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Rejolt

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Everything posted by Rejolt

  1. I haven't played a resist-only set on a Scrapper or Stalker (to 50) due to the resist cap and this hurts me as I play every electric set on every AT at least once to 50. Energy/Rad is my choice for a brute though. I might consider Energy/Dark on a scrapper (has some def and -acc) as it can stack a stun aura with the punches. My Dark/Elec tank has both the FF proc and KB to KD in Thunder Clap and it's a good stun-lock build. Both Dark and Fire have self rezzes if I ET myself to death lol. Getting a new set ported to a new AT resets my spreadsheets for sets I've already played inside an AT as it wasn't available before. I have so far as Scrappers/STalkers - Elec/shield, Stj/Nrg, Claws/Bio and Psi/Nin. An Nrg/Nrg stalker should be fantastic - some resists, def cap, +HP, a click heal with regen/end redux and the only aT that gets a Stun aura out of /nrg armor (Disrupt). I just have to decide if I want to do it again after stj/nrg (which is also amazing).
  2. One issue with showing debuffs on target in an MMO is the insane Icon spam that fills your screen for some large targets
  3. Which would make me want Air control and jumping lol
  4. I actually like this idea even if you have to call it Hyperagility or Tactical Training
  5. I’m 1 part sad, 2 parts happy for the reversion. I wish Gymnastics jumped higher and Ninjitsu ran faster on blasters but hopefully there’s a rework that makes those of us used to Scrap/Sent movement from live as is happier (suggestion - let these two have speed cap increases so they’d still need other travel powers but would get more from them) EDIT: The No stacking thing depresses me to the point I basically stopped testing. So reverting is the best thing for now.
  6. Is it a known issue that Travel sets won't work in blaster Shinobi yet?
  7. So I guess I'd ask this: If we get Ninja Run in on the inherent sprints can we have Beast Run put in one as well?
  8. This is exactly what happens. But currently Ninja Run makes you run, jump slower and jump less high than what Shinobi already gives you. PH has said he doesn't like that it does that and is working for a way to have the Ninja run animation but not run slower.
  9. I meant a change like would have Lightning Reflexes and something nuts like +20 speed run per target hit with Power Sink.
  10. Blargh miss-click. Didn't mean to quote myself. I want the movement to stay, too. I have two characters who skipped traditional travel while leveling and loved moving at capped speeds with just Ninja Run. One toon took the flight pool and afterburner to be capped in 3 travel types. We'll see how beta plays out.
  11. I don't think it was hurting anything besides being an unfair bonus vs comparable sets. It would be like giving Power sink for elec armor +run speed per target hit.
  12. I've been testing this too (and I admit... doing my fair share of whining and sulking about it too lol). The Jump Height, Jump speed or running speed is suppressed only if a power grants it to you. So CJ wont suppress running. Sprint, however, was not suppressing Shinobi's travel power for me. I don't like this. I wouldn't even like diminishing returns on using NInja Run with Shinobi/Shinobi-irl so take me not liking this with a grain of salt.
  13. Got all kinds of happy to see Ninjitsu movement for blasters... but the lack of stacking with CJ, Ninja run, etc muted that somewhat. Transferred over my psi/nin scrap and I still have stacking of ninja run and Shinobi-lri for maxed run/jump. If it’s suppressed eventually... blargh. It won’t be /delete toon but it’ll get mothballed edit: I take that back - apparently a glitch of running/toggled on in copy from live. It is suppressed Running speed is 92.5 mph, jumping 78 on live. 73.7 & 78.14 on beta with nin run off 67.88 & 72.45 with nin run on (Shinobi was still running) blargh,I say! Blargh! EDIT: Jump height - live 80 feet, Beta with just shinobi - 54, With shin and NRun on 46...
  14. They wanted that in season 1. It's directly from the comics which were worse than the TV show if think that's gratuitous. Just google Herogasm with your virus blocker on.
  15. "Balance is as Balance is punk!" And he's not here.... enjoy!
  16. High-stacking sleeps are for keeping groups of AVs at bay and picking on the ones you want to drop first.
  17. Wouldn't that be a minor aoe choking (read: Laughing) affect followed by self-destruction of the user? As for SS on Scrappers - with Energy Melee going to scraps it looks like wait for the Rage/SS revamp and you have shot of getting it. The last Rage attempt at a change caused.... um... rage last time so expect that to happen a bit farther down the road.
  18. Where's my Talking Quiver pet? EDIT: I like the TA changes but I need to act like it's a completely new set so I can readjust my thinking/how I've played it to now. I still don't know If I like Poison Gas Arrow. It feels like that should have had the -heal. The pulsing sleep makes me want to try it with Static Field to see if they stack.
  19. Some notes: I mained an elec/nrg blaster on live from 2005 to close. I didn't take Stun punch until we got free Fitness pool powers. That said: 1. Beam lacks the DP's AoE but you're more at range than DP. /nrg is buff and ST melee focused. 2. DP won't do as much concentrated ST damage. /nrg's melee attacks could balance the ST it lacks (lacks is strong word but just vs other blaster sets). 3. Both sets proc well so don't sweat that part right now. Beam: You can now leverage a ranged stun with Stun punch. If you just use Boost range you can ranged stun bosses (and maybe EBs) with one round of Lancer Shot and Stun. It's a bit harder to manage using power boost because if you don't want Stun to be an AoE it'll will force it. This means you can also stun full mobs of bosses with Power boost/Stun/Overcharge. Power boost will increase the -def and mezzing on both. KBs are no longer boosted by PB. DP: In order to stack stuns you would have to stay in Lethal ammo mode with Suppressive fire and Stun/Melee stun chances (or going to other ammo on the fly) Both can work - Beam is attack at range focusing on the Big Bad in the mob then meleeing when they're stunned. DP is mid range moving and in-between melee and just outside arms reach to use the cone blasts. I'd think Beam would be safer at range but your results may vary. Note: Boost Range does not help Combat Teleport but Power Boost does increase the +to hit (10 to 17.87 for 5 seconds). +to hit at 22 maxes sniper dmg and DP doesn't have a sniper. Kismet and one port would max the sniper dmg. You can Port twice and ignore the kismet too.
  20. Yes, but with so many character slots I usually do it to save a name.
  21. EDIT: Messed up what numbers were from where on Energy Assault for doms. The Info tab on live is showing Whirling Hands on live as a 403 dmg attack/163 DPA vs. 67 and 28 in Beta. Still going to test the same build on live and beta. UPDATE: It's just a known text bug on live and the attack does the same damage on Live and Beta. Carry on(tm). Main reason to test (if a red name can comment) is why we have instant recharge vs double dmg for Whirling. Focus being able to instantly recharge now would mean a non-stop TF/WH/WH combo which I guess is equally weird and awesome but more work than it should be.
  22. Derp. I found the Dominator Energy Assault post in "Other" changes. Moving this there.
  23. Adding absorb to combat attributes... … and ice tanks … and ice control auras per target hit to protect teammates/self … and to force fields But to OP.. yes. /endthreadjack
  24. Have you tried moving before and while activating Total Focus? It could be a glitch that makes the old animation speed play but you can still move in the new 2.5 second window. There are ways to break animations on rooting powers and breaking things is what beta is for.
  25. I think Stalkers don't get the movement increase in their secondary (save for the t9). So there is precedent for /nin blasters not getting it either but I'm game for giving it to both ATs.
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