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Posts
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This is what I think is going to happen. We will get universal slots. And possibly additional slots in our regular builds. So it would be possible to 6 slot every power you choose to. Universal slots will have stuff for global enhancements such as anti-knockback enhancements changing all knockback in powers to knockdown. Just think it will actually make playing energy blast on teams fun for a change as well as making useless powers like handclap worth getting since they wont scatter anymore. There is so much potential with this system.
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I done both.
Ninja Blade Pros:
Sexy as hell
Divine Avalanche for the early levels till you can soft cap without it.
Cons
Piss poor damage till 26. You will heavily be relying on AS just to kill stuff till then.
Dual Blades
Also sexy as hell.
Best looking AS.
Decent AoE if you know how to leverage criticals. Build up + 1k cuts from hide = group assasin strike on most minions.
You can do some cool things with the -resistance proc when you do one of the combos.
Good damage by lvl 18.
Cons
Combos have longer recharge than the other ATs.
No skippable powers if you want all the combos and be a good stalker. -
Quote:I am kind of against buffing the whole -recharge thing. To me that debuff is basically worthless because you wont get values high enough to floor them unless you have ice attacks or controls in addition to that and its usually just enough for one target with a few exceptions here and there. -Tohit only has real value when its unresisted. Its kind of dumb that defense doesnt get resisted but yet tohit debuffs do. I think it should only be fair that the value stays constant no matter what the level of the critter is. Also I think its about time for a power engine overhaul so we can finally get some +damage or -damage and -resistance enhancements for those damage buffs/debuffs and resistance debuff powers. -Speed and immobilize are also worthless and should be changed because just about any enemy in the game can out range you at some point even with boost range on your attacks. Speed debuffs and immobilizes work well in other MMOs because not all critters in those games have range attacks or they cant out range you to begin with.When it comes to controllers I would agree with Milady's Knight - TA is fine as it is. However the reason it is fine for controllers is that they have plenty of damage mitigation in their primaries so the lack of mitigation doesn't hurt them. In fact, I consider TA pretty much the best secondary for controllers because it is active, interesting and has JUST what a controller needs - extra control (to fill in whatever gaps the primary might have) and -resistance. My second favorite set is radiation and while that set is far more powerful than TA most of the extra ability is wasted - for example, my illusion/rad hardly ever uses radiation infection or lingering radiation, pretty much relying on AM+Hasten and EF to supplement phantom army, phantasm and his controls. So TA works nicely for controllers.
However for corruptors and defenders I would tend to agree with EvilRyu - there is not enough damage mitigation in TA to keep a solo corruptor alive and in a group every other set will add so much more. While the defender has a little more damage mitigation it still falls far short of every other buff/debuff set. I tried a /TA corruptor and after 20 levels of getting shredded by any enemy with reasonable ranged damage I finally gave up: as Ryu noted the -to hit isn't enough to matter and the other primary damage mitigation, the -damage in PGA, is far to low for corruptors to make a difference. While the controls in TA do have some -recharge they don't have enough to make a difference, especially considering that one power in traps (web grenade) has more -recharge than all of TA's -recharge combined: 50% for webnade vs 40% for entangling + glue + ice arrow - and in the time it takes you to stack that on one target I could have webnaded 3 targets. (FYI - using corruptor/controller numbers here)
I don't know if Ryu's suggestions are the best changes, that much unresistable -to hit might be to much but I do agree that for a set that has NO buffs or heals it needs to debuff a LOT more. The -recharge in glue and entangling arrow need to be increased, the -damage in PGA needs to be high enough to make a difference or another debuff needs to be added. The set needs some more -to hit somewhere, I would actually suggest adding it to PGA and making it normal, resistable to hit debuff that way the set won't suddenly become an AV killer but will have more utility in normal situations. I also think the -recharge needs to be buffed up - that combined with some more -to hit would probably give the set what it needs -
Its not that the grenade stacking that was the problem but more so that the debuff was irresistable. Normally resistance is suppose to resist resistance debuffs but those grenades were set to ignore resistance entirely. Its amazing that this went on for so long.
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Quote:I can get fury up faster using brawl than I can just taking the alpha strike. Trust me on this brawl does more for you than you realize.I'll believe your "100% fury", which is impossible to actually maintain, when you post a demorecord of it.
85%? Sure.
90%, Yes. If you're in an extreme farming situation and are constantly surrounded by mobs.
100%, where the bar is actually completely full? No.
A lot of Brute players I know tend to skip Taunt, seeing it as "The Tanker Power" that adds nothing to their damage output; and then they sit in a corner and complain about not having Fury.
Brawl does not kill stuff, it hurts your DPS, unless you have lots of gaps in your attack chain - in which case you have other, larger problems.
And Brawl does not provide an instantaneous full fury bar - taking alpha strikes does. -
Well my gripe with TA has always been this. All other defender sets can pretty much keep an 8 man invincible team alive single handedly where as this set fails epically to do the same thing. You might say the other sets are overpowered then if they can do that but I am a firm believer in bringing the underdog up to par than nerfing everyone else into the ground. I think there should be more focus on the mitigation part of the set. If they arent going to put a heal in it then the tohit debuff needs to be more significant than it already is. Who cares if you can debuff the enemies resistances into the floor, alot of good thats going to do you when you are eating the floor due to lack of mitigation.
Basically what needs to happen is the tohit debuff should be something crazy high like 15% unslotted for defenders and 10% for all others. It should be irresistable as well meaning it doesnt scale down with level or against avs kind of like how the stalker AS debuff is. I dont get the whole thing its going to make controllers overpowered arguement, when was the last time you seen any controller farming with TA? Like never. Also all the resistance debuff values for the defender version should be given to the other ATs and the defender value raised so it still has the 75-80% ratio with the other ATs.
Lastly I say lower the recharge of oil slick there is no reason for the stupidly long recharge on alot of powers in this game. Its kind of gotten to the point now where players dont even feel super due to the long recharges. I say cut it down to being an every spawn power so 90 seconds recharge unslotted. Now to me thats how you fix TA. If the set is going to give piss poor mitigation then the debuffs need to be extremely powerful. TA and Sonics should be the only sets that can floor any +4 critters resistances down to 25%. I feel thats only fair. -
Allow mastermind ninja pets to get ninja run so my mastermin will be complete.
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I guess its really a playstyle thing. I dont focus on dps at all. I focus on whatever attack chain I can do that will kill a critter in the fewest hit with regular attack powers. DPS is only going to matter on avs (because stuff already gets 1 to 2 shotted anyways) so in that instance you are going to have full fury anyways if you got aggro on an av so brawl isnt needed then. Think of brawl as a mini-buildup for brutes.
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Quote:On most of my toons I dont slot heavily for recharge unless the power is fully IOed. Most often with the brute sets I play there is going to be some filler space where brawl easily fits while something else is recharged. I dont think brawl is hurting me that bad. Brawl with claws eventhough everything already recharges fast is still pretty insane damage. So I will keep loving my brawl for now. The thing about having fury is to make sure that you do the heavy hitters when fury was at the highest point. Without brawl I would just end up waiting for the right time to attack where as with brawl I pretty much attacked all the time the attack was up because fury was always high.Ahh, the fun of calculating Brute dps. On the forums we always just assume that Brutes have x% Fury and crunch it from there, but there another element I alluded to earlier. For example, using Brawl lowers the dps you're doing, but also increases your Fury generation. Is that a net gain (Fury increasing the damage of all your attacks by more than the damage you lost by using Brawl) or vice versa (using Brawl lowered the damage output of your chain by more than the damage boost Fury gave you).
Using Brawl once every 10s is consuming ~10% of your attack time, once every 5s is consuming ~20% of your attack time.
I'm not well versed in Fury mechanics (how much Fury do you get per attack? how fast do decay ticks occur? how big is each tick?), so I couldn't crunch out the numbers, even if I had the free time to do so. -
Quote:Nice, I didnt even think of looking for missions like that. I could farm the hell out of something like that with a stalker or brute.Redside:
Snake Temple at 45+.
Then somewhere between lvl 20 and 40 there's some mission filled with only freakshow tanks. I love that mission, but I don't remember who gives it or the level.
While you can tweak the difficulty settings, there are a few all-boss missions in content, though they are extraordinarily rare. -
I dont see the harm in letting us double dip on certain accolades specifically the passives. I feel that if you took the time to go thru all those long *** tfs as a villain then you deserve the accolade too. Even with the clicks they are on such stupidly long timers that only folks who have super high recharge builds will be able to take advantage of this.
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A few months back I attempted a test to see how much an impact that the boss changes that made bosses drop pool c and pool d recipes would impact a players potential wealth when leveling up. Back then it was pretty much only going to be one boss on the map and it was always at the end if you were solo. The results were kind of poor. Now I want to do the same test again but with the newer options that make your character equivalent to more teammates.
What I am asking help on is what are the most optimal settings for getting the max number of bosses to spawn solo but allowing me to have a very quick kill speed on finishing the missions without having other stuff to spawn. What I plan on doing is various missions in flashback to grind merits and pool c/d recipes via boss kills. Potential toons I will be doing this on will be stalker/doms/brutes because they either handle bosses the best or they kill faster or survive better. Essentially its farming but with a different focus. This will also be below 47, now if above 47 I would want the best settings for more bosses and critters. Reason I asked this because know on a team set for 6 there usually arent any bosses so there has to be a good setting for bosses. -
Quote:Whats to manage? Every brute should have 80% at almost all times easily since we got endurance free brawl. Just put it on autofire and watch stuff die.My guess is things will stay mostly the same. Teams will sometimes look for aggro management, DPS, control and buff/debuff. They'll most likely pick whatever fits that role closest and not nitpick too much, there will be exceptions but rarely.
I like Scrappers better because I found managing Fury bothersome, however some enjoy the Fury mechanic. Rejoice the cosmos are still in balance! -
Quote:After they made brawl cost zero endurance there is no reason why any brute should not have 80% fury at all times. Just put brawl on auto fire and watch stuff die.My opinion is exactly the opposite. A brute feels like a scrapper only if there's a lot of fury. Otherwise, she's subpar. A scrapper is consistenly strong from the get go.
I have multiples of each, and while I enjoy brutes, I don't think they're way stronger than scrappers. Equivalent to...maybe, and only under certain conditions. And certain flavors of shield defense scrappers completely blow brutes out of the water in what they are capable of.
Personally I see corrupters being killed off except in certain powerset combinations. Anything thats Ice/* and Archery/* will do ok because I believe their nukes on are blaster pets. Outside of that why not just roll as a defender for the better support. Prior to the dom damage changes I had my doubts for them and pretty much considered them to be extinct, but now they can do real damage without the containment gimmick I can see them being very interchangeable with a controller unlike before. All they need is illusion to be complete.
Tankers might have some competition with brutes for general missions but not for stuff like STF where having a real tank would be better. I can see stalkers eclipsing certain scrapper builds because of the superior burst damage and boss killing potential. An all stalker team would set a huge record on the KHTF, and I dont even want to talk about how fast they would do a manticore tf being able to kill pps before they mog. Post going rogue is going to have some very interesting possibilities on teams. I just wish they would allow you to start on whatever side you want without having to go thru all that Praetoria crap first missing out on other content. -
Quote:The self damage isnt really a problem unless you play with a certain set. For me on tankers I remember the self damage thing used to work like an aoe because all tanker attacks are aoe by nature they just have different target limits. I remember killing myself so many times because critters used to stack all in one spot. If you missed counted and hit 11 critters instead of 10 you pretty much ate dirt. Now a days this doesnt happen at least I cant get it to happen anymore. As for as the self damage on the other ATs, just dont be retarded and pick something that doesnt have a real self heal and you will be fine with a 3 slotted health.So many people in this topic who disregard ET's -hp... So many of the same people who make and post builds geared towards maximum survivability in other sections of this forum.
Certainly strikes me as ironic to see folks frantically spending hundreds of millions for +5 HP/s while at the same time ignoring a self -15 HP/s. -
I never really had an issue with EM or the changed version. I think its mainly because of the way I play the game. I dont look at dps and other crazy stuff like that. I just find the most meaty target and form an attack chain that will allow me to kill it in the fewest hits possible. I think whats happening with folks is they want to use attacks like ET or TF on stuff like minions which pretty much get 1 shotted at full fury. I learned early from playing stalkers its just not worth using heavy hitters on minions unless your solo. On teams stuff dies too fast to waste attacks on crap like minions. As a tanker its not even your job to be a damage dealer in first place so the single target damage is fine for stuff thats meaty like AVs. As a scrapper or brute you should just adjust your tactics to be more like stalkers where you mainly focus on bosses. Stalkers should be already doing this anyways.
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Sorry but I disagree here, some missions due to the geometry of the map make using hurricane kind of difficult. Better to have it and not need it than to need it and not have it.
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I would push Total Domination back or not get at all. It just isnt up enough for my taste. I would slot mezmerize for damage unless your going with a perma dom build, and if you are then you could keep total domination. As you already know mezmerize sleep is already stupidly long to begin with that I never bothered to slot for duration except in my teaming build. Also tk thrust is actually pretty good now since they changed the damage on it. So thats a possiblity. Like you I hate the telekinesis power its just too situational and hard to use effectively on a team without someone screwing it up. Besides it burns too much endurance for what it does now. I think you might want to play around on the test server with a few builds first before you commit to something, provided that they ever get that damn character copy tool working reliably again.
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Quote:How can you leave out the pet? Thats like the main reason to take mu mastery. All the other patrons just arent worth a damn as most of the powers you get already in your primary or secondary are vastly superior. Go with mu mastery for the pet that heals, the best shield since more of the damage is energy based in the 40s, and powersurge for the damage thats not energy based and have powersink to help with the powersurge crash.My question is simple, what is a good patron for a mind/nrg Dom? I am currently sitting at lvl 40 and want to know which one is best. I plan on taking him to perma soon if that helps.
I was looking at either Mu or Soul.
-Pros for Mu Mastery
- End regeneration in (Power Sink)
- AoE attack (Ball Lighting)
- and a panic button in (Power Surge)
-Pros for Soul Mastery
- End regeneration in (Dark Consumption)
-AoE attack (Dark Obliteration)
-and a power boosting attack in (Soul Drain)
I am leaning more towards Soul Mastery for Soul Drain, what can I say I like to do damage. But I am open to suggestions just in case I am missing some hidden benefits in Mu or any other patron. -
Blasters dont do enough damage in my opinion to justify the squishieness they get. The lie that range is a blasters defense will just end up getting you killed since everything can out range you even with boost range. I been playing a few other MMOs and see how easily their range classes survive because the range as defense actually works in most cases. As for as corrupters go, the damage is just too poor for my tastes for solo play. For groups blizzard is the only reason to go as a corrupter since its the blaster version with scourge. The defensive capability corrupters and defenders get dont justify the piss poor damage either. Finally we get to doms. Prior to the recent changes I would have said they werent worth mentioning but post damage buff they are one of the most awsome ATs in the game to me. No matter what primary or secondary you choose you can now solo just about everything short of an AV scaled down to an elite boss. Unfortunately thats the real problem they have in the 40s and the drop a mission thing is every 3 days. Sigh... But outside of that doms are great if you want good damage for solo play with good survivability.
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Quote:Yes but it would have to have way more stuff and they would have to address the existing base issues first before putting that in play. I am still waiting on them to finally shrink down the freaking Orbits of Control so it fits in the same size room as the tech counter part and for them to put viewable pictures on the arcane teleporters because those scrolls are too hard to tell what zone they are for....Base Booster Packs?
"Base Booster Packs" would be available from the game store and consist of a code that opens up a tab in the base editor (Account wide). The packs would give base builders cool stuff for bases and give the devs some more cash.
An example pack could be: "Base Booster Pack 1: Japanese" and include the items from the "tattoo parlor" mission.
Items:
Screen-Japanese 1 - the room divider screens.
Screen-Japanese 2 - the ones with paintings (if they are not separate).
Painting-Japanese 1
Painting-Japanese 2
Statue-Tsoo Idol
Table
Bowls
Sword 1
Sword 2 - laying on the floor
Plant-bamboo
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The above items are the ones I remember. A hibatchi and/or japanese fireplace would be nice too.
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I would pay $9.99 for the example pack and maybe higher for bigger packs. How about you? -
Quote:Have you lost your freaking mind? This was the best pack they ever did. Sure there are clipping issues but there are clipping issues with every costume option in certain combinations. We got more than our money's worth to me, ninja run is worth $50 to me. The only one where I felt ripped off was with the science booster. I dont feel that a sex change counts as a power. If anything they should go back and redo that one.Between the clipping issues (Warrior shoulder pads, female hairstyle on "youthful heads, etc.) the unfinished weapon animations for Ninja Run, etc. I really feel like I didn't get my money's worth.
I have no problem buying the bosters, and I felt the other ones were ok, but this just seems rushed out and poorly done.
Are refunds available on booster packs? Will NC cancel my account if I chargeback my purchase? (I have a card that will let me charge back nearly anything within a certain time frame) -
Quote:^^This. I have said it time and time again the devs of this game simply are playing a different game all together. They see stuff how its supposed to work and not how it actually works from the player perspective. If they saw stuff from the players point of view several things would not be as screwed up as it is. PvP, AE, IOs, Market would all be different if they saw things as the players do.It's a poor work around. The AE, from its onset, was supposed to limit exploitability. They took several measures early on to limit it, but just didn't completely understand just how far players will go to exploit a system (IME, they still don't properly understand that).