CC duration would lose duration. i cant remember the last time I needed the full 30-40 seconds on a hold ATOs are ATOs that just happen to have pet auras. On live you could not slot Recharge Intensive Pets into Mastermind pets. if that can change I dont see why these ATOs cannot. Pets burn through end since page5, im just shooting ways to help with that. and im not sure if end reduction in the main pet power even works now
  7. Can +Recovery be thrown on here? even Stamina tier 25% might make a huge difference for pets
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  8. All Crowd Control IOs/ATOs - add damage. Right now, there are "hybrid" IO types that never really get to the ED cap. Knockback sets and Endurance Modifications sets at max level get to around 60-70%~ enhancement damage. Having damageless/no damage archtypes/sets with how this game evolved really isnt a thing anymore. A controller dealing at least Moderate damage with a hold can contribute more in the event of a good group where +4 bosses melt rather fast or purple triangles. Or at the very least not have a less-than-useful ATO set such as Dominating Grasp with that dumb little ball of brawl and no worthwhile set bonuses. 2, 3 and 5 are crap. Brute ATO - Brute's Fury, 5 fury In the before times, in the long long ago, when Fury was hard to build and maintain this had plenty of use, but these days one alpha strike can get you into the 80% fury range. adding 5 fury with how fast it decays at higher %s is not noticeable. I suggest adding a mechanic that stops rages from decaying for 3 or so seconds. 3 seconds at 100% fury wont break the game and would be on par with how the scrapper ATO proc works for "just the next attack". Please note for pseudo pets such as Burn, damage scales down, but not up while said pseudo pet is up. Rage crashes are the most common example of this. You can also test this by dropping a rain of fire on a low level blaster first, then eating all the Enrages you can carry Mastermind ATO sets to be allowed in personal attacks In page 5 many masterminds take personal attacks nowadays. Having the ATOs in personal attacks would help with making the most out of having 2-3 personal attacks due to ATOs having lots of Recharge in them. Speaking of Recharge in MM ATOs, ever since the pet cooldown change they lost a lot of use, this would bring that usefulness back. And lastly having the ATO procs/auras/buffs enhancements/whatever pet-only buffs are universally called in attacks would loosen builds up Mastermind - Mark of Supremacy Add +recovery to the proc and add Recharge to the rest of the set as well. Page5 hammered most pets end spending even with modest endreduction slotted in the main pet power SOA - Dominion of Arachnos - Chance for -dmg and Terrorize I dont know what to do here, the other global toxic proc is just so good, but -dmg and terror seems so weak
  9. Even at +4 you should get outleveled before getting to him. All balances out plus the ice pulling them apart
  10. Add Blazing Aura Maybe also explode with a little fire DoT on death
  11. Potentially 3. Most of my melee are built to take or avoid hits. 6/6 red fortune for that sweet ranged def. Plus having the power slot room to have a mule is uncommon ranged perma hasten alts with rise of the phoenix as an attack however? sure 5/6 red fortune 1 lotg fuckyeah but in my mind, if boxing or kick can accept defense sets i was thinking shield wall or reactive defenses before anything else
  12. Just give boxing and kick some +def to enhance and bam.
  13. Option 1: Give players the option for Buildup, or an elemental affinity. An ele ability that needs a respec to change (or alt build, remember alt builds have no enhancements) Option 2: remove the minor damage attack, move up parry/divine avalanche, swap ammo. however with a long enough cooldown i got bored typing
  14. i dont wanna bust your balls or anything but end reduction in attacks > end reduction in toggles. experiencing this again with an IOed health/stamina at level 27, but no IO sets in attacks 20% endred in toggles 20% endmod in autos 60% endred in attacks maybe
  15. End reduction in attacks will have a huge impact. But miracle/numina/panacea in health + end reduction in toggles also helps in a few levels you should unlock body mastery. And Superior Conditioning + Physical perfection are amazing PerfShifter +end mules
  16. the small radius on debuffs is what got me to reroll some masterminds. 15ft radius on radiations debuffs vs 25ft on darkest night vs 35ft on flash arrow I group primarily and always lost a minion or two from a stray/out of range enemy
  17. check the actual number on hurricane's -tohit. its huge and only matched by dark servant and spectral terror in melee If the repel got removed by an enhancement a rooted enemy with 5% chance tohit and cant move would be huge in your described situation
  18. I feel it will happen eventually and all the little changes here and there are testing grounds to ease the vocal forum minority who does not play the game at all anymore/regularly. There were zero complaints about Repulsion Field and nothing but praise for Axe's new draw-in effect. Plus even I think Hurricane's -tohit is huge without having any major drawbacks. For all we know on some super secret internal test server slotting KB2KD reduces the -tohit effect by 33.3% of current for balance purposes.
  19. -def -res -acc/tohit etc
  20. Maybe in the upgrades, but slotting end reduction in pets lowered their end spending in page4. It was very very noticeable when using Cytos in Enforcers
  21. I do not have access to Page 4 in anyway shape or form to test this myself. But when page5 hit, many pets are just spending a lot of end and no matter what I do, I cant fix some of them.
  22. (Brute) > Stone Melee > Fault > This power still has a .80acc modifier. Between a small chance to stun bosses and minor damage this seems mean Control(dom/troll) > Immobilizes > In an evolved burst damage world many of the immobilizes with a 10+ second duration serve little if any purpose. same amount of ticks in a smaller window, or burst damage+dot or just strait up damage would help both. Control(dom/troll) > AoE Holds > Also in an evolved burst damage world all of them having an -acc and no damage.. choking cloud outperforms it by so much I do not know what to call this old Mechanic so it will require some nostalgia: Darkest Night, Radiation Infection, Snowstorm, etc > These used to de-toggle instantly whenever the Anchor dies. I bring this up because: Whenever a player pet creates a pseudo pet and the target the pet uses it on dies, the effect goes away. Examples: Oni > Rain of Fire Jounin > Caltrops Incarnate > Lore > Banished Pantheon > Radial > Enervating Storm I would love if the new toggle mechanic be added to said pet abilities, or strait up changing them. Oni>Fire Sword Circle, Jounin>Lotus Drops, BP>I dont know
  23. Stay bullied by people who miss the point or dont want to get the point, got it
  24. Yes but that also takes away my incentive to do the things between the merits.
  25. Ok, I lack the social skills to continue. I did not think asking someone to exist would be this offensive
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