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Posts
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Quote:But this is only going to happen on like 2 servers that are only busy on very few days out of the year. I could see if all the servers were over crowded like freedom. That would make a huge difference but since most of the servers are ghost towns I dont see a 5 minute wait being the norm.Next needs to be a "Log out to Character Select" option. First you sit in a 5 minute queue, you log in and notice all your friends are starting a group you need a different character for. Log out to switch characters, and find your self stuck on another 5 minute queue.
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I always try to get stamina as early as possible. It makes the characters so much easier to play. It doesnt matter what you sacrifice for it because it will make getting to that point where you can take those powers so much faster.
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I just got to know 1 thing. Did they change those Gawd awful assasin's strike animations for MA, DM and EM? If they did this then I am 100% satisfied with issue 16 unless there are some earth shattering nerfs.
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You have to be at least lvl 10 to create a recipe for some reason. I had the same issue with redeeming candy canes.
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Just checking to see if its possible to perma mindlink with no hasten. Reason I ask is tha I dont have much room in my build to softcap my widow so hasten would get in the way of that. Any good builds you all can share?
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A softcapped /Nin Stalker has more staying power than any /SR Scrapper, with slightly lower DDR but alot more toys to play with (including a burst self heal)
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That's true. Only a matter of time till that set gets ported. It will be interesting to see what they do with hide and caltrops.
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What makes you think that, if the set will ever be ported over, that Scrappers will keep Hide?
And Scrapper already have access to Caltrops in Weapons Mastery.
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That's what he's stating.... what will replace Hide and Caltrops if they port Nin over to scrappers.
[/ QUOTE ]Not saying they have to. All they got to do is change hide to stealth and caltrops can stay. They have the technology to block certain power choices if you already have a clone of this power. They did it with the VEATs already. They just need to add more to the pool to make it have an extra choice to replace what was missed. -
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Don't know about the others, but I generally ignore stalkers when pondering the melee archetypes because stalkers seem more like blasters to me.
Granted, I haven't played one since the last round of major changes, so that opinion is probably pretty far off now. If it is, maybe I'll try out a MA/NIN after I-16 goes live.
[/ QUOTE ] Billz
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I had fun with my stalker up until about the 30s. Then it just felt weak.
I understand the buffs made them much more playable, but I haven't dipped my toes back into that AT.
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and Catw
I really think you both should give stalkers another try. The changes really did alot for them. I dont worry about survivability because stuff dies so fast with a stalker. If you pick an aoe set like elec or dual blades you can really see how well this works due to the higher crit rates than scrappers. On teams it gets even better. The only thing stalkers have thats bad is elec armor. If they would just fix this set it would do wonders for this AT. -
I dont think BS will do bad in the end game. I think whats going to make it hard to play will be the end costs until you get IOs. Recharge wont matter once IOs come into play. It will play just like ninja blade. I think if they got rid of the other minor attack but kept parry then we might have something that makes it stand out from the other sets. I would love to whirling sword crit from hide on a big group during say an ITF.
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Why does everyone hate CAK? its one of the best DPA attacks in the set, and it looks deadly.
[/ QUOTE ]Because it looks fugly? It just takes away from the whole flow of the set. I purposely skip the power because it doesnt flow good with the attack chain. Now I might get it if the new animation gets changed to something better. Right now I am extremely underwhelmed at the MA and SS animations. The only one I like is the ground pound change for foot stomp. -
I have always felt this exemption on powers for the toxic resists thing was stupid. No one in their right mind actually slots these for toxic resistance to begin with. I can see putting a resists IO in as an IO mule for the 3% defense IO but never straight resistance. For heroeside there is hardly any toxic damage to be slotting for it and on villainside stuff tends to hit you way harder in general so having a bigger heal helps there, so why slot for toxic resistance? Does anyone know if this applies to the poison heal eventhough the toxic resists are not enhanceable?
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What about ice, and plant then?
[/ QUOTE ]Opponents falling down on their [censored] taking damage in an area, or opponents confused, taking damage in an area. HOW UNSYNNERGISTIC.
The set is a close-range melee-focused set with a damage aura that keeps people close to you. You're the one with the insane idea that this somehow doesn't mesh with any dominator playstyle, when it's exactly the playstyle I've always had with my doms.
You're the one who claims that this 'simply' doesn't benefit doms 'at all.' I'd like to see your evidence that a mag 2 immob that doesn't prevent KD or KB is somehow unsynergystic.
[/ QUOTE ]So you are saying mud pots doesnt have the resistance to knockback like the other immobilize powers do? Ok then that is different. See how easy it is to explain that, you could have just said this in the begining instead of being a smart [censored]. -
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Again how is this supposed to help a mind controller?
[/ QUOTE ]Congratulations. A type of dom that does not benefit brilliantly from a power. Clearly, the set does not suit doms at all.
Pfft.
[/ QUOTE ]Instead of trying to pick at me why dont you answer the question, because I can think of other doms this isnt going to help as well. What about ice, and plant then? If someone else had ask this question you wouldnt have been doing this, that I am pretty sure of. Instead of being a dick just answer the question. It doesnt take all of that, if I am wrong about this then enlighten me as I am always open to learning new things about any powerset. You should stop trying to attack me in your replies to my post and just offer some help instead. Maybe you are seeing something that I dont see on how this benefits doms. -
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Correct me if I am wrong but isnt mud pots a damage aura like hot feet that has an immobilize built in?
[/ QUOTE ]The immobilize is mag 2. That is to say, minions and underlings.
A damage aura is also really good for those people who are prone to doing something weird, like controlling people and then engaging them in melee. Like this whole set is designed to do.
[/ QUOTE ]Again how is this supposed to help a mind controller? Damage would break the sleep and as for the single target hold you could only get a few of them at a time. Damage auras work great for melee toons when you fight 3 or more foes but how is this going to help a dom on a team? Also who is to say the mag 2 immobilize would be effected by domination if it did then that means everyone who isnt stunned will open fire and kill the dom. -
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From the comic con video it looks like we are getting mud pots. This simply doesnt fit us. I hope its just a mix up.
[/ QUOTE ]Ryu, you continue your trend of using the word 'simply' to wallpaper over the fact that your idea is utterly indefensible.
[/ QUOTE ]Correct me if I am wrong but isnt mud pots a damage aura like hot feet that has an immobilize built in? The point of hotfeet from a defensive perspective is to make the critters stop fighting you but run away slowly, well they simply cant do that if immobilize. All it does is just turn this power into a death trap. A damage aura immobilize might be great for those who can farm and spec for perma dom and such but I dont see it helping those who dont. Like how in the hell would this help a mind controller? Thats my point, it only really fits the sets that have aoe stuns in them, which is just fire and earth, I dont count gravity because wormwhole scatters too much unless you got a wall to throw them into. -
From the comic con video it looks like we are getting mud pots. This simply doesnt fit us. I hope its just a mix up.
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I am getting down to the last few day jobs for some of my older toons that dont get much playtime. I was wondering if the devs are going to give us more day jobs in the future?
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Just create a personal SG and add in salvage racks. That way for all your alts you can just pool the excess salvage so you dont have to roll as often. I pretty much dont buy anything on the market unless I just absolutely have to. What I been doing is crafting as much of the purples and procs to use up all the orange salvage I have stored to make more room for the white salvage. Then I only have to just buy orange with tickets exactly when I need it and not worry about it taking up space.
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I dont see the point in rad blast aside from that cool star trek photon torpedo sound effect the snipe power makes. Any kind of debuffs are going to small and not really matter in the big scheme of things once you can start slotting accuracy SOs. Dark wont be good because I know they will make us give up the heal for sure on that one. I could careless about dark pit as the duration to recharge is pitiful already so it would be skipped by me anyways. I think blasters should get some kind of spines/thorns sets with range spikes that do massive toxic damage. That pretty much the only damage type we really need at the moment, I dont count dark because I know they are going to butcher it like they did psi.
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QR
While I would take any buff offered, with three of the four SoA branches being clearly overpowered (not complaining I <3 my widow and huntsman) and the banes being darn good, I think you all are going to have a hard time getting Castle to come on board with this.
The SoA's inherent is that they are full of win. I wouldn't be calling too much attention to the AT in general.
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Overpowered? Which one isn't overpowered? And why are they considered overpowered?
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OK, we won't have much longer to talk about this but:
The SoA are all classic Tank-Mages. They are high damage, ranged/melee combatants with significant defense and mez protection.
The Widows can trivially soft-cap defense to all positions while having scaling resistance, complete mez protection and strong psi resistance.
The Crab has Dull Pain and significant levels of damage resistance.
The Bane (which is the one I think might be merely strong instead of overpowered), has moderate defense, resistance, +health and mez protection.
[/ QUOTE ]Dont think tankmage or overpowered think near-perfection. VEATs only flaw are not having inherrent stamina and health. All other ATs are not up to par. -
For me I have slotted the attacks for range defense using set IOs, the control powers I slotted for recharge since all other possible choices kind of suck. Some sets that give range or melee defense also boost damage so that helps with that sliver effect that seems to happen alot with doms.
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In my own opinion, AE was the worst thing that could have been done.... Noone seems to want to do anything else but play AE missions. I can't get a TF or a regular mission team for anything. And now with issue 16 allowing people to solo missions (including AE missions) set for a full 8 man team...there will be people not wanting to even form a team.. Before AE, there was mission team, farm teams, TF teams, etc.... The farms was good only b/c of the drops. AE doesn't even give you that.... and b/c noone is playing a regular non-AE mission anymore, drops are scarce and the price of them are outragious. So it even affects the market.
[/ QUOTE ]I think it has more to do with rewards than anything else. You can get xp anywhere but you cant get merits doing someone else's mission. Many people dont like to do TF/SFs due to the time restraints and level requirements. If we could merits doing someone else's story arcs similar to the way tickets are I could see more people possibly leaving AE. Me personally I dont do story arcs unless they are my own. So its eithr TFs or AE missions for the rewards. -
I got it on a regen scrapper before the issue 5 nerfs I think. That was really the only way you could take that much damage and not just outright die. Now a days its a bit harder due to accolades and powers like HPT. I might go for it again when I get my claws brute going.
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We're all losing focus on the important issue here. Convincing someone in NCSoft to write up the full proposal for the Dark Manipulation secondary for blasters.
1) Gravimetric Snare (it needs a name change)
2) Shadow Punch
3) Smite
4) Soul Drain
5) Dark Consumption
6) Shadow Maul
7) Midnight Grasp
8) Cloak of Darkness
9) Fearsome Stare
Go Sunstorm! Go Castle! Go someone else!
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Actually Synapse and I have been puzzling over the dark sets. Just for fun, I'll shed some light on the subject.
So, lets start this with a riddle, since the explanation is just as incomprehensible. Why does Dark Miasma overlapping Dark Control powers make a straight port of Dark Manipulation problematic?
The explanation is, there are a couple powersets that would be sharing an interesting combination of powers. For example, Controllers want Dark Control and Dark Miasma, except Dark Miasma is already a very control heavy set which would supply a lot of Dark Controls powers. Combining Dark/Dark this way could lead to a lot of overalap.
Dominators would want Dark Control and Dark Assault, so Dark Assault would have to be careful not to include control powers from Dark Blast or Dark melee.
Blasters are easier, however the powers that go to blasters would likely be included in Dark Assault, which goes opposite dark control.
Then there are the general AT wide no-no's. Such as: giving armor powers to non-armored classes, or overlapping powers alread in patron pools.
So in the end, it's not designing one powerset. It's designing 3 different powersets:
Dark Control/Dark Miasma for Controllers
Dark Control/Dark Assault for Dominators
Dark Blast/Dark Manipulation for Blasters
Well, that's enough "dark" for several posts. And no, nothing is in the works yet.
[/ QUOTE ]Ok then fine, whats the hold on illusion control for doms? This is the most wanted powerset for this AT and it gets denied again and again. Dont give me that crap that most of the power wouldnt work with domination, because with the recent changes to the AT its really a non-issue now. Give us dark illusion and dark assault. -
WP is what regen used to be prior to the nerfs. You can basically jump into a big group of critters and not have issues. Regen cant do that every single spawn. Regen is just too much work to IO out to do what its should be doing. If instant healing were still a toggle things would be totally different right now. Currently the only advantage I see is getting QR earlier, that pretty much it. What good are click heals when you get slowed, or there is a lag spike? I would rather have constant level of defense/resistance with varied regeneration than some click heals I might not have time to use or that may not be up yet. For scrappers all my active toons are SR/WP/SD.
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Its all going to depend on whether 2xp will work inside of the MA. If it does then stuff will go sky high more so than normal but mostly the tier 2 stuff because no one is going to bother with slotting lower level stuff.