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Vanden

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Everything posted by Vanden

  1. Your info is pretty out of date. Stealth was buffed quite a while ago, and it does indeed make you undetectable to the majority of enemies.
  2. Naturally, Mids has not yet received a proper update for the new page 5 proliferations, or the level changes for powers, but you can use this database file as a temporary update to plan builds using Seismic Blast and Stone Armor for Sentinels, and Illusion Control for Dominators. Most of the powers don't have effects listed, but Stone Armor does have accurate defense and damage resistance values, and so does Superior Invisibility for Doms. Please use this to help you test, test, test! Click here to download the temporary Mids Page 5 database update To install this, find the folder where you have Mids installed, then: 1. Find the folder "Data," and in that folder, the folder "Homecoming" 2. In the "Homecoming" folder, BACK UP THE FILE "i12.mhd" 3. Copy the file from the link above into the "Homecoming" folder And with that, you should have access to the new sets in Mids. Note: Sometimes this can make Mids stop launching properly. If after adding this file, you find that Mids is supposedly running, but you can't see it, try going to the "Data" folder again and deleting the file "Config.json." This will often resolve that issue.
  3. That's Phantom Army, not Phantasm. Phantasm has knockback on both of its attacks, and the Decoy Phantasm for Dominators also has knockback on both of its attacks, too.
  4. 2 things: The knockback in Phantasm has always been very annoying, since you have no control over it. Now this ported version has knockback in the Decoy Phantasm, too, instead of a taunt. I'm begging you, reduce this to knockdown. Reducing the knockback to knockdown in Mercs is a godsend, so please, do the same for Phantasm. Second, and far more trivial: Phantom Army has no taunt in this version of the power set. The different power icon is a nice touch, but I think a different name is warranted, too. How about Phantom Attackers? That way it's still "PA."
  5. @The Curator You got a typo in the thread title, should say "Stone Armor"
  6. Serum is really good now, only quibble I have is that the ToHit buff it gives hasn't been increased from the old implementation, but now it decays. +7.5% ToHit is not a big amount to begin with, I don't think it also needs to decay over the life of the power.
  7. I really, really think Consume should not need a ToHit check on the endurance recovery aspect of it. All the other tricks it does are nice, true; but what I, and probably many other players, have always looked to Consume for is endurance management. With its recharge being double or triple every other endurance management powers like it in armor sets, and not needing ToHit checks to recover endurance, it's really very bad at that. With the new +HP buff it gives, you definitely want to slot it for healing, but it needs to cram a whole lot of enhancement into just 6 slots. Recharge, Accuracy, End Mod, and now, Healing. Being able to drop accuracy from that list would help a great deal. The damage it does has always been an albatross around this powers's usability; it's definitely not worth the tradeoff in recharge and accuracy it imposes on the rest of the power. Please, just make the endurance effects autohit and make only the damage need an accuracy check, like what was done with sleep powers. Other than that, it would be extremely appreciated if the knockback protection in Temperature Protection went up to 4 points. That would allow me to drop a knockback IO or set bonus from my build; I always have to build with 3 of those in a Fiery Aura build, because otherwise some bosses with powers like Levitate, Force Bolt, and Singularity are gonna make you hate life. Very big weakness for a melee armor set with no defense.
  8. I'm trying to create a popmenu option that will use either Renewal of Light or Return to Battle, depending on which prestige rez I took on the character. However, while the wiki page says the Authbit, Badge, RewardToken, and StoreProduct entries can have multiple identifiers to create a logical OR, the same doesn't seem to be true of PowerReady. No matter what I've tried, it will only ever check that I have one of the prestige rezzes available, never either/both. Is there some extra step I'm missing, or is this just impossible to achieve?
  9. Team Transporter* (Team Teleport is a Teleportation pool power, and not very useful for Shard TFs)
  10. The Always Fast Snipe IO in Experienced Marksman has always seemed useless to me, since Fast Snipe is trivial to achieve. It's the slow version of snipes that have the higher requirement to access. I figured that the only way to fix this was a new IO set with Always Slow Snipe as its proc.
  11. I do still hope either @Michiyo or @The Philotic Knight are able to get search working for the old forums. They're kind of a bummer to browse now, since all the easily-accessible posts keep talking about the end of the world.
  12. Gears is very unlikely to ever see the light of day; those icons have been kicking around unused since before City of Villains launched.
  13. To answer your question, OP, you don't, in fact, have a Katana Stalker, you have a Ninja Blade Stalker. Katana Stalkers don't exist. Ninja Blade is drawn from the back, while Katana is drawn from the hip. Is it weird, and somewhat arbitrary? You bet. But it's the way the game works, and something that was set in place about 17 years ago, so it's what we got. Β―\_(ツ)_/Β―
  14. But then it isn't a straight upgrade, and you lose that justification to break the cottage rule.
  15. The Ice, Fire, and Energy-themed APPs for Masterminds all currently contain a single-target tier 2 blast attack. This is pretty dumb, since Masterminds already get single-target tier 2 blast attacks in the primaries (and they're woeful). In all those APP threads I made, whenever there was a Mastermind pool included, I usually gave the pool a snipe attack instead, since APPs are supposed to include powers that the primary and secondary sets for an AT don't usually get. This got me thinking, what if we just replaced those blasts in the existing pools with snipes? I know they tried replacing rarely-taken APP powers before, and it didn't go over well. However, these changes would basically be a straight upgrade, so I figure it might be worth a try. The specific changes I'm talking about making would be: Field Mastery: Power Blast -> Sniper Blast Heat Mastery: Fire Blast -> Blazing Bolt Chill Mastery: Ice Blast -> Freeze Ray (ice doesn't have a snipe power) Replacing Static Discharge in Charge Mastery with Zapp would be fine with me, too, especially since MMs could still get a stronger version of Static Discharge from Mu Mastery, but probably would not be fine with absolutely everyone.
  16. Update: The checkboxes to ignore the 2nd and 3rd set bonuses in a tier in the Rank Totals have been removed. They're no longer necessary. I've rewritten the cells where the set bonuses are displayed so that all the set bonuses that come in groups (Typed and Positional Defenses, Damage and Mez Resistance, and the All Control Types boosts in the Dominator and Controller ATOs) are displayed with only one entry in the selector. This means it's no longer necessary to manually set each bonus individually. As a bonus, this means that the code in the cells to display set bonuses no longer looks like this:
  17. Vanden

    APP Spreadsheet

    Bumping this post to draw attention to the edit I just made, adding a second link to the version of the chart that has all my proposed APP additions in it.
  18. Bumping just this thread with an update. First, I edited this post to add a Stone-themed pool for Sentinels. They don't currently get any Stone-themed primaries or secondaries, but with Seismic Blast recently released and Stone Armor ported to Scrappers and Stalkers, you gotta figure it's just a matter of time, right? Might as well be prepared. Second, at this point I've now created threads for every new APP I've come up with. I'm sure you're all very sad, and that reading the new daily thread has been the highlight of your day for the past two weeks. πŸ˜‰ However, every thread I've created has been edited to add a link to the chart I used to design these pools, with all the existing APPs and proposed APPs together in one convenient place. It's got proposed pool names and power icons, too, along with links to every writeup I've done on this forum for each pool theme. I think it looks real nice, to boot. Have a look-see if you're interested.
  19. Only Affecting Self is just another effect that powers can have. Their version of PFF just doesn't have that effect.
  20. When you think about it, archery is a natural fit for melee classes, because they specialize in stabbing, and archery is the art of stabbing from far away. Click this link to see my chart of APPs, which includes all the existing pools, the pools proposed in this thread and all my other APP threads, along with links to every thread, proposed pool names, and power icons. Brute/Tanker Electrified Net Arrow Stunning Shot Aimed Shot Acid Arrow Fistful of Arrows Scrapper/Stalker Electrified Net Arrow Stunning Shot Snap Shot Disruption Arrow Explosive Arrow Sentinel Glue Arrow Crane Kick Ice Arrow Dragon's Tail Oil Slick Arrow The powers: Acid Arrow: From Trick Arrow. A ranged, targeted AoE debuff that reduces enemies' Defense and resistance to debuffs, weakens the effect of healing on them, and deals minor Toxic damage over time. Aimed Shot: From Archery. A ranged, single-target attack that deals moderate Lethal damage. Crane Kick: From Martial Arts. A single-target melee attack that deals moderate Smashing damage and has a chance to knock the target back. Disruption Arrow: From Trick Arrow. A ranged, location AoE debuff that creates a patch which reduces the damage resistance of targets within the patch, while reducing their maximum Endurance. Dragon's Tail: From Martial Arts. A PBAoE melee attack that deals moderate smashing damage and has a chance to knock targets down. Electrified Net Arrow: From Tactical Arrow. A ranged, single-target immobilize that deals minor Energy damage over time, slows the targets recharge and movement, and prevents them from flying or jumping. Explosive Arrow: From Archery. A ranged, targeted AoE attack that deals moderate Lethal/Fire damage and has a chance to knock down targets. Fistful of Arrows: From Archery. A ranged cone attack that deals moderate Lethal damage. Glue Arrow: From Trick Arrow. A ranged, location AoE that reduces the movement and power recharge speed of all foes who pass through the area of effect. Ice Arrow: From Trick Arrow. A ranged, single-target hold that also reduces movement and power recharge speed. Oil Slick Arrow: From Trick Arrow. A ranged, location AoE patch that reduces movement speed and may knock down foes within the area. The Oil Slick can be lit on fire for addition Fire damage over time by attacking it with Fire or Energy damage. Snap Shot: From Archery. A ranged, single-target attack that deals moderate Lethal damage. Stunning Shot: From Archery. A ranged, single-target stun that also deals minor smashing damage.
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