Mad Grim

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  1. When the set was accidentally slipped into beta, many people tried to get the dire wolf changed into something else, the common request being a bear. The dev response was that a Bear, and indeed anything not a canine/feline, would require an entire new skeleton and they only just figured out this one. So deal with the prehistoric wolf.

    As to concept, you don't have to acknowledge that its an extinct wolf, you could just say it is a particularly large white wolf. Scientifically, magically, technologically enhanced, or simply a mutant.
  2. Without IOs, it can be ready in half that. With them, its ready every minute, maybe less. Certainly every spawn, for me at least.
  3. Quote:
    Originally Posted by Kyriani View Post
    Are you entirely certain it's going to work this way cause right now on live with the travel pools it doesn't.

    To get Afterburner or Group Fly (the 4th and 5th tier powers) you have to have 2 powers from the earlier tiers.

    The leaked screenshots from Sorcery also show the 4th and 5th tier power descriptions saying they both require 2 powers from earlier tiers.

    Not for nothing but it almost seems like people are getting their hopes up.

    If you go by precedent, Then nothing is going to change except for their being a 5th power in each pool and you'll still need 2 earlier powers before you can pick the 4th and 5th tier powers.

    Then again you could be right and they could use the APP/PPP model where only the 5th tier power requires 2 previous picks. If you're sure can you cite where it was specified? I may have missed it in one of the coffee talks.
    Yes, it is certain it is goin to work this way in i24. Unless the devs change their minds, they have explicitly sated that it is going to work this way.
  4. Quote:
    Originally Posted by Thirty-Seven View Post
    To be courteous to Warshades and Bio Armor users?
    Good answer, you shall be spared when the takeover happens.
  5. There is something to remember here: Thunderous Blast will become an every spawn no crash power. It will aid immensely in draining. As well as taking more than half the enemy's end, it will floor their recovery long enough to kill them in most cases.

    As for how long it takes for the end drain to completely drain enemies now, it varies greatly on secondary. My first character was an elec/elec blaster and he's still around. Can drain a spawn quick enough with PS and SC that even my utter lack of defense and resistance won't make me die.

    On the other hand, I've seen an elec/cold controller drain an AV in just a bit more time than that.
  6. I don't think they have to do much to extend the nuke buff to kheldians, and I see no problem with doing that now. In my mind, I don't think kheldians will ever get the major overhaul you are talking about. One, because they don't need it, and two, because it would be more trouble than its worth. It'd make people angry (me included) to have their favorite AT redesigned. Mostly I see them just getting a few tweaks (more for PBs than for warshades) and Toggle Suppression.
  7. Quote:
    Originally Posted by ChaosExMachina View Post
    Per attack, yes. But a better analogy is a power that can floor enemy tohit but only if accumulated, and it WOULD be comparable to endurance drain.

    I can not tell how you are saying he is wrong. Either the enemy has endurance or not.

    My usual proposal is to add a - attack to endurance drain but negative discount may work. I would ask though to confirm that mobs even calculate endurance discounts?
    I believe that what Arcana is saying is that it is not all or nothing- having less endurance means that they can't use bigger attacks. So they don't have to be completely drained to take an effect, having a small amount of endurance heavily limits what they can do without them being able to do nothing. Hence the various suggestions of different endurance drain effects.
  8. Wow... thats... insane o,o

    How did I never notice that? It is rather counter-intuitive but still, its something you think you'd notice.
  9. Personally I use the Coral guy, because I need Leviathin Mastery.
  10. Mad Grim

    The omega slot

    Omega is in fact an enhancement of Brawl that lets it onehit everything.
  11. Water/Time Corruptor.

    Flow of Time.

    Was gonna be Temporal Drift, but that was taken.
  12. Mad Grim

    Ok, I give up!

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    This is really it. If you're playing Time right, no one should die anyways. Time is beastly.
    I wouldn't say no one, but its safe to say that if they do die they probably deserved it.
  13. Additional slots would be cool so long as I can just go get them and not have to respec, sending my trays into an unholy mess the likes of which have only been seen about eighty times already.

    Also I'm rather happy with my build. But I'm sure I could find a use for another twelve slots.
  14. Quote:
    Originally Posted by TwoHeadedBoy View Post
    This is the kind of PR the campaign needs. Viva La Abe!

    Seriously though, until we get toggle suppression, our crashing nukes are perfectly usable on tri form builds. I think Khelds are the only AT who can make builds that use crashing nukes with no consequence to speak of.
    Indeed. War's Herald has great fun turning from an ethereal werelobster into a (comparatively) squishy human only to explode all over the unsuspecting enemies, then pop a blue and rain eldritch death from above.
  15. Personally I'd leave frag out and keep both pets, and omega maneuver.

    Because Omega Maneuver looks really cool.
  16. Forgot to say- I'd slot it with more def than healing. The regen isenourmous, but pets don't have enough health for it to keep them alive. Unlike defense, which they have plenty of.
  17. Temporal selection is probably the only thing in Time I skip. On MMs sometimes I'll take it, though. Flash Freeze is really just a bad move though, and I'd take TS over it.

    I'd say with Fortify Pack, while normally essential to slot with lots of def and healing, isn't so with Time. Time has a reliable heal and provides plenty of defense itself, so unlike say Sonic, using fortify pack is optional. You need to pick it up for the offensive bonuses of course, but you don't need to put so many slots in it.

    On anything other than Time I'd always six-slot Fortify Pack, but on Time, if you need the slots elsewhere, it wouldn't hurt to just put a couple recharge in it.
  18. I'm not exactly getting what Watchdog has against Short Circuit. He keeps saying that endurance drain doesn't work unless you use it... so what? Use it. Its not hard to use an enormous (seriously, its huge) PBAoE without dying. The other powers are basically supplementary in matters of draining, and their uses could be improved, yes. But discounting the best draining power you have is silly. The end drain on all powers does not need to be higher than the damage because he difference is made up with SC.

    Arcana's suggestions of a change to how the drain works does seem good, and would definitely solve end drain not being as useful as it should be.
  19. Why can't snipes be like Assassin Strike? Normal snipe outside of fight, quicker inside. Would warrant a small decrease in power, but would be worth it to actually be able to use it.
  20. Mad Grim

    Ok, I give up!

    Quote:
    Originally Posted by _Klaw_ View Post
    In all seriousness Time Manipulation totally needs a rez for thematic reasons. A group rez as well just like HT.

    Edit: In fact ideally it should be a group TP with rez. It can have a limitation to stop it being used in combat 'your teammates are left dazed and confused by the process of being pulled through time'.
    The problem with that is that, at least for me, there is only one power I'd consider parting with- Temporal Selection. Because I'm selfish.
  21. Mad Grim

    Illusion dom

    Illusion on doms would not even be as powerful as illusion on controllers, let alone moreso. As outlined by Snowzone, Assault sets have almost no compatibility with Phantom Army. Time and Rad specifically have an absurd amount of compatibility with PA, both having -def, -res, and +rech on yourself to have more uptime. With doms you have none of this and therefore no way to 'buff' PA's damage outside of enhancements.

    So I don't think Illusion should have to be altered (no further than usual anyhow) to appear for dominators.

    Whatever potential changed are done to PA should be for both trollers and doms.

    However, I don't think PA should be touched. I think a better solution, if indeed there needs to be one, would be giving AV's a resistance to PA's taunt, but not a players. I recall something like this being done with the old Hamidon, where he was changed to prefer attacking players to PA.

    This way you can still use it for regular mobs and it'll be just like volcanic gasses, ice slick, ect. Unkillable mitigation. On AV's it will provide some mitigation but it wouldn't be nearly as complete as it is now. So PA would still be unique in affecting AVs, but it wouldn't make them completely harmless.
  22. Mad Grim

    Ok, I give up!

    Time really does not need a rez, it is one of the best powersets in the game.
  23. So basically up to a certain point where everything is onehit, the more damage buffs you have the better i24 Nova is in comparison to i23 Nova.
  24. Quote:
    Originally Posted by Agent White View Post
    Er, I wouldn't say that before they toss up the preview. We don't actually know what the focus of I24 is. It's apparently a HUGE issue. We know what they've teased out, but the whole 'fix all' thing was just an offhand joke
    Fair enough, but I've decided to be optimistic this time.
  25. Quote:
    Originally Posted by Grouchybeast View Post
    I'd swap any of my blaster secondary powers for Freezing Rain. Or, preferably, all of them. :-)
    9 Freezing Rains? An AV would be a helpless fish flopping around and die ten seconds later.