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Wavicle

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Everything posted by Wavicle

  1. Because typically adding kb2kd is a sizable dps increase, that’s why.
  2. Besides Energy Blast and Peacebringers is there anyone who actually would benefit from this in a big way? Everyone else has like 1 or maybe 2 such powers at most. Seems to me, a better solution is simply to give Energy Blast users such a toggle. Maybe PBs too.
  3. lol, I don’t think that’s how I’d do it.
  4. Actually I was imagining a passive. Always on, no end cost. But I specifically imagine it as an Incarnate power, so it’s not available until 50 (45 when Exing) and it locks out whatever else could have gone in that Incarnate slot.
  5. Someone should correct me if I'm wrong, but I thought you could only have up to 5 Sudden Acceleration and 1 Overwhelming Force for a total of 6? My Energy Blaster only has these in her AoEs. My Peacebringer has them in AoEs and a melee attack. Would I use something that let me do them all at once? Maybe. It would depend what I would have to give up to get it. I definitely don't think it should just be an option for free. It needs to be a power or enhancement. If it's a power then the cost is the opportunity to use whatever else could fit in that slot (thinking of Incarnates). If it's an enhancement it needs to come with a penalty, such as "Slotting this enhancement turns all Knockback to Knockdown, but also inflicts a 15% -Damage debuff on the player."
  6. The only way I will support this kind of thing (which normally would be better at Null the Gull than anywhere else) is if it is added as a Power of some kind (Normal or Incarnate), so that it comes with an opportunity cost.
  7. I just don't want to deal with the end cost... imo ALL "per enemy" additional end cost powers should have that element removed. Then it would be a great power.
  8. Not to contradict any of these points, but do keep in mind that Claws is all Lethal and KM is Energy/Smashing. That counts at least a little. As an aside, I think Feedback would be a great name for a new KM mechanic.
  9. Entangling Aura is mighty.
  10. Inf SHOULD be account wide. Probably not other drops though. However, trading among your own toons should be easier. Basically the Vault Reserve should accept all kinds of drops and should itself be account wide.
  11. Heck, just make them an ACCOUNT WIDE currency. No trading necessary.
  12. We’re talking about scrappers, maybe brutes. Not tankers.
  13. Actually all you need is to slot Theft of Essence chance for endurance in Dark Regen.
  14. I just really enjoy the clicky reactive nature of the set and I don't want that lost. The Sentinel set is stronger relatively speaking but is not as much fun in that regard, imo.
  15. I know, but no set can do that perma for all damage types. Some can do it for a couple types, some can do it for all types sometimes but not all the time. So, in principle I am all for giving Regen 100% -Regen Resist, it just should be in a click, like Instant Healing. Keep in mind, the -Regen Res in Fast Healing is slottable, so even just increasing it somewhat would help a lot. How does -Regen Resist work anyway? If you did have 100% res and you were hit with a 500% Regen Debuff, what happens?
  16. that’s true, but I was talking about primary mitigation, that’s Defense, Resistance, Regen, not slows.
  17. Like you said, it’s capped at 95. I stand by my statement.
  18. Everyone has a kryptonite. SR's doesn't come up particularly often. If you find yourself getting killed a lot on your SR you did something wrong.
  19. This reads as "received wisdom". Layering protection is great. It doesn't change the fact that SR is one of the best armor sets in the game.
  20. No set in the game has always on 100% debuff resistance to its primary mitigation.
  21. SR is one of the best armor sets in the game.
  22. Council first lol
  23. It would be nice if there was an option under Stance to have them in Combat Only in addition to the Travel Powers only option that currently exists.
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  24. WTH IT'S IN THE NAME
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