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Posts
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I wish to correct this, Demons have smashing, lethal, fire, cold, and toxic resistances (fire, cold, and toxic resistances varying in strength based on the demon). The Demon Prince has a weaker resistance to these damage types, but also has defense. OH, if you do make a demon mastermind, keep a close eye on the gargoyles. After the tier 9 upgrade, the gargoyles tend to use their AoE's a little too well. They get most of the aggro. Thank the devs that the Demon Prince has a lot of slows
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Even though the last post is old, might as well say this: HoB went from 50% to 60% chance per damage tick and it provides a small defense bonus for its animation. I think we have Umbral to thank for the damage suggestion though! Also, if you want to use RoA to compare it to other crashless nukes, take into account that RoA has a 1.00 accuracy, instead of the 1.60 accuracy it SAYS it has. A sort of balance, in a way. Not to mention it does not take the to-hit buff from Targeting Drone, unless they changed it. RoA has an advantage that each tick is a different AoE attack, since it is a pseudo-pet, allowing it to hit more enemies if a group is too large *taking on a group and an ambush pops up, for example, but what are the chances?* and can be used behind cover, avoiding sight and that group of enemies you hit wont attack. Full Auto has all its ticks hit the targets, and the other powers can be used to easily lower the damage done to you. The PBAoE nukes are high powered, and is the reason its a do-or-die types of powers, since most of the time, the enemies are dead after the dmg is done. HoB is a nice change, a crashless PBAoE Nuke, with side effects being able to be changed to match most given situations, and, for those without stealth, the damage starts immediately, like Full Auto.
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I would have to agree with AR/dev in this case, mainly from personal use of /dev and AR's attacks.
You have to take into consideration that not only do some enemies have resistance to lethal, they have defense against it too. I'd rather be actually hitting and doing decent damage per hit because of Targeting Drone than missing most of the time and single hitting what i happen to hit. Plus take in to account in how many enemies you are hitting as well, since that measly 70 damage is now hitting 7-10 enemies. And dont forget the extra perception! Talk about useful against the night widows.
And there is a chance to run into jerk tanks. What I call jerk tanks are tanks that aren't even that good (I have met a jerk rock tank >.> he was team leader too) and will blame it on the person with the highest dps saying they took all the aggro and caused the team wipe. Best to have some defense against anything you get off a tank *jerk tanks in particular* (bosses are a possibility, I have done it with my blaster several times even with a good tank) and if it kills you, most of the aggro gotten from the tank will most likely have dropped and it will aim for the next person with the most generated aggro on it. I have used cloptrops and found it very useful in those situations, in particular if there is a mine right behind them.
Even a simple smoke grenade can save your tank from taking that last unlucky hit even if the enemy does have low accuracy, plus it has the added benefit of not generating any aggro.
Already been stated before is that no one will wait for a 30 second time bomb nuke, its actually 23 seconds, but for those that time it correctly, it can be devestating, even I learned to time my RoA with it to do major damage to the group. also all mines *and i think this goes with time bombs as well* go off if the setter dies. There is also the add bonus that, if the ar/dev blaster is near death, he can stealth in, set a time bomb, and then rest behind a wall without ever generating any aggro since the enemies don't actually know where he/she is. Waiting behind the wall for a few extra seconds keep the blaster from generating aggro at all once popping out of cover.
However, it sort of depends more on your playing style, not ours. -
That is true. The only advantage i would see if it was one of those mission with two different types of enemies, but they usually share the same resistances. And, as you stated, we dont know much about the power set anyway. I am expecting it to be like a toggle or something, but they also might do something different. No way to tell until they actually release Going Rogue. I am still going to aim for chemical ammo as soon as i can though
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Quote:Ah so it does. That makes the dual pistols set all the more interesting, but it seems a little too overpowered that way. Why not give it an interrupt time so it makes people use it outside of battles. Just thinking what the devs might do if they decide to keep it, but it would be nice to be able to use all the types of ammos.According to Hero-Con Reports (See Here), Dual Pistols' ammunition can be changed on the fly. You don't have to pick which to make when you make the character.
Facing Zombies? Swap to Incendiary (Zombies are weak to both Lethal and Fire).
Hellions/Fire Resistant foes got you down? Pop in some Cryo rounds. -
Well, I am drooling over the dual pistols now. Saw the nuke was PBaoe, with some Gunkata for visual effect. Plus the pistols come with ammo choices. Now the question is, what kind of pistol ammo *besides normal* will i use when it comes out?