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Everything posted by Ston
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- 7688 replies
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I will give 100% of my support to any suggestions involving improving the respec process. I think it may even by the single biggest time-saving QoL change the game could potentially have.. the new Mids feature on the Beta server is proof.
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I think it would be helpful to see what procs are being applied to both yourself and targets. We can see things like -def/-res VFX on a target.. but when there's a ton of VFX going on, it can be hard to notice them. Some of the procs already show on your status bar with all the other effect icons (e.g. Gaussian's Chance for Build Up). Those make a noticeable difference in gameplay since it allows me to make adjustments based on the environment. It would be great to take this a step further and be able to see any procs being applied to targets such as -res, -def, -tohit, etc. The same can be said for any procs applied to friendly targets. Visually, I think this would fit well under the Target window where it would display the actual icons of the IO's. Back on live, I remember there was a time when you could see IO icons on your status bar (BotZ and Winter's Gift come to mind), so I don't think this should be too much of a technical reach. I had another thought while writing this though.. Is this information meant to be hidden from players since you can buy Power Analyzers from P2W?
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What would be the best tanker primary against Rularuu?
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You're right. I didn't think of Katana, but that would definitely make more sense!
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I recently finished playing a fiery melee scrapper through 50 and incarnates and while I'm impressed with the damage, the powerset just doesn't feel like it has impact the way other sets do. Some of this is due to your damage being delayed in the form of DoT, but I think the sound FX of the swords is another issue. Here are my proposed solutions: Add sound FX from Broadsword's Slash to Fire Sword Add sound FX from Broadsword's Head Splitter to Greater Fire Sword Add sound FX from Broadsword's Whirling Sword to Fire Sword Circle These sounds would be added on top of the existing sound FX. Sometimes I can't even tell when I miss enemies with the fire swords because your only indication is a subtle fire sound. I think the set would be much more enjoyable if it actually sounded like you were cutting enemies with a sword made of fire, especially since they do lethal damage. Scorch, Cremate, and Incinerate have great sound FX so I think those can be left alone. Breath of Fire isn't worth mentioning.
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Making this suggestion after experiencing, once again, a team where there were arguments about whether or not we were clearing through the map or stealthing to the objectives. What I suggest is the team leader be able to set a 'speed run' option that will be displayed to all the other players on the team UI. I was thinking it could be something like a little checkered flag in the top right corner of the team window. This way, leaders can specify how the team will be running the content in a way that will be visible at all times to team members or future team members.
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This is definitely a problem with the build/player, not the powerset. I've rolled every tanker primary and SR is the best IMO. It's the only powerset where I've been able to leave it in the middle of +4 ITF enemies, walk away for 20 minutes, and come back to find my character with 90% health while enemies have no endurance. I think the edge it has over shield is that you have much more liberty with your build. You don't have to worry as much about endurance and you have a ton of slots leftover for damage.
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You'd be right! I'm planning on doing another iteration of this one soon. What I really need though is asymmetrical chest/leg details.. It would be awesome to have arms with different details/colors without one arm needing to be robotic.
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I wish Tankers could use Energy Aura.. I could see that being an instant A-Tier.
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@SomeGuy Electric is strong, but the lack of KB resistance and the toxic weakness puts it behind other sets IMO. It's fantastic against specific enemy groups, especially IDF and Clockwork. I think it would be more competitive if Lightning Reflexes got a defense bonus.
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Dear god.. 7% is the highest I'll go and I'll usually lower it to around 3% when things get crazy... 100% sounds like absolute earrape.
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Hard pass. I made a post earlier about how most blast sets could use some adjusting to be on par with fire and ice. Adding a buff like this to ice would just be way over the top. I always considered BIB to be the snipe replacement, Freeze Ray as the classic t3 ST attack, and BFR as mitigation. Freeze Ray > BIB > Instant Snipe would outclass any ST attack chain. Not to mention ice gets the highest access to procs.
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This is the build I was using. I wasn't sure where to put FOTG so I just threw it in Dynamo. I also might've been able to get this faster by going with blaze mastery and using char as a proc bomb. I tried to stick to blaze > shocking grasp > blazing bolt > blaze > charged brawl and inferno whenever it's up. And then I just kind of wing it when ageless runs out. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Electricity Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(46) Level 1: Electric Fence -- Empty(A) Level 2: Charged Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(11), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), TchofDth-Dam%(15) Level 4: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(45) Level 6: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(46) Level 8: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(46) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 12: Aim -- GssSynFr--Build%(A), RctRtc-ToHit(50), RctRtc-ToHit/Rchg(50) Level 14: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40) Level 16: Assault -- EndRdx-I(A) Level 18: Blaze -- Apc-Dmg(A), Apc-Dmg/EndRdx(25), Apc-Dam%(27), Apc-Dmg/Rchg(27), Apc-Acc/Dmg/Rchg(29), GldJvl-Dam%(29) Level 20: Dynamo -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), FuroftheG-ResDeb%(33) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(17), UnbGrd-Max HP%(17), StdPrt-ResDam/Def+(19), GldArm-3defTpProc(25) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34), Rct-ResDam%(34) Level 26: Blazing Bolt -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(36), GldJvl-Dam%(37) Level 28: Power Sink -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-EndMod(7), PrfShf-EndMod/Rchg(9) Level 30: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(37), WntGif-ResSlow(37) Level 32: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), Erd-%Dam(40) Level 35: Acrobatics -- EndRdx-I(A) Level 38: Shocking Grasp -- HO:Nucle(A), Dmg-I(42), Mk'Bit-Dam%(42), GldStr-%Dam(42), Hct-Dam%(43), UnbCns-Dam%(43) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(43), ShlWal-Def(45), ShlWal-ResDam/Re TP(45) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(48), Rct-Def/EndRdx(48), Rct-Def/EndRdx/Rchg(48) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg/EndRdx(7), GssSynFr--ToHit/EndRdx(23) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(33), Mrc-Rcvry+(50) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
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Fire/Elec/Mace T4 Musc T4 Degen T4 Assault T4 Ageless 1:43 , 1:41, 1:39, 1:31, 1:30 (shown).. Probably could've gotten under 90seconds if I refined the chain a little more and got a luckier with less misses.
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I'd swap Dark and SR on this list. I'm pretty biased since I'm not a fan of a set with low energy res and no KB res. And with an expensive build it just feels really hard to get killed when using SR. I think the rest looks pretty spot-on though. I agree with leaving Shield and Invuln in A tier because of their endurance tax.
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Completely agree. The same can be said about any opt-in player-generated content such as costume contests or pylon testing. I'd also imagine that, if this kind of open-world PVP were even possible, players would go out of their way to use some corner of the map and local chat as a dedicated 'dueling area' the same way we would in Siren's Call. I believe this is also done under Atlas in Recluse's Victory. I think player-generated content is by-far the best way to keep people engaged on these servers. PVP, IMO, is an obvious candidate for that.
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I think that's a great idea. Even better would be if it would teleport you into an arena instance without having to deal with any of the arena ui window. Just you and them loading in a standard map.
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It's just a suggestion to add an additional PVP element outside of PVP zones that could be fun for some players. I don't think every suggestion needs to be solving a problem. I mean there are plenty of problems with the current PVP meta that could deter some players from trying it.. but that's a different discussion.
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For sure. I figured the biggest issue with this kind of system would be players griefing others by spamming invites. Some kind of 'Enable dueling' option in settings could probably solve a lot of that.
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While I know this feature is very unpopular in some other MMO's, something about superheroes sparring with each other around Atlas Park just seems awesome. Maybe I just have troll tendencies, but there is something fun about getting confused during a BAF or by a Succubus and being able to attack teammates. I could be way wrong, but wouldn't you just be able to put two characters in a 'confused' state where they are flagged as enemies only for each other? I don't know how this would be affected by PVP rules, but I'd imagine powers would use PVE rules since it would be in a PVE setting. I'd also imagine this would be some kind of instance that either player could quit from at any time. I used to PVP a lot during live and one of my favorite things to do would be to sit in that corner of Siren's Call and watch or participate in 1v1 duels. I think this would also add a fun PVP element for players that don't want to use the Arena interface or make a meta-optimized build on Indomitable.