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Posts
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Quote:It was done during an interview on "The Jester's Court" for Woot radio just before issue 8 came along....Does anyone have any records of the devs actually SAYING that the reason there's no female minions is because of sex slaves? Because what I've heard the devs actually say is that there's just no MM customizability, and when there IS (this isn't an If, it's a When, but right now they've made very little progress due to GR so this When might not be for many years), we'll have a great deal of control over what our pets look like, presumably including gender.
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Yes. Yes he was.
He caused a ton of broadcast rage for years and got someone to pay him a buttload of money to do so. It doesn't get any better than that. -
There's a sticky in Forum Games now.
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In RV, you can use different base exits to appear in different areas of the map.
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I'd get rid of the fighting pool, pick up invisibility and phase shift from concealment, and probably get maneuvers/tactics from leadership. Also, dump resilience and fast healing.
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So, I was thinking of (once again) rolling up a Kheld and seeing what I can do with it. I've never been able to take one very far, so my knowledge is WAY too limited. I was wondering if any regulars could offer up advice (and if you're really nice, a build or two) for my benefit.
The main idea I was thinking of was primarily solo play, with a focus on Nova/Dwarf forms. No real preference between PB and WS, just a good balance of solid offense (admittedly not as easy in Dwarf) and solid defense (likewise with Nova). And if possible, minimal to no set IO's.
Many thanks. -
Go with a Psi/EM blaster for now. It's a very powerful combo that also shows the importance of a lot of basic PvP skills. Try to avoid the melee sets (/regen and such) as they tend to develop into bad PvP'ers who run with the "stand and fight" mentality.
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Yeah, but the initial attack is nullified by that brief period of phase they get when ported and afterwards, they have about 10 seconds that they can't get ported again. It would leave them in roughly the same position they were before the port.
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Quote:The problem, I believe, is that there are no powers that are able to be "turned off" when hidden. Even if it doesn't cause aggro (Blinding Powder, for example) the effects still happen, same with every other power. What's being asked for here is a way for powers to remain active without being active, something the devs have yet to figure out.The damage portions of all Stalker powers, as well as some pool powers, do have a "flag" that tells them to do extra damage if in a Hidden state (the pool powers also include a "if a Stalker" line), but it's not actually tied to the Stalker's inherent power, which is mostly just an icon.
I think what you want is "kind of" possible, but probably wouldn't actually do what you want.
Those powers' control effects could be flagged to suppress while Hidden, I believe, and they'd no longer cause Stun/Fear which could help you stay Hidden, but as long as they're making tohit rolls with "Notify Mobs: Always" (the part of a power that determines whether using it will alert mobs to your presence), you'll probably still aggro enemies.
So basically, it could work in the sense that it wouldn't take you out of Hidden state, but it can't make the power not alert enemies while you're there.
This is all just theory though, based on how I understand the powers systems. -
Quote:The AoE bonus from Lucky got added into the AoE toggle for stalkers. In a way, that's a benefit because you don't need to use as many slots to enhance up to the same amount of AoE defense, but you also lose some of your scaling resists.Regeneration and Willpower sacrifice Quick Recovery. Super Reflexes drops Lucky, which decreases AoE defense, although some of this may be compensated for with Hide's extremely high AoE defense when Hide is active. Energy Aura does not drop a power for Hide, it replaces Energy Cloak, thus it also replaces Damping Field with Repulse. Electric Armor drops Lightning Field, which is the set's Taunt aura. Dark is kind of complicated, but in effect it drops Death Shroud, (and all Taunt effects from other auras) and separates the defensive bonus and perception of Cloak of Darkness into Shadow Dweller.
In short, TWO out of seven Stalker Secondaries lack +Recovery bonuses, although they do happen to be the ONLY Secondaries that grant +Recovery to the other meleers. (Unless you count Tier 9s like Unstoppable and Elude) SR trades the AoE defense for more AoE defense in hide, while Dark and Electric drop the Taunt Auras, which would directly conflict with the Stalker's Inherent. Ninjitsu we have no idea what it would have had in another meleer Secondary. Energy Aura adds an aura for some reason, but some players have reported using the power as a momentary click-type power, toggling it off and back on as an AoE knockback. I'm honestly not sure what the devs were thinking... -
Quote:That's something I can easily agree with. In a way, that's how it was with i12 PvP. Your characters had their individual roles and excelled at them. Problem is, a lot of people want their non-blasters to hit as hard (or as close as possible) as a blaster without giving up their better qualities to compensate. If one character's individual capability didn't measure up to everyone else's capability in every way, then that character wasn't "good enough." The idea of getting a team to round out everyone's qualities just seemed to disappear in PvP, which is odd since it's so prevalent in PvE.
As much as I like it, I'm thinking "balance" in any form needs to be mostly ignored in this game, with a simple "Team for PVP" declaration. Aion, for instance, is simple - both sides have the same 8 classes to choose from, with mostly the same powers - and it STILL gets tweaked. We have 12 ATs which internally can vary wildly in effectiveness, strengths and weaknesses - and even having the same powerset on a different AT can lead to somewhat different results. -
In a way, yes. They went through what was essentially 4 issues of PvE oriented changes and balancing before PvP was brought in. Had it been there from the start, it's not hard to imagine how things would have been different. ED and GDN might have been an issue 2 system instead of 5/6.
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It was during the E3 demo. They stated that they were working on adding an arena system, but it wasn't ready to demo. Later on in development, the PvP system was backburnered to adhere to release dates and schedule demands.
To date, there's only been one power that's been altered for strict PvP purposes. Everything else has had PvE justification as well. -
No fitness either. It's honestly easier than one would think, but I've gotten used to the comforts that those powers provide.
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I took my first stalker to 48 without the melee toggle and mez protection. It's certainly do-able, but life really is much easier with both of those.
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My Nin/Nin and DM/Regen have both solo'd several AV's. A little bit of planning, and it's not as hard as some would make it out to be
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I had an idea similar to this some time back that I never got around to fully working out and posting. Essentially, the more prestige your SG earns, the more NPC's you'd be allowed to have (based upon plot/room size and function). You could design a custom SG "uniform" that would have options capable of being used by all three models for your NPC members to wear. At higher levels, you could assign one or two to join you in an instanced mission, though it costs prestige to bring them back if they die.
The added functionality (trainer, tailor) was something I hadn't considered for the base. I know I'd love to be able to port into my own base, train up, and maybe even have a basic enhancement shop (SO's at a slightly higher cost, lower re-sell value). -
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It's slightly easier, actually. Hide provides a small measure of defense on top of your other toggles/autos. The trade off is that you have no AoE defense until you get evasion (which has both the toggle and auto values rolled into one power) and you only get 66% of the scaling resists that scrappers/brutes do.
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For the record, I don't have an issue with getting interrupted mid-AS, same as Thirty-Seven. This is including my Regen and /Elec stalkers. It really is a matter of timing and positioning though.
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