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Posts
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Quote:Having read a few of your stories, seen the pics, I couldn't really picture Des without the Dark BlastI did come up with a VERY nice build using P. Perfection but have decided not to use it. Like you, I find Darkness Mastery to be very fun on a DM/DA. Discussed it with some friends and we seemed agree the character just wouldn't be the same (concept wise) with out Darkness Mastery. Most my other Dark Armor characters will likely pursue the Body mastery route.
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There is only one Wyvern costume piece I want, and that's the boots! I love those boots! I want them!
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I'd much rather see them go "You get one free Power Pool,except Fitness (mostly to mess with people so they can still moan about having to fit fitness into their builds), fully slotted at creation, that unlocks at the required levels, that can't be respeced at all."
So, you pick the Speed Pool right off the bat...
Lvl 6, You automatically unlock Flurry and Hasten
Lvl 14, you automatically unlock Super Speed
Lvl 20, you automatically unlock Whirlwind
OR
They could just limit it to a Travel Power Pool.
I just like the idea, seeing as how I've made alot of concepts that I just said "If I could just get one more power pool!" -
Hmmm...
Praetorian Epic AT
FULL OF WIN
Ranged Blast Primary/Self Defense Secondary/Buffs & Debuffs Epic pool
There we go
Sounds like an easy to make Epic AT. The Primary and Secondary Power sets are already made!
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Quote:That included throwing Gloom into the EM attack chain, and that's 250% recharge. Getting 250% recharge into a build tends to sacrifice alot of the survivability of the toon.The thing is, the devs have always said they balance for SOs. And energy isn't the only set that falls behind when it comes to stupid levels of recharge the game wasn't designed for.
Also, EM isn't bad at ST damage high levels of recharge. Here's the thread for 250% rech.
I'm not saying there's no issue, but the problem with boosting ET - or other ST attacks - to make them better at high recharge is that they'll make Energy more powerful at "normal" recharge, which is not only where the game is balanced about, but it's also where Energy is far from needing a boost.
Hence why I feel that a boost to Whirling Hands is most likely, as EM is lacking in AoE damage at all levels of recharge. Give it a damage scalar of, say, 1.4-1.5 and it'd be much more useful (~FS damage, but in a smaller area and with no Rage).
Though I'll admit I've not personally taken an EM character to high levels, so I'm only going off the numbers here, thus perhaps I'm missing something. -
While I go to RV and I've done duels in the arena, I can't say I pvp regularly enough to join in.
Besides, I PvP with my less than PvP optimal concept builds. -
When I'm on redside, you'd never see me turn away a MM.
Pets and debuff/buff secondary? Why would I turn that down to team with? -
I have 2 lvl 50 DPs currently, working on a couple more...I really can't imagine skipping any Dual Pistol power, except for Suppressive Fire.
Empty Clips and Bullet Rain are still additional AOE. Bullet Rain is AOE period, so always worth keeping imo.
Empty Clips just takes a little work to get used to, to get max use out of.
Piercing Rounds, while a cone, takes even more work, and one I usually just use as a single target attack, and love to use it for it's -resistance. -
I keep waiting for Dual Rularru Broadswords on my Dual Blade toon!
That's the best sword in game! And it's HUGE! I want to wield two at once! -
Quote:It's a tough call really.So, as we're waiting for Going Rogue access, be it Beta, Open Beta or Live, an idea was suggested for a poll to see just how many of our characters are actually being considered/prepped for the side switching that will be made available. Credit where credit is due, this idea came from Golden Girl, and while it would have been off topic for the thread it came up in, I thought it a good enough idea to warrant a thread of it's own. So to get the ball rolling:
Huh. Counting up I have seven Heroes and seven Villains that are actually seriously being worked on or already level 50. Out of my Heroes, four will become Vigilantes, but none will go full Villain (at this time). Out of the Villains, two maybe three will Go Rogue, and one will go full Hero. There is one that will be restarted as a Demon Summoner, but I don't know yet if he will follow Desdemona's lead. And just for the sake of thoroughness, I have one character concept who will start as a Tyrant Loyalist, but I don't know yet which way his story will go.
I can see my main working as a hero in RI for instance, but I couldn't see her going to the point of Punisher to get there for instance.
And she uses blades/guns.
Now, my Elec/Thermal Corr, RaveSpider, for sure! But she's more in the line of Black Cat/Catwoman anyways
rofessional theif, thrill seeker, part time hero, sugar junkie. Seems easy enough to go Rogue with her.
My new DS/DM MM will be going Rogue if not full hero. I haven't decided how good she'll go yet. I'll more than likely have her go to Vigilante status. -
Quote:Full team...3 full size ambushes (that comes with the second mission of the ITF).Three ambushes of what size? Solo or a larger team?
Did they even reach you? As a DM/Sonic you have tools with which to slow foes and possibly keep them away.
It's not practical that they would not debuff you badly if they actually reached you and were able to actually beat on you. It seems more likely to me that you would have played keep-away and never given them that chance, which basically means they didn't get to apply their debuff.
If so, I think the story might be a tad different against ranged debuffers, like Praetorean Clockwork,
I spent my time hovering up at the top of the cave while I kept applying blasts, debuffs, Twilight Grasp. -
Quote:I remember telling it to my SG during a SG meeting. I'm one of the few in my SG who reads the forums and even one of the fewer who frequent it often, so I'm always giving them info when it's released to everyone.I was just about to make this same comment.
I wasn't AT Herocon, but I did listen to all the podcasts and clearly remember this caveat.
One of the things I'm not sure on howevre, is if the only way to access the new powersets is by buying GR, or if they'll be available once GR comes out, to everyone, but they'll still lack access to Praetoria. -
Quote:Actually when it was announced for GR, it was ALSO said that if they can get it out earlier than GR, they would.You're spinning the facts a bit, my dear.
Before Issue 17 was announced, Ultra mode was promised as a major feature of the retail expansion pack, Going Rogue. When Issue 17 was announced, that was no longer the case. So off the retail pack came Ultra Mode and in its place comes the first level of the Incarnate system (with the other 9 levels to come at a late date).
Keep in mind this announcement comes in Spring 2010 when GR was provisionally scheduled for release (and is now pushed back to July). So this "swap out" of upcoming features is seemingly a last minute decision (and this is after 2+ years of development mind you) - but for what reason? -
Quote:Hmmm...My Dark Miasma/Sonic did great against Cims.That analysis really only applies to Scrappers, Brutes, and Tanks. Even moderate defense on a high-resist character provides a significant boost in mitigation, and even if the defense collapses somewhat you still have resists. Layered protection is the best mitigation, which is why Stone Armor and IOed Invulnerability are so good.
Try running that analysis again assuming either zero or around 30% resist since that is what most softcapped squishies run. Also assume more than 8 enemies since the main reason to softcap a squishy is to handle large spawns (like +2/x8). So figure one hit on average per round of attacks against a non-debuffing enemy, and 4-5 hits allowable before faceplanting. That gives enough time to wipe out most of the spawn (the minions) before they can hit often. Now look at defense debuffing foes... figure 1 hit the first round, 2 the second, and death on the third. That allows a lot less time to wipe out the spawn, and more importantly the odds of being mezzed goes up significantly as you get debuffed, and with a non-held +2 boss around mez = faceplant in many cases. Even if the minions are wiped by round 2, with only 25% defense or so the boss's third attack is much more likely to land (especially if there are multiple bosses). Bosses only have to hit a squishy a couple times to kill them.
Granted, squishies fighting +2/x8/bosses spawns are usually pushing the absolute limits of survivability, but that's where you see the so-called "catastrophic defense failure" occur. With the exception of a handful of enemies like Longbow and their 40% or so defense debuffs, softcapped defense generally doesn't get completely negated. But if you're pushing so close to the edge that losing 5% defense triples your odds of faceplanting and losing 15% all but guarantees it...
Not quite softcapped Ranged Defense (29-35%), 20-something percent Melee/AOE defense...like 67% S/L Resist (Tough/Epic Armor)...with a -tohit/-dmg toggle.
Doesn't really notice -defense at all.
Couldn't kill fast, but handled 3 ambushes on it's own.
RAD/DP is harder to softcap (no Shadowfall for additional defense), but is fairing pretty well with -tohit/-dmg (sadly its in two different toggles)...but I notice the Dark Miasma/ is more survivalable. -
Quote:Piecemeal?Sorry but the question's gotta be asked. The way things are looking now players have to:
- Buy in early to get early access to Dual Pistols and Demon Summoning
- Wait until July and get access to four zones, 7 new costume sets, 2 additional powesets (parts of which we've previously seen in-game for NPCs), and level one access to the new incarnate system
- Wait until 4th quarter 2010 to get the remaining 9 levels and the new endgame system and perhaps another high-level zone (but only if we buy GR 3 months earlier).
And in the meanwhile, Ultra mode which was flagged for retail is now free. And in its place comes an awful lot of last minute bait and switch improvements.
My question is: why? Why not just package it together in one retail expansion and let players enjoy? The way its all piecemealed out now, players might as well wait until 4th quarter to get Going Rogue and enjoy it all in one go rather then buying in now and waiting 9 months to get the full product?
This just seems like a really weird business model somehow... What's the logic behind it again?
Early access to Dual Pistols & Demon Summoning, is a pre-purchase perk. Just like those pre-orders that get perks, but this time, it's a perk for pre-purchasing.
It's an MMO, things are never finished untill it goes out of business, which I hope no one wants.
Get you sucked in with one level of incarnate, then keep you around for the next 9 levels
As for Ultramode, I think that was going to be available to everyone, whether they purchased GR or not. So getting it out before GR is not a big deal. -
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Quote:Hmmm...I would think Controller and Dominator to be classic sounding superhero/villain names.Every name that basically just lists your powersets and/or your AT.
My favorite is still Firekintroller with honourable mention for CONTROLLLER. I actually think he also had a little brother called DOMMINATOR.
Edit: Actually, the sad part about those two names is that they suggest there are actually toons named Controller and Dominator. -
Not really. It's bad enough when players go about saying "Yeah! I killed Honoree!" over SG chat, when you're in the middle of the Lady Grey TF and similar times.
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Quote:Pistols is one of the better DPA attacks, is it not? Add in that is can slot a -resist proc, for more damage (for solo and teaming). Why would you want to skip it?Concerning Executioner's Shot, I liked it originally but then began to actually find the animation quite annoying and the damage not great.
And Piercing Rounds looks MUCH cooler. Still.
My one question is am I still going to be wanting to keep Pistols in the build for the scourge? I figured I'll always have something to do on a high recharge build coupled with Siphon Speed and I wouldn't miss it too much, but I am in no way an expert on Dual Pistols.
Thanks,
Tux -
Quote:Pretty much this.Lord Recluse is "supposed" to be designed so that no "single" tanker can solo tank him. If my memory serves correctly, you'd need a defense percent rating of about 75% or higher to have a "soft cap" against him, and with the Red Tower active, he's supposed to hit hard enough to over-power even capped Smash / lethal defenses. Another factor to consider is that the Blue Tower boosts Lord Recluse's To-Hit by 30%, ontop of the AV and Level Bonus, so defense based tanks really benefit from taking the blue tower down.
Basically, the design of the TF is supposed to be so that it does not matter what tank you take, so much as it matters what buffs / debuffs you have available for the tank to take advantage of. If you don't have any debuffs with -to-hit or -damage sitting on Recluse, and you don't have anything to buff the tank with, chances are you will go splat.
I do have to be careful on my verbiage here because there are techniques for buff / debuff light teams to work around Lord Recluse's punch, such as the Tank taking a load of purple inspirations in, and using inspirations to maintain a high enough level of defense.
You just may need to figure out what the best support toon for a tanker is.
Also, have them use inspirations. I've tanked Recluse on a WP/EM without support, but I still maintained use of inspirations to do it (and just relying on purples wasn't the answer for my go at it). And mind you this wasn't a planned thing, it was more of a "the /RAD left, on the last mission, and we might as well try to beat it" type of deal.
One problem I do find, is finding the right support.
Seeing as how Shield Tankers are the popular tanker (with reason I admit, though I sadly get tired of seeing one of the least used powers in comic books, become the majority power set in a superhero game)....assuming they're softcapped...I'd likely go for a /Thermal.
To bad they're hard to find/not always set up to backup the team (or just don't want to). -
Or one could just say "Sorry team is full"
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So, doing the math (by going with the average time of SFs), redside has 13.3 hours of SFs to do (this does include the co-op TFs).
So, what you're saying you want, is for redside to get the old Positron TF, that is being replaced with new ones?
We'll keep the same enemies, jsut rewrite a new story around it. That will give over 18 hours of SFs! -
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Quote:Not really.By that logic: In PvE zones, you're still playing Player versus Player. It's just that the other player happens to be a computer.

PvP = Player vs Player
...so it always involves another player, one can't argue the computer to be an actual player.
PvE = Player vs Enviorment
...so, one could always argue the other players are part of the enviorment.
Nevermind the fact that PvP is broken, the problem with complain about badges in PvP zones, is likely the same ones who complain when they die three times on a STF/LRSF, and say "I'm leaving" and they're already level 50. :/
Face it, alot of players just start to moan when they lose. -
Quote:Nooo. They're still worth keeping one in that travel power you were going to most like take anyways.But those aren't worth anything anymore...except for the KB protection. <_<
For the build relying on Ninja Run for travel power, where still likely taking Combat Jumping for the +Defense.
