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Vanden

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Everything posted by Vanden

  1. I think that's underselling it. Aid Self is very helpful to have, and with Elec^3 you have potentially 3 holds and Force of Thunder to create space to use it.
  2. I really don't like these suggestions to alter powers solely for the purpose of letting them mule IOs.
  3. I don't think this is a good idea, because some players are going to take anything on such a road map as a promise, and then if things change or it takes a while for the items to be delivered, they'll then start calling Homecoming team liars. You see this all the time and it's the reason developers rarely talk candidly about upcoming features.
  4. Are you running any toggles when you experience this bug?
  5. That's disappointing to hear that Equivalent Powers may never see the light of day, but I still believe in the idea!
  6. Functionally it ends up being similar to -Regen and -Res at the same time. For example, if an enemy has 100 health and you deal 10 damage, you've removed 10% of their HP. However, if you remove 10 HP from their max, bringing them down to 90 HP, then deal 10 damage, now you've removed 11% of their HP. It's similar with regen; if they recover 10% of their HP per tick, with undebuffed HP they heal for 10 at a time, but with a 10% debuff they heal for 9 at a time. The real strength, however, is the fact that it's simply not the -Res or -Regen Interfaces. Interface debuffs can only stack up to 4 times on one target, no matter how many sources are applying it. The -Regen and -Res debuffs are very popular and a lot of players have them, so enemies in incarnate trials hit that 4 stack max easily. -Max HP is less popular, so by taking it you're more likely to be contributing to debuffing the enemies.
  7. I don't think desperately chasing that 22% number is going to be worthwhile, but just grabbing Tactics and slotting it normally for ~15% ToHit isn't a bad plan.
  8. Builds that can make good use of every bonus an Alpha gives are very much the exception, not the rule. Most characters with a higher-tier Alpha slotted have at least one aspect of that alpha that's of no use to them.
  9. Well you probably overdid it, because even without the abnormally large Range enhancement, the Alpha as you proposed it would probably supplant Musculature as the default "I have no particular weaknesses I need Alpha to solve" pick.
  10. Alpha abilities give one SO's worth of enhancement to everything they affect. For example, Musculature Boost is like slotting one damage SO in every power you have. To convert all your knockback powers to knockdown, you'd have to slot a KB-to-KD enhancement in every power; a KB-to-KD Alpha would be the same thing, like putting a KB-to-KD in every power. You would lose the bonus that certain Core variations get where the primary enhancement type is stronger, but William Valence addressed that by giving that bonus to the secondary enhancement types in the power. (Both of them, in fact, which is not normal, but I'll just chalk that up to the poster not realizing that only one enhancement value in an Alpha ever gets higher than SO-level numbers, never more.)
  11. This is a suggestion that has been posted over and over, dressed up in different ways, since the game launched in 2004. It’s not going to happen.
  12. That’s the case. NPCs can’t really interact with NPCs from different spawns. Most of the time they’re not even able to use targeted ally buffs on an NPC from a different spawn.
  13. Those are Malaise's signature costume pieces, it doesn't make any sense that we have access to the ones we do have.
  14. How am I saving 5 slots? If I six slotted an attack with a damage set it's obviously an attack I want to use and I'll six slot it either way. 6-slotting Overwhelming Force in something is slotting smarter because it gives decent enhancement values and set bonuses, and gets you knockback protection without having to devote a mule slot.
  15. Unless, like Rathulfr said, you six-slotted OF to get the KB protection but don't want every attack you have to become knockdown.
  16. ...In which case you'd lose out on travel speed or a spot to put a LotG. And you can't put Zephyrs into Swift, Sprint, or its equivalents.
  17. Has Fline Blaze been unpersoned?!?!?!/1
  18. I'm sure @arcanaville had some kind of tool to let you pause and take control of the camera in a demo around the time of the shutdown. (I remember because she posted a video showing it off where she looked around a recording of a Magisterium trial in progress, and took a moment to look directly at my character.) It doesn't seem to be on her YouTube channel now, though, at least not publicly.
  19. What if they turned ET into a targeted AoE with only 5 max targets, similar to Thunder Strike? Each target besides the primary takes some Energy damage, but if you don't hit some extra targets you take that damage instead. As an example, if you hit only the primary target, it's identical to how it works now. Hit 1 other target, and you take half the damage you take now. Hit 2 or more extra targets, you take no damage. I dunno, I'm just spitballing. I like the animation. I figure making it an AoE means the animation is more justified.
  20. Actually, Field Medic only removes the interrupt from Aid Other. Aid Self remains interruptible, but restores some endurance with Field Medic.
  21. You’re gonna want Build Up much, much earlier, you maniac. Tough and Weave are also not worth putting off Blizzard. If you’re gonna 5-slot a Power with purples, like you’ve done with BFR and Ice Storm, skip the Damage IO, not the Dam/Rech/Acc IO. You can boost one or more other IOs in the set to +5 to still hit the ED cap for damage. Slot Freeze Ray for damage, not hold; it’s your highest DPA attack outside of Blizzard. Put recharges into Energize so it’s perma. You can take the slots from Health; perma-Energize will do much more for your HP and End than the Numina and Miracle uniques will. For my money, Intuition Radial is the best Alpha for Ice Blast. The only thing you can’t benefit from in Intuition is the defense debuff, everything else it gives is useful.
  22. I don't think you guys understand how badly some people can play. For example, I once teamed with this Blaster that wasn't actually activating his attacks, but saying things like "I use the Fire Ball ability!" in Team chat. When he faceplanted, he just said "Sorry guys, I don't play with killer DMs," and quit. And the other day we had an Empathy Defender that wasn't healing anyone no matter what, and spent the whole mission destabilizing the government of Georgia. What other way to describe these playstyles is there besides "wrong?"
  23. Yes, I understood that. My point was there was no "if" condition listed for Dark Consumption.
  24. That's not the story Red Tomax tells. On the page for Consume, the endurance recovery portion says "20 Endurance (after 0.25 second delay) If (@ToHitRoll < @ToHit) or @ForceHit". On the page for Dark Consumption, it only says " 25 Endurance (after 0.25 second delay)", no mention of a ToHit roll.
  25. Well that just makes no damn sense. Even Dark Consumption is autohit for end recovery, according to Red Tomax. There's no reason Consume shouldn't be.
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