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Posts
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At the risk 'OMG NOOB' shouts I have to say:
I won't be branching my Wolf Spider when I12 goes live.
He looks too damn cool as he is and I love all his powers, guess I'll be taking a few pools to fill the gap
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You can keep the wolf spider rifle and the uniform, and still pick up some bane spider powers I believe (Pummel and Bayonet do critical damage from hidden). -
The widow cape, because they havn't managed to get it working properly yet. It probably wont make it in for issue 12 release, but will be added later.
There was a personal message from Jay, saying helmetless wolf spiders would probably also be added after issue 12 goes live.
The heals? That remains a mistery. -
At a guess, I would say none at the moment. It took over a year of teaming with villains for keldians to get any buff from them.
However, if you have a SoA over level 35 can test it in RWZ when I get home from work. -
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we also strangely get PPP's (Brute ones)
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I think this must just be place holders, given that most of the powers are duplicates/very similar to powers that are available anyway. -
1) This is not news. Anyone who understands the costume editor knew why it was done this way. I posted to explain it as soon as the feature was anounced.
2) Helmetless Crab and Bane where always off the cards. However helmetless wolf uniforms shouldn't be a problem. My feeling is they weren't added because soldiers already have far more options than widows.
3) Personally, I would like to see 2 uniform slots, but this would lead to whining by people who wanted more than 3 non-uniform slots, and the coding to add a 6th slot is a whole other job, and not something Jay can do. Maybe later, whith a larger team, a 6th slot can be added, and made a uniform slot of SoA. -
The only reason there are no female wolf spiders in game at the moment is the developers didn't have time to do the models before CoV went live. The concept art released with CoV collectors edition includes drawings for female wolf spiders.
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Yes. There are no gender restrictions on SOA. It's mentioned in the video.
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I shall be using weapon 2, with the spikey bit on the end.
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I'm getting reports that stalker electric melee has had Lightning Clap replaced by Thunder Strike in the latest test build.
Just thought you might like to know. -
With being able to have up to 9 trays on screen at once after issue 12, you could probably do away with the tray switching binds if you have a big enough monitor.
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I assume the taunt is intended to draw the mobs in rather than scattering them, it would probably be pointless on a shorter timer.
I couldn't figure out if the thing moved under its own steam or not though, it appears to be able to fly. -
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CoD (City of data) or on the american boards.
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CoD has a very good record for reliability.
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for one the info was removed
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If it was wrong, why remove it?
It only breaks the EULA if it is true.
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two bane spider branch didnt have the call reinforcements that we KNOW it has
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Call Reinforcements is available to Bane Spiders. It is (in that version) also available to Crab spiders.
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that info may have been initially right but who knows now.
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They might fiddle with numbers, reorder a few things, but I doubt they would change the basic nature of a newly crafted power. -
I imagine the player is deliberatly outside the hive mind, since playing a character withoit free will wouldn't be much fun.
It may be that arachnos prefers to keep some bane spider officers outside the hive mind to maintain the creativity of the leadership. -
The Omega Maneuver summons an Omega Bomb, which appears to be a bloated photon seeker with a taunt.
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It appears that (currently) only Night Widows and Fortunatas get the Mind Link power, which is a clickly team buff to def, acc and psi resistance.
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Personally I would never put these two end heavy sets together.
And CoD: this gives you -1 threat level, which will make it harder to hold aggro while running it. -
What Castle wants to do is take a big nerf hammer to certain powers in the APPs, but he knows there will be massive wailing and whining and cries of DOOOOOOOOOOOOOMMMM!!!!!!!!!!!!!!!! so he won't.
What he isn't going to do is give equivelently broken powers to villains.
As for EATs, the reason keldians don't get APPs is 1) They already have many more powers to choose from than other ATs; and 2) The have no "gaps" to fill. It seems very likely that the same reasoning will apply to SoA. -
The WS doesn't need to actually outdamage a blaster to attract more aggro.
Blaster: threat level 1
WS dwarf form: threat level 3
That means any damage done by the WS will attract significantly more aggro than than a blaster.
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A warshade has the same aggro skills as some scrappers (the ones without aggro auras), and worse than the others, simply because both scrappers and ws can have a taunt that is capped at 5 baddies and needs to pass a toh check
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You are showing massive ignorance here. Scrapper Confront is single target. However, since very few scrappers ever take this power, it's not suprising you don't know what it does. -
You see, this is where you fail.
If a keldian trys to tank using soley dwarf form, they will inevitably be inferior to a true tank. If you use your powers effectively and switch forms as appropiate, you will do loads of damage and attract loads of aggro.
Although even a kedian who doesn't form switch can tank an AV effectively.
You also loose here: If a team needs any tank - they have bigger problems than a Kheldian.
A team of good players can do without any AT. -
An aggro aura is only effective in melee range, and in the next stage of powerset proliferation, tankers are going to start getting sets without taunt auras. Not all tankers take auras or Taunt anyway. A keldian dwarf who is serious about the tanking role will be continually spamming an aoe to compensate for the lack of aura.
In my experience, tanking keldian dwarfs are better at holding aggro than most Granite Tankers, and certainly better than most scrappers.
A well played keldian will also be switching forms regually in battle, so thier ability to do significant ranged aoe damage adds to thier aggro management ability. -
Your typical tri-form WS uses human form mostly for clicky buffs, and fights in nova or dwarf. Hence fast form switching is important to master.
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ws taunt will only affect five foes
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Which is exactly the same number as a tanker taunt affects.
The only difference is the tanker taunt is auto hit and has a longer duration. -
You obviously havn't heard of threat level, and indeed have little idea how taunt works. If the WS taunt hits, it will* grab the aggro from your blaster, even if only briefly.
And not every team has a mad fire blaster letting off aoes willy nilly. For most teams, a tanking WS has adiquate aggro management (assuming they have taunt well slotted).
*ok 99%, it helps to have damaged the target too. -
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i dont want to be a double agent!
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Thern you could be a triple agent, pretending to be a member of the 5th Column infiltrating Arachnos whe you are really working for Arachnos infiltrating the 5th Column to sabotage thier infiltration of Arachnos.