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cohRock

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  1. My defender chose the Blue Wisp Pet as his Prestige buff pet. It is providing a bit of recovery as documented, but I believe the defense it provides is bugged. With the pet up, Combat Attributes : Defense shows it's Empowering Aura as 2.50% in the Base Defense line. However, this value is not propagated to the individual defenses (as their "Base Defense) as I believe the buff pets would do in the past. I do not know if this is a GUI issue, or if something is actually scrogged which is preventing the pet from providing defense.
  2. I somewhat disagree with eliminating the cooldown on upgrade powers. First of all, it has already been pointed out that they are AoEs, so generally they only need to be case once per summoning your group. Second of all, the absence of any cooldown is confusing. The feel is wrong to see the power be immediately back after use. In the back of my mind I'm thinking, "Did I even do anything?" Thus I suggest restoring about a 3-second cooldown to these powers. Then we'll se the icon go into cooldown, and know that you just didn't have a mouse misclick or something.
  3. Regardless of how good a Sentinel's perception and ability to hit are, the primary gain of Coordinated Targeting is that you are sharing the 20% accuracy gain to your teammates. Do any other powers even do this?
  4. Whatever was done requiring a client refresh this morning fixed my problem. My character logged in with no problem. There was a minor regression of about 10 minutes. He found himself in the Cimerora entrance cave, but the zone intro (with the 5 talk-tos) I had done needed to be repeated.
  5. Easy enough to instatest. Shift to a second build, which i think trainers will allow once your character is at least level 10.
  6. About 30 minutes ago the game froze while my character "G Test" (account Courtney) was fighting open world in Cimerora. When I try to log him back in, I am sent back to the main login screen with a notice stating: I've tried several times but get the same result each time. There is actually a loop of errors: attempt to log in character, system responds as above attempt to log in Courtney account, notice states, "This account currently logged in." second notice then says, "You have been kicked. Error Code: -11021031511" successfully log in Courtney account select Brainstorm choose "G Test" (currently the only character on that account) loop back to 1 Note that I have no problem logging characters from my primary account, cohRock. I have not yet tried creating a second character on the Courtney account.
  7. I led with it because it has been, as stated, a very minor irritation for a very long time, even back to Live. The obvious point of the suggestion is to add 3 slots to use for anything, not just the level 49 power. You can choose to ignore or believe whatever you wish, up to and including my opinion of your gracious nature.
  8. I'm not sure you'll maintain this position when your TF leader has set difficulty to +7.
  9. As I said, the level 49 power restriction was a very minor issue. My main point is the owning of three more slots on 50+3 characters.
  10. It's always been a (very) minor irritation of mine that the power you choose at 49 can never be fully slotted. I was hoping for a while that we would be able to level our characters to 51, with the 51st not granting a new power, but three slots. I realize now that the game already has issues with level 50 toons being overpowered, as evidenced by the upcoming optional scaling of foes to +5 for non-incarnate content and +7 for incarnates. New slots would not be restricted to the 49th power however -- the could be placed in any power. To avoid further power creep, it occurred to me that we could just get the three slots without a 51st level. Three incarnate powers, Alpha, Lore, and Destiny, individually offer +1 benefits. I suggest that as each +1 is achieved a new slot is gained. A character would go to a trainer to get one (or all) of the new slots placed. They would not have to wait for +3 to train. (I wouldn't really object if this were the case, though.) slots would be normal, not special in any way slots would be permanent. Even if you chose a different Alpha power, say, and went below tier 3, the slot would remain. slots would not be affected by examplar status. Even if doing the first Positron TF at level 8, any slots in active powers would remain. slots would be respeccable. During a respec, you could re-assign the "extra" slots just like any other. slot limit would remain at 6 for all slottable powers.
  11. Sentinels, Don't Sleep on what will become on of your most popular and well regarded powers -- Mace Mastery: Coordinated Targeting. Think of it as a super Tactics. With the upcoming +5 to +7 difficulty levels, that super advantage will become well appreciated. Here is a comparison between Tactics and Coordinated Targeting: While Tactics has several advantages, particularly if your Sentinel stays far from the center of action. Its 25-foot area of effect would seldom help the melee guys. But if you don't mind being up close and personal, its 20% shared accuracy will be a major benefit. Yes, its ToHit is significantly smaller, but the direct accuracy gain heavily outweights ToHit. Since this is a high-end power, and all Sentinels have excellent Stamina gain anyway, the doubled base cost becomes inconsequential wiht a smart build. That said, if you have room for both powers, and you don't mind the additional endurance load, you can take both! Help your team hit every +7 foe 95% of the time. Note that Coordinated Targeting is quite similar to the Energy Mastery: Focused Accuracy power available to most melee characters. The difference is that the Sentinel version is shared, while the melee version only effects the player who has it.
  12. Close to the middle of KR northern wall. It does not show on the zone map. Currently it now exists, but is not open. There is a fence stopping people from going thru, with Vanguard protecting it.
  13. My original post specifically excluded both Devices and Tactical Arrow. Both differ in significant ways from the other Manipulation sets.
  14. I failed to mention what the ancillary/patron pools would be like. I see them similar to the controller sets. Basically they would offer an armor, no additional pets, and at least two direct damage attacks. These attacks would not activate the Manipulation inherent, however. Similarly, damage attacks in other pools would not activate Manipulation either. I have no fundamental objection to broadened Manipulation, but I'm guessing it would make the implementation harder. That's the reason for limiting its scope.
  15. This is a counter-suggestion to @LightMaster's Manipulator suggestion from about a year ago. It is also an update to my original Manipulator suggestion from about three years ago. LightMaster had many good ideas, but mine is significantly different. An alternative name for his suggestion, more to its spirit, might be Soul Commander. My manipulator fuses two power set types, similar to the way Sentinel fuses a blaster primary with a scrapper secondary. Their primary would be the blaster secondary manipulator sets, and their secondary would be a controller's primary set. Manipulation Sets This would be mostly a full-power copy of the blaster namesake power sets. Most damage is via melee attacks. They all have significant stamina recovery powers and decent debuffs even outside their controller secondary powers. Two sets that would probably excluded, or perhaps significantly modified, are Devices and Tactical Arrow. Devices, because of the secondary nature of most of its damage as well as its self-buffing nature. Tactical Arrow because its focus is more on debuffs than damage, making the character have a very low damage potential. All the manipulation sets have an AoE debuff at tier 8. Since they already have plenty of such powers in their secondary set, this would be replaced with a Defense auto-power called Miss Me. A common power for an entire archetype is already extent, in that all Stalkers have Hide. Miss Me would have a base 10% defense, and slottable only with Defense enhancements. In addition to Defense, it would offer mag 2 KB protection, 10% resistance to all debuffs (such as immobilize and hold), and 20% resistance to all power limiters (such as -Recharge, -toHit, and -Defense). The Damage defense portion of the power would be added to the character's "Base Defense". (As far as I remember, only the Force Field set's Personal Force Field offers Base Defense, and IMO this category should either be redefined as "Defense to All", as several other powers and procs offer, or utilized more often.) Miss Me would be offered earlier to the character, perhaps at Tier 5. He needs the capability to get in a lot of melee attacks, after all. Controller Sets The full gamut of controller sets would be available to manipulators. However, as a secondary set (unlike for Controllers and Dominators) it would generally be weaker. Magnitudes of all debuffs would be lowered by 1, and the duration of each debuff would be reduced by 20%. However, debuffs would stack normally, both from the control set and primary set. Damage from their attacks, (such as tier 1 and 2 hold and immobilize) would not be lowered. The tier 9 pet would be just as strong as that of controllers and dominators, and any debuffs or buffs the pet offers would not be limited. Inherent Power: Manipulation This would have a 7-second recharge between applications. If charged, it autofires on eligible attacks from the primary set. The already extant Inherent timer could be used to track this. Any single-target damage attack on a foe under a debuff from a manipulator-secondary power would have its magnitude raised by 2 and duration extended by a fixed 7 seconds. Manipulation could not be stacked, although if somehow there were more than 7 seconds left in the debuff, it could be re-applied. If the original debuff had affected multiple foes, Manipulation would only affect the foe receiving the single-target attack. Also, secondary attacks from other manipulators could be buffed by any manipulator. Dominators vs Manipulatos Dominators primarily use ranged damage, whereas Manipulators primarily use melee damage. The Dominator's inherent, Domination, is heavily reliant on recharge and while active provides excellent mez protection among its offensive benefits. Manipulation, OTOH, has a fixed, 5-second availability and adds no direct protection of any type. Their Miss Me power, OTOH, offers continuous, low-level protection against damage and debuffs. Please post your opinions and ideas concerning this Manipulator archetype.
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