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Posts
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Go MA/FIRE or MA/Regen! You will be happy!
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I like the idea myself, in that I think we could use some some flying GMs that require people to grab a jetpack, take fly, or have group fly available to them.
I also like the idea of getting rid of the -tohit, and upping the fly speed. -
Quote:Hmmm...lately I've hardly experienced any lag, even in lag valley.The devs have come out and said that it's a server side issue. The problem stems from having so many entities on the map, all active (i.e. have seen a player and have entered combat mode), and all using a server intensive power (the version of Phalanx Fighting/Grant Cover the Cimerorans have). In order to mitigate the massive lag, the devs would need to either remove a large portion of the enemies along the path (i.e. all of those mobs that everyone and their cousin skips 99.99% of the time) or change the power in question so that it doesn't each up so much server capability.
If you're ever getting a lot of lag, there is actually a very simple method for getting around it: kill everything that you see as you see it. Absolutely everything, from the guys on the arches to the patrols. By killing the enemies in question, you prevent them from using the power that eats up so many server processes. The times I've run the ITF kawg (kill as we go), we've never had a problem with lag because there were never enough enemies around.
However, this suggestion is a good one too. Kill them all, and quit skipping over most of the content for faster merits? -
Quote:I don't think the arguements are wrong. I think the devs just forgot to have different animations to go along with their original intent on those ATs.For crying out loud, what's the problem with proliferating all of the melee powersets to all the melee archetypes when the devs have already completely tossed out all the old concepts with the new powersets they've added?
"Scrappers are skill based." That's why all 4 melee ATs got dual blades.
"Tanks and brutes are the elemental based sets." That's why scrappers and stalkers also get dark melee, stalkers got energy melee and scrappes got fiery melee.
Old argument is old. Old rationales against the port are old and refuted.
Brutes Dual Blades should of looked more savage and brutal compared to the finesse they have now. But they didn't go the route of "whole lotta animations" and instead went "one animation to rule them all" -
Quote:This is where I get lost on the proliferation arguement.Super Strength has a ranged attack, a knock up, a better AoE, and Rage.
This reply here (not to Tenzhi in perticular) makes it more of a "I want this for a game mechanic reason only" instead of "I want this for concept"
At which point, I say leave it there then.
And with the alternate animations of Martial Arts, I find it hard to think people can't use Martial Arts for their super strength scrapper concepts. It has the punches! Take them.
It only lacks one thing, and that's ripping the chunk of earth from beneath them and throwing it, and which time, a lot of people skip it anyways in those "optimal builds" so that arguement gets lost to. -
Quote:When I was playing my stalker, on teams without a brute, I actually found people wanted my Stalker to lead the way (at least in low levels) for the chance of the AS fearing a massive amount of the targets.That's why you don't run in first and open with AS. You're much better off to let the brute or the mastermind run in and take the aggro and then AS a target that's already taunted. Placating that or another target that's already pounding on the higher hp meatbags is safe then, too.
Too many stalkers I've teamed with seem to think that because they can run in first without aggroing the spawn, that they should run in first.
Not directing that at you, Bright - just making an observation from what you said of what many stalkers I've seen tend to do on teams.
I'll 'fess up - I've slipped and fallen into that trap myself on occasion.
I do like the -regen idea, but I think it would have to be impressive enough to be worth it. -
Well I have a few heroes who will make the jump over to redside, purely to get ahold of Soul Mastery, as I find Soul Mastery to generally have the better looking hold.
RaveSpider, my Elec/Thermal Corr, will be going Rogue for sure, as she's a thief/thrillseeker with heroic tendencies.
I'll likely make some Praetorians, who I won't call Praetorians, just to have my Primal Earth Stalker hero, right off the bat. -
They should do a Nightwing spinoff! Clark is a bit older, Nightwing has left Batman forBludhaven. Then they can have cameos from some special effects heavy characters, but still keep it pretty low budget for a lot of the shows.
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Still trying to figure it out!
When I figure out how to IO out a Dual Pistol using toon, to feel like it plays like a Scrapper (and fit my concept), I'll be set!
RAD/DP actually comes quite close, now only if Defenders got Indomital Will in epics like Controllers do, I'd be set! -
Quote:I'm going to suggest DB/WP.But I don't want a Katana. I "want" the Dual Blades as that's how the character is suppose to be.
Oh, and I somewhat get the essence of the game as I have a high level Blaster already, but I messed it up a bit but wasn't too hard to fix as my friend made me use my alt build to fix what I messed up and helped my Blaster be better (As I taken Hover and Fly... not knowing Hover was very slow and somewhat useless after getting fly) and then taking superspeed and teleport all with Fly.
The reason I'm asking help making a Dual Blade / Willpower (or something) is I somewhat don't want to make a very bad build again.
The question you need to ask yourself however, is do you want to play with combos from the start or not?
Personally, I just skip the Empower and Weaken combos, from the start. That means I take Power Slice, Alabating Strike, then decide if I want the AOE of the Sweep Combo, and don't get my 1st combo untill level 26, when I pick up Sweeping Strike.
If you want to save yourself a respec, this is likely the best way to do it. HOWEVER, since you're new to the game, you'll likely end up using a respec to begin with.
Hover is fine. And actually perfect for a Blaster, range is your defense, and it's easier to keep most enemies at range with Hover. You can always detoggle Hover before and after fights.
As for secondary, I'll suggest WP, as it's toggle and go, no real pesky click powers to cause redraw. However, /SR isn't to bad, and it's easier to softcap your defenses and obtain Blinding Feint -> Attack Vitals -> Repeat for hard targets.
So decide which you want to go with and have fun
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Quote:Stalkers being so single target focused is what I like about them. Now only if they could get up to Scrapper level of single target output to make them as good if not better.What I would like to see more than anything else is for Stalkers to get back the AoEs that were removed from their sets. Trying to increase Stalker damage to the point they can drop single targets fast enough to simulate an AoE is just a roundabout way of addressing the problem. This game is largely about AoE. Sure you want strong single-target damage, but other ATs don't have to give up one to get the other.
I doubt most people are inviting Blasters to their teams just so they can help take down AVs faster. They are expected to obliterate groups of mobs with AoEs. Stalkers are in many ways melee focused Blasters. IMO they should be able to fill the same role.
If it were up to me I'd make Placate inherent and replace it with the missing AoE power. I don't know that I'd go so far as to make Hide inherent, or AS for that matter. Probably just Placate. Another thing this would help with is how tight Stalker builds are in the early levels. Anyone who has built Stalkers or spent time on that section of the boards knows how tight a squeeze it is trying to get in the core tools along with the other bare essentials. Making Placate inherent wouldn't eliminate the problem but it would put it closer to being in line with other ATs.
Beyond that my second pick would be the HP cap. I wouldn't increase it a lot, but enough that secondaries with +HP would at least be able to get some meaningful benefit from that effect.
HP Cap, eh, I've been fine with myself. -
...not a build question, but more of a "how does it hold up in a 1 on 1, run around a map and shoot at the target" pvp?
Not to worried in zone pvp, for when I zone, I just go out win or lose. But curious how it holds up in 1 on 1. -
Quote:But doesn't fit with the concept. Have a force field generator following you.Dual Pistols / Traps Corruptor.
You get Force Field drone (or whatever it's called, I forget). Take Combat Jumping and throw a KB protection IO in it. Maybe even slot some IO sets with Defense bonuses.
Now you've got a Ranged AT with defense and mez protection.
Could do the same with Force Fields or Sonic...but it doesn't give the feel of what I know I'm looking for in my concept.
Though, it does give me a thought on how to do it, and keep it within Corrs/Defender. I'll have to come up with a suggestion for a new Buff/Debuff Power Set! -
Quote:I think the fact that the set is average, is what has turned some people off. I get the feeling they think new sets should be top tier in everything.I just don't feel the same way about the ability to give up fire DoT for a small damage debuff. It's nice. It's not "Who needs Aim when I can do this" nice. (See: Tenebrous Tentacles.)
But I think we're all in agreement, at least, that Dual Pistols is neither the worst nor the best set available to any of the 3 ATs. That's a start. Once they've been available to the full playerbase for a while, and the shiny has worn off, we'll have a little more perspective.
EDIT: Also, the set is definitely high on fun factor. Everyone, myself included, seems to like it.
I'm quite happy with Dual Pistols myself. The only thing I wish, was HoB was on the 1 minute recharge versus 2 minutes. But Ive made do.
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I keep hoping for alternate animations. I think we'll see those before to long.
Not to worried about heroes/villains who run around on all four. Really, they're such a minority in superhero comics, that there's so much more to be added imo before they get to that.
Power limiting is a little disheartening, but I think they can figure something around that at sometime...like maybe combinging all the APPs into a pick this power type of deal, which then opens other tiers, blocking out certain ones obviously. -
Quote:truthfully, I don't care...I'd want it for concept purposes. This is me, wanting the hero I pictured when I picked up the box.You know damage scales for range and melee are separate...blasters are at 1 melee and 1.125 ranged while scrappers are 1.125 and 0.5. Are you suggesting blasters become 1.125 melee and ranged? How would that balance armor/range range/armor set that used normal power pools?
I'ld say armor/range or Range/armor has Mastermind level damage (0.55 scale) and scrapper level defense.
If it's not up to Scrapper or Blaster levels. Oh well.
Though I don't see why it couldn't be up to VEAT levels, seeing as they're ranged/armor now. -
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Quote:Because they're super too?Other games get by with all attacks never missing. So having hyper-accurate well slotted attacks never missing doesn't seem too big a stretch.
Players already have a streakbreaker which NPCs dont get (I think?)
I'd be in favour of dropping the 5% flat miss chance imposed on player attacks altogether. If you have Tactics, global acc bonuses and good slotting, why should you miss a street thug standing in quicksand 1 time out of 20?
Missing a MoG'd Paragon protector or Rikti Drone, or a Force Fielded enemy, sure. But I'm struggling to see what the 5% miss on most player powers really adds to the game other than occasional frustration. Sometimes big frustration, eg a stun attack misses just before a Fake Nem pops his bubble.
The 5% hit chance at the other end of the scale is cool. I've played enough soft-capped characters to understand the thrill of the occasional hit getting through when you're waltzing through a horde of enemies untouched.
Powers like Twilight Grasp do give me thought for pause though. Would they become overpowered if they always hit in normal situations? They'd still have a chance of missing higher defence enemies, so I think not. -
Need them! Want them!
Buff Blaster damage to Scrapper levels! Buff Stalkers to Scrapper levels! give them lower damage output, but grrrr...Dual Pistols/Armor! Waaaaant it!
So many ways to not make it overpowered. Let's get it going!
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Don't look at it as you missing, look at it as the enemy dodging or deflecting your attack.
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Quote:Should be noted that the damage difference is more when on team than when solo, for Defender & Corr comparisons.The other option is to reroll him as a Traps/DP Defender. You get a bit less damage than a Corruptor but the Traps powers are more powerful (as are the debuffs from your pistols). If you want to roll as a DP/Dev Blaster you'll get a lot more damage but the secondaries are very different. Devices is often regarded as one of the weakest Blaster secondaries whereas Traps is one of the stronger support set (I would argue that solo it IS the strongest for a Defender/Corruptor but I'm biased
) . -
On my DB/WP, I took it both for the set bonuses, and to tank AVs.
Other than that, I just use it for it's pretty animation
However, if I manage to get in before the tank, I've yet to lose aggro on who I was Confronting, which was fun to see Rommie keeping his sights purely on my scrapper, versus the tank or the brute.
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I guess all that S/L Resist, Soft capped defenses and little goodies in the passives account for nothing.
