Account validation emails are not going out, delaying registrations. We apologize for the inconvenience.
-
Posts
1615 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Zepp
-
Alright, there occasionally pops out the idea of making a "just for fun" pool only toon... Well, how about making two new powersets, Pool Primacy Offensive & Pool Primacy Defensive. They would use the pool powers as base and expand on them: Melee Set Pool Primacy: Offensive T1: Boxing+ T2: Kick+ T3: Jump Kick+ (changed to narrow cone) T4: Tactical Assault (combination of Tactics & Assault) T5: Air Superiority+ T6: Provoke+ T7: Invoke Panic+ T8: Cross Punch+ T9: Spring Attack+ Armor Set Pool Primacy: Defensive T1: Weave+ T2: Tough+ (~12.5 S/L, ~10 E/N/F/C/T/P) T3: Injection+ T4: Strong Invisibility (Similar to Superior Invisibility, but only 125' Stealth) T5: Acrobatics+ (Auto, 7.5 to all resist & moderate broad-spectrum mez resist) T6: Maneuvers+ T7: Field Medic's Aid (Powerful PBAoE team heal) T8: Whirlwind+ (no repel, KD, -ToHit, -Dmg) T9: Unrelenting+ Alright, this is still in the development stage, and the numbers will need to be looked at so that it is not too powerful, but still playable. The offense is mainly Single Target, with a little bit of AoE. The defense is a broad-spectrum layered defense.
-
Group Invisibility does stack... and -threat is nice! Also, mobs who ignore stealth do will be affected by -perception, but stealth will not affect their perception range.
-
Stone Mastery, Seismic Smash, Lockdown and Superior Blistering Cold... one more click, but SBC has a PpM of 4... Makes me want to roll a hold-centric Earth/Time/Stone Troller... hmmm... Dideye Sei Ukudmuv.mxd
-
I'm actually looking at that in a Blaster using Char. No internal recharge, but high global recharge makes it up every 5.37 seconds, 86.67% chance to proc Devastation, and a 72.17% chance to proc Lockdown. That means that there is a 62.54% chance of a mag 7 hold, a 33.76% chance of a mag 5 hold, and a 3.70% chance of a mag 3 hold. I haven't tested it in the wild yet, but theoretically, you are looking at a blaster being able to lock down a boss fairly easily.
-
I've always found it strange that the damage set has a better proc than the damage set...
-
For Flashback, that is level 20-24 The old robot, the new body (Neutropolis Responsibility, Chapter 1).
-
There are two issues with the Stalker version, the lack of Bo Ryaku, which adds a level of defensive layering into the set, and Shinobi-Iri, which is a weak version of Hide+mobility. This makes the Stalker version a lot less mobile, which makes it feel less enjoyable. The other issue is that it is not available for Brutes or Tanks, it would be nice if it could get ported to them as well.
-
New powerset suggestion: Sonic Assault (Dominator secondary)
Zepp replied to Shocktacular's topic in Suggestions & Feedback
A version of Kinetic Melee would probably work better. I love this idea, but the damage of this set (and sonic blast) need to be adjusted upward. -
I have a toon that has Alien, Magic, Mutation, Natural, Science, and Technology origins all mixed together. In fact, most of my toons have a combination of 2-3 origins, or they are Aliens, so I have never felt the origin system was all that great of an idea. I deal with it in character details...
-
I was thinking Widow or Claws/EnA Scrapper. I'm attaching a build for the latter, Claws have two really good ranged attacks, and if you add Blaze Mastery you can have a pretty decent ranged DpS chain (although you'll want to move into melee to hit some follow-ups in there for the damage buff. This is not a completed, build, just something I threw together in the last five minutes. It provides a good mix of melee/ranged/survivability/dps & fun (I hope). Pique Vu.mxd
-
Even if you built around the baked-in origin, I think you would still have to grab the SO/DO for the hidden origin. Probably not an issue in the OP's situation, just saying...
-
For 1, 2, 3, & 7: you may need to throw some -ToHit in there. Either that and go -regen for these and 6. For #4 call it Ashes to Ashes, TAoE. Adding Toxic damage and chance for disorient would basically make it almost Smoke+Hot Feet in one... Grave Chill may need a rework, it is too Supporty and not Controlly enough. It could work, but maybe a fear cone would be more appropriate.
-
@Greycat
-
Should One Person be allowed to control AH prices?
Zepp replied to Witchcaster's topic in Suggestions & Feedback
Just to clarify, I could place an Alchemical Silver on the market, and Vorlonagent could buy it as a Temporal Analyzer... The merging of same rarity items has made market exploitation/manipulation much more difficult (and also made a lot of things much smoother). The same can be said about separating level from the IO equation. Does anyone remember trying to move lvl 49 IOs before attunement/level boosters? -
archetype suggestion Archetype Suggestion: The Duo
Zepp replied to malonkey1's topic in Suggestions & Feedback
So, what does their ATO look like? -
Actually, I believe CJ is the most commonly taken pool power.
-
I think that specialized travel powers (from travel pools) should have slightly higher caps than mixed travel powers (from origin pools).
-
Show possible outcomes when converting.
Zepp replied to Neogumbercules's topic in Suggestions & Feedback
This is mainly an issue with level-specific IOs, but it is more of an issue for Defense Debuffs (which will either be Exploited Vulnerability/Achilles Heel or Undermined Defenses/Touch of Lady Gray (no overlap, so even if you are using Attuned enhancements)). You can find that information in the enhancement descriptions, so if you are aiming for something, hit up /ah and check the item description for the minimum level-3 and maximum level. -
This sounds more like a serial monocharacterist than a polycharacterist situation...
-
Obsevers and drones just ignore stealth. Otherwise stealth is subtracted from perception to determine minimum distance before being seen. With 200' you can stand next to any enemy in the game (that doesn't ignore stealth) without beeing seen. I don't think there are any mob - stealth powers in game and the only player one I can think of is Arctic Air, so exceeding cap is only useful v ice control Trollers or Doms in PvP.
-
Sorry, you are right about the cap - although it will help against stealth debuffs (although this is only meaningful in PvP as I do not believe there are currently any mobs that have -stealth abilities). The defense does, however, stack, and it is a good place for a LotG slot.
-
With Illusion as your primary, your primary lockdown will be aggro management (via PA). That means, your best defense is getting to around 200% Recharge, perma-PA. At this point your PA will draw all aggro and you will only have to worry about damage once a minute. That being said, staying in range and six slotting Coercive Persuasion and Superior Will of the Controller should get you close enough to hit 30-35% ranged Def. Deceive is also a powerful tool that will help you (especially at lower levels) to clear faster. You should also take both SI and GI as they stack and provide a massively important -200% Threat Level when combined. This will help you maintain aggro management by making you draw even less aggro. Illusion Control is not actually the illusion of control (as some Trollers on live mocked it as), but a different type of control. Illusion is about aggro management, and it has four exceptional tools that make it shine. With Superior and Group Invisibility stacking with eachother. Superior Invisibility is the premier stealth power in the game, 200ft stealth compared to Hide (150ft), Group Invisibility (60ft), Invisibility (55ft), Super Speed & Support Stealth Auras (35ft), Stealth procs (30ft), and Field Operative (15ft). Also, given that SI and GI stack, you have two of the top three stealth powers in the set on top of eachother. In addition, these powers have -Threat. There are seven powers that provide -Threat in the game: SI, GI, Super Speed, Invisibility, Phase Shift, Quantum Flight, and Nebulous Form. This means if you concentrate on healing and let your PA and Phanty do the job, you will be completely off the radar while you focus on your secondary. (I believe the maximum stealth possible solo is 325ft by stacking SI, GI, SS, and a proc...) Phantom Army and Phantasm provide some of the tankiest pets in the game, and if you manage to maneuver yourself to keep them focused on one target at a time (they only do ST damage) then you can take out targets before they start healing back damage. They also generate a huge amount of threat. The combination of these four powers make Illusion Control exceptionally good at controlling mobs, add in Deceive to lock down hard targets and you are good to go. In other words, you do not actually need any Defense (but it is nice to have some in case of emergency).
-
Which is why I suggested that the unlock arc should only be required for the summons...
-
To clarify. My main in Live and Homecoming is Ill/SS. I have also played other Storm builds. I have never been in a situation after level 5 where I found Gale useful. I have done a dozen different slotting combos, including: Overwhelming Force: Damage/ KB->KD, Force Feedback: Chance for Recharge, Annihilation: Chance for -Res, Explosive Strike: Chance for Smashing Damage, Positron's Blast: Chance for Energy Damage. Positron's Blast: Damage/Range (alternatively Damage/Endurance - which actually worked better because it made it a little more cost-effective). Yes, I six-slotted it to try and make a cool-looking power actually be cool. My conclusion was that, even if I wanted it to be worthwhile, it would always be a waste of space. Before level 5, it was useful as AoE mitigation, but post-level 5, never had a situation where it was a top seven power option... @Leo_G What I was trying to get at was that realistically it was a really bad value for trying to get more recharge. Putting a FF proc in there is just not useful. Sure, you can use Gale, and it can be useful if you really try hard to try and make it useful. I have used it (single-slotted) to save a PUG from faceplanting. Sure, I had eight other options that would have been more effective, but I did it just to show that the power could be useful (and because as an Ill-Storm Troller I love controlled chaos and controlling the battlefield any way I see fit). Gale into a corner and then Freezing Rain, Tornado, Water Spout, Lightning Storm, Phantom Army, and Spectral Terror while I have Steamy Mist and Group Invisibility on my team can destroy huge spawns faster than the Scrapper can say, "don't use knockback, it isn't meta!" while keeping the entire team safe and hidden from harm... But Gale is less effective than Hurricane, which is a niche power in the best of times.