Oathbound

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  1. Quote:
    Originally Posted by Aneko View Post
    It won't be the same without Nathan, but my favorite is Simon.
    Same. (Doesn't hurt that I think Iwan Rheon is gorgeous.)
  2. I love misfits. I can't wait for Series 3.

    Little bit wary of a new character coming in, but ah well.
  3. Quote:
    Originally Posted by Rebel_Scum View Post
    I would point out this is only your opinion. And there is precedent for such powers existing in support sets - Radiation Emission has Fallout, which I personally love using. And both that set and this one have a rez to fire off immediately after and get the teammate who died back in the fight.
    Yes. Yes it is, and I'm aware the opinions of others may differ. I'm perfectly ok with that.

    More on the OP: I don't see why the Leadership pool would need to be (or make sense to be) locked. A good leader is always improving his or her leadership skills. Plus, as mentioned, VEATs have the Leadership powers build directly into their secondary powersets, but still get access to the Leadership pool in addition.
  4. Honestly, even as busy as the background is I think it works really well with the logo.

    The logo is so bold that the business of the background kind of fades, it mostly just ends up as a vague pattern, while your eyes are mostly drawn to the large red lettering.
  5. Oathbound

    Staff Fighting

    Quote:
    Originally Posted by SinergyX_EU View Post
    True, its not the most usefull buff to choose from, i didnt know staff wasnt getting a build up abilty. But wouldnt that be the same with Claw or Dual Blade? Both afaik dont have a buildup power but also rely on a 'hit checked' ability that boost their damage and tohit. Same kinda for dark, but being a AoE would have way higher chance of getting a hit. Basicly you slot your 'buff power' heavy on accuracy, while the rest can go with more damage.
    Problem being that while with Follow Up type powers you can just slap extra accuracy in it and be alright, that won't work for Staff because you'd need extra accuracy in all of your powers, since you have to build Perfection before you can even use the power and get the +ToHit.

    It's a poor design decision to tie the ToHit buff, not only to an attack, but to an attack you have to be able to RELIABLY hit your target with MULTIPLE OTHER ATTACKS beforehand to get the bonus from.
  6. Quote:
    Originally Posted by Trip View Post
    That was my point, obviously a little too high flying. Kheldians have a very tight "bag of tricks" most of the powers compliment one another. I can't think of too many powers I would sacrifice in my current builds in favour of app, especially at those high levels you mention. That is exactly where those builds really start to come alive. I don't know about the rest of crowd, but I'm not ready to substitute eclipse for electrical fences. I simply cannot get my head around gimping these characters.
    Kheldians by nature are typically very slot starved (especially a tri former) and a good number of those app's require more than one slot to get any type of usefulness out of them. Kheldians are very fun to play, you should try and rolling one someday
    I have one of each, thank you very much. Elitist.

    I can honestly say that there wasn't a single power from the primary or secondary that I cared to get past level 41 on my warshade.

    Not everyone uses the same build. Some people chose theme over min/maxing. How would adding more options hurt anyone in any way?

    If you don't have the slots for it, don't take it, but don't sit there and outright dismiss the possibility that other people would like them, and could fit them into their builds.
  7. Oathbound

    Staff Fighting

    Quote:
    Originally Posted by SinergyX_EU View Post
    Why would a tohit be bad? You can make sure the next few blows will more likely hit, same for -defense. Its a follow-up effect, if you open up with buildup you can be pretty sure the next few blows also hit.

    (basicly the flaw of DB, no hit is no combo, no combo = gimp).

    Must say these 2 sets look way more interesting then StJ and BR combined, couldnt they just swap out these with the current released 2?
    I'm not saying extra +tohit is bad, I'm saying if your accuracy/tohit is already good enough that you can reliably him these mobs FOUR TIMES (3 to build perfection, the 4th to actually get this effect) then you don't even need the effect. It's entirely superfluous. Wasted.

    If you've already got a 95% chance to hit your target, an extra +15% does exactly nothing for you. And if you're having a hard time hitting them, well then good luck even getting the bonus in the first place.


    EDIT: Also, if the set follows the same formula as Dual Pistols it won't be getting Build Up. Swap Ammo replaces Aim in Dual Pistols, there's no reason to believe the Form powers won't be replacing Build Up in Staff Fighting.
  8. Quote:
    Originally Posted by Trip View Post
    My WS hits the damage cap with no issue (without the red inspirs). In fact, if I don't see both damage res and damage in light blue on my screen I've either lost interest in the battle or I'm afk. I'm sure your shade is the same.
    I have a question about the App wish...where are we suppose to find the slots for this? Maybe an all human build, but a tri former...forget about it. I find Kheldians to be a huge "give and take" relationship (more so than most AT's). I can't think off the top of my head which Patron/Ancillary power would be worth giving up on some Kheldian goodness.
    The same place you find the slots for the powers you would normally take at 35, 38, 41, 44, 47 or 49?

    Seriously, people act like this would add more powers they have to slot. That's not the case. You would have the same number of powers. Just more options for what those powers could be. (Oh, and also, you would always have the option to NOT take them.)
  9. Oathbound

    Staff Fighting

    Looking at the Perfection bonuses, AS THEY ARE PRESENTED HERE (unreleased beta numbers and all that) I can't really see any reason anyone would run anything other than Form of the Body.

    Think about it, the bonuses for Form of the Body are Foe - Res and Self +res, but very useful effects.

    The bonuses for Form of the Soul are a ToHit buff and a Regen/Recovery buff. While the regen/recovery are very nice bonuses, the ToHit buff is useless,.. since you have to already be able to hit them to build perfection to use the ability**. It's completely superfluous.

    The bonuses from Form of the Mind are even worse. You have -Defense, which runs into the same problem as the +ToHit from above, you have to already** be able to hit them to build up to the power. The other bonus, -12%movement/recharge is such a trivial number, particularly as it's the only Recharge slow in the set, as to be pointless.



    **This is assuming you only gain Perfection on a successful attack, like combo points.
  10. I would prefer to see a 5th power in Presence fix the two powers in the pool that are complete junk at the moment(the fears).

    You know, the ones that aren't worth the time of day?

    Have the 5th power be a substantial boost to Fear duration, either as a clicky like Power Boost, or just a moderate bonus as an auto power. Maybe have it act sort of like Domination and enable an added +1 magnitude, so they worked on anything higher than a damned minion.

    The Taunt powers in Presence are good enough for what they are, the Fears are abysmal. We've asked for improvements to them for years and gotten nothing, maybe they'd finally give it to us if we spent another power on it.



    Obviously I'd prefer it better if they're just make them worth using power and enhancement slots on in their own right... but I'm not holding out hope on that.
  11. Chrono Shift grants each ally within it's radius 15 Endurance upon activation, this End bonus is not enhanceable.

    It also provides +30% End Recovery for 30seconds, this bonus is enhanceable.


    Also note; the enhancement is Endurance Modification not Recovery. It improves Recovery, flat Endurance gains, and Endurance Drains, as long as those aspects are not flagged as [Ignores Enhancements and Buffs], which Chrono Shift's +End bonus is. (and +Recovery bonus is not)
  12. Some more thoughts/suggestions:

    With Ring being a Sleep patch, Lullaby should be dropped to a Single Target sleep (no other control set gets two AoE controls of the same type to self-stack, plus the set needs another single target Containment enabler).

    Since Lullaby would no longer be an AoE -Dmg ability, I'd add the -Dmg component to Ring. I'm doubtful a control set would ever get the ability to directly protect itself from Mez, so if anything Ring would only provide Mez resistance (shortens duration, where Protection prevents mez under a certain magnitude from taking effect at all).

    With the idea put forth of a Liquefy like power, and Ring being a Location AoE already I'd say bump Ring up to tier9 as the Liquify like power, toss in a few more debuffs, and add in a new power in it's old spot. Run with the Knock* theme and put in say, Sonic Boom, a PBAoE Damage/Knockdown.

    I'd also suggest a new name for Ring. Ring doesn't sound very controllish to me. Harmonic Field? Acoustic Damping? Damping Field? I lean towards Damping field.

    Then I'd reorder it to :

    1) Lullaby: Single target, Moderate damage, Foe Sleep, -Dmg
    2) Pulse: Single target, Moderate damage, Foe KB, -Res
    3) Sonic Seize: Single target, Moderate damage, Foe Hold, -Res
    4) Whisper: Single target, Foe Confuse, -Res
    5) Reverberating Aura: PBAoE Foe -res, Self +res/target
    6) Deafening Shriek: PBAoE, Minor Damage, Foe Disorient
    7) Sonic Boom: PBAoE, Moderate damage, Foe KD
    8) Cacophony: PBAoE, Foe Hold
    9) Damping Field (Ring): Location AoE Sleep, -Res, -Dmg, -Def, Team +Mez Resist

    This set up makes it one of the heavier control sets, you've got 2 AoE hard controls [Hold/Disorient] plus 2 AoE soft controls [Sleep/KD], and with Lullaby/Pulse/Sonic Seize it's got a decent single target attack chain, like Mind and Gravity. Sonic Boom would add a moderate amount of AoE damage, in the same way Terrify in Mind provides.

    While it may seem that Sonic has everything, since it wouldn't have a pet, which generally contribute a good deal of damage to other control sets, I think it work out okay.
  13. Quote:
    Originally Posted by Yogi_Bare View Post
    There's some pieces in the Details 1 section that could/should be moved to the Ears section of the Head category in the costume creator.

    Ear Piece
    Receivers
    Wings (Legacy?)

    It could open up a few more design options and make these 'ear' pieces easier to find. Less clutter on the Details 1 (Standard) and Details 2 (Full Mask) sections.
    In general I would like the Detail 1 section split in two. One section for HEAD Details (Horns/Wings and the like) and one for FACE Details (Sunglasses/Forehead Spikes/Eye Wraps/etc.).

    It doesn't make sense to me that you can't have horns and sunglasses.

    I mean, come on.
  14. Quote:
    Originally Posted by Dark One View Post
    Halloxmas? Where witches sing "Oh Halloxmas Tree"? And Frankenstein's monster punches holes through your wall to leave tidings of candy corn and wooden trains? Wooden trains, I might add, that were crafted by werewolves who wore green pants and dingle-bell slippers. The halls are decked with mummy wrappers and the tree topper is a little ghost.
    Best.
    Holiday.
    Ever.



    Edit: OK, no, more like:

    Best.
    Holiday.
    Ever.
  15. Quote:
    Originally Posted by CommunistPenguin View Post
    First, I dont see why we shouldnt be able to make most ranged powers use a staff or wand. Second, IMO, if a player is given the option to do something, then that option DOES NOT need to be equal to the default. We should be able to choose an *technically* inferior animation if we like it. So in other words, I would be okay with adding alternate animations that are longer than the default, because we have the choice not to use them. As long as the difference is not drastic, then I think there will be a significant portion of the player base that will deal with the redraw or slightly longer animations.
    I think you underestimate the negative reaction of the player population if to get the Wand/Staff blast they've been asking for for years, they had to "self-nerf" their characters.

    Make no mistake. It would be seen that way.
  16. The -only- power that gets a damage bonus from Targeting Drone is Assault Rifle's Sniper.

    That's it.
  17. I pretty much like the entire set except Go Down Fighting.

    I dislike Go Down Fighting for two reasons, 1) I feel it kind of rewards you for doing your job (support) poorly. (Same argument as many have with Vigilance.) 2) I really don't like powers you can't use until someone dies (Rez excepted, because it returns them to the fight, instead of capitalizing on their demise).

    It's a power than makes you better for each teammate you let die. Or alternately is completely useless until someone dies.
  18. I used to work at a seasonal (Christmas) store.

    We opened in AUGUST.
  19. Quote:
    Originally Posted by Aggelakis View Post
    I would rather they integrate a wand/staff into alternate animations for the existing powersets. I have always, always wanted to play Fire Blast with a wand.

    [[SCR]] It'd be pretty simple to port across powersets, too, because it's not like there's 400 moves you can do with a wand/staff. Point and shoot. Twirl and point and shoot. Pound on the ground and shoot. Flail around and shoot.
    About as many moves as you can use with a Gun right? And we know how Dual Pistols turned out.

    Problem I see with it being a customization option for existing sets is that if you don't make ALL of your powers either With Want or Without Wand, then you get saddled with redraw... unless the wand just appears out of thin air. But then if it's part of the power FX then no wand/staff customization, cause I highly doubt they're going to make a version of every blast for every type of staff.
  20. Oathbound

    Melee/Support AT

    Quote:
    Originally Posted by Giant2005 View Post
    A lack of mez protection on a melee character would be an issue.
    Not if it was provided in the inherent.

    Quote:
    Originally Posted by Bubblerella View Post
    I think that would boil down to you having to carry BFs, instead of just running into mobs playing easy mode as with most melee.

    Support have been doing this for a long time. Mez is ranged most of the time.

    If you want buff/debuff you're gonna have to give something up.
    Power that are Specifically for control are generally ranged yes, but MANY melee powers have a control effect to them.

    A mez is a mez, no matter if it came from that Freakshow Stunner's Tesla Cage, or that Slammer's %Chance to stun you with his hammer attack.
  21. If you want damage, a Controller's not exactly the best way to go. I'd say just reroll your Dominator with a different secondary.

    I have both Elec/Psi and Elec/Energy Doms. The /Energy Dom deals very good single target damage, which allows you to really leverage the sleep field. Keeps the spawn nicely contained while you mow them down 1 at a time. Energy's not the best for AoE though. (Possibly the worst.)

    I play the Psi more or less the same way, Sleep>Single DPS. The fun comes from combining Conductive Aura's -end and +Regen/Recovery with Drain Psyche's -Recovery and +Regen/Recovery. Not as good at single target damage as the /Energy, but better AoE and endless endurance/good-very good HP recovery while Drain Psyche is up.
  22. Quote:
    Originally Posted by Negate View Post
    Heh, I must admit I'm one of the many who have wanted a Rad melee set for quite some time.
    I pretty much want a set of every theme in every type.

    Radiation Melee? Yes Please.
    Radiation Armor? Ditto.
    Radiation Control? Don't mind if I do.
    Radiation Assault? But of course.
    Sonic Melee? Yup yup.
    Sonic Armor? Don't see why not.
    Etc., etc.
  23. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Shh.
    <.<

    >.>

    *activates Cloak of Darkness*
    *hopes no one noticed him*
  24. Praetorian Carnival Lightstaff powerset. I'd buy it.
  25. Quote:
    Originally Posted by Starsman View Post
    BTW this cool idea crossed my mind this morning for a better pet power in Dark Controll: Shadow Theft. A target AoE that spawns a pet for every affected enemy, the pet will rank one rank bellow the affected target and die once that target dies.

    Example: Boss is hit, a Lt spawns. Minnion is hit, an underling spawns. AV is hit, an Elite Boss spawns.

    The "shadow" would be just a plain black humanoid, size based on the rank.
    I proposed a similar power as the Tier9 for Dark Control a couple years back.

    Lady-Jade's power suggestion thread. (Fixed the link to send you to the correct thread.)

    Quote:
    9) Surging Shadow -- AoE, Long Recharge.
    Summons an immobile Shadow (like Phantasm's decoy) for each target within the radius of the power. These Shadows are targetable, and attackable, but are indestructable. Each Shadow uses Deathshroud, damaging and taunting foes to attack them. Basically creates a damage field that absorbs agro for you. Since it's not a real pet, and each Shadow despawns when it's anchor mob is defeated, the recharge would be MUCH shorter (Say 60-90seconds) allowing them to be resummoned frequently.
    I make no claims on how balanced such a power would be, that's ultimately not up to me as a player to decide.