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Posts
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Joined
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I don't know what game I will play next, but I am sure one of my characters will be StrongNPretty
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Quote:Actually was coming back to CoX because I was getting bored of Star Wars. I am a fairly causal player but it was easy to get to max level (50). And (unlike CoX) altitis is hard to catch on SWOR.I had the same problem. Apparently the game is too "secret"
Also, I can't believe I haven't seen a single mention of Star Wars The Old Republic. I am kinda trying it, but I'm not really sure what to think so far. Would like to get others' opinions.
I like the Star Wars world overall, but the graphics in this one seem way outdated, considering how new it is. Also I don't seem to really like the melee lightsaber combat, which is probably not good in a Star Wars game
So far the only class I've enjoyed is the trooper, which plays exactly like a CoH blaster pretty much.
Anybody playing this or have played it before? Could it ever be a replacement for CoH?
That said, Bioware does a great job with personal story of your character. If you think of it less like an MMO and more like a great single player that other people happen to be playing at the same time, you won't be dissappointed.
I am also something of a PvP nut and I really like the system they set up (others might disagree). Never really got into CoX pvp though.
In the end, if want to be Darth Vader or zap people with force lightning (or whatever star wars fantasy you have) you will enjoy it.
I was going to try GW2, but screw that now. Will try Secret World next. -
I actually almost bought GW2 before I learned of this but the online order system was *****-ed.
Oh well, maybe secret world. -
Awesome! Too much win!
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Quote:I like trials. But hope they try to follow the model of the smaller trials of Lamda and BAF rather than think of BIGGER AND MORE COMPLEX trials.Ughh more trials. Yeah, more herding of cats instead of smaller group stuff like Taskforces which is easier for folks to form and play.
The trials need to be fun, not displays of how clever and/or sadistic the devs can be. -
Quote:Thanks! Don't mind the trip redside, as I started there!If soft-capped defense are your goal, Primal Mastery is a poor choice, because Power Boost only gives about 11% defense to Farsight, while all the defense shield provide more than that even before being enhanced. Take Primal Mastery because you want to squeeze out extra control out of your powers from Power Boost, and want extra mitigation from knockback/down.
I won't claim to be an expert, but Soul Mastery is not the best PPP out there, two of it's moves are long recharge moderate damage PBAoEs with buffs attached to them, it has no single target blast, and it has perhaps the worst PPP pet.
Leviathan Mastery can be rather strong if you don't mind the trip redside, Water Spout is an amazing move, and Fire Mastery is good for pretty much any build.
Fire does look pretty good and I think I would only take the blast and fireball.
No experience with Soul Mastery per se, but I like soul drain on my DM/ brute. Of course it has more attacks that can take advantage of the damage buff.
The 11% from powerboost may be less than other shields, but I am not doing ice for theme reasons, not doing mace for both theme and that there no other really good powers. That leaves stone. I guess I could do that.
Probably will "play with fire" (pun intended) and switch around later. -
Quote:If you mean what will keep you alive the best-that would be stone armor, but it has a lot of drawbacks to go with that survivability.I was wondering whats the best secondary skill for brutes would be for a defense power ?
The other really "survivable" sets would be willpower and invulnerability (IMHO).
All of the secondary sets have their neat tricks and wrinkles though.
If you are fairly new to the game (or melee classes), I would suggest Willpower (often abbreviated as WP). -
Ice looks really good, but I have to rule it out for thematic reasons. Also ruling out mace mastery for thematic reasons, but it wasn't really in the running anyway (though the shield is nice).
I am leaning mostly toward Primal Forces and Soul Mastery.
Primal Forces:
-Nice blast
-Additional survival with resistance shield to common damage types
-A damage cone- I don't normally like cones, but I think on a controller with tons of slows, immobilizes and a teleport, it would see a lot of use.
-Power boost-All sorts of goodness here, not the least of which is soft-capped defenses.
Soul Mastery:
AOE goodness. Both an AOE attack and a pseudo-build up. Night sure if I would take the resistance shield or the AOE end drain (decent damage, but long recharge).
Some of this would be easier to figure out if I knew what direction I wanted to go in, but I still in a "playing around" mode since not only is /time new, but this is my first controller. Right now I am leaning toward more damage and some defense. That's probably foolish since if I wanted damage I should have rolled a blaster. Nonetheless, I can't help it! -
So where does Street Justice rate compared to other brute sets in single target dps?
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You can now create costumes that include "locked" bits. If you want them you have to buy them.
Could it be that? Look and see if you have any little "lock" symbols and either buy the piece or change it. -
Quote:Well since this thread got bumped anyway...The -speed cap is 90%.
If you have never played a controller before, I generally don't recommend Gravity . . . it is not exactly the best control set. It has poor AoE control since Wormhole is really a situational power. It has good single target damage . . . as long as you have a long time to apply it . . . on teams, Gravity is really lacking.
I played my Grav/Storm mostly solo and finally got him up to 50. I enjoyed the character, but don't plan on doing another Gravity Controller unless Traps is proliferated.
I did roll a grav/time controller. And it was my first controller. I am level 23 right now.
Solo-Lordy how it is slow. Particularly slow because I am used to the brute method of SMASH! Compared to non-melee types I would say it is faster than my corruptor and slower than my dominators and blasters. I really lean on vet powers to fill in attack sequence.
Teamwise: First I don't usually team a lot. This build kinda forces me to, which is good for me. That said-
It really shines is small groups (2-4). The /time helps a lot and grav can still help out. In fact in a duo with a fire/emp controller we both really shined.
In large groups the grav is mostly useless. The attacks are too slow if you are steamrolling and not helpful enough if you are not. On the other hand, the /time powers keep me busy buffing, healing and debuffing so I still feel useful.
As far as synergy- the stacking holds are nice against bosses AND mez resistant foes (looking at you arachnos!). So there is that.
The idea is still neat and I am enjoying being the overlord of space and time (I am a villain after all) and the lack of synergy and slowness hasn't turned me off yet. I am hoping things pick up a bit later on, particularly after I get the pet. That and adding my name to list of those that want to see grav/ improved. -
Wow. Really just have to say great job!
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Quick question- Does it break hide for stalkers?
If not, that might make it worth it on my MA (i.e. not a single AOE attack)/sr stalker that would also fit thematically. -
If I were going to consolidate the AT forums my personal preference would be:
Melee (you smash things in the mouth)
Support (everybody else)
In all seriousness: I understand the desire to merge the ATs. Stalker forums are "dead," and there are plenty of "should I be a scrapper or a brute" threads that have to be cross posted. That said, still better to leave the AT forums as is, including the general AT/power discussion section.
Maybe the recruiting/player events could be eliminated as they could go into the specific servers? -
Just going to give a little of my experience in hopes of getting a conversation starting.
I "leveled" my Ax/wp brute to +3 by grinding out x8 mission for shards for the common Alpha before I starting trials. After about 18 trials I had common interface and judgment and a rare alpha, destiny and lore. I felt like he contributed to just about all stages though did not particularly "shine" at any one thing. Let me add, there were plenty of other brutes as well as scrappers and tankers.
I then started on my stalker. I have done about 12 missions (and one Weekly task force) to get a rare alpha and a rare destiny and a common judgment. During that time there was only 1 other stalker.
My MA/SR stalker is particularly "stalker-ish" in that he fits the stereo-type of being light on AOE. Pretty much none (well the exploding shuriken) until the judgment power (void IIRC). Also pretty a one-trick pony when it comes to surviving: defense.
So against the "trash" mobs he faces early in a trial, he's not particularly helpful. Every point of DPS helps, but still. He's also one of less helpful in the prisoner escape phase of BAF. And should he attract the attention of more than one or two mobs, he goes down quick (though I have learned to stock up on purples since I discovered "soft cap" defense isn't good enough).
On the other hand, I like him better than my brute for dealing with the lab-dash in Lamda. Sneak to crate/containment cell, spike damage, move on. And against AVs he deals hella damage with the increased crit rate. I do with assassin strike would be more useful as a tool. Basically have to have placate, AS and BU ready to use it and then hope you don't get some splash damage or the AV moves and ruins your plans.
So a mixed bag, which is probably about right. Also, never not been accepted into trial team because I was an lolstalker.
So, what have been the experiences of others? -
Note to self-
New ebil scheme:
Create freemium accounts- scam billionaire marketeers at 20m a pop.
Kidding aside, this is a good idea for the health of the game. Need to encourage the (hopefully) wave of new players that Freedom will bring. -
Was going to make a new thread suggesting this but "Search is my friend!"
Freedom is probably sucking up all the o2 right now; but this would really be a nice QoL improvement (eventually). -
Unless you purposely try to screw up your build- I think just about any brute works pretty well. Some maybe more so than others, but they are all pretty solo-friendly with a good mix of damage and survivability.
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I really want a grav/time controller for concept reasons (well, it just seems cool).
However, I would like to think that there will be some synergy between these two. Best I can see is the holds might stack, but that seems a little overkillish.
I am not really well versed in the ways of controllers, my grav/storm being abandoned at level 16 when I heard about TM.
So putting aside the coolness factor, does Grav/Time seem to be a decent combo? -
Also, as far as the trials are concerned, the Pinnacle "hang out" seems to be the Rikti War Zone. (I think some other servers might use Pocket D).
I am able to log in an get right into a league about 50% of the time just by logging in the RWZ.
And I am a very solo-oriented player. -
Quote:That's half of it. The other half is feeling like you are a team. A mastermind doesn't really promote team spirit. At one point, 7 (or more) "members" of the team will be the mastermind compared to the 2 other players. The two other players can feel like they are part of the mastermind's henchmen rather than part of a co-equal team. Not saying it HAS to be this way, just a bias you would have to fight against.Many times, Masterminds aren't that easy for inexperienced players to get a handle on right away. I think that's what DragonTiger was getting at.
Given the team dynamics from the original poster (OP), and from my own experience, I think it works best when each person feels like they bring something important and unique to the team. -
Quote:You also may want to think about some red-side ATs. Most fun I have had in this game was with 3 three-man team of Brute, Corruptor (rad/rad) and Stalker. Yes, I said Stalker.Standard phrasing is "Anything can work." Having said that there are some things that require more cleverness than others.
* Storm defender/controllers are tricky, especially in combination with melee characters.
* All blasters and scrappers is a tough combination to pull off.
* Tanks may be overkill on personal survivability and underkill on everything else.
* There's no such thing as too many defenders and controllers. Those are force multipliers.
It's hard for me to get in the mindset of fresh players, but I'd suggest "as long as someone's playing so-called support, you'll be fine." Good powersets to have on the team are Radiation buff (whatever it's called), Dark Miasma, and Sonic blast.
There are crazy superteams that you can build with as few as three characters- for instance the Green Machine three empath team- but you can do well with just about anything you want.
Slotting changes: ED means you can't get much past 95% slotting in anything, invention system is complicated but means you can get the equivalent of miniature hamidon enhancements from, like, level 30. Money flows like water in the invention system; this is shocking at first, but if you're a seller and not just a buyer it works out.
Welcome back! Go hammer the enemy.
Brute (tanker/damage) and corrupter (buff/debuff/heal/damage) are obvious. The stalker worked well because on the three man team because the burst damage was useful against hard/annoying targets. The team wasn't big enough that the stalker got buried in a mountain of AOE.
Mastermind would work, but I would advise against it. Dominators can work well if you coordinate well (and that can be tricker, esp at the lower levels).
You probably have access the to EATs by now (you only need to get to 20 now). I don't know much about warshades and peacebringers, but the VEATs are good team focused, but not team reliant ATs as well.
If you were focused on the blue side, you might give Praetoria or Red-side a spin for something different. Or you can have them switch sides at level 20. Or soon (TM) you will be able to start red-side ATs on the hero side.