-
Posts
995 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Razor Cure
-
Let's not. For support sets, Storm is one of the BEST for damage. You get the -30% resist, and the damage from Lightning Storm and Tornado. You may be confusing BAD Stormies with the set 'being bad' in itself. The only change I'd make is letting trollers pick between Gale/02. ANd that wont happen.
-
Just like it sounds..let us have more than one. Either all over, or different body parts (like flame eyes, sparkley hands etc). I really want to have fireflies AND a blazing path aura (maybe the path auras could be tied to ss/sj?).
-
I like this idea!
-
Add a new inherent toggle power for changing KB/KD
Razor Cure replied to Rylas's topic in Suggestions & Feedback
I'd also love a toggle to turn team mates kb OFF. Some people are just beyond clueless with it, and it makes teaming with those types very painful! -
Disable SG base passcode access in PvP zones
Razor Cure replied to macskull's topic in Suggestions & Feedback
I assume for people buying inspirations in while in teh zone. -
Mastermind Epic Pool overhaul suggestions
Razor Cure replied to lobster's topic in Suggestions & Feedback
That is what Clarion is for. Sure, it is at lvl 50, but the a patron power version would be at level 44ish anyway. Not too mention full mez prot for ALL your pets, especially kb immunity, is just awesome. -
Only had a WS on Live and a baby PB, but getting rid of that awful KB would be awesome. Everytime I am on a team with a PB, i want to murder them within 5 seconds. I cant recall the rech an GranEm..45? But having SOlar Flare down to 20, base, seems stupidly good. Thanks like sub 10, with IOs, which is crazy. Perhaps some of the blasts or melees could have a stun tacked on too. Also..from building my own WS way back when, teh amount of slots is just..painful. Sure, IOs and hamis are a godsend, but considering the Form powers themself NEED slotting, then the attacks do..it seems a bit unfair. What if the Form attack powers start with teh amount of slots you put in said form. SO..Dwarf Form..give it 3 slots (that is default slot +2extra from teh 'slot pool'), then those dwarf attacks START with 3, and adding more 'costs' slots as normal. No idea if that would explode the game though.
-
Allow Noxious Gas to take debuff Enhs
Razor Cure replied to RubberDougie's topic in Suggestions & Feedback
I found NG to be..well..noxious to use on my Necro/Posion MM. Sure, the vaules are nice, but the rech is stupidly long, and as SOON as I threw it on a pet, he would instantly become the center of all aggro, and live about 5 seconds, if not less. -
I was going to do this a a Bug Report, but it technically isn't one. Every week I run the first Signature arc on toons, as it is a super quick 20 merits. I did it today and discovered some odd things. On a Vigilante, killing Echnida at the end (who is a safeeguard 'villain') awards progress on the Villain Disrupter badge. The badge text for which clearly states; Defeat 25 Generic or Sig villains is safeguard missions to earn this badge. I had never noticed this before, but got the badge today. Nice! You get the badge even though it is totally NOT a safeguard mission. Naturally, I then wanted to see if doing the same on a Rogue would give progress to hero Slayer (as that is arguably more important, as you can unlock the Mayhems, and hence an accolade). So I jumped on a rogue, ran the arc, killing SNowmaiden and Strongheart (BOTH of whom appear as mayhem heroes). And yet...no progress on the Hero Slayer. Looking at the badge text, that DOES say '25 Signature Heroes' so I can see why it doesn't count. But it totally should! Or make the Villain badge only sig heroes. Having them different, for essentially the same task, is just silly and unfair.
-
Give Venom and Frag Grenade alternate mace versions
Razor Cure replied to Thezanman's topic in Suggestions & Feedback
Agreed. Let Bane's fire venom from the mace. Not having a whole second of redraw (or whatever) is hardly going to suddenly make Banes super over powered, and it would look so much cooler. -
Totally. Especially for cones. It is awful to use one and it just tickles the front few in a mob and no others.
-
On a dom. The Fire Imp power is only spawning 2 imps for me, lvl 35. A guy at 43 only has 2 as well. Yet a lvl 36 guy says he is getting 3!
-
Some Energy Melee powers are holding the set back.
Razor Cure replied to ZeeHero's topic in Suggestions & Feedback
That poor, poor dead horse. Another thread about tweaking EM. The set is awful, I cringe every time I see someone using it. -
I know, I know, it is so easy to come up with cool MM sets, but after doing Dean's (i think its from Dean, in sharkhead) mission, with the clones..I couldn't help think how awesome this set would be. It would be like the cloning guys in comics etc, and totally fit the MM AT, being personally weak, but having the clones to swamp enemies. There is another thread talknig about letting MMs pick which personal attacks they take, which is a neat idea. but going with the Cloning idea, i thought the attacks would be single pistol based, sorta like a ray/magic gun, with selectable extra damage types. Obviously this has the Demon icons but you get teh idea. I thought that just by taking a Personal Attack, you get a 'swap ammo' kinda power, called Desired Attributes, that lets you select Fire/Cold/Negative damage types, which alter the special damage on your own attacks. Also, when the clones spawn, that damage type is applied to their own attacks, which a high chance of using teh selected type, but some change of getting another, as cloning is not a precise science! CLone War would be like a Gang War type power, a ton of minions, but each one that dies provides a small buff to all 'normal' clones, and the MM as well. The clones themselves would 'borrow' from your own Secondary set. No idea how..it just does. For example..a Thermal MM..the clones would have fire based attacks, resist, and heals/buffs debuffs. Same for cold/sonic etc. Traps would be lethal. The costumes of teh clones would be based on your own too, with zombie/repltile/beat parts added to Unstable ones, minor changes for Stable, and the Perfect CLone having an aura, perhaps inverted colors. Snap Shot 1 Ranged, Minor DMG(Nrg, Foe Knockdown. Foe DoT(Special), -Res Summon Unstable Clones 1 Summon 1-3 Unstable CLones(depending on your lvl) Aimed Shot 2 Close, High DMG(Nrg), Foe Stun -def, Minor DoT(Special) Improvement 6 Ranged, Enchant Clones Rapid Fire 8 Short Ranged (Cone), High DMG(Nrg), , Knockdown, DoT(Special) Summon Stable Clones 12 Summon 1-2 Stable Clones(depending on your lvl The Clone War 18 Ranged, Summon Clone Horde Summon Perfect Clone 26 Summon Perfect Clone Breakthrough 32 Ranged, Empower CLones
-
compilation Powerset Concepts: Compilation (Assault)
Razor Cure replied to Zepp's topic in Suggestions & Feedback
I love the GunFu set idea. Just from the name!- 12 replies
-
- powerset
- powerset suggestion
-
(and 1 more)
Tagged with:
-
More damage to their attacks would be nice..but not for that reason, about Petless MMs! Blasters can blap, and are totally meant to, as shown by Melee attacks within a lot of the sets. A Petless MM, while possible, is going against the very idea of the AT itself.
-
Notice of teh well, when will i get it?
Razor Cure replied to Razor Cure's topic in General Discussion
Boo. Turns out doing it again, alpha unlocked, doesnt award the Notice. Oh well! -
Notice of teh well, when will i get it?
Razor Cure replied to Razor Cure's topic in General Discussion
Ok, cheers! I will try doing it again. At least Yin is nice and easy! (just dont tell her dad i said so). And thanks Frosty! 🙂 -
Enable Incarnate Shifts on Apex/Tin Mage
Razor Cure replied to Ferrous_Sapien's topic in Suggestions & Feedback
Yeah...no you didnt. Maybe you are confusing how you run an itf, with how I do? SInce you had no trouble at all accusing me of starting a lvl 35 one, with lvl 50 team mates. You know what assuming does, right? -
So..I swapped toons to a new 50, to do Penny and get my Notice. and totally forgot to do the Alpha arc. Now I have done the arc, but if I do teh weekly again, will I get the notice? ANyoen done the same?
-
Enable Incarnate Shifts on Apex/Tin Mage
Razor Cure replied to Ferrous_Sapien's topic in Suggestions & Feedback
Yes, how DARE the person forming the team..take what they want. Outrageous. If I am doing a level 50 TF and forming it myself, if you aint 50, you aint coming. Seen enough ITFs in particular with 2-3 people doing ALL teh work, and the rest, all relative lowbies, basically just dying or hiding. -
Bat'Zul and his Imps in smaller teams.
Razor Cure replied to Razor Cure's topic in General Discussion
It really was! Literally my whole screen flooded in Imps! -
I have done the Cap SF quite a few times, in a huge variety of team make ups and sizes. Usually, a full team will kill Batty in 2 mins or under, with slower DPS teams about 3-4 mins. Now, even if those 2 min teams, he will spawn his HORDE of fire imps maybe..3 times. My guesstimated average. Even on a slower team, it is still about that much, and the imps seem to die quickly. I say die..but it seems more like they despawn, because everyone is usually belting Batty himself. Even in a 3 man team I die, scrapper, ws and..a sentinal I think, which was a bit of a slog, he still summoned his imps a MAX of 5 times, and the spawns never overlapped. Another anecdote..Duo'd it with my mace/shield scrapper and a friends fire kin corr. Maybe a 4 min fight, imps shower up maybe 3 times. Now, the imp spawn rate could be influence by -rech on him, or him getting mezzed. Could. In the duo example, or we had was siphon speed (maybe two stacks at most, at that lvl) and my stuns from mace. With AV resistance and purple triangles, NO way was he being mezzed or slowed more than some of the badass full teams were managing. And yet...the imp-rate was pretty much the same. So they I decided to solo it last night, on my Demon/Dark MM. Infernal died easy, but sloooooooooow (due to the utterly stupid way AVs RUN AWAY every 20 secs unless there is an actual taunt. Why is this? Its like us running away from a -3 boss). Then Batty. Start fighting. He spawns imps. I stun em with HT, kill them, and start on him. About 30 secs later..MORE imps. Same thing. Only this time, I cant stun them. So they dont die fast. About 20 secs later again..MORE imps. The spawn refreshing (maybe adding to also, too many too tell). Barely killing any now, as there are so many targets and they are hitting my pets enough to kill them (which Batty couldnt do, btw. I wasnt dying to him at all). Then more imps. Over and over. I think I kept fighting for about 5 mins, and would have seen a truly stupid amount of Imp summons. My question..why is this? Why does it seem like so much more, even compared to a team of two, with minimal -rech? Or big, slow teams. Even when I was slowing him with HT, and the pet ice attacks? In particular HT..I'd use it, just after a imp spawn. ANd he would pile another one on in around 20 secs. I'd be interested to know what other peoples experience on Imp-Rates are, in big teams, debuff heavy/lite teams and small groups.