MajorDecoy

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  1. MajorDecoy

    NW Build?

    I did not pay enough attention when making that build: It's got one too many Luck of the Gambler: + recharge
  2. MajorDecoy

    NW Build?

    Quote:
    Originally Posted by Olympus_NA View Post
    Ok so in my previous thread I got a few suggestions on builds but I have a few questions. How far into defense should I be going? What will be sacrificing when I go above the defense soft cap? If anyone has any non-purple NW builds to share I would appreciate it.
    Well, this is a skeletal widow build, it hits the soft cap without mind link, Mink Link is nearly permanent, with a few +recharge set bonuses, it could possibly be up all the time. Since Mind Link provides about 15% defense, I think it would be softcapped for the incarnate content too.

    http://www.cohplanner.com/mids/downl...3EF21BD8BE0058
  3. Fly hits the flight speed cap without enhancement now, so I don't understand why you'd slot Flight with two enhancements to get 8% Regeneration when you've got no slots in Health, when adding just one level 50 IO would get you more than twice the bonus. Likewise, you're missing Renerative Tissue +Regeneration

    Also, did you mean to slot Quick Recovery with Performance Shifter: Acc/Rech, or had you intended to use the End/Acc?

    I recommend using Mako's Bite: Acc/Dam/End/Rech as the fifth slot in powers with sets of Kinetic Combat. It's not too expensive.

    I'd also recommend considering Eradication instead of Obliteration to get more hit points and get closer to the Energy/Negative Energy soft cap.

    However, I will say that your build is already in the 1-2 billion influence range. Neither Kinetic Combat sets nor Luck of the Gambler: Def/Global Recharge are cheap. Rectified Reticle: To-hit/Rech and Obliteration: Acc/Dam/End/Rech are also somewhat pricey.
  4. Quote:
    Originally Posted by Arcanaville View Post
    In terms of actual trees, I like the notion of a points-based system connected to progression trees. Players get points which they can spend on going for either breadth (getting more powers) or depth (improving existing powers). You'd in effect have two layers of trees: power selection trees, and power improvement trees.
    Yes, I like the idea of power improvement trees as well, I like the idea of selecting "Revive" as a power, maybe a few level later you pair "Defense bonus" or "PBAoE attack" with it, so that by building stages, you can eventually create either Rise of the Phoenix or Resurgence. (Edit: Actually, I suppose this is potentially another "combo system" I don't think in terms of combos)

    The issue is that there are interesting things about the existing Enhancement system (which counts as a point investment system too, with a lot of interesting different ways to invest points into a power).
  5. Power trees.

    The power choices available to you are dictated by what powers you've already taken. I've taken Leap and Foot Stomp, so that opens up a power "Ground Smash" in which I jump up and then smash into the ground.

    This is an entirely new game, so I'd divorce entirely animations from the powers. When you take an attack, you should be able to choose what type of damage it does and assign an animation of the appropriate length. I do think that damage type should have an influence on available animations.

    Oh, and yes, you'd pick a travel power at level 1.
  6. Quote:
    Originally Posted by Von Krieger View Post
    -WS: Inky Aspect
    Parallels with Oppressive Gloom. Due to the Kheldie's higher damage mods, running this takes off a larger percentage of HP per tick than all the other versions.
    You don't list the actual bug with this power: If you're held, stunned, or slept, offensive toggles are supposed to toggle off (Oppressive Gloom toggles off), but Inky Aspect only seems to be suppressed (well, at least, I assume it's suppressed, I'm desperately clicking and not paying so much attention to see if it's working).
  7. It's working as intended. I think it also stuns everyone in the room, which makes the fight easier because the other people in the room walk around dazed for a little bit too.
  8. MajorDecoy

    Interface?

    They should change it so that any power that can be slotted for Damage or Taunt gets the proc.
  9. Quote:
    Originally Posted by Smiling_Joe View Post

    ....drumroll.....

    Exploding Caltrops
    I like this, it'd be another power that they could give the oil slick treatment.
  10. Quote:
    Originally Posted by Lothic View Post
    To be honest I'm more "offended" (or at least bothered) by a funeral parlour that looks more like a mainstreet retail outlet than a respectful establishment. That "storefront" just looks tacky and out-of-place. Sure the zombie billboard right next to it is ironic, but I probably wouldn't bother going to that particular business in the first place.
    I'm reminded of a joke.

    A fellow walks up to a store front and sees a lot of clocks and watches in the window. He goes in and approaches the person at the desk.'
    "Excuse me, I was hoping to get my watch fixed.
    -"I'm, but I can't do that, I'm a moyel."
    "What's a moyel?"
    -"I perform circumcisions."
    "But you have all those clocks in your window."
    -"What do you want I should have in my window?"
  11. I gave it another try. Neither Reactive Total Core Conversion nor Paralytic Total Radial Conversion proc on taunt.
  12. Quote:
    Originally Posted by DoctorWhat View Post
    That WOULD explain it, save that I 6 slotted Taunt with Mocking Beratment for the F/C Def and 7.5 Rech. The Psi Damage is in Perfect Zinger.
    I'll give it another try then.
  13. Quote:
    Originally Posted by DoctorWhat View Post
    It might.
    I was using taunt a low level critter on my Inv/SS to see the numbers for my defense, seeing what the numbers turned out to be. Then it just... Dropped.

    And I do have the Reactive -Res/DoT Fire Damage. T1.
    I have the reactive tier three 75% chance for -res and, on my other tank 75% chance for -dam. I have not gotten either to proc off taunt, despite multiple tries against groups of 5 or more. The odds of interface working with taunt seem low, but arguably, I'd need to have one of the 100% pros to be sure.

    All the same, I think it slightly more likely that you have a chance for psi damage spotted in taunt that you've forgotten about.
  14. So:

    Reactive Total Core Conversion didn't seem to proc on Gauntlet with any of the Super Strength attacks.

    Paralytic Total Radial Conversion was most definitely proccing with Gauntlet on all of the Kinetic Melee attacks.

    So, can other people report what they're noticing with this?
  15. Quote:
    Originally Posted by Aett_Thorn View Post
    Man, if they don't break or somehow show how badly Gauntlet was programmed in each issue, I think the game would implode.

    I'm guessing that this is a bug that they will never fix. So, go Tankers!
    They fixed it when the Invention origin enhancements procced on Gauntlet.
  16. Yes. I just wish it worked with taunt too.
  17. I haven't noticed this with Reactive, but I have Paralytic Total Radial Conversion, and it procs off gauntlet. Enemies I am not hitting get the debuff.
  18. Quote:
    Originally Posted by Selenir View Post
    Bleh. Now I need to switch my Nerve boost to a Musculature so I can hit harder with Judgement...
    Unless you're getting Ion Judgement, you might want to keep the nerve.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    I see. But it's just not the same without the enhancement saying it's level 50
    Well, Steadfast protection only goes up to 30, Karma only goes up to 30. So that leaves you with just BotZ.
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    The second one has about 30% more recharge, but doesn't even try to improve AoE defense beyond the toggles.
  21. I have not seen you post in a very long time.
  22. MajorDecoy

    Merge IO Sets

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    This avoids the proc issue Willowpaw bought up although it does allow for Range to be slotted in melee and PBAoE powers. This is a potential concern since range does increase the range of melee powers and cone style PBAoEs (although I don't think it would increase non-cone PBAoEs). However I don't think this is a problem for two reasons. First off melee powers have a range of 7ft adding a foot or so to that is not going to break the game. Secondly it's already possible to slot range enhancement into melee powers using Hamidon Enhancements.
    This actually isn't a problem because if you check, you'll find that melee powers aren't effected by range enhancement.
  23. Yes, but he doesn't have enough recharge to have hasten up all the time, and I know that without Hasten, one slot isn't enough to have Active Defense up all the time. Two didn't seem to do it either, but I could be wrong about that. I know three does it with a bit of overlap.
  24. Quote:
    Originally Posted by GuyPerfect View Post
    I don't follow. Ninjitsu doesn't have any rechargeable Defense powers other than Kuji-In Retsu, which I wouldn't think anyone considers standard-issue protection.

    It can also be capped without Weave. If I took it out and replaced it with Maneuvers and Combat Jumping, and maybe slotted Hover (I took it for Fly but it's not part of my Defense), I'd have about the same numbers (probably a little higher).
    The Def/Global recharge is there not for the defense powers, but because the extra recharge bonus is nice. I mean, who doesn't want build-up and the Heal, and all what not up faster on a stalker?

    And yes, I have one planned build that caps it with Combat jumping (but maneuvers or hover would work too), but I think I like the build that caps it with weave better.