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Posts
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Does it actually give your primary attacks a 20% critical chance?
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Does in just increase the inherent critical chance by 20%? (Meaning that a 5% critical chance becomes 6%) -
Quote:This actually works?Other then that I am really happy with the set I have mine split between 2 powers now for +10 S/L def, that lets me keep my softcap and move other powers around, no more having to 4 slot Brawl with Kinetic combats was great!
If so...this changes my build a lot. -
Laser Beam Eyes and Energy Torrent are stated to come with a Mag 4 Taunt in Mids.
However, this doesn't seem to be the case in game.
Is there a reason Mids states this? -
You can definitely slot it in PP.
However...since you're using Electric Armor...you shouldn't have any End issues if you have both Energize and Power Sink. -
Quote:I was definitely hoping that was the case...as I color all my DM powers pure black.huh, i dont remember shadowmeld being that purple colored, when i last used it was almost solid black for me, and i feel like i looked more like a dark armor guy with the cloak of darkness or dark servant without all his aura stuff going on
as i mentioned earlier though the last i used this was when epic pools first got their 5th power
I still have hope for Power Pool customization at some point. -
Quote:I really appreciate you taking the time to get those screenshots.Here's my namesake demonstrating Shadowmeld.
The first image is (I think) a Dark Servent in its basic form and colors (and with some annoying red thingies, sorry about that); you'll note he has some glowing eye stuff going on there, almost hidden by the red, he's looking off to the left.
The next three images show what Shadowmeld looks like as you activate it (please ignore the Hasten pom-poms there), while you're a shadow (I guess) and the aftereffects which last some seconds.
I think this costume 5 is wearing might have a slight blue glow-aura which you can see inside the cloud, but this should still give you some idea what SM looks like. I think the textures are different, DS being rather "spotty" while SM is more wispy - plus no radiating stuff at your feet like DS has.
I definitely wanted to know what it exactly looked like before using an Alignment Change token.
Thanks a lot. -
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Quote:Yeah...I would definitely like to see the look of the powers before taking them. Was hoping someone would be able to post a pic of them if possible.I find Shadowmeld on my BS/Regen scrapper to be far lighter in color than my Dark Servant on my Fire/Dark corrupter. On my scrapper, it makes you far more 'wispy' than looking like Pigpen/Fluffy. What is kind of cook is that if you are wearing Incarnate radiant pieces of costume, they stay 'lit up' when you shift into Shadowmeld form. Same for your halo if you have that.
Of course, being /Regen, I'm alternating between MOG and Shadowmeld quite often when soloing AV's so you may want to be comfortable with the look of the power before taking it if that matters to you. But as a /Regen, I think the defense is far more valuable than anything you lose from the look. -
So does this mean my Hero can purchase two alignment change tokens to go to villain for the PPP and then back to Hero in the same day?
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Another question...
Could I take an APP now...switch to Villain and open the PPP...then just respec into the PPP? -
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Do you have to be full villain to unlock these or can you be a rogue?
This thread says you have to be a full villain: http://boards.cityofheroes.com/showt...ht=Shadow+Meld
While Paragon wiki says you can be a villain or a rogue: http://paragonwiki.com/wiki/Patron_Power_Pools
Which is correct? -
I am assuming the FX of Soul Mastery's Dark Blast and Shadow Meld match that of Dark Blast (from Darkness Mastery) and Cloak of Darkness (from Dark Armor).
Is this a correct assumption?
EDIT: Also...I notice that the Dark Blast from Soul Mastery is significantly more powerful than the Dark Blast from Darkness Mastery...is this true? -
I definitely ignore the whole well of the furies storyline concept.
However...the powers definitely go against my concept...but I just gave in because they are too powerful not to have. I figured if I ever just want to play for pure concept...I would just unslot them for a bit.
It would be nice if you could have the interface proc act just like an IO proc...where it has no added fx.
Also...they need to come out with more Judgement abilties for more concept options. I eventually just took Vorpal and play it off as a "speed blitz" move.
Anyways...yes you can "easily" work around it...but the devs could also eliminate that need by adding more customization options so that you're not "forced" into potentially concept breaking powers. -
What about the accuracy of Judgement?
Is that buffed by any +tohit or any global +acc you have? -
Is the recharge of the Destiny and Judgement powers fixed?
Meaning that neither +recharge nor -recharge change it? -
I was told that the incarnate interface proc abilities actually apply fx to the enemy...fire fx, negative damage fx...etc.
Is this true?
I was hoping that they acted just like adding a damage proc IO to a power. Where you deal the additional damage...but it doesn't add any other fx. -
I look at gods and superheroes as one and the same.
It just depends on the time whether they are called one or the other.
Just like Charlize Theron's character in Hancock says about how they used to be called gods and angels...and now people call them superheroes. -
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Just pointing out the irony of an Introvert speaking for all.
The use of "we" kind of goes against the definition of Introvert.
Just found that funny.
I apologize for no actual input to the point of the thread. -
The game measures a mile correctly...at least in terms of numbers.
.5 miles in game is 880 yards.