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Posts
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Joined
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What I like about redside ATs is that a good redside "team" is eight people soloing the same map.
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Quote:I don't think I've ever seen more ignorance than this.You do realize you are saying this to someone who soft-capped a fire tank, then dropped the soft-cap build for one that focused on recharge accuracy because of constant cascading failures?
Sorry, but you are going to have to come up with a much better response than this to counter what I said.
CoD is worthless as a stealth. It's worthless as a defense power. In a fight it's not going to do you any real amount of good. Period. Stop. End of story.
I have a dark armor tank. I can stealth missions. I am softcapped to S/L/E/N. I can take full groups of cimerorans.
I couldn't do any of that without CoD. It provides 8% defense to all types. More than any two set bonuses. It's the same defensive value as weave, for less endurance, plus stealth. How is that worthless? -
Quote:I told you before, I'll tell you again, and I'll tell you where everyone else can see the same advice this time. You're paying for the time, go to the class. Even if you're not the one footing the bill, someone's paying for your butt to go to class, so do it.Yeah, it was engineering. I still haven't missed a college lecture. Skipping class is so short-sighted. Attending the lectures means all the material is familiar to you, thereby cutting your necessary study time by untold levels. I actually go to bed at reasonable times...
Thanks for the well-wishes everyoneYou guys are awesome.
Trust me, it'll pay off. Especially engineering. -
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Sounds reasonable. IIRC, the human eye samples at 20Hz, so anything over 60Hz refresh rate would be very hard to notice.
Hell if I actually know how to lock the framerate though. I can tell you how to show your FPS, but that's about it.
EDIT TO ADD: As an example, fluorescent lights are powered by 60Hz AC power. Since a 60Hz sine wave has a value of zero exactly twice per cycle, the fluorescent lights actually "shut off" at a rate of 120Hz. This is much higher than our eye's sampling frequency, so it's not noticeable. -
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He's back! Woohoo!
Come join the fun!
Oh - And things are good! I know the VG I belong to is doign a bit of a prestige fundraiser with the double rewards weekend. (I refuse to call it double xp weekend because that's not all it's about, and it forces a mindset of "MUST LEVEL") -
Quote:I don't know about the base damage and whether the powers match in that regard, but I do know the animation times are different. This in itself makes them impossible to be "form, fit and functionally" identical.[N]onetheless, I want them and I think the Powers in question are certainly similiar, if not outright the same.
Fix'd. -
Quote:He does raise a good point. Some of the only things that give masterminds pause are uncommon or nonexistent on the hero side of the fence. Makes me wonder if the devs might purposefully add autohit AoE damage to some blue stuff just for the masterminds...Quote:Those are call demolitionists, and any mobs with a large amount of AoE damage
In fact, I mentioned this weakness myself, not too long ago. -
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My mastermind uses teamport all the time to keep the bots together.
I came in here to post this. -
Probably applying the dual pistols patch for this weekend.
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I bet they think the For Fun section is used more than the AT section.
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Thanks for all the replies, everyone. I even chuckled at the tags.
I made the character; it's level ten and a barrel of fun. It's not going to be a tank, but what brute should be? From what I gather, this is going to be a "Who needs mitigation if you kill it first?" kind of character, and I'm ok with that. -
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Energy Melee has a lot of good qualities. I don't want this to be a pre/post-nerf thread, so let's just think about what EM is now. The way I see it, Energy Melee is the undisputed king of single target damage. It has two damage types, so it's uncommon for both components to be resisted. Smashing is commonly resisted, but not as common as lethal (I think), and there is the energy to make up for it.
Energy Melee is quite lacking in the AoE department. This is more problematic than it may seem because less AoE means it is harder to obtain and keep aggro. This in turn generates less fury and thus reduced damage. This I cannot allow.
Shield Defense is what I paired with it to fix both problems Energy Melee. Shield Charge adds a great deal of AoE damage. Perhaps more importantly, though, is SD's notoriously strong taunt aura. Against All Odds has the additional perk of making a single target damage king even stronger.
Shield Defense is not without it's problems. It offers less protection than /SR. IOs can fix the problem, but I have to survive until then. Regardless, sometimes not even the softcap is enough. Energy Melee brings a lot of mitigation to the table in the form of stuns with every attack.
So now we've come full circle. Both sets seem to fill in the gaps of the other. I'm looking at this as a very synergistic pairing. Is there anything I'm missing?
What should I be looking forward to with these sets? -
I just got my first tanker to 50. It's a Dark Armor/Fire tank that I built to be softcapped to S/L/E/N. I took taunt because I was a bit starved for slots and it seemed like a decent power to have without any extra enhancements added to it. I didn't use it a lot (read: at all), so I considered dropping it for hasten. I was holding enough aggro that my teams stayed alive and everyone was happy. I spent a lot of time hopping around making sure to use Combustion and Fire Sword Circle to grab as much attention as I could, then cluster them up and go to town with all my attacks.
But then I got on an STF with a shield scrapper. I found that I couldn't get aggro, let alone keep it, without taunting. Since then I've kept it, and started using it more often.
Now I don't have to run to the idiot blaster/defender/controller that grabs the wrong mob. I also find taunt to be invaluable for bringing the stubborn ranged mobs close enough to hit with AoEs. This is a way of herding without actually herding. I never lose aggro to scrappers and tankers that don't have taunt. I also learned a nifty trick: when a teammate's HP dips into the orange/red, just clicking on him and using taunt usually grabs the attention of whatever was hitting him. It's a very quick way to save a squishy, much faster than trying to find out what's hitting him and then run to it.
Do I need taunt? No. Is it a convenient tool that I'm happy to have? Yes. -
Quote:While it's easy for me to say this as someone who has a high-ish end computer, and at the risk of coming off like a rich snob (which I am not), I still can't help myself. For that, I apologize.Yeah, I'm aware that I can change the max particle count, but it changes it for everything, not just the annoying thing I'm seeing. Further, reducing it helps, but I would have to reduce it to almost nil levels to get it to stop lagging me every time I jump, and that would make the whole game look dumb.
I know sprint has the dust cloud too, but I have sprint toggled off (for this same reason). I can only assume that it's hurdle since it only appears when I jump and when I land.
If jumping causes your computer to hiccup, it's probably time to upgrade. -
Options -> Graphics and Audio -> Max particle count
I'm pretty sure it's not hurdle though. Sprint has the dust cloud. I don't know any auto powers that have VFX at all. -
Also of note: Back then, fury was only built by getting hit, not by getting attacked. A purely defensive set would not build any fury if it was working right.
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Quote:Lethal damage weapon attacks.That's a pretty cool idea, but what would you rename the sets?
Smashing damage weapon attacks.
That's basically what they are, right? Mace and Axe actually share the shovel model, though I believe it's turned 90 degrees. Mace hits with the blunt face of the shovel while Axe hits with the edge.