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Vanden

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Everything posted by Vanden

  1. Hero 1 is an Invul/Energy Melee Tanker, since he can be observed using powers from both sets. Scrappers don't have Energy Melee, and he's a hero character that predates side-switching. Thus, Tanker. Sister Psyche is a Mind/Force Field Controller. The purple energy blasts are her signature powers.
  2. It's 3 times as strong but can only go off once in an AoE. It's not a bad compromise.
  3. But if it's not what they intended and they don't realize it's happening, how can they note it?
  4. It seems like if it's not working as intended there definitely wouldn't be a patch note.
  5. That'll do it. Those crystals are infamous for spawning reinforcements based on the number of enemy targets they see, not the number of players.
  6. Enforcers’ leadership only affects your other henchmen, not any pets you have from your secondary or Lore pets or even the MM themself. The flavor text for Gang War says the posse aren’t really loyal to your gang so them being similarly excluded from those powers fits conceptually.
  7. Mageman posted in that thread, my dude
  8. If you ask me, shouting "no capes!" is about as witty as making a Borat reference these days.
  9. If you have 32HP/sec Regeneration, that's 160 HP in 5 seconds. Aid Self at 50 gives a Scrapper 262.37 HP unslotted. Your regeneration wouldn't even come close if you slotted Aid Self up.
  10. In the only content where you're expected to be fighting +4s (i.e. incarnate trials), Supremacy grants extra level shifts to lower tier pets so they don't fight +5 enemies or more unless the MM is also undershifted for the content. Running +4 in normal content is not something any given set should expect to be able to do.
  11. You mean asymmetrical mode, right?
  12. My guess is that this is intentional.
  13. I see that after respecs sometimes.
  14. In a perfect world the power FX would do this...
  15. What AE really needs is to let us mark enemies in custom groups as "only one per spawn allowed," like Malta Sappers are. Then multiple AV or EB fights would be easy, by using custom groups like you said and having every enemy in that group be limited to one per spawn.
  16. Sounds plausible, yet also likely to compound the spaghetti.
  17. I would rather use Spinning Strike for the bigger AoE or Crushing Uppercut for the bigger damage right after Combat Readiness, while Gaussian's Build Up proc is still affecting me.
  18. I’ve been considering the same thing. My build already has Weave so there’s no build reworking, just gotta swap the powers. I think the flexibility of being able to use Cross Punch without it messing up combos might be worth the power being a little weaker. Making Sweeping Cross a combo builder would convince me to keep it, though.
  19. Something I’ve found when playing Street Justice is that Sweeping Cross starts feeling a little superfluous once I have Spinning Strike, and a lot superfluous once I have Crushing Uppercut. As a combo finisher, I don’t want to use it before I hit level 3 combo, but once I have level 3 combo, the other two finishers are almost always a better choice to spend it. This means I rarely actually use it, which is a problem as it’s one of the only two AoEs StJ gets. To solve that, I think the easiest solution would be to make it so if you have level 2 combo or lower, it builds combo instead of spending it. That makes it much easier to use in a chain at higher levels, and improves StJ’s anemic AoE potential.
  20. It's pretty obvious that most people here underestimate Aid Self. It's better at eliminating downtime between spawns when your health is too low than Rest, and with its short recharge it produces more healing over time than any other self heal in the game. With one 50+5 interrupt IO the interrupt period is short enough to fire it off between most DoTs, and even without that it's easy enough to use in a fight by applying a modicum of strategy and breaking enemy line of sight before you try to use it. It's a good power. Its only truly bad aspect is the ~4.5s activation time, and that I would definitely like to see reduced.
  21. Aid Self is never going to be uninterruptible, not without a heavy nerf to its recharge.
  22. It’s one thing when it’s a self stealth power and you have the power to turn it off when you’re just standing around. But when it’s from another player, there’s nothing you can do about it.
  23. But what about my damaging sleep powers?
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