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Akisan last won the day on July 18 2024
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As stated before (either in this thread or another patrol xp thread) - That gets to be rather tedius & frustrating, and can take quite a long time (depending on the toon & how recently they were played). That also isn't a viable anti-patrol xp method for ironman characters, or any character below level 10 (since you don't start getting debt until level 10).
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Wish granted! Something I've found when pulling - there's apparently a range aspect to it as well. I generally draw much more aggro with my T1 attack at 100' than I do with my snipe at 200'. The further away you can get, the more the group fractures if it tries to chase after you. Speaking of range, another thing I've found that is often overlooked in modern play (especially at low levels): A surprising number of mobs have weak ranged attacks (including a lot of bosses & AVs). Immobilizing them (the T1 in most secondaries) is just about as good as Holding them (provided you stay out of melee range!). If you can break LoS, or get out of the range of their ranged & AoE attacks, then an immobilize is effectively a very cheap and fast recharging Hold (it doesn't do much damage, but then, neither do you if that mob defeats you). Keeping a melee-heavy boss or AV immobilized can be the difference between chipping away at them while kiting vs. unloading your entire attack chain while they just stand there. (Edit to add: As an added bonus, the purple triangles that AVs get will stop Holds, but not Immobilizes, so you don't even have to worry about them breaking out every so often!)
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"As seen in-game!" "Now includes League chat!" Choking hazard, keep out of the reach of children under the age of 3. Some assembly required; badges not included. Other characters sold separately. The OklahomanTM Is not responsible for damages caused by improperly herded cats.
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I notice that under the raw data for Team Teleport that it lists {"range_secondary": 225}, so I'm guessing that that's what the teleport distance is based off of? No idea what (if anything) the primary range is used for if that is the case, though.
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Don't forget to take Placate & Stealth, so if something does go wrong, your teammates will die instead of you.
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Any chance of this AT being able to go 2 routes, just like VEATs? 1) Infiltrator (Mix of Kheldian and Stalker) -> Has a Snake form and a Human form. As a snake, primarily damaging powers (mostly melee, some ranged), with quite a bit of Toxic DoT. As a human, primarily control powers (especially placate/confuse/sleep). 2) Broodmother (Mix of Crabbermind and Sentinel) -> Always in snake form. Decent defenses, but weaker attacks (and little control, if any). Can still do decent damage by summoning smaller snakes to aid in combat.
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Respecs for Incarnate Abilities / Powers
Akisan replied to Squid Vicious's topic in Suggestions & Feedback
The game is different from Live, yes, but it still isn't a sandbox. If you want to load up your toon and try all the things for free, that's what the test server is for. That same flexibility on the live servers has to be earned. This would be why I suggested a Notice of the Well - they're not worth much when converted to Threads, and it's pretty easy to get one per week by running the WST. -
Respecs for Incarnate Abilities / Powers
Akisan replied to Squid Vicious's topic in Suggestions & Feedback
I'm not sure the game keeps track of how you get your incarnate salvage (Emps, trial rewards, horribly expensive manual crafting, w/e), so any proposed "refund" would likely have to simply refund the specific salvages (and possibly powers, which again, may not be tracked,) that went into the power being refunded. Said salvage isn't necessarily even the correct salvage for the replacement power you want. I'd recommend a different route for this - using a (limited) piece of Incarnate salvage (like a Notice or Favor of the Well), you can exchange 1 Incarnate power for an incarnate power of the same rank. -
Not to give the Devs any (bad) ideas, but that sounds like something for next year (alongside a small chance that defeating the MS immediately causes a "Lost Connection to Mapserver" crash, rolled randomly for each player defeating it)
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Very much that! Archery/Ice/Fire here - Rain of Arrows wipes out the rabble, twinned Holds lock out bosses and EBs, and -90% movement speed from the sustain makes kiting any survivors laughably easy (Radial Intuition Alpha does wonders with Ice - Holds & Slows & Damage & Range). AVs generally aren't even dangerous, even at only 15 to 20% defense: most of them don't have much for ranged attacks, so they're super easy once immobilized (or slowed into oblivion, since Chilblain does both rather nicely).
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It doesn't, unless you can get fully stealthed (50' or more stealth radius), or turn off your Sustain. The /Ice sustain is very effective anti-stealth, as it puts a very nasty debuff on everything within 30 feet. (-14% damage, -40% recharge, -70% movement speed). It won't affect enemies around you if you have more than 50' stealth radius, and are out of combat mode. (On a semi-related note, most enemies hate this debuff - I've pulled mobs off of people in PI with it, without ever actually activating another power. It's surprisingly easy to get and keep aggro with a /Ice, if there's no hard taunt on the team.)
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You might be able to get away with dark-tinted Gravity or Kinetics powers looking like you're trapping stuff in syrup, and IIRC, they slow, too, for extra theme points. (Not sure how well Singularity will work with that theme, though!) One of the teleports (I think the one from Experimentation?) has the character covered in goop - not sure how well it'll retint though.
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I generally stick to the normal inspirations, with 2 exceptions: Medium team break frees last for 180 seconds. Super regular break frees last for only 120. Well worth it against mez-happy groups, even if you only use them on yourself. On low defense builds, a single large purple doesn't quite hit the softcap, and 2 of them is way over. I usually stock both large purples and large dual def/resist inspirations on those builds, as 1 of each puts me to a little over the softcap, with some bonus resistance for whatever does hit.
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Can we also have each Unique IO (including ATOs and Purples) be randomly allowed to have 0, 1, or 2 copies slotted? (That's by individual IO, not set, btw.)
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Well, there is a stage by the lake. Who's to say that they don't hold regular concerts there?