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Out of those two...I'd go MA!
You said you wanted boss killer, and a MA will have more DPS to unleash on a Boss, than a BS user will.
BS user is likely to be safer though (due to Parry). -
Obsolete, I wouldn't say that.
However, lately, I can swear it seems like there are less tankers around, but I don't think they'll ever be completely gone.
For one, some players would rather have the survivability over the damage. Tankers win in that area. -
Quote:Then go scrapper!I'v been looking through the brute/scrapper/stalker pages, and can't really find anything. I wan't a Km/ and will probably go WP or Regain an secondary. I was just wondering which if any had an advantage with this set up. I was leaning more towards Scrapper or Brute. I just like the play style more then stalker.
What i want out of the character: I like to team and solo, but more for teaming. Also I'm not going to try and be a full time tank, mostly looking for damage and someone able to help a team.
You say not a full time tank, and you like damage...scrapper sounds the best!
Build for the best damage, build to be survivable, then since you said "not be a full time tank" grab confront (maybe when i19 arrives), so you can keep all that AV attention on you (the only thing a Scrapper may ever want to tank for their team imo...on regular missions, you just try to kill everything for them).
Personally, I went KIN/WP Stalker. But I thats because I want Reconstruction over RTTC. -
Can we get World of Confusion to lose it's pulsing first?

That pulsing of WoC is why I don't use it the power! It looks so pretty! I want to use it just to use it for that reason alone!
Then is pulses!
*sigh*
How I loathe that pulse. -
Quote:I have to say, for the game to be a challenge, expect some powers the enemies use, to break the rules of the player allowed powers.it's been a while now, there must be a a way !
what i'm talking about are powers like the uber brutal Smoke Grenade of doom of the night widows (npc) and more recently the horrible pulsing stealth (or - perception i don't know) mob from the resistance get that works even if you hit them with a Dot power.
None of my stalker are that stealthy once hide is broken it's dead
even reducing the time it need to the hiden statut to kick in back would be useless as once a group aggroed you they all get an instant second sight and will hit you to death no matter what you do (ok you can placate ONE of them)
smoke(fire control) or smoke grenade(night widow) are a joke. small to hit debuff and only work out of the fight O_o (like if i could turn myself invisible but only when i'm alone in an empty room)
add a placate effect for exemple for smoke for hide i honnestly don't know the game mechanics enough to do any suggestion) but do something please !
sorry for the bad english and all.
regards
As for the enemy smokes, there are work arounds for it...like...grabbing some +Perception powers. -
Quote:I thought everyone was pretty much in agreement, that this was based on teaming with, not playing the set.Well, interestingly, FF doesn't receive the same panning on the boards for the archetypes who can actually access it. I think there that are at least two seperate questions here. One is "who should I invite?" and the other is "what should I play?" When you are the person who actually has to play the set you tend to see things differently. I suspect this thread is going to send a lot of people off to create /Cold Controllers. What they're likely to discover, like most of us before them, is that for all it's worth waiting 35 or 38 levels to flesh out really does change your opinion of the set. You also are likely to see things differently when you have your own PBAoE toggles to deal with and a pet you need to take care of. I do think FF needs some buffs, but also that it's not nearly as poor a choice to play as some people are implying.
As was mention, FF has lots of things going for it, for the one playing the set...freedom to use other power set, buff the team and go!
Plus you get DB's defense and mez protection. That alone can make it a worthwhile set for anyone to play. -
Quote:IO'ed Willpower tends to do pretty well versus the Rularuu. I don't recall how well my DB/WP did, but I recall it not being that difficult, and my WP/EM was pretty nigh-invincible when facing them.LOL!
Welcome to the Shadow Shard my friend!
There really isn't much that will make the fights easier. I think the group was designed that way intentionally. You'll find that no matter what AT you bring, you will do very well against some of the different mob types, and get slaughtered by others. And then you bring a different AT and the same thing happens....only with different mob types.
Pretty sure they wanted an enemy group that was challenging to all ATs, and not have people saying "Oh, bring AT/powerset X and these guys are chumps".
If that was their goal, I think they succeeded.
My Claws/Regen scrapper is the only character I have that didn't really have much problem with them, and that was mostly because his build doesn't really care what kind of damage it is, it just heals it all back. His HP bar acted like a yo-yo the whole time, but he lived through it.
But that was with a lot of IOs. -
Taunt placement has been changed for Tankers.
ET's animation was changed.
Storm Kick's animation was changed.
Slash's animation was also changed.
Strike I think was the other for claws (I think...they changed a few of the claw animations around and replaced one).
However, Hasten's animation I think was more a power is activated cue than anything else. Now it'll just be a bit before they get around to power pool customization, and for that, I think they'll wait to get to them (or a majority of them) all at the same time. -
I enjoyed it.
Though I'm part of the "Don't play the game, fan of the movies" crowd. I've played a few of the RE games, I just can't get into the controls/playstyle of the game.
The first RE seemed less action movie.
The sequals seem a lot more action movie with monster baddies.
Killing off the clones in the beginning and nixing the powers, seemed like a good step imo. If they didn't they'd have to keep upping everything, and with multiple Alice's wonder why she needs help from anyone else. -
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Didn't figure out who the main killer was, but I did figure out the savior at the end.

Though, do you really think they'll stay dead? Was this said? -
I think the OP needs to clarify his "min/max" needs.
My impression was, he wants to take his choosen sets, and min/max it!
Doesn't mean it's the best combo for those looking to be the uber OMGWTFPIXIESTIX!
I also don't see why people think just because you go /SR you should avoid using Ninja Blade.
Okay, Divine Avalanche isn't really needed once you softcap a /SR. What that means, is you drop the power and pick something else up
What /SR will allow the OP to do, is softcap his defenses easier, and thusly work more on sustained ENDREC and adding a bit more OOMPH to his DPS.
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I think that when they get around to it, PvP Only effects, will likely be put in place on it.
That said, I don't really have a problem with the effect, as I just ignore it (like I did with alot of the Melee Defense Powers glows), and treat it as nothing more than an indicator that the power is in effect.
I'm for it, but I think it's something that should come when they get around to Power Pool custimization, rather than making a tweak for it untill then.
Why?
Because there are a lot of powers that people want custimization on, and really, I can just see a lot of "If you did Hasten now, why couldn't you do so and so power too?" which I think would just be bothersome for the devs. -
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Quote:This was early level, and I can't really comment on their playstyle with the dom (Ive teamed mostly with their scrapper).... were they just throwing Seeds and standing there? Even just spamming the origin power given, they'll have enough damage to get some XP. It doesn't take that much to kill an enemy - you pretty much just have to do *something.* (It's part of why I like roots on my Plant/Thorn - AOE immob keeping them near each other while they're confused and I'm spamming other controls and powers.)
I didn't run into that problem on my Plant/thermal, but if you're running into that problem, I guess putting it off would be the way to go if you solo. -
Sciricco isn't Muslim? I thought he was muslim. >_>
And land mind? I would of said he survived a terrorist suicide bombing that killed both his parents, while they were walking him out of the store through a back alley!
And then he could rage on about his dead parents (and missing legs), as he rolled the streets looking protecting his city as "The Silver Scorpion"
"I'M SILVER SCORPION!"
Okay, that last line just doesn't have the same ring. But the background is a proven hit! -
Quote:That's what I think becomes the difference between KIN and the other Primaries.I normally only use Build Up once per spawn because let's say that CS recharges after the first 10-15s of the battle. If I use it again, that means I may need to wait for Build Up to get recharged again for the next spawn.
It's nice that they are shortening Build Up's animation. That also means they are going to fix Burst. Oh well...
I was doing the SF in Sharks and I did manage to get instant recharge on Barracuda. It was cool. I just have the habit of saving Build Up for next spawn. The AV fight went pretty fast.
By the way, Villain's Frenzy buff is awesome too! 60% damage buff and 15% recharge buff on Stalker. hehe
With the other primaries, I'd save BU for when I thought I really needed it, because of it's recharge.
With KIN, you don't need to. Use BU! Use it often! At least after level 32.
With KIN you have the opportunity to have BU numbers for 30 seconds (2 Crits of CS two time in a row). I wouldn't double stack em, but once it's duration is over the first time, I hit it again.
Now theoritically you can have BU numbers even longer, I just haven't gotten more than 3 Crits off of CS in a row.
Of course with my KIN, I also tend to Placate -> Burst, so I Crit everything
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Quote:Sadly, on some later level teams, it can become less of an issue with not knowing what's around the corner.Thank you.
I often find that scouting is unappreciated as a function in the group. Knowing what the fight is likely to entail increases survivability, and it is a function that Stalkers are adept at pulling off...
Ran a Faathim of the Kind TF today with 4 Stalkers (KIN/WP-mine, DM/WP, DM/NIN, BS/NIN), a MM (Poison), two Trollers (Mind/FF and Plant/Emp), and a Tanker (Ice/Fire).
I think the Tanker was having a hard time keeping up with the stalkers (not a bad tanker), but the stalkers where just beating her to the spawns.
I'd lead off with a Burst from Hide, while the DM/NIN's would lead off with an AS when hidden by the next spawn (the DM/NIN was never the first into the spawns, but I know the player and she tends to be a bit more cautious...and face it...Raluruu laugh at stalkers...even ones with a stealth proc and a grant invisibility empowerment buff).
So basing it off that TF, I'd say there's a lot of tactics that can work, maybe you might have to change tactics team to team.
Now that statement is true for a lot of characters, true, but it seems good advice for the stalkers too
Personally, I like to sneak in, make a ruckus then repeat (ie...run into the spawn with hide and then just scrap it out thenmove onto the next).
Something to remember though...if you're a stalker, and there's a glowie in the mission, and it's a defeat all, do not go looking for the glowie, it's a waste.
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Quote:As someone who's leveled both a COLD and a RAD to 50, from personaly experience, for how a lot of teams go, COLD is better for quite a few reasons.One overlooked advantage of FF in this topic: minimal slotting and power picks required to bring everything most teams want you to bring. Even if you take many of the other powers, they still require very minimal slotting, which saves tons of slots for your attacks/controls/pets/whatevers. Build flexibility is always a huge advantage. Of course, that can also be bad for the set, because it can be seen as a set of many "skippable" powers. Not having a Cold at a high level, I'm not entirely sure what the slotting is like. But, I'd suspect it'd need lots recharge enhancements in many key powers to use and abuse them as much as possible.
I see some sentiment that Cold is above and beyond the best teaming set ever. Is that people just really liking Cold or is the set just that out of line? Though, I do suspect eight Colds (or FFs) couldn't hold a candle to what eight Empaths, Rads, or Darks could do together. Especially the Empaths.
RAD's toggle debuffs are good, but it requires the team to pay attention a bit more, or they'll kill the target who's keeping the debuff going.
Luckily I haven't run into the problem of people thinking RAD's heal is all that (I have before), but RAD's AOE heal is rather weak, it's meant to supplement RI and EF. Both of which have don't have biggest radius, so if you're not keeping things clumped, you can have enemies outside of it.
AM is a nice buff as well
And for normal missions, I'd say that's a lot of what RAD comes down to...AM, Heal. Fighting enemies like the Cims, this changes a bit, they can still be scattered, but the target of the toggle debuffs tends to stay a round a bit longer.
Now COLD, does away with the -tohit, and buffs teammates defense instead, get an awesome END recovery powerm but I wouldn't call it all that, in that again, it's needs proper placement of the team for best results, but it's good.
The other nice things about Cold, is it's debuffs are clickies (barring one, that I personally don't tend to see needing constant use), this imo is just more fun for the player as they get time in to attack.
Now, one could say this about RAD just putting the toggles back up, but on a steamrolling team, that might be all you're doing...up BAM dead enemy...up BAM dead enemy.
This also leaves RAD's -tohit not always up, but the +DEF of COLD always up (in theory anyways...the COLD could always forget to reapply the shields).
Now, FF does have other benefits for the player. Face it, bubble and attack.
Yeah, there's Force Bubble, it has uses. I personally find it better on a team of ranged toons.
One poster said, don't worry about the complaining melee, which doesn't make since, seeing as how melee is very popular.
Now, being the TF junkie that I am, I'll gladly take either to the team (if not both), but seeing as how the question seemed more of a "one or the other" it'll go to COLD, because it delivers what I want...+Defense Sheilds, and an easier time on the AVs.
Both sets have their AOE damage power, but Sleet comes with -resist, so on a game that a lot of teams want AOE lawnmowers, how would COLD not be popular?
Sleet group, tanker/scrapper/brute shield charge in then lightning rod or whatever AOE, for even more damage!
However what I will say, is at least with a Force Field Defender ona PuG I'm more likely to believe they have the Bubbles.
Defender wise, I'm usually just suprised if I don't see a COLD with the sheilds, but it's happened a few times.
COLD Corrs I've seen skip the team shields on multiple occaissions.
When Force Fields get ported to Corrs, I think we'll see a few who skip the team bubbles.
As for those Trollers...*sigh*...more and more seem to skip the ally shields. :/
MMs...will need to do more teaming! But, they're all off soloing everything.
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Quote:Obviosuly, someone hasn't seen some of the /Force Field Trollers out there.I like FF specifically for two reasons:
-The bubbles are less intrusive to the character design. Ice bubbles look bleh.
-FF's signature powers are the bubbles, and every FF will have them and will keep them active. Cold frequently doesn't.
Cold to me is better in raw numbers by a good amount though... -
Quote:I'd rather see a full crit on CS, not a 30% of damage crit.Ah, you were talking about TF and CS; I was talking about the critical on One Thousand Cuts being buffed, and that's the part you quoted to reply to so I thought that's what you were talking about as well.
As for the BU recharge on CS, I just think should be a side effect of the power in general - and so it would work for all 4 ATs that have KM - and then add in the small crit that TF gets for Scrappers and Stalkers. I like the mechanic, but having it replace the inherent just seems off. -
I've only seen one lack of XP hold water on that arguement.
And that was a friend in my SG with a PLant/Thorns, who said at the low levels they just found themselves not getting xp, because they were taking so long to kill one enemy, that the confused ones killed each other before they were done.
If you run into that, well...okay. Probably makes sense.
But later levels, on a team. Confuse becomes hard control and massive destruction!
I love seeing Plant Trollers looking for teams
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