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Wavicle

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Everything posted by Wavicle

  1. I've reported this before on different sets. This time it's a Street Justice/Ice Armor Stalker. I can't duplicate the bug, because I haven't been able to determine any sort of pattern. Once in a while Assassin's Strike will do no damage, but otherwise appear to have hit. The mob is notified, am I no longer in Hide, the Hit animation plays, but there is no damage and the combat log shows NEITHER a HIT nor a MISS. Just "You activated the Assasin's Strike power." and then me taking damage because the mobs now know I'm there. I've seen this same bug on other Stalkers with different primaries and secondaries.
  2. I can imagine there would be some details to work out.
  3. That's not what I intended, no. I was suggesting that Group Fly have NO immediate effect on anyone besides the caster and their pets EXCEPT to grant a toggle that would then allow flight for others.
  4. Sentinels don't spend much time mezzed, so it doesn't matter too much.
  5. Change the way Group Fly works. Group Fly when toggled on would: A) Make you and all YOUR pets fly. B) Provide teammates with a server tray power that when toggled would make them and all THEIR pets fly. I would also increase the range by a lot to make it easier not to drop people, and maybe provide a buffer period of 15 seconds after you leave the AoE but the power persists.
  6. A full explanation of my suggestion. Group Fly when toggled on would: A) Make you and all YOUR pets fly. B) Provide teammates with a server tray power that when toggled would make them and all THEIR pets fly. I would also increase the range by a lot to make it easier not to drop people, and maybe provide a buffer period of 15 seconds after you leave the AoE but the power persists.
  7. That's the Defiance buff that almost all Blaster powers get.
  8. Shifting Tides does not debuff enemy recharge. It buffs ally recharge. The only thing it does to enemies is adds extra damage sometimes to other attacks made on enemies in its aoe.
  9. My preferred solution would be that when someone on your team is running Group Fly, INSTEAD of simply putting you in the air, the power grants YOU a Flight Toggle on your Server Tray that you can toggle on and off as desired.
  10. Yes, because you're no longer taking a sniper shot. Instead the attack gains bonus base damage from up to 22% +ToHit.
  11. That is literally the point of the enhancement. That's why it's called Fast Snipe. In the description of the enhancement it says "All of your snipe powers become instant cast."
  12. The TL;DR on the recent changes is: All the primaries are pretty good now.
  13. I like this version because it retains the value of ally Rez powers.
  14. In addition to the stacking buff, Shifting Tides also has a chance to add extra damage to attacks against enemies in its area. This is the damage increased by slotting damage. You cannot increase the stacking damage bonus. Slotting Tohit does enhance the stacking tohit bonus. Slotting recharge only speeds up how fast the power itself recharges if it gets turned off. You cannot increase the stacking recharge bonus.
  15. It still activates, it just doesn't play the animation.
  16. I did some testing on this. I can get it to play the animation by waiting at least 30 seconds before recasting.
  17. That's not how it works. The buffs come on when enemies are attacked within the aoe. It has nothing to do with attacks on the target of the toggle.
  18. Another note about Marine Affinity's lack of Mez Protection/Resistance/-Special: Marine Affinity isn't actually IMPACTED that much by being momentarily mezzed, because all the effects except Shifting Tides persist even while you are mezzed.
  19. Seems to work pretty well with most anything. I'm playing it with Mercs as an MM, Psionic Blast as a Corruptor, and Water Blast as a Defender. Getting the Mercs to Melee hasn't been difficult at all, they usually follow me in when I hit Whitecap.
  20. Not happening all the time, but repeatedly, while playing on my Mercs/Marine MM the Spec Ops weapons will become invisible. Not sure yet what the cause is.
  21. Technically may not really be a bug. Just a poor implementation choice to give you the item before the quest. But yes, ought to be changed.
  22. I'm dumb and misread your post as saying Golden Roller in Cap. XD So, yea, it's all the same problem.
  23. I would LIKE this to be possible, but it's not high on my priority list.
  24. The set is strong in terms of self sustain, and also in terms of offense. Of COURSE it's going to have to go to melee for full effect and not have mez protection or strong defense. Just like Kinetics.
  25. It's an attack. It can't be used on anything that you can't attack. The issue relates to the game engine, that teleport abilities don't know where to put you if the hit box is too big.
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