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Posts
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I'm giving it a go on a /Dark Stalker.
*MA lots of Stuns and KD/KB (FF procs ) for mitigation and it goes well with /Dark's Oppressive Gloom and Cloak of Fear (could proc it to be a dmg aura).
(Thinking of looking into /Energy for similar effect [stun stacking])
*70% of MA's attacks (for Stalker) have really high base damage (I don't know if this is because its pure Smashing or not) - Get Call to Justice (or even Frenzy) to go with your Focus Chi - Almost your entire attack chain is a good follow up to the ATO proc activation or Placate.
*Soul Transfer allows you to play 'Return of the Living Dead' with mobs (slot for recharge and stun primarily); you die, so what, make a comeback with a high mag stun and use that time to start picking targets off -
I'm all for a 'factionless' world map (with only a few pockets of restricted areas). It's something I've been requesting as well for quite awhile now.
I'd like to see them work it in through the Hazard zones and the current Alignment-based transfer points (in addition to our current co-op zones and co-habitable PvP zones).
And although I would like to see new Contacts and missions added to compliment the change, I would also like to see current faction content modified to mirror how multiple factions could run the same content in Praetoria (cloak and dagger). -
Quote:I know what he meant. I'm just using a portion of his thoughts as a springboard for a suggestion that may alleviate that complaint (directly or otherwise). More choice goes a long way.I think he meant that the secondaries were ****, rather than non-existant.
I omitted the rest because I don't share his sentiment. -
Outside the distinction of having Armors, Blasters are essentially (insert Melee AT here) with blasts, but:
1. No. Neither am I asking to play Stalkers, Brutes or Tankers with blasts.
2. No. I'm not asking for Armor sets. Not trying to be a Kheld or SoA (which would be a more apt description).
3. No. I want more offensive options for my secondaries. Ports are easier to score than building sets from the ground up; so that's what my suggestions are based on. -
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Curiosity, are people ignoring EPPs [and IO sets/uniques, ATOs, Accolade/Temp Powers] (for mitigation tools) or are they just not significant enough to matter?
Also how are we figuring damage comparisons between Blasters and everyone else; Doms, I can see since they both have offensive Primaries and Secondaries but I'm honestly at a loss when I see comparisons to non-pet ATs that have half the number of offensive tools (please clarify this for me). -
Personally, I wouldn't mind a built-in Momentum similar effect to replace the Defiance damage buff as well as modifications to base range and movement speed; for starters.
[And a reduced/null crash on Nukes; -recov/-regen (or a Burnout type effect) vs total endurance loss] -
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Although I don't mind the Stage 1 farming of the Mag Trial... it makes me feel that there's not enough incentive to go beyond that.
Right now; many are Stage 1 farming until they get their unlocks and then reverting back to BAFs and SLAMs to get their crafting material.
Stage 2 Mag doesn't seem to have enough iXP, Astrals, Emps or anything else worth sticking around for (besides finding closure) to make it competitive with the other iTrials. I would almost willing to bet that if it weren't for the Advanced iXP gate; this Trial would just about be dead in the water.
I wish there were something in the Mag trial that involved helping Dominatrix, Des and DD in the evacuation of Nova Praetoria (civilians and allied forces alike). -
Unless a room/position holds some major importance (strategic or story); I don't see the need for stationary critters. Put most critters in 'patrol mode' and give all spawns two RNG checks for ambush (once when a spawn is first alerted (which could be interrupted by the players; similar to how players can interrupt a Sky Raider Engineer or a Rikti CO) and once when a spawn has been defeated; as is done on Cimeroran 'clear shard' missions).
There should also be two patrol ranges; short range and long range. And sizing that's appropriate for the mission and/or map area. IMO. -
Personally, I'm not a fan of the patch(es) (accumulated into one so large that even ranged toons have to move back for at least five seconds) but as long as you start moving before it actually animates, it's not always instant death (even though its pretty dang close). Plus there's gaps in the patch that you can weave through to get back to attacking faster than just waiting the patches out.
I've had toons (2 Controllers and a Crab) only take approx 2100 points of damage (plus AoE based DoTs) before scrambling out into fresh air.
This is where having an organized team and/or the proper Destinies comes in handy. -
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Quote:What about for a combo like Plant/Storm? It has a combination of damage delivery styles that are (mostly) tied to DoTs: Creeper Patches that attack individually and continuously for an accumulation of low damage; Tornado (a pet) and Freezing Rain (both which may follow the 10sec rule); Lightning Storm (pseudo pet); the regular DoTs found in the primary attacks (and Fly Trap) and low damage powers like Gale.Given the significantly lower chances to trigger that these have, with lower stack limits for the +damage portion, I would expect them to be inferior to the Embodiment (T4) versions no matter what.
It's not clear to me which is better from a purely Graft (T3) perspective. The chances for the bonus from the "other side" of the tree (i.e.: the damage bonus for the Partial Radial Graft) seem pretty low.
Or like Fire/; having patches, damage auras, multiple pets, low damage powers, etc. -
A cheaper option to consider (for those that have access to them) is to use the Going Rogue pre-order enhancements in Gale (or Living Shadows) up to level 21 (when they expire) and then switching to regular procs.
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Doesn't one of the T3s offer both [damage buffs] (Partial Core (and Radial) Graft)? How does that play out against the slotting that only provides one or the other?
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Quote:Thanks.I don't think you get enough even bothering with the first 4 AV's. Just do the 250 IDF, quit League, rinse and repeat.
Doing it this way I unlocked Hybrid on my last two AT's yesterday in about 40 minutes each. We had a small farm team and when the Queue was working this was extremely fast. -
I know that the Mag Trial awards Advanced iXP but does it also give regular iXP? If so, does it reward both at once or one over the other (regular first).
I ask this for toons that may be running the Mag Trial despite not finishing non-Hybrid slot progression. -
How does double hit work with DoT powers; does it front-load the bonus based on the powers' accumulated damage total?
What about DoT rain/patch powers? Damage Auras? DoT pet powers like Creepers, Tornadoes, etc? -
Quote:People declared people would and/or planned to farm the 250 IDF for Hybrid XP in the first day it was available on VIP beta, and I wouldn't be surprised if it was mentioned in closed beta.
The devs basically wanted a gate on this. Their choices were, broadly, something like this or new incarnate salvage. They listened to us on iSalvage (various folks regularly complain about the different types of salvage), so we got something like this.
I expect that we'll eventually get a solo path that unlocks this. Heaven only knows when that'll be, but as an addendum to this issue seems unlikely though not completely impossible. (I did see above though that we have an expectation already set that it won't be this issue.)
You have to bear in mind that not everyone farming this is farming it because they hate the trial or are already sick of it or things like that. I've farmed the trial some tonight, and I'm in none of those states. For better or worse, they front-loaded most of the iXP in the first fight, so farming it is efficient. I have 11 50s to unlock this on, and about half of them have all the iSalvage they need to craft at least one T4 Hybrid, because I was running iTrials on them after they were "incarnated out" to get Catalysts.
I want to jump on the frequent Magisterium gravy train while it's still running hot and heavy and unlock Hybrid for as many of my 50s as fast as I can, because I can then craft the powers with rewards from anything, Magisterium or not. It just makes sense if I'm concerned with efficiency. If we had the Magisterium and another way to unlock it, if the Magisterium was the only one that was frontloaded, I'm certain some folks would farm it just the same.
I didn't pay too much attention to any rewards that were coming from the Olympian Guard during the Tyrant fight. Although they seemed to drop in con level (from red to triple-gray) was there enough iXP there to warrant farming that portion of the trial? -
Quote:Support, in general isn't bad at all; at T4 (core, I think) you're giving yourself +12% to damage, tohit, defense and mez... your pets will get twice that.Given so much of crab damage comes from leveraging pets, wouldn't adding the +def Hybrid that doubles for pets be the best call (assuming all else is equal) -- increasing their survivability pushing them towards soft-cap? Or does the Hybrid assault also work on your pets?
If you're running doubles on your leadership toggles; its a good add... its also a decent replacement if you'd rather drop out of the regular Leadership Pool.
[and you get the passive Endurance discount]