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Posts
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Doesn't have to. Pocket D exists in its own dimension, and everything in it we stand on is just floating in air (take the Trucker badge, for example). Stick the normal AE building outside the D and make one of the teleporters in the D go to it. Done.
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Quote:It's been mentioned, but if you have enough knockback flying around such that enemies simply can't stand up long enough to attack, you are afforded perfect safetyThrowing an enemy backwards looks cool, but just moving them from point to point B rarely gets much done. It can, occasionally. That's a good argument to have 1 or 2 knockback powers. But not enough of one for what's going on with Storm, for example.
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The difference between Super Leap and Super Jump was my point. They're two different powers, that do two different things.
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It's a big difference. Super Leap doesn't increase their speed.
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Not true. They have Super Leap, not Super Jump. This isn't to let them keep up with you, but to allow them to reach high ledges they wouldn't otherwise be able to reach (which would leave you without both your firepower and your protection)
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I don't know why anyone would wonder, since Avatea specifically said so.
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Obviously, PK just /gfriends too many people and then they realize what an atrocity they've commited and atone for their sins
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I read up to "AE in Pocket D", which is something we've been asking for since we found out the "cross faction" AE was in the RWZ. At the time, the argument was that it maintained the "cross faction teaming only at lv35+", but with the removal of the level restriction on the RWZ, and GR on the way, that argument holds no water.
Architect Entertainment is designed for entertainment, and doesn't belong in the middle of a war zone. I can see the argument for entertaining the soldiers, but then it should be a partof the Vanguard compound, not a mile away. On the other hand, Pocket D is a night club, and excepting the Winter and Valentines events, is only there for charaacter entertainment. So why did Crey/Aeon build an AE in the middle of a war zone (a completely inappropriate spot for their dual business venture), and not next to the interdimensional night club? -
Quote:The Fear powers in the Presence pool actually suck pretty badly. The only reason I want them at all is that I'm holding out for Dark Miasma to be 'ported to Controllers, so that I can make a Mind/Dark Controller with the Presence pool, and have 4 Fear powersI'd actually support this for PvE, but I'm not sure how it would operate with PvP since you're essentially giving a hard to resist mez effect to everyone without much in the way of cost.
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I have no objection to "more than two builds". Heck, make it "as many builds as you want to have" while you're at it.
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pohsyb. He was in charge of it in the first place, IIRC, so he'd be the one to contact.
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I admit I haven't run the Cavern of Transcendence Trial very much (or recently), but the only real hard part I've ever had is with reaching the room, not clicking the glowies and killing the monster. IME the one thing that makes the Trial quick and easy is to have someone on the team with either invisibility + recall (or Summon Teammates, Assemble the Team, etc.) or Personal Force Field + recall.
Unless your team is just incapable of dealing with Igneous, or someone drops off the team before the 8-person simul-click, the final room is very easy. -
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I don't believe that's correct. I can't recall any instance of KBing a Tsoo using a KD power (unless the Tsoo was gray). I also just checked the Tsoo versions of [Resistance], and none have a KB weakness. Compare to [Clockwork.Clockwork Minion Powers.Resistance], and you'll notice Clockwork have negative resistance to Sleep, Knockback, Knuockup, and Repel.
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Forum cartel? What forum cartel?
Also, I think I've given out negative rep maybe 3 times, ever. And one of those was because je_saist's crusade against Windows was finally getting on my nerves. -
Not really. The only case when I'd go for specifically slotting defense in CJ is if I've got no other defense powers left to use for defense sets, or if I'm trying to softcap an SR using just SOs.
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This will keep the in a spot if they're already there (up to a point; with Fear or Sleep they'll run as soon as you hit them). You've still failed to address my question: How do you plan on moving targets closer together with any of those mezzes?
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Offhand, the only comparable platform to the iPhone I can think of is the MyTouch. The iPhone runs on the iPhone OS (which is essentially mini-OSX), while the MyTouch runs on Android 1.6 (an extremely unconventional Linux distro)
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Quote:Unless he expands his list to include Regeneration, that's not the way I read it. Looks to me like any powerset on that list won't cause redraw for another weapon, but weapons already don't cause redraw for themselves. I read the entire think as a joke.This means that, for example, if you have a DB/Regen, rather than having to re-draw every time you use one of your secondary powers, you can just keep attacking.
But then maybe I'm just a pessimist. After all, it is possible to combo the Patron mace powers or the Munitions APP Assault Rifle with other powersets in this list, and those do cause redraw normally. On the other hand, the list doesn't include normal Assault Rifle or Katana. -
And then the list of powersets which work under the "new" system (ie: don't cause weapons to redraw) are... weapon sets, which already don't cause weapons to redraw
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Quote:I'd like to see how Immobilize, Fear, Hold, or Sleep will draw enemies closer together. And Taunt only works if the enemy is in melee mode, has no ranged attacks, or you run around a corner from them.Correct...well except for immobilize, fear, holds, sleeps, and taunt. But besides those, you're absolutely correct.

I can understand why you might see it that way. But purely from analyzing how the powers system works, that's not the case, and the two statements are in fact different. -
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"I thought you were a heroo~o"
*Runs away from angry Clockwork, screaming for help*

