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Vanden

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Everything posted by Vanden

  1. Everyone's always suggesting making Rage a toggle, you were probably just boring them
  2. Another wolf pet that won't freakin' shut up? No thank you
  3. I would say Bio is the only secondary that a /Bio Brute could possibly be allowed to have.
  4. I came up with a non-Build Up Rage replacement for Scrappers in this thread that went on for four pages and no one had anything at all to say about it. 😕
  5. Although, since the actual mythical Ragnarok is supposed to be preceded by Fimbulwinter (an especially cold and harsh winter), maybe make it the game's first Cold damage proc instead of Fire damage.
  6. Once you're talking about writing a new arc you've left the realm of "easy-to-add" content that this suggestion is supposed to occupy.
  7. Well the arc makes numerous references to how your character is an incarnate, and the plot doesn't really work unless your character is incarnate to boot (channeling incarnate power to some end, taking on foes that are beyond non-incarnates, etc.). There is no story way for a Praetorian who hasn't gone through the rift enclosure to become an incarnate. SCoRE removed some of the restrictions on incarnate leveling that were present on Live, making it so you don't have to be doing any specific content (all of which requires transitioning to Primal Earth), but that was purely for player convenience, and no story reason for lifting that restriction was ever written.
  8. With the melee set, not really. True, you lose the chance at 5% S/L defense, but you can just substitute it with 4 Kinetic Combats, for 3.75%, nearly as much and for fewer slots to boot. And you can slot up to 5 Kinetic Combats.
  9. How do you have your ST attacks slotted? Since Kinetic Combat is the go-to melee set for S/L defense, you'd have 2 slots to work with in those attacks. I usually put two Blistering Colds in those slots for the slow resist.
  10. Why does the menu have entries for badges that the wiki's apparently never heard of, like Avenger and Beta Tester?
  11. To be fair, since Blizzard does like 150 tohit checks, it gets hit by the 95% tohit cap harder than Inferno, which only usually doesn't do less damage than the info window says, and ends up doing less damage.
  12. I asked about this, the answer is that it's not super feasible. The rings hinge on there being a specific "mode" coded into the powers system for each power. For example, for fast snipes they had to code an "in-combat" mode, for Boost Range they had code a "Boost Range" mode. Every single power that you want to use the rings on has to have its own different mode coded, and that's a lot of work.
  13. I'm surprised you managed to turn them all on before you ran out of end.
  14. They might have something planned for the echoes, maybe.
  15. Yes, this mod should still work. I'm using it.
  16. That's probably what did it, I'm pretty sure their attacks grant invisible temporary powers to targets that make them take extra damage from subsequent attacks. Gives them kind of a slow-burn DPS burst. I guess one of the temp powers isn't entirely invisible.
  17. I'm wary of this idea. The time and endurance spent summoning and upgrading pets is really the only cost MMs have to their damage output, whereas every other AT has to spend the endurance and animation time every single time they attack.
  18. Bumping this thread because now I'm almost certain it's possible for this proc to always do both effects at the same time.
  19. Probably just the monitor malfunctioning, though since I can see you use a laptop that's perhaps not much better.
  20. I could count on one hand the number of times this happened to my on my StJ Stalker while soloing from 1-50, so it definitely doesn't happen 5% of the time, but it does happen. Seems extremely unlikely to be the streakbreaker causing this issue; in the last screenshot, you can see the OP gained a level of combo from their last attack, which only happens on a hit.
  21. Yeah, but it's gonna cost me another enhancement unslotter to get the proc out of Stamina so the FP one is the only one I have... gosh-darnit... As you can see, it hit me for 68.16 endurance off this one Hellion. My maximum endurance is 113.6, so that's six times the 11.36 endurance it should be giving me. Looking at this now, having slept, it's obvious to me that this is because the effect is scaling off the level of the enemy affected, which I verified by trying it on some level 54s and seeing it give me 7.38 endurance. I also found another bug getting this screenshot: while Ice Patch is up, you'll get that "You freeze the ground underneath you into an Ice Patch!" every time your character lands on the ground, whether from a jump or from falling off of something. Probably related to this other bug I reported regarding Ice Patch.
  22. The new vectored knockback mechanic shouldn't, at this point, be any different in gameplay than the old knockback mechanics. However, it's allowing knockdown from multiple sources to stack and become knockback, something the old method never did. For example, my Ice blaster has Frozen Aura slotted with the Avalanche knockdown proc. If I use Frozen Aura when I have an Ice Patch down, enemies are sometimes knocked out of melee range. The same thing can happen if I drop multiple Ice Patches at once. I'm pretty sure this isn't supposed to be happening.
  23. From my testing with Frigid Protection, the Performance Shifter proc will only fire when the aura is affecting enemies - and the weird part is, when it does fire, the effect is six times as powerful as normal, regardless of how many enemies are being affected.
  24. I think it got cut because it just wasn't getting a lot of testing.
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