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Posts
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Quote:I am glad that someone else has put this quote in their signature, because I am unable to.I strongly feel, and have always felt, that they should add a "water" bar below your endurance. The more water you have the less thirsty you are, etc. With the introduction of water blast it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness. The ironically-named dehydrate power is just one more way in which the devs are slapping us in the face.
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I suggest it mostly because it adds a new dynamic to the set's playstyle. When you have power sink and the damage aura you gain the ability to automatically win any fight that lasts past a certain amount of time thanks to end drain.
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Synergy list:
further -resistance...
Storm: biggest -resistance in a single power
Cold: biggest sustained -resistance in a high recharge build thanks to heat loss
capitalizing on the -damage debuff which is buffed by resistance debuffs...
Dark: has absurd levels of -tohit as well
Kinetics: the ultimate combination for increasing team damage output
little bit of both...
Radiation: its debuffs being in toggle form means that you can focus on sonic blasting in long fights -
Storm summoning is the water/wind option, and the only powers within it that can't be recolored to be water, gale and thunderclap, are easily skippable.
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I disagree, at least compared to corruptors. Kinetics is a superior set for corruptors, but there are other sets where this is not the case.
They have issues compared to controllers, but upcoming blast set changes will address that to some extent. -
You pretty much listed all the pros and cons already. Corruptors are much better once they get rolling. Defenders get rolling sooner and more easily.
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As for the first paragraph, sounds like we really have the same opinion on this then. I was focusing too much on semantics.
As for the second, I would be in support of such a thing. I have a Thing for all powers in a set being reasonably useful and avoiding 'must have' powers whenever possible. -
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Alternatively, you might want to put it in a power that you're likely to use while standing near people who need it.
Personally, I put the set in my steam spray area attack. I consider the set as a whole better than Positron's Blast, but not as good as the bonuses I can get from single target sets. -
Quote:Okay, yeah, I see that now.Is Fulcrum Shift still pretty clearly better than any single -res power? IMX, yes
I'm just confused how anyone can consider fulcrum shift's damage buffing to be in line with other powers when it's more powerful than them by a factor of ten. Meanwhile, -resistance is extremely standardized, and most other buffing effects are as well. -
It depends on if you're using SOs or IOs. With SOs it's extremely weak and takes a lot of slots. IOs solve that issue thanks to how easy it is to get defense, and you're left with a very solid set that has great offensive options.
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Quote:You're basically making the argument that no amount of damage buffing is a lot because -resistance will always be better.It's not "the combined sum" of every other damage buff. The point is just that there ARE other damage buffs - lots of them, in fact - and every one that happens to be present at any given moment diminishes the value of Fulcrum Shift compared to -res, even before considering damage caps, so comparing Fulcrum Shift in the complete absence of any other damage buffs doesn't give a good picture of what it actually does.
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Quote:You aren't. I consider radiation emission to be pretty well rounded and average and its only weakness is that two of its best powers being anchor debuffs (which is a strength under certain circumstances).Am I the only one that thinks that Radiation Emission actually is the middle-of-the-road set for support?
Support sets are actually reasonably well balanced compared to other set types in my opinion. Cold, poison, and trick arrow are the only outliers and everything else occupies a pretty comfortable range between 'mediocre' and 'pretty darn good' and manages to do things in very different ways so they don't overshadow each other. -
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I think it's very telling that many arguing that fulcrum shift is not an insanely good power are doing it by comparing it to the combined sum of all other damage buffs available in the game.
The fact that it caps you and thus negates other damage buffs is also not an argument against it being insanely good. Quite the opposite. -
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I don't remember who did it, but there was a post where the person compared the effectiveness of various levels of IO builds on a shield defense character. The common IO only version was surprisingly effective.
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Worst case scenario with fulcrum shift is your team is nowhere around and you give yourself a damage buff and debuff the enemies a bit. It's hardly a bad scenario, but when you compare it to the ideal scenario, which is fulcrum shift coming off cooldown at the exact moment you engage each fresh group and damage cap your whole team through the whole mission, there's a really big gap.
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That's not my impression of how things went, but I can understand how that would be frustrating.
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I agree completely.