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Some Random User

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  1. Edit: This concern has been debunked. Original post: I recently slotted the Power Pool "Fly" power and wound up asking around if other players felt the need to slot large numbers of Enhancements to increase their movement speed in that power. Several players tried to tell me the wiki and the tooltip are both wrong, that there is an undocumented hard cap on Fly's movement speed, and that the power hits that hard cap without being slotted. The tooltip currently claims that an Enhancement does increase movement speed while flying, and the wiki is silent on the topic. Two things: [*]Could someone who has access to the code under the hood confirm or deny this? [*]Once we have a confirmed answer, could we either update the wiki or (preferably) the in-game tooltip with a note about how the power should be slotted?
  2. I have only played this Stalker, but this is favorably fun compared to my other most played (a Brute). The solo play works and when in a party without a tank, getting to initiate is a fun alternative to what most groups are used to. I will have more of an opinion after I slot I.O.s later.
  3. At least tell me why nobody is responding?
  4. I recently made a Staff/Ninja and took Super Jump as a travel power. Things have been going fairly well, with my intuitive decisions on the build working decently without much difficulty. I've even dipped into Concealment so I can give my teammates Stealth. What I'm mostly interested in is the community's thoughts on Enhancements, specifically. I've been struggling with Enhancements because when I originally played (around I2-I6) there were only T.O.s, D.O.s, S.O.s, and H.O.s. Nothing else existed back then, and I've been getting frustrated with the idea of already crafting sets. When level 25 I.O.s became available I expected to slot them and not reslot them until post-45. Other questions: Although I'm mostly worried about Enhancements I'm also interested in power selections in the Primary and Secondary sets. Insights are appreciated. Is there a specific travel power that is an especially good idea for this powerset combination, possibly because of what else is in the pool set? Also, any possible pitfalls this combination may run into at higher levels (>35, >45, =50).
  5. I got the error as well. Says "unknown auth error: -1" on crash.
  6. This has been very helpful. I've been flying around with Hover and smacking bad guys with a sword. The costume has animated beating wings that are smart enough to behave correctly when in flight, and the attacks are effective enough to feel they meaningfully impact. The build is working out really great overall. At this point I'm speculating on how to get a "fiery sword" thing going on with the blade for that full "wrath of god" look, but changing powersets seems to be the only option. Unfortunately, the sets that have fire sword visuals usually only have one or two attacks that use them and they don't get drawn and stay out like in the weaponry-related powersets. That means I'm probably going to be staying with Broad Sword and looking for a cosmetic solution, if one turns out to be available. I'm interested in the debuff that the sword attacks apply. Can I get some personal "quality of life" opinions on Broad Sword's debuffs versus the mez effects other sets apply?
  7. Back in the day I downloaded a flashy program someone made to allow me to spec out a build and see the math I'd get. I presume there's no way to do that with the revised mechanics. Can you give me some guidelines for how I should decide on where my Enhancement slots get assigned along the way? I'm presuming Hover isn't a bad idea for (+Def) but how many slots to use is probably an important part of that. I had an Invuln./S.S. Tank some time around I4 and remember Invuln. Tanks being End. guzzling hogs because of the toggles. I presume that isn't the case any more, but are the toggles worth burning more than three slots on (for Resistance Increase S.O. x2 and End. Reduction S.O. x1)?
  8. I've recently made an Invulnerability Brute and I quickly realized that some of the game balance issues I remember have been fixed, altered, or rebalanced. I'm interested in getting a refresher on the Invulnerability powerset (and, specifically, how this powerset differs from old and current Tanker builds). One thing I remember from back in the day was the endless complaints on the user forums about Resistance being stronger than Defense. That doesn't seem to be the case anymore and kind of kneecaps a Resistance-focused powerset (or does it?). Input is greatly appreciated. I am trying to do sort of an "avenging angel" thing. Currently I'm building a Brute with Broad Sword / Invulnerability / Flying. The idea was to get a Defense bonus from Hover, and to float around Mission maps smacking bad guys with a sword. I do care about being a competent build in terms of numbers, and if I can learn more about Invulnerability, Resistance in general, and Brutes while I approach this somewhat unique build I'd like learning from the experience.
  9. Looking for others who were in either the Taxi Bots or one of the many ancillary Super Groups. Please post in this thread then reach out on the servers. To contact this user: @Radioactive Pulse
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