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Troo

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Everything posted by Troo

  1. I see where you are going. Understand that without any defense debuff protection the attacks that caused the HP to drop would likely have defense debuffs that could easily cancel out any scaling defense. That's one of the advantages of resist. Your idea could potentially be applied to recharge to help heals come back faster or to some of the debuff holes to provide some debuff resistance to mitigate that which can cause regen trouble. [edit] I see some other responses were similar. Didn't mean to pile on but rather acknowledge that the idea could be potentially applied elsewhere and have a more beneficial impact.
  2. Siphon Speed doesn't get you perma?
  3. I won't use fire or ice swords.. yuck (numbers be damned) Stone hammers.. different story (i dunno why)
  4. you've inspired Rat-a-tat-tat Ratatattat.costume
  5. plus.. "some days i just pray to the god of sex and drums and rock and roll"!
  6. nah.. folks get to toss ideas around, even bad ones. no one stops us. no one is gonna keep us down,
  7. so you're saying it is a very popular response @blue4333?
  8. Wooo. That's cool huh? I taught him everything he knows.. Okay sure, hold this.
  9. 80s sing-a-longs
  10. can we get beer belly and muffin tops?
  11. but why? it works really good. maybe I'm confused about what is broken with Dull Pain that needs fixing.. you're totally right. Dull Pain is what I meant is essentially perma. (but looking at Mids maybe not for everyone) (I'll make an edit) I did address Revive and MoG as clicks IH was a toggle but is now a looong recharge click available on my build about once every 4 minutes.
  12. great, now I want waffles.. but not those kinds of waffles..
  13. look, I made the gif because it showed I put more time into saying "no" than just typing no.. while still simply saying no in a glib manner. using confused without explanation is much worse than /jranger.
  14. FYI Chasing Defense softcaps on a Regeneration character could be a mistake. There is no Defense debuff resistance. If a player doesn't like playing Resistance power sets they are likely not going to like Regeneration. You're gonna get hit, you're gonna take debuffs, this is baseline. Using Dull Pain before taking damage could be sub optimal. It is a reactive power.
  15. LOL "all the clicks" Stalker = toggle, auto, click, click, toggle, auto, IH (4-10 min click), Revive, MoG Brute/Scrapper = auto, click, auto, click, toggle, atuo, IH (4-10 min click), Revive, MoG IF the beef is the number of clicks, Homecoming could return IH to a toggle. [edit] Dull Pain can be perma. (I don't use it that way even though I have the recharge) [/edit] Not gonna count Revive as a click. MoG is a click but many folks use it as a 'oh shit' button or skip rather than a frequent used power. (I use it lots solo, not so much teaming) It is a REACTIVE power set. Not everyone has to enjoy that. It doesn't need to change drastically to become more like other powersets. Variety is good.
  16. mwhahaha hehe
  17. This is an interesting thought, using the proc mechanic. It could be that: Powers have to wait for the animation time to complete before using another power. Animation time can be different from the hit time or the application of effect. That could open the opportunity for application during an animation.
  18. new recommended player created content.. pretty awesome! thanks @GM Sparky
  19. oops forgot to add Aracanatime example for a 2.67 sec activation. It's closer to 3 seconds (iirc 2.904) this can be important for powers that have secondary effects. a long activation can shave a significant percentage of time off the length of an effect. why? because the effect is not applied at the end of the animation.
  20. there's a good bit to unpack but let me try and start here. (I tried to send this as a PM to avoid cluttering the Combo thread but you are "unable to receive messages".) yes, the current out-of-the-box base cycle time is about 12.67 seconds for Energy Transfer. comparing that to 22.67 & 21 at first may seem like a big difference (nearly 10 secs) but once we throw recharge and Hasten in there that 10 sec difference shrinks significantly. 3 SOs took a 20 sec recharge to about 10.25 sec. Add Hasten and it's near 7.55 sec. Add the <1 sec activation = 8.55 3 SOs on a 10 sec recharge to about 5.13 sec. Add Hasten and it's near 3.77 sec. Add the 2.67 sec activation = 6.44 situationally these could be pushed closer to a difference of <1 and Arcanatime could come into play. Arcanatime link
  21. whew. thanks for the additional details.
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