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I keep hoping, when I go back in time for missions, one of the many faceless night widows I kill ends up being her.
[/ QUOTE ]Except that would actually *cause* GW to become, well, GW. -
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Or make a dark/ tank
Love my dark/ss tank, only thing that hurts is when haste and rage crash at the same time. Poor endurance bar lol
/Dark by any means does not suck
[/ QUOTE ]Or when rage crashes right after you use Dark Regen. Oww... -
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About the controller part and her healing off the pets , well she can heal off all of them except for the Illusion pets. So ya get rid of all the pets except illusion ones.
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I don't know for sure. I heard that she cannot heal from ill pets, but I got impression, while doing MoSTF, that she does heal from them. After starting summoning both PA and ST, near me, I got impression that she wouldn't heal that much as having these pets near her.
Again, I have no proof to say for sure one way or another
[/ QUOTE ]She can't heal off PA and ST, because they're untargetable and phased. She can heal off Phantasm. -
I still swear by FocAcc, even post nerf.
-ToHit and -Perception resist, 5% bonus ToHit, 15% bonus accuracy. It allows even the primarily single-target nature of MA to overcome those annoyances like Rikti Drones, Forcefield-bearing baddies, and even the first burst of veng from Nemmies. Since it (and Weapons Mastery > Targeting Drone, which is a clone of this power) is the only source of -ToHit resist for scrappers, that is its real main value. -
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I came to this forum to seek input rather than just outright delete the character and chalk it up to another bad experience. Then I found this thread saying how awesome not only dark armor, but claws/DA gets. So tell me, when does it stop sucking so horribly? I've played Doms with better survivability so far.
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You only got to level 9 and you're complaining about lacking survivability? It won't even get close to tolerable until 22 and SOs, just like for every Scrapper.
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I beg to differ, /dark is by far the worst set I've tried. My willpower, regen, and fire characters were never this bad. And if it actually takes SO's to make the character playable...sheesh.
Note that I'm not disputing it gets good later. I know it does from other scrappers I've played with. I'm just making the point that from my perspective, the set blows hard at the very low levels. I'm sure once I get the self heal it will get a LOT better, but until then.....yeah.
[/ QUOTE ]Your /regen was good pre-SOs? The only thing good about it for me pre-SOs was that I wasn't sucking wind. Hell, she hit the floor more often than my *blaster* did pre-SOs. It's quite simply that your defenses aren't fully developed, and you're rushing into melee because all your attacks are melee attacks.
And if you think /dark is bad pre-SOs, don't even *bother* with /SR or a Warshade. -
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I started a claws/dark last night. The character is 9 at the moment, and is nothing but pure frustration. I have to constantly pop respites or I die. It's like the dark embrace toggle isn't even doing anything. And Death Shroud? Heh, don't get me started.
I came to this forum to seek input rather than just outright delete the character and chalk it up to another bad experience. Then I found this thread saying how awesome not only dark armor, but claws/DA gets. So tell me, when does it stop sucking so horribly? I've played Doms with better survivability than what this character has so far.
[/ QUOTE ]Welcome to pre-22 on every single scrapper, tank, brute, and stalker ever. Until you get to SOs, your defensive powers aren't running at full effectiveness.
Some tips to get you there:
<ul type="square">[*]Know that until you get to *at least* DOs, your defenses are still paperthin.[*]Set yourself up to have Stamina at 20, Dark Regeneration at 16, and Obsidian Shield at 10. Murky Cloud can be put off for a while unless you plan to do a Synapse TF, or like fighting clocks.[*]Use DR sparingly until you get it at least three-slotted with Acc/End/End SOs (or equivalent IO slotting)[/list]
My experience on DA is with a tanker, not a scrapper, but those really did the trick for me (ignoring the specific level at which to get powers). -
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Energy Drain is a +heal/+end with a substantial end drain to the mobs and a 60 second recharge
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I'm assuming you used Mids to get your info. I haven't tried the power in game since I'm talking about FB and PP, but according to Paragon Wiki Energy Drain is not a heal, it is an end buff only. I'm not sure if the recharge that is listed in mids is correct either, but paragon wiki does list the recharge as long, and the recharge for dark comsumption as very long, so I would assume the recharge displayed in mids is correct.
[/ QUOTE ]No one updated the Energy Drain entry after Energy Aura got buffed in I13. The entry has been corrected now. -
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Not everybody lives their lives according to what mythology dictates.
[/ QUOTE ] They've done it before ... waaaaaay back at the start. Gravity used to have no pet power. They removed a team recall power called fold space if I remember correctly and replaced it with Singularity.
Which is both a good thing and a huge shame, as I really wanted that power on my grav/FF controller.
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The closest we've seen semi-recently was Moment of Glory. Rather than a long term Tier 9 that in all but three cases made you easier to kill, it's now basically a defensive Build Up that gives you a moment of being really tough to kill. It actually became a Moment of Glory.
[/ QUOTE ]Fixed. -
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Sound Notes: No sound card was found. If one is expected, you should install a sound driver provided by the hardware manufacturer.
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Monitor:
Monitor's Max Resolution: (blank)
Video Device Name: RDPDD Chained DD
Manufacturer / Chip: /
Video Memory: n/a
Driver Version:
Driver Date: 1/1/0001 12:00:00 AM
Driver Language:
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Those two things are something you definitely need to look at. -
Unfortunately, I wasn't in Faultline at all last night, so I can't tell you whether it was happening on Virtue. But it sounds like Protector was getting close to a zone-crash with Faultline, if you ask me.
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Angry Scotsman: One of my favorites, if only the kilts were plaid. Barbaric looking, flamberge and shield or ... I'm not sure for the dual blades.
[/ QUOTE ]As someone who has a kilt on almost all of his male characters, they are plaid. -
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Sometimes that's true, and I try to have a full IO'd out build by 27... But the salvage sometimes gets to be dang expensive. 20k each for salvage to make the basic IO's is not cheeper then buying the SO.
[/ QUOTE ]It is by the time you get to 32 and you've replaced the SO twice. -
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LOL. This trying to state the fact that boost range has much of ANY impact in the PVE game outside of some cones for the most part is ridiculous.
Most blaster powers are already 80ft range, which is more than enough. Once i get pos blasts put in my cone attacks there isn't a fathom of a reason i really need boost range for anything in the PVE game.
For those shorter range ST blasts, i take it in stride, and have never had a problem using them with their current range.
Boost range is a gimmick. Its entertaining, but FAR from the reason to take /energy on a blaster outside of PVP.
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80 feet is more than enough if you want to take return fire. Some people might be into that, I guess.
I'd say it stacks well with the energy primary for keeping stuff outside its own range but inside yours.
Anyway, the best use I found for Power Boost was doubling the heal on Aid Self, which, six-slotted (three heal, three interrupt reduction) and power boosted will bring about half your hit points back if you can hold still for a very brief time while you hit the power. Also works on Personal Force Field, which is what I keep it around for, as well as an occasional turbo button when I'm hovering through a mission.
You could get some benefit out of Sonic in that it should boost the sleep and stun powers, but that might not be worth it.
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And IIRC powerboost will not affect PFF since PFF has a resist component to it, much like it doesnt affect frozen armor for the same reason.
Either way, why would you need it for pff anyways when pff alone caps your defense.
If you're facing anything that can break through that enough then you're probably screwed to begin with trying to just put it on.
[/ QUOTE ]Wrong, PFF is affected by Power Boost despite the resist it has, because that resist is unenhanceable. -
Awwwww! I'm sure people will miss you, BillZ!
Maybe I should add your SR one-liner to my sig if there's still room.... -
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they also don't grant while sk'd (including TFs and MA arcs). Make sure you don't have "Hide Auto Powers" set on your active powers bar under your HP/End if you don't see it there and want to .
[/ QUOTE ]Actually, I'm pretty sure this was fixed, as my mentor on a level 46 team gave it to me the other night. -
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Uh... I see why you would think that I missed that part, LordLundar, but reread your own quote and pay attention to the "turned off the character's regeneration based powers and left them with nothing but defense and resistance to keep them alive" part in particular. Admittedly I probably should have left out the based powers part to simplify and more directly clarify that base HP regen was included.
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Neither situation was really beneficial, so it was most often used to panic the defenders and controllers in the group and start mass heals on the scrapper. As such it got tweaked to the current form, where it serves a much better use.
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Yeah, I remember being warned about this one by other Empaths of the time. If memory serves, weren't all of those frantic heals wasted anyway because they could never restore any HP while MoG was up? I seem to recall a lot of "healers" complaining about that and encouraging me to keep an eye on teammates' active powers while doling out the heals. SO glad I never ran into someone using MoG pre-Issue 11!
[/ QUOTE ]Yup, it gave -10000% regen, and -10000% heal, or something ridiculous like that, so even Adrenalin Boost and RA couldn't overcome it. -
Sands of Mu is *not* a Shadow Maul replacement, especially for /SD, since it also ignores *all* damage buffs (and debuffs, incidentally).
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Skip elude, take other 8, softcap. Generically speaking it's pretty easy.
My Fire/SR is very cheaply built. I put only 2 slots in each passive (the third slot is _not_ worth the return unless you're after a set bonus) and 5 in the three shields (Red Fortune for +15% recharge) with 6 in buildup (Gaussian), 1 in tough (3%), 3 in weave weave (3 Hami-O's) and lots of attacks. Aid Other & Aid Self also got 5 slots of doctored wounds.
I can't remember but I only needed like 2% total defense from set bonuses and got those pretty easily. I think boxing had a stun set in it for a defense bonus.
[/ QUOTE ]Ah, but if you take Elude, slot 3x Zephyr in it, you don't need to take Weave for it, and you still have Elude for when the defense debuffs do stack up (I'm looking at you, Anti-Matter). The 3% melee defense is found through slightly different setups. And the third in each passive is worth the return if you're after high defense debuff resistance, as theirs is enhanceable.
Example of soft-cap build that gets there at 41, without weave:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
a small adorable fox: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(13), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(3), RedFtn-Def(5), RedFtn-EndRdx(5), RedFtn-Def/Rchg(39)
Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(9), RedFtn-EndRdx(9)
Level 4: Agile -- DefBuff-I(A), DefBuff-I(11), Empty(42)
Level 6: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(37)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(27)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 14: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(15), ExStrk-Dam%(15)
Level 16: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17)
Level 18: Focus -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(33), Thundr-Dmg/Rchg(33)
Level 20: Health -- Numna-Regen/Rcvry+(A), Empty(42)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), Empty(42)
Level 24: Quickness -- Run-I(A)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), Empty(43)
Level 30: Dodge -- DefBuff-I(A), DefBuff-I(31), Empty(43)
Level 32: Shockwave -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(34), Det'tn-Dmg/Rng(34), Det'tn-Acc/Dmg(34), Det'tn-Dmg/Rchg(37)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 38: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), Empty(43), Empty(45), Empty(45)
Level 44: Caltrops -- Empty(A), Empty(45), Empty(46), Empty(46), Empty(46)
Level 47: Targeting Drone -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Stimulant -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]15.5% DamageBuff(Smashing)[*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]8.63% Defense(Smashing)[*]8.63% Defense(Lethal)[*]8.63% Defense(Fire)[*]8.63% Defense(Cold)[*]10.8% Defense(Energy)[*]10.8% Defense(Negative)[*]3% Defense(Psionic)[*]14.3% Defense(Melee)[*]14.9% Defense(Ranged)[*]14.3% Defense(AoE)[*]18% Enhancement(Accuracy)[*]20% Enhancement(RechargeTime)[*]40.2 HP (3%) HitPoints[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 12.1%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 2.2%[*]2% (0.03 End/sec) Recovery[*]10% (0.56 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]1.88% Resistance(Energy)[*]3.13% Resistance(Negative)[*]1% XPDebtProtection[/list]------------
[u]Set Bonuses:[u]
[u]Touch of Death[u]
(Strike)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 2.5% DamageBuff(All)[*] MezResist(Held) 2.75%[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Red Fortune[u]
(Focused Fighting)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Red Fortune[u]
(Focused Senses)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
(Spin)<ul type="square">[*] 10% (0.56 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Touch of Death[u]
(Follow Up)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 2.5% DamageBuff(All)[*] MezResist(Held) 2.75%[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Blessing of the Zephyr[u]
(Combat Jumping)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Explosive Strike[u]
(Kick)<ul type="square">[*] 1.5% DamageBuff(All)[*] 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)[/list][u]Thunderstrike[u]
(Focus)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[/list][u]Obliteration[u]
(Eviscerate)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Detonation[u]
(Shockwave)<ul type="square">[*] MezResist(Sleep) 1.65%[*] 1.88% Resistance(Energy)[*] 1% XPDebtProtection[*] 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)[/list][u]Red Fortune[u]
(Evasion)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
(Elude)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Steadfast Protection[u]
(Tough)<ul type="square">[*] 3% Defense(All)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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You can count me in for Virtue or Test, I've a 50 Grav/FF I could do a dual-build on to take Force Bubble for this.
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If anything is 'skip-able' it is Quickness, as it grants no Def.
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Quickness also grants Slow Resistance, so it is really not a Skip-able power.
The only power in /SR that is skip-able is Elude.
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Well, I did say it's still a handy power. I know some folks skip it anyway. As for Elude, yeah you can skip it, but it's good to have in a pinch. I use it more often for the boost to recovery.
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I agree with everyone on this. Elude is skippable. It's also probably the only SR power you want to skip. Quickness is necessary (at least in my experience) to increase your recharge rate. Since you'll inevitably need to skip a few powers from your primary set, you'll likely want that extra recharge to ensure that an attack is always up and ready.
I have my own questions with regard to SR builds that can reach the defense softcap. I have a DB/SR build (which everyone says is tight in terms of power selection--but I found I can live with five of the DB hits without problem). But I'll experiment a bit and see if I can get anywhere on my own before asking.
But, properly slotted, I found I can herd like a tank at levels past 40 with SR. With a an Empath's Fortitude or another defense buff on me, I'm in incredible shape and rarely get hit by equal-level critters. But to do this I need every power (except Elude) and all toggles on. The Fighting pool's Tough also helps a bunch.
[/ QUOTE ]Elude seems skippable, but it's also someplace else to slot Zephyr if you want to soft-cap, and with Quickness, Swift, and Combat Jumping, you really don't need an actual travel power. -
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Away from that, taking enjoyment from an archetype being buffed does not equate to harboring hatred toward a playstyle.
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Does harboring a hatred toward a playstyle equate to hating an archetype?
No?
Hypocrisy++
**
Nevermind that no such equation was made on my part. I was speaking strictly to the quotation I copied in my original post, not any ongoing argument you may or may not be having in this thread.
[/ QUOTE ]So, everyone that despised having to play "Assassinate and run" with pre-buff stalkers hated the AT when they were clamoring for changes to make them more team friendly?
It's the same situation as Dominators are in. Their playstyle really is less than attractive, the "Jekyll & Hyde" feel for an entire AT is a major turn-off, especially when there's soloability issues outside of Domination. Not all of us can afford a Perma-dom build easily, nor do we all want to need one to be effective at high levels of play. I would like to point out that the current Dominator damage scalars are around where Kheldian scalars used to be, which were determined to be "just too damn low" and buffed for that reason. -
Nothing to do with the actual topic, but....
Gah! That avatar is creepy and disturbing and scary and I want to curl into a fetal position, rocking back and forth chanting "can't sleep, bees will get me". -
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Whole wheat white bread is GOOD! I hate wheat bread...if I didn't eat potato bread (best breadstuff on earth!), I would totally be eating whole wheat white bread.
[/ QUOTE ]I've had it before. It's decent, and better than white bread, but I'm a wheat bread guy. (Except for corned beef & pastrami. Those go on rye, no exceptions.) -
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O2 Boost sucks, and is entirely skippable.
[/ QUOTE ]O2 Boost sucks as a heal. But it's quite good for stun/sleep protection (can you say Rikti?), as well as endurance drain protection. It's also one of the few grantable +Perception powers in the game.
[/ QUOTE ]It's really not as bad a heal as everyone keeps saying, though. On an MM, it's only 40 points less base than Soothe, from Pain Dom, and on a controller, it's only 75 less than Heal Other. It also provides of host of other benefits. As a heal it actually does its job slotted up, and can easily save a squishy's butt. -
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If I was team leader and you were running unnecessarily quickly into battle and putting the rest of the team to any kind of risk, I would give you three warnings before kicking you from the team....
Once you are on a team, it isn't just about you. You aren't solo. You are part of a team. Act like it.
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I've never actually been kicked or warned by a team leader for doing things the Scrapper way nor have I had anyone quit over it. In general, people like high performance toons.
Then again, I don't play on the lower IQ servers.
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Ayup. I've been the team leader without being the alpha taker and had a scrapper (or BLASTER) start super-ceding the regular alpha. I don't get my undergarments wet over it. I think, and if they're genuinely trying to move the group faster, I suggest letting them lead. If they're not doing a good job, I suggest not following them. Things usually work themselves out.
Leadership is not about using the star like a hammer.
[/ QUOTE ]I have been that blaster. And that controller, and that defender, and...
well, you get the idea. The one good thing that comes from me being the type to naturally jump in headfirst is that I do this with my tanks (both of them I can actually stand playing) as well, so if I'm tanking for a team, it won't be going slow.