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macskull last won the day on October 1 2020

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About macskull

  • Birthday 01/01/1004

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  1. If you're asking whether you are able to, the answer is no. If you're asking why you aren't able to, that's probably a bit more complicated.
  2. I mean, if that were to happen people would just do what they already do and use the arena vendors in Pocket D.
  3. I'm not seeing a problem here. The changes to PvP zones were made with PvP players in mind. If we're talking Siren's Call specifically, it looks there is one exploration badge/history plaque that might require vertical movement beyond what a player would normally possess.
  4. As far as I'm aware, the temp power vendors in Siren's Call have only been available after your side has control of the zone (and it's been that way since Issue 6), per the wiki: I'm not aware of anything which would have changed this behavior, but if you find the vendor isn't available when your side is controlling the zone it might be worth filing a bug report.
  5. I think there have been several similar changes but they're missing from the patch notes. I'm of the opinion if a power requires a target it should be treated as a single-target attack for PvP damage formula reasons because with very rare exceptions you'll never hit more than one player at a time.
  6. There were Excelsior kickball (pick-up team stuff) nights on Mondays until a couple months ago but they stopped due to lack of interest. In my recent experience the only PvP that happens on Excelsior is the occasional stuff in Recluse's Victory, usually when someone forms a pillbox/AV/badge team and a few people hop on the other side to make things more interesting.
  7. I didn't take the time to count but if I had to estimate it's probably somewhere between 3-4 billion. I don't think I've hit the inf cap yet on any character because I tend to spend it, but there was a point in summer 2019 where I was approaching it on my main and then accidentally lost 1.5 billion thanks to an extra zero.
  8. That's true, on a Defender it's 216.25% mez resistance at level 50 which is roughly equivalent to cutting mez down to 1/3 duration. Granted there are still some NPC mezzes which will still last a long time even with that (looking at you, Malta stun grenades), but most NPC mezzes do not last that long.
  9. If the rub with the RoP duration nerf is mostly to do with the status effect protection and not with the resistance, then yes - it stands to reason those support sets with access to self-affecting mez protection would not value RoP as much.
  10. Of those ten sets, five give mez protection to the player while solo (admittedly Elec's is a bit clunky and TA's won't be up all the time when moving at a decent clip, but that still leaves three).
  11. I have to wonder if the players insisting RoP is the only way they can get mez protection other than incarnates or amplifiers are aware of the existence of support powersets. Specifically, 10 of the 16 support sets give mez protection in some form. It's almost as if the devs intentionally made mez in this game a binary system and then gave four archetypes powersets which were capable of making mez a non-issue on a team.
  12. This is not a bug, Taser ignores changes to range (from bonuses or enhancements).
  13. Combat logs are just another chat tab. You can set up time stamps to the nearest minute or second, but anything more than that isn't possible.
  14. This might do what you're looking for.
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