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I dunno... I'd like to continue to support this game, and by extension the company that the development team is a part of, as incentive for them to continue spending development time and money on it. Like EG said... I'm sure they track this kind of stuff, and as long as it stays popular, I sincerely doubt they will have any reason not to sink at least a percentage (perhaps a majority percentage) of the money this games makes back into it.
And if they continue to produce quality products that I may enjoy just as much (potentially - Aion looks pretty nice, and I have no complaints at all about Guild Wars for the most part. Infact, the only NCSoft property I ever disliked was Lineage II), then I can see where that would be a worthy investment for my dollar.
P.S.: Dear NCSoft. Just tell me how many small children and/or animals I must kill to get Blade and Soul over here. Please, for the love of all that is holy, do not leave us out of that one. -
*Curls up in chibi-fox form on Fey's head. z.z*
Cozy~.
Heya, Fed. -
*Curls up on the FoC and dozes.*
I could use a nap. -
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Is Grav/En viable yet?
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My experience with the combination is very limited, but I can say one thing with utmost certainty - the low levels are NOT a pain to solo with that combination on Test. They're actually pretty enjoyable.
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Lift got an adjustement, and Energy is generally accepted to be worlds better on Test now.
Net result? It's a lot more viable then it used to be, that's for sure. -
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Pfft, catgirls.
Kitsune are where it's at.
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Joo rang?
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When are we having coffee? >=3
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Well. That implies the logistics work out! -
I could snuggle up for a nap under a peach tree, if you know what I mean, nyoro~n.
Did network maintenance today. Will find out soon enough if any of it worked out. On the up side, I didn't brick my router, so far so good. -
Yanno, randomly... and much belatedly..
I miss the times when I could throw a slightly serious, logical discussion into the works and we could have it run a good course (usually about in-game stuff), while still being completely silly and yet somehow still professional about it.
...it still happens on occasion, but the players have changed a bit, and thus, the directions the conversations go has, as well. I do have to agree, though, that certain topics should just be checked at the door. If just because this isn't the proper place for such debate, and there's a chance for it to be taken too seriously, and that leads to hurt feelings and the like. You could very well make the claim that such things are personal problems, and anyone that gets offended or hurt over an internet discussion likely would have at some point anyway (and I don't usually agree with what people get hurt over, either)... but that doesn't mean the potential isn't there.
It's the potential that bothers me. The Rookery. is, at it's heart, about fun and good-natured silliness. Or that's what I've always believed.
On that note, I really would like to apologize to anyone I've offended with my rather haphazard and often times aggressive/exaggerated debate skills over the past week or so. I don't often say things how I should, nor do I tend to say exactly what I mean (because sometimes, it's hard for me to figure out what I want to actually say).
Now let's all shuffle on to the next new day, and relax a bit. -
Storm is an End-heavy set; If you're using a lot of your Storm powers, you're going to end up sucking wind fairly often.
Ball Lightning is like every other Blast Targeted AoE attack in the game - it costs the same Endurance per-use as Fireball does, but the drawback is that it's more of a DoT then it is up-front damage. It also does a bit less damage, but has a useful secondary component (when you combine it with Short Circut later on Power Sink, anyway) and can keep you a fair bit safer.
It's a very well synergized pair, honestly, and the only reason Fire would do much better is because of all the raw damage (and the fact that Freezing Rain + Rain of Fire [or Ice Storm] is ridiculous). It's just fairly late blooming, and a bit of an end-monster. But anything you pair with Storm is going to have that problem. -
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Mind/NRG. You can say the headaches from Dominate are her reading bad gothic poetry to her enemies.
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I'm gonna try out Earth/Energy, actually. Localized quakes caused by shaped, directed energy bursts into the ground. >.>
The other stuff is just a cute bonus. -
I'm still diggin' my Mind/Ice and Plant/Thorn.
Sadly, playing around on Test (and Live) has given me major misgivings about my Ice/Elec, and while it's a very solid combination, it just doesn't frost my cupcakes. I may screw around and try and find something else - though since EM isn't working out for me on stalkers, I may actually switch over to an */Nrg Dominator (and rehash the concept).
Now I just need a primary for a psycho-goth-metal ninja girl. :/ -
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Well, more of a silver...I think I used a few tones in to the row for the accents on the coat and pinstripes on the pants. The mask and gloves may be whiter...I can't recall off hand. But still, I added a couple gold accents for good measure!
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Duley noted. Umm, is he a pirate or a pimp?
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I think he's a pimpin' pirate.
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Which, ironically, is the only kind of pirate that willingly and frequently shares it's booty.
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Ah. I keep forgetting about that. :< Which means I'll have to run another estimate...
EDIT: And with those taken into account... The new figures:
Fire Blast: 444 damage
Ice Blast: 366 damage
Psi Blast: 411 damage
Psi Blast is still lagging behind Fire, but gets a significant boost over Ice. Telekinetic Blast actually has pathetic damage using the PVP values, but Mental Blast and Will Domination both made up a huge chunk of the difference in and of themselves. Yowza. -
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Psi blast had a bug after i13 came out that caused one of its attacks to do unresisted damage. It took a while to get fixed, and in the meantime, many Psi blasters were made and used. It still hits hard, but not as hard as some sets (like Sonic). One big advantage it has is in Will Domination. That attack hits like a truck AND accepts the placate proc from the purple sleep set.
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Now that's more interesting information, though I'd point out it's only a 15 point damage difference (and a .1s cast time difference) from Flares or Ice Bolt, at five or ten times the recharge and easily twice the endurance cost as well. Kind of a balancing point there, but the placate proc note could be lending more weight as to why more people kept Psi Blasters.
As does the unresisted damage bit, as I wasn't aware of that. It explains the trend, but I once again don't exactly see where it's exactly overpowered still. Though the advantages are tumbling into place. -
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TK Blast also does less damage then Blaze or Bitter Ice Blast, if I remember correctly.
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Not damage, Psi blast has fast attack chain. 80ft ranged attacks. with range boost, it boosts 80 to 130ft.
Heavy attacks at 130 ft long. Hmm.. It's non-cast sniping isin't it?
And can you explain why easy to find psi blaster in RV?
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Coincedence? I don't see where anecdotal evidence of your personal experience is an actual study into the matter. If there were more people actually supporting the veracity of your claims, I might be inclined to believe it, however I doubt things are as bad as you're really making them out to be.
I can see where it would be a popular set, but once again... I fail to see where it's exactly overpowered. It pays for it's single target damage very heavily, in comparison. -
TK Blast also does less damage then Blaze or Bitter Ice Blast, if I remember correctly.
Infact, in an attack-chain analysis, Psi-Blast still couldn't hold a candle to Fire Blast, but was roughly equivlant to Ice Blast once you factored in only the three heavier attacks (Will Domination, Mental Blast, and Telekinetic Blast), though still falling short of that as well.
However, unlike Ice Blast, Psi Blast completely lacks the mitigation that that particular set gets, or even the AoE damage (as it gives all of it up for a range advantage). It also loses the secondary effect component, as 2/3 of Psi Blast's attacks in a 'perfect' chain don't provide any Slow (-Spd/-Rech), unlike all three of Ice Blast's attacks.
Fire and Ice Blast are still superior in ST, and AoE, and in the long term Ice is still vastly superior in mitigation. Both are also enjoying the benefits of being the two least resisted damage types in PVE, while still maintaining fast/heavy attack chains in PVP as well (where they're admittedly resisted slightly more often). Psi Blast eats one of the heaviest resisted damage types end-game (at or around Smashing/Lethal), making it a poor choice in anything but PVP, and not a stellar choice there (see lack of mitigation).
It's a good set, but the best or overpowered? I ain't seein' it.
EDIT: Here's the base values -
Fire Blast - 343 damage in 3.67s for 19.3 endurance
Ice Blast - 306 damage in 3.74s for 26.7 endurance
Psi Blast - 301 damage in 3.77s for 28.9 endurance
Fire Blast's chain also recharges in 2/4/10s.
Ice Blast's chain also recharges in 4/8/12s.
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Can we get a translation, or perhaps a highlight reel?
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I've had a few that I don't play as much as I'd like... but that I'd never give up no matter what happened.
Both of the characters in my signature qualify - I really hate playing Karen by myself, but her personality and attitude (plus the fact she's got a few hundred million sunk into her build) really make it all special. And she's great on a team. Nanao is similar. It's probably because they're both my first (hero and villain) 50's, and currently my only ones.
My Dark/Psi and Claws/Regen on the blueside are just fantastic. One's a rather quiet, contemplative, sarcastic psychologist that's a bit in over her head doing the whole hero thing... and the other's a hyper, dedicated catgirl android almost always out on loan to some organization or another because that's what her boss tells her to do. Two different speeds, two very wonderful characters.
My Bane/Huntswoman is also great. She's a Valley girl that's really a lot smarter then people give her credit for, but kind of doesn't get things that aren't shooting stuff or tactical maneuvers. And she gets lost a lot, and for some reason her Arbiter keeps putting her on 'patrol' duties in out of the way places. Like, you blow up oooone little lab, and suddenly people are all mad and junk! Way uncool, Mr. Arbiter-guy! Surriously~.
Would nots trades any of'em for the world. They, collectively, are my happy place.
EDIT: Also forgot my Mind/Ice Dominator, who's a tribute to B-grade Science Fiction movie villainesses everywhere, complete with ridiculously BS background, a skimpy outfit, and an ego that could fill the entire state of Alaska and complain about being cramped. She's hilarious to play, if just because being a raving, monologuing, maniacal pain-in-the-[censored] is fun every now and then. Very refreshing. -
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I agree totally on accuracy, but I don't really understand slotting endredux in attacks over damage.
I'd rather cycle an attack 4 times at 60 damage and 6 end; than 6 times at 40 damage and 4 end to kill a critter. They're essentially the same DPE-wise, but you get to kill quicker (which means progress quicker) and be safer in the process. It's how I slot my lowbies, and I find it to be a far smoother experience.
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It depends on the AT. Some (Brutes, Blasters, Dominators, Controllers) can get by on passive damage boosts (or in the case of Dominators and Controllers, the extra control) from the rest of their powers where the extra damage doesn't help near as much as the extra EndRed (especially true on Controllers, who for the most part can sail through with just Containment).
Others (Tankers, Defenders, the occasional Corrupter) would probably be better served towards mixing and matching, but putting at least one accuracy/endred in attacks will go a long way towards improving the efficiency line.
And still others (Scrappers, Stalkers, Masterminds)... it doesn't really matter all that much, either way it averages out to a net benefit. It seriously depends more on your set combinations then it does your AT in this case.
EATs are probably better served modelling after Corrupters (you may need to focus a bit on damage, but not a lot), even though they don't have as much Debuff potential.
As with all things that relate to Endurance Deficiency and General Build/AT Comparisons, your mileage can and most likely will vary. Not all powerset combinations nor ATs have the exact same issues as any other, and then there's also the factor of playstyle and just plain luck that also roll into the general equation on What You Should Look Towards Slotting, but in general the Big Three (Accuracy, Damage, Endurance) should all be considered. This post is just a general guideline that the author uses, and even then she tends to mix it up a bit depending on what she's actually doing and what she feels she needs the most at the moment. Void where prohibited, do not store near open flames, not valid in Canadialand. -
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Pfft, catgirls.
Kitsune are where it's at.
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Joo rang? -
Bleh... may not make it through the day at this rate. My brain's already starting to get all mooshy.
Morning, everyone. -
Arrr. Welcome back, yer salty sea dog!
...I'm in a piratey mood today. I've no excuse for it.
All the same, glad to have you back. -
If you're looking for pure min-max potential... Elec/Shields is probably not as solid as it could be. If you're looking for something that's both effective and fun, well... That's a different story entirely.
The main thing you need to remember about the combination (other then that it's fairly Endurance heavy on the Shield side - You should give serious consideration to Stamina, but just plain slotting well will alleviate a lot of the woes here), is that Lightning Rod only delivers maximum damage in a very tight area, whereas Shield Charge does not. Open with Shield Charge for loose mobs, Lightning Rod for dense ones. Other then that, it's a very fun combination.
TF viability is there, but be very aware that a lot of your mitigation is going to be assuming you have Phalanx Fighting and Grant Cover (for the def-debuff resistance) up, and early on your Mez protection isn't 100% complete (2 SO's fix that problem fast). End game? Most brutes can do well. It's a very damage-focused combination, though, and you're better off thinking of it as a Scrapper - good damage, mid-line survival rate.
If you want to maximize your Shield potential, though, you cannot go wrong with Super Strength or Stone Melee. Super Strength will maximize your damage line (Rage+AAO), whereas Stone Melee will boost up your mitigation (Fault/Tremor). -
CoD lists it as 3.75% suppressed, and 7.5% unsuppressed at base.
To wit, when you're not in combat it will provide 7.5% defense, and once you enter combat, that'll drop down to 3.75% defense. Three-slotted, that's easily 5.8% defense (11.8% unsuppressed) going into your build... which is awesome. -
Haha. Good luck, then! You're over halfway there... this is the downward slide, baby!
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Grr! Argh! Rant! Rave!
:<
*Curls up on the FoC and sips coffee.*
...not really upset about anything, but it seemed the moody thing to do.
Determined to pull a 24-hour binge today, and get myself some things done. Though I may take a break at some point to go hit up ze ecksbawks, as I haven't had access to it for a while, and my PC needs some nap time. Also got a few repair/examination jobs that need to be done sometime today, and that seems a good excuse as any.
Got my Bane spider started on a few accolades, and that made me fairly happy. What I really need to do now, though, is knuckle down and finish getting the rest of the defeat badges I need, then do some live-fire testing to see if I really do like how she groove. So far, though, it doesn't matter what build I'm using on her... I likea the ride.
More news you can't use after the break, with Foxy. Arf.