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Wavicle

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Everything posted by Wavicle

  1. AoE Hold Patches are great! But I'm glad it's not all of them.
  2. FH is still enhanceable. So it went from 50 to 40, but you get 20 more from Ailment Resistance and up to 55 more from Reactive Regen, so it's really nothing to worry about.
  3. In practice it's not a big deal. The buffs refresh, so it's VERY easy to keep at max stacks.
  4. You are not entitled to ATOs at any particular price besides 100 Merits.
  5. Polar Lights are right there...
  6. what am I looking at sorry?
  7. Yep, that makes sense. Powers like that, and Quicksand, are part of why SR gets decent Slow resists, so you can run out of a -Def field like that fairly easily.
  8. Yes, them having attacks that AREN'T high cost, even though they are for us is totally possible.
  9. That's not how it works. They cannot use high endurance cost abilities if they have no end. Often their toggles do drop and don't come back instantly. I suspect what's happening is you aren't looking closely enough at their endurance when things like this happen, you think they're still at zero, but they're not.
  10. Many of the fire Demons have Invincibility, for example. Some of the mages cast Fortitude on their allies.
  11. The obvious ones are Quicksand and Earthquake, but there are others as well.
  12. They will be able to fire off cheap powers, but not costly ones. That's why end drain is useful even without -Recovery.
  13. I've never seen what you're describing here. Exactly the opposite. If I can keep enemy endurance low they will not be able to use high cost abilities.
  14. Well, I figured it would be nerfed in size, power, AND cooldown. But I'm open to different ideas. It probably needs to be a power that affects both self and ally, so no ally only Force Fields.
  15. Energy Mastery for Sentinels: t1 Repulsion Field (keep guys back, instead of an aoe immob or sleep) t2 Bone Smasher t3 Boost Range (probably not perma like the Manipulation version, but that's ok) t4 Whirling Hands t5 Damping Bubble (team debuff resistance)
  16. Energy Mastery for Sentinels: t1 Repulsion Field (keep guys back, instead of an aoe immob or sleep) t2 Bone Smasher t3 Boost Range (probably not perma like the Manipulation version, but that's ok) t4 Whirling Hands t5 Damping Bubble (team debuff resistance)
  17. Now an Energy Mastery EPIC for Sentinels, with a Force Field power of some kind, and Bone Smasher for a melee attack, sounds like a great idea! Let's do THAT!
  18. Sentinels aren't buff/debuff. I think it would need some BIG downsides to justify giving Mez Protection to your teammates.
  19. It is a toggle with a limited duration. The toggle is autohit, but the immobs can miss, letting guys drop out of it sometimes. If you use Levitate on the main target of the toggle, all affected foes will be tossed into the air and the toggle will shut off, regardless of remaining duration.
  20. They didn't want to make that easier.
  21. I use my super strength to pull them from the Rulocool dimension.
  22. Maybe for that set a slightly different set of options, but still options. Just like Spines has a variety of looks, so should this.
  23. Leaving aside damage and dps... I would really like to be able to customize the projectile. Let me choose between Rock, Tree, Forklift, Modern Art, and Random, or something like that. That would really expand the usefulness of the power in fulfilling different character concepts.
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