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SeraphimKensai

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Everything posted by SeraphimKensai

  1. Honestly I was one of the people who actually thought the rage update on test server a year ago was interesting. I agree that Rage needs something, as the -defense effects defense based toons inequitably from resistance or regen based toons. The -9999 Damage never really made much sense to me as well. Here's a thought I just had, why not change Rage so that in addition to the normal smashing damage, the SS character is so angry that they quit holding back so their attacks take on extra lethal damage, at the expense of costing more endurance per attack, you can then ditch the -damage, and the -defense. as if you double stack rage you're getting exhausted way easier to balance out the extra damage, so someone either has to be tactical and slow their attack rate, or risk running out of endurance and detoggling. I would argue all day however on the subject that the rest of the set is not fine as is. There's one power that I have issue with even more than rage, and that is......... Hurl. Here's Hurl's description: "You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack deals moderate damage, and can knock foes back and even drop them out of the air if they are flying. Damage: High, Recharge: Moderate" Let's check that out...Am I throwing a brick? No, I'm tearing out a 1 ton chunk of concrete out of the ground and throw it at the enemy. How is this power not a Targeted AoE? That right there would solve a lot of issues with the lack of AoE in SS. Hell if they did that I'd probably be alright with swapping Hurl and Knockout Blow in the power orders too.
  2. Local ignore was a thing. But later on it was redone to just go off global. When the game launched there wasn't global names, so it was fun trying to verify people's identities before inviting them to the sg.
  3. Les super réflexes sont déjà un ensemble de puissance basé sur la défense extrêmement durable. C'est le seul ensemble de pouvoirs qui peut atteindre le sommet de la résistance aux affaiblissements de la défense. Le seul pouvoir qui mérite d'être changé serait "Elude" pour donner à l'ensemble un rebond d'urgence. Super Reflexes esquive déjà beaucoup d'effets comme le drain d'endurance et l'affaiblissement de régénération. Super reflexes is already an extremely durable defense based power set. It is the only power set that can reach the peak of defense debuff resistance. The only power worth changing would be "Elude" to give the set more of an emergency rebound. Super Reflexes already dodges a lot of effects like endurance drain, and regen debuff.
  4. I'm just happy I don't have to turn all my toggles back on when I use it. That said for a permanent travel power you buy with influence, I fully understand the need to balance it out against the travel powers you actually invest a power pick into. Because of that, I would not be a fan of removing the only affects self aspect to the powers as they currently are.
  5. I have vague memories of actually teaming with @0th Power back in the days when we were playing on the Guardian server using powerboost and force field toons to use force bolt and toss low level skulls in Galaxy City and see how far we could launch them. That said I think why not let powerboost affect kb mag in pve? People can still use to a KB to KD to minimize the effects of their own KB if they choose, but this allows for extra functionality. As a retired pvper, it could even be interesting in a pvp aspect to help overcome kb prot/res (I'm not saying it would be great or bad, but simply interesting, and I wonder if the meta would adjust). About a year ago I commented on a post about changing how KB worked, and thought that targets should take impact damage based on the distance they were KB'd, which is something I'm still interested in as it would make long KB effects actually more useful.
  6. My guild has 1 main SG that everyone gets 1 character in that, otherwise we have team sg's and personal sg's as well. The Coalition option works great allows you to still access bases. That said 150 seems like an arbitrary number to cap the membership at. If that's for technical reasons okay, otherwise its not hurting anyone to bump it up. I know I have 105 characters and then a few projects that are still in progress, so just my own sg is closing in on the cap of just my lvl 50s. So if increasing the number is as simple as changing "150" to "1000" or some other number without breaking the game, then sure go for it as it doesn't hurt anyone.
  7. It should be noted that the location based apes when used with a targeting macro can cause effects at the target's x/y/z, so it's kinda cool seeing a ignited OSA above you. The way it is allows for more functionality because you can fire at a target or essentially lay a trap blocking off an area.
  8. At least it's unique and not like the 3rd identical defeat all in Synapse.
  9. Kind of, it can crit from it's hide a bit but no where near stalker levels, and also it's claim to fame is running double leadership toggles.
  10. That said, I feel it could probably benefit from a higher ranged damage modifier. Or a stretch idea, it could be interesting to give it also a melee AoE aura that detects when mobs are surrounding it and let it detonate for a large amount of damage like a land mine as a secondary function.
  11. It seems to work alright for it's intended purpose, especially on a defender. That said only Controllers and MMs get pets with no expiration. What kind of AT are you trying and how have you slotted it?
  12. Sorry I just realized I hadn't had coffee yet so I edited my comment to reflect the actual thought I had at the time. see here....
  13. Gonna have to say no towards forcing debuff anchors on allies. I used my rad toons a lot of time to go solo giant monsters. That said I'm NOT opposed to allowing them to anchor on to any target.
  14. I have 2 io'd Dark Armor tanks, and an Io'd Dark Armor Scrapper. For tanks I've got Dark/Katana and Dark/SS. They are both extremely strong defensively. End cost is a little high, I'm debating on cardiac core or musculature radial for the new dark/ss. I think the Dark/SS will largely replace the Dark/Kat as handclap procs and oppressive gloom add to it's mitigation. The scrapper is Rad/Dark and it's all about the AoE damage. Fun to play.
  15. Just rolled up a DA/SS Tank. It's still low level only lvl 48 or so, and will be slotting it out likely over the weekend when I get time to play. I made my own build, so we'll see how it does. I usually throw tanks into an 801.7 are map and see how it holds up when done.
  16. People have a lot of toons that can solo a +4/8 ITF, so there's sure to be tons of combinations for doing a +0 MoITF.
  17. It wasn't difficult to make custom binds for CTRL+F1-F5 that combine inspirations for me. Checkout Shenanigunner's Bind/Macro Website.
  18. Realistically you can probably make it work and it's all preference. I typically make my blasters all S/L/E non-incarnate softcapped defense first, then tweak for more damage. That said my alphas on a blaster are always musculature. I try and fit at minimum a source of res debuff. Ice storm, I'd probably go with an anhililation proc and something like an overwhelming chance of KD proc to add extra mitigation. And i know bitter freeze ray isn't everyone's cup of tea, but it's a great proc cannon and pretty reliable at firing off more procs. My purpose with a blaster typically is to lay down the hurt, but remember that you have to be standing up to do so.
  19. Yeah there's no need to a tutorial if you take it upon yourself to explain the tf to people who have no idea. Making it mandatory no thanks. Way back when....CoX was new TF's would regularly fail. Now almost all of them can be solo'd.
  20. Ah no numinas doesn't put a number over your head because it's just a modifier to your Regen/recovery.
  21. Check your combat attributes under Regen/recovery with it slotted and unslotted. You can buy an unslotter for about 150k.
  22. I was about to say the same as @Faultlinedid. We lobbied to have damage dealing IOs that did endmod to help out Elec Blast and Elec Melee sets. The other endmod sets also enhance accuracy as there's no distinction being an EndMod Set or an Accurate EndMod Set which by design from the original dev team to allow spotting powers like Transference or Powersink that have accuracy rolls. Sure in Stamina you only need EndMod, which you can get via generic IO's+5 if you choose and then add a proc for maximized end gain in stamina, but your able to get pretty good EndMod with the existing sets in Stamina as is, especially since there is so much recovery bonuses and rarer end discount spread across a multitude of IOs. Edit: I actually really like the procs for Synapse Shock, as I like to squeeze as much speed into my toons as possible when I reasonably can. Also the proc for Power Transfer is cool as well(just wish it healed for more, but beggars can't be choosers).
  23. I agree to set the default to not be effected by group fly/team teleport and let people opt in.
  24. As an old time retired PvPer this would be interesting for sure. Sadly I don't see it flying as I've never encountered an MMO that offered some form of PvP having such a large portion of the player base despise it so much. I've never understood that but it is what it is.
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