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macskull

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Everything posted by macskull

  1. Surely you're not serious in suggesting that a power with at-reasonable-best 50% uptime and which after its duration completely drains your endurance and eliminates your ability to recover it is the solution to a character's endurance problems?
  2. I assume you're trying to slot a DO or SO (dual- or single-origin) enhancement, which can only be slotted by characters that match the origin(s) of the enhancement. Verify the enhancement you're trying to slot is compatible with your origin.
  3. FWIW almost every armor set's heal is unresistible which oddly enough makes a Fire tanker with enough +HP, +rech, and KB protection an ideal Hami tanker with minimal outside support. Healing Flames will be available for a 900ish HP heal every 10-12 seconds, way more than enough if you're chewing EoEs as needed.
  4. To be fair, the developers said the game was going to have PvP well before it was released.
  5. Masterminds benefit far less from IOs than any other AT simply because the pets are unaffected by any of the bonuses (oh, and because pets can't have their recharge modified but that's a different story). Even if you're going to argue that, the only other ATs that see huge performance changes with ATO procs are Scrappers and Stalkers, and those ATO procs can be slotted at will without any real sacrifice anywhere else in the build. If you're a Mastermind and aren't Thugs or Necro you absolutely give up something to fit the 6 pet survivability procs in. Additionally, unlike Scrappers and Stalkers the MM pet survivability procs don't actually boost your damage, they just bring pet survivability up from "awful" to "okay."
  6. You know the existing villain accolades have badges in PvP zones too, right? Most PvP zones are so unpopulated that you'd have to be incredibly unlucky to run across another player who isn't there for the same badge.
  7. You can unslot and re-slot incarnate abilities at will.
  8. This is not a bug - this is PvP diminishing returns at work. The ingame combat attributes window does not accurately show the effects of diminishing returns for some attributes, recharge included. Your 235% global recharge is actually closer to 156% in PvP and therefore PA - which would recharge in about 58 seconds in PvE - will recharge in 84 seconds. You'd need to have about 500% global recharge before factoring in diminishing returns in order to keep perma PA.
  9. Moving around would fall under the "using all the tools they have available to them" and "if played without roleplaying rules" categories. If you're going to both just stand there and press buttons until one of you dies, then of course the AT with the higher damage is going to win. But that's pretty boring PvP.
  10. Every new addition or change to the game is using custom code, in a manner of speaking. Lots of things in this game were once said to be "impossible." Power customization comes to mind as a big one.
  11. Yes, Thunderspy has a higher aggro cap for Tankers only.
  12. It's not, other servers have done it.
  13. Not here, Homecoming doesn't have access to the old account/character database.
  14. Ehhh Whirling Hands is pretty mediocre but I think the point was that EM was always a single-target powerhouse with lackluster AoE and now it's just lackluster in both.
  15. Are you saying you want to drop the intangible bit from Dim Shift and Black Hole?
  16. I don't think it's actually possible to do something like that. KB->KD works by basically applying a very tiny multiplier to the magnitude of a knockback power, not by actually changing its effect (this only works because knockback and knockdown are the same effect, just different magnitudes). You've got procs that can sort of do this but they just add extra effects onto the power they're piggybacking on and can't entirely replace it.
  17. I usually take the Hami on the RSF and most of the time on the STF. I take the merits both times for Hami raid though.
  18. I mean, ideally on a PvP-only server you could get XP, accolades, and enhancements the same way you do on the test server so none of this really matters.
  19. "Fear" doesn't cause mobs to run away, that's the "afraid" status (yes, they're different) which is not found on that many powers.
  20. Hello, I am from Excelsior. Where can I sign up for this "pvp"?
  21. No real healing to speak of, and it's mostly reliant on Rise to the Challenge which needs targets for maximum effect and detoggles when you get mezed.
  22. @Bopper - I think there's a pretty obscure discrepancy with some of the original numbers but I might just be thinking about it wrong. Corruptors, HEATs, and VEATs all share the same base HP so at first glance it makes sense that the numbers would be the same for the +regen procs except VEATs have a higher base regen which means they'd get different numbers out of the +regen procs. I know it wouldn't make the +regen procs more valuable than the +hp procs, but it does mean the numbers for +regen for VEATs in the table are slightly lower than what should be ingame.
  23. Fun fact, this also applied to the Energy Manipulator stun proc. The proc was changed to have no effect on player targets because otherwise you could slot it in an auto power like Stamina and randomly stun yourself, or slot it into a power like Speed Boost and randomly stun allies which was hilarious in the days when toggle dropping was still a thing.
  24. This is incorrect. If I put a Performance Shifter proc into, say, Speed Boost, any ally affected by Speed Boost has a chance to get the endurance, not me. Same thing goes for the Panacea proc - it will check against all targets of the power it's slotted in.
  25. If I don't have an Aim or Build Up power I might stick it in Tactics, but generally I want to control when I'm getting that extra damage instead of it happening randomly. I'm a fan of consistency.
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