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Also the last time I joined a PUG in WoW, I was blasted for not using my fear power for crowd control on enemies which were immune to it.
[/ QUOTE ]Freaking n00bs, you don't use Fear for crowd control in instances, the mobs run off and agro additional ones.
On a more serious note, I have to admit I come off as an elitist myself, very often. Though, honestly... I'm not. I just come off like one. People say it's because of the way I speak on the internet, text not carrying emotion over well, etc. I like to study the game mechanics, figure out how things work, and help others understand what I know. I admit I don't know everything and am often wrong or misguided, but I like to consider myself at least fairly knowledgeable about the game. I do this to help others, so they don't get frustrated by making mistakes. Now, I realize "mistakes", buildwise, are subjective, but you really have to draw the line somewhere, such as Radiation Defenders not taking debuff toggles. I'm by no means an elitist to the point of powerset discrimination, at least not seriously. I know Elec Armor Stalkers... suck, but even I played one once because of concept. Concept is king.
Sure, I'll throw a MAJOR hissy fit whenever I see a VEAT in my team without Tactical Training: Maneuvers. But if I'm leading, I won't kick them. I'll tell them they really really REALLY should get it the next time they level up and get to choose a new power.
Of course, at that point, where I'm actually giving someone good advice which would benefit not only the team, but them as well, and they play the "[censored] I PAY FOR THE GAME SO I PLAY HOW I WANT" I'm gonna stop being nice. I still won't kick them, but I won't want them around, and thus won't treat them equally with the other team members who aren't morons. And no, I'm not saying newbies are morons. I'm saying morons are morons. -
Make the TP magnitude of the mission teleporter higher than the TP protection provided by the dampening field in Pocket D?
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Why not suggest Storm Melee or Sonic Melee? It's just as bonkers as this!
[/ QUOTE ]But we already have a set that's essentially the same as the first (Electric Melee) and one that has the same sound and visual effects as the already-in-game Sonic Melee powers used by the Goldbrickers in Cap au Diable (Super Strength). :b -
I'm sorry to say I didn't read the OP in detail - I'll do that the first chance I get. Just saying that I hope this will still also leave the original endurance drain in sets that have them, instead of outright replacing them. My Elec/Elec/Mu Brute can and will use Endurance Drain as a viable and powerful mitigation tool in an efficient and effective manner under the current system.
Sorry, will read it thoroughly later, my attention is distracted right now.. -
Look at it with double Assault added onto it for a constant additional 30% damage bonus. Possibly add in some set bonuses for a wee bit more here and there...
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Looking at the in-game detailed info (which, admittedly, isn't always 100% accurate), I don't see why it wouldn't stack.
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Outside of AV/GM fights, Build Up will generall give you more bang for your buck. But Follow Up is more useful for DPS on AVs and GMs (or RWZ Pylons if you want to try that sort of thing).
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It's hated because people are stupid and complain about the lack of Healing Arrow.
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I've managed to grind my Rad/Rad crupper to 45 but despit slotting all my toggles with End redux and having slotted Stamina.
However, any scraps I get in and my blue bar just plummets and then I end up struggling to keep any toggles up.
Any clues, suggestions or tips and tricks?
[/ QUOTE ]Power Sink at level 47. -
Yes, you can use the Valkyrie faceplate with Full Masks, doesn't have to be with Half Helms.
Wish they'd do the same for the Roman faceplate. -
Endurance Modification enhancements. They're the dark blue colored ones.
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I've been getting conflicting info about it myself. I used to think it spawns a pseudopet per mob in the affected area and each pseudopet casts a periodic 5-target-max AoE hold around itself (so it takes a short while for them to cover the whole spawn). But recent discussions have made me doubt this.
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Yes, because they're all quite poor otherwise.
Plus, Elec and AR already get tons of flak for lacking a third single target blast. -
Also, resistances are much more balanced between each other in PvP now.
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A bit more OT: concerning the dark blast set for blasters; take out dark pit and add dark obliteration in its stead and replace life drain with an aim power of sorts
[/ QUOTE ]Replace Dark Pit with Dark Obliteration, give Life Drain the Siphon Life treatment and replace Tenebrous Tentacles with Aim. -
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At the speed which things die these days you probably dont need to use anchor powers on anything short of an EB.
[/ QUOTE ]Depends on the team and what you're fighting. -
I wonder if just a new Midnighter Club entrance would be out of the question... We do have more than one RWZ entrance just like the Heroes do, after all.
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The statistics consider big numbers good and small numbers bad, which is actually the reverse of how Recharge works. So, yes, it's a bug.
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There are a few powers in the game that do Untyped damage. All self-damage abilities such as Oppressive gloom and Energy Transfer do this, I think - not sure if any actual enemies do. Falling does, too.
There's also Electrolytic damage, which is only done by the Hamidon, and which can only be resisted by consuming an Essence of the Earth inspiration, which can only be acquired by defeating Devouring Earth Monsters. -
It really has no place in a purely ranged pet primary.
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Personally, I can't stand elemental melee sets that force us into using pseudo-weapons. Molding a concept around glowy/burning/rocky/icy bare hands is much more flexible of an option, plus I think the concept of a sword-shaped flame dealing partial lethal damage is moronic.
Personal preference, I know. Still, I'd prefer psi melee to be weaponless until we get power customization. -
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Although you could debate whether it is actually worthwhile to go from 85% res to 90% for instance, but that's another story...
[/ QUOTE ]You'd reduce incoming damage by one third. Very worth it.
Generally, the more you have of an attribute, the better returns you get from gaining an even further bonus to it, until hitting the cap. Going from 40% defense to 45% defense cuts hits taken in half compared to the 40%, for example.