Jump to content

Akisan

Members
  • Posts

    552
  • Joined

  • Last visited

  • Days Won

    1

Akisan last won the day on July 18 2024

Akisan had the most liked content!

Reputation

463 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. At this point, I'd almost settle for the alternate animation being something along the lines of pulling out a comically oversized med pack and throwing it at the target. It'd be somehow less immersion breaking than the current animation for quite a few toons. (And in the case of the rez, it just might tip the target off that someone is rezzing them. It's really common for teammates to use wakies while being rezzed, since it's a relatively subtle animation) (But yes, please make less techy versions of those animations!)
  2. Whoops. I suppose that's what I get for replying to a mechanics question from memory, instead of checking my actual in-game powers. (As a further correction, Weave actually has immobilize resistance, not hold resistance)
  3. Funnily enough, I'm pretty sure Acrobatics doesn't actually grant any hold resistance - It instead grants slightly more than 2 pts. of hold protection, which is just enough to offset most AoE holds & the less severe ST holds. (Weave, of all things, has the actual hold resistance) As a side note, though - I'll typically grab Acrobatics on any toon that runs Super Jump, and doesn't get KB protection from primary/secondary powers (at least while levelling, anyways). So many things in this game have a chance to KD, and being immune to that is well worth the temporarily sunk power slot. (And even at the unenhanced 9 pts of KB protection, very few things will send them flying. In my experience, generally only Nemesis staves and Council Freems do the trick, at 12 pts and up to 20 pts respectively). The hold protection is honestly just icing on the cake for those toons. (And yes, Rune of Protection can be cast while mezzed)
  4. I have somewhere between 90% and 130% mez resist on my blaster (depending on type of mez), and it is usually pretty useful. It's by no means a "get out of mez free" card, but it does prevent mezzes from stacking - so the small protections from Acrobatics & the Blaster ATO are usually enough to cover most mezzes. (So for the aforementioned Malta - it'll completely stop the Titan nerve gas, and the tazers are barely more than a momentary nuisance, but the stun grenades can still be a problem if there's more than a handful of enemies left. I keep Rune of Protection and breakfrees handy for those occasions though)
  5. 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).
  6. 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!)
  7. "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.
  8. 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.
  9. Don't forget to take Placate & Stealth, so if something does go wrong, your teammates will die instead of you.
  10. 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.
  11. 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.
  12. 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.
  13. 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)
  14. 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).
  15. 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.)
×
×
  • Create New...