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Everything posted by Psyonico
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Except for DDR, it gives you that. Also, if you team, it's helpful to others.
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The Electric Melee version is knockdown. CoD has it at mag .64
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Right there with you, I know how it's supposed to be pronounced, but my brain refuses to do so.
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So, your changes to Super Reflexes seem super overpowered unless you lower the defense values, which, to me is a nonstarter. SR is about dodging, so it should have high defense. Also, turning the mez protection into an auto power? That just sounds crazy overpowered. I could see an argument for turning it into a toggle, but there is a trade off there, in that it could no longer stack with itself. Finally, I disagree with you that SR is particularly endurance heavy. It has 3 toggles and 1 click that is used regularly. The toggles are not higher cost than other sets and there are fewer of them. The click power actually works out to be less endurance per second than a similar toggle.
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As does Ice Armor, which is more defense based than Bio.
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The description is a little misleading. I believe that 5% is unenhanceable though.
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If you're using generic IOs, there is no reason to have a second build, since the boosted set IOs still provide better performance and either way you don't have set bonuses.
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See, this really complicates things... Not only would all toggles in power sets with a revive need to be reworked, but also all power pool toggles as well... THEN you'd have to have weird if statements that would depend on how you were resurrected... Not sure that part is possible. Also, if toggles only suppressed, that would mean if you were rezzed by anything else, your toggles would go on cooldown *after* you resurrected. Since not all toggles have a 1 second or less cooldown, this would end up being a nerf to any rez that is not a self rez.
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Sure... If I'm playing a 50, I'm (usually) doing a WST. Since they come at all level ranges, I don't see that changing. But that's the reason I don't boost every IO, I exemplar.
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I don't slot them everywhere, but at certain times I use Boosted instead of attuned and I exemplar all the time.
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I should point out that Phalanx Fighting provides a straight 5% defense to all vectors regardless of if you are near an ally or not. I've only ever played this combo as a scrapper (and also took Spring Attack). While SA is fun, if memory serves, it does less than 1/2 the damage of Shield Charge or Lightning Rod. Also, I see you skipped Chain Induction. This is a pretty solid AOE attack (that gets slotted as ST) so IMO its worth more than Lightning Clap, especially since you don't have another stun to stack with it (its only mag 2).
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Unless you exemplar, which was my point. Also, there would be a cost for whatever material de-attunes an IO.
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There is already another tradeoff. That being that boosted IOs don't carry their set bonuses down below 3 levels below whatever level they are.
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They cannot, but you can choose between 2 different swords.
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Also Arsenal Control. That doesn't suppress either. Or the pbaoe auras (steamy mist and the likes) but they also don't provide full invisibility by themselves.
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It used to, and it still does while in Granite, but in the patch that buffed Stone Armor, they removed that part from non-granite use. Also, Crystal Armor grants +recovery, so it isn't that bad on endurance either.
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Yeah... Looking at the gifs you've put in this thread, to me it makes the game seem choppy and unpolished, so the "dramatic impact" is lost on me. Should I hazard a guess, I'd say anyone who hasn't spent 20 years playing games that have hitstop would feel similar.
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I would personally avoid shield/rad. It's a great combo, sure, but it is also very endurance heavy. Mine didn't get endurance under control until incarnates. As for my recommendations, I want to say Super Strength. Rage (especially if you double stack) brings damage to really good levels, however, Foot Stomp doesn't benefit from Gauntlet's AOE increase, and I personally don't like the rage crash. A couple of my favorite tanks are Bio/Energy and Bio/Spines. Spines is better for AoE damage while EM is better for ST damage. I've got an Electric/Electric that is a lot of fun, but the Toxic hole is painful on Apex. Battle Axe is a good set, especially with Axe Cyclone. however, it is also endurance heavy, so I'd pair it with something that has some endurance management.
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My first Corrup lf God power combo set ideas
Psyonico replied to Cold Hard Cash's topic in Corruptor
I haven't played this exact combo, but yes, it should be very strong. A great recommendation. Love mine. -
I've repeated individual sets a number of times (I have a bunch of Trick Arrow and Poison toons, for example) but I've only repeated powerset/AT combos on accident and I usually end up deleting one of them when I realize that I have 2 of them.
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I'm going to disagree with you. Like Rudra said, the momentum of a giant weapon is significantly greater than the momentum of, say, a rapier. Knowing this, a Titan Weapon would, to me at least, feel weaker if it stopped part of the way through every single enemy. Now, if it were possible to only implement this on something like a Goliath War Walker, then I could see it. Yes, the momentum of a Titan Weapon would be significantly reduced against the inertia of something that big. But to my knowledge, that would be outside of the engine's capability.
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Cross Punch is actually a decent cone attack, and taking both Boxing and Kick increases its damage. The Superior Might of the Tanker process (recharge/+resist) grants 6.7% resistance to all and can be up pretty much constantly (and can stack with itself). Mids, however, doesn't show the resistance it provides in the totals tab. So there's the reason why Tough isn't needed. I'm on my phone, so still haven't gotten to look at Mids, but hearing Superior Avalanche tells me this is not a beginner's build. The non-superior version of Winter IOs (not including Winter's Gift) regularly sell for 20,000,000+ for each enhancement. Additionally, you can only slot the Superior version (or use a catalyst to turn a regular into a superior) at level 50.
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Set bonuses (including the winter's gift unique) work regardless of if the power is used or not, so no, Super Jump wouldn't have to be on. I personally like proton shift and Devastating Blow, but they were likely skipped on that build because they have long-ish animation times. I am not looking at the build, so I can't comment on not taking tough, but perhaps the build is capped to S/L resist without it?