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Bopper

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Everything posted by Bopper

  1. Power Boost + Farsight. Two minutes of awesome.
  2. All travel powers suppress its speed when you attack. Infiltration is no exception
  3. Funny enough, it was a bug report mentioned on Mids discord that even brought this to my attention. Shout out to Koopak for the find (btw, Mids is still bugged haha)
  4. You're in the Announcements and Information/Announcements forum. What do you mean no Announcements? Edit, I see what you're saying. There was no duplicate post in just the Announcements forum. Likely an oversight.
  5. Probably to give the set a travel power and to remove one power that mostly did the same thing as another power, thus choosing to combine them.
  6. If you want your voice heard, here's your chance. Head over here and vote on what you want the Stealth power to be called going forward. Quick backstory: in Page 2, Invisibility was replaced by Infiltration and the effects of Invisibility were merged into Stealth. So now having Stealth is like having both Stealth and Invisibility in one power. However, there is discussion on what the power should be called, so this is why the community is being asked for their input directly.
  7. In my opinion, no. Both powers are suppose to only suppress if you affect someone other than yourself. So EndActivate should not be used. These are the triggers currently set for suppressing some of the stealth (19') in Stealth. Attacked should be if you attack someone, Helped should be if you helped someone (you healed an ally, or buffed them with your tactics, etc), HitByFoe should be if you got hit by an enemy (not necessarily attacked, just hit, I think), MissionObjectClick is if you click an object, and CommandedPet is if you command your pets to do anything. All of those would fall into the category of either affecting someone else or being hit by an enemy. The EndActivate is basically using any power which is unintended behaviour. EDIT: Here is evasive maneuvers defense effect. It was told to us that you only keep the defense if you don't affect others (if you are attacked it will not suppress even if you're hit). It's the same situation, all the other suppression effects fit the intent. Only EndActivate is the sore thumb.
  8. yup, basically everything that can build up Arcane Power from Sorcery can suppress Stealth/EvMa, as both use EndActivate as an event trigger.
  9. Enhanced, you're looking at providing ~19 absorb per second. Providing anyone the equivalent of 19 HPS is significant, especially from a non support AT.
  10. I asked UberGuy about it, he thinks his parser might actually be bugged. So standby on any conclusion. But the fact you are seeing CJ and SJ causing suppression, it strongly hints at the fact EndActivate is being used erroneously.
  11. Actually, I think you're right. The suppression should be for 10s, and I think the problem is EndActivate. That would make every click power cause suppression which seems overkill. I don't know what Defiant is either
  12. That is WAI. Stealth provides two stealth effects, one is 36 feet (the old stealth) and one is 19 feet (which combined makes it 55 feet, the old invisibility). Invisibility used to be OAS, now that that has been removed, there are new suppression events that are used to cause effects to suppress when you're not only affecting self. In this case, turning on Super Jump suppressed the 19 feet, but you still would have had 36 feet of stealth active
  13. Necro-bump, as a new PSA should be made. Power Transfer now works as originally intended and multiple auto powers can proc PT: Heal at the same time.
  14. The hidden section is mostly extra details. You aren't seeing every single power that was missing critical effects entirely or having wrong chances that were lower than intended. The summary statement of "all stalker crits should now follow these rules" was supposed to cover most of these issues. For the most part though, pvp had most of the bugs for stalker crits.
  15. They were not lowered. Only thing that was changed that I know of was Scrapper Ninjitsu Shinobi-Iri had its 70% crit chance buff after 20s changed to 65% chance buff after 8s for ST and 30% for AoE after 8s. Stalkers had a critical hit consistency pass that was more of a bug fix sweep. If anything there were more buffs than nerfs
  16. Group Fly increase in popularity does not qualify as a Nerf. And when that increase in popularity is due to reading patch notes, it really doesn't qualify as Stealth.
  17. This might help you see how the Live vs. Page 2 compare.
  18. You might consider how much you want to invest in jump from Infiltration if you're using SS. Remember you can use SS and Athletic Run at the same time for free. If that's enough jump height alone (with Momentum sometimes allowing more jump height when built up), then maybe you save a power pick. But if you want the extra height while getting LotG out of it, then Infiltration all day
  19. You will have the Immobilization protection (8.3 mag) and movement control (4000%) of CJ. The defense stacks with Infiltration's defense, but keep in mind anything that breaks your stealth will also break your defense in infiltration. I recommend testing it though. Use CJ and Infiltration together, in and out of combat, and provide feedback of what you find. Travel powers got heavily discussed throughout the beta testing process, but I dont think I saw any testing in regards to the new travel suppression while in and out of combat.
  20. There really isn't much of a difference to Granite armor between Live and Page 2 (upcoming). Before, I believe Granite Armor would use exclusion group logic to detoggle all of your travel powers, now it disables your travel powers. Either way, you're still going to be slow. As for updating this build, I sort of already have...but I didn't post anything about the change. In I27, Fold Space came out and it is fantastic...especially given the fact I don't move fast. So I replaced Taunt and Assault for Combat Teleport and Fold Space. I think I shifted a few things around to get Fold Space to have 2 recharge IOs. That's it, nothing too exciting. I am not sure if there will be any changes coming for Page 2 with my build. Now that speed caps are increased I may look to add a travel power to use outside of granite, but with all the buffs to Teleport that might be unneccesary as I'm pretty sure TP is faster than the new Super Speed, still.
  21. Last I recall, not very good. Liquefy summons two pets: one that lasts 3s amd another that lasts 30s. The 3s pet takes the damage and hold procs, while the 30s pet takes the defense debuff amd tohit debuff procs. The 3s pet is mostly a waste as you only get one proc chance while the 30s will give you 3 proc chances. I believe both pets are 25 ft radius so a 3.5 ppm proc only has about 15.3% chance to proc per target.
  22. I can't confirm as I have not tested it, but I did look up the power info on it. You are correct; Panacea will have a chance to proc on any ally the power affects, so you seeing teammates and pets being beneficiaries makes complete sense. First, a breakdown of the power. It has a 200s base cooldown and when cast it summons a pseudopet. That pseudopet lasts for 90s and has a 40 foot radius. For the psedudopet, the large radius floors your proc probability to 9.5%. However, you can hit up to 255 targets in that 40 ft radius, so you certainly have enough chances to see it fire on somebody. Plus, it lasts 90s, so you get 9 proc chances with one summon (0s, 10s, 20s, ...80s. You don't get one at 90s because it will die off just before another proc chance). On top of the pet proc'ing, I suspect summoning the pet will also have a chance to proc on you. This is the part that I would need to test to confirm, but I wouldn't be surprised if there is a 90% chance to proc on yourself everytime you summon the pet.
  23. Activate Quick Form in the Inherent powers (bottom of the UI).
  24. Added Regeneration is independent. So using a +regen power will not change the contribution that you get from the Regeneration proc. The only thing that changes your performance is a change in your max HP. If your max HP goes up or down, the HP/sec that you get from the Regeneration proc will go up or down with it.
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