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Posts
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Quote:Well I think Time Bomb needs a shorter click to boom time rather than just a shorter animation time but I agree with the fundamental assessment. Giving Trip Mine and Gun Drone shorter animation times would fix most of the problems I see with the set. Gun Drone does not to enough damage to make up for the frustratingly long animation time and shortening the animation time on Trip Mine would effectively make it a more useful replacement for the hard hitting melee attacks in most other Blaster secondaries.There's actually nothing wrong with any of the powers, it's the animation times that need work. None of these powers, even Time Bomb, would be a detriment to a team if they had a shorter cast time. In fact, none of them are a DETRIMENT to any team even as they are.
Adding other improvements such as a damage or defense boost of some type to Cloaking Device would be nice but overall I think it's the last three powers that need the most help. Web Grenade, Caltrops, Taser, Targeting Drone and Smoke Grenade are all basically fine as is, providing abilities in-line with those in other Blaster secondaries. Cloaking Device is a glorified pool power but that alone isn't a problem, it's simply annoying when considered in relation to the rest of the set. Buffing Trip Mine, Time Bomb and Gun Drone to make them more effective in fast paced, mobile combat would do a lot to bring the set in-line with other secondaries. -
Quote:Well since Silver Gale feels differently it comes down to a matter of opinion.Given that without the toxic sludge the turtle would never have turned humanoid and thus been able to learn martial arts, I think it's a safe bet to say Science would trump Natural in that case.
Origin as a term is very loosely defined in the game and subject to different interpretations, the various threads on "becoming an incarnate makes someone magical origin" show that.
Personally the definition I use is "their Origin is what made it possible for them to become a super" in which case the TMNT are science. On the other hand I know some people prefer to define it as "the power source for their abilities" in which case the TMNT are Natural since being a mutated turtle doesn't give them any significant advantages in terms of martial arts. -
Quote:The thing is it depends on a particular person's view of the meaning of origin.The radioactive sludge gave the TMNT human-like forms and intelligence, but the actual *powers* they use are the result of martial arts training. In this game, they would be considered Natural origin.
Science: The Turtles were modified by Science to be able to learn martial arts skills
Natural: The Turtles learned martial arts skills
A player could realistically pick either as an origin depending on their personal interpretation of the definition of "Origin". -
Another possible theory would be people redoing their I19 respecs. A lot of builds I saw on the forums people seemed to be adding Leadership and/or Fighting in place of Fitness. Those are all high endurance cost toggles so it could be people did a respec to include them and are now changing their build because they are having endurance problems.
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Quote:Also Smoke Grenades and Web Grenades only have a positional vector.Off the top of my head, Fearsome Stare only uses the Negative_Attack vector. The only powers I can think of with one single attack vector that haven't been mentioned are a few of the Kinetics powers, which use Ranged_Attack, and therefore don't meet the criteria for the question.
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Quote:Or in other words, impatience is the strongest inflationary force on the market.Result: Anti-flipping works. Fill your market slots with bids on something at 123 inf, and list everything you get in stacks at 1 inf. You will get anywhere from 10 inf on a stack (leaving you out 50 inf in listing fees!) to 600k or so on a stack, because your stuff always sells before anything listed at a higher price, but people just bid whatever looks reasonable.
What happens is, someone comes along and they've already got 1000 in the window so they just click, and someone else sees a bunch at 123 and then one at 1000, so they figure they'll bid 2k so they don't have to wait, and pretty soon someone's bidding 100k on the 7th of the 200 rubies you have listed at 1 inf. -
Quote:I'm not entirely sure what you mean here but all the variants I can think of are not things I'd want. If you mean allow them to stack 5 deep while still having 20 slots I'm going to say no, 20 inspirations is sufficient for most purposes, I would like to see the levels at which the size expands changed so we get larger trays earlier but that's a different issue.1- Make Inspirations stackable... say you could stack up to 5 inspirations of the same type in a box... you could reduce the foot print of the inspiration tray.
If you mean only have 4 slots but allow us to keep 5 of the same in each slot (so still a limit of 20) I'll also say no. A decrease in flexibility is not a good thing (IMHO).
Finally if you mean allow them to stack up to 5 but still maintain the max limit of 20 I'll just say it sounds like a lot of coding effort for minimal benefit.
Quote:2- Invention Inspirations... the current workshop buffs are tied to an immediate timer which starts ticking as soon as you make them. It would be nice to have some craftable inspirations or buffs that would sit in your inspiration tray and not activate until you actually click on them and use them...kinda like those holliday ones.
Quote:3- Single Origin inspirations: these could be made to give a normal buff to most origins, but a larger buff to AT's of the same Origin as the inspiration. It would be cool if they were craftable and tradable. -
I think so. This also illustrates somewhat why positional defense is slightly better than typed defense. There are a handful of psi attacks that lack a positional tag but there more debuff and mez powers that have a positional tag but no typed tag and overall I think those are more common on NPCs.
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Quote:With Dark Pit you probably want enough recharge to get it up every spawn, a little bit of accuracy (2 SOs if possible as it has a lower natural accuracy than most powers) and some stun duration if possible.So right now, my Defender is lvl 15, has 5 slots in Healing Aura and Heal Other, 3 in Absorb Pain and Fortitude. What should I slot Dark Pit with? How many slots? I can work on that skill next. Anything else is appreciated. -Syn
One thing to remember is that due to diminishing returns it's not worth slotting more than 3 SOs of the same type in a power. This doesn't apply to DOs and you don't need to worry about SOs until level 22 but it's something to keep in mind. -
Personally I'd recommend 4 pieces of Expedient Reinforcement and two pieces of Soulbound Allegiance (one of them the proc) over a full Soulbound Allegiance. Soulbound Allegiance doesn't have a recharge bonus (unlike most purples) but Expedient Reinforcement does.
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Ok, the first, and most important, thing to realize about Defenders is that they do NOT play the same way as healers in other MMOs. There are two major differences. The first is that a Defender is expected to take and use their attack powers including slotting them for damage. Yes, Defenders do less damage than other ATs but in a team situation a Defender who contributes damage and support is more useful than a Defender who just supports.
The second difference is that the healing powers in Empathy are not the most important powers in the set. They are very useful, especially before you reach the late 20s but as you get to higher levels you'll notice that people need less healing (at least on good teams) and the buffs that Empathy provides are important to achieving that.
At level 12 you'll get access to a power called Fortitude, personally I would say this is the most important power in an Empath's arsenal. It provides a very strong offensive and defensive buff to a teammate has a base recharge of 60 seconds and a duration of 120 seconds. So you can keep it constantly on two people with no slotting and with good slotting can potentially keep it on 4 at a time.
Regarding Dark Blast, the important powers to pick up are (IMHO) Dark Blast, Gloom, Dark Pit, Tenebrous Tentacles and Nightfall. I'd skip Moonbeam (I find the activation time on snipes makes them inefficient to use) and Torrent (the damage is sub-par and while knockback is sometimes handy it's not really critical). Life Drain is useful if you solo a lot although less important on a team and Blackstar is a personal choice (it's a nice power, some people don't mind the crash and some people hate it).
Dark Pit, Tenebrous Tentacles and Nightfall are your primary team support powers in Dark Blast. Dark Pit will stun most of the minions in the spawn which is a good way to reduce the amount of damage the team takes. Tenebrous Tentacles and Nightfall are primarily damage powers but the immobilize form TT and the to hit debuff both provide will also help reduce the damage the team takes. The only advice I'd give regarding TT is try to let the enemies bunch up a bit around the melee guys (if any) on the team before using it otherwise you're making things harder for them.
Before I forget, one pool that is worth picking up for everyone (but especially Defenders) is Leadership. It provides a set of 3 toggle powers that buff your entire team (including yourself). The numbers aren't huge but they are stackable and they do make a difference. The only thing is they are endurance hogs so be a bit cautious taking them until you are comfortable managing your endurance. My general recommendation for order would be Assault first, then Tactics and finally Maneuvers (if you feel comfortable with all three running).
Other than that welcome to the game. -
It launched in the US today. UK and Australia are coming later.
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Quote:The difference in endurance cost between TD and Tactics is 0.078end/sec (with no slotting). Yes, it is slightly higher but unless you are right on the edge of endurance management it should not prove a noticeable difference. In regards to the actual bonus ED capped tactics, a Kismet IO and a single accuracy SO will give you 95% to hit against anything up to and including +2s. Yes TD helps above that but in most situations a non-devices blaster with Tactics will do better than a Devices blaster with it. The Devices Blaster's main advantage is aagainst enemies with heavy to hit debuffs due to the to hit debuff resistance in TD.I don't understand the "just get tactics!" squad. Sure, it buffs the whole team, but the freaking Endurance cost stinks when all you want to do endlessly dish out the damage (yes, even with Stamina). It's one of those things that works on paper, but is less than optimal for actual play.
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Quote:Here's the problem I have with that argument. If you take a different secondary you can still pick up Tactics form the Leadership and a Kismet IO and get a large enough chunk of To Hit bonus to cover most situations (the main downside being the loss of to hit debuff resistance). With inherent fitness this becomes even easier since it's easier to fit in Maneuvers or Assault as the pre-req for Tactics.This is part of why people think Devices is so lame. You don't really notice that you hit EVERYTHING, all the time. It's not as noticeable as big orange numbers, but it really is half of the effect of Buildup/Aim and you get it for every attack, always.
What is best about Devices is subtle and what it doesn't do is obvious, so the truth of the set is obfuscated.
Targeting Drone is a nice power but compared to taking another secondary and using Tactics it's not a great bonus. -
Quote:Fair point, I didn't mean to imply that Tankers don't have a direct counterpart, it's just that I completely forgot about themBrutes are not Tankers. Masterminds are not Tankers. Redside does not have a parallel to the Tanker, and I think the only reason Tanker didn't rate higher on that list is because Tanker is overall a less popular AT.
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On the subject of tankers I would say that they don't rate higher for two reasons:
1. Tankers are not a hugely popular AT, I think that a lot of people who like that sort of play-style opt to roll Brutes or Scrappers instead.
2. They don't bring many new powerset combinations to Redside. The only sets Tankers have that Brutes don't are Ice Melee/Armor so there is less incentive to a redside focused player to make a Tanker to test a powerset combo. -
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Short answer, AR/Traps (or a Traps/AR Defender) will probably be the closest to what you seem to want. However, your preferred difficulty is not where AR shines. AR is very much an AOE damage dealer, and pays for it with weaker single target damage. Ignite is a good way to up your single target damage but the need to immobilize (or at least heavily slow) the target beforehand means it's slow to bring out the high damage so you tend to only use it against bosses. With my AR characters I generally run at +0 or +1 and crank up the pawn sizes to get more targets for my AoEs.
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Quote:Personally it doesn't surprise me at all, in fact I'm surprised they came in third and not second. There are a lot of people who played Blueside exclusively for various reasons (no desire to be a villain, a dislike of the redside look/content, or simply that it was easier to find teams blueside). With Going Rogue it makes sense that a lot of these people would make praetorian/heroic versions of the redside ATs to see how they compared. Of the redside ATs the two that differ the most from the blueside ATs are Dominators and Masterminds. On the inverse the two blueside ATs that don't have a solid redside counterpart are Controllers and Blasters which are the 2nd and 3rd most common heroside ATs to switch.Color me SHOCKED Doms got the 3rd highest AT made in Praetoria.
Is that for real?
As for Brutes and Scrappers being popular to switch, I would guess it's a case of the grass being greener on the other side. While the ATs are very similar they do feel different to play and both have a number of powersets that aren't available to the other so I would guess it's a case of people taking their preferred play-style to their preferred side. -
Others have touched on this but I think the critical advice I'd give is do not buy anything on the market that weekend (unless you're planning to resell it). Prices for salvage and IOs go absolutely crazy so my advice is either stock up on IOs for your characters beforehand or use SOs until the market has cooled down again. Of course if you have the memorization badges on a character you can make a lot of cash selling common IOs (although you might need to run AE to get salvage).
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Technically Devices does provide you with good ability to keep out of melee but in practice taking Cold Manipulation and the Leadership pool is probably a better option.
From a min/max point of view Devices is pretty weak. If you have the patience to stack Trip Mines it can be very effective solo but that's about it. Most of the time people play Devices because they like the concept and with Traps being available to Defenders and the ability to take a Corruptor/Mastermind Blueside there's less reason to take it for concept either. -
Warshades do benefit from significant recharge because it allows them to get perma-eclipse and get mire up more often (as well as allowing them to spam their AoEs more). You can get a build that's almost as good without purples but they do help.
Warshades also benefit in that unlike a lot of characters they can easily slot 5 purple sets in powers that are themselves very good so the extra enhancement values help while a lot of other characters would end up putting one or more purple sets in powers they they don't really use much. -
Quote:It's called Confirmation Bias. Fans of anything tend to believe that the object of their fandom is better than the equivalents and will accentuate the negative attributes of the other while minimizing their own.Yeah, I mean, I know my statement was a "well duh" statement. I guess what I'm seeing is they're (the community anyway) almost grasping for staws trying to find reasons to support their beliefs (read: wishes) that our game is dying. Maybe I'm just biased, but it seems like when our community "knocks" one of the other it's more..."logical" I guess.
For example, I made a comment how our servers have been in the yellow or better for the most part since GR launched, and the response I got was something to the effect of "while it's possible there's more players, it's more likely the devs scaled the server's maximum load back to cope with losing players, thus making it appear as though there are more players than before" (paraphrased).Seriously? Remind me, who's going F2P because they're hemorrhaging subscribers again?
There's nothing wrong with that, but the knocking of other games that goes on here isn't inherently more logical, it just seems that way because we're pre-disposed to view it that way. The server load issue is a great example, both theories are perfectly feasible but only NCSoft employees know which one is true and so other people will tend to believe the one that supports their bias. -
I think in many ways the Guard or the Inquisition would actually make for a movie with more wide-ranging appeal than Space Marines.
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Well realistically all companies want their competitors to fail (although most are not so blase to say it out loud). I'm sure the Paragon Studios team sacrifice a chicken every so often to try and ensure the failure of their competitors (and by sacrifice I mean eat for dinner).