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Akisan

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Everything posted by Akisan

  1. And I suddenly have nightmarish visions of DE Swarms getting Tsoo Sorcerer powers - because who *isn't* terrified of dozens of small, fast targets flying around with Hurricane & healing each other...
  2. Maybe... I don't suppose, by chance, you also split your powers into those trays by: Attacks vs. controls (blasters/doms [or ranged vs. melee]), support vs. attacks (def/corr), and ST vs. AOE (melee ATs)? (And yeah, it's interesting to see someone else using the exact same binds - did you also set the F keys to alt_tray so they keep working when tray swapping?)
  3. They're hybrid sets, and named to reflect that : Blast (ranged) <-> Assault (mixed) <-> Melee (hand to hand). Which powers you pick depends on your playstyle, though having a mix of both is nice. Similar with the Manipulaton sets: Melee <-> Manipulation <-> Control Manipulation also has some utility in it though (build-up, sustains, etc)
  4. WASD movement, top number keys for power tray 1, F# keys for power tray 2, numpad for convenience macros (targeting, base entry, etc...) Mouse for turning, non-hard targeting & activating powers that are on my other trays.
  5. You do have a good point on this - can we also have a way (perhaps through Null) to equip a specific one of the earned hundred badges, assuming we've earned that one? (e.g. someone with 80 kills could select 30x, but not 85x) Certain values have better rings to them (or are desired for other reasons), so that'd help prevent people from just leaving
  6. Somewhat related - More details that work with animal heads (like monocles/hats), along with more animal heads, please!
  7. I've never really bothered slotting any of the slow procs in it, I just treat it as a combination Health/Stamina and let the +Slow from Radial Intuition cap out the slowing effect. I have Power Transfer End.Mod + Chance to Heal & Numina Heal + Regen/Recovery in it (Perf.Shifter End.Chance in Stamina, Panacea Heal + Chance for HP/End in Health). I don't tend to have endurance issues, unless I'm boosting my recharge & casting only my Holds & Immobilize. (I'm also not going for the Numina 6-set bonus, so this may not work for you) I don't think you can even slot a couple of those listed procs (IIRC there's no to-hit check, or at least, I can't recall it ever not affecting an enemy), and I don't know if the Chance to Stun from Energy Manipulator will even trigger - if anything, since the End.Mod is on you, not the enemies, you might be the one stunned (though, I think they put protections in against that, since a few people had done that with Stamina).
  8. I'd rig it as each TP reduces TP protection by X amount (4 to allow bosses to be tp'd in one cast). A successful TP clears all stacks but does not grant further protection/resistance.
  9. I know those feels - it is pointless! I had a fully-kitted Emp/Archery Defender on Live, and yeah, it's boring playing with fully kitted groups/toons - nothing to do with the primary besides the occasional Fort, RA, or Clear Mind. Much more fun trying to do things your team's probably not geared for. (also, WOW is that a lot of HP - I think the best I ever got Absorb Pain to was about 1600 hp, enough to fully heal most squishies. I'd be rather frustrated if I'd tried to heal you from critical and only got you to 2/3)
  10. My faves are: Shield/Electric Tank - because tele-fragging every group never gets old. (Seriously, alternate between Lightning Rod & Shield Charge to initiate each group. Every other tank feels so... pedestrian afterwards) Sword/Shield Scrapper (in full plate) - for when it's time to get medieval. (Kinda wish we had lances & tabards for him though...) And of course, my main - Archery/Ice/Fire Blaster (who's never gotten old - RP + Badging + just playing/chatting with friends adds so much longevity!)
  11. I would pay money to see a superhero attempt to Foot Stomp a sandbar without a) flying/hovering or b) sinking up to their knee in sand. Oh, and, c) obliterating the sandbar doesn't count either. (nice try, you Rules Lawyers out there) As for the OP, I'd be ok with a lot of those restrictions being lifted. Many of the other, strangly restrictive stuff's been tweaked (like being rooted by Unyielding). As @Rudra mentioned though, some have very strong thematic reasons to be grounded, but not all. (Some could simply get alternate, mid-air animations though!)
  12. In normal content? No. On 3 or 4 star hardmode TFs... sure! I'd be ok with bumping aggro cap to 50. (If you can take that much heat, go for it!)
  13. Archery/Ice main here... For this one? I'd say it's because that 30' aura draws a TON of hate. It's a mix of Slows (-40% recharge / -70% movement) and -Damage, which seem to be right at the top of the AI's hitlist (right behind actual taunt). I've even had enemies already in combat with (and damaged by!) another player change targets, even if I don't attack (I don't steal kills! Edit - this was while street sweeping in PI). And before they changed it so full stealth suppressed debuffs, it was effectively a 30' anti-stealth aura. This. So much this. I put a white End.Mod, and the Perf. Shifter End.Mod+End.Chance in both this and stamina in one of my early builds, and it was overkill (ran 9 other toggles, including 3 leadership toggles, and could ignore every source of End. drain except for Sappers (who still barely mattered)). Now I have 2x Power Transfer (end.mod & heal) and 2x Numina (Heal & regen/recovery) in this, and only the Perf.Shifter End.Mod in Stamina - and it's still plenty of endurance (dropping a few toggles helped that, though). As far as the absorb goes, well, it's nice, but the -14% damage and the slow do so much more to stop damage (well... after they finish their alpha strike. After that, there's a lot of standing around). Also - if you haven't looked at your Alpha options yet, give Radial intuition a look - Hold (melee hold in secondary), Damage, Range, Slow. It pairs beautifully with this secondary. As a bonus, it brings that slow value to about -90% movement (slow recharge is unenhancable), so enemies will very slowly try to run to you - and fail hard if you have Ice Patch and/or Bonfire.
  14. Well, yeah. That's kinda the point I was making, along with: I don't like that system. I have a few characters I made with specific badge titles in mind. One of them is alignment-locked because of it. (Mad Scientist badge, 3rd red-side healing). So, yes, please, more badges, gimme. But stop making me have to choose whether I'm good or evil (or a blaster, or a tank, or...) to get the one I want. (No more locked titles!) (Yes, *some* are thematic red/blue, but it'd be nice to be able to choose any of the unlocked titles - so that Mad Scientist can still practice Mad Science after redeeming themselves... *if* they ever do...)
  15. There are different names for some of them, yes. I'm guessing you haven't yet locked a toon to an alignment because you want to keep that badge as part of their title? I'm not against the addition of the badge, I'm against the fact that the granted title will be different based on what AT I'm on.
  16. Very much this, and I'd be pretty unhappy if a different AT got the badge title I want... Edit: I'd definitely want that Control Freak badge on my Defender. It's not like she has a bunch of Slows and 3 holds or anything...
  17. That, and I'm pretty sure his fangs always do that sparkly, pretty guy smile shine... even in the dark.
  18. I really like the idea behind this, lore-wise, but mechanically it'd lock almost everyone out of those pools (very few people are still gold when patron pools unlock, and you can't get back in once you leave).
  19. They could also re-arrange some of the philosophy behind epic pool design (Praetoria's different, right?) and have pools that reinforce the ATs' strengths, instead of shoring up weaknesses (like controllers getting buffs/controls, scrappers getting melee attacks & armors, etc.). It'd be sacrificing utility for power, so it'd make some things easier to do, but potentially weaken a character's ability to adapt to challenging content.
  20. If this is for new patron pools (with different powers/themes/etc.) then I'm all for it (especially if it comes with badges and is available to both red & blue sides). If these will be simply reskins of the existing pools, then I'd have to ask that they be added to the (long, and somewhat overdue) list of power customization options, along with the regular pool powers (my very definitely magical Blaster cringes every time she pulls out a device to heal someone)
  21. And I'd agree with you, but if this system could cause someone already on the team to immediately leave... it might be worth knowing about beforehand
  22. Your original wording can be taken 2 ways - that you want to add a damaging component to all taunts (and maybe punchvoke), OR that Taunts already do damage (it could've accidentally made it to live), and you wanted to add that damage to punchvoke as well. Both are suggestions. (That and illusion damage is a new term - Spectral Wounds from Illusion Control deals Psychic damage) Lumi's (probably*) mad because you're being defensive about it (and coming off as condecending), and refused to clarify which of those 2 suggestions you were suggesting. (We now know it's the former, since Taunts aren't doing damage on the live server). * - not psychic here, just guessing.
  23. Does this mean I shouldn't invite @Luminara and @Snarky to a dinner party?
  24. Sorry, should clarify why I suggested this (since I accidentally deleted it while editing that post): So that the player being ignored can decide if it's worth dealing with that headache, or make their excuses to the team lead and then leave. As you guys have said, there's no real reason to drag the team leader into this (and it'd make for one nice headache for them, too!). One point you guys did bring up though - should the team leader get a pop-up when inviting someone that has an existing teammate on ignore?
  25. Instead of an outright lockout, it'd probably would be better to have this as a pop-up warning as part of the invite - Team/League has <player(s) ignoring you>, and possibly a pop-up warning for you if <player ignoring you> joins. Kinda defeats some of the purpose of ignore lists being private, but this way you know ahead of time (and can somewhat work around it), instead of trying to figure out why so-and-so apparently isn't listening.
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