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Posts
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Joined
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I've got one character I'm pretty much gonna max out in everything that comes along... so yeah. She's my Superman...er, woman.
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Quote:Don't get me wrong - I'd love to have those Animations crafted on (or as an option, when PP cust. comes) to any of the non-Flying movement powers. I simply don't see them doing new animations anytime.Love the images linked up thread.
For a run like this, I'm personally bullish on the name [bionic run]. Something that lands between those images of classic speedsters and the way the two antagonist terminators moved in movies 2 and 3 when sprinting. The jumps should not involve flips IMO but look more like either hurdling, long jumping or if it was possible with the current engine, a hand plant into a solid steeple chase style leap.
Also bionic run's idle should be stoic, sharply looking from side to side--befitting either a cyborg or a golden age style hero.
So, concerning Ninja Run, it's the perfect travel power for certain hero types; those who are more than human but aren't Superman (flying), Hulk (jumping for miles), Flash (blazing speed), or Nightcrawler (teleporting). Howwever, all Heroes who aren't Superman, Hulk, Flash, or Nightcrawler aren't Ninjas or Beastmen either. A Ninja Run Clone that uses existing running/jumping Animations but Ninja Run stats would be well received by the CoX community, in my opinion. -
I went ahead and got Nerve alpha slot for the Defense Bonus. It doesn't provide much, but it does get me to S/L Softcap on my SS/WP (I'm 43% without, a bit over 45% with Nerve slotted...and high 30's most other types).
Still, I went with Spiritual for my Tier 3 (and level boost). I figured the level shift, xtra recharge and Regen (from healing bonus) would make up the difference when soloing, and when teaming there's just about always someone buffing my defense so I'm over softcap anyway. -
Exactly! And without the Dracula Pose when not running, and without the Spider-Man look when jumping. While I'd love some more graceful acrobatic animations in place of it, I realize that Brand New animations are unlikely, so I'd settle for the the existing default run/jump animations but with NR stats.
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Quote:Heck Yeah I'd love to have those animations, but I figure it maybe 'slightly' more likely that we could get a version of NR that uses already-existing animations. In lieu of those uber running poses, I'd "settle" for the standard running/jumping animations we have to be used on a Ninja Run-type power...and I'd pay them for it.
God I'm easy -
*This* On teams I never use Handclap. Solo (which I do fair amount of) I've taken to using it if I'm about to bite it. It has saved me more than once. I certainly use it more than I do Taunt when soloing.
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Quote:Recently, with slots free due to fitness, I took Handclap on my SS Brute just as a fill in Power, and I've taken to really pushing the envelope when soloing and to my surprise I've been using it more often than I thought I would. If a cascading defense failure ( or some other crisis ), Handclap does a pretty good job of clearing things out and giving me some time and breathing room to recover....In my 4+ years playing I honestly don't think I've seen someone take Handclap or one of the clones...
Not sure I'd recommend it if you're slot starved, but if you have spare room, it's surprisingly, if situationaly, useful. -
Yep, looking just like regular run and jump, because while I'd like a more sprinty, athletic run and jump that's not so niche as the Spidery Ninja Run or the All-Fours Beast Run, let's be honest we're not going to get new animations just for that.
So, in the name of possible expediance and likelihood that it might be delivered, I'm suggesting they give us the Mechanics of Ninja Run without the Animations, pure and simple, because I love the mechanics of NR but hate the Animations enough that I'd pay for a single power alternative.
And Yes I can have Super Jump (but doesn't run as fast as NR) and Super Speed (doesn't jump as fast as NR), but I'd rather have that middle of the road travel ability that does 'pretty good' at both (and that it doesn't take any extra slots is just gravy) -
Okay, we have Ninja Run -- Great Power (and exactly what I want for several characters), but Animations are very niche, as has been discussed ad nauseum.
And now we have Beast Run coming, which I assume will be just like Ninja Run 'cept a different animation. Again, very cool, but very niche. Still, the fact that it's coming gives me hope of other 'Ninja Run Clones' maybe becoming available.
Well Devs, if you make a Run Power that in all ways was identical to these, but used Default Running and Jumping animations (call it Athletic Run, I don't care), I'd buy it the second it hits the store. Even if that was the only thing I was buying (not part of any other pack).
If it was part of the Party Pack (since that has basketball and soccer ani's, not out of the question), I'd buy that pack yesterday.
Make it so Nows -
Quote:Yeah, I took Nerve Radial on for one my PCs. That extra bit of defense really shows if you're near the softcap. Also, took Cardiac on my MA/SR Scrapper than has Recharge out the Wazoo. He burned Endurance like a Humvee -- now he had the energy to keep up with his fast pace.i'm going nerve on my controller's melee build. the additional defense from the uncommon has pushed me very close to soft-capped and the rare should get me there if not the ultra-rare. the hold and potentially confuse boosts will help as well. the only other one i could go is spiritual as i'm kinetics - musculature and cardiac don't really help much - and i'm using spiritual on the teaming build.
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Quote:I'm just a casual number cruncher, so wasn't aware how significant the diminishing returns for recharge were beyond 50%. I feel immensely better about my 'measly' 62.5% recharge nowThis is my guideline too. I find 50ish percent to a sort of sweet spot where you get good recharge but more recharge gives smaller and smaller benefits.
Let's take Foot Stomp, for example. With the 62% recharge Socorro has, assuming FS is slotted for 95% recharge in the power, that gets recharge down to 7.77 seconds (from base 20). Add an LOTG, to get to 70% (forgive rounding), and Footstomp shaves off a whole .2 seconds from recharge, down to 7.55 seconds. Let's add 2 purple sets to get another 20% recharge, now FS is down to 7.02 seconds. I'd call 62% "good enough".Thanks
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Quote:Or mouseslip, like when I drug an Obliteration worth 30 million to the market window, but accidently let go while my pointer is on another player's toon. I see a local tell: "Thank You!!!". I told him I thought I'd accidently gave him an IO I wanted to keep. Long Pause, then: "I don't have it..." and he runs out.I could have sworn I got hit by Keyslip the other day. You know, the one that makes you hit one extra digit when entering a buy price?
Enjoy your meeellion dollahs, Mr. Yellow Recipe Seller!
Merry Christmas, Jerk -
Quote:Yeah, I have it... it certainly is noticeable. The Spiritual Recharge Alpha-Slot helps too. I have it and Nerve for Defense and swap between the two depending on how things are going. Nerve only give about 2% extra S/L def, but in the 40%+ range, that's actually alot.Just make sure to put the force feedback proc in footstomp, I tend to get about at 20-30% increase in overall recharge when farming.
So, softcapped S/L with 62% recharge is more than plenty good enough in you guys opinions then? -
Lately, I've decided to make the push to softcap my SS/WP Brute's S/L Defense as sort of a project since I had so much dough to blow haha... So, last week or so I've blown about 3.5 Billion on her buying that Gladiator Proc and other S/L Def boosting IOs. I'm sitting at about 39% def to S/L now and when I'm done it'll be about 44% (and with another -5% tohit debuffs from RttC I think I'll be pretty darn shifty
However, I've had to make a few sacrifices here and there. Not major, I've kept my damage, regeneration, resistance, and recovery all at very good numbers, IMO, but my Recharge had dropped from around 85% to 62.5%. (and won't drop any further)
All, that's fine. I'm keeping it as it, but it got me to wondering. For you min-maxers, Recharge and Defense is the two things most of you shoot for. What do you consider the threshold, the tipping point, whatever, where losing more in one is not worth gaining more in the other. Example: I doubt many of you would Softcap if it meant your recharge went from 75% to 40%, but maybe you would.
So, out of curiosity, what balances do you try to get? -
I dunno...
It aggravated me that when on a full team that a Scrapper's AoEs outdamaged mine, and they were more survivable to boot, and that I had to walk on Glass to keep from KBing everything all over the place so they wouldn't silently wish I wasn't there ( or maybe not silently at times...)
It aggravated me that I had 6-full purple sets and tons of other Uniques, but struggled to Solo at +0/+4
It aggravated me that VEATs were very welcome on teams and had inate Mez Protection without having to look like a mutated rhino
My PB sits in retirement, gutted of all her grand IO sets. She holds a special place in me heart, but I doubt I'll play her seriously again until PBs get some much needed love -
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Quote:Obviously alot of folks feel this way, but for the life of me I don't get it. Solo and sitting at 0-Fury, my Brute can jump into a Spawn and within a few seconds I have more than enough Fury to smash everything to smithereens. On teams, especially teams with Tankers, it can be a bit slower to build Fury but still to me it's nowhere the Snail's-Pace some of you describe. *shrug*I have to say after leveling three scrappers and one brute to 50 that I really prefer scrappers. What bothers me about the brute is the constant go-go-go playstyle in order to maintain Fury and keep the damage up. That means that I can't call a halt to recover end/hp without throwing away my damage and it takes a group or two before I'm cooking on damage again. It's too much of a yo-yo for my liking. I gave it a try with a Fire/WP brute and he was ok but my scrappers offer more consistent performance...
Oh well, that different strokes thingy I guess... -
Not sure about Single Target, but for Groups, Eagle's Claw, followed by Dragon's Tail or another AoE...For.The.Win.Baby!!! I swear it seems like the Mass Followups Crit more than 33% sometimes
ST, since I already have Eagle's Claw, might as well use it. Usually follow it with Cobra Strike. Those enhanced crits still work... -
IMO, the 'Extreme' Alignments of Hero/Villain should be rarer than the grayer Rogues/Vigilantes.
The incentive to be a Hero/Villain should be a decent carrot, but not so great that they vastly outnumber the Fencesitters.
Give Rogues/Vigilantes A-Merits, but make their purchasables a bit more expensive (someone suggested 3 A-Merits for a recipe - sounds about right), and for the love of God give them more gray content and the ability to run their Factions Tips when Touring (etc. Vigilante Tips in Rogue Isles).
While we're wishing, I think Heroes/Villains should be able to 'tour' as well in some limited fashion. Say, Heroes can go to Rogue Isles and run Hero Tips missions, but cannot use BM, etc. When not in instanced missions, their presence will eventually trigger some sort of ambush or police force to drive them out (but not Flagged PvP). It should be something pretty overwhelming, so that Hero/Villains can't just feel like they can roam around freely in 'enemy territory'. -
Got one! Thanks to the party who traded with me and with a smooth transaction
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True, the fireoff of the proc is rare. But not so rare that I never notice it ( I also monitor my damage bonus pretty attentively). A few times in a mish isn't unusual...
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If any of you greedy bastiches ( just kidding
decide to drop back down the the 2 billion (plus moderate xtra) range, let me know hehe