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Quote:It's already been stated as such by the Devs, with regard to Devices being able to hit the magical ToHit number by overslotting Targeting Drone.I can easily see such an "unfair favoring" being considered a Feature rather than a Bug ...
I'm not sure if they considered Time Manipulation's ability to hit the ToHit reqs permanently for the entire team by power boosting Farsight, or running Farsight and Tactics, though. -
Quote:If anything it annoys me more because my character is demonstrably stronger than her. That just goes to show that there's absolutely no possible reason she should be able to read my mind. And yet she does.Understandable...but all things considered, Penny Yin came about doing the same thing. Are we going to hate any character that comes along and claims the title of 'Most Powerful [insert]' or are we looking at the circumstances? While Katie may be a particularly strong, headstrong and obnoxious psychic, does that really undermine your Fortunata who can wade through fields of apparitions and come back to tell the tale (while little lady Katie goes *kaboom*(read: dies))?
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Quote:Along those lines:Depending on your slotting and whether you're chasing set bonuses, it is actually possible to maximize most of your needs in Dehydrate and still sneak in a little +Heal. Just something to keep in mind. You might not need it, but it doesn't hurt, either.
My prospective build has Dehydrate slotted with the 3 Thunderstrike triples, a level 50 Damage IO and 2 level 50 Heal IOs for 42.4% Accuracy, Endurance and Recharge, 95.9% Damage and 83.32% Healing enhancement.
I didn't slot it for a 6.25% Recharge bonus, because 7 out of Water Blast's other powers can be slotted for that bonus, and don't have additional aspects that need enhanced. -
Not sure which epic to take on my Time/Water Defender...
With Dark Mastery I'd have 33% Def to All with 43% Def to Energy/Negative, and Perma-Soul Drain for a constant 120% Damage buff. Plus there's the added bonus of Dark Consumption.
Soul Mastery, though, would allow me to Power Boost Farsight and softcap defense, but Soul Mastery's Soul Drain has twice the recharge as Dark Mastery's and a smaller damage buff, so I'd only get 96% Damage half the time.
So, which option would you take? -
See, I hate Katie Douglas for completely different reasons...
One of my first playthroughs of First Ward was on a highly trained psychic character (a Fortunata), and it just flat out pissed me off that the way she was written (Such as being able to read the PC's mind with absolutely no effort) absolutely trivialized my character's own power(s).
That just annoyed me so much that I hate her, even on characters who's minds she actually WOULD be able to read. -
I highly doubt it. Soldiers and Widows still have access to the Leadership pool, so they can get the new 5th power no matter what. Kheldians are completely locked out of the Flight/Teleport pools, so they only way they'd ever have access to the new 5th powers was if the also got added to their powersets.
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Quote:Aqua Bolt is 0.84scale 1.188 ArcanatimeDoesn't Dehydrate have stupid bad DPA given its long animation? Or is the mids time wrong?
Hydro Blast is 1.48scale 1.848 Arcanatime
Dehydrate is 1.744scale 2.112 Arcanatime
That gives them DPAs of:
0.707scale
0.801scale
0.826scale
Dehydrate actually has better DPA than Aqua Bolt or Hydro Blast. -
Quote:Honestly, I'd have to say that no set shows it's age more than Forcefield.I'd rather see sets like TA, Poison or Sonic get some love first honestly...the sets are showing their age...
It's really a relic that's practically unchanged since a long forgotten time with completely different design goals and principles.
Edit: That's not at all to say that I don't think TA needs some dramatic buffing. It really could use it. -
Quote:It would yeah. Aqua Bolt's DPA is really only very slightly lower than Hydro Blast. Including the -Res proc would boost the damage of all of your attacks and would easily overcome that.Aqua Bolt can slot - RES achilles heel though ... wouldn't that count if you are cycling it 2x in the chain?
Quote:Dehydrate: 2.112
Hydro Blast: 1.848
Water Jet: 1.584
Aqua Bolt :1.188
Hydro Blast: 1.848 -
Quote:Begging for it more than Earth, Fire and/or now Water?Is the OP talking about copying that set from CO? The one where it hurts enemies and heals players?
Also, let's not bend (ahem) to the fans of Avatar over everything. I wouldn't be against a wind set but come on, can you imagine the copyright infringements popping up everywhere? It happens enough as it is, but this would be begging for it.
...I've never seen a single episode simply because the fan behavior irks me, much like most anime due to otakus. -
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Quote:Due to the Damage/Recharge scaling of Aqua Bolt and Hydro Blast, Hydro Blast actually has better DPA than Aqua Bolt. (0.84scale/sec for Aqua Bolt vs 0.886scale/sec for Hydro Blast.) So the optimum damage chain for Water Blast will likely cycle Hydro Blast over Aqua Bolt.Anyone know the top ST chain for water blast yet?
Something like Aqua Bolt > Dehydrate > Aqua Bolt > Water Jet > Water Jet?
That said, the difference isn't that large, and I simply prefer the animation of Aqua Bolt over Hydro Blast.
Another factor that serves to complicate making a static chain for Water Blast is that any misses derail your chain, as you don't gain the necessary stacks of Tidal Power. You need to adapt your chain on the fly to accommodate this. -
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Quote:I can only imagine you're talking about possibly not liking new animations (Since there's zero other reason that this straight up buff would upset anyone).Ok, I really, really, REEALLY love Dual Pistols as they are, so I'm hoping these DP changes don't upset me... I won't like me when I'm upset...
They show the animations in the coffee talk... they appear to be the same as the current animation, just sped up. They're essentially no different. -
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Quote:Nope. No animation changes.Did they actually show video of the new powers? I am pondering, if they change the animation of Kick the T1 or T2 of Martial Arts, the power would be great. Boxing may alos benefit in similar form from an animation swap, not to mention if these powers are expected to be used... their animations are horrible looking now.
The new power, Cross Punch, uses the same animation as Sweeping Cross from Street Justice. (Just FYI.)
Must own the other Fighting Pool attack powers to get bonuses. All bonuses, damage or otherwise. -
My Beta Water/Time corruptor was named Tidepool.
My Live Time/Water defender is called Lifejacket. I debating rerolling almost immediately, since that name really doesn't live a lot of room for alternate costumes (Right now it's just shorts and an orange colored chest detail [IDF I think] to look like a guy in a lifejacket), but a lot of people seem to like his name/costume, so I guess it works alright. -
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Quote:I'm pretty sure it's actually the other way around.Does it seem odd target aoe nukes get even faster..when they are so much easier to use, as it is? I think RoA should only be useable around corners..outside. Dont tell me RoA's rech is gonna come down to..its already so low compared to the rest.
At 31:12ish direct quote:
"... and the recharge time has been reduced -we use the normal formula but we increase it by 50%, and if it's a targeted AoE instead of a PBAoE we increased it by 75%..."
Judging by the recharge time we saw for Nova, the "normal recharge" for nukes was somewhere between 90 and 100seconds then tack on the extra 50% that got us to 145s (2m 25s).
For TAoE (Thunderous Blast, and I'm assuming Blizzard) it'll probably be around 170s (2m 50s)
**He was speaking a bit haltingly right about there, so it's a little hard to follow. -
Quote:I really, really, really wish that I could skip boxing and just take Tough and Weave instead.Yeah relistened, this is accurate.
Which means there can now be shenanigans like choosing Boxing then skipping straight to Weave if, say, you don't need/want Tough.
Ah well, I'll take what I can get. -
Quote:I.... but.... WOULD YOU PEOPLE STOP FORCING ME TO ADD NEW POWERS TO MY BUILD!!!1On the Presence note, you mention the single-target Taunt becoming a single-target ranged Placate, but Unrelenting is the new tier 5 power in the set, and it's also pretty cool. Using it gives you a moderate Heal over Time, a moderate Recharge bonus, a moderate Damage bonus, and a moderate Recovery bonus. Additionally, you can use it while defeated, restoring a moderate amount of health and endurance to you if used in this manner.
(Seriously, I already have to respec my Time/Fire Defender to fit in Blazing Bolt and Inferno... now (depending on numbers) I need (strongly desire) to figure out some way to add the Presence pool too. THE PRESENCE POOL!) -
Quote:I'll admit it wasn't the route I expected devs to take but as far as fixes go it works for me. It leaves Bonfire completely unchanged for those who want the knockback behavior. For those who want a knockdown it reigns the performance in and puts it on a par with powers like Ice Slick and Earthquake. It's slightly worse than those powers which is fine since it has much better uptime.Quote:Actually, this is exactly what I was thinking... Not sure about everyone else, but without the IO the power is the same. With the IO, the chance to KD is reduced. Seems much more balanced to me. Obviously it will need tested to see if 40% is right, but it's definitely the right direction.
I never wanted Bonfire+Proc nerfed into oblivion, I simply wanted it brought back in line. -