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Vanden

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Everything posted by Vanden

  1. 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.
  2. 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.
  3. 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?
  4. Team Transporter* (Team Teleport is a Teleportation pool power, and not very useful for Shard TFs)
  5. Sounds like you made good time, though!
  6. 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.
  7. 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.
  8. Gears is very unlikely to ever see the light of day; those icons have been kicking around unused since before City of Villains launched.
  9. 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. ¯\_(ツ)_/¯
  10. But then it isn't a straight upgrade, and you lose that justification to break the cottage rule.
  11. 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.
  12. 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:
  13. 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.
  14. 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. 😉 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.
  15. Only Affecting Self is just another effect that powers can have. Their version of PFF just doesn't have that effect.
  16. 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.
  17. Sorry there's no commiserations reaction, but take this Thanks as a consolation
  18. Way cool! I noticed if you browse a users posts, the list just ends. I hope that's because additional pages for user posts just isn't implemented yet, and not because the older posts don't exist in the archive.
  19. Already addressed, the description I wrote has it as only a chance to sleep instead of a guaranteed hold.
  20. Yeah, I think new Crey are too much. It really makes me worried for the future of the Freakshow.
  21. Sonic-themed APPs sound like a good idea to me, wouldn't you agree? 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 Echo Chamber Siren's Lullaby Scream Sonic Siphon Howl Dominator Sonic Siphon Acoustic Repulsion Acoustic Barrier Siren's Song Liquidize Scrapper/Stalker Echo Chamber Sonic Shockwave Shriek Liquidize Siren's Song Sentinel Sound Cannon Strident Echo Echo Chamber Deafening Wave Disruption Field The powers: Acoustic Barrier: An armor toggle that increases resistance to Smashing, Lethal, and Toxic damage. Acoustic Repulsion: Similar to Sonic Repulsion from Sonic Resonance, but self-targeted. An aura toggle that knocks back any enemies that come within range, but drains a small amount of endurance for every target hit. Deafening Wave: From Sonic Manipulation. A PBAoE attack that deals moderate Smashing/Energy damage and has a small chance to hold the target. Disruption Field: From Sonic Resonance. An ally-targeted AoE toggle that reduces the damage resistance of any enemy that comes within range. Echo Chamber: From Sonic Manipulation. A ranged, single-target hold that deals moderate Energy damage. Howl: From Sonic Attack. A ranged cone attack that deals moderate Smashing/Energy damage and slightly reduces the target's damage resistance. Liquidize: A toned-down version of Liquefy from Sonic Resonance. A ranged patch debuff that reduces the Defense and ToHit of targets within the patch, and has a small chance to knock them down. Scream: From Sonic Attack. A ranged, single-target attack that deals moderate Smashing/Energy damage over time, and slightly reduces the target's damage resistance. Shriek: From Sonic Attack. A ranged, single-target attack that deals moderate Smashing/Energy damage over time, and slightly reduces the target's damage resistance. Siren's Lullaby: Essentially the pre-buff version of Siren's Song from Sonic Attack, with lower damage, longer recharge, and longer cast time. A ranged cone attack that sleeps targets and deals minor Energy damage. Siren's Song: From Sonic Attack. A ranged cone attack that deals moderate Energy damage and puts targets to sleep. Sonic Shockwave: Essentially the pre-buff version of Shockwave from Sonic Attack, with lower damage and longer cast time. A ranged cone attack that knocks back targets and deals minor Smashing/Energy damage. Sonic Siphon: From Sonic Resonance. A ranged, single-target debuff that reduces the target's damage resistance. Sound Cannon: From Sonic Manipulation. A ranged cone attack that knocks back targets and stuns them. Strident Echo: From Sonic Manipulation. A single-target melee attack that deals moderate Smashing/Energy damage over time and has a small chance to hold the target.
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  22. If the base debuff numbers were halved like they are for Blasters' version of Melt Armor? I doubt it.
  23. We're not proliferating existing APP themes any more, now it's new stuff, baby! 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. Blaster Paralytic Poison Poison Trap Hardened Carapace Weaken Revivify Mastermind Thorn Burst Thorn Barrage Hardened Carapace Quills Revivify The powers: Hardened Carapace: From Bio Armor. An armor toggle that increases resistance to Smashing, Lethal, and Toxic damage. Paralytic Poison: From Poison. A ranged, single-target hold. Poison Trap: From Poison. A placed proximity mine power. When a enemy comes near it or destroys it with an attack, it creates a patch that has a chance to sleep enemies, slow their power recharge, drain their endurance, and has a tiny chance to hold them as they are overcome by the poison and vomit. Quills: From Spines. A toggle damage aura that deals minor Lethal damage and slows the movement and recharge of all enemy targets that come within range. Revivify: Similar to Elixir of Life from Poison, but self-targeted. A self-rez that increases Damage, ToHit, Recovery, and Recharge after being used to revive yourself, but when these effects expire Damage and ToHit are reduced for a time, and you are momentarily unable to act as you vomit up the chemical cocktail. Thorn Barrage: From Thorny Assault. A ranged, single-target attack that deals high Lethal damage, does additional Toxic damage over time, knocks the target back, and reduces the target's Defense. Thorn Burst: From Spines. A PBAoE attack that deals moderate Lethal Damage, does additional Toxic damage over time, and slows the movement and recharge of targets. Weaken: From Poison. A ranged, targeted AoE debuff that reduces the Damage, ToHit, and secondary effect strength of targets. The effects on the primary target are stronger than the effects on targets in the AoE.
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