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Everything posted by Akisan
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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?
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Funnily enough, despite my main qualifying for this proposed accolade - I don't want it, as the reward feels rather against the spirit of the challenge. Also, you may want to pick a different alternate unlock for existing toons. Some of us aren't fans of the "advanced" content - myself included. (Specifically, I'm not a fan of the general culture around them.) Forcing players to join content they really don't want to join is never a good plan. Likewise, self-imposed challenges like this are probably best left to the honor system and/or stay rewardless - the reward is your own pride at the accomplishment.
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Optional feature suggestion: "Non-lethal" Arrests
Akisan replied to biostem's topic in Suggestions & Feedback
Now that you mention it, I do recall that mission. Haven't played it since Live, so I may have to take a look. Which arc? As for Nemesis putting enemies in there, I think there's a side mission somewhere that either has you freeing a few captured heroes from inside the Warhulks, or preventing them from being placed in them in the first place. Again, I think that was a bit I stumbled into on Live, so no idea which arc/contact (or if it's even in-game, and I'm just mis-remembering!) Sorry, poor phrasing on my part. The debutants are definitely being manipulated into being Carnies, but I got the impression that there was a subtle psionic effect on them making them more suggestible and less aware, in addition to the more mundane tricks the Carnies are using to manipulate them. -
Optional feature suggestion: "Non-lethal" Arrests
Akisan replied to biostem's topic in Suggestions & Feedback
Not only do Warhulks explode, they're piloted. Technically. Maybe. I seem to recall a piece of lore somewhere in-game mentioning that Nemesis puts captured enemies in the Warhulks, so they might just be autonomous prison robots that kill the prisoner when defeated. (Because that's not nightmare fuel at all, even if I can totally see Nemesis doing just that.) Oh, and the Carnies are double fun - their ranks aren't just comprised of willing souls. Between a tip mission in-game where you stop 3 already partially mind-controlled girls from joining, and the comics where Vanessa threatens to turn War Witch into one, it's pretty much a given that a not insignificant number of Carnies are their mind controlled victims. I'm actually kind of happy that this game doesn't have gore, so no thanks. Especially given how much nightmare fuel is already in the game, if you look for it. -
Optional feature suggestion: "Non-lethal" Arrests
Akisan replied to biostem's topic in Suggestions & Feedback
Now, now - those just explode when the person inside is forcibly teleported away, leaving the (now empty) armor behind. Whether or not they actually end up in the upstate penitentiary is another story... About that... I totally got my hands on some of the mythical "Healing Arrows" that Trick Archers keep claiming they have. How else do you think my Heroic archer manages to safely "arrest" people? What do you mean, "you don't believe me"?! -
Invite to Team/League (use global rather than character name)
Akisan replied to Oklahoman's topic in Suggestions & Feedback
Huh. I usually get weird invite errors when I'm inviting from tells, not from broadcast/local. And that alignment bit doesn't even make sense in the Abyss - isn't that one red-only? Perhaps there's a hidden cooldown on those commands to prevent spamming/botting of some kind, and you're just inviting people faster than the engine thinks you should be able to? I've only ever heard of one situation where that was the real-ish reason: the wifi was extended from another building, and the high winds did not nice things to the antennas that the wifi was transmitted between buildings with. -
Invite to Team/League (use global rather than character name)
Akisan replied to Oklahoman's topic in Suggestions & Feedback
I've seen these errors as well - pretty sure they're what the game spits out when you try to invite a character that is zoning. Otherwise, yeah, this would be a nice QoL benefit! -
New-ish Player / Conventional Wisdom question
Akisan replied to JMacClear's topic in General Discussion
If you do run them, blaster sustains are generally twice as powerful as Stamina for recovering endurance. For my blasters, I usually leave only a Performance Shifter +Endurance in Stamina, as putting the End Mods in my sustains doubles slot efficiency. Also, the first 2 End Mod enhancements in a sustain give (slightly) more average endurance per second vs. the Performance Shifter proc, so the slotting priority does change somewhat. Depending on your Blaster Secondary, you can skip the hit and run on some enemies: Immobilizing mobs cripples a surprising number of them. Many low level enemies have very weak, if any ranged attacks, and immobilizing them is almost as good as holding them (and is generally better if you can break LoS or out-range them - many immobilizes are relatively cheap, fast recharging, and have long durations). You can even stand about 15-20 feet away from some bosses and just keep them immobilized while you wait for your endurance to recover (Bone Daddies are really susceptible to this, but don't try it with a Damned). -
Until then, though, you can cancel any buffs that have been granted by right clicking on the status icon & hitting Cancel. The only buff that I know of that this doesn't work on is Mystic Fortune, but that has its own option to auto-decline (either in options menu or at Null, can't remember offhand).
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Suggestion: linking coalition sg bases
Akisan replied to CrazyBadger's topic in Suggestions & Feedback
While we're at it - could it just be keyed the same way? External beacon aleph -> linked base's aleph beacon (and defaults to the entry portal if there is no matching beacon). Also, since mazes are fun, you guys can add the Oranbegan Roulette to them if you want to really bump the difficulty: Adding multiple copies of a beacon means the teleporters send people to a random one of those points. You can even weight it by adding multiple copies of the same point in a single spot. (So a maze branch could send 4 out of 5 people on the normal path, and the others could get a secret room) -
That'd be why I take usually take Kick. It isn't part of my regular attack chain, but it is a rather satisfying finisher on any mob that ends up with 1 hp after a regular attack. The force feedback +rech. is just a bonus after that.
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Two things: Framing Rivals Planting Evidence It won't take care of all the bodies, but it can drastically reduce the number of them. (@catsi563 had some good ideas there, though...)
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*sigh* Use this spicy pepper spray, they said. It'll keep the cats (and other critters) from chewing on the cables, they said. Apparently, the cats like spicy stuff, so they chew on the cables more now... <Wanders off, wondering if they still sell bitterant sprays, and if the cats will like that too...>