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Everything posted by SeraphimKensai
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What content were you trying when you noticed this? What kind of mobs? PvE/PvP?
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Widow need damage resistance they are too fragile
SeraphimKensai replied to DrRocket's topic in Suggestions & Feedback
I soloed an ITF with a Widow. I think they are just fine as is. -
Pool Powers for Kheldian Alt Forms?
SeraphimKensai replied to Project129's topic in Suggestions & Feedback
Honestly as someone who has logged a lot of hours on Kheldians over the years I'm not opposed to it. But I would much rather have some mez protection in a toggle for human form than anything.- 41 replies
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- suggestion
- peacebringer
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For a brute, I wish we had one more toggle as we have a taunt aura on our mez protection. This if you want to try and stealth you need to shut off your mez protection. IH would be perfect as a toggle for this, plus would make a lot of older Regen players happier to have it back as a toggle. Just saying.
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Restore Kheldian unique enemies via Null the Gull
SeraphimKensai replied to TechbotAlpha's topic in Suggestions & Feedback
Aside of quantum mobs spawning they have infact been removed aside of in select scenarios such as the ITF. I have a lvl 50 PB and WS that I run a lot and even requested an event to bring them back a while ago. I might be a minority but I also miss Kheldian unique quantum damage almost 1 shotting me unless I was smart about it. -
Global Knockback->Knockdown IO for Travel Powers/Rest
SeraphimKensai replied to TorrentYed's topic in Suggestions & Feedback
I would do the Overwhelming Force and Sudden Acceleration in reverse, so that Sudden Acceleration is the global as there are knockback powers that do no damage so overwhelming force can't be slotted. All powers that do knockback that do damage can also slot a sudden acceleration. That way a set like energy blast could use the universal damage IOs in select powers to change the interaction of powers individually if they wanted to keep a particular power doing knockback as necessary. -
I never brought this up in a team chat Otherwise you sound like a bright ray of sunshine.
- 9 replies
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- energy aura
- energy cloak
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Already have done this. I have a personal sg which I use as my storage center, zone teleportation, vendors, trainers, icon, etc. All while still being able to access my sg base via macro or manually enter with passcode.
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I am sadly not at a computer to fire up CoH or Mids Reborn, but I can tell from play experience on my lvl 44 claw/energy aura brute that the stealth does surpress. That said, I haven't IO'd it out yet so I haven't really started observing numbers but I'll check if the defense in energy cloak suppresses or not, and if so how much (I have a bad feeling about this that it's essentially a stealth clone with a different FX). Also later today I'll try to check the defense gained from energy drain as I haven't actually looked into the numbers aside of seeing that the power can hit 10 targets per cast as I see the stacking buff.in the corner.
- 9 replies
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- energy aura
- energy cloak
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So I've been playing a claws/energy aura brute for awhile now and I've come to feel that the set could benefit from a change to one power in particular (not talking about the t9 here as most armor t9's are pretty bad across the board, but if people have ideas to fix that by all means), that power being Energy Cloak. The reason I suggest looking into it is that the power doesn't really seem to mesh well with the power set overall, and the same can be achieved if someone takes stealth if they choose. What I would suggest in its place, is a click based PBAoE power that functions similarly to Against All Odds from the Shield Defense set. I imagine the duration and recharge being identical to Energy Drain, but allowing us to sap the incoming damage of our enemies and then redirect it back at them would at least in my opinion fit more thematically as we have powers out there like Kinetic Shield, and an entire Kinetic Melee set to pair it with perfectly. Any thoughts? And thanks as usual.
- 9 replies
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- energy aura
- energy cloak
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They have that, it's a temp power called Self Destruct.
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What level are the mobs your engaging, and what enemy type? Are they being hit by anything else?
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AOE buffs should work on caster.
SeraphimKensai replied to The_Warpact's topic in Suggestions & Feedback
Well if you ever see my Elec Cold troller in action, you wouldn't need the shields anyways as the mobs are continuously mezzed, slowed, and sapped to the point the character provides more than enough damage mitigation for a team. That and a majority of players build towards defense softcap (at least in non incarnate content, incarnate content being rare to hit it's defense softcap solo), adding defense based shields is beneficial to someone who is not defense softcapped. To someone who is, they provide miniscule benefit, the one basically assisting when playing against an enemy type that debuffs defense. So, my character provides a more steady, and less sporadic benefit to a team I'm on by mezzing, slowing, and sapping the targets thus minimize their chance to effect my teammates (and more importantly myself). -
The tank was likely talking about the magic carpet, hover board, or sky skiff (energy disk) that all let you fly and never run out. The drawback is that they detoggle every single toggle power on every character that uses them regardless of AT. Apparently the reason for that, was a shortcut as when they designed it the gfx from the toggles would of needed to be individually adjusted to work with the powers (which seems completely backwards to me but Ithe actual game code what written in a fashion that the best analogy would be: imagine 30 6 year olds each with a roll of yarn, they go into your house and tied off the end and run wild leaving trails of "spider" yarn everywhere; that's the code, and someone trying to make sense of it is the parent stuck cleaning the mess).
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Power Proliferation Illusions For Dom
SeraphimKensai replied to Squints's topic in Suggestions & Feedback
I would absolutely love to make a perma dom, perma PA illusion dominator. -
AOE buffs should work on caster.
SeraphimKensai replied to The_Warpact's topic in Suggestions & Feedback
Honestly this is one of the main reasons I personally limit which buff sets I'll play as a defender or a corruptor. If I'm playing a buffer, I sometimes don't take the shields like on my Elec/cold troller ( I didn't have the room for them), or when I do take them, they are typically IO mules (my force field defender Deflection and Insulation shields get just the base slot for a LotG), I play Empath on a Mastermind. What I wouldn't give for being able to hit myself with something like CM, Fort, SB, Bubbles, Sonic Shields, Therm, or Ice Shields. Realistically though, I've sort of resigned from the notion that I'll ever see self buffing (aside of maybe my own private server). -
My first character at launch was an Elec/Elec blaster that took about three weeks of serious play time to get to lvl 14. When I could finally fly it felt like such an achievement. I eventually shelved the character as I swapped to playing an invuln tank and an emp defender which were my first and second lvl 40's, and subsequently lvl 50's once the level cap was raised.
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Most useless powers in the game...
SeraphimKensai replied to Goddamage's topic in General Discussion
For me I dislike a lot of powers with really long animations. If I get killed because I'm stuck in an animation it is not fun. A prime example is the energy melee power set in general, or neutron bomb in rad blast. -
Ice/Stone Armor. Has amazing survivability in and out of the AE.
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Stone Armor/Savage Melee Tank. You'll have amazing mitigation, with amazing drawbacks, that other tanks can achieve your mitigation abilities without the drawbacks but even doing the same you'll never overcome your drawbacks. That said Savage Melee will actually help out your recharge issues in granite to a degree, it's damage is pretty much reliant upon DoT's, and is reduced by Granite's 30% damage debuff.
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The only time I worry about team composition is if I'm doing a master of task force where it's a pug. If it's all guild, I'm down with whatever they want to bring as I can typically rest assured that they know their toons, have them well built, and know the content. I do like running pugs though as you get to meet a bunch of people and find players that you want to team with more, or in a few cases even act as a mentor or coach to help them learn their powersets or the content better, as we do have an influx of new players that haven't been around since the level cap was 40. That said though occasionally you run into some of the old guard that has going on a decade of rust that missed out on when some of the current content came out originally. I occasionally like to host a TF group on my personal discord as well, and usually by the 2nd mission the ice has melted and everyone is having a good time. I find on a TF that it's rare to encounter someone that's really toxic, most the population is reasonably level headed. Going back to the distinction between task forces and master of task forces, I've always been a bit of a "min maxer", so on regular TF's I think speed is imperative, whereas on the master of runs, it's more about teamwork and overcoming the challenge.
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If they patched those powers son we could use toggles and they didn't make us only effecting self, those powers would be amazing. Honestly if they had to keep the only effect self aspect, but made them so they didn't toggle drop us, that would be great as well. As they are though, only Squishies without toggles can get away with them (and in this day in age almost everyone runs fighting or leadership, so everyone is hampered). They are pretty cool powers that would be nice to actually use.
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A rad/sonic makes short work of her.
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I might try this just to lose the force of will tray and just activate the power via bind. Realistically they should make an option at Null the Gull to show or hide the Force of Will tray.
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I'm going to say no they don't need to clone whole powersets to make changes for something like having pets/not having pets or something similar. What could be done however is expand the existing powersets to have more than 9 powers a piece to give players more options, so you can choose whether you want pets or not or whatever other powers you're interested in. An example of that is to look into Peacebringers and Warshades. Luminous Blast for example has 14 powers in the set, that allow you to choose from a wide array of power effects. Whether or not that's done is not something that would likely be high priority, but would help people have more unique builds and seems to be in the spirit of the game.