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Everything posted by Zepp
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The proc rate in a toggle/auto would be unaffected, however the chance to proc in a click power may increase if you click it more often.
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CoH is not like Final Fantasy, there is sufficient versatility in the archetypes/powersets that you can play off-role or inter-role well. I wouldn't want to play with a team lead that does not understand that.
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Sorry, just looked at that last pic. I got the belt buckle color wrong. Also, not my design, I'm just trying to match to what was in the screenshots above.
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Based on the pictures, I would guess that it was third from the top, fourth from the left using Tights Sleek: However, I would suggest using Metallic 2 and the fifth from the left for more of a copper feel.
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I've updated the list with the changes to Duo and Protector. I'm interested in a lot of these ideas (especially Zoomer), but I've been wondering if anyone is interested in a set of polls to choose the most popular ideas to push for a possible new AT?
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That looks like A78821, but I think he is looking for BF7E13 which is third or fourth from the left, third row down. The rightmost second from the top is 7A3F07, which looks a lot darker than the OP pics.
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Here's an idea, making Granite Armor a buff Toggle: Rock Armor grants +Dmg Stone Skin grants +Res (ABP) Earth's Embrace grants +Absorb Mud Pots +2mag immobilize Rooted PBAoE -SPD -Recharge Brimstone PBAoE HoT Crystal +Res (DeBuff Res) Minerals +Res (Fear) Not set in stone, but I thought this might be good for a start...
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defensive t9 Flip the script on Defensive T9s
Zepp replied to Zepp's topic in Suggestions & Feedback
A taunt aura that lasts longer than the buff would be very effective and favor. What I am thinking is a 75s Recharge (unaffected by attack rate changes) 30s duration hole-filling buff with a 60s 30' mag 4 taunt aura - no crash. That would make it feel more tanky. On the other hand it has a risk/reward calculation for secondary. Brutes will likely still take it, Scrappers will think twice, Sentinels will probably still skip it. -
There is another thread about the need to minimize/remove crashes from Defensive T9 powers. However, there is another aspect of that discussion that has not really gotten the level of discussion I believe it requires. Defensive T9s (with a few noticeable exceptions --MoG, being the best at filling the holes, despite its insanely short uptime) provide nothing that sets cannot do better without them. In other words, by the time you get to the T9, it is useless. One solution would be to flip the script, +Def T9s become +Res T9s and vice versa. That would make Elude more than an occasional travel power that can mule a LotG, it would make it something people actually wanted... Just my thoughts, I would like to hear other opinions about this.
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I've been keeping track. I'll try and update it on this list soon(tm).
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I added them to the compilation list. My two questions would be, what do you see as their inherent? & How are they differentiated from The Warden, The Captain, Defiler, Exemplar, Interceptor, The Paladin, Guardian, & Zoomer ?
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I definitely support this!
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Should We Remove Crashes from Defensive T9s?
Zepp replied to Sunsette's topic in Suggestions & Feedback
I played both Regen (Spines/Regen Scrapper), and SR (Katana/SR Scrapper). I tried the T9s on both (with north of 200 recharge in my final builds), and the T9s were meh at best. With Regen, the T9 was only useful in TFs, but not to the degree where it couldn't be replaced by a better power choice. With SR, the T9 did squat because I had softcapped defense without it. For the short time I used it, I used it between missions for the speed boost. It then spent a short period as a mule, before being removed entirely. I have played these sets at high levels, and I understand the role the T9s are supposed to play, they just do not fit that role. MoG is likely the best of the lot (because it patches holes), but the other T9s just add to the percentage above the cap. As I stated before, the T9s should be shifted to cover holes, rather than accentuate what already exists in the sets. -
Should We Remove Crashes from Defensive T9s?
Zepp replied to Sunsette's topic in Suggestions & Feedback
Granite armor is a whole other issue. The movement penalty is tough (TP is a good workaround), but the massive recharge penalty and the fact it is not compatible with half the set is insane. Then you have a -damage penalty on top of that? That is the T9 in greatest need of a rework. -
archetype suggestion Archetype Suggestion: The Duo
Zepp replied to malonkey1's topic in Suggestions & Feedback
I was just thinking, if you move the pet to the secondary with armor, you may want to consider using the Stalker armor sets and simply replacing hide with the pet... -
archetype suggestion Proposed AT: Zoomer (Manipulation/Assault)
Zepp replied to Zepp's topic in Suggestions & Feedback
Manipulation powersets provide the right type of sustain for an AT that uses mobility as its defense. Developing travel power sets would be an interesting idea, however, it isn't necessary to start building new powersets when there are a lot of underused powersets out there already. -
No, I literally said that white backgrounds with black text cause headaches...
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That's kinda exactly what I said.
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Actually, research suggests that reading white (or light) on black (or dark) improves retention and reading speed. It also prevents migraines.
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archetype suggestion Archetype Suggestion: The Duo
Zepp replied to malonkey1's topic in Suggestions & Feedback
I may have to do that for my Zoomer once I finish putting together the eight books I have to finish by Tuesday, and editing another two, and updating three websites, and updating an app... -
[Resolved] Customise Display Settings?
Zepp replied to Cinnder's topic in Website Suggestions & Feedback
I just wanted to say, I really like the 1a293b background color. It makes it much easier to post Mids Builds in a legible manner. -
If you float over the relative time, an actual timestamp will appear (sans seconds).
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Should We Remove Crashes from Defensive T9s?
Zepp replied to Sunsette's topic in Suggestions & Feedback
I would argue that we should be looking at Icy Bastion's Resistance numbers, as Meltdown, One with the Shield, and Strength of Will are a little too weak to be considered as seriously as they ought to be. On the other hand, I would argue that One with the Shield and Strength of Will have more manageable crashes because they lack the -Recovery. None of these powers are reliably up at the moment, so the question is, how can they be more useful? I would argue that in addition to limiting the crash, it would also be better to flip most of them between resist and defense. I'm looking at Regen. Regen does not have Defense or Resist, MoG fills that gap. So, why have a resist buff in a resist set? Why have a defense buff in a defense set? It would be better if the T9 actually filled a hole in the set by addressing the need not addressed well by the set. -
Should We Remove Crashes from Defensive T9s?
Zepp replied to Sunsette's topic in Suggestions & Feedback
I included rad as it is a similar power and it is nice to know what we are comparing the other powers to. I did not include Rad because of the lack of defensive component making it more difficult to compare. MoG I had on a scrapper back in the day for taking Alphas, but I respecced out of it because I needed the slot. The way I see it, these powers need to be considered on multiple fronts: reliability (what percentage of time will they be up?), scale (how much protection do they actually offer?), crash (what's the hangover gonna be like?), and other affects. Other T9s, Stone Armor's barely mobile, barely meat, shield; Parasitic Aura's second-rate Instant Heal knockoff (although the -Dam is nice), Dark's and Fire's Rezzes, etc. should also be considered, but let us face the cold hard truth, Armor T9s are generally the most skippable power in the set. -
Should We Remove Crashes from Defensive T9s?
Zepp replied to Sunsette's topic in Suggestions & Feedback
I was thinking about MoG from regen, and I decided to look at the ratios between effect length and base recharge and 200% recharge. Hopefully this compilation can better inform us about balance issues. Power Set Power Base Recharge 200% Recharge Defense Resistance Crash Other Electric Armor Powersurge 18.00% 54.01% None All but Psionics -100% End, No Rec Status, EMP Energy Aura Overload 18.00% 54.01% ABP None -100% End, No Rec +HP. +Absorb Ice Armor Icy Bastion 10.00% 30.00% None Weak ABP None +Reg, Status Invulnerability Unstoppable 18.00% 54.01% None ABP -100% End Status Ninjitsu Kuji-In Retsu 18.00% 54.01% Positional None -100% End, No Rec +SPD Radiation Meltdown 16.67% 37.50% None Very Weak All -10% End, No Rec +DMG Regeneration Moment of Glory 6.25% 18.75% ABP ABP None Status Shield Defense One with the Shield 33.33% 33.33% None Very Weak ABP -60% End *HP Super Reflexes Elude 18.00% 54.01% Positional None -100% End, No Rec +SPD Willpower Strength of Will 40% 40% None Very Weak All -50% End Status