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BrandX

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Everything posted by BrandX

  1. I find it's the concept that helps with all combos however, my suggestion... Elec/WP/Mu! The Snipe will help the ST DPS, though I honestly never felt it to be as bad as others make it out to be.
  2. My suggestion. Put a KD Proc (maybe two) in Blazing Aura (it excepts one from the damage set and one from the universal set) What's your Primary? Does it have knock down?
  3. True, but I think when it comes to the idea of changing things, some don't want to see what they like change. I know I hate the animation change to Energy Transfer back with Paragon Studios. Made me hate the set. So, there may be those who think the only way to change Hurricane is something akin to that. As the power itself, I never saw the reason to just keep it toggled on in group play unless there were a lot of stormies around.
  4. I take it, this means some will not be joining the all Storm events that have been held. 😛
  5. Null the Gull. Replaces the Hurricane animation w/ the letters H U R R I C A N E spinning around the character for the player!
  6. Honestly, I'd wonder if Storm was even that popular of a set for this to be a concern, not that I ever heard of people getting sick from it. Have an Elec/Storm Troller. Never got sick from it.
  7. I tried slow in Mudpots, it didn't help, but I am wondering how knockdown proc in Mudputs may do. I have all but the KD Proc of the Avalanche set in Mudpots on my Claws/Stone. I could replace the ACC/DAM/RCH IO with the RCH/KD PROC IO, and that may help with runners.
  8. The problem I see with this is, it's Katana relying on one power to be practically unkillable. With that line of thought you got Broadsword, Titan Weapons and Staff Fighting to go right along with it. Not a glowing endorsement imo to say "Oh! It's unkillable...when you pair it with high defense power"
  9. To be fair, there's plenty of "Oh no! Not that chain!" even if it works well. Like using Eviscerate 🙂
  10. I thought the Ninja Power just added to the other travel powers now. So, wasn't a travel power so much as it added to other travel powers. Should be able to use the stealth with the infiltration stealth. I don't recall if the two speed powers stacked, but I thought they did.
  11. Here's a copy paste of the idea I had for it on the Eco-Friendly Powerset Recycling Thread Temporal Energy Armor Chrono Physiology: <Passive> Energy/Cold/Toxic/Psychic Resist (+10%), Slow Resist (+20%) -Your ability to manipulate temporal energy has altered your physiology to ignore the effects of cold and energy attacks, while making your mind more resistant to mental attacks and your body able to burn away toxins faster. Temporal Healing: <Click - 10.4 End> +Heal (24.99%), Toxic Resist (+15%) -You can heal your wounds by placing your body in a past or future state if not simply speeding up time in your own body. Time's Junction: <Toggle - .26/End Sec> -Damage (-15%), -Speed (-25%), Recharge (-25%), -ToHit (-3.75%) -You can create a time dilation field around yourself, causing enemies who get close to you to be slowed to a crawl, making their attacks weaker and easier for you to avoid them. Enemies effected by Delay, have these effects increased. Time Lord: <Toggle - .26/End Sec> Mez (Stun, Hold, Immobilize, Sleep, Knockback) Protection, +Regen (+25%), +Recharge (+10%), +Speed (12.5%), +Damage (+12.5%) -You're in an Accelerated state, allowing you to heal and move faster, allowing you to hit harder. You are in Accelerated State for purposes of other Temporal Powers that aren't your own. Farsight: <Toggle - .26/End Sec> +Defense (+12.5%), +Perception, +ToHit (+5%) -You perceive time in a slower state, allowing you react faster. Temporal Cloak: <Toggle - .26/End Sec> +Defense (+3.75%), Stealth -You can bend time around yourself to become almost invisible. Doesn't stack with other stealth powers. Chrono Shift: <Toggle - .26/End Sec> +Regen (+150%), +Speed (+12.5%), +Recharge (+10%), +Slow Resist (+20%), +Energy/Cold/Toxic/Psychic Resist (+15%), End Drain Resist -You have mastered the ability to slip through time with ease, Rewind Time: <Click> Self Resurrection -If you're defeated, you can rewind time to bring yourself back to your feet. Temporal Phase: <Toggle - .65/End Sec> Self Intangible, +Regen (+500%) -You can remove yourself from time, making you effectively invisible, giving you time to recover or even get away. However, this is taxing and you can only maintain this state for 30 seconds. While in this state you can't interact with others. I'm only guessing at the numbers given. 175% Regen is equal to Unenhanced RTTC on Scrappers with 7 targets. Chrono Shift could be made a click and do +Recovery instead, but I liked the idea of a toggle and less clicks, but not totally clickless. Could perhaps go without the End Drain Resist, but my reasoning was the Defender version has +Recovery in a click form and I didn't like the idea of +Recovery in a toggle. Split Quickness and Lightning Reflexes' +RCH between two toggles, each of those toggles having other effects, so I kept the +Recharge at 20% total, like the previously mention passives. With the -ToHit, I wasn't sure if the two Defense Toggles (Farsight and Cloak) should have any Defense Debuff Resistance. Tried to keep the powers a bit like the time sets we have, with the idea going for Defense/Regen/Heal. Could possibly add in Smashing and Lethal Resist, but then I figure the resistances would like be lower numbers and I thought the theme may do better with those 4 resists and lacking S/L Resist. And...of course...I am by no means a balance expert. This is just an idea of how to do a Temporal Energy Armor set. This would play different than other powersets imo and be a fun set to play at that.
  12. It would be an expensive build, but also, not to long to really get built, if you focused on it. Also, it's slotting is very late game. You won't slot those purples until level 50. While I'd +5 those PvP IOs which gets the Ranged defense up to 44.93% ---If you move the LotG from the Passive Melee Defense (Dodge) to the Passive Range Defense (Agile), you'll move that Ranged Defense up to 45.07% Defense (Softcap) and Melee Defense will still be over 50% --- you can't slot those until level 47. So, you're not enjoying most of those bonuses until you hit end game, but you'll have them when you exemp which is nice 🙂
  13. Here's my own Fire/Axe/Fire to give you some ideas. You likely could skip some of what I took, to make it work for you and part of what I took was for concept reasons. If I wasn't Axe, I likely would've tried to fit in some of the Fire Epic Attacks and not rely on Incarnate for a Fire Blast.
  14. While I to could care less about the 3-15 v-merits being missed out by them, the v-merits can be used for things you can't get else where and turned into reward merits. So, I'm sure they get used.
  15. They're open world targets and I don't recall massive rewards for them, with the majority of vanguard merits coming from rikti defeats. I believe the real thing, may be a start on timers, but there is an instance they can go to.
  16. I recall taunt not working 100% on live. I'd have runners on my Ice/Ice Tanker back on live. Maybe not as much as I see now, but runners from taunt auras, I saw.
  17. I've seen him run from taunts and taunt auras. I've seen plenty of enemies run from taunt auras.
  18. As a Scrapper, I never question this. The only enemy I feel I need to worry about running, is some AV with nasty regen. A normal enemy, I'm a scrapper, I can run them down 😛
  19. Made such a set in the Epic Powerset thread. Want a time armor set so much!
  20. Also gives 2 EMP Merits, which turns in for 10 Merits each. A nice way to get those expensive 100 Merit IOs when wanted.
  21. I don't know. Ice Mistral set maxes out the Slow aspect and it didn't feel like it did anything. I know I was hoping the slow would stop the need for the taunt aura (plus there's it's immobilize aspect).
  22. There you go 🙂
  23. Newest commission by https://www.deviantart.com/nicetsukichi of my EM/Bio Scrapper! Love it so much, had to share it 🙂
  24. I originally slotted the Ice Mistral set into Mud Pots. I can say I didn't really notice the proc or the slow making a difference. I'm sure the proc probably helped in some very tiny way, but the slow being enhanced, didn't see a difference at all.
  25. Scrappers don't get Darkest Night. Moonbeam you can still throw in there tho.
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