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Solarverse

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Everything posted by Solarverse

  1. That's great, but the class does have a secondary which is damage. Very few Doms I run across are even utilizing their secondary because they sacrificed it in the name of +recharge for permadom. The thing is, like I said, you play yours and I'll play mine. What you responded to is the typical bullshit I am told when I chose not to permadom. So that is my reply for anyone trying to tell me that I built my Dominator the wrong way. I already know your stance on it, I felt it was time to give my stance on it. If nobody had ever come at me cross with this permadom talk, I would have never said what I said. I play mine the way I feel they were designed, you play yours by the way you feel like they were designed, everyone walks away happy, right?
  2. Give ET back its original animation and make Whirling Hands have a larger radius and problem solved. Everyone wanting to change ET into some new animation I personally feel should come second to those wanting the original back. You can't miss what you never had...we who love the ET old school animation miss it, and honestly no other animation will fill that missing hole in our hearts.
  3. I can't be the only player who doesn't give a shit about permadom? I play the class as it was designed. A Controller who does damage and I build that way. Dom is just a bonus. People running around with Permadom might as well have just played a Controller IMO. So honestly, I don't give a damn what they do with permadom. I don't play the class and build it around Domination. Preemptive reply: Maybe I am just "playing the class wrong" by the standards of most, but you know what? I don't give a damn. You play yours the way you want and I'll play mine the way that I want. You might think that I am playing mine wrong, but I'm not the one sacrificing the design of the class by trying to perma out my domination...
  4. It really depends on what you are after. The build I had before this one focused on crowd control with CC Procs. However, that left the same ol gap in the build that Ice Tanks have always had since the beginning...Resistance issues. The Defense is incredible, but once that defense is broken, the Tank is at the mercy of his Defenders. Ice Tanks have very little Resistances outside of Cold Resist. That is a HUGE hole to fill. The original Devs figured that adding the slow affect to Ice would grant them enough mitigation that the lack of resists wouldn't hurt the set...and they were right, for a time. What they did not consider was how the game would change over the years and that building a good Tank would require more than that. In today's world, a Tank must have Resistance, Defense, Mitigation and Crowd Control to survive end game. Taking all of that in to consideration, I have filled in the holes that the set lacks to the best I think anyone could possibly muster up. Just remember to pop oranges before any AV fight that uses Energy/Negative/Toxic/Psi damage, 4 small Oranges will get you to cap resist on everything but Psi, while you will need 5 small oranges vs Psi. However, seldomly; very seldom, will you need to cap your resists. The only type of Inspirations you should have in your tray are Oranges, saving the large ones for AV fights. Unless you are fighting anything with auto hit leeching, you shouldn't require any Blues either. In between Hibernate, Energy Absorption and Ageless, you should always have more than enough Energy Bar for any type of prolonged encounters. It's a pretty solid Tank build, a build that gets requested of me in game from time to time. Most people do not expect an Ice Tank to be as tough as the one that I have is. Honestly, I didn't think it could be done either, and I myself was pleasantly surprised. 🙂
  5. Absolutely! This is most likely going to be the most survivable Ice/Ice Tank build you'll find. Not to mention, I have a ton of fun with this character...most fun than my Tanks (Invuln and Will Power) who are unkillable. 🙂 Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Warface: Level 50 Science Tanker Primary Power Set: Ice Armor Secondary Power Set: Ice Melee Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Frozen Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(3), LucoftheG-Def/Rchg+(5), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def(33) Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Rchg/HoldProc(7), TchofDth-Acc/Dmg(33), TchofDth-Acc/Dmg/EndRdx(34) Level 2: Ice Sword -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(3), SprGntFis-Acc/Dmg/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(11), SprGntFis-Rchg/+Absorb(15), SprGntFis-Acc/Dmg/EndRdx/Rchg(37) Level 4: Chilling Embrace -- PcnoftheT-Acc/EndRdx(A), PcnoftheT-Dmg/Slow(15), PcnoftheT-Rng/Slow(37), PcnoftheT-EndRdx/Rchg/Slow(40), PcnoftheT--Rchg%(48) Level 6: Wet Ice -- EndRdx-I(A) Level 8: Frost -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(9), Bmbdmt-Dam/Rech(9), Bmbdmt-Acc/Dam/Rech(11), Bmbdmt-Acc/Dam/Rech/End(17), Bmbdmt-+FireDmg(31) Level 10: Taunt -- RechRdx-I(A) Level 12: Icicles -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(13) Level 14: Super Jump -- Jump-I(A) Level 16: Combat Jumping -- Rct-Def(A), Rct-ResDam%(17), ShlWal-Def/EndRdx(39), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(43) Level 18: Glacial Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(21), LucoftheG-Def/Rchg+(21), ShlWal-ResDam/Re TP(34) Level 20: Ice Patch -- RechRdx-I(A) Level 22: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25) Level 24: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), TtnCtn-ResDam/EndRdx(43), TtnCtn-ResDam/Rchg(43), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx/Rchg(46) Level 26: Energy Absorption -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(27), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def(29), LucoftheG-Def/Rchg+(50) Level 28: Freezing Touch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(29), SprMghoft-Acc/Dmg/Rchg(31), SprMghoft-Dmg/EndRdx/Rchg(31), SprMghoft-Acc/Dmg/EndRdx/Rchg(33), SprMghoft-Rchg/Res%(42) Level 30: Hasten -- RechRdx-I(A) Level 32: Hibernate -- RechRdx-I(A) Level 35: Greater Ice Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(37) Level 38: Frozen Aura -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(39), Mlt-Acc/Dmg(39), Mlt-Acc/Dmg/EndRdx(40), SprAvl-Rchg/KDProc(40) Level 41: Boxing -- Empty(A) Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), RctArm-ResDam/EndRdx(45), RctArm-ResDam(46) Level 47: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(48), GifoftheA-Def/EndRdx/Rchg(48), GifoftheA-Def(50), GifoftheA-EndRdx/Rchg(50) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Resilient Core Paragon Level 50: Melee Core Embodiment Level 50: Ageless Total Radial Invocation Level 50: Cryonic Core Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Warworks Core Superior Ally Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ------------ Set Bonus Totals: 6.5% DamageBuff(Smashing) 6.5% DamageBuff(Lethal) 6.5% DamageBuff(Fire) 6.5% DamageBuff(Cold) 6.5% DamageBuff(Energy) 6.5% DamageBuff(Negative) 6.5% DamageBuff(Toxic) 6.5% DamageBuff(Psionic) 8.5% Defense(Smashing) 8.5% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 11% Defense(Melee) 6% Defense(Ranged) 6% Defense(AoE) 5.4% Max End 6.25% Enhancement(Max EnduranceDiscount) 5% Enhancement(Range) 2.5% Enhancement(SpeedRunning) 2.5% Enhancement(SpeedFlying) 43% Enhancement(Accuracy) 2.5% Enhancement(SpeedJumping) 2.5% Enhancement(JumpHeight) 45% Enhancement(RechargeTime) 253 HP (13.5%) HitPoints MezResist(Confused) 153.8% MezResist(Held) 153.8% MezResist(Immobilized) 153.8% MezResist(Sleep) 153.8% MezResist(Stunned) 153.8% MezResist(Terrorized) 153.8% MezResist(Teleport) 100% (20% chance) 6% (0.1 End/sec) Recovery 56% (4.37 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 51.5% Resistance(Smashing) 51.5% Resistance(Lethal) 19.25% Resistance(Fire) 19.25% Resistance(Cold) 37.25% Resistance(Energy) 37.25% Resistance(Negative) 16.25% Resistance(Toxic) 16.25% Resistance(Psionic) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | 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  6. Yes sir, I agree. I was careful not to say that it couldn't be soloed, but rather wasn't exactly the ideal way to play. 🙂 This is a very welcomed clarification though, thank you. Same here, if nothing is really going on that I'm interested in or if I don't feel like creating a team, that's usually my time to log on one of my MM's and running some solo play....which like yourself, is pretty rare.
  7. Yeah, I hear ya. Trust me, I'm not on that bandwagon either, heh. My opinion usually differs from most other people's though. So take anything I say with a grain of salt.
  8. I know my opinion of them is an unpopular one. It's just the way I personally feel about them. But yeah, balancing them will probably be the greatest challenge to accomplish out of all the classes prior to them.
  9. That was not always the case. To be honest I miss when CoH was all about teaming and playing Solo wasn't exactly the ideal way to play. 😞
  10. God no more classes, please. Sentinels didn't work out so well and honestly the game never needed them, the last thing I personally want to see is yet another class that I feel the game doesn't need. We have too many classes that are similar as is IMO. We still don't even have Sents balanced right, and to be honest, I don't think they can be balanced right. Adding another class to the game will just bring us more unbalanced issues and more things for people to complain about. Just my opinion.
  11. Honestly, the creation of Sentinels were a mistake IMO. They should have never been introduced to the game, it's just yet another class that needs constant balancing because they honestly have no place in the game. You can't give them too much DPS because then they will just be Blasters with shields (which a lot of people who play them already think this) and you can't gimp them too much because then nobody would play them. It was just a bad idea all the way around IMO and they honestly bring nothing new to the game. We already have Blasters, we already have Tanks, why did we need a class that can do both? None of their power sets are unique, they are simply a class who never belonged and IMO never will belong. In case you couldn't tell, I hate the class with a passion, so any info I could add to the subject would be highly biased and therefore completely useless. I wish you Sent players the best of luck though, you wouldn't have the passion for a class that can't be properly balanced if it had never been created, but now, sadly, you are stuck in Pandora's Box.
  12. I was just hoping there would be a way of tricking the system in to letting my files loop without fading them out. SO far, everything I have tried has been unsuccessful. I have tried changing the name of the file in question from fast7_loop.ogg to fast7loop.ogg and that was futile. I have also tried making the SFX loop longer by adding the length of the file, hoping the program that fades the loop out fades based on how many times the sound file plays rather than time played. So I made it long enough to carry over to the next Practiced Brawler recharge and again, failed miserably. The sound still faded regardless of how long I made the sound file. So after trying these methods, I am convinced that there is nothing I can do client side to allow these loops to last rather than fade out. I even changed the SFX to Maneuvers to the SFX of Practiced Brawler, laughably, that didn't work either. Well, it sort of worked. It worked as in the sound stays wherever I was standing at the time of activation...the sound did not follow me, which makes sense because that toggle does not actually have a loop associated with it, but I had to try, heh.
  13. It's already on a loop though. The name is already tagged with loop, so that wouldn't work in this case.
  14. I would agree with this if the set wasn't named Psionic Blades. 😉 If it was instead named Psionic Melee I would understand a lot more. You mean like Kinetic Melee? 😄 I was thinking more along the lines as how Psionic Weaponry was on CO. Granted, CO got many things wrong, but at least they got that right. Which is exactly why I asked for an alternative option instead of asking for a change across the board. Trust me, I know what it's like to have something taken away that I preferred as is...so I make every attempt to not be that guy when I make requests like this one. I also understand that just like some players like it as is, the other half would prefer it something more along the lines of how I requested it...or at least this is my guess, heh. The more the options the better. 🙂
  15. That would absolutely explain the "stiff" feeling of the animations.
  16. Toggles at one time used to loop endlessly. I was very fond of this in those days and was pretty let down when that was removed and the toggle loop sfx was changed so that it died out. In the recent months I have been creating a lot of SFX Mods for teh community and recently decided I would take a stab at trying to bring back the endless loop for players like myself who preferred it this way. One loop in particular that I was extremely fond of was the loop that used to play for the Super Reflexes power, Practiced Brawler. However, I am 100% certain the control for this is server side, since there is no real way for me to accomplish this on client side, since even though I have full control over the actual sounds played, I have minimal control over how long they actually play for. Is there any possible way to change this so that it loops endlessly on client side, or will this always be something that is at the mercy of the Devs on server side?
  17. It's not just that for me. It is that, but it's also the very stiff animations. Those animations are similar to the /em Kata emote, formerly known as /em warmup. When I play around with Psi Blades, I feel like not only am I not using Psi Blades sometimes like the set indicates, but I also feel like I am in a fixed stance using Kata emotes instead of actually fighting and it just so happens that NPCs are getting in the way and getting themselves hurt, haha.
  18. No no, every attack has Psi Blade with the exception of the T9 and Boggle.
  19. I honestly wish there were a way to implement this and everyone be okay with it, and I am sure there is a way, however, nobody has thought it up yet. And since so many people seem to take issue with it, I would advise rather than asking for a taunt increase for Tanks, think up of a way to make it actually work and different than it was before. Unless a new type of idea that revolves around the aggro cap increase comes along, these guys and gals on these boards are pretty much always going to have the same answers. I'm with you, OP....I don't feel like it was as big an issue as what people make it out to be on these forums, but until a new way of implementing an aggro cap idea is created, their answer will always remain the same.
  20. Completely optional...of course. I have tried playing Psionic Melee several times and to be honest, I just can't. Those animations are just....blah. Very stiff, very anticlimactic and very boring. I know that not everyone cares about animations and the way a power looks, but I am not one of those people. I have to feel immersed into what I am playing to really feel the character and if the animations are poorly done, I simply can't get into it, no matter how well it performs. So here is my proposal to spice up the set with animations that have roughly the same casting times and would fit the theme. So one thing to keep in mind here, is that within my head, every single attack has a Psi Blade in hand. Mental Strike: (Spines) Assassin's Strike Instant Cast animation Psi Blade: (Claws) Shockwave animation Telekinetic Blow: (Street Justice) Crushing Uppercut Psi Blade Sweep: Stays the same Confront: (Katana) Calling of the Wolf Boggle: Stays the same Greater Psi Blade: (Staff Fighting) Sky Splitter Mass Levitate: (Fighting) Tough's secondary animation I think with these changes, the set would have a very appealing visual and would for sure spice it up a bit. Give it some thought, play it in your head a bit or even see the animations in your character creator and tell me what ya think.
  21. I ignore people just for existing in my world. If I so much as suspect there is a real life person at the other end of those pixels, they get ignored.
  22. To add to this, once this has been completed, anyone who makes a post that resembles one already in the index sticky, is reported and removed. That would also help tremendously.
  23. I would give anything to see the statistics on players who ask for nerfs and actually get the games nerfed, and how long they actually play the game. I can't help but imagine somebody who starts a game, then within a single year, go to the forums and start demanding nerfs, then within a year leave that very game after they get board with the nerfed version of the game that they themselves helped to create while leaving everyone else who has been here the entire time left with a game that lost something they once loved due to these nerfs. I'm willing to bet the statistics on this would surprise a lot of people. Too bad one doesn't exist.
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