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SaxyGuitar

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  1. I like the idea of this just a mix bag of Survivors, and maybe each minions is different. You could fit in a junky Looking medic bot, some animal, mad scientist, etc
  2. Sorry I should of clarified I just mean the rewards. Not the monster themselves.
  3. Hey if the dev don't want people farming GM why not just put all of them on an 18 hour timer?
  4. I'm out of the loop thank you!
  5. I ran a MM only moonfire yesterday with 6 mm and didn't get the badge. So I think it's still bugged.
  6. I would like to see an inherent rework. I like playing my warshade from time to time, and I forgot that I even have it. I'd personally like the inherent to do different things depending on what stance I'm in. If it stayed as teammates buff it could be cool if pb also gave their buffs to the team as well as them to stay with the protection theme, and ws maybe get stronger buffs for themselves to keep with their feeding theme. Either way something for playing solo would be a nice add on. Make it like the Defender where there's a couple of stacks and it gets smaller each teammate you have.
  7. I thought I imagined it when it happen to me in the beta, but the trainers do not show up on the map if they are covered by the Fog of War. I was playing a Villain each time this happen.
  8. So, I did some math to see if it could stack possess what I could get it to and I'm showing 3ish stacks at 178% global rech and 97% rech in the power. While at a 107% increase to duration. Gets the power to 6-7 sec recharge and a 19-20 duration. With these numbers you could confuse a hard mode enemy under a boss for 2 sec. This is assume a 6:20 ratio, each attack hit, the enemy is at your level, and they don't have any form of resistance. I'm unsure how I feel about that massive 22% tohit debuff as well. If I was trying to help a Control class confuse a big target they might not want me to help with that. I think where you have the recharge and confuse time is good for the epic penalty. But the not stacking is a lot. And it breaking stealth makes me a little sad.
  9. I would recommend at less added a note to the power that let's people know that it can break stealth. Maybe also that it can't stack because that is so out of the norm for powers like this.
  10. This is true. My Banes biggest down fall is survivability. Mostly from no DDR but if I remember right just looking at there base unenhanced survivability numbers between them its big. Most of that is mind link, but they still have more defense overall then a Bane. I can fix that defense difference with IOs and that might be my cost for good debuffs. But that ddr still gets me killed more.
  11. Ive been test out Masterminds Possess in dark mastery off and on today, and it was a little sad. It didn't stack, and it breaks stealth. I'm assuming this is a bug so I did reported it.
  12. So that -tohit only happens if the target is confuse so that would be a weird trade off.
  13. I Tried out Possess in the Beta server and I noticed that it didn't Stack, doesn't work with Control Hybrid, and I don't think the Chance of Confuse IO worked either. Also seems to break stealth. I've added a video of me testing on a random mob. -Edit after more testing IO Confuse does work. Second test with a larger group and showing how it breaks my stealth.
  14. This is true, funny or sick badge names do make me more likely to get it.
  15. It'd be cool if we can get something like this for MM in all the other tutorials. It explains a lot about MMs, and new players will never see it if we recommend them to go to with Red or Blues side at the start of the game. City of Heroes is the only MMO like this with a pet class like this so I bet people would want to try it out, and this would help.
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