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Vanden

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Everything posted by Vanden

  1. Blessing of the Zephyr knockback protection, or Winter's Gift once those become available. If you take Afterburner, though, suddenly Fly speed enhancements will become valuable.
  2. Earn the Hero Slayer badge and you'll unlock a contact who lets you do any mayhem mission you want.
  3. So the windowscale command is pretty handy; lets me keep space-hogging windows like the Pet and League windows out of the way. But does anyone know the name to put in for the Reward window after a TF or trial that gives multiple rewards, or the info window for zone events and Incarnate Trials?
  4. Three-slot Stamina, two +5 50 common end mod IOs and a Performance Shifter Proc. You can do a Performance Shifter end mod instead of a common to get a set bonus, but it's just a small movement speed buff, nothing big. Extra slots in Health if you can spare them, if not you'll probably want the Miracle unique.
  5. So PK, any news about your efforts here? Closer to being finished? Farther?
  6. It's a common saying in the D&D community but I feel it applies to many games. "Better no game than a bad game." Especially considering HC isn't the only server anymore. There are alternatives. Weeell...
  7. I got a kill with it in PvP once. The guy was running away and it was the only ranged attack I had that was charged.
  8. Forgive me if this strategy is out of date, as it's been so long since I did it, but here's how we non-healers got the healing badges back in the day: You set up an arena gladiator match with a Longbow Warden and as many low-cost minions as you can. Your opponent has a team with an Anti-Matter Meson in it. You set your pets to passive, and they order their Meson to attack you. You can't be targeted by attacks in Gladiator mode, so the Meson will just spam Irradiate. Your Warden then spams Healing Aura, healing the damage from Irradiate. Then you just let that run for a while.
  9. What were the nerfs exactly? The only changes I remember for Energy Melee were the stun in Total Focus going from mag 4 to mag 3, some kind of buff to Barrage I don't recall the exact details of, and the infamous change to Energy Transfer.
  10. Something I discovered completely by accident: In part 4 of the Who Will Die? signature story arc, heroside, you'll fight numerous ghostly copies of Malaise and Aurora Borealis. These count for the Bloody Hands/Hero Slayer badge. I did this arc in a duo with a buddy, and for only two heroes the arc spawned enough of these enemies to give my character the badge from no progress at all. This badge unlocks Lord Schweinzer for villains, who lets you flashback to any mayhem mission you've outleveled. Get the exploration badges in all of them and you unlock the Invader/Task Force Commander accolade. I think this is a much easier route for heroes to get the accolade than running all 7 TFs needed for the accolade, as long as you don't mind robbing nine banks. I hope that helps someone!
  11. I don't currently know where to find it, but back in the day I had a script that was in game that would automatically switch to fly when moving with wasd and automatically switch back to hover when not moving. Was wonderful for playing a flying blaster, because it eliminated the accidental acc debuff from leaving fly on. Fly only had an acc debuff for, like, a month as I remember it. Scratch that, I remember now. Fly had an acc debuff from launch or so until travel suppression got implemented; it was Super Jump and Super Speed that only briefly had the acc debuff, before the devs settled on travel suppression.
  12. I am fairly certain that, had the Freakshow gotten their long-needed visual revamp from Paragon Studios, it would've come alongside a Freakshow Lore.
  13. Currently, there are practice dummies in the Rikti War Zone, but they have several limitations: They're locked to level 35, they have 100% resistance to all damage, they don't always spawn, and they're only in the Rikti War Zone. I would like to see improved practice dummies put into place, to better help us test our powers. These new practice dummies would: Use the level scaling system used by giant monsters and enemies in zone events, so they would always mimic the effectiveness of even-level enemies. Use whatever trick Ajax uses in Dean MacArthur's redside story arc to be invincible, rather than 100% damage resistance. This form of NPC invulnerability still shows damage numbers in the combat log and above the target's head, so it would let us more easily test the damage of various powers and setups. Consistently spawn in the zone. All the other static NPCs manage it, even those new combat-enabled trainers, so the practice dummies doing it too would be great. Be placeable in supergroup bases. Appear in a variety of places throughout the city. The Rikti War Zone is often packed with players doing mothership raids, so being able to test powers in a place where server performance isn't so up in the air would be useful. All together, I think this would make for a great addition to the game.
  14. Yeah that's true... They'd have to make a new combo piece; Maybe tie it to a Longbow related badge? That's such an ad hoc solution. What they should do is split symbols into their own category separate from 3D chest details, because this limitation affects more than just Longbow cosplayers.
  15. We still wouldn't be able to have the Freedom Corp logo at the same time as the Stealth chest piece...
  16. I had pretty much the exact same idea in the last post I made in this thread here.
  17. I tend to grow to hate most things I've written over time, but these two bios stand the test of time for me:
  18. One thing I do not want is the animation changed. It's too cool. That used to be Back Alley Brawler's signature move. They actually gave us a signature character's unique move! Just buff the damage so the DPA is better, and maybe other aspects of the set to improve EM. But don't remove that great animation.
  19. If I had my druthers, the T1 power in Regeneration would be Revive, and it'd have a super short recharge, like 30 seconds. Fast Healing and Quick Recovery would be one power, with an extra 25% unenhanceable Regeneration buff (to make up for not being able to stick one healing SO in Fast Healing, since presumably people would slot for Recovery). The new T8 power would be a no-recharge toggle that, while active, changes the Heal in Dull Pain and Reconstruction to +Absorb, so you could turtle up in anticipation of a big hit while at full health.
  20. And yes the game should still be balanced around SOs because nobody starts at level 50. Any changes made should take the whole game into account. The point I was making here is that compared to other powersets, SS is *even stronger on SOs than it is on IOs*. So, if you want to argue for a reversal of the nerf on the basis of "balance", you probably don't want to look too closely at SO balance... Between IOed out builds, SS shares the top with a fair few others. But on a SO build, it's rather easy to herald SS as the king of melee. Best to pick arguments that help your desired goal, rather than work against it. Could you provide some examples? I've never heard anyone making this sort of claim about the set so I'm curious to see your math. I think they just mean that once IOs' recharge bonuses start coming into play, Rage recharges more and starts crashing more.
  21. Somebody out there likes Team Teleport, and this change would make them sad. Buuuut...
  22. Another idea I had for an Equivalent Power, for Electricity Manipulation: Fire and Ice Manipulation's i24 Sustain powers are their aura abilities, changing them from expensive toggles to run to free debuff/damage auras that give nice buffs to yourself as well. Electricity has a damage aura as well, in Lightning Field, but it was Lightning Clap that became the Sustain ability instead. I think the reason for this is that Lightning Field drains endurance, and putting a +Recovery on it would let you slot for both at once with end mod enhancements, which could potentially be too good. They couldn't remove the end drain, because players that used Lightning Field for that would cry foul. This is a perfect place to put an Equivalent Power: Overcharged. It's a damage aura like Lightning Field, same damage, but no end drain. Instead, it increases Recovery and Regeneration. Lightning Clap comes back as an Equivalent Power for Force of Thunder. This set of powers would be a little different, in that taking one would lock out two other powers instead of just one. You can have Force of Thunder and Lightning Field, or Overcharged and Lightning Clap; you can't combine Force of Thunder and Overcharged or Lightning Field and Lightning Clap.
  23. I’m all for this.
  24. I failed the mission to kill Biff the Arachnoid on purpose the other day. It wasn’t because he is FORKING IMPOSSIBLE to kill once he starts running - no, I chose to let him escape, of my own free will.
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