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Quote:That's deep.Jealousy is ugly. It corrodes your morality and clouds your judgment. It also steals your ability to enjoy what you have.
If I am at a gourmet 5-star restaurant and the couple next to me got a free meal but I have to pay full price. My food still tastes exactly the same. My waiter will treat me exactly the same. The restaurant still has the same atmosphere, furniture, decorations. If I let jealousy steal the pleasure from my dinner, that's my fault, my problem, my weakness.
In short, grow up and don't blame the developers for your own character flaw. -
Lost curing wand has the same bug.
I suspect it is the same for any staff power. -
I definitely do not want another AT. This is only one powerset and is about forgoing upfront protection in favor of more damage. Additionally, berserker (or whatever the name would end up) should be able to swing an axe, a sword, his fists, his fists on fire, or whatever else he finds.
Quote:with a bar akin to rage, but increasing as you were damaged (not hit and miss as rage is now, but as you slot health. Wether you regained that health shouldnt matter though)
So, the more pain you had taken, you simply get tougher and tougher, and just as ticked off.
Also, the theme is less "getting angry" and more "I feel most alive on the edge of death."
Thank you. I really think it has some potential, and I hope it appeals to a large group of people. It needs some ironing out, though. -
Just noticed the wiki page myself.
If true, hail of bullets just went from decent power to awesomesauce. -
The devs have said that making an AT unlock at 50 was a mistake.
They are not epic like a badge or prestige. Epic means "tied into lore." Nothing more than that.
Unlocking at 50 created this air of "epic means uber" when it doesn't. I'm glad for the change.
Also, it's not like getting a 50 is all that difficult anyway. -
Quote:I would like to see some debuff resistance added: for instance Quick Recovery (possibly change it to Adrenaline?) could have an endurance recovery debuff resist, and Quickness could have a recharge debuff resist.Quote:I do like the idea of having a set with BIG debuff resistances, and that would fit well here. A Beserker might not get much defence or resistance, but they also can not be slowed down, distracted or weakened either. That sounds pretty cool.
Maybe that's where the set can excell, against debuffing enemies. I like layering in end drain and recovery debuff resists into "Adrenaline." I think perception and tohit debuffs should be resisted as well, in a kind of "I won't let anything stop me from hitting you" way. I think I should leave a hole to confusion, but placcate should definitely be resisted.
Quote:Also, add any kind of outside healing to the team and suddenly the 'benefits' of the set are not allowed to appear.
Quote:However, SR is all about Defence with the resistance mitigation (which is unslottable) occuring in the passives. I see a fair bit of defense debuff, with nothing particularly bolstering defense in the first place, and with a fair amount of resistance (but not a great deal) elsewhere.
Quote:Solo, this might work out fine (but become frustrating when faceplanting - assumed with the self-destruct is that the defeated player is untargettable and so on a team would have to rely on wakies or frequent trips to the hospital).
Quote:In teams, and especially those that are reliant on tanks to take the brunt of the damage, I could see this set becoming very problematic: If a Blaster plants, unless they were silly and drew aggro back, teams can recover fairly quickly from that defeat. If the Tank drops, and has powers which encourage fighting at those very low levels of health, then all that aggro which is generated is transferred to the team. On TFs/SFs, that copuld be incredibly frustrating.
Thanks. Maybe if I moved the bonuses to cap resistance at 20% health instead, and started the damage bonus right from 90% health. Then it would be more geared to linger around half health. You'd have a decent resist and damage bonus. If you start to get in over your head, the resistances kick up and you do enough damage to kill things before they get you. When the odds back down, you go back to a more "normal" resistance and damage bonus level. -
Quote:Brutes have dark armor. Dark armor stuns enemies. Stunned enemies don't attack at all. The argument is invalid.It has been stated more times than I can count that Ice armor and Ice Melee are NOT going to be proliferated to brutes. Ice's secondary effect is -recharge, and when the enemies can't attack you, you can't build fury very fast at all. And a brute with no fury is like a scrapper with tanker damage.
In truth, the reason Brutes didn't get ice melee/armor in the first place was a combination of things. Original fury needed to be HIT, not just ATTACKED, so a defensive set suffered fury generation. Ice armor/melee compounded the problem further by adding the slows. -
For a long time now, I've wanted to see a "defensive" set that really was just a lot more offense. Technically, shields and fire hold the spot as aggressive defense, but somehow that wasn't enough for me. What I originally thought up was a set that says "I don't care what happens to me, I'm going to get you." I actually suggested something like this once before, but I've done some reworking since then. The first iteration was very much an "I want to die" set, which seems really fun in theory, but in reality it just doesn't work. For one: Tanks can't use it because it begged for defeat. Similarly, it would harm brutes and their fury.
So here's the remix. This version is a balance of doing extra damage and living on the edge. I'm combining some elements from the Super Reflexes, Willpower, and the old Defiance, as well as adding some new powers in the hopes to create a very unique set that can be exciting to play.
What I've settled on for a theme is a berserker. This set should be most appropriate for scrappers and brutes, less so for stalkers and tanks, but still doable.
(Tier 1) Perseverance - The berserker has a strong drive to see his enemies fall, and feels less pain than most because of this drive. Sensing the end only makes him stronger, and as he comes closer to defeat, his perseverance shines. I imagine this being the largest source of the set's survival. This power should grant a minimal (10-15%) resist to all damage that you can enhance, plus a scaling portion of resist that starts to increase at 75% health. The increase should be logarithmic in that it leaps fairly quickly until 40% health and then slowly climbs the rest of the way to the max at 20% health. In my mind, fully enhanced and at 20% health scrappers, brutes, and stalkers should have about 75% resist all total from this power; tankers should be at or close to their 90% cap.
What this should do is create a "comfort zone" at about half of the health bar. At full health, you'll be easy to damage, but once you're down under that yellow line of halfway, your resists are enough that natural regen brings you back up. Just over half, though, and you get hurt some more. A kind of equilibrium will be reached.
(Tier 2) Battle Cry - The berserker emits a deafening shout, invigorating himself while knocking back and terrifying his foes. This power will be the second largest source of survival for the set. I see this power not as a heal, but a short term regen buff that has a PBAoE knockback(down) and chance for fear that does no damage. When things get ugly, you can click this to get some space and regenerate some health.
(Tier 3) Adrenaline - You don't have a particularly large vocabulary, but "tired" is certainly not a word you know. You refuse to let fatigue slow you down. This grants the same recovery bonus as stamina, which is two thirds that of quick recovery from willpower and regen, but layers murky cloud value recovery debuffs and end drain resistances on top.
(Tier 4) Resilience - Able to shrug off things that should keep another person down, the berserker is undaunted by fear and other effects. Standard mez protection toggle without resists or defense added in. What it should also have is resistance to tohit and perception debuffs.
(Tier 5) Unnerving Presence - Merely standing in the presence of a berserker inspires fear. Those that face him often break eye contact and find it hard to land a blow with full strength. I really liked the name of this. It's a toggle taunt aura that provides some mitigation. I want this toggle to have a PBAoE -tohit and -damage, but it might be too powerful because it helps the whole team. If it were only one effect, I think -damage would be more fitting. Perhaps a minor chance to cause low magnitude fear for flavor.
(Tier 6) Frenzy - The signature of a beserker is his frenzy. As a berserker sustains damage, he becomes more determined to defeat his foes. His desire for combat is strong, though, and suffers when not immersed in combat. Toggle power with two effects. The first effect is a -15% self defense debuff if your health is above 75%. The second is a scaling damage bonus similar to the original defiance. Damage bonus starts at 10% once health is under 75%. I think a linear scale will work best, increasing to 200% damage at 20% health. Considering the benefits of a fully saturated Against All Odds, I do not think this is out of line. The debuff helps you get into the damage buff range, but disappears once you start taking that beating.
Why didn't defiance work on a blaster? I believe it's because a blaster can't hang on to that last shred of life. This powerset will be able to leverage the damage buff. Think back to that equilibrium point of half health. At that equilibrium, you get a constant 100% damage bonus, which is nothing to scoff at. Again, this is on par with saturated AAO.
The way I designed this to work is to stay at that equilibrium, but if a player decides to toe that line, he can get in over his head and be almost defeated for the maximum bonus. It's a high risk, but the resistances should allow him to hang on a little longer and the damage bonus will allow him to beat up the boss/LTs quickly.
(Tier 7) Hasty Assault - A good Berserker is quick to position himself, quicker to strike, and resists attempts to slow him down. Quickness clone, complete with resistance to speed and recharge debuffs.
(Tier 8) Walk it Off - A true berserker never stays down for long, and defeat offers only further encouragement. I'm thinking a simple self rez, no buffs with it here, but the recharge should be relatively short. It'd be nice if the animation had the character dust off his shoulders or something to that nature.
There was an idea to add fear to this, but I think I've taken care of that with the Battle Cry. Get up, click to knock 'em back, then toggle up and start smashing again.
(Tier 9) Death Wish/Final Gambit - Every berserker seeks the glory of a battle against insurmountable odds. They desire to be overwhelmed and take down as many foes as they can before the end which is sure to come. In this state, the berserker is all but impossible to defeat while he attracts as many foes as he is able. In the end, however, the exhaustion from this causes the berserker to collapse. The way I envision it, this is the godmode tier nine to end all, balanced by a crash like no other. I think it should be massive buff to resistance and defense to all damage types, along with a huge area and high mag PBAoE of taunt.
The first version of this powerset had a power that would do PBAoE damage when you died, but after some suggestion, I'd like to roll that into this power. Think of it like a blaster nuke scale damage (not the same damage as a blaster's nuke, mind you, I mean the same scale for whatever AT this set is on) when this power crashes. Two or three minutes of nigh perfect invincibility and a nuke when it's done. How is that balanced? Because the "crash" of this power is defeat. Unstoppable's crash leaves you to die, this actually kills you. No amount of inspiration gobbling or accolade popping will save you. That's the balance in the power. You will die.
My concerns: Personally, I feel that there isn't really a throwaway or skippable power, which may be a problem. Most people skip the self rez in a set, but with the "on the edge" feel I've tried to create, I get the feeling that it will be necessary.
Perhaps berserker is too narrow of a theme. Can you think of something that fits the theme but may be a bit more broad? Really it's just a name, people will RP things how they like, but still.
I know I didn't give the set any glaring holes either, but I reason that this is balanced by the fact that the greatest mitigation is only possible very near death. Also, this set will suffer greatly from burst damage and critical hits. Trying to be objective, I think this is in line with the current balance of power. Thoughts?
I worry that someone would softcap the set to S/L or melee and be able to live too easily on that edge. The game isn't supposed to be balanced around IOs, but I'm trying to account for them and not allow super game breaking stuff.
I am unsure what to do for stalkers, but I'm thinking I would get rid of the taunt aura, move the first four powers up one tier and put hide as the tier 1 power.
Well, there you have it. Where does this fit in to the current game balance? Do you see any potential game-breaking abuse of the powers? What problems do you see with the set? Is it unique enough to be its own set, but broad enough to appeal to a large portion of the player base?
Would you play it? -
Quote:It occurs to me that I haven't considered an attack chain. That said, GFS has to fit in there too, and I want to do FSC every chance I get.Well, he looks like his attack chain is incinerate-scorch-firesword-scorch. And I don't think he needs haste to pull that off.
Why go with 5 gaussians in buildup over adjusted targetting?
On healing flames doesn't that last recharge IO add essentially nothing to your recharge time?
Gaussians gave me a 2.5% damage bonus and a chance for extra buildup when I buildup. Seemed like a good idea.
Healing flames doesn't have any recharge IOs. Those are resist damage. I couldn't think of anything else to put there. -
Gah, I can't now, I'm at work. When I get home, I'll edit this post to include it.
EDIT:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Soulfire Sands: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Scorch- (A) Touch of Death - Accuracy/Damage
- (43) Touch of Death - Damage/Recharge
- (43) Touch of Death - Accuracy/Damage/Endurance
- (46) Touch of Death - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance/Endurance/Recharge
- (11) Reactive Armor - Resistance
- (13) Reactive Armor - Resistance/Recharge
- (A) Mako's Bite - Accuracy/Endurance/Recharge
- (3) Crushing Impact - Damage/Endurance
- (3) Crushing Impact - Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Endurance
- (7) Crushing Impact - Damage/Endurance/Recharge
- (A) Miracle - Heal/Endurance/Recharge
- (7) Harmonized Healing - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (9) Numina's Convalescence - Heal/Endurance/Recharge
- (42) Resist Damage IO
- (43) Resist Damage IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (13) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (A) Steadfast Protection - Resistance/+Def 3%
- (15) Steadfast Protection - Knockback Protection
- (A) Jumping IO
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Reactive Armor - Resistance
- (17) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (19) Reactive Armor - Resistance/Recharge
- (A) Obliteration - Damage
- (19) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (21) Performance Shifter - Accuracy/Recharge
- (21) Performance Shifter - EndMod/Accuracy
- (23) Performance Shifter - EndMod/Recharge
- (23) Performance Shifter - EndMod
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Obliteration - Damage
- (25) Obliteration - Accuracy/Recharge
- (25) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (42) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Mako's Bite - Accuracy/Endurance/Recharge
- (27) Crushing Impact - Damage/Endurance
- (27) Crushing Impact - Damage/Recharge
- (29) Crushing Impact - Accuracy/Damage/Recharge
- (29) Crushing Impact - Accuracy/Damage/Endurance
- (31) Crushing Impact - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Performance Shifter - EndMod
- (31) Performance Shifter - EndMod/Recharge
- (31) Performance Shifter - EndMod/Accuracy/Recharge
- (48) Performance Shifter - EndMod/Accuracy
- (50) Performance Shifter - Chance for +End
- (A) Mako's Bite - Accuracy/Endurance/Recharge
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (33) Mako's Bite - Damage/Endurance
- (33) Mako's Bite - Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (34) Crushing Impact - Damage/Recharge
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Obliteration - Damage
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (48) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Range
- (46) Positron's Blast - Chance of Damage(Energy)
- (48) Ragnarok - Chance for Knockdown
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Set Bonus Totals:- 25% DamageBuff(Smashing)
- 25% DamageBuff(Lethal)
- 25% DamageBuff(Fire)
- 25% DamageBuff(Cold)
- 25% DamageBuff(Energy)
- 25% DamageBuff(Negative)
- 25% DamageBuff(Toxic)
- 25% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 50% Enhancement(Accuracy)
- 46.3% Enhancement(RechargeTime)
- 15% FlySpeed
- 145.6 HP (10.9%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 14.9%
- MezResist(Stun) 8.8%
- 11.5% (0.19 End/sec) Recovery
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 15% RunSpeed
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So the story behind this is I was tired of my dark armor tank that wouldn't die but couldn't kill much of anything else either. I wanted more offense, but I didn't want to go all the way to a blaster. I still wanted to stand toe-to-toe... at least for a little while.
The tanker already had fire melee, so the theme could be kept by making a scrapper with fire melee and fiery aura. Two build ups, burn, and a nuke of a self rez. Looks good to me.
It came up in conversation in another thread, but here was Bill Z's take on it.
Quote:Anyway, with that in mind, I set out making the build. I end up with 25% in damage bonuses and 46% recharge before hasten. It doesn't seem like much, so I'm coming to you guys for suggestions.Dechs, your attitude is interesting.
Fire/Fire/Weapon.
With a battle cry, "STOP, or I'll DIE at you!"
Run in, drop caltrops, burn, fireball, die, RotP, repeat.
Hmmmm.
I don't like to go above level 40 on the IO if I care about the set bonuses. That said, I think I maximized slotting on the attacks. I have hover and fly as the last two spots because I really don't have anything better to add. I'm ok with anything but Dark Mastery. Combat Jumping I want to keep because of the immob protection (it'll be nice to have constant protection, in addition to burn).
So, how's this look?
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Quote:I'm glad.You didn't. I was just pointing out for the newbies to kelds reading this that it was just one option of many. As is how I slotted. For example, most love the little fluff balls of doom and try getting as many as possible. I found them meh. Some love quasar, but I found it to suck. Sure the damage is nice if double mired. But I decided I'm gonna drop it in a respec. It didn't do enough damage to me to be worth the crash. And if it did kill everything, I'd have killed everything just as easily with nova form and without the crash.
The fluffballs used to be a lot better when recharge enhancements/bonuses would affect pets. Now they're significantly weaker.
A word on Quasar: I have it. I don't think I've ever used it save as a flashy RP tool or as an "Oh crap!" kind of button.
Quote:Only pool I bothered with is Speed, don't have the dedication or resources to work towards a Mule build, but I could certainly see the attraction if you can afford it.
>.>
<.<
What? I really liked playing my 'shade! -
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Quote:Agreed! I'm sorry if I came across sounding like my build is better. Hardly the case at all!And that's your choice. Kelds can fit a wide range of play styles.
It was not my intent, I was just bringing to the front where our difference in opinion probably started. -
Quote:What I really want is a beserker, which I suggested as a powerset a while back. Auto go boom power upon death, generic self rez, and a godmode like no other... invulnerable for a time but a self kill crash.Dechs, your attitude is interesting.
Fire/Fire/Weapon.
With a battle cry, "STOP, or I'll DIE at you!"
Run in, drop caltrops, burn, fireball, die, RotP, repeat.
Hmmmm.
Fire/fire will have to do. -
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Quote:Because it's specifically fiery embrace. If I recall correctly, it used to only boost fire damage.Hey, Castle! Take another look at odd things in Fiery Aura while you're at it! Like why does Fiery Embrace only last 20 seconds for Fire damage? Why doesn't it buff all damage for the 20 seconds and not give non-fire attacks as good of a bonus (making it build-up without the +to hit and double the recharge)?
Your other points are entirely valid, of course. -
Quote:Well, I have to admit I imagined it to be a "survival is optional" kind of scrapper.My first brute was em/fa, Dechs. If you don't mind slotting RotP with 95% enhancements and backing it with hasten, then you'll be just fine.
EDIT AGAIN: If that's all it costs to be a fire/fire scrapper... I pay it gladly.
EDIT: Also, it's apparent to me that no one here has seen Equilibrium. -
Quote:When you use it to hit home runs.So at what point does using a performance enchaining elixir become a bad thing?
But seriously?
When it's an illegal substance that happens to have super power granting side effects... it's bad... until you're reformed.
When it's a drug/potion that's designed to grant super powers... it's good... until a villain has it.
All shades of grey to me. -
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