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Posts
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My advice would be to go with the -res/fire dmg, and imo, it isn't even close. Added damage always helps, and you're getting it with both the -res and proc dmg.
I was hoping the -reg would be something truly useful. But the miniscule amount of -reg isn't really going to help you much vs the enemies you'd want -reg for. And vs the vast majority of enemies that don't really rely much on reg, its pretty much totally useless. The -to hit isn't too bad with the old content, but with the massive to hit buffs and accuracy cheats the new content has, that too is pretty much useless.
Outside of theme, my intial take is the -res/fire dmg choice is far and away the most effective. If I'm wrong I'd love to have it explained to me because I was dying for -reg on my melee toons. -
Quote:Yeah, I was concerned about this type of reaction to some complaining that defense was 'overpowered'. The response appears to be, 'well, we'll just take all that defense you worked for, (or in other cases, the only, or primary, value of one of your power sets) and make it completely irrelevant'. Horrible, pitiful, stupid design move.For truth. My +softcapped brute (yes, /EA, but still... those looked like energy attacks and his energy defense is in the +55% range) routinely died in seconds to the groups summoned to reinforce Siege in the BAF. Turning on Overload didn't matter.
Having pretty much my entire secondary negated was fairly demoralizing. This is WAY overcompensating for the ability set bonuses provide to increase defense for squishies. -
Quote:Agreed. I spent 3 hours, most of it just trying to get a team going, as people would quit after one formed, trying to complete one of the new trials. Did two lambdas, and had 2 fails. At times my brute felt like a level ten blaster. And fighting the same enemies as the last 2 task forces is getting old already. Logged on again at night, and couldn't even get a run going to try again. Pretty disappointed in this issue so far.Personally, I think we should boycott all TFs until the devs dial down the lethality of these new incarnate TFs. Constantly faceplanting - sometimes without even getting a chance to hit something - and failing TFs is not fun for a lot of people.
If the devs are trying to entice 'WOW babies' by ramping up the difficulty for them, then they will chase away more players then they get. They need to stop the madness. -
That costume just... sucks, lol. And the actress just doesn't pull off the amazon thing imo. It's like they couldnt decide if they wanted to go conservative or full on comic book, and ended up with this mess. Wonder woman is gonna be hard to pull off regardless, but I think they really missed the mark here.
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I've soloed gms on a rad/sonic def and a fire/rad corruptor. You need defense to survive the attacks, -reg to kill their ridiculous regen, and high damage attacks and the endurance to use them over an extended period.
Your defense needs to end up soft capped (45% or more). Out of the toons you listed, your dark might be able to do it, but again, you'd have to end up with high defense, great recovery, and it would probably take a long time because if I'm not mistaken, it's tough to get a high% -reg up all the time on a dark, which means there will be periods where the gm will heal back health.
AV's are a lot easier than gms, and pretty much any toon can do it, with varying amounts of success and range of avs, if built properly. Again you need high defense, -reg helps but is not necessary if you have high enough dps, and a good attack string with enough recovery to use it over an extended period of time. -
Quote:Yes, it really is that bad. As mentioned in the thread, you pay about a 200% regen penalty (I'm not certain as to the accuracy of that number, but having played a few em toons, I do know for a fact it does a decent amount of self damage every time you use it...) to do single target damage that is on par with many other sets that suffer no penalty at all, and more importantly, em is one of the more pitiful aoe sets.Is EM really that bad? I remember it putting out some solid numbers on BillZ's "the results are in" threads and it seems capable of solid enough DPS. Is this hate mostly directed at AoE or what?
The better attacks animate very slowly, which means on teams, you'll be wasting them on corpses. But as an added bonus, when you smack a corpse with ET, you still at least get to do damage to self...
Is it unplayable? Of course not. But it underperforms against pretty much every set in almost every category. -
Quote:It's a scrapper playstyle. It's what scrappers do. If killing the most stuff you can as fast as possible isn't the scrapper playstyle, what is it then...Agreed, AoE and "Kill it all as fast as possible" is a playstyle. Although I do see the sentiment in Power Siphon in a team regard. But, that goes back into the fact that it requires a bit of effort to work with. Not everyone's going to want to deal with the micro management of that power, and is most likely one of the larger reasons that DM overshadows KM so often. In a Team setting where people are moving around quickly, between the two, DM will be favored for its ability to sap-once, and keep moving. Where as KM is stuck managing it's Siphon as things collapse around them.
In the regard of AoE, though, DM outright lacks AoE beyond it's Cone (Soul Drain and Dark Consumption aside, given their recharge), and KM technically has a Cone and an effective enough AoE. If someone really wanted an AoE focal toon, DM nor KM are the route, and Electric or Fire definitely are. So it's really an entirely different kettle of fish, and would be a play decision for the OP. -
Quote:Neither is Dark Melee.
I really don't understand people who get so fixated on AoE. "Most of the game is about killing as much as possible as fast as possible" is a playstyle choice, not a requirement.
Dark Melee adds a unique survivability edge with siphon life, and it's build up power is much easier to use than KM's.
And I did not say that aoe or 'killing as much as possible, as fast as possible' is a 'requirement'. But if you are concerned about performance, and performance being killing as much as possible, as fast as possible (which I would say would be something the average scrapper would be aiming for since scrappers are killing machines, not healers, buffers, debuffers, resters, etc... and it's a playstyle that leads to faster leveling and more drops.), then you want as much aoe as possible. And you want a build up power that doesn't take a while to become effective, because by the time it becomes effective, most of your targets are already dead, especially if you are on a team with other baddie bashers.
If you don't play the game for performance, than any powerchoices can work for you. But if you play the game for performance, then clearly some sets and some powers are better than others. And imo, km/sd is not on par with combos like fire/sd, elec/sd and dm/sd. If you disagree, that's fine, but then I wonder what performance rating you are using to claim that km/sd is on par with these other sets. As I've stated in my other post, the only instance where I could see km/sd being on par with these other sets is in terms of wailing on a bag of hp over a long period of time, like pylons, where km can utilize its time consuming build up power, because in actual in game instances, especially on teams, that build up power is far more difficult to leverage. -
Quote:This. Power Siphon looks great on paper but is not nearly as effective in game. In my experience, when you're on a team, it can be pretty frustrating. By the time you build up your power siphon with your single target attacks, most of the mob is dead from your teamates who are hitting build up and their aoes as the battle begins, making your power siphoned aoe attack kinda pointless. And often, by the time you get to the next group, some of your stacked PS is gone.Kin Melee relies heavily on Power Siphon to get an almost constant high damage buff, so gets a proportionally smaller damage buff from AAO than a primary like say, Fire, which only has BU. Having to build up to your optimal damage also means you can't just open with SC like many others would.
It's not so much drawbacks as it is lack of particular synergy. KM/SD would be great, because anything with SD is always great.
Some people love KM and thats great, and its wonderful when you're just wailing on a bag of hitpoints like a pylon, but if you want the uber SD combos, there is a reason most will list fire and electric as the top two combos, in terms of aoe carnage. Most of the game is about killing as much as possible as fast as possible, which means the name of the game is aoe, and KM is not very strong in that regard. -
I was a huge byrne fan as a kid, I vote for everything and anything he did. Loved that issue when he killed off guardian as his wife is walking in...
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I've never had any lag or rubberbanding issues but suddenly started having them at about 9:30pm eastern on champion server. Not seeing any computer or internet connection problems - anybody else experiencing issues?
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and "we're just too pig-headed to admit the pvp revamp was a massive failure and simply revert the changes, so we'll leave it in its current condition - dead".
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At the very least, the end crash should be removed. I would remove the end crash and recovery loss. Take nukes out of blasters and there are many other at's that put out similar damage, with lots of other advantages blasters lack. Corruptors have massive buff/debuffs, scrappers have massive survivability advantages. By improving nukes, you actually make blasters the damage kings they should be.
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Stalkers are underpowered, plain and simple. There is a reason so many people consistently avoid adding them to teams (and I'm not one of them, I'll work with any at when forming a team, but I'm not going to pretend I'm not aware of the relative strength of one at vs. another, especially on teams.)
Those who don't seem to see the problem claim they are superior to scrappers in terms of single target damage, but in reality the two at's are pretty much on par there, and single target damage is not very valuable on teams anyway. The one area where stalkers actually are notably superior is burst damage, but again, burst damage is not very valuable on teams, hell, it's not very valuable solo either. AOE is the name of the game on teams, and in pve too really, since you are almost always fighting more than one foe, and scrappers on average bring more of that to the table than stalkers. Then you have the other team benefits that scrappers add to a team better than stalkers - aggro generation/control and better survivability and damage absorbtion.
I like the concept of stalkers, but in terms of overall ability, and especially in terms of value added to teams, this at could really use some added power/abilities to be more competitive with other at's. -
It's certainly not a design flaw. Tanks, brutes and scrappers are all meant to draw aggro, that's why they have taunt in one of there powersets. Some scrapper secondaries have taunt auras, some don't. Sometimes they are an advantage, sometimes not.
I personally prefer taunt auras because I build my scrappers to be durable and the more stuff I can get around me the faster I can kill it, especially with aoes. IMO, if you don't like to draw a lot of aggro, you're probably playing the wrong at, maybe try a stalker. As far as I'm concerned, and apparently the devs agree, scrappers are meant to be one of the bigger attention grabbers in combat, and thematically it sure seems to make sense.
One thing I do agree with the OP on is that SD's taunt aura is probably a bit too strong. While I actually enjoy pulling aggro off tanks, it really shouldn't happen as much as it does, as tanks should be far more effective at getting aggro than a SD tanker, and as of now that is not always the case. -
Nice, what was your strategy when fighting super rommy and his fuzzies?
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Still crazy long 'loading' screen wait, after patch.
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Quote:The difference between the two arguments is this:When I've seen a few posts by you that denounce the way the WST works as far as getting your Alpha Rare, and then see a post saying the current WST is one you don't want to run, I can't help but feel that there's a counterpoint to your own preferences. If you want the Rares but can't find time run the WST, okay. If you want the Rares but can't find a team to run the WST, okay.
If you want the Rares but you won't do the WST based solely on personal preference... then quite frankly, why even be vocal about how it works? I could understand if you don't have the time. I could understand if you can't find a team. I could understand if every time you asked to join a STF/LRSF someone hit you with a bat and pulled you into a burlap sack.
But I've watched you repeat how strongly you feel about the acquisition of Rares and how 19.5 is forcing teaming for reward, and now you say you're barring yourself from getting it because you don't like the current WST?
That's why I'm a little defensive about it. Incidentally, I got the same way when Vanden asked for Swift/Hurdle to be changed on his own personal preference.
One player's personal preference shouldn't be a benchmark for the rest of the players in the game unless the majority of them happen to agree for logical reasons. I'm sure if the playerbase told the Devs "We don't like the STF, so we won't participate" they'd reply with "Okay, uh, wait 'til next week when it changes."
You want it your way - everyone has to team to get the new incarnate abilities, and if you don't like it, leave.
The other side wants a solo option, but is fine with there also being a team option for those that enjoy that kind of playstyle, the same exact way the initial part of the alpha slot worked with shards.
If you can't see who is being more unreasonable here, it could be because you're too close to the problem to see it. And this is coming from someone who almost never solos, and if there was no teaming in this game, I'd have left a long time ago. -
Quote:This really sounds like a case of "It's not you, it's me."
I still have fun even after 4 and a half years of play. Maybe it's time you found a new game?
I sure hope the devs aren't of the mindset of telling the soloers in this game 'maybe its time you found a new game'.
It would be better, smarter, and pretty damn easy, to provide a solo route for incarnate abilities, as they are released, to keep players like the guy you quoted. I'm glad you like the task force route, but just telling the solo players who want to be able to get the incarnate abilities to basically get lost is ridiculous. -
After tuesday patch, it takes forever for the game to get past the 'loading' bar, anybody else having this issue?
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I think this guy will do fine, I just hope the movie has a better script/plot than the last one did. Lets get supes a worthy adversary this time other than lex trying to pull another real estate scandal. Lets have a comic book movie with some action instead of one that induces a coma. I vote for some sort of brainiac incarnation.
As far as supermans build, I've noticed that the further you go back, the skinnier superman is/was. Some of the recent animation has him built like the friggin hulk. I'd say he should be buff, but not monstrous like some depictions i've seen. -
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This. Either of these sets will up your aoe abilities big time. Plus, I believe one of the incarnate levels will be offering a new aoe attack.
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Quote:I have both WP & SD brutes, and here are my observations from countless hours on the ITF.
All points refer to unsupported combats at full aggro cap, assumes full IO builds.
Willpower's regen and resistances, once defenses are crashed (and they will crash unless you pop lucks/have buffs/etc) is not sufficient on it's own to survive.
However if you do hit SoW, use Darkest Night, or carry T3 Oranges and have a good enough build - you can survive full negative DEF crashes.
SD on the otherhand will see DEF crashes much less frequently, and will recover more quickly from them - SC with it's massive area KB on a high rech provides enough cushion to help prevent DEF crashes even further, not to mention simply removing the threats outright by killing them faster.
The weak point for SD is actually massed elite bosses, who have tons of hit points, an accuracy bonus and therefore a better chance to hit you than you normally face when softcapped (something like 6-7% I think), hit like freight trains and laugh at knockback - however the above tactics employed by willpower: T9, T3 Oranges, Darkest Night can all play a major factor in survivability.
The verdict?
A capable player with a solid build should very rarely die using either secondary.
For me, that means I end up playing SD more often - because if I'm not going to die on either one, I might as well add more offense.
I agree that ITF's and large groups of cim's create serious problems for wp toons, moreso than SD's, but SD isn't surviving indefinitely in a mob of cim's without a heal of some kind either.
I also prefer SD, because being a scrapper lover, I enjoy offense and killing things, and SD is clearly superior in what it brings to that table. But for pure survivability based on the powerset alone, I would still argue that wp edges sd by a bit from start to finish, all things being equal. But the argument that once fully io'd, both sets are virtually unkillable except in extreme situations, so why not take the set that is clearly superior offensively, is certainly valid, but then you might want to consider the recent trend of the newer high level content containing more than average defense busting enemies, which makes sd's survivability drop faster than wp's. -