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Everything posted by SeraphimKensai
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I think hammis should: 1. Be buffed back to their original enhancement strength. 2. Have an equitable drop rate. 3. Be convertible. This would allow hammis to once again find more use, while also equalize the price of them so microfilaments aren't so ridiculously expensive compared to a ribosome or golgi, or nucleus.
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You're probably right. The only way I could see it potentially working would entail using the magic proc IO to apply a 0.001 multiplyer or something to effectively cancel the 1 effect, and then apply the other effect after the fact.
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I end up playing a lot of my characters as if they were a tank. My favorite "tanks" include: Rad Blast/Fire Manipulation Blaster Poison/Rad Defender Plant/Nature Controller Elec/Cold Controller Elec/Psi Domi Water/Storm Corruptor Rad/Dark Scrapper Warshade Crab/Bane (the Soldier/Widow use select build macros to hot swap back/forth mid mission) Fort/Night Elec/Bio Stalker and lastly the actual tanks: Elec/Rad Tanker Invuln/MA Tanker
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Honestly though this makes me think that it would be kinda cool to have unique procs to convert a status effect into another status effect which could be a little curve ball especially in PvP. Fear to Slow Taunt to DDB Sleep to RDB THDB to Imob Cage to Hold Placate to -Dam DDB to Taunt RDR to THDB Slow to Placate -Dam to Cage I'm not sure what magnitudes would be needed for balance, but it would definitely allow a few more options
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What I play but never see another of...
SeraphimKensai replied to Jaguaratron's topic in General Discussion
The most rare combo I have is a 40 something Demons/Trick Arrow MM. That's likely due to the fact that trick arrow overall is undertuned, and requires a heavy proc slotting to make it strong. The debuff values should have a higher magnitude. Other note worthy underused toons: Elec/Cold Controller - no damage, but great at debuffing/sapping. Gravity/Sonic Controller - a very control heavy troller with some strong (controller damage) due to impact and sonic debuffs. -
I've been thinking about origins, powers, origin power pools etc. and have come to an idea that might help you keep your origin powers useful. If you have a matching origin to a free origin power or corresponding origin power pool, you automatically get a 15% bonus to the damage/acc/mag/speed/etc of those origin related powers. At lvl 20 you can do a small mission arc called a "Development Arc" to enhance your connection to your existing origin, which would give you another 15% origin bonus. Alternatively you can instead choose to take an origin development arc of a different origin to gain a bonus to that origins pool or temp power. That would allow role-playing a character that was a mutant that lost a limb and had to have robotic prothesis, or a natural character that learned magic. At lvl 50 there would be a final character "Development Arc" for yet another 15% bonus, and a choice of which origin arc to do. This would allow you to potentially increase your origin temp power and origin power pool by up to 45% if you.stick to your starting origin, but also still allow for you to develop your character further towards other origins. Thoughts?
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You mentioned the self Rez powers are the "most useless" powers in the game. Well by that logic these would be right up there in that category of you can only use them when you die. Hell I have a few characters at 50+++ that have yet to die once yet, so a power that only activates on your failure, is something I would still skip.
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How do you deal with your pets while rushing in missions?
SeraphimKensai replied to Paperwait's topic in Mastermind
You could bind a single button to dismiss all you it pets. Probably should anyways since the best MM players utilize serious binds to control all their pets. -
The only change to Propel that needs to be made is a reduction in case time and a slight increase to DPA.
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Forgive me if this has been suggested, but is there anyway we could double or triple the limit on characters for our character bio's? 1023 characters is pretty limiting to write out a full fleshed out character bio, and know there's some amazing character concepts out there. I understand that 0-1023 is obviously power of 8, so I would wonder if it is possible to expand that range to something like 0-2047, or 0-4095. I don't think anyone would object to something like this as its a universal improvement that doesn't affect gameplay, but could help people connect to their characters, and for others to understand the characters they are playing with more. Thanks.
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Dominators need more options.. Water Assault??
SeraphimKensai replied to Heatstroke's topic in Suggestions & Feedback
I'd argue that Peacebringers and Warshades have the least Powerset combinations possible. That said I do agree with proliferation of additional powersets as appropriate. -
Retired pvper here, tanks are useful in team based pvp for running distraction by taunting damage off their target and ruining an incoming spike on the called target. In Solo duels, they aren't ideal, and an FFA format aren't really going to get any kills unless they get lucky on a kill steal.
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Should One Person be allowed to control AH prices?
SeraphimKensai replied to Witchcaster's topic in Suggestions & Feedback
Control the market? No. Play the market? Yes. Since the AH came into being on live I've probably made myself around 15-20 billion doing essentially day trading. On HC, I've scaled back as the prices for IOs are significantly lower than they were on live, to probably only have made around 3-5 billion influence. -
Split the VEAT branches into different ATs.
SeraphimKensai replied to Greycat's topic in Suggestions & Feedback
You can do.it with a selectbuild macro as well. It makes for really adaptable missions. The only drawback is doing so it pops all your Cool Downs, so your ATT, Mission Teleporter etc all get popped as well. A reasonable exchange from being able to swap from a melee or ranged or support build all at the click of a button. -
[Suggestion]: Sonic Attack - Echo Mechanic
SeraphimKensai replied to Bopper's topic in Suggestions & Feedback
Then it should be fine. -
[Suggestion]: Sonic Attack - Echo Mechanic
SeraphimKensai replied to Bopper's topic in Suggestions & Feedback
I think this idea fits thematically,sand the numbers look reasonable to offset some of the shortcomings of the set. Question though, would procs have the ability to proc during an echo or only on the initial application? -
Split the VEAT branches into different ATs.
SeraphimKensai replied to Greycat's topic in Suggestions & Feedback
I'm flat out opposed to splitting each of the branching paths into their own AT's as my VEATS run multiple builds with each build covering a branching path. I also use macros to selectbuild so even during the middle of a mission I can swap between being a night widow, a fortunate, or a blood widow, and the same respective swaps on my crab/bablne/huntsman. Splitting up the various paths into their own AT would eliminate that and reduce the flexibility of the VEAT AT's. -
If they do that, it should be done as well for shape shifting kheldians as well.
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Not sure what gust is, assuming you meant Gale. Despite that, Gale is an amazing power, you stick 2 slots in it: Sudden Acceleration KB to KD and a Force Feedback proc and you now have an extremely large cone that recharges at a reasonable rate giving you and your team massive amounts of damage mitigation, while also pricing quite often giving you a massive recharge rate bonus. Both IO's are rather cheap, and turn a mediocre power into an outright overpowered one.
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Microsoft Excel works great for this.
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Honestly I'm all for cysts and voids coming back.
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Envenomed Daggers. You can buy them in Pocket D even during a TF. At the same NPC you can buy offensive, defensive, survival buffs, dampeners, or summonable pets. In your base you can build base empowerment buffs for cheap (including grant invis allowing everyone to stealth missions that allow it). Also you can also use the AH to buy an ultimate inspiration the help out on a particular tough fight like an AV battle. There's numerous methods to help a group power through tough situations. Sure it can cost some influence, but it can make the difference. That said, your group once it builds out with IO sets, likely will have significantly less issues like that.
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I have a water/storm corruptor that is an absolute beast. It's a fun combo. That said, if I had to make it over and was unable to go storm, I'd probably roll it as a water/dark. P.S. if you're not married to the idea that f a support/debuff secondary, a water/bio sentinel can pwn the game. I have one that has solo'd about 15 AV's with mine.