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Everything posted by SeraphimKensai
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I just made a DP/Dev Blaster, working on incarnates now and have used it in a few TF's so far. It does well, obviously I'm not able to place 8 stacked trip mines the way the game is today but it works well. I think I found a great caltrop slotting of a -res proc and a chance for knockdown. I also worked foldspace into the build for those times I do have stacked trip mines and caltrops out. DP seems to work great paired with it. And I think everyone in this thread agrees DP is awesome (I have TA/DP Def and a DP/Temp Corruptor also).
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Then that's fine. They should also make it so Fold Space takes IOs, Its a bit strange, especially if a set like this were to be made.
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What srmalloy stated I believe is correct, to be honest, I'm not 100% sure, either way +range isn't something super common so it could be beneficial as well. Realistically I kinda just winged it on the set bonuses trying for something reasonable for the type of IO set that wouldn't be OP. My main intent was obviously for combining accuracy and teleport IOs, the proc that increases to mag helps alleviate another neglected area for teleportation users so I thought that was reasonable as it's already countered in PvP.
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Good morning, So I was pondering some builds today and figured we have these powers for Gravity Control, Warshades, anyone taking the Teleportation pool have powers that require an accuracy check, why not make an IO set that incorporates Teleport/Accuracy together? So without further ado, I give you the new proposed IO Set: Blink Blink: Endurance/Chance of Increased Teleport Magnitude (26.5%/3.5 ppm for a 10 second increased magnitude to teleport powers) Blink: Accuracy/Range (26.5%/15.9%) Blink: Accuracy/Endurance/Recharge (21.2%/21.2%/21.2%) Set Bonuses - 2. + Pos/Neg Energy Def +2.50% / + Ranged Def 1.25% 3. Improve Teleport range by 6% This would allow players using teleport powers that have accuracy checks to build in some accuracy, also allowing things like Wormhole/Foldspace-esque powers to potentially teleport lvl 54 bosses. From a PVP perspective, its already countered by 2 procs to give TP Protection. What do you all think?
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Electric Armour > Grounded: how far up is "near the ground"?
SeraphimKensai replied to Cutter's topic in Brute
About knee high. -
It will be survivable, but ice melee isn't known for working wonders dps wise, that and the recharge slow it's attacks have have a negative detriment to fury. It's not insurmountable by any means, but I would damage proc slot rad therapy and ground zero with 5-6 damage procs and then an accuracy io depending on your recharge. I'd also build with recharge in mind to a degree so those two powers recharge quicker as they'll be massive nukes for you, and using ice patch you'll have things flopping around anyways.
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It's unfortunate that is the case but it is. Personally I think it would be amazing that if you swapped builds the crab legs would retract into the crab backpack, and that we could customize the crab backpack and remove the logo and all that as well. Maybe one day.
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Weekly Discussion 85: T1 Immobilises in Control Sets
SeraphimKensai replied to GM ColdSpark's topic in General Discussion
I thought boosting the secondary effects of each set while under a t1 Imob would help for some sort of mechanism/incentive to take a t1 Imob. Regarding MM's their secondary sets are not control sets as so much as support sets (whether buff/debuffs), and traps, although amazing solo has its own issues that need adjustment to help it in a team setting, is not a control set as it's primary needs but more of a debuffing set than anything. -
Weekly Discussion 85: T1 Immobilises in Control Sets
SeraphimKensai replied to GM ColdSpark's topic in General Discussion
Regarding ST Imobs for Controllers/Dominators... 1. Speed up the DoT damage, or just change it to burst damage. 2. Set up a link to boost each control sets secondary effects if that target is under the effects of the ST Imob by say ~33% -
Could just give it a 5 minute CD that teleports you back to the entrance of the mission, or if used outside near an entrance to the zone.
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A "Designated Hitter" Shard
SeraphimKensai replied to Shenanigunner's topic in Suggestions & Feedback
I've decided that from time to time to time you shall be able to use popmenus and buy stuff for free on the test server. As I am a benevolent God, I am not without waning interests, so from time to time when I seem necessary you will not be able to use those features on the test server. I will it that I shall entrust the Homecoming Team to decide when you shall be graced with my benevolence. Thanks. -
We have placate procs, hold procs, debuffs procs, and more as well. Pending review of the numbers, I would be in favor of a "universal damage" taunt proc that could give a single power a secondary taunt, so that it could be used by everyone. I too have tanked with a stalker, blaster, defender, controller, and everything else and get annoyed at mobs running away when I specifically have not used a fear inducing power.
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You can go into the actual file structure and replace the sound file for howling twilight with something else. People do this all the time for various powers. I once knew a guy that replaced the glowy noise with a sound of Samuel L Jackson saying "Here Mother F*cker".
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Nightcrawler doesn't have Superspeed, Superman can't teleport, the Hulk doesn't fly, and Wolverine can't jump over a building. Having us choose to build those types of powers into our character instills build diversity. That said I'm not opposed necessarily towards a temp power that gives limited teleportation or speed as we have temp power jet packs and jump packs, but definitely voting no to just making all the travel powers inherent.
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Weekly Discussion 84: Kinetic Melee
SeraphimKensai replied to GM ColdSpark's topic in General Discussion
Yes I did think of that myself, and the reason I aimed for a little lower is that you could essentially make my version of power siphon permanent as long as you have mobs to hit. Maybe double damage isn't enough though? -
Weekly Discussion 84: Kinetic Melee
SeraphimKensai replied to GM ColdSpark's topic in General Discussion
If I had my way I'd speed up the animation of most of the attacks, as the set feels clunky, and then change: Power Siphon as follows: 1. Nerf the TBD gained per stack from 7.5% to 2.5%, with the proposed changes below this is actually a buff to tohit. 2. Increase the Maximum Duration of Power Siphon from 20 seconds to 60 seconds, once the duration is over, cause increased end cost to all powers for 10 seconds (a fatigued status of sorts) 3. Increase the Maximum Number of Power Siphon Stacks to 20. 4. Adjust damage increase per stack to be 5%, thus allowing you to hit 100% damage increase. 5. Lastly, Power Siphon is changed to a pbaoe, that targets surrounding enemies, and it inflicts a -15% damage buff on any enemy in range, and gives the caster up to 8 starting stacks based on number of nearby targets. Thoughts? Is this too much? too little? or just enough? -
Hurricane has the potential to be an amazing power, if we modify it to remove the Repel effect from it. As it is it scatters mobs, causing extra agro, and pushed the mobs outside of the debuffs of the power. Hurricane has knockback, which can be slotted into KD, but the Repel effect still makes the power a situational at best power. Why not remove the Repel effect on hurricane and let stormers do their job of debuffing mobs?
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Add an alias for /quittocharacterselect
SeraphimKensai replied to Pilchenstein's topic in Suggestions & Feedback
I've used your detailed bind/macro guide for years. Thanks. -
I still like my idea on KB, that mobs KB'd take bonus damage based on distance they are tossed and the impact they make with the ground.
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scrappers Scrapper Passive rework?
SeraphimKensai replied to hiimaura's topic in Suggestions & Feedback
New inherent: Scrapperlock. Attacks can crit for double damage. Furthermore, gain a stacking 0.5% chance to crit, for each attack made, up to 100 stacks. Stacks reset when leaving combat. -
Having played since Beta back in spring of 2004, I've probably done a few thousand runs through various task forces. That said there once was a time when they were challenging and required teamwork, there was a chance to fail them. I'd like to see that come back. I also strongly think that reward merits should scale based on difficulty of the TF, and some mechanism should be implemented to prevent changing difficulty on a TF once started. I'm typically a speed runner and there's no point in me doing the ITF on a +4 kill all for the same 26 merits that roughly 13 minutes nets me. Myself and a lot of players have tons of max level characters that we don't need influence or do, but having a good incentive to come on a +4 kill all would help. Getting rid of repetitive missions is a no brainer. I'm all for enriched lore and stories guiding us through the TF. Give us a sense of urgency, why this is something that needs to be completed and make the big fights memorable. I'm all for new TFs as well as updating and modernizing old ones, however having played since '04, having the old ones in Ouros are nice, like the old school Posi and Sister Psyche/Aurora Borealis/Calvin Scott/Malaise/Statesman etc. Thanks.
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suggestion Kheldian rework (mostly Warshade related)
SeraphimKensai replied to NyxiaSnow's topic in Suggestions & Feedback
I've said it sadly about a hundred or so times since Kheldians were first introduced: Mez protection in human form armor toggles would be amazing. Otherwise Toggle Suppression while shape shifted would be perhaps the best QoL change imaginable for Kheldians. That all said it's good to see other Kheldian supporters. -
taunt All Scrappers must have Taunt Auras
SeraphimKensai replied to Purrfekshawn's topic in Suggestions & Feedback
P2W temp power Taunt Aura? My Poison Defender would have an easier time holding agro when he's tanking Hopkins and Very at the same time or Tommy and all his Nictii(not sure on plural of Nictus). -
Hello and thanks for stopping by. Today's discussion involves the game's ability to utilize multiple builds for your characters. Not everyone even knows that you can have up to three builds per character, and even then the one's that are oftentimes turned away by the drawbacks of using such a feature. The first one is obviously the biggest in that a player is not allowed to use the same enhancements that they had in the 1st or previous build. This means that someone would have to buy all new enhancements, which if using set IO's is a rather steep cost. That said I understand that the way the game's engine is, it doesn't allow for dynamic reuse of an enhancement in multiple builds. Honestly it's probably reasonable to have someone have to fill out their second or third build with enhancements should they want to utilize that feature. That said, that's not the only drawback that using multiple builds causes, as every time that you swap builds it blows all of your cooldowns regardless if they were on cool down or not. This was designed so that players couldn't give themselves say triple stacked "hasten" among other long lasting self buffs. Which is a reasonable aspiration, however it makes the functionality of swapping builds quite ludicrous as all your cooldowns are blown including: Team Transport, ATT, long recharging powers in your sets like a tier 9 armor, or a controller's AoE hold, a dominator's domination. What I propose to change would be an attempt to examine the feasibility of whether or not a means could be found to remove the global cooldown pop when swapping builds, with the caveat that doing so carries over the existing cooldown of a power, so that way players aren't able to run around with triple hasten, but also not blowing all their long recharging powers, especially if they are swapping to a build with teleport target to help their team. As usual thanks.
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- multiple builds
- select build
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