Cold_X

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  1. Honestly I'd roll both so you can handle any situation. heh
  2. Quote:
    Originally Posted by Amy_Amp View Post
    Kat/wp might just replace SS/wp as the Brutes for Dummies go to build since you don't have to deal with the Rage crash. I have a lightly played Kat/wp that I'm holding off on leveling just because I can't reason why the scrapper version would be better considering /wp is much better on a brute.
    Shadow Meld.
  3. Quote:
    Originally Posted by Sailboat View Post
    I don't think that's true. I'm certain I've read that the streak breaker does NOT force mobs to hit players.




    I've certainly experienced cascading defense failure on my WP builds. It's a minimal problem on Inv if you build in some excess defense -- because Inv has 50% defense debuff resistance (DDR). My Tanker, built 5% over the soft cap with one foe in range, hardly ever has any issues with DDR, easily enduring huge crowds of Cimeroroans. They debuff him, but they also add to Invincibility's defense, and his total will sometimes drop from 60+into the high 30s before righting itself in a matter of seconds as the stacked short-lived debuffs wear off. It's never gone flat on me on an ITF.

    My much-more-expensive, soft-capped WP build HAS been slaughtered by defense debuffs, and has to be careful -- it only has around 17% DDR and less cushion.




    The to-hit floor has not once resulted in cumulative damage defeating any soft-capped character I've ever had.




    Immunity? WP gets Immunity? Can you elaborate?

    This post relates to 100% my experiences with both powersets. WP plants face when hit with enough defense debuffs. Even with billion dollar builds.
  4. It looks sick and the powers exist inside of the Beta per people in the other thread. That's second hand hearsay though.

    Hope it comes out with i21. If that is what we can expect from future Power Sets then a large amount of clapping is deserved for the Devs.
  5. Quote:
    Originally Posted by Seril View Post
    KO Blow still reigns as the filler attack no matter how much +recharge you have. Assuming perma-hasten levels with a T4 Spiritual Alpha, Ball Lightning is still going to hold your attack chain up. To have a flawless attack chain of Foot Stomp > Elec Fences > Ball Lightning > Burn, Ball Lightning needs to have a recharge of 6.5s or so. Assuming you build entirely for recharge speed on your SS/Fire (which isn't efficient in the first place on an SS/Fire) you won't be able to reach that amount of +recharge. A ST attack in the chain is inevitable.

    KO Blow only has .7s more activation time than Haymaker and does more DPA than it. It's better to use that as your filler in the chain.
    I can't believe you don't think Mu mastery with 4 AoEs can make a seemless attack chain when with just Fire mastery I can make a virtually seamless attack chain with just 3 AoEs which gives me perfect time to click Insp/Veng/Fiery Embrace/Rage whatever during the 1 second it's not up. I should really respec into Mu but honestly, have you never played a properly built SS/Fire before? If you look at Dacus video you can see he has overlap time with 4 AoEs during insp eating.

    I slot for nothing but Dam/Rech, FF/Ageless/Spiritual, throw Aegis in your shields and when you hit Veng you are good to go on Def. Eat a tray of Reds before running in the mission and destroy everything.
  6. Quote:
    Originally Posted by feaRfox View Post
    Well...it seems im going to roll an Ice/Fire Dom after that!

    but on the same token...i need to make a Plant/?...its the only primary i havent really dived into...so i think im going to go Plant/Kin/Fire as an alternate to my new Ice/Fire/Fire project! because also ive just...wanted...to have a Plant/Kin

    Thank you once again Tex
    Plant/Psi doms are ridiculously awesome. You should try one.
  7. Something I view as necessary: Enchancement window that goes up to 50+, so you can respec your character once and pull pretty much all of it's slotted enhancies out.
  8. What do you plan on farming?
  9. Quote:
    Originally Posted by Memphis_Bill View Post
    Honestly, no. It would be far more involved than that. MM pet stance is nothing like changing how a power actually works. And no, Swap Ammo is not like that, either.
    I'm not saying it's *needed* but would be a great quality of life fix for a lot of people.
  10. Memphis, you don't think they could simply add a button on the team tab that you could click instead (like MM pet's have to select all to change stance) and yes it would change end cost but it would again scale, and the duration issue is yes decided by all those things now...but that could change.
  11. Quote:
    Originally Posted by Golden Girl View Post
    I was joking - they did give us an extra way of getting the temps even once we're done with the sabotage

    I know...
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    OK. "Don't change it from how it is now." Status Quo is a legitimate stance to take. There's no need to change.

    1. Duration: We've been told previously the buffs are balanced around current duration. Longer duration = greater cost of some sort. Either in END, strength, or both.


    2. Duration and applying: I play buffers. I play a metric crapton of buffers. It doesn't take that long to buff a team, and if you bring up leagues, it's not my job to buff team 1 and 3 if I'm on team 2.

    3. Endurance: "Buff everyone who doesn't have it?" First, I don't particularly trust the devs not to screw this up with the new leagues, and I'd much rather NOT burn all my END when it "happens" to hit 18-24 people.

    4. Endurance, part 2: I can prioritize buffs if I'm in the middle of other things that require more END... such as debuffing. (See also thermal, cold.) If I hit my "Shield" button, I'm sending a bigger chunk of END out than I may want to right then.

    5. Endurance, part 3: Masterminds. Multiple masterminds. And the rest of the team. END? What END? Oh, you wanted to debuff something? Sorry, no go. (Or someone or some pet that could USE the buff doesn't get it because you're out of END.

    6. Not everyone needs buffs, no. Extra fire resists on that fire tank? Yeah, not needed. Past-softcapped defense vs most enemies? Why waste the end?

    7. Buffs are NOT always good for everyone. Two words. Sonic Resonance. Examine the history. And I do know of other buffs (and other powers) that still affect people that way.

    8. Not everyone WANTS said buffs, for whatever reason, and that should be respected.

    Your suggestion: They get them anyway, and I burn the end.
    Status Quo: I have much finer control over how and when buffs are applied. And no, it doesn't take long to do at all.
    You are talking about the seizure issue with Sonic, but if their on a team, their likely to see it on someone else during a mission.

    The main thing that would appease both worlds is adding in a selection to either buff an individual or buff the group. Every single one of the issues you raised would not be an issue if that was implemented. And duration wouldn't be an issue if it was implemented.
  13. If your mention of there some times being a need for a lack of a buff on a certain player is valid, then don't you suppose it would be more efficient to offer a solution to that issue? Allow the power to select all on team or by individual. I'm not talking PBAoE here, but even if it was, people deal with PBAoE buffs all the time on characters.
  14. Quote:
    Originally Posted by Memphis_Bill View Post
    "Would make them more fun to play" is *your* opinion, not a fact. Don't call something my opinion and dismiss it and then put yours up as fact.

    Nothing I've seen so far is any new idea related to this, you don't address the problems brought up in *every other discussion* about this either.

    Please take the time to read more than "a couple of posts."

    I'm not going to burrow through a crap ton of YOUR posts to again read YOUR opinion, which was based on YOU thinking that you don't need to buff all the time. Unless you are playing at +4 against every enemy group without anyone dying or being slowed down, then no one has room to talk.

    It's more efficient. There has not been a single valid reason why the ideas I posted couldn't be implemented.
  15. Quote:
    Originally Posted by Golden Girl View Post
    If only the devs had thought to design it to give players a chance to get new acid and pacification grenades even after the sabotage phase was over.
    I agree with this...however... something is awry either with individuals or game mechanics. People would like to know which it really is.
  16. Quote:
    Originally Posted by PennyPA View Post
    Bill is right that this has been discussed quite a bit. I am in the same camp that doesn't want to see a change for all the reasons previously mentioned.

    And why am I not buffing? I buff what player needs the buff at the right time. This game is pretty easy and doesn't require 24/7 buffing of every single player on every single fight.
    Stop playing on easy mode?
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    No.

    A search will provide you with the reasons why, as this discussion has been had within the last month, though not in this forum IIRC. Go past a month and you'll definitely run into it.

    I read a couple of posts and that is YOUR opinion. I disagree.

    Like I said, the End cost would scale. It also doesn't have to necessarily be PBAoE either.

    I have therms, colds, Sonics, bubblers...and all of them could use this and it would make them more fun to play. Playing at +4 requires buffs up pretty much all the time.
  18. Quote:
    Originally Posted by Postagulous View Post
    This isn't boosting the damage of each attack, but I'd suggest running Herostats and see what is your most damaging attacks. Though I already know what they are for a fire blaster as my main is one.

    Blaze is it. Period. Unless you count your nuke, which is it, but I forget I have it and the small downtime gives me a bit of anxiety unless I'm finishing off the group. Fireball can sometimes, depending on the mission analyzed, barely squeak past Blaze.

    Flares is worthless. Who cares about how Defiance lets us fire it mezzed. Flares is worthless.

    If you want more damage from Blaze, slot a range IO in the sixth. The gray words "Out of Range" don't do any damage.

    And I'll disagree that Musculature will boost your damage best, recharge will boost your damage. It's easier to get and a 8% rech gives the same damage over time as a 8% damage. You'll get 8% more attacks per unit of time.

    Granted, all this depends on reaction time and the choice of the right attack under that situation. It's hard to remember that DoT is your friend.

    I'm a fire/ice, and when a tank gets a huge grouping, a rain with 7s flying off the enemies can do some epic damage numbers. Unfortunately, Herostats can't track pet damage.

    Edit: I re-read and it doesn't say you have a fire blaster. Though, if you want more damage, that's what you pick.

    You said Flares sucks. The rest of your post isn't worth reading and everyone should ignore what you just said.

    Flares is AWESOME.
  19. Quote:
    Originally Posted by Necrotech_Master View Post
    the biggest reason i usually dont toss around buffs is because doing 8 people individually is annoying as is, if your a /FF mm, then its just even worse doing your pets + your team, and if your trying to buff a whole league then your gonna be near constantly buffing if you have to buff 3 teams + your own pets if your a /FF mm

    its annoying msotly cause its single target, for stuff like fortitude and frostwork, they should stay single target, but for normal shields like FF, sonic, and cold, they should be pbaoe like destiny buffs, but of course slightly weaker than destiny

    i have heard compelling arguments for leaving them single target, and i can agree with them, so while i hate to individually buff things, i do not think they will be changed anytime soon

    Exactly it's annoying, and makes people NOT want to participate. I could deal with it being PBAoE for sure.
  20. Lately I've been noticing a lack of buffs...specifically Shields from Therms/Colds/Sonics...even Bubblers. This isn't just on trials where Incarnate abilities are the norm, but in regular game play. I especially notice it when teams are going through a tough spot and notice when we regroup that A. We've had two Colds the entire time and B. We haven't had shields the entire time.

    Generally speaking I contribute it to one main thing, Laziness. The reason for this laziness is pretty straight forward though, it's not so much a crime of the individual as it is bad gameplay mechanics IMO. The buffs don't last that long, 5 minutes is nothing when you have you are in a mission continuously fighting, and you have to buff everybody with multiple shields. There are macros to help this but still, I thing some gameplay mechanics should be changed.

    I can't complain without making a suggestion but hey, here goes nothing.

    Instead of shield buffs only applying to an individual, have them apply for the amount of people on the team who don't already have that same buff from the same person (double buffing from going in mission doors could still take place) and have the Endurance cost scale to however many members you have on the team. I'm unsure if this same mechanic should be able to be used on other teams in a League, on them only with the same Endurance scaling. Haven't thought about that much.

    I'd also like to increase the time that the buffs last. 10 minutes seems more fitting to me. This will "generally" last through most intense fights.

    My intent is not to just help lazy people out, I honestly thing the shield buff durations and mechanics need to change. (More like a want, but wutevs )


    So in conclusion:

    - Increase duration of the buff
    - Buff applies to entire team and endurance cost scales for how many players are buffed.


    Thanks much.
  21. The devs should be really nice and when a team gets 10/10 crates/containers everyone on the team should automatically be given an additional grenade/Acid temp. Wouldn't have the issues people are having since there would be so many, and since you earned 10/10 of whichever, no one can say you don't deserve them.
  22. Both are great sets, WP is a less click happy when it comes to your own defense.

    My /regen has MoG, IH, Shadow Meld & Phase Shift. It doesn't die. Ever. Regen also doesn't have any weaknesses to any damage types as +regen has them all covered.

    /Wp is great while in a large mob, and has pulled off numerous feats. It lacks a great self heal, but with IO slotting can get enough defense as to where Aid Self can be taken and used effectively.

    Both a great sets, and regen is only as weak as you make it.
  23. <3 you Posi, thanks for giving us the heads up. People are anxious and it's greatly appreciated.
  24. Quote:
    Originally Posted by iMidget Perfection View Post
    You sure that's not fire cybor map +999? I've gotten about 8 50s off that map, so i've been useing it some time now.
    Commando must be high because that is definitely Cyborgs +999.