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I know people chortle about 250 points of damage that takes 45 seconds to deliver, but dominators are often so critically low on damage that you will likely have the 45 seconds that you need to get the full punch out of thorntrops.
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maybe if you solo
itend to prefer to be in team. and generally, 45 sec is the time the team need to deals with the first 1/3 of the mish :s
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I don't play on freedom much. I dislike getting mapserved every 15 seconds. -
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thorn got decent damage? O_o
well.. don't see where.
i feel all the other secondary do better. yes even energie
oh and thorntrop even with 2 damage proc, can't be considered as a "good AoE damage dealer". it's more a kind of soft control in fact (slow + fear effect)
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Except that that 'soft control' when added to the tools a dominator has available (aoe immobilizes, knockdowns, slows, holds) can add an awful lot of bona fide aoe damage. and it can do so in complete safety (from around a corner) while you take a knee, pop aid self, wait for a hold or other 'good' power to recharge, or simply use it to keep stuff clumped up for others to attack.
I know people chortle about 250 points of damage that takes 45 seconds to deliver, but dominators are often so critically low on damage that you will likely have the 45 seconds that you need to get the full punch out of thorntrops. -
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As far as it's duration goes it's the same as all most all other stuns. As Frostweaver mentioned Castle just recently did some shredding of Energy Manipulation and Melee. He said that there are too many stuns in the game and it is too easy to stack them (both for teams and solo players). He also mentioned that the over abundance of stuns in the game is also one of the reasons that the duration of most stuns is shorter than that of most holds and he doesn't have any plans to change them any time soon. If he does it most likely won't be a buff.
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The duration isn't necessarily the problem. Its the really long recharge compared to it that hurts the powers the most. The duration could remain just fine as long as they decreased that horrid 20 second recharge on the stuns.
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heh. It kind of resembles clobber, only without cvlobber's duration, massive damage, or..basically...anything that makes clobber a good power ...now?
erf. maybe we can get a 'war mace' treatment for devices. -
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Wow! I agree with Frostweaver on something. Very well stated,Frost.
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Fine, just stop busting on my avatar. it is a long-standing joke from comicon because My player is NOT bouncy, and a bunch of 'bewbage' jokes were passed around for a few weeks afterwards. -
I never thought I would hear myself saying this but....
I really, really, really dislike most kinds of pie. I hate the lack of any flavor in the crust, the texture of most 'fruit fillings' makes me gag, and a lot of people that MAKE pies expect you to look at them like they are geniouses for grinding up a bunch of bad fruit and dumping it into some dough.
meat pies and cream pies... cheese pies like quiche and cheesecake, These kinds of pies I can sink my teeth into. but cherry pie? I love cherries but if I want to suck slime through my teeth I have a lot more fun things I can be doing. -
You are aware that many 'common' level 50 IO recipes sell for over 100k each at a VENDOR, right? I can get usually at least 3 simply cleaning off the ramparts in cimerora. total invested time: maybe 5 minutes.
6 bronze random rolls- you are LUCKY if you can pull off 100k for any of them, salvage-wise you are lucky if you can pull off 10k. total invested time- 30 minutes.
trust me, I have done many many many side-by-side comparisons. the 'average rewards' for MA missions are less than a quarter of what they are for 'regular content'
add in bouncing autolevels, some truly crappoy content, insanely tough and hard-hitting 'custom enemies' and the constant perceived threat of GM injunction, and the MA is quickly becoming the arena of the PvE crowd.
I know i won't touch it anymore, it's a waste of time. -
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A whole outdoor map of stock mobs, spawned on diff 4, might get up to 600 solo, including both defeats and mission bonus.
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and you don't see that as a problem? -
well, in point of fact psi manipulation has proven that the devs are not ENTIRELY averse to the idea of aoe ranged attacks in a blaster secondary.
'Time bomb' is a perfect avenue for address. it could so easily resemble a 'satchel charge' and have it's activation and animation reduced to a fraction of what it has currently. because the recharge time would still be 'through the roof' it should still have quite acceptable damage, but this particular power has been roundly despised since...well... since the game was brand new.
Admittedly there are a few more changes that could be made, but a satchel charge that does decent damage would certainly go a long way towards making up for the lack of buildup. And it wouldn't change the 'feel' of the set or 'completely change' the power either.
And it would almost certainly be easier than changing time bomb so that you can 'trigger' it (what most people would love) or giving it the 'oil slick' treatment (oil slick STILL has errors!) -
I am just getting tired of the game, period. Nerfs and buffs notwithstanding.
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One point I'd like to interject here for the OP and anyone else who is having survival issues with an Invuln:
Invuln is a hybrid defense/resistance set. As such, it depends as much on good defense as it does on strong resists--especially when it comes to FCEN damage.
Now, we're probably all clear on how Invincibility works, but just in case, it gives you a defense buff for every target in its aura, up to 10. The aura is basically a melee-range aura, so in order to max out your defense, you have to have 10 targets in melee range.
The thing is, for defense to be of any use, it has to be there BEFORE you get attacked. Willpower's regen buffs can come a second or two afterward and still do just as much good for you, but with Invincibility, the buff has to be there BEFORE you take the alpha.
This means jumping right into the middle of the most dangerous spawns.
Now, most tankers I've played with who are iffy on survival tend to approach a spawn hesitantly, maybe trying to pull with taunt, or edging their way up to a spawn in hopes of breaking up the alpha srike by only aggroing half the spawn at a time, or whatever.
If you are playing an Invuln, this is a huge, huge mistake.
For an invuln tank to be successful, you have to be decisive and very confident that your defense will come through for you. And you have to try to get as many targets in melee range as you possibly can, before they wake up and start attacking you.
If you are playing this way, there is really very little in the game that you can't handle. And if so, I'd chalk it up to overpowered custom critters in AE missions.
Buf if you're having trouble in regular PvE too, then either your build is very wonky, or you're not being decisive enough when it comes to leveraging Invincibility.
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Ma was nerfed again today. Now tickets are limited to 1500 per mish no mater what. Personally I think this is terrible and I won't be AE'ng it anymore unless it's a friend who wants me to check out their arc. No recipes, no salvage and now tiny ticket amounts have gone to far attempting to stop farming. My biggest concern was for the really good toons out there that can handle hard mish's and now there is no reward for them doing those hard mish's.
I believe it to be so funny that these attempts to stop farming are taking place when they still allow "farming" channels in chat. Isn't that a blatant disreguard for the farming rules? Why not deleted them. How about all the farmers who charge people for pl'ng. I know many have been reported but nothing is done to them.
Instead AE is being nerfed because of farming and it's just been nerfed to far now to even bother with AE anymore. : (
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AE is the sacred cow for the developers because their professional reputations are riding on it. It is the only thing of its kind in any MMO, and while it was in development I'm sure a lot of people were rightly skeptical that handing the keys to game content over to the playerbase is a lot like handing a monkey the keys to the company car.
In the end, if AE turns out to be a source of endless new content for players to enjoy, then the developers are geniouses; and if it turns out to be little more than a huge exploit that kills the game, then they're a bunch of idiots who have no business running an MMO.
So it's easy to see why they are quick to err on the side of caution when it comes to the whole "exploit that kills the game" thing.
Seen in the light of comparison to PI/TV farming, it's pretty clear that they are being unjustly single-minded in their attempts to stop AE farming, but they clearly have their reasons for doing so.
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yes, but unless they do some serious addressing of the risk/reward ratio, it's beginning to look a lot more like their post-panic nerfs are leaning them towards the 'idiot' side of the fence. -
I guess the title says it all.
Based on experiences with tanker invulnerability, tough/weave were generally quite preferable over aid self due to aid self's reduced comparative effect during Dull pain's 'uptime', as well as the fact that the resistance numbers for inv on a tanker are high enough that tough and weave would come close to capping in a lot of areas.
but now my scrapper just turned 28, and I am starting to look into improving my end game performance.
These are the things I am considering:
Scrappers, of course, have much lower s/l resist and defense than tankers. also, tough/weave have lower numbers for scrappers than for tankers.
Katana has truly outstanding melee mitigation, outstanding enough that I believe in combination with invulnerability, it should make getting aid self off in the middle of a heavy fight trivial.
Aid self, in general, is much more endurance-friendly as long as it works consistently, and the application is right where you need it instead of draining you 'all the time'
The concept (whipping out a tricorder and healing yourself) as well as the team-friendliness of stimulant are not an objection (tech-based hero, power armor)
the question is, am I barking up the wrong tree? would it be worth it with the change of passives to delve heavily into the invulnerability set, heavily enough that running the fighting set might be pointless?
post-30 and post-40, is aid self going to be worth the mitigation values of these enemies, or am I going to find myself burning down my blue bar during a particularly tough fight trying fruitlessly to bypass the interruption? will my endurance 'savings' from not taking the fighting pool be blown off by the prevalence of non smashing-lethal-melee damage in the late game? -
Even if TD gave a hefty 40% damage buff, getting another 40% from GD's set up would still not overpower the set.
In all truth, gun drone, Trip mine, and time bomb are actually UNDERPOWERED as far as the defiance boost is concerned, because they are considered 'aoe effects'. a lot of things in the devices set are undervalued, probably from fear on the dev's part about being 'overpowered', devices was brutally stripped a long time ago the same way that energy manipulation and melee were brutally stripped recently...
Devices are far, far overdue for a massive buff.
technically, time bomb should give a (1 second=6%, x31 seconds time from activation start to actual damage) +186% damage buff. or at LEAST (16 seconds) a 96% damage buff. a build-up that takes as long as it does to set up should come close to build-up damage boost.
The really crippling thing about devices (and snipes) is that 'interrupt time' is not factored into the defiance modifier. -
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forge is the best buff in the game. period.
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speed boost -
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There's so many demons in this game what wield different elements!
Hordelings and Spectral Demons have ice, Behemoths have fire, I think Succubi have Psi...
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Succubi have Pwnage. lol
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QFT
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wrong. succubi have Bewbage. -
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There are no rewards now in MA missions. Custom created critters NERFED, tickets for mish's NERFED, Hard mish's NERFED because they "could" be used as farms, There are no salvage drops, there are no recipe drops and content continues to be shoved down our throats. Now it's back to grinding for anything you need because there is no way to get it anymore without grinding or farming. Regular mish's are the way to go again. At least you get salvage drops and recipe drops.
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I just got 3.5 million influence in about 25 minutes fighting lieutenants that never had a chance to harm me (they do pure fire against my spines/fire) whilst being aided by Arch-Villains that did little more than follow me around with dispersion bubbles.
They should probably put a hard cap on influence too; then I won't use it at all.
Oh, and the best part? They were all absolutely adorable. They're a custom group of mine called "Pandamen".
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How wonderful. Now, Let's see you do it on a rad/rad defender. -
Hey! I want to compare going rogue to the star wars NGE.
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I just figured they made it look goofy so no one would complain about it not being in the costume creator.
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ahh, but it IS in the costume creator now! part of the 'valkyrie' set is a mask that looks identical to Tyrant's. -
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Lets try to keep our eye on the ball, here, folks. The point was not that there should be an AE terminal in Pocket-D because it is thematically appropriate - the point is that since they've already demonstrated that heroes and villains teaming to do AE missions is something they like, why not allow it to happen pre-35?
Seriously, think outside the box that is Pocket-D's current state for a moment. It requires nothing more than putting something like an "architect lounge" room that takes people looking to be on collaborative teams to a second area where they set that up. Its not like its a novel concept... the tiki lounge for VIPs is done that way.
So, given that heroes and villains CAN run AE arcs together already, just not before level 35 (unless they happen to use the mission transporter power) do you have any conceptual issues with them making it easier for them to do so, and if so, please specify them.
I, for one, think it'd be a nice and simple addition - though it might cut into the point of their next expansion somewhat (BFD).
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They want to give people a reason to get the 'do architect missions anywhere' accolade? -
It's a symbol.
"I am only half a man since Jack Emmet left, therefore i wear half a hat." -
yes, but based on the amount of 'bait and switch' that has been going on lately, I think it's going to be considerably LESS than "Should I start my mastermind in atlas park or galaxy city?"
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the AE buildings are useless eyesores right now, why would you want to put more useless junk in pocket D?
Put something USEFUL there instead. -
yes, but it's irrelevant if it is at level 50
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I think it's pretty much irrelevant anyway.
it looks like Praetoria is just going to be yet another in a long line of 'co-op' zones, and the only 'side' switching that's going to be done is based on an 'alignment' rating. the more eviller you get, the darker your missions become, and you can finally make 'good and evil' choices in plotlines.
About darned time you can have branching arcs, but I think that's what's being introduced, branching storylines, not 'true' side-switching.
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I don't think the expansion is side-switching.