Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
4675 -
Joined
-
Last visited
-
Days Won
25
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Yomo Kimyata
-
Powerset combo choices - Them tankers gotta tank.
Yomo Kimyata replied to Aeroprism's topic in Tanker
My philosophy for scrappers has generally been to get as much survivability as I can for my desired purposes, and then lean into damage. I don't generally play tankers, since for my purposes they don't seem to be able to die at all! That said, I would say that Radiation Armor/Battle Axe is probably the most overpowered tank that I could imagine. -
They made ANOTHER dominator?
-
The day (or three days) I can solo Hami without anyone else busting in on my good time will be one for the ages.
-
Bio is a really broad and powerful set. You can take it in a lot of directions. Spines has -recharge baked into almost every power, and it is very AoE oriented.
-
What I am saying and it is something that took me a bit of time to understand is that you can slot for things that have a chance of occurring and that it generally doesn't matter if the thing occurs or not. Take Crushing Uppercut from Street Justice. It provides Hold effects only on level 3 of combos. But, you can slot an A/R and a proc from Unbreakable Constraint and you will always get that A/R and the chance to proc, even if the Hold is not in effect. It's kind of obvious, and it kind of is not at the same time. Regardless, one may be able to make more interesting slotting choices than they think. This is part of the obvious stuff that a lot of people don't seem to get. If you are in a target-rich environment, any proc that affects YOU has pretty close to 100% chance to go off. Are you throwing out a FF +rech that has a 10% chance to trigger on each target? If it hits 10 targets then there is a 65% chance it will trigger at least once (and it's flagged to not trigger more than once). If it's a 20% chance to trigger on each target, you're now running a 90% chance it will trigger at least once on ten targets.
-
I see your shrug and I add this little tidbit: if there is a 25% chance for an effect to happen, you can slot a proc from that effect and it is not necessary for the effect to happen for the proc to work. Specific example: slot a Stupefy +knockback proc in OPs power. It will trigger at the same percentage whether or not the target was stunned. So I have been told and so I have observed.
-
-
Give me them juicy powerset combos - scrapper gotta scrap!
Yomo Kimyata replied to Aeroprism's topic in Scrapper
This was a while ago, and a project I had to abandon, but there's probably some ideas in there: -
Remove NoPhase Entirely, or from Hibernate
Yomo Kimyata replied to AbathurPendris's topic in Suggestions & Feedback
I hear what you are saying but I guess I am not understanding why. You talk about how terrible this power is, and then you want to have it up more often? Sounds like you would be glad it takes so long!!! In my experience, when I use hibernate I keep getting attacked by enemies, even though I am untouchable. Perhaps the devs instituted this lockout because they wanted to limit the amount of aggro a character can maintain while untouchable. Like those $%^$% Crey Juggernauts. -
Remove NoPhase Entirely, or from Hibernate
Yomo Kimyata replied to AbathurPendris's topic in Suggestions & Feedback
I see that the error I made was assuming you were talking about the powers Hibernate and NoPhase, not specifically about how it related to your specific Ice Armor tank. For my purposes (i.e., not a tank or brute) the power Hibernate has an effective lockout of 120 seconds, but I and other non-tank non-brute players will be able to take advantage of recharge and set bonuses. RE: what I seem to see as the complaint, how often do you think that a full Phase power should be active? Clearly 25% of the time is too low based on what you are saying, but why does your playstyle require more? Is it possible that the reasons you want to be in phase up to constantly (at 400% recharge you should be able to perma hibernate, not easily but doable) is similar to something the devs recognize as exploits and that is why they put the effective lockdown in place? -
Remember that movement speed is a different aspect than recharge speed; they often go together but not always. Maximum recharge reduction is -75%, which means recharge is 4x normal. Maximum speed reduction is -90%, which means they move at 1/10 normal speed. It's been a while since I looked at this, but it is not difficult to hit those limits.
-
Do you even drink, bru?
-
Remove NoPhase Entirely, or from Hibernate
Yomo Kimyata replied to AbathurPendris's topic in Suggestions & Feedback
Aha. I think Hibernate is on a 240 second timer for other ATs, so it is very feasible to cut recharge on the power Hibernate all the way down to the recharge on the power Nophase. -
Remove NoPhase Entirely, or from Hibernate
Yomo Kimyata replied to AbathurPendris's topic in Suggestions & Feedback
I don't use Hibernate on a tanker, but are you sure that it is unaffected by recharge? I see that it takes recharge enhancements and I'm rather sure that Hibernate on other ATs can both be shortened and can take both healing and endurance mod sets. This essentially says that you could keep up constant untouchable status. I can understand why the devs would choose to remove that, since it seems like it could be exploited. As it is, I cannot stand that Crey Juggernauts can taunt you through their Untouchable Personal Forcefield! -
I have a theme tanker who only deals damage passively who is dark armor//radiation melee. The rationale for his powers are “harsh words and foul odors.”
-
I could not imagine using this power with less than 2x endo and 2x enzymes
-
Death Shroud — pretty standard damage aura. If you like using damage auras, you’re in! Oppressive Gloom — Mag 2 stun for 7+ seconds, which means it will affect underlings and minions. Pulses on a ten second period and it says that it will stack once but I haven’t noticed that. Low endurance cost and will drain your health slightly. I find this worthwhile on my melee alts, especially if I have stuns from other sources. Cloak of Fear — aura with very high endurance cost and very low accuracy. Applies mag 2 terrorize which is kind of like sleep and kind of like immobilize and kind of like avoid. Applies -to hit debuff. A good power but I feel that you really need to plan around this power in your build. Fear isn’t as easy to stack as stun. I will always six slot this when I take it. in general, I will always take OG on a melee alt. If I take DS, then I won’t take CoF and vice versa. OG synergizes with CoF if you put the stun proc from that low level fear set in there.
-
I hear that, but my advice is that there's no point in playing something that you don't enjoy unless you enjoy the not enjoying of it. For me, my solo standard for scrappers is to run the Mender Ramiel arc as soon as they ding 50 at +4/x8 (no AVs, I'm not taking on AV Hero One at that point!), and then run Heather Townsend's arc at +4/x8 kill all. I've never had a scrapper that had much of a problem with that, although there is certainly a range of which do it better than others. I've started working into blasters, and I'm not good enough yet to be able to do this consistently on blasters. But that said, it's doable. But THAT said, it is doable running on ANY character at +4/x8 from 2 to 50 right out of Outbreak (I will not do this without Rest, so level 2). It's just mind-blowingly tedious. Anyway, by my standards, Willpower is one of the worst because you are always going to be out over your skis and WP doesn't have enough to keep you there. Regen on the other hand is a relative cake walk.
-
Money making in CoV/H (and how I dont do any of it)
Yomo Kimyata replied to Snarky's topic in General Discussion
Are you still going to the broken ATM in St. Martial, or did they fix that bug already? -
I am not joking in the slightest when I say, "NERF INSPIRATIONS!"
-
My takeaway is that the recipe for success in the /AH is 70% patience, 18% systems and procedures; 10% knowledge; and 2% butterscotch ripple.
-
Would you mind saying more on this? I see the description and formulae in City of Data (all hail Uberguy) so it looks like it adds a specific amount of damage to each attack rather than increasing the damage by a percentage but other than that it's not clear. How does this work in practice and in comparison to a more standard build up type power which will have +20% to hit and +100% damage for ten seconds? How does the additional damage work for damage-over-time powers? Does it work for all powers, including temporary ones? Is there any antidote or do I have to spend the next six months developing an immunity to iocane powder?!?
-
For scrapper, my choice for worst the way I play would be Willpower.
-
I love stuns, how much to sink into them? (Kinetic/Reflexes) :)
Yomo Kimyata replied to Epistasis's topic in Scrapper
"A scrub is a noob who don't stack their AoE." I just started slowly working on my Stone Melee/Dark Armor scrapper, and I expect stunning things from her in the near future. -
How much in game currency do you have on hand.
Yomo Kimyata replied to Monty Haull's topic in General Discussion
Either increasing the number of players you play as (x8 will result in significantly more opponents, although not eight times as many, and more defeats equal more inf from defeats) or increasing difficulty (which will increase the amount of inf per defeat) will get you more inf. More opponents will also get you more item drops, but higher difficulty will not give you better item drops as far as I know. Try looking through this and finding something that works for you: