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Vanden

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Everything posted by Vanden

  1. I'm sure the power already gives an amount of ToHit that compensates for not being able to slot it. In other words, if it were slottable for ToHit, the base amount it gives would be weaker.
  2. I’m not sure the issue is one of stacking knockbacks. IIRC knockback needs to be > mag 1 in order to actually knock the target back. KB-to-KD IOs put a -10000% reduction in knockback enhancement on the power they’re slotted in, leaving pretty much any mag of knockback somewhere around 0.01. If you stack that with a chance for knockdown proc, probably a typical 0.67 mag knockback, that’s still well under mag 1 and should still be only knockdown.
  3. Unless you do nothing but newspaper missions or DFBs 1-50, you’ll get reward merits as you play. You can spend those merits on ATOs. They are plenty available to mid-level characters.
  4. Stop trying to reinvent the wheel. Rage doesn’t need a huge rework like the ones people keep proposing in this thread.
  5. I rarely ever slot for it myself, but the range Enhancement in the Intuition alpha slot is one of the reasons I like it so much.
  6. I just don't think this is true. Your base chance to hit a +4 enemy is 39%, you need more than the ED cap accuracy to make that 95%. Most sets give around 60-70% accuracy enhancement when six-slotted. You can get more accuracy from set bonuses, but nobody actually builds for that, they pick it up incidentally, and it's perfectly possible to have very few accuracy set bonuses in a build. Tactics is also great for Lore pets, which always spawn -1 to you, and can't be slotted for accuracy unless you take Nerve or Vigor Alphas. My scrapper sits at 1.45x accuracy global, plus another 1.6x to 1.9x in individual powers. The lowest that 39% is going to net me is an 80% chance to hit- which doesn't count that she never faces +4s due to being 51 effectively. Even against +3s you have only a 48% chance to hit at base; that requires a 98% accuracy boost to hit 95% chance to hit. And there are enemies with defense, enemies with -ToHit, enemies with level shifts of their own; plenty of reasons ToHit buffs remain useful.
  7. Take a picture with her in Independence Port. No pedestal or groupies to deal with there.
  8. Then what would be the medium answer? :o ;D A ghost told me the answer is no.
  9. I don't see any reason the "flying ghost appears and does your attacks while you pose" idea couldn't be ported to virtually every power set.
  10. I'd rather just have a customization theme for Super Strength where a floating transparent ghost man (like the ones you see as target dummies in Arachnos bases, or the Dimension Shift costume change emote) appears and does the animation for the Super Strength attacks while your character just poses. I think that's simpler.
  11. I just don't think this is true. Your base chance to hit a +4 enemy is 39%, you need more than the ED cap accuracy to make that 95%. Most sets give around 60-70% accuracy enhancement when six-slotted. You can get more accuracy from set bonuses, but nobody actually builds for that, they pick it up incidentally, and it's perfectly possible to have very few accuracy set bonuses in a build. Tactics is also great for Lore pets, which always spawn -1 to you, and can't be slotted for accuracy unless you take Nerve or Vigor Alphas.
  12. The Partner/Conspirator badge is for completing Weekly Strike Targets when you've already earned the reward for the week, 50 times to be precise. This week the blueside WST is the Cavern of Transcendence trial. This trial is easily soloed since the removal of simultaneous glowie clicks from the game. Any two of Stealth/Super Speed/Stealth IO will allow any character to sneak past the enemies to grab the glowies, and a tray full of Lucks can let you grab the glowies if a mob happens to spawn near them. If you don't have stealth capabilities on your badger, you can always switch to a second or third build and pick them up there. Once all eight glowies are collected, all you have to do is run past the boss enemy in the last room and defeat the mobs guarding the hostage in back. The whole trial can be done in 5-10 minutes, and you can cut down the time on (some) runs by using the various mission door teleporter powers (though you can easily finish before they recharge). After you finish the trial, you can solo queue in the LFG menu for the trial to get back to Karsis and restart immediately. This is a great opportunity to grind out WSTs to get that badge. You do need to run the story arc for Talshak the Mystic to unlock Karsis for the trial, but since that's part of another badge I assume the for badging community this post is targeted towards that won't be an issue.
  13. You need to let go of your hateboner for Jack Emmert. No one even brought him up, there's no reason for you to start bashing him in this thread, too.
  14. The throw emotes, like throwconfetti and throwsnowflakes, will do the wrong animation when flying while Frigid Protection is running. Rather than the correct aerial version of those emotes, the character will instead play the animation for Alkaloid in Poison.
  15. Just make sure to get to level 2 before you team with anyone, so nobody sees that you forgot to bring bullets to your first battle.
  16. A 300-second recharge would make them quite permable with a typical build focused on recharge.
  17. It's a distinction without a difference. Yin is nowhere close to Statesman, so obviously Yin is not equal to Statesman + Psyche.
  18. The proc in the Defiant Barrage Blaster ATO set is a chance for mez protection. It's only mag 1 protection, however, when all the enemy mezzes are mag 2 or higher. That means you need to stack the proc twice to get any benefit at all. Would it be possible to buff the proc? Mag 2 would be great, but if that is too much, what about mag 1.5 protection? You'd still need to stack the proc twice to get any benefit, but those two stacks would protect you from the vast majority of enemy mezzes.
  19. Yin's pet and knockup AoE are annoying, but they aren't as dangerous as Statesman's four AoE attacks. Plus, Yin's always the first target teams take down, while Statesman usually needed to be saved towards the end of the fight, because his Unstoppable makes him 100% resistant to most damage. That means Statesman plays a bigger role over the course of the fight than Yin does. As for Positron, his attacks are the same as they ever were.
  20. .... and what about people who might like what it has become now? Tough luck for them? I guess. Who would prefer the version where NPCs are just missing? The plan was always to replace Statesman with a fan created character. Also honestly Penelope Yin is much more dangerous than Psyche ever was. Maybe. But I doubt she's more dangerous alone than Psyche + Statesman.
  21. .... and what about people who might like what it has become now? Tough luck for them? I guess. Who would prefer the version where NPCs are just missing?
  22. I disagree. I think they should just revert the LRSF to the way it was.
  23. Also, if they make enhancement boosters drop, they should do this, too.
  24. I see no need for this change.
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