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SeraphimKensai

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Everything posted by SeraphimKensai

  1. These discussions are always interesting, and it seems people always want to discuss the potential reversion of IH to toggle status. For nostalgic purposes, it's be fun to go back to Perma-MoG.
  2. Why lower it further? Even if there's 2 people that aren't in league, it's really easy for them to still participate regardless of assigned role. That said if any changes were to happen to Hami, I'd personally like to see Hami buffed in order to compensate for everyone having incarnate abilities as it was more of a challenge before we all became essentially gods.
  3. Numerically crunching the numbers to maximize your potential output. Typically requires making/using a build, and high end IO set investment to maximize your character to it's potential limits.
  4. Neither Cysts or Void Hunters spawn anymore, just quantum Gunner mobs inside the factions.
  5. Kheldians were and still are my favorite lore aspect of the game. When the game was gone, I found myself missing Kheldians because of how interesting they were. That said they might not be the easiest AT to use or the FOTM that is solo clearing iTrials but they've always had a certain je ne sais pas to them. Perhaps the whole idea of specialized NPCs hunting us down, infecting our teammates so mobs would show up in their missions until they logged and my personal favorite Shadow Cysts of death, it was like playing the game on Hard Mode, as you had access to a jack of all trades character that you felt really could use more more slots a lot of the time, but had to endure.
  6. Hypothetically, Man A pushes Man B over, Man B falls on the ground. The push was gentle and likely did miniscule damage. However falling on the ground Man B takes damage, because ouch it hurts falling on the ground. Man B now gets up and uppercuts Man A. Man A falls to the ground. The uppercut hurts a lot more than getting pushed over. Falling on the ground does about the same as in scenario 1. Man A angry about getting uppercut, Spartan kicks Man B through the third floor window. Man B although hurt from the kick, is now going to take a lot more damage falling three floors to the ground. Force=Mass*Acceleration Acceleration (falling) is roughly 9.8m/s^2*time up to a terminal velocity which with an average human free falling while skydiving is about 122 miles per hour. Bringing that back into the realm of the game, I think it's a very reasonable idea to allow bonus knockback damage, if it were to ever exist, to scale based on distance traveled. Chances are depending on the power and AT modifiers, it would reduce the chance that NPCs were still alive when a Peacebringer for example popped Dawn Strike. It seems the big animosity towards knock back is that mobs get scattered and end up reducing efficiency and forcing the team to individually target the survivors. What I propose would ultimately reduce the number of survivors and therefore increase efficiency.
  7. All placates should be made AoE, even the power pool version and from fortunata hypnosis.
  8. Impact damage that scales based on the magnitude of the knockback. Maybe even turn targets/debris getting knocked back into projectiles that cause additional damage to mobs they hit? That might be a stretch but would be a fun mechanic. Also we have Repel, why not have powers that draw something in, with a negative repel value? Like how things get sucked into a tornado before getting flung, or how gravity pulls things nearer?
  9. Having a psi stalker that's incarnate and an incarnate Savage Melee brute, psi all the way. You want that burst and with bio it's gonna be burst.
  10. An option to email the build to yourself?
  11. https://strategywiki.org/wiki/City_of_Heroes/Enhancements can give you some insight, but otherwise, I would recommend if you can afford it, you can buy/create and slot in lvl 25 generic IO's, they are relatively cheap considering IO's and will last you until you hit lvl 50 allowing you to bank more influence and buy lvl 50 generics or start adding set pieces.
  12. Or perhaps just a save tray loadout option like we can save binds/window setting, and load our trays as needed.
  13. There's nothing preventing them from adding more or making them available via bases aside of time, desire, and effort. Realistically it's probably just setting a flag on an NPC that gives them the dialogue for p2w or even null the gull, as those dialogues are already made. Putting those onto an available base NPC in theory should be super easy, about 30 seconds of work if one know what those dialogues are labeled. The question then isn't if they can, it's why have they not. So why do you suppose base NPCs aren't able to have p2w or null the gull options?
  14. I've been hoarding lvl 50 characters.
  15. Rad is an amazing tanker primary. Really strong, honestly OP. Savage Melee is it's own cup of tea, given that it's mostly DoT based, it's not a lot of upfront burst damage. That said each set has advantages towards recharge buffs so you'll always have powers recharged, and likely won't need hasten. If you don't alt around (I do, and have a 50 of every armor or melee set, so I have a little experience), I'd be content with Rad Armor, but would want something else instead of Savage Melee, probably either Titan Weapon or Rad Melee to be honest. Not to say you can't have fun with Savage Melee if that's how you wanna roll, but I don't see someone breaking any pylon records with Savage Melee.
  16. Back on live I had an account filled with PvP characters that each had the romanization of the names of the zanpaktous from Bleach.
  17. If you weren't going to do shield and had ruled out bio, I'd give a solid look towards radiation. It allows you to make a really solid tank and pairs with just about anything fairly easily.
  18. Stack KB prot, +HP, and then give yourself a trial by fire.
  19. Sands of Mu, Nemesis Staff, Black wand, and a slew of paid for temp powers can round out an attack chain.
  20. You could always be like me when it comes to VEATS and use an alternate build macro to swap on the fly between Night Widow/Blood Widow/Fortunata. It is really strong and versatile, at the drawback of your cooldowns pop when you swap, but it's worth it.
  21. I rock an Elec/cold troller and an Elec/Psi Domi. The troller is built out and is beastly at sapping/debuffing mobs. Making the Domi to pair it with drain psyche and pump out some more damage.
  22. Please be aware I'm not trying to be mean, but am critical for the sake of your improvement. I'm not sure what you want to do with it to be honest, the only thing that makes sense is that this is a troll build. On the chance that it's not keep reading.... Your slotting is kinda all over the place, and to be honest, just bad overall in general. I would suggest looking through the brute section at existing rad/fire brute builds. I'm not home now so no access to my PC, but a rad/fire brute can be built to be softcapped defensively to smash, lethal, fire, and cold, will decent resistances to the following. Mine can carry a whole team through a +4x8 task force, and has solo'd numerous AV's plus built for farming. Your build will have endurance and die before you kill a pack of mobs. Good luck with that t though, they can be really fun to play when well built.
  23. I have a 50 war mace/ice brute. It's pretty strong but it isn't a rad/fire, so it's important to note that it has a different job to perform.
  24. My 1st 50 on live was an Invuln/Battle Axe tank. At the time I ran perma unstoppable and teleported around due to unyielding rooting you. Regarding Battle Axe, the set had what "seemed like" higher damage attacks due to the animations, that were infact lower damage due to being a tank, and also dealing one of the most resisted damage types. Battle Axe and War Mace were essentially clones of each other aside of Battle Axe did knockdown/knockup and War Mace did stuns (and what "seemed like" a little less damage). Quite a number of years passed, and War Mace was buffed up due to how no one used it, which moved Battle Axe to the bottom of the ranks ng it seemed. And there it has remained. I agree Battle Axe could use some love, and I think I know just what would help it out.... What if Battle Axe, had a slight resistance debuff it's attacks that could stack like say sonic blast? The set would perform better at solo, and then be looked at as more team friendly as well due to helping the rest of the team as well.
  25. For me typically unless from the onset trying a specific challenge like +4 all dominator tf, etc. my time is precious. I don't have all day to sick around playing so I'm not going to typically want to run a +4 kill all, TF when it rewards the same amount of merits as doing a speed run. 80% of the time I'm doing a TF I'm already lvl 50 and running a full load of Set IO's so I don't need the xp. Time is precious. So if someone pulls the wool over my eyes trying to force me into PLing their toon via a task force I'm not happy, and not shy about quitting a TF and just soloing it faster than that team was progressing. TF recruiters should advertise what level the TF is going to be, know the content, and ensure their recruits are able to reasonably meet the demands of the TF.
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