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Mr Pierce

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Everything posted by Mr Pierce

  1. Do I see a fire dominator with an assault rifle? AR secondary inbound??
  2. Looks like Rocky is the winner. Might do Earth/Thermal or Earth/Sonic for the additional resistance buffs plus all the debuff. I had considered Earth/Ice for a crystal theme, but if Rocky is resistance based, then the ice shields might not do the job. Thank you guys for the help!
  3. Illusion pets can't be buffed. Which doesn't serve my idea. That's why I didn't specifically mention them. Sorry for not making note of it. I want a single pet that I can just dump everything on and make a beast. Edit: Well phantasm can, but he's on a timer and has a boatload of KB. I want a permanent pet that I don't have to waste slots on with KB to KD.
  4. Title says it all. Which pet is the best for solo content? The idea is to make a controller that takes all of it's buffs and puts them on a pet and makes them uber. So I need something that can take aggro, deal decent damage, and has some level of survivability. Last I checked, Imps do the most damage, but there are three of them AND they are super squishy. Stone and Ice seem to have really great starting points. Is the wolf from Dark better than them? Singularity is great for survivability, but does mostly holds and things. Same with the Symphonic pet. Is this even viable in the first place? Does anyone have the numbers on DPS for the pets? That would help.
  5. Initial reaction is simple. You can keep the level smoothing of powers, or revert it back. I'm fine with either. I can see both sides of the argument. HOWEVER, the best change here is the option to choose a power on all secondary sets. So if nothing else changes, I beg that you please leave that in no matter what. It's amazing and opens up so many of my builds.
  6. I'm throwing my hat in with the pro-clicky crowd. I don't mind it being a clicky, since I can target who I want the debuff on. Sure, it makes it a little cumbersome, but it is LEAP YEARS better than the inherent on live servers. I have never liked the random nature of it. I feel like most people would agree with that much. In other words, I'm down to try other ideas, but please, please do NOT give up and go back to the live inherent.
  7. The results for our Costume Contest went as follows: 1st Place: Aegis of Atlantis 2nd Place: Munkey 3rd Place: Holomancer
  8. Happy Anniversary, Excelsior! The Omega Factor SG is celebrating our 3rd year being back together with a fun little Costume Contest. On Saturday, June 25th at 7:00pm ET in Echo Plaza, we're hosting an open themed CC for you to showcase your very best attire. Bring anything you want! We will be giving out individual rewards as well as large prizes to the top 3 winners worth nearly 2 billion influence!!! Omega Factor is a tight-knit group of friends and family who have been together since the original game was live. We play late at night and tend to be Task Force focused. Omega Factor takes the game serious, but always keeps things light and fun. We will be looking to expand our ranks (and play hours) to all of you who might be interested. Discord is a must. We can't wait to see all of your fantastic costumes! Details Date: Saturday, June 25th Time: 7:00pm ET (US Eastern) Theme: Open Ended (Best of the Best) Location: Echo Plaza Note: Echo Plaza can be accessed through the Long Range Teleport power, or through the white truck in Pocket D (indicated on your map on the blue side near AE, not the one under Null the Gull). PRIZES: 1st Place - 1 Billion Inf 2nd Place - 500 Million Inf 3rd Place - 250 Million Inf Honorable Mentions - 1 Million Inf each
  9. While you are working on this, can you please change the Corsair gloves and boots set so that it is ONE piece that cycles through the various options (peg leg left, peg leg right, no peg leg, etc). I am thinking something along the lines of what was done with the Black Knight set. One boot that has several options (spikes, no spikes, etc). I get SO tired of having to scroll through 6 corsair pieces every time I am looking at boots or gloves.
  10. No, I get it. I appreciate the response. I don't think it pushes people to play safe. Some might, sure. I think it does have the same issue as the current passive, which is to say sometimes it's just useless. The -end, at least to me, just feels like an afterthought. Perhaps mine would end up being that way as well. It was an idea I had and wanted feedback. Now I know it needs work.
  11. Incorrect. If you had read the explanation, you'd see that it actually incentivizes the defender to do their job. If you are buffing and healing the team, and doing it well, you get a damage bonus. If you're dumb and just attacking, and the team is dying, you get punished. It works perfectly.
  12. Sounds like you need to find a solid SG with capable teammates. I don't typically have this issue. Even with the occasional pug, you wouldn't be "punished" that badly. If the team is that split up, you have a lot bigger problems than the Defender's passive. Not necessarily. If you make it so that the player counts toward this new inherent, then even with no teammates, so long as you are healthy then you would be getting the buff. Solo is still viable with this change. Even then, I don't think leaning on the whole everyone needs to be able to solo in a Massive Multiplayer Online game is that great in 2022, but you do you.
  13. Here's my simple proposal. It combines the two current passives into something that I feel is more useful. You make it so that defenders start with the 30% damage buff, and as their teammates health drops, they lose a percentage of that damage buff. It would work just like the endurance discount does now, but reduces the damage buff instead. You can scrap the endurance reduction. We don't need it. This simple change makes it so that a defender is incentivized to heal/protect their team so that they benefit from the damage buff. It rewards them playing properly. It also gives defenders who are on a strong team something extra to help the team out. They can buff/debuff and then go back to blasting away.
  14. Here is my build for it that has Fold Space. It is an AOE monster and works in all content. The only thing I've struggled with is Recluse in the Ms Liberty TF. If you want some changes let me know and I can always tweak it for you. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Ice Armor Secondary Power Set: Spines Power Pool: Speed Power Pool: Teleportation Power Pool: Fighting Power Pool: Leaping Hero Profile: Level 1: Frozen Armor -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(3), ShlWal-Def(3), ShlWal-Def/EndRdx/Rchg(5), Rct-ResDam%(50) Level 1: Barb Swipe -- Hct-Dmg(A), Hct-Dmg/Rchg(5), Hct-Acc/Dmg/Rchg(7), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(9), Hct-Dam%(9) Level 2: Chilling Embrace -- PcnoftheT-Acc/EndRdx(A), PcnoftheT-EndRdx/Rchg/Slow(11), PcnoftheT-Dmg/Slow(11), PcnoftheT-Acc/Slow(13), PcnoftheT--Rchg%(13), PcnoftheT-Rng/Slow(50) Level 4: Spine Burst -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(17), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Rchg/KDProc(21) Level 6: Wet Ice -- EndRdx-I(A) Level 8: Hoarfrost -- Prv-Absorb%(A), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23), Prv-Heal/EndRdx(25), Prv-Heal(25) Level 10: Taunt -- PrfZng-Dam%(A) Level 12: Icicles -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(27), SprMghoft-Acc/Dmg/Rchg(27), SprMghoft-Dmg/EndRdx/Rchg(29), SprMghoft-Acc/Dmg/EndRdx/Rchg(29), SprMghoft-Rchg/Res%(31) Level 14: Super Speed -- Clr-Stlth(A) Level 16: Ripper -- Arm-Dmg(A), Arm-Dmg/Rchg(31), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(33) Level 18: Glacial Armor -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(34), ShlWal-Def(34), ShlWal-Def/EndRdx/Rchg(34) Level 20: Teleport Target -- RechRdx-I(A) Level 22: Combat Teleport -- WntGif-ResSlow(A) Level 24: Fold Space -- Acc-I(A), RechRdx-I(36) Level 26: Energy Absorption -- ShlWal-Def(A), ShlWal-Def/Rchg(36), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(37) Level 28: Impale -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Rchg/SlowProc(37), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39) Level 30: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(40), ImpArm-ResPsi(40) Level 32: Build Up -- GssSynFr--Build%(A) Level 35: Quills -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(43) Level 38: Throw Spines -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45) Level 41: Boxing -- Acc-I(A) Level 44: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-EndRdx/Rchg(46), ImpArm-ResPsi(48) Level 47: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(48), ShlWal-Def(48), ShlWal-Def/EndRdx/Rchg(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 14: Speed Phase 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 4: Ninja Run Level 50: Cardiac Core Paragon ------------
  15. Would you say that this is still true with the changes they made in Issue 3? Combos don't have to hit to continue. I have a Bio/DB tank and I am not sure what powers to take from DB. I have room for most attacks, but was curious if it was worth it or if I am better off putting in stuff from power pools.
  16. I currently have a Fire/Ninja blaster that is 48 and I am enjoying it quite a bit. However I recently made Fire3 Blaster and I'm liking it more, for all the obvious reasons. So now I'm doubting the /ninja build as I don't care to have two fire blasters. From what I've read /Ninja pairs well with ST damage. That makes me think that an Ice/Ninja blaster would be fun. Should I scrap the Fire/Ninja for an Ice/Ninja? What are the pros and cons? Thanks! TLDR: Fire/Ninja Blaster or Ice/Ninja Blaster? Why?
  17. You can't use Dark Regen if you're on your butt. Also it won't hit Recluse unless his towers are down. Feels bad.
  18. I can confirm this. I put 18 KB on my Dark tank once, just to see if Recluse could still knock me on my butt, and he did in fact do it. When I sent it in as a bug to the Devs, they came back with "we don't know why you're still getting knocked down..." So I guess that's why. Also a lot of you guys don't understand the difference between KB Protection and KB Resist. Thankfully someone explained it in better detail than I ever could. (ie, KB procs don't fix the issue)
  19. Is there a good reason for certain power sets to not get KB resist at this stage of the game? Dark, Fire, and Electric tanks can have a mag 20 KB protection and still get knocked on their butts against some of the harder AVs in the game. I understand some of the other ATs not getting the KB resistance for these power sets, but I don't see why that is true for any tank. There doesn't seem to be any trade-off for losing this resistance, so why not give it to them? Just a thought.
  20. I also have to question this change as well. That's ridiculous. Either these boosts need to see substantial buffs or the price come down. I use this on new characters for the first few levels (25 or so). There is no need to raise the price this much for a level 1 character. Increase it over $1,000 if you must, but $2.5 mil is a bit extreme.
  21. I know, I know. There are tons of these. Hell this is my second thread about Rage in this forum. But hear me out! What if Rage were changed to a 60 second Build Up that gets gradually weaker over it's duration? Keep the 80% damage buff, but have it fall off every few seconds. 16% every 12 seconds seems reasonable. Either give it 120s recharge to make it a steady damage buff OR 240s recharge if you feel it's too good. Here's where I may lose some of you. I would offer two suggestions in addition to the changes above: No crash or debuffs. Remove all of that nonsense, as that is what most people dislike about Rage and it would no longer be necessary to balance it. Add a small buff to other Super Strength powers to give the set flavor. This could be things like 100% to stun on Haymaker, add damage to Handclap, remove KB on hurl boulder, and increased range and knock up on Footstop. Turning Footstop into something more akin to Mighty Judgement makes me extremely excited. I feel like players could really get into things like that and it allows the Devs to give SS more without increasing the base damage. (Though I feel like Jab would still need some love). If something like this were implemented, I think it would then allow SS to be translated over to Scrappers and Stalkers without much concern. Stalkers would get the standard version of Build Up, but I'm not sure if they would still have the bonuses? I think it would be fine, but maybe some tweaks would be needed. Food for thought. What do you guys think? Feedback welcome. What sort of flavor would you like to seen added?
  22. I would love to fit in Stone Spears somewhere, but I don't think a single target knock up can replace a Mag 2 Hold. Also, there might be an argument to give this build Fissure in place of Salt Crystals and just remove the damage. Might be too much if paired with Tremor though. I need some feedback!
  23. I was talking to some of my SG mates tonight and we all realized that there was a super low hanging fruit that the developers could use to get an easy win with the players: Earth Manipulation for Blasters. It wouldn't require any new FX or animations. All you would need to do is cobble together things from Earth Control and Earth Assault from Doms, then tweak a few of the powers to fit the typical Blaster secondary. With that said, I thought I'd take a stab at putting a list of powers together and see what everyone thinks. Feel free to give feedback and input. I'll edit as we go to try and make the strongest possible build. If you look at most Blaster secondaries, you find that they have some semblance of the following mold: tier 1: Single Target Immobilize tier 2: Melee Attack tier 3: Single Target Hold tier 4: Melee Attack tier 5: Build Up tier 6: Recovery Toggle tier 7: PBAoE tier 8: PBAoE Hold/Stun/Disorient/Sleep tier 9: Melee Attack So taking that into consideration while also looking at the powers available to us from Dominators. I have come up with this design: tier 1: Stone Prison tier 2: Stone Fist tier 3: Fossilize tier 4: Stone Mallet tier 5: Build Up tier 6: Mud Pots (Add +regen and +recovery, remove endurance cost) tier 7: Seismic Smash tier 8: Salt Crystals (yes, sleep sucks, but it fits, allows for some solo builds, and gives us a skippable power) tier 9: Tremor What do you guys think? Did I miss anything?
  24. I need this in my life! I don't know how to solve the color issue but I love the idea and would open up so many more costume options without adding more patterns.
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