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Williwaw

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Everything posted by Williwaw

  1. I've always wanted something like Knights, which could be easily* done with animations already in the game: T1: Squires (mainly Broadsword attacks, some S/L resistance, nothing fancy. Maybe one broadsword, one mace, and one axe**) T2: Archers (Archery + Trick/Tactical Arrow. Stays at range, debuffs enemies to support the Squires and Paladin, good Ranged and AoE Defense) T3: Paladin (Titan Weapons + Empathy/Pain Domination aura powers, no direct heals, high S/L resistance, maybe some Leadership powers. "Light" and "Dark" visual customization options for the healing powers) The MM's own attacks would be from Archery (which would overlap Ninjas, true, but, while I'm dreaming anyway, Ninja MM attacks should be replaced with attacks from Weapon Mastery (Shuriken, Exploding Shuriken) and Martial Assault (Trick Shot). * Well, "easily" in the sense that new animations wouldn't need to be created from scratch. ** Sung to the tune of "One Bourbon, One Scotch, One Beer")
  2. As I understand it, the Taunt suppresses when your Stealth is active. Once enemies notice you, then the Taunt takes effect.
  3. Yeah, but they threw all that "level = time" stuff out with that storyline. Penny Yin's taskforce is also level 20, but she's only giving out a taskforce because Sister Psyche is already dead. Statesman and Sister Psyche are considered dead the second you enter Atlas Park or the Rogue Isles. So if Statesman is dead and removed from the game when you're level 1, and Sister Psyche is dead and removed from the game when you're level 1, why is Wade still standing around when you're level 50?
  4. The only change I'd like to see is to remove the guy who killed them from just standing around, giving out missions, and being referenced in Tip missions. If Statesman and Sister Psyche were retroactively erased from all the game's stories (and replaced with other contacts) due to the Who Will Die arc, why wasn't their killer removed and replaced the same way?
  5. Another major change to Blast Sets is that the T9 no longer has a crash for any set. Their average damage was lowered slightly but normalized (i.e., no more wild damage swings where one enemy could take 800 damage but another only 100; instead, every enemy takes about the same damage). This applies to all Blast sets (Blaster, Defender, Corruptor, and Sentinel alike), but thanks to Blasters' higher AT multipliers, it tends to help them the most.
  6. The Energy Font doesn't "attack" per se; its main power is Shocking Aura, an auto-power that continually damages and Stuns all enemies within 15' of the Font, and that Stun aura is the real benefit of the ability. It's only 2 magnitude, but it's pulsing, so it stacks with itself if it stays with 15' of an enemy long enough. Like most (maybe all?) pets, it also inherits your Alpha and Interface abilities. It's not reliable due to being a proc, but it's nice when it pops up. (The Fiery Orb summoned by the Dominating Grasp set is basically the same thing, but with a different name, visual, and damage type - the Fiery Orb uses Blazing Aura, which does fire damage instead of energy damage. It does more damage, too - they use the AT's own damage scales rather than the Pet damage scales, so the Dominator version hits a little harder - but the stun aura is still the main point)
  7. I had a Thugs/Traps MM back in the day (my second-ever MM, actually), and the main issue with it is lack of healing. The best you can get is a Regeneration boost from Triage Beacon (which, to be fair, you get very early on), which doesn't always help in sustained fights.
  8. I have yet to try it, but there's also the KB->KD proc in the Sudden Acceleration set that you could put in Tornado, saving the OF proc for your T1 pets.
  9. Rebirth, at least, has called their new updates "Volume 2, Issue 1" rather than "Issue 25".
  10. The Heal IO boosts Health's effect by 42.4%, not your base Regeneration. Health adds 40% Regen normally, so that one Heal IO increases it to 56.96%, only a 16.96% increase to your base Regen. The Regenerative Tissue IO, on the other hand, does affect base Regeneration directly, boosting it by 25%. Numina's is likewise 20% to base Regeneration, which is also more than a single L50 Heal IO (and also adds 10% to base Recovery).
  11. Small correction: Incarnate trials and the Incarnate story arcs (the six Mot-related Dark Astoria arcs, the Belladonna Vetrano arc, and the Number Six arc) use your full Incarnate Shifts. Edit: Correction to my correction: just being in Dark Astoria lets you use your full level shifts, as does doing repeatable missions there (from Ephram Sha for heroes, or Maharaj for villains). Ironically, this makes Incarnate solo content slightly easier than normal solo content.
  12. All Lore pets last for five minutes, with a fifteen-minute recharge, except for T4 Radial, where the Boss pet lasts for three and a half minutes and the Support pet for five minutes, but the power has a ten-minute recharge. (I don't know which one is the best, because I never compared them. I just take which one seems the most thematically or visually appropriate for the character)
  13. To follow up what Sorain said, I find that the difficulty on CO these days (well, "these days" - I haven't played in a couple of years) is often extremely easy... until it's suddenly not. I remember there were times when I'd be easily tearing through groups of enemies, and then, suddenly, there'd be a group of the same enemies, same level, no apparent difference between them and all the others, and they'd just as easily tear through me. Fighting bosses is always a nightmare of having to perfectly-time your blocks to keep from getting blown across the room (and woe unto you if your reflexes - or your connection speed! - aren't perfect). It just never felt right.
  14. Hero-side contacts do that a lot. I'm pretty sure it's intentional, meant as a timesink (from back when travel time = subscription time = $$$ for Cryptic or NCSoft).
  15. If they were to make a Pets/Blast (or Blast/Pets) AT, I'd want them to remove the attacks from the Pets powerset entirely and replace them with three more pet-related buffs instead.
  16. Bio Armor was still in testing on the Beta server when the game went down (and probably wouldn't have immediately released with I24, since it was meant for the Paragon Market), so who knows if it's entirely "finished" yet. (Note that it was *not* created or even finished by the I25 people like some sets; I'm pretty sure that what's in the game now is exactly what was on the I24 test server) That said, I also think it feels fine and doesn't really need any adjustment (which is probably why it hasn't gotten any).
  17. Paragon Wiki AFAIK is still fairly current. Follow the "Abilities" links for each Slot to see the options. https://paragonwiki.com/wiki/Incarnate_System The only things that aren't in there are the Demon Lore pets (CoT-style demons, not Demon Summoning demons) and the Mighty Judgement (PBAoE Smashing damage, Core does more damage, Radial does extreme KU - Magnitude 100, IIRC), both of which were I25/I26 additions.
  18. I love the slow weighty attack animations. KO Blow's "twisker punch". Energy Transfer's long build-up. Thunder Strike's slow leap into the air. (Thunder Strike is my favorite animation in the game, slightly moreso than its dopplegangers Total Focus and Tremor because I like electric attacks more than the other elements) Masterminds of all kinds, and the noisier the pets are, the better. In particular, I love to hear the robots clanging up behind me, because then I know they're there, ready to tear through anyone who dares oppose me. ... oh, and villains. I love playing villains. (I know I'm not the only one, but I do seem to be in the minority) And in light of the post that just went up while I was typing this: Yes, confusion powers, too! I should make a Psi/Mind/Psi Dominator who is all about Confusion...
  19. I guess I'm a "vet" - I started in Issue 16 - but when I bring that up it's only to talk about powersets I had fun with on the old game and/or to talk about how things have changed (not only between Live and this new I26 world, but on live itself from issues 16-24). I was never a bleeding-edge player so I would never try to give advice on builds, I just like to talk about the game itself.
  20. They're all still there, as far as I can see. Did you select "Hide recipes missing ingredients" by mistake?
  21. Some Faultline badges were moved to their original locations in Echo: Faultline (which you can get to through Ouroborous). I know Faultless Mystic was.
  22. Looks like it's approximately 5.5 million for each Vet level? So that's a little more than the 49-to-50 requirements (which was 4.9 million, according to Paragon Wiki)
  23. As noted in the original post, it's a client-side mod. You can replace chest emblems with other chest emblems (or almost any texture with any other texture, really) in your files, but only you'll be able to see them. Everyone else will see the original emblem.
  24. I also like the idea of Control/Pets or Pets/Control, but that may be a wee bit overpowered. Maybe Pets/Manipulation (you know, the Blaster Secondaries, maybe in their original non-Sustain form) ... okay, I really just want another Pet class. Or more Pets for MMs. Pets pets pets yay pets.
  25. I would like, at least, a "less-FX" option for Fire, Stone, Electricity, etc. For example, maybe the first toggle in the set (the basic S/L toggle) has the effects, but the other powers in the set have a no-FX option. (Or is there a way to work it so that you can override power effects with aura effects? e.g., if I use the Electric Aura costume piece, then I can shut off the Electric Armor effects?) While we're on the subject, can we get a No-FX option for Stealth? I don't mean removing the fading (though some might like that, too), but removing the weird glow around the character. (It is nice that we can color the weird glow, but I don't think "stealth" should make you glow at all) .... actually, now that I think about it, could we get a "Minimal Fade" option for most stealth powers? Where you still fade, but only a little bit, so you can still see your own character - like the transparency of Stealth (or the Live version of Panther Stealth) rather than the near-invisibility of Field Operative. Just because your character is "ICly" invisible to the enemies doesn't mean they should also be "OOCly" invisible to the player. I'm guessing the difficulty here would probably be adding new options to the costume UI rather than the actual visual effects (or lack thereof).
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