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ZemX

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Everything posted by ZemX

  1. Counterpoint: Sky Splitter does both the knock up and slam down and then Innocuous Strikes stabs them repeatedly in the nethers while they are on the ground. Just sayin'
  2. It kind of sounds like you're describing ArcanaTime, except the longest pause that would be added to a power's animation time in this case is 0.132 seconds, which isn't the sort of delay I'd really call a stop in the action. I would think the only time you could notice such a delay is if there's a mismatch between the cast time and the actual animation time. i.e. If the animation time is noticeably shorter than the cast time then you'd notice your character pause because the game will still wait the full ArcanaTime of the power before allowing the next power to begin. But I don't have an example. Unless you're just talking about animations that seem to flow together better because one picks up close to where the other left off. Like a left-then-right punch combo instead of two left-handed attacks (looking at YOU Dark Melee).
  3. It does not break Hide but it isn't special either. It's no advantage to the Stalker at all since SC and LR do not crit either. As a Stalker you are better off walking, leaping, or teleporting to the center of the pack first and then using you best normal AoE attack from your primary or epic pool to gain the 100% (50% for AoE) crit chance from Hide. THEN use SC or LR. Same damage. Zero risk of Hide being spoiled by a counter-attack.
  4. They have not enabled it. Warnings only. Whole thing is on indefinite hold due to a few issues still to iron out, last I heard.
  5. It is even odder to me that you thought I was being even... remotely... serious.
  6. I just snagged "Cool Ninja" on Everlasting for an Elec/Ice Stalker. Could go Ice/Ice if I end up not liking it. This was after trying "Storm Ninja", which was taken. "Storm Assassin" was available, if anyone wants something similar.
  7. It is absolutely remote. The entire point is to EXPLODE it remotely so you can do this...
  8. Doesn't have to. The goal of ANY kind of balance is that players will look at their available choices and see them ALL as equally worthy of being chosen. To use your word then, they didn't make Council miserable enough if people are still preferring to run exclusively Council radios. Sounds bad when I put it that way but the goal is actually FOR players. If you have five choices but nobody hardly ever picks four of them, then you don't really have much choice. The problem still seems to be that people just mindlessly process Council. It only takes a little longer. They take the same "Tactics" to Arachnos or Carnie and get wiped out, then decide never to choose them because they haven't learned that just throwing yourself at every enemy and rolling your face around on the keyboard is maybe not the best way to do things.
  9. Incarnate powers are obtainable once you hit level 50. You then begin gaining Incarnate XP instead of regular leveling XP. This iXP goes to unlocking Incarnate power slots, each of which has a small tree of powers in it. Typically there are two main branches in each tree, Core and Radial. These are different versions of the same power. Slightly different effects. And then there are four ranks or "tiers" from T1 to T4. Your goal would be to aim for either the Core or Radial T4 in each Incarnate power slot, eventually. Caveat: Debuff effects can be unresistible. The only one I can think of for Slow right now is Tsoo Ink Men. Their Siphon Speed doesn't care if you have 100% slow resistance. There could be others. You do still want slow resist, most especially if you are not defense based (as you get hit by most/all debuffs)...just pointing that out.
  10. The only thing I was really hoping for when I heard of this change was that I'd see fewer teams running exclusively Council PI Radios... but if that's happened at all it's hard to tell. Still see plenty of teams advertising Council-only radio groups.
  11. Despite it not being considered top tier on Stalkers, I quite like Ninjitsu because it is decent positional defense, which is easy to enhance with IOs AND has a nicely available self heal for saving your bacon when a large hit gets past your defenses. But for theme, don't feel beholden to Ninjitsu, especially on a magic-themed / supernatural character. Just back from a cold grave? Dark Armor and Ice Armor would both work quite well with that concept as well. Ice Armor is probably more effective on Stalkers but both are worth a look through.
  12. You appear to be correct according to City of Data. There is a 20% chance to recharge Power Siphon in Concentrated Strike's effects list. It is not tagged with a Scrapper "crit" tag, meaning it is not affected by Critical Strikes global chance mod.
  13. I once heard KM called "NASCAR Melee" and now I want to roll one up and see if I can play the entire game only making left turns.
  14. Yes and no. Repel does still move immobilized foes. It works for me on my Tanker with Axe Cyclone. The "no" part is that AoE Immobs are 30ft radius. TK is 20ft radius. Axe Cyclone is 15ft radius. This is okay though. Good news that TK+Lev is even better than Axe Cyclone at grouping immobilized enemies because of the larger radius and longer activation. Also good news... any that you miss outside that radius might still manage to murder the controller/dom who can't keep that immob in his pants for two more !@#% seconds at the start of a fight. Haha.. kidding! (not actually kidding).
  15. It wouldn't surprise me if there's not a huge intersection between Helldivers 2 and CoH players. Or at least not large enough all its themes have been gobbled up as names here yet.
  16. Yeah, a Freak's worst nightmare. 130% end drain resist AND energy damage. I was doing well enough with Rad's 86% drain resist and good recovery tools but at times felt like I was swinging a cardboard tube instead of a Katana. I think that's when I finally noticed I was surrounded by three or four +6 Freak Tanks towards the end there. Not because they were hurting me... but because I was barely scratching them. We need to do that with our Bios on Reunion at some point. Same decent drain resist and recovery as Rad Armor but with overlapping -RES auras. mmm..
  17. I expect a lot of people have done this just because of the whole mirror universe thing, but I also just do this anyway. I might create different versions of the same character simply to try out different powers or even ATs with the same concept. I don't see all my toons as belonging to a single "canon". I am not even that much a roleplayer that I'd care. I recently started two versions of the same Tanker with only the secondary powerset being different and assuming I'd drop one or the other when I decided which one I liked better. To my surprise, they both ended up 50 Incarnate. I put them on different servers. 🤪
  18. That's the page 7 default list. Shouldn't have been possible with /bindsave THIS time either. Maybe it was done with /showbind on each key individually? If it's the same @BlackSpectre there as here on the forum, they can say how. But I don't think it matters either. It seems to me the point of adding profiles was likely so they could add new default binds without changing the old ones. The classic keybinds at least, should never change from what you see on the first page I linked. And it wouldn't be a good idea even to change the modern defaults either. Changing people's control settings WHILE they are using them would be kind of rude and I don't think they want to do that. I'm not against adding a bind_save_all command either. I just don't see what's so urgent about it. All the info needed appears to be still easily available.
  19. XP/time is the only measure which makes sense in the context of this thread. It's not "better" XP if cranking up the diff would net you x8 the experience per mission but take you 10x the time to complete said mission. And time is the thing we can't easily theory-craft on the forums as it depends on a full simulation of the combat and all factors involved. Or to put it an easier way, "You just gotta play it." 🤪
  20. https://homecoming.wiki/wiki/Default_Key_Bindings As for future updates, I imagine they will happen the same way this happened, assuming anyone expects the defaults to change any further, which seems unlikely.
  21. I still don't see why this is such a big deal. Isn't it just NOT saving the default binds and can't I just look that up online if I want that info now? This to me seems like more of a speed bump than a "big hurdle". What am I missing? https://homecoming.wiki/wiki/Default_Keybindings_From_Issue25_to_Issue_27_Page_6 People wanting to do more advanced keybinding than this are going to need a lot more than just to SEE these keybinds in the file anyway. So what's the big deal? If I want to edit a text file for a game to do some advanced tweaking, I ALWAYS look that shit up online anyway. Now, whether or not this new profile system is worth putting up with even a speed bump seems to me a much more valid argument, but somehow not the one we're having.
  22. I've really only seen that in Twinshot/Graves. It looks like a following distance problem. Normal hostages seem to follow at a set distance minimum. But Twinshot/Graves NPCs actually look like they're trying to follow at zero distance, i.e. occupy the same space as you. Except that's not possible due to collision so they keep colliding with you. It's harmless... but annoying.
  23. Not all of it. Not even most of it. Also because SR's DDR is enhanceable, it easily overcaps it. I just loaded up my SR/Staff Tanker in Mid's. It has 122% DDR, which is then capped at 95%. Removing the three passives dropped DDR to 82%, so not capped anymore but still quite good. Also had 50/43/42 defense left in melee/ranged/AoE and that's without replacing the lost passives and reslotting. I'm sure you could easily soft-cap and then some with a rebuild. Again, it's hardly optimal but that was a given from the OP's idea in the first place. So having a bit of fun with the idea.
  24. So here's an admittedly wacky challenge in the spirit of the OP.... what kind of result could you get with an SR tanker that took only the toggles and the click mez protect? Obviously, you'd lose a portion of defense, DDR, and the big thing... no scaling resists. But what could you do with all that air in the build? Enough to make up for the lost powers in some interesting way? Maybe a secondary that has a +def power like MA, Katana, BS, TW, Staff? These would normally be overkill for a full SR Tanker. Staff btw seems an interesting choice both for +melee def and +res(all). Or one of the secondaries that has a self heal: Dark or Rad Melee. I am not calling this a "good" idea obviously. You lose a lot. But it might just be what you could call a "minimum viable" base on which to build a Pool Tanker taking only 5 powers and all by Level 12. (btw, Pool Tanker is probably taken but if it wasn't, you could grab that name and a Pool Cue in Staff Fighting... perfection!)
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