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kelly Rocket

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Posts posted by kelly Rocket

  1. 9 hours ago, JackDaniels said:

    If you look at the enhancement for the overwhelming force  it says Chance for Knockback to Knockdown so its not an always  like the sudden acceleration so its not going to happen all the time thats why i never use them 

     

    No it does not. It says Knockback to Knockdown, Chance for Knockdown. That's two separate effects.

    • Like 1
  2. 12 hours ago, Hyperstrike said:

    And if you overbuild your Defenses a little and keep an Insp combiner script ready, you can side-step the -Def fairly easily.

    A little? It's a -20 defense debuff, unresistable. Nobody builds for 65% defense. And no one should be forced to use insps for their powerset to function properly. SS/Shield is wrecked by that -20 defense debuff. It's probably fine for Tankers who can afford to overbuild that heavily, but Brutes can't really.

     

    Having to chew purples to survive automatically disqualifies a set from farming, since to be a really good farmer you need to be able to chew reds instead. SS/Shield was once a great farmer, and now is basically ruined for it.

     

    But even outside of farming, again, I still maintain that NO AT or powerset combination should ever be forced to use insps to compensate for problems.

     

    I'm fine with leaving Rage as is, except that I do want the defense crash removed. The rest is fine.

  3. Overwhelming Force in Jounin would be a much more attractive option if it weren't for one of the more curious vagaries of pet powers: The fact that pets cast at targets, never at the ground, and that any effects of a power expire instantly should the target die.

     

    So Jounin Caltrops often vanish within seconds. Because they cast them at a specific enemy, and then that enemy died. Poof, no more Caltrops.

     

    If they had Caltrops that works more normally, it'd work much better.

    • Thumbs Up 1
  4. 38 minutes ago, Sniktch said:

    You can taunt.  You can handclap.  You can Judgement.  Procs still work.  Not unplayable, just can't keep spamming damage aside Incarnate - requires you to pay attention to your status and adjust what you're doing.  Most folks just don't want to do that.

    Honestly I always just kept spamming attacks anyway. Works to taunt, and to build fury.

     

    I've never been bothered by the -dmg or -end portions of the crash, it's only the -defense that I hate, because it specifically hoses SS/Shield, my favorite combination.

  5. 10 hours ago, Trickshooter said:

    Well, I know it was specifically changed because changes to pet recharge rates made them very stupid, but I can't tell you firsthand how. I honestly never played a pet class before the change was made in Issue 14. But anyway, that's why kelly is suggesting that a new line is added to all powers that grant +recharge in the MM secondaries that instead grants +Damage to MM pets only, to make up for the recharge buffs that they're not actually benefiting from.

    Exactly.

     

    Long term, I'd like them to fix the AI so that they could remove the "immune to all recharge buffs and debuffs" on pet powers, but as a short term, interim fix, I figured letting those powers (Like Accelerate Metabolism, Speed Boost, and Chrono Shift) give a little damage buff would help.

    • Like 1
  6. I posted this suggestion during the forum upgrade and it got lost. 

     

    As we all know, pets are completely immune to all recharge effects. They cannot gain +recharge and they cannot be affected by -recharge. I hold out hope that one day the AI problems that prompted the devs to institute this restriction in the old days will be fixed, and we can go back to buffing our pets with +recharge. But in the mean time, rather than have all the secondaries with powers that grant +recharge not be able to benefit from those as much when solo... Could we maybe have the MM versions of those powers have an effect that grants +damage, but only to pets?

     

    It would appear to be possible, since the Support Core Hybrid Incarnate power has an effect which only applies to pets. So I have to assume that an "only if target is a pet" flag exists, and could be applied to other power effects.

     

    So my suggestion is that powers like Chrono Shift, Accelerate Metabolism, and Speed Boost be given a damage buff effect which would have that flag. I'd suggest about 60% of the +recharge amount. So a power that grants 50% recharge, would grant 30% +damage to pets.

     

    This would allow players to take those secondaries with less qualms. They'd still function exactly the same as before when you cast them on other players when you're teaming, but they'd also give your pets a noticeable damage buff, which would be useful both when teaming and when solo.

     

    By making it only 60% of the value of the recharge buff, we keep it relatively balanced. It's still not as good as actually buffing the pets' recharge would be (If the pet AI could actually handle it), because it's a lower value, it doesn't buff their support abilities the way that +recharge would, and it's also relatively easy to cap out pet damage, so at times it would go to waste.

     

    But it would be something at least.

  7. Since the forum upgrade ate my post before, I'll re-post my Bots/Time build here. I've had more fun on this character than any other I've made. Just hit level 50, and nearly completed the actual build in game.

     

    Hero Plan by Hero Hero Designer 2.6.0.0
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Time Manipulation
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Battle Drones -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(3), SprCmmoft-Dmg/EndRdx/Rchg(3), SprCmmoft-Rchg/PetAoEDef(5), CaltoArm-+Def(Pets)(5), SuddAcc--KB/+KD(7)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(25)
    Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(7), DarWtcDsp-ToHitDeb/EndRdx(9), DarWtcDsp-Slow%(9), PcnoftheT--Rchg%(11)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(31), RedFrt-Def/Rchg(34), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(36), RedFrt-EndRdx(36)
    Level 10: Kick -- Acc-I(A)
    Level 12: Protector Bots -- ExpRnf-Acc/Dmg(A), ExpRnf-+Res(Pets)(13), DefBuff-I(13), DefBuff-I(15), EdcoftheM-PetDef(15), SuddAcc--KB/+KD(17)
    Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48)
    Level 16: Distortion Field -- BslGaz-Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(17), BslGaz-Acc/EndRdx/Rchg/Hold(19), BslGaz-Slow%(19), PcnoftheT--Rchg%(21), Lck-%Hold(21)
    Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43)
    Level 20: Time Stop -- UnbCns-Hold(A), UnbCns-Hold/Rchg(42), UnbCns-Acc/Hold/Rchg(42), UnbCns-Acc/Rchg(43), UnbCns-EndRdx/Hold(43)
    Level 22: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(37), RedFrt-Def/Rchg(37), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(40), RedFrt-EndRdx(42)
    Level 24: Hasten -- RechRdx-I(A)
    Level 26: Assault Bot -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-EndRdx/+Resist/+Regen(27), SvrRgh-PetResDam(29), SlbAll-Build%(29), SuddAcc--KB/+KD(31)
    Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(34)
    Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Web Envelope -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Acc/Rchg(45), GrvAnc-Immob/Rchg(45), GrvAnc-Immob/EndRdx(45), GrvAnc-Hold%(46)
    Level 38: Chrono Shift -- Prv-Heal/Rchg/EndRdx(A), Pnc-Heal/EndRedux/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), EndMod-I(40), EndMod-I(40)
    Level 41: Slowed Response -- AchHee-ResDeb%(A)
    Level 44: Scorpion Shield -- LucoftheG-Def/Rchg+(A)
    Level 47: Power Boost -- RechRdx-I(A)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    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 -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy 
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50), NmnCnv-Regen/Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    ------------

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|

    • Thanks 1
  8. So I'm using version 2.6, and it won't save my options. Like if I toggle off the "use alternate colors for villains", for instance, and then close the app, it *seems* to stick, where if I open the application again by double clicking a villain build file, it shows up displaying blue, but then if I clear the build with the File->New / Clear option, and pick a villain AT, it goes back to red again, and if I open the options, that setting will be toggled back on again instead of still being off.

    It also keeps showing me all the tutorial dialogues that it's already shown me, whenever I open it again.

  9. Or you can make it really really strong and have it spawn near Ms. Liberty to get rid of everyone lolly-gagging around her. =)

    Wouldn't work... Ms. Liberty is combat enabled, so having it spawn near her would just encourage people to hang out there because then when he spawns they get to fight it with help from a probably unkillable Hero grade NPC.

     

    Also if the crowd around Ms. Liberty bugs you, just don't use her for training. Take the train to Talos, Luminary is literally *right* at the train stop there.

  10. From what I've seen, Elec control does a much better job than Elec Blast at sapping enemies and having it matter.

     

    My suspicion is that this is largely due to Conductive Aura, which continually drains endurance, so even if you're not slapping them with -recovery, you're still stealing away their endurance as they recover it and making it hard for them to use any of their stronger powers against you.

  11. Strongly recommend either Dark or Time to pair with Necro. The reason being that Necro is not a good damage set and never will be, but the Lich is an excellent CC pet, so what you want to do is pair Necro with a secondary that gives you even more CC, so that you can stack it all to oblivion and beyond, and nothing gets to move or attack :D

     

    Dark and Time are the secondaries that fit that particular criteria.

     

    Traps, Storm, and Trick Arrow would be choices that could possibly work as well, but I don't feel they CC as well as Dark and Time.

    • Like 1
  12. I see people say that Brutes don't manage aggro as well as Tankers, but frankly I can't think of a time I've ever felt like I *needed* more aggro generation than I get just by turning on the taunt aura. Could hold aggro just by turning that on and jumping into a spawn and never even bother to attack, tbh. I usually have Taunt, but it's just for tossing at runners.

     

    That's on my Brutes, since I don't play Tankers anymore.

     

    So I mean, yeah, Tankers have AoE Gauntlet, but I don't even feel like I *need* the ST Punchvoke on my Brutes, so it seems like a case of "Yeah, they're better at it, but who actually needs to be better?"

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