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macskull

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Everything posted by macskull

  1. Yes, Thunderspy has a higher aggro cap for Tankers only.
  2. It's not, other servers have done it.
  3. Not here, Homecoming doesn't have access to the old account/character database.
  4. 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.
  5. Are you saying you want to drop the intangible bit from Dim Shift and Black Hole?
  6. 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.
  7. 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.
  8. 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.
  9. "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.
  10. Hello, I am from Excelsior. Where can I sign up for this "pvp"?
  11. 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.
  12. @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.
  13. 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.
  14. 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.
  15. 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.
  16. I think OP got it right somewhat - I think the two biggest QoL improvements the set could get are reducing the cast time and raising the -res of Sonic Siphon (or keeping the -res the same and making it work like Siphon Power but for resistance, which would be cool) and dramatically reducing the cooldown on Liquefy. Adding some sort of secondary effect to Clarity might be useful too, since pretty much every other ally mez protection power in the game does something aside from Clear Mind and Enforced Morale (Enforced Morale is supposed to give you a recharge and speed buff but neither of them actually work). Maybe a slight damage buff or effect resistance buff.
  17. Plus, while those things are nice, by virtue of having defense alone you're less reliant on them because you're just not getting hit often.
  18. Stands for "procs per minute," or a very rough estimate of the number of times a proc is expected to trigger in a one-minute period if the power it's slotted in is fired off as soon as it recharges. My signature has a link to a spreadsheet with more information.
  19. Chances to proc only care about the attributes of the power they're slotted in, the PPM rating of the proc, and how much slotted recharge you have in that power. The type of power (e.g. single-target, AoE, toggle, patch/rain, etc.) but procs do not have different rates just because they're in a pool power versus a primary or secondary power.
  20. This is a pretty accurate description of PvP diminishing returns.
  21. Sudden Acceleration kb/acc/dam, kb/dam/end, and kb/dam/rech recipes and enhancements all incorrect state they increase knockback potential, not knockback distance. The other two non-proc pieces of the set have the correct text.
  22. You can usually pull one of the Nicti at the end without bringing the whole group and it's easier to deal with that way. On my last solo run on my Fire/Cold I accidentally pulled the entire group which took out my lore pets pretty quick, but I was able to kite and stay alive to take out the entire group. It's also helpful to have at least one source of psi damage for the EBs in the third mission, unless you feel like waiting for their Unstoppable to wear off every time. In general, you don't need to hover or fly, you just need to keep kiting hard targets (AVs, usually) since making them run around to chase you really messes with their AI. It's entirely possible to stay out of melee range for the entire fight just by jumping/running and firing off your ranged attacks.
  23. Just do what I do when a poster brings nothing of value to their existence on the forums and ignore them.
  24. Cages only last for four seconds in PvP (8 seconds if you're a Controller or Dominator) so that isn't particularly useful. They used to last standard PvE duration though.
  25. Hey, way to take my quote entirely out of context. You conveniently left out the part where I said that it would not make up for poor gameplay and how a good player who is not using it will still beat a bad player who is. EDIT: I don't think anyone here is trying to argue that animation canceling is not an exploit (even though it happens accidentally sometimes), but rather that it isn't a big deal. The competitive PvP community at large has agreed to limit emote canceling because that disproportionately benefits offensive characters in a meta that already disproportionately benefits offensive characters and because it's extremely easy to police. The competitive PvP community at large has also agreed that redraw canceling is fine because provides more benefit to support characters that already have a more difficult job and because it's of limited utility and because it's next to impossible to police. If the devs decided to overhaul the animations system to make animation canceling impossible, well, that's fine and we'd move on with our lives, but I highly doubt that's going to happen.
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