StratoNexus

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  1. Quote:
    Originally Posted by Teeto_K View Post
    Heh, no, honestly, I should have expected as much, Hot feet's radius is UNREALISTICALLY huge, and well, if a Fire^3 blaster can leverage it and go so far even as to reccomend it, then I should be that much better off right? I mean, Elec has all that uh, like, defensive prowess, or something? In any case, I AM really attracted to aura powers based on the fact that they are INFINITE damage per activation time, because there IS no activation time, there's just something really attractive about "free" damage.
    I cannot recommend Hot Feet enough. It is ridiculously good. Yes, you may have to shut it off when fighting enitre maps of wolves or Crey tanks, but other than that it is pure gold.

    Quote:
    Originally Posted by Teeto_K View Post
    I dunno how I feel about you mucking with my thunderous blast, though I can hash out the back and forth already:

    You: "One cast of each of your AOE's already matches or exceeds TB, so maximizing it's availability is not at a premium, instead it takes a place as a situational crowd clearer, and with the recharge bonuses you have and the slotting I put in it, it should be up often enough to fulfill that role."
    I should note that my slotting of TB has MORE recharge and damage in it than yours did. That said, with Hasten up yours recharges 0.5 seconds faster, because I gave up 11.25% global recharge. Yours also had the damage proc and slightly more damage, because I also gave up one global 3% damage bonus.

    Quote:
    Originally Posted by Teeto_K View Post
    Kismet To-Hit is neat, and I know I recently was waxing on about how a few points of to-hit can combine powerfully with high-order accuracy bonuses to produce good to-hit numbers even against deep purple foes. But, I might be tempted to use the spare slot to put a Blessing of Zephyr -KB in superspeed instead. I suppose I can always play it by ear, I don't think Plasma has burned up her 'Volta respecs yet.
    You should have a KB protection IO. I am sorry I failed to notice that you were missing one. To be honest, I'd likely take the extra recharge out of Aim and Build Up. The 2.5 seconds is not worth the slot, IMO.

    Quote:
    Originally Posted by Teeto_K View Post
    I suppose other places I could get slots from include Fire Shield, and there is SORE TEMPTATION to drop it altogether for Blazing Aura again and go double-damage-aura-mania. I have a fairly low opinion of "shields on blasters", tending to prefer control to tanking (ironic considering I'm talking about stacking damage auras?), of course with honorable and exceptional mention to acknowledge +Def builds leveraging Ice/Scorpion shields.
    When it comes to melee blasters, I find Sm/Le resistance to be very handy. My own has both Tough and Fire Shield, giving me about 47% Sm/Le resistance, which is often a life saver. So far, my defense based builds do not perform any better and that resistance really seems to shine on a team (although maybe it needs to stack with Tough to truly make the difference I notice); it also helps that I capped my HPs, but you also have a good amount of +HPs. Do you have the +HP accolades?
  2. Storm/Sonic defender
    Achilles Heel in Freezing Rain and Tornado. Freezing Rain will stack twice easily (although there is a bug where sometimes its duration gets cut short, the bug is intermittent, but happens often enough to be a real dampener). The Heel proc will happen decently often in two powers.

    Demon/Storm with the same Heel setup may be pretty close. Add in the Reactice Interface for more. I was able to keep a Pylons resistance level at -40 or better on mine (No Reactive, achilles heel only in tornado). I'd increase to -55 regularly and the max I observed was -82. I think with more practice I could do better and likely keep over -50. Since Pylons have a base resist of 20%, I was keeping a steady 75% resistance debuff, getting 94% regularly and spiked to 128%. I know the Storm/Sonic defender could do better.
  3. Dumb Luck Armor

    Monologue Control

    The Plot which contrives to induce enemies into falling for a devious, subtle, yet intricate and massive conceit that eventually manages to come back upon itself in ways beyond even the users own comprehension.
  4. Quote:
    Originally Posted by Rial_Vestro View Post
    When did they do this HP readjustment because it seems like they made everyone lower HP or left them exactly where they were. I wish I still had the old file on what their HP use to be. Blasters were the second lowest and only the Kheldians shared the same HP with each other. I think Brutes use to be up to where Tankers are now but they're still in the same relative distance apart from each other.
    Blaster HPs were increased to their current level in Issue 5, summer of 2005. Brutes HPs are the same as they were at CoV launch. Stalker base HPs were made equal to the current blaster level in I12, not the I12 release itself but a week or so later in the spring of 2008. The only other HP change made that I know of was in I18, when the tanker HP cap was slightly increased, summer of 2010.
  5. Rad Emission and Rad Blast could use some alternate effects which were harsher. Rather than soft and fluffy clouds (which works great) some hard particles and beams could be appropriate. X-Ray beam already has this. Imagine Proton Volley as luminous starbursts instead of puffy. Electron Haze could be a multitude of tiny starbursts that traveled through your enemies. You fire a beam at an enemy for Neutron Bomb and then it and all the affected targets are inundated in laser cages. Toggling Radiation Infection on could surround enemies in a subdued sparkly effect.

    Dark Blast could use a version without skulls. In addition, a wet, clingy version might be an appropriate alternate (think the alien entity in Spiderman). I love Tentacles, but grasping arms and hands could be awesome as an alternative.

    Powers like Combustion and Fire Sword Circle could use alternates. I have some characters who would use Combustion if the effect included a weapon (or many weapons flying out) of some sort. I also have characters who use Fire Sword Circle because the power is very good, but for concept I'd prefer them to not use a weapon and would prefer an effect more like Combustion. I also think it is great that we 2 sword effects to choose from, but it would be nice if we could get other flaming edged weapons (axe and sickle).

    Also it would be nice for Earth Control to get some alternate effects. Stone Cages is amazing looking, but it is a bit ostentatious. Just some toning down a bit for it and stalagmites could be great (some alternate effect that is smaller would be best).

    Finally, Stone Melee (and Earth Assault) could use some alternate blunt weapons for the Hammer powers.
  6. Quote:
    Originally Posted by Aurorae View Post
    Thanks for the input guys. I'll look into the other options you've presented me with. I'll recheck my recharge rates and see how they are, and maybe worry about that first. I have seen in some LAM's and BAF's some healing auras for 500+ (and I'm pretty sure it was some kinda aura because multiple people al had the same green nunmbers rising from their hot steamy little heads) so stars knows what those folk have been doing... I think thats why I was asking - I was jealous and wanted that much too! =)
    It is possible that maybe that was a Kin or Dark defender. Their AoE heals can be that large, but they need to hit an enemy in order to work.
  7. WP and Inv are pretty even once you get into top-end builds. If you only want to continue working on one of them, choose the one you prefer, since neither choice is wrong. Personally, I'd keep both around, maybe someday the other could be appealing for some reason as well.
  8. Quote:
    Originally Posted by UnicyclePeon View Post
    Good point (OP). Still, I don't think there is much you can do about hating powerset mechanics (street justice) once you have made a purchase. But in terms of graphics it would be cool to get a preview. Maybe there could be in-store npcs who provide cut scenes, or maybe there could be a story arc id listed in the store that you could play in the AE or from the store itself to see the set in action.
    It is possible that the leaked vid of Staff Melee is the type of thing they intend as a graphics preview for new powersets we could purchase. It shows all 9 powers in the set, their names, and the icon. I imagine we will also be able to access the real numbers of new powersets for review as well (I don't really see how they could stop us, since you can just type the power names in brackets to view the numbers, but hopefully they may have a nicer interface for looking at the powersets numbers than that).
  9. Quote:
    Originally Posted by UnicyclePeon View Post
    Youre so good you didnt notice it was hard? Well I guess you just need to wrestle CallMeAwesome's forum name from him and all will be right with the world. Should be a snap.

    Meanwhile, those of us who suck would like to relax a bit and enjoy the game a bit.
    It could be that, but I too never felt stressed in Praetoria except for a few really bad ambushes. Outside of those ambushes the enemies did not seem bad to me. Are you sure it was the enemies that made it harder or was it the sometimes close together spawn points and a few mechanics issues (very tough ambushes) that made it harder for you? Alternatively, maybe you avoided Vahz and CoT in Primal, although on bigger teams I always found Damned and Bone Daddies to add some good challenge (but Hellion and Skull Lts. have always been pretty pansy, likely the main cause of those groups being a bit on the easy side).

    Quote:
    Originally Posted by Amy_Amp View Post
    Key part is you did this solo and on base difficulty. Now, try it on a 8 person team where the melee ATs have little ways to counter the mass ranged energy attacks that come after them. I have seen numerous teams get to the bottom of the stairs where the tracks are at on the map and the initial group simply mows the team down. Add in things like lower level characters so they are fighting +1/+2 versus +0/+1. The zombie bosses with their two handed attacks have dropped somewhere around 3/4 of my health bar in one hit if the boss was purple to me. And yes, I was on a brute at the time.
    Indeed, charging into the underground is often a death sentence. Easily avoided by pulling the first group, but not all PUGs will wait for that, instead preferring to add the extra time via hospital runs. I admit my only armored toon I ran through Preatoria was a KM/FA and FA shines in the low levels, but I also ran with other players who played other armored characters and they did not express any special concern either.
  10. Quote:
    Originally Posted by Moonlighter View Post
    If I pay for them explicitly I have no way of checking out their awesomeness unless I use the test server. Actually a test server with the level to 50 option available would work for that purpose.
    I have seen this mentioned a few times now and I want to address this concept of the Test server specifically.

    The test sever must NOT allow for free purchases from the store as it currently does. 36 free character slots where we can also have all the options for free does not seem like a good idea to offer to anyone. Maybe I am wrong, but free stuff on test worked in the past, but does not seem workable to me in the future.

    Quote:
    Originally Posted by Dr_MechanoEU View Post
    Though I have my conspiracy theories on why the sudden switch to the Free 2 Play model (Going Rogue failed to bring in subscriber numbers NCsoft hoped etc.) I won't go into them in great detail here.
    Since they have been planning and working on this change since before GR went live, your theory does not seem plausible.
  11. Your build looks fine to me as is. I'll try to talk you into Hot Feet, but you have to make your own call based on your preference. Hot Feet is purple patched by up level enemies, but you can slot to overcome it. The 20 foot radius makes it the most amazing damage aura in the game and it comes with gobs of control to boot. On my Fire/Fire/Flame blaster, Hot Feet dealt 2.3 times the damage of Blazing Aura when I tracked this stuff with Hero Stats back in Issue 9 and 10, nothing about those powers has changed, so that should still be accurate.

    I made a change to your TB slotting and added a Kismet to CJ.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Plasma Raine: Level 50 Technology Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25)
    Level 1: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
    Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
    Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
    Level 6: Fire Sword -- Mako-Acc/EndRdx/Rchg(A), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(7), Mako-Acc/Dmg/EndRdx/Rchg(9), HO:Nucle(9)
    Level 8: Super Speed -- Clrty-Stlth(A)
    Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(36), RechRdx-I(36)
    Level 14: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(37), RechRdx-I(37)
    Level 18: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(34), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), EoCur-Acc/Hold(40)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
    Level 26: Assault -- EndRdx-I(A)
    Level 28: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(29), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(31)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), AirB'st-Dmg/Rchg(33), Det'tn-Dmg/Rchg(33)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 38: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40), TmpRdns-EndRdx/Rchg/Slow(42), TmpRdns-Dmg/Slow(42)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(48), EoCur-Acc/Hold(48)
    Level 44: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
    Level 47: Rise of the Phoenix -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(50), Sciroc-Dmg/Rchg(50)
    Level 49: Bonfire -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Defiance
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod(3), P'Shift-End%(5)



    Code:
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  12. Quote:
    Originally Posted by Selina_H View Post
    Does the current system actually keep track of who provided what buffs, or does it only note the fact that a particular buff exists on a character once it's been cast? I would love this idea, but I'm afraid that coding it in would be a nightmare if buff origins aren't already being held somewhere.
    It does (although that information gets lost on zoning). Otherwise you could stack Fortitudes or bubbles and whatnot (and the fact that the info gets lost on zoning is why you can stack those powers when zoning).
  13. I'd even be happy if they could simply make it so buffs that originate from me were more statically displayed. Currently the buffs generally list in order of occurrence, so that the most recent buffs are at the end of the line. That is fine for non-buffer game play, but less than useful when playing one of my buffers.

    If my buffs were always at the beginning, even before passives and accolades and that person's other self buffs, it would be simple to see if any of my buffs were active on that target. Thinking about it, I would prefer this to the "only show my buffs" option. I may want to know that other Emp already has Fort on target A so I will instead use mine on target B. If I see a Fort in the list right now, I have no idea whose it is. But if it were at the beginning, I would know it is mine, and buffs listed later on would be someone else's.
  14. I agree. The blaster one galls me in the same way. First, they are freely giving away the Fire secondary effect even more now (as if Reactive wasn't enough, how about some more energy or toxic or something). Second, why even more damage for a blaster? Why not a high chance proc to heal self or give a good regen boost?

    At the least they should be consistent. If they are using these to pile on the strengths of the ATs then that is what they all should do. Controllers should get more control (Psi damage, why? It makes no sense for any of my controllers, why still more Psi?). Dominators are tough to figure, since they have a dual primary, I think it makes more sense for them to get more damage, since they already get more control through domination.

    That said, personally I will be glad to have a +res proc on every tanker I play (although it may take me awhile to actually be able to get those procs). I am not very interested in the others I have seen so far. Once again we seem to be getting into just adding more and more damage to everything. I thought Interface would be a big step up from that, but then they made Reactive SO much damage, few want to take any of the other choices.
  15. Quote:
    Originally Posted by Arbegla View Post
    Reactive stacks, but its such a low value, that is pretty much not noticeable (except for the DoT)

    its a -2.5% resistance debuff, that stacks 4 times, for a total of -10%.. not a huge DPS increase.

    Now, the DoT stacks 4 times as well, per attack, and ticks up to 8 times (its an 80% chance per Damage affect, so really you'll never see all 8 ticks doing off) but it does provide some pretty hefty damage numbers over time.
    Actually, each application of Reactive has a chance to tick 5 times and only 5 times. The chance for each tick to occur is equal to whichever percentage is stated (25%, 50%, or 75%). It does not cancel on miss, so even if tick 1 through 4 all fail, tick 5 could succeed. My testing leads me to believe that the DoT stacks at least 5 times, but most likely 6 times (and 6 times seems to be popular forum consensus).

    Stacking the 75% chance DoT proc 6 times will yield an extra 75.26 DPS vs. even cons (without counting in any benefit from the -resistance portion). A soloist should be able to get ~35 DPS out of the DoT by stacking it 2 to 3 times, which is pretty impressive.

    The -resistance is much better on large teams and pretty much any league, but the DoT is very good solo and small team.
  16. Quote:
    Originally Posted by EvilGeko View Post
    Shield Charge's DPA is high enough that using it in an attack chain against hard solo targets is often a good use of the power, especially when nothing else is around. An AoE, when nothing else is around and when you have no other powers ready is the proper power to use.
    Are you saying there are situations where you should use an AoE power even though it will not hit its target cap?
  17. Quote:
    Originally Posted by Gangrel_EU View Post
    But that then contradicts what the slide says.

    Which states that you can only take 29 Tokens forward, of which you might have around 36 (if you include the bonus yearly token) by the time Freedom launches (unless its end of November where it then becomes 37)

    So, are the 29 tokens that you can carry forward inclusive of the yearly reward bonus or not?

    That is what is not explicitly explained.
    I think that slide was part of the original presentation they gave to a focus group back in Spring of this year. It is dated some and the newer information should be considered as closer to what is likely to release.
  18. StratoNexus

    Debuffing AVs?

    Quote:
    Originally Posted by Shadey_NA View Post
    So did the formula change for -tohit? Lots of ppl keep saying that it's equal to defense added. That didn't used to be the consensus by the number crunchers. I don't remember the exact math, but someone else might. Seems like it was something like 150% of defense. Does anyone know the numbers?
    It changed in Issue 7, although it was not widely understood for quite some time after (and I use the term widely very loosely (OK, I use it wholly incorrectly)).
  19. Quote:
    Originally Posted by Necrotech_Master View Post
    please let me know if i did the math right
    The AV debuff resistance of 87% reduces each debuff by 87%, not 65%. Also, Diamagnetic's regen debuff is actually only 10%, I know the guide says 15%, but the guide is in error. Diamagnetic is not much use vs. AVs. The fully stacked 20% to-hit debuff is reduced to 2.6% and the 40% regen debuff is reduced to 5.2%.

    That said, on characters where I am already putting out massive damage (especially if it includes AoE damage) I often choose Diamagnetic. It is easily at least (and often more than) the equivalent of having one (more) luck inspire dropped vs. enemy spawns. Sure, it may not help in AV fights, but I am likely to be fighting AVs with a team. When I am running through the warehouse in Lambda (often solo or with only one or two others), I'd often rather be debuffing enemy to-hit at the crates, because I am already putting out tons of damage, I just need to be able to live long enough (alternatively, some of my characters with higher survivability, but lower damage choose the Reactive for the exact opposite reasoning, I already can live long enough, please let me kill this thing faster).

    The mitigation benefit of both Paralytic and Diamagnetic are real and effective. Is it as valuable to most characters as extra damage? Tough call. It varies enough for me that I will choose any of those three (although I have not yet actually taken Paralytic on anyone and have taken Gravitic on two characters, but I had to try out the -recovery aspect on my sappers).
  20. Quote:
    Originally Posted by Megajoule View Post
    Sorry, Bill - in most of your other posts, you're consistently level-headed, but I have to call it as I see it. And what I see in this thread is someone claiming he's been harassed by his opponents on this issue until he has no choice but to "surrender" in the most passive-aggressive manner available. You've tried to be reasonable, but those intractable no-tolerance complainers just won't leave you alone!
    Hmmmm. My What the hell? Let's buff defenders. thread was born of a similar level of forum induced psychosis. I actually believe MB to be honest here. Based on numerous forums posts and in-game attitudes about defenders I had encountered, I decided that my personal opinion on defenders was likely a significant minority and those made a suggestion that I believe would make most people like defenders and corruptors much more than they currently do.

    It seems plausible to me that MB has had the same thing occur to him about KB. That being said, I think his suggestion has significant flaws. While I'd rather them not change KB in general, if they did, I'd prefer a change whereby a much larger range of KB magnitudes is available. I'd also prefer some way to not force people to slot for KB if they want it (unless slotting for KB also included some combination of dam/rech slotting as well).
  21. Quote:
    Originally Posted by Chaos Creator View Post
    Incidentally, Titan Weapons is NOT in i21.
    While it will not be available at I21 launch, it seems likely it will be released before I22, which would make it what we will eventually consider an I21 powerset. I think it will happen in issue 21.
  22. Quote:
    Originally Posted by TwoHeadedBoy View Post
    What I personally would like to see is a 50% less cost on all items that can be purchased with paragon points for VIP players. I don't think free points should be taken into account as I've already said in this thread--- When you give someone something for free, you don't hold it over their heads.

    Especially for things like new powersets that us VIP will not be getting as part of our subscription, a reduced rate is definitely in order but I really believe it should apply to everything in the Paragon Market.
    I completely disagree with this line of thinking. When you give someone a gift, you do not hold it over their heads. When you include something as part of a purchase, you should feel free to argue that it is part of the value of their purchase.

    Paragon Studios is not gifting us 400 (550) free PPs a month. We are spending our monthly subscription to gain that, along with all the other things being a subscriber gives. Those 400 (550) PPs ARE the discount that subscribers get in the store. Rather than half off everything in the store, you get 5 bucks off everything in the store per month (with no minimum purchase required to gain that 5 bucks). That seems a fair way to do it to me.

    As far as the price per powerset, I'd like to see the price set to 600 PPs, for a variety of reasons.

    Quote:
    Originally Posted by VoodooGirl View Post
    Haven't read the whole thread, but as the Devs have said repeatedly the prices are subject to change, so don't take what you're seeing as final. Wait until it's final to debate if the price is worth the value
    I think this is the perfect time to discuss the price points. I am sure one of the reasons they are releasing pricing information is to get feedback. If everyone stays silent, they might get the idea that 800 PPs is a price point everyone will love. For what it is worth, when I first started thinking about it months ago, I thought 4 dollars for a new powerset was correct. It still think that, which is one of the reasons I think 600 PPs is a good price point (which is $7.50 for a non-subscriber who buys points in the smallest package).
  23. StratoNexus

    MA Secondary

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Instead of Conserve Power, I would prefer to see something like Quick Recovery (+30% endurance, always on) or Quickness (run speed buff, run speed debuff resistance, -Recharge resistance, +20% Recharge to all powers).
    I always thought QR would be appropriate for a blaster secondary.

    This was my take on /MA a bit over a year ago.
  24. StratoNexus

    Manip/Manip AT?

    I was thought Melee/Manipulation would be easier and more appropriate. Spines/Fire, Claws/Elec, War Mace/Devices, Super Strength/Ice, etc. You could start by just ignoring the overlaps, do not include the Melee sets that have a matching Manipulation (EM, ELM, Fire, Ice, and soon Dark), but possibly eventually rework things so that you could include them.
  25. StratoNexus

    MA Secondary

    Dump Power Chi, replace with Dragon Tail and I am fully on board with your set-up. Otherwise it is far too similar to /Nrg. I like that it has both a stun and a hold; I am not sure if that would fly by dev blaster standards, but I think it adds a unique attribute to /MA.

    I'd do it differently, but /Nrg is the blaster secondary I like the least, and your suggestion is pretty much /Nrg with different animations and an alternative to Boost Range (and while Stun is replaced, it is replaced with another mez). However, Dragon Tail is the reason I want /MA as a blaster secondary. AoE KD and damage, so very blaster, so very needed.

    Speed Chi is fine. Less mitigation than DP or Caltrops or Hot Feet Or Ice Patch.