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I'm trying to identify the new Sonic Melee Attune sound, so I can silence it. Anyone know which it is?
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take a look at this thread:
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Anyone know the sound file name for Attune? I'm not even level 20 yet and I'm tired of hearing it.
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That's a great tip! Does anyone know what the proper image name is? I'm using this from Sonic Blast, but its not quite the same icon: /macroimage SonicBlast_MassiveDamage Attune "powexec_toggleon Attune" Edit: this approach as a couple downsides: I can't switch Attune to a different target until the current target dies. So I end up needing the actual Attune power somewhere on the tray as a fallback. Its a power button that does nothing when I click it if the toggle is already on. That's better than accidentally turning off, but I'd rather it trigger an attack if the toggle is already on. I used Brawl as an example below but it could just as easily be Sonic Thrust or something: /macroimage Inherent_Brawl Brawl_Attune "powexec_name Brawl$$powexec_toggleon Attune"
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Universal Storage: I know we can't get get more storage, but can existing storage racks/tables be modified to hold any storable items? i.e. Enhancement tables able to hold enhancements, inspirations or salvage. This would not add any base storage, but still help alleviate the problem of: 'I have too many enhancement tables but not enough salvage racks".
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Best Melee Archetype and Pairing for Dark Armor?
Greyhame replied to WhiskeyDingo's topic in Archetypes
I'm partial to Ice Melee, as it comes with nonS/L damage, good aoe, decent ST and solid mitigation. It's a very good all-a-rounder set that tends to be slept on. [edit] I also agree w/ the Tank or Brute advice; my Ice/Dark brute is one of my favorite characters. -
I've always liked being a force multiplier, so playing support is a natural fit. On a practical level, I feel like Corruptors are the most effective support AT in the game as I play it (I mostly do PUG TFs). I enjoy playing the other support ATs, but... Masterminds - pets can be fun but they are slow, the AI can be frustrating, and they die too easily; a Corruptor has the same support and contributes more damage to the team. Controllers - the best AT for overall team mitigation, at the cost damage. In my experience this level of mitigation is mostly redundant in today's game and Controllers don't have a damage powerset to fall back on. Add to that - controls prevent mobs from grouping up for AoE debuffs & attacks. Overuse of controls can actively impede a team's progress and Containment requires control. I'm sad at what the current state of the game has done to this AT. Defenders - the strongest buffs/debuffs/heals in the game, at the cost of damage. I feel like the practical impact of those higher numbers is usually unnoticeable. AVs die a few seconds faster, and buffs/heals are a few percentage points higher but it doesn't noticeably affect a team's outcome. The trade-off for very low damage is pretty noticeable though. In the current game, I find that being a little more self-sufficient as a Corruptor isn't just good for me, it benefits the team as a whole. Like Controllers, Defenders are in a rough spot, not so much because of AT design but because of how gameplay has shifted over the years.
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That must be what's happening with the movement combo bind. I made a simple macro equivalent to your bind and stuck it on my tray next to the pet summon button. Working like a charm.
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I lean towards flexibility over damage, so my favorites are Psy, Water and Ice. All are a good mix of ST and AOE damage with good utility, control or debuffs.
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Oddly enough, the combo movement bind isn't working for me. It does change the pet state to 'Aggressive' in the UI and move my character forward, but the pet still just stands around (even when I'm attacked) as though it is in Passive mode - unless I manually click Aggressive. Occasionally it does attack though... but only rarely. Very strange. Possibly a bug?
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Before patch it was seeds-drain-shockwave-cleanup-repeat. Now seeds is less effective, tree and sleep more effective. Do you alternate? Combine different powers? Curious about strategies...
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I just got this guy to 50+1 today, and I'm still running lvl25 common IOs. I've been planning a no-expense-spared build for a while but the last time I played invuln was before IOs existed, so advice would be welcome. I've attached the best I've come up with so far, and hope to make quite a few improvements. A random brain dump of my build goals / thoughts below: I'm keeping Combat Jumping - its essential combat mobility imo needs to be functional at all levels of play - I exemp for TFs a lot not a huge fan of damage procs; I don't hate them, but I like set bonuses more I tend to prioritize decent survival and endurance management first, then damage I've had trouble figuring out the right balance of bonuses for recharge (DP), resists and defense I wouldn't object to Gloom, but ran out of slots to make it useful, so I grabbed Assault instead WhackaMole - vIOv1.0 - Brute (War Mace - Invulnerability).mbd
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Anyone else think the Sky Raiders REALLY need 'human' bosses?
Greyhame replied to Sakura Tenshi's topic in General Discussion
Hey, its 2025 - maybe the Sky Raiders put an AI in charge of their operations and it calculated that human leadership was inefficient so there are no human bosses. -
Focused Feedback: Tanker - Archetype Inherent Changes
Greyhame replied to The Curator's topic in [Open Beta] Focused Feedback
Dev feedback here: these bullet points are in desperate need of context and clarification. Self damage buff lowered from 1.0x to 0.875x. ok, so buildup / rage go from 80% to 70%. I get this one. a simple damage nerf, check. -Res modifiers lowered to match other melee ATs. I vaguely recall Tanks having extra high debuff modifiers, like defender level or something? So this is technically a nerf but is equalizing stuffs, got it. OverCap mechanic implemented so powers that previously had their AoE target cap increased by Gauntlet keep the new cap, but get new diminishing damage on the mobs hit over the old cap. a more complex damage nerf, check thank you to Kai Moon for posting a clear example of this, it really helps Removed arc/radius buff restrictions from powers. er... could I get an example? My takeaway is Gauntlet imposed on some powers some limits that are now being removed. In isolation that sounds like a buff, but maybe not with the other stuff below? I can't tell. Increased the radius and range of all tanker Primary and Secondary Cones by 50% Cones no longer have their arc boosted is this a removal of Gauntlet's previous increased AoE effects on cones and the base power radius/range being boosted instead? if so that's a nerf since increased arc is generally far more useful on melee cones than longer range? and it would be a definite nerf to proc rates? (not a proc expert. proxpert? heh.) Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50% um, is the previous Gauntlet boost to AoE radius being removed or is this added on top of that? depending on the answer to that question, this is either a big buff or a net neutral to everything aside from nerfing proc rates? -
Focused Feedback: Powerset - Plant Control
Greyhame replied to The Curator's topic in [Open Beta] Focused Feedback
So I spent a small amount of time testing a Plant/Psi permadom (fully IOd, +4/8) and a Plant/Time controller (no set IOs, much lower dif). At first blush, this does seem functional. My permadom had to work a bit more at surviving due to not CCing as well, which would probably get tiresome solo but matter much less on a team. The controller was built for teaming in the first place, and will clearly be ok at that still. He wasn't great solo in the first place, so hard to compare really. All in all, I think the triple nerf is overkill but probably isn't as disastrous as it looks. That said - I have concerns about this approach. You are nerfing what I would call one of the few positive outliers in Control sets, which desperately need more damage capability and struggle to have a place in a game that has powercrept to the point that using damage & buff/debuff is almost always better than spending cast time on a control. Instead of fixing what's broken, this is closer to breaking one of the few things that didn't need a fix.