MisterD

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  1. Quote:
    Originally Posted by DaveMebs View Post
    You're an idiot.

    I can say the same about you Dave, did you win a pvp league of one person? Go troll the pvp forums nublet, or get with the discussion.
  2. Quote:
    Originally Posted by Radionuclide View Post
    Not every reported bug will be a showstopper. If that was the case, the game would still be in Alpha.

    --Rad
    What counts as a showstopper bug? Tell me, please. Cause to me, one that hammers the rewards to one of the recently trumpeted bits of content in the game, sounds exactly like one.

    Also, just to show how silly your comment was...remember back in..issue 13 I think it was, the global chat bug. When about 2 in 3 tells sent to global names, would NOT go through. Remember how annoying that was? Basically made forming a tf from friends impossible.

    I am not saying that all bugs are found in Beta. I am sure that some only crop up when the issue is published. Back to my point though..that particular bug, so much hassle, to everyone playing..took about 2 months I think, to fix.

    And when it finally was, do you know what happened Rad? We got this, in the patch notes, riiight down the bottom:
    "Fixed a small issue with tells to global friends not being sent.'

    Yes, that is correct..a SMALL issue. SO please, tell me, do, what WOULD class as a showstopper issue?
    I know a lot of people who are annoyed at teh merit change, having previous been running the arc on low level alts. Also making the distinction, on current alts, NOT just rerolling for the first time bonus. And you know what, if they had of realised this in the first place, no one would be complaining!

    Consider also, since clearly you didn't actually pay attention to what we have been saying..if just TWO lines of text were added into the contact info..problem solved! All gone! But no..only showstopper issues get a super important tricky sit round a table council of war fix like that, dont they.

    Second point. DO I honestly believe that GMs do not have canned replies? YES I 100% cross my heart and hope never to drink tea again, DO. To clarify, do I think they never ever everest have any kind of canned reply? No, because a lot of what they reply is formula.

    I have sent..estimated..50? petitions in 5 years. I have NEVER had a GM say they sympathise with my problem, not a single one. So why are you claiming it is a canned reply..when it patently is not? I have had good GMs, bad GMs, GMs who seem to have never played the game they are GMing....never one who was sorry to hear about my issue, and would have felt the same way (his words).
  3. Yeah I understand why the change came in Grouchy...but like you say, the fix is stupid. Well, you did not literally say that..but anyway.

    When the arcs were being tested, just the fact you could get two A merits, back to back, with no prior work, SHOULD have raised a biiiiiiiiiiiiiiiiiiig red flag. Waved it with a damn chorus of trumpets playing too.

    But..it didn't. Or if it did, it still went Live. Sometimes I wonder why this game even has a Test server, if things go live that are broken to anyone with half a days knowledge of gameplay mechanics.

    The upshot being, anyone switching sides, anyone under 20, anyone who through no fault of their own, hasn't done 11 missions....gets shafted out of a reward (without doing the stupid things needed naturally) because...some genius designer did not realise that giving out 2 A merits for 20 mins time IS broken.

    Another thought...a better fix would have been simple to scrap the A merit option altogether, and simple go with reward merits. Any thoughts on why that wasnt done? Here is my view.

    The sig arc, unless you are a VIP and get it anyway, costs money to access. Now, I LIKE the sig arcs, they are fun, varied, interesting. Would I PAY for them, if I did not have access? A big flat resounding NO.

    If they didnt have an A merit reward, I very much doubt people would play them, at least not more than once. Three missions in 20 minutes is hardly a massive undertaking. So they got people hooked with the nice easy merits..

    Until..du du dun..*cue big comic lightblub* Wait a minute..2 merits in 20 mins? WHAT were we thinking?! Wtf indeed Sir Dev.

    Hands up please if this reminds you of anything. Nice rewards, suddenly working out that it is too good, a quick, heavy handed nerf.

    AE anyone? Hami farms, mm pet farms, ambush farms..all resulting in nerfs, as what should have been obvious from the start, gets squashed.

    I see a pattern! And I am not even a mathematician.
    To quote a favourite TV show..'The answer to treating car crash victims is not better medical care, it's seatbelts.'

    The answer to these 'issues' is not to slap them with the nerf bat..the answer should have been the common sense to see what was going to happen.
  4. Agreed Largo..oh I saved two members of teh FP..but..no, I am not 100% sure I am a hero yet! Gimme a break.

    And another thing, the whole reinforcement issue REALLY sucks if you are a mid level toon and happen to have switched alignment.

    I am playing a duo with a friend, lvl 27 atm. And we started hero side, in order to get the shiny new Twinshot badges. Then, we decided to go red, since she has not done much red content.

    Because of that, we choose not to run the sig story arc, because we would only get reward merits, and lock ourselves out of the Bonus reward, for doing each bit for the first time.

    Meaning, we had to do 10 tips + moral, to go vigilante. Then another 10 + moral, to become what is apparently a totally not sure if I really am a villain, villain.

    Which is where we are now. But oh no, it can't end there! We have to do ANOTHER 11 missions, just to confirm our villain status. That's 33 missions,just because we wanted to, ya know, play the content.

    I don't know about anyone else, but that load of crap makes me what to say bad bad words about the Sig arc system and never do it again.

    Also, as Largo said, why do you NEED to reinforce your alignment in the first place, when the first arc is 10+, yet you cant get tips that level! And if the awarding of A merits without alignment reinforcing was SO broken (maybe a lil), why the hell did the arcs even get the option for A merits?? For 10-20 mins work, compared to 22+ missions, to earn the same reward normally.

    It is things like this that make me wonder if they even play, or know how, to play their own game. Especially given the lack of any warnings or explanations on how said rewards work.
  5. I think ALL bonuses should apply to the pets to..especially defence. Not counting bots, traps, ff, maybe dark, its very hard to get enough defence on your pets to actually notice. Even more so with secondaries that have no inherent -to hit.

    I can sort of see the accuracy and recharge not going to pets, because of Supremacy, and the pets attack chains being (hopefully) balanced around the recharge of said attacks. But things like healing, hold duration, damage, would be very handy.
  6. I like being insulting. I have this weird condition..when I see something that is stupid..I call it STUPID. Having no warning AT ALL about how the rewards change, is, guess what..stupid. Make any argument you like, go on. I will wait. Oh, that's right..you can't, cause it is stupid.

    Can you seriously tell me it would take them a long time to add two lines of text??

    And for the record, I can see your points too. Technically, doing a side switch isnt reinofcing your alignment..because it is a switch.

    But, can you honestly say it actually makes sense? As I said, how does twenty tips and 2 moral missions, NOT count as reinforcing it? When I did that..I got the CtJ temp power, right? Tell me..DO you get that power, when you create a new toon, as a hero? Right, you do not. So, since I got said power, swapping from red to blue, WHY isnt that confirming myself as a Hero?

    You can't even make the argument that if the system worked that way, it would be an unfair advantage, since people could just pick a toon, switch alignment, and be qualified to get A merits (without that alignment reinforcement). Why can't you argue that? Because it take 22 missions to switch sides! Or, you could stay on the same side, and confirm it in 11 missions. So again, even if the system did work in that way..no one would actually do it.

    Also, if you think I am over reacting, or being rude (yes, I am, I admit it), I also sent an ingame petition, saying sorry for being rude, but the system is total garbage and I want an A merit. Not diplomatic, but hey, I am annoyed.
  7. So, recently the sig rewards were changed, so you had to have confirmed your alignment (hero.villain) before you could pick the A merit.

    Fair enough.

    I don't mind the change but..NOWHERE does it actually mention, in game, that this needs to be done. Are the devs simply that slack, or stupid? Or both? A change that screws the rewards, yet people are meant to be checking the forums constantly, in order to actually find out about it?

    But again, that isnt my issue.

    Just now, I ran the arc with a few friends, on my MM, who began as a villain, and switched to 100% hero, about..5 months ago. Since then, I had not actually done another set of tips with him (because he is poison and its junk). But he is STILL a hero. The last morality mission I did..a HERO one.

    SO, we finish the arc, and the A merit option has the following message:
    'You must have completed your most recent Morality Mission as a Hero reinforcing your Hero alignment to claim this reward.'

    MMmm. Say WHAT? My most recent alignment? Which was a HERO! Or maybe I 'accidently' did 10 rogue tips as a Villain, came to paragon then accidently did another 10 Hero tips, plus Morality...and again, all accidently, became a Hero??

    How does swapping sides NOT reinforce my alignment? The alignment is CHANGED! Clearly, I am reinforcing it.

    And the very fact that there is no mention at all of this, or even having to have done any alignment, before starting the arc, is a load of total rubbish. How hard can it be? One line of text..'Have a moral mission done.' Super tricky stuff. Nice work devs.
  8. Whatsherface..Umm..Ashley McKnight, does the same. You get her origin of power arc pre 20, do that, then the midnighter club arc post 30...and THEn she keep saying 'I have something pretty far out of the insanity scale, come back when you are 50.'

    Only, if you do come back at 50..she says the same thing, or nothing.
  9. Wouldnt go with DP/dark myself. Soul Drain would be nice, yes, but it means you have to enter melee, click an attack, get aggro..ALL before firing off Hail of Bullets. Where, if you had BU, you can fire that as you run in.

    DP/MM..recent blaster for me, and great fun. Also, mental is good with just one actual attack..Psy Shockwave. Fire that first, then go to town with pistols. The more you use MM, the more redraw your gonna get. And World of Confusion is a great power to go with the melee tier 9, as well as a set mule. Also, all teh DP attacks take 2 procs, as well as the fire ammo, giving a huge variety in damage types.
  10. I know my post was subjective. That's because I previously stated numbers, showing DPA of various sets etc..as an example of why i do NOT think BS needs a buff.

    If anything, it should be altered, not buffed. In order to make it different to Katana, not just because a set that is meant to be faster, is, amazingly! faster.

    I realise that is sorta not very helpful, because I am agreeing and disagreeing..but still!
  11. How is the proccing ability in KATs favour when both sets can take the SAME amount of procs??

    You want to get rid of the feeling of wishing you rolled kat or mace..so GO and roll those sets. There is nothing at all stopping you. Different sets, different performance. I already said that BS could use some tweaking and a unique feel, but so can just about any of the older sets.

    Again, I do not see any issue with BS having worse DPA than Kat..its meant to be slow. Is it an issue that the sets are very very similar? Perhaps it is. All I know is..BS hits harder. If you are that torn up over a minor difference in dpa (I think its minor, at the most) you are too busy playing numbers, rather than playing the game.

    Also.. no matter what set you pick, there is ALWAYS going to be a time on a pug, with lots of other sets around..when you say to yourself..Man, I wish I had THAT power..

    I had never once been on a team with my BS scrapper, seen a katana scrapper at work, and though..gee I wish I picked Kat instead... But, on the other had, I have seen BS scrappers, on my katana..and wished I was doing their damage.

    To quote a convo I JUST saw..

    [VirtueUnited]Terra Ryzing: I'm BS/WP atm. Will I suck compared to Katana/WP?
    [VirtueUnited]Nightphall: No, Terra
    [VirtueUnited]Ouul: Katana tends to flow better, but BS has more CRUNCH to it.

    There you have it.

    However..

    [VirtueUnited]Doctor Tornelco: But BS has that fun smash feel to it.
    [VirtueUnited]Doctor Tornelco: But I personally say screw'em both and play Warmace.

    So there you go..no BS, no KAt..war wace all the way.
  12. Quoting OP
    So what's the transgression I'm griping about, exactly? Consider the latter list: they're entirely self-serving. Shields, mez protection, heals, a self rez here and there... Those sets function well enough as they are, but they're not support sets. They're protection sets. They do absolutely nothing to help you reclaim your hidden status or get out from between a rock and a hard place. They're just lazy ports of existing sets that spit in the face of the Stalker's very design specifications.


    I don’t see the point you are making here at all. Why would a melee damage AT HAVE a support (ish) secondary? And don’t make the comparison to blasters, because blasters are primarily ranged damage...so they have less need of mez prot and heals. Sure, a lot of blasters can play in melee, but ranged is their forte. In the same way you can make a ranged stalker, but it is still gonna be better using its melees.

    And you are claiming those sets do nothing to help regain hidden status? What about SR having the best defence of all those sets? Sounds like an ideal way to get back into Hide..not be hit! Granted regen and elec fall down heavily in that regard. But dark armour only has ONE power dedicated to defence, and it isn’t a huge value.

    Talking hidden status again, what about all those powers you list in the next paragraph, Oppressive Gloom, Energy Drain, Chilling Embrace, Smoke Flash, Soul Transfer and Caltrops....I know the auras suppresses when Hidden..but after you attack, they are active. Meaning the stalker GETS more aggro. Oh and what is the point of the stalker..to be stealth, unseen...NOT to get aggro.

    Totally agree with you about Regen, elec and wp.
    Also agree that Hide should be inherent, with a better description on AS.

    I like some of your suggestions of powers to replace Hide..but....giving wp and regen Quick recovery, after you state (correctly) how unsuited those sets are to the AT? Surely giving them a NEW power to help with that would be better? Same with elec.

    Onto Aoes..soul drain on a dark stalker would be a HUGE nerf, if it functioned in the same way. Having to break hide and aggro 10 targets just to get your damage buff? No thank you. Give it an Aoe instead.
  13. Comparing two attacks from Kat to one from BS doesnt really work..since you get two chances to miss.

    And adding procs into the mix? How does that give an indication of which sets are better or worse? It simply depends on what sets have more proc-ability. Going by that, it would make rad or dual pistols far and away better than most other blast sets. And the general consensus is..they arent.

    Looking through Mids comparing DPA of kat to other sets..it is better than a lot of them. Does this mean they all suddenly need a buff too? Make any argument you want about that, but I think it is because the devs said its gonna be a fast quick set. Hell, look in the powerset description..'A quick elegant weapon, faster than broadsword.' You know..faster?? Like..not as slow?

    Just about every time I see a decent BS scrapper on a team, it makes me want to play mine. Because of the damage as much as how it looks. If you don't like the set..don;t play it.
  14. I agree with all your points Snow.

    For one, make it shorter. There are so many areas in the trial that can be shortened, physically. Especially the spore tunnels places. They are really annoying for people who die too, and have to hike back around all those bends. Just doing that would cut 5-10 minutes of I think.

    Again, make the visual clues better. I know in many runs I have done, I have been 'Targetted' by the warwalkers, and there is just that tiny red text under my HP. If you happen to have the mission info thingy also moved to that area, it is very very easy to miss.

    Do the lichens actually DO anything? Looking at the help text, it mentions their effect on the warwalkers..but every run I have done..I get an invalid target message, for all of them. Of course, maybe someone else just used one.

    I don't think lowering the confuse mag is the answer. If it is lowered, the fight will just become a pile on DPS fest. Really needs better visual clues (again) as too what all his powers are doing.

    I think the confuse needs to be changed so that if any Incarnate or buffing powers are used during the fight, they do NOT affect the Avatar. All the mobs, fine, just not the Avatar. This would stop him suddenly getting buffed with barriers, regens etc etc. Not to mention judgements killing team mates.
  15. There is some quite good ideas here..like the smashing damage and break armour concepts..however...I am still trying to work something out. WHY does Broadsword need a buff?
    Not trying to start arguments..but hardly any reasons for the buffing were actually giving..besides the old 'I think it should be so.' Comparisons to Katana are made, and since I have both a BS and Kat scrapper and do not see a huge imbalance, I thought I would look at mids.
    For basic Damage...BS is ahead in FIVE powers. Kat in a single one.
    For DPA...Kat is ahead in FIVE, BS in one.
    For Damage/End...BS is ahead in five, Kat in two.
    For DPS..BS is ahead in four, Kat in two.

    Is this really a huge deal? Given that the idea of Kat is fast, more elegant attacks, while BS is brute force hacking and chopping. But the comparison that BS is not as good as KAt is a silly one..because...you guessed it..BS is NOT Katana. Why should it be the same, or better?

    Oh hang on, my MA scrapper has inferior AoE to my spines..buff MA aoe! No, it just doesnt work. Another guy in this thread said that BS would be his last choice for a Scrapper..fine..that is HIS choice. Going back to the 'Buff set X because I say so.'

    Assuming that DPA is just the magical value to which all sets are measured on..lets look at other sets compared to BS.

    Battle Axe: wins in 2, loses in 5
    Claws: wins in 5, loses in 2
    DM: wins in 4, loses in 3
    DB: wins in 5, loses in 2
    FM: wins in 6, loses in 1
    KM: wins in 4, loses in 3
    MA: wins in 5, loses in 2
    Spines: wins in ZERO, loses in 7
    WM: wins in 2, loses in 5

    So yeah..most sets do have better DPA than BS. Because, ya know, it is SLOW. Thats because it is a giant sword. Does anyone think spines is a bad set? Anyone? No? Well..spines has worse DPA in all 7 powers..than BS! Wow, how bad MUST spines be then??

    Ok, I did slip into less nice arguments..but still. I do not see any reason BS needs a buff. COuld it use one..for sure! What set couldn't use some tweaking. I love my BS scrapper, he hits like a ton of bricks. Lets leave the set, before they change it for the worse.
  16. As XG says, a lot of teams doing the trials go very fast..leaving very little time for a new player to actually work out what to do. Of course, there is a lot of people who will do this..and think..'Ok, time to go again and work it out! I wanna be more powerful!.' But there is also the groups of people who think..'45 of dying for..what?' and give up.

    I dont think that is an entirely unrealistic attitude. There was the tread from Posi recently talking about changes to the trials and trying to work out why KR and UG werent being done as much as baf and lam. Ti anyone who has actually done all 4 trials..the reasons are glaringly obvious.

    Regarding the changes made to Keyes..I think it is too later. Those people who didnt mind it, will keep doing it..but still not as much as baf/lam. And those who hater it, wont give a toss, and STILL wont do it.

    To quote that famous saying..You can't please Everybody. Which is 100% true..but when everyone I know regards the incarnate stuff as a huge grind (not counting the fact it IS an mmo..grinding is what we do)...surely it is pretty damn clear that the way it works IS a grind?
  17. Quote:
    Originally Posted by Dz131 View Post
    I was hoping STJ does more damage due to the whole combo gimmick. But it still loses to just a straight button spam set

    Seriously...how DARE the set need to use the mechanic that makes it unique in order to do its best performance!! Did you think before typing that, at all? Its like claiming SS doesnt do good damage, them mentioning you don't have Rage activated.
  18. I know this is a very in depth analysis, and you clearly put a lot of effort into it, as well as making it easy to understand for non power gamers....BUT..

    1. Typical Street Justice attack chain (requires +131% recharge enhancement in Crushing Uppercut)

    How is a 'typical' attack chain, requiring 131% rech? Be serious. To get that without outside buffs/power set buffs (quickness) you would need to be at max enhancement for rech, as well as a T4 spiritual alpha boost...that is hardly typical in any sense.

    Again, I totally realise you are giving power gamer builds with purples and incarnate stuff as examples, but maybe just a little more clarification? Afterall, some more casual players might want a rough analysis of StJ vs MA.
  19. There have been quite a few cool sounding power set ideas posted recently, such as Trickshooter’s Luck and Magnetism, the chain/whip assault, and the energy draining blast and armour ideas. We have also just got three new power sets, Time Manip, Street Justice, Beam Rifle, all of which include some new mechanics and gimmicks to make the different and special.

    I think this is a good thing. Having both a StJ and Br toon, I am finding the combo and Dis effects work well to provide that extra dimension to fighting, instead of just randomly bashing out attacks. We have other sets that are similar, with Dual Pistols ammo swap and Dual Blades combo system, but aside from Time, there really isn’t a support type set that has the same thing.

    So it was my idea to come up with one, a support set that encourages you to think a little before and during a fight, instead of just having the usual ‘Lay debuffs, heal any damage taken, attack, heal, repeat’ idea (not that I am saying there is anything wrong at all with that type of play).

    Throughout the CoX universe, there are plenty of beasties and characters who use, for lack of a better word, Elements. Things like CoT earth, fire, ice and thorn casters come to mind, as well as the various types of outcasts. Tsoo also have a lot of element based bosses. Obviously we have ice/fire/etc based sets, which all do a great job capturing the feel of whatever element (at least I think they do).

    Elemental Mastery

    The elements are everywhere, all around us, in all things. Having a degree of control over these forces can provide great benefits to you, and significant worry to your enemies. Once a level of mastery is achieved, you are able to alter your powers effects based on the element you have mastered.

    All Elemental Manipulation powers have base values, that occur all the time. In addition, once the Elemental Selection power is chosen, you can pick any of the 4 elements to have ‘active’ at any time, enhancing the base abilities in various ways. I also do not like the way Ammo Swap from DP forces you to pick a power that cannot be slotted, so I figure that EleSel has one base slot, that can take any single non set enhancement. In this way, you could slot it for healing, movement speed, end cost etc etc, with that attribute carried over into the set powers that use such a stat.

    (Due to the way I saw the power set occurring, I am listing the level 10 power, Elemental Selection, first, so the all of the other powers can have their special effects listed.)


    Level 10

    Elemental Selection – Toggle, no end cost, changes your Elemental Mastery.
    Once some degree of mastery over the elements is gained, you have the ability to focus on a primary element, using the traits and characteristics of it to boost and enhance your abilities. The elements and traits are as follows:

    Aero/Air Terra/Earth Aqua/Water Ignis/Fire
    Mental/Mobility Physical/Solidity Spirtual/Fluidity Emotional/Vibratory

    Type - Click
    Accuracy - -
    Range --
    Recharge time – 15s
    Endurance cost – 5, Initial, no ongoing
    Effect area - Character


    Level 1

    Elemental Restoration - Ally heal, pb aoe effect.
    By focusing your control, you can help restore and stimulate the elements are yourself and allies, providing healing in a small area.

    Type - Click
    Accuracy - -
    Range --
    Recharge time – 10s
    Endurance cost - 15
    Effect area – Character, Allies
    Radius 25 ft
    Arc - -
    Effects: 15% heal on target

    If Element X selected: All for 10s, non stackable.

    Aero - Hyperbaric Boost.
    +2% Heal if flying, 5% Range, 5% Movement Speed, 2% Psi resist, -3% damage.
    Terra - Gaia’s Embrace
    +2% heal if grounded, 2% smash/lethal resist, mag 0.5 kb protection, -5% speed.
    Auqa – Well of Purity
    +2% heal if moving, +5% recharge, 2% def to all, -2% resist to all.
    Ignis – Fanning Flames
    +0.5% heal per ally in range, +5% damage, +2% F/C/E/N resist, -3% to hit.


    Level 2

    Rescind Physicality – Single Target foe, -Defence, - Damage.
    Everything you can see has a Physical presence, everything you can touch. If you can control the elements making up that physical form, you can cause an enemy much harm.

    Type - Click
    Accuracy 1.2
    Range 80ft
    Recharge time – 15s
    Endurance cost – 8s
    Effect area - Foe
    Radius --
    Arc - -
    Effects: -20% Defence, -20 Damage for 25 seconds.

    If Element X selected: All for 25s, non stackable.

    Aero – Biting Wind.
    -10% Speed, -5% Range, - 1 mag fly, -5% psi resist.
    Terra – Ground Tremor
    -10% smash/lethal resist, 10% change for knockdown, minor smashing Dot
    Auqa – Acid wash
    -10% rech, -5% def, minor toxic DoT.
    Ignis – Spot Fire
    -10% damage, -5% fire/cold resist, minor fire Dot.


    Level 4

    Structural Breakdown – Aoe Toggle –To hit, Slow.
    Having control over the elements provides you with insight into how an object is formed and held together. By targeted the structure of a group, you can slow them down and reduce their ability to react against you.

    Type - Toggle
    Accuracy --
    Range 80ft
    Recharge time – 15s
    Endurance cost – 0.52s
    Effect area - Foe
    Radius 12ft
    Arc - -
    Effects: -20% To Hit, -40% Recharge, 40% Speed.

    If Element X selected: Duration fixed for the toggle time.

    Aero – Twister
    -5% Speed, -5% Range, - 1 mag fly, 10% chance for mag 0.5 knockdown.
    Terra – Dust Devil
    -5% smash/lethal resist, 10% chance for mag 2 immob.
    Auqa – Clinging Fog
    -5% rech, -5% def, 10% chance for mag 2 confuse.
    Ignis – Heat Haze
    -5% damage, -5% fire/cold resist, 10% chance for minor fire Dot.


    Level 10
    Elemental Selection – Toggle, no end cost, changes your Elemental Mastery.
    See above.


    Level 16

    The Rapture – Ally Rez.
    Elements can not only heal allies, they can revive them from the brink of death too. The exact nature of the effects depends of the element involved, providing benefits to the ally in question.

    Type - Click
    Accuracy --
    Range 40ft
    Recharge time – 200s
    Endurance cost – 30
    Effect area - Ally
    Radius 15ft (for effects)
    Arc - -
    Effects: Ally Rez, full hp/end.

    If Element X selected: 120 second duration.

    Aero – Angel’s Caress
    +40% Speed, +40% Range, + 1 mag fly, +15% Psi resist/defence.
    Terra – Earth Born
    +15% smash/lethal resist, +10 mag kb/repel protection, +10% hit points.
    Auqa – Water of Life
    +40% rech, +15% recovery, +10% defence to all.
    Ignis – Phoenix Rising
    +40% damage, +20% fire/cold resist, Mag 10 fear/confuse protection.


    Level 20

    Traits of Force – Single Target ally buff.
    Greater mastery of the elements allows you to aid an ally with not just the primal element, but the various traits it encompasses.

    Type - Click
    Accuracy --
    Range 80ft
    Recharge time – 120s
    Endurance cost – 15
    Effect area - Ally
    Radius --
    Arc - -
    Effects: entirely dependent on Elemental Selection.

    If Element X selected: Duration of 120 seconds.

    Aero – Like the Wind
    +60% Speed, +60% Range, 25% Psi resist/defence, +25% Mez Duration
    Terra – Strength of Stone
    +20% smash/lethal resist, +5 mag kb/repel protection, +5% hit points.
    Auqa – The roaring River
    +50% rech, +25% recovery, +5% defence to all.
    Ignis – Fire of Wrath
    +50% damage, +15% F/C/E/N resist, Mag 5 fear/confuse protection.


    Level 28

    Elemental Cascade – AoE team Buff.
    Requiring intense concentration and focus, you can embody your nearby allies with a portion of element power, endowing them in various ways. The more allies in range, the greater the effects will be, as the elements multiple their power.

    Type - Click
    Accuracy --
    Range --
    Recharge time – 240s
    Endurance cost – 20
    Effect area - Allies
    Radius 25ft
    Arc - -
    Effects: +15% Damage, +10% Defence, +50% Regen.

    If Element X selected: Duration of 120 seconds, with each ally in range adding 0.7% to each stat, up to a maximum of 7 players (so 5%).
    Aero – Blessed of Aero
    +10% Speed, +10% Range, 10% Psi resist/defence, +10% Mez Duration, -10% smash/lethal resist.
    Terra – Blessed of Terra
    +10% smash/lethal resist, +25% Regen, +5% hit points, -10% psi resist.
    Auqa – Blessed of Aqua
    +10% rech, +15% recovery, +5% defence to all. -10% fire/cold resist.
    Ignis – Blessed of Ignis
    +10% damage, +10% F/C/E/N resist, Mag 2 fear/confuse protection.


    Level 35

    Elemental Destruction – AoE target debuff.
    Forget altering the elements, forget bending them to your every whim, marshal your power and simple destroy those elements altogether. Affected foes will suffer greatly as their core begins to decay and dissolve.

    Type - Click
    Accuracy 1.0
    Range 80ft
    Recharge time – 90s
    Endurance cost – 15
    Effect area - Enemy
    Radius 25ft
    Arc - -
    Effects: -25% Resist, -25% Defence, Minor DoT.

    If Element X selected: Duration of 30 seconds.

    Aero – Galeforce
    -25% Speed, -25% Range, -15% Psi resist, -15% Mez Duration, minor cold Dot.
    Terra – Landslide
    -15% smash/lethal resist, 15% chance of knockdown, -15 regen, minor smashing DoT
    Auqa – Rapids
    -25% rech, -15% recovery, -10% defence to all, minor toxic Dot
    Ignis – Conflagration
    -25% damage, -15% F/C/E/N resist, Mag 2 fear, minor fire DoT.


    Level 38

    Cataclysm – AoE drop debuff/damage/stuff.
    The pinnacle of Elemental Mastery. This ability focuses all your power onto an area, generating devastating effects to rival that of earthquakes, tidal waves and the like.

    Type - Click
    Accuracy 1.2
    Range 70ft
    Recharge time – 360s
    Endurance cost – 50
    Effect area - Enemy
    Radius 35ft
    Arc - -
    Effects: -15% To Hit, -40% Rech, -40% Speed, Moderate DoT.

    If Element X selected: Duration of 30 seconds.

    Aero – Storm Vortex
    -50% Speed, -50% Range, -25% Psi resist, -30% Mez Duration, moderate cold Dot.
    Terra – Tectonic Shift
    -30% smash/lethal resist, 15% chance of knockdown, -25 regen, moderate smashing DoT.
    Auqa – Tsunami
    -50% rech, -30% recovery, -10% defence to all, moderate toxic Dot.
    Ignis – Heat of the Sun
    -50% damage, -15% F/C/E/N resist, Mag 3 fear, moderate fire DoT.
  20. MisterD

    Animal MM Set

    Lions! and Tigers! and Bears! (and gorillas!) I want
  21. Make the chance to stun higher and stacking, with itself. So, the first two blows cause a mag 2 stun, then the next blows make a mag 4 (2+2 that is). Have the stun effect appearing as the power goes on, not at the end of the animation.
    This way, melees could use the stun in conjunction with other stunning attacks, as well as to semi reliably stun a boss, at the cost of a long animation where his mates can hit you. And squishys get a melee that can actually stop the bad guy in their face hitting back, long enough to put some distance between them.
  22. Can also confirm teh bug, and that swapping builds provides a fix.

    As an aside...when flying and using beam rilfe, with a classic costume toggled on..the beam comes OUT MY FEET. Come on..did no one seriously find this out during Test? Maybe it isnt a big issue, but its a bloody stupid one.
  23. Have the bug too on my beam blaster. As a side note, I obviously made this toon in i21, and created it WITH the victorian aura, from level 1.
    Now I just tried to put on the blazing path aura, and as soon as I click next to finish the changes, nothing happens..it just removes any changes I have.
    EACH time it is charging me money too..every time. I cant even change it to a 'normal' aura.

    Trying the weapon change workaround now. Didnt work at all. How the hell does a pug like this not get fixed asap, with Beam being a new set and all?
  24. The best way I have found to get it, is solo, and just run about clicking doors and moving on. Obviously you need to be in costume and over 20 as mentioned. I have been in 8 man tot teams for hours, without getting the Halloween tip, then it drops in 5 mins solo.