Jump to content

Wavicle

Members
  • Posts

    4348
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Wavicle

  1. Yea, but that sucks, because the Brute Regen/End Discount piece and BOTH Tanker pieces are quite good.
  2. Maybe, but since the Essence can't be healed I would never know it.
  3. Now that it's working though, it still seems like it's not good enough to be worth a slot. 😞
  4. Ok, I put it in Gravity Well, and now it's working. Thanks.
  5. Well, that might explain it, sort of, except it still wasn't working even after using Dark Extraction, but if that does explain it then it should work if I switch it into something I use more frequently. Thanks, I'll try that.
  6. That is so weird. I did check my combat logs, Healing Received and Healing Delivered are both enabled and I see other heals such as Stygian Circle, but I definitely do not see any Essence Transfer, though I see from your images that it SHOULD be working. So what is going on? At one point I had it slotted in Dark Extraction and I theorized that perhaps it was trying to heal the Pet which obviously wouldn't work, so I switched into Unchain Essence and it still isn't working. Something is wrong and I don't know what. It is definitely not working for me.
  7. The Kheldian ATO proc Essence Transfer Chance for Heal still doesn't work.
  8. Masterminds, despite having Bodyguard added to them a year after release, were clearly NOT the "Tankers" of City of Villains; anyone who claims that they were intended to fill that role is confused. The fact that they CAN tank when they take a pool power Taunt just shows they are tough, that's all.
  9. I have seen plenty of people stating that Corruptors are almost always superior because "at high levels everyone has capped defense and damage so you should choose the AT that does more damage themselves". Now, I don't think that's true at all, but I definitely think the debate over which AT is better is as unsettled as any.
  10. I know, I know, but it's still really weird, especially because the breathing has a sound effect that persists until the bodies vanish.
  11. Anything that makes the lives of shapeshifting Kheldians easier is a plus in my book. Still want toggle suppression. Even if you still have to pay the end costs.
  12. I just noticed this, although I sort of presume it has always been this way. Behemoths have hot breath, steaming breath (visible, like Mastermind Beasts). The weird thing: THEY KEEP BREATHING EVEN AFTER YOU DEFEAT THEM. Not a bug, just thought it was weird. Also weird that I just noticed this, more than 15 years since I first played the game.
  13. I don't believe anyone has articulated a convincing, positive argument for WHY ATOs should be more available. Without that, the thread is pretty pointless, as it seems to be based on an unsupported assumption that there is a "correct" level of availability that is not currently being met. Between what ATOs ARE on the market, converters, and merits, everything is attainable, so it seems like the complaint is "I OUGHT to be able to buy anything I want instantly with Inf" and that "ought" has not been justified nor has anyone even really attempted to justify it.
  14. There was at one time, iirc, a bug which made lingering debuffs (such as the -Recovery from Electricity attacks) break Placate. Perhaps that bug is back?
  15. The idea that there are any rewards that are not already (if anything) TOO easy to get in HC is kinda silly. It doesn't need to be made any easier.
  16. My philosophy is, with the exception of some of the hardest badges in the game, if you can't do it with a team of new players then it's not worth doing.
  17. Slightly modified some numbers. Lowered the distance of Counter Attack's Repel. Raised the duration of Counter Attack's immobilize. Increased the distance of Riposte's teleport. Added chance for Knockdown to Shield Bash.
  18. oh absolutely NOT. That was added here in HC in the last round of Blaster secondary changes.
  19. Um, it's already in the game. This is a copy of Blaster>Energy Manipulation>Energize, minus the Heal but with KB protection and +ToHit. Yea, sorry, maybe you didn't realize there are already blasters with perma Stun protection?
  20. Yes, I understand the concept of MM tanking. I'm not saying it's a bad way to play, just that it doesn't make MMs tanks any more than anyone else.
  21. If taking Provoke makes you a tank then every AT can tank.
  22. Just surviving the damage is not tanking. MMs do not have AoE Taunts and therefore cannot tank. Unless they take the Pool Power called Provoke or the Taunt aura in the Hybrid Incarnate powers. Taking point is not tanking. Every AT can take point.
  23. Yea, but that's literally only in your mind. And a really elitist, exclusionary approach. yet your post is full of incredulous remarks about "why?" as if people owe you an explanation to justify that they don't play exactly like you.
  24. I know we just got a new Blaster Secondary, and other ATs probably need attention first, but I had this idea: Weapons Expert You are an expert with all One-Handed Weapons and Shields! At level 1 you carry a Broad Sword, Battle Axe, or War Mace, and at level 4 you can gain Expertise, giving you 3 toggles that let you switch between all 3 at any time and also begin carrying a Shield. You are a highly mobile, strategic fighter who goes in and out of melee to maximize damage and evade your enemies wrath. The three keys to really making this work would be: A. Once you have Expertise, Despite The Odds, Active Offense, Shield Bash, or Wreckless Charge your Shield is added to your costume. B. When you activate any Weapons Expert ability your Melee Weapon and Shield appear. If you use your Primary Ranged attacks or most Pool powers your Weapon and Shield go away. This is just cosmetic of course, so the set will be compatible with all ranged sets, even Bows and Guns. There would be no redraw automatically on all Weapons Expert abilities. C. When creating your costume you would select from a Shield category and also from four Melee Weapon categories, one for each Expertise toggle and one for before you get Expertise (with a list containing Swords, Axes, and Maces all together). The Powers: Level 1. Counter Attack (Melee, Minor Dmg, Foe Immobilize/Repel/Special) You strike at your opponent with your melee weapon to create distance and keep them back. Your target is repelled 20 feet and immobilized for 10 seconds. Does minor lethal damage. Gains a 5% Def Debuff for 5 seconds if Broad Sword Expertise is toggled on. Gains a 10% chance for Knockdown if Battle Axe Expertise is toggled on. Gains a 5% chance to Disorient for 2 seconds and damage changes to smashing if War Mace Expertise is toggled on. Level 2. Swift Blow (Melee, High Dmg, Special) Does high lethal damage. Gains a 5% Def Debuff for 5 seconds if Broad Sword Expertise is toggled on. Gains a 10% chance for Knockdown if Battle Axe Expertise is toggled on. Gains a 5% chance to Disorient for 2 seconds and damage changes to smashing if War Mace Expertise is toggled on. Level 4. Expertise (Toggle: Weapon selection, Broad Sword/Battle Axe/War Mace, Self +Def) Gives you a Shield and lets you change weapons at any time by switching between 3 toggles. Each toggle recharges in 10 seconds and costs .26/end per second. Expertise toggles give you 1.75% Defense to All and alters the effects of Counter Attack, Swift Blow, Riposte, and Shattering Strike. Adds a 5% Def Debuff for 5 seconds if Broad Sword Expertise is toggled on. Adds a 10% chance for Knockdown if Battle Axe Expertise is toggled on. Adds a 5% chance for Disorient for 2 seconds and changes your damage to smashing if War Mace Expertise is toggled on. Level 10. Despite The Odds (Ranged AoE, Foe -Dmg, Self +Dmg) With a shout you attempt to intimidate your enemies and summon your innermost strength. Debuffs the damage of up to 10 enemies in a 15 foot radius by 7.5% for 15 seconds. Buffs your damage by 20% for the first enemy and 3.33% for each additional enemy for 15 seconds. 60 foot Range. Recharges in 60 seconds. Level 16. Riposte (Melee, Moderate Dmg, Self Teleport, Special) Does moderate lethal damage. Teleports you backward 40 feet. Gains a 5% Def Debuff if Broad Sword Expertise is toggled on. Gains a 10% chance for Knockdown if Battle Axe Expertise is toggled on. Gains a 5% chance for Disorient for 2 seconds and damage changes to smashing if War Mace Expertise is toggled on. Level 20. Active Offense (Self +ToHit, +Regen, -Endurance Costs, Res Stun/Knockback) Raises your battlefield awareness and resilience. Recharges in 120 seconds. Lasts 60 seconds. Gives you 10% ToHit, 225% Regen (half enhanceable), 119% Endurance Discount, 8.3 points of Disorient protection, and 9 points of Knockback protection. Level 28. Shield Bash (Melee Cone, Minor Dmg, Disorient/Knockdown) You swing your shield in a wide arc, striking up to 10 enemies in front of you, disorienting them and possibly knocking them down. 15 foot radius, 180 degree arc. Disorients enemies for up to 9.5 seconds. 50% chance for Knockdown. Recharges in 90 seconds. Level 35. Shattering Strike (Melee Cone, Superior Dmg, Special) Does superior lethal damage and can extend through enemies, hitting up to 10 foes. 10 foot radius, 20 degree arc. Gains a 5% Def Debuff if Broad Sword Expertise is toggled on. Gains a 10% chance for Knockdown if Battle Axe Expertise is toggled on. Gains a 5% chance for Disorient and damage changes to smashing if War Mace Expertise is toggled on. Level 38. Wreckless Charge (Ranged AoE Superior Dmg, Foe Knockdown, Self Teleport) Teleports you to your target to knock down and deal significant smashing damage to up to 16 nearby foes. 60 foot Range. Recharges in 90 seconds.
  25. Sorry, I'm just not that worried about shaving seconds off a free game I play for fun.
×
×
  • Create New...