Gemini_2099

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  1. Gemini_2099

    Help Me Please

    I think you should stick with your min/max instincts and stick with your Traps/Son Defender. You are able to pick up the goodies out of Traps a lot sooner compared to Corruptors. Traps is good for corruptors, but at lot of the important tools you need for the set to work come a bit later which may hinder your desire to level the character/avatar you have.

    For example, by level 26 you will have access to Trip Mine, Seeker drones, Poison Trap, Acid Mortar, and Force Field Generator as a defender which improves your ability to solo dramatically, but also your contribution to your team. The Corruptor side you have to wait a bit longer to obtain Poison Trap (20), Seeker Drones (28), and Trip Mine (35).

    Naturally Corruptors obtain their blasts sooner than Defenders, but Seeker Drones, and Trip Mine really changes how a Traps Defender/Corruptor plays dramatically, so you probably would be more inclined to stick with a Defender seeing you obtain the goodies sooner. Sonic functions rather well with the lower level blasts anyways, so I think you are on the right track.
  2. Gemini_2099

    Archery/Sonic

    I think you will probably like Archery/TA to be honest. Your contributions to your team may not be noticed, but you have a variety of tools you can use for many situations team, and solo.

    You could also try /Rad.
  3. To be honest, the Origin pack seems interesting, but I am inclined to agree that it is hard to justify its cost compared to other booster packs which have been out far longer still have appeal. I think the origin pack needs more jazz than what is currently being offered, and be brought up to the level of other booster packs IMVHO.

    Just my two cents.
  4. Gemini_2099

    Archery/Sonic

    Quote:
    Originally Posted by Gilia View Post
    /Sonic is all about teaming. You can increase your allies resistances by a good amount, give mez protection to the other ranged characters, and do a good chunk of -res to the enemies. This is a cool combo, too, because you won't be redrawing your bow that much because of /Sonic.

    Though, honestly, my favorite part about running /Sonic on a Corruptor is I hardly ever see Corruptors take that set.
    I agree with this post.

    Let me add that the advantage of /sonic is that you can focus a lot on blasting, and it feels very blasterish. But the disadvantage is that that /sonic doesn't offer much help soloing, so you will only have sonic dispersion to rely on as survivability tool, and how quickly you can take down targets using archery. That is why if you intend to solo sometimes (remember this is a teaming set primarily), stunning shot is a good choice to pick up.

    Sonic Siphon though can be applied at a good distance, and it is single target focused, so it might work well with Archery.
  5. Gemini_2099

    AR Blaster

    AR paired with devices used to be useful AND did a lot of damage. Good times, good times.
  6. Quote:
    Originally Posted by JD_Gumby View Post
    ONLY if you just want to use Liquify as a knockdown patch.
    Fair point, but....

    Quote:
    In a game that moves at this speed, a power that is "good enough" but recharges quickly is superior to a power with stronger stats but a long recharge timer. For example, we could compare two powers like Inferno and Fireball - on a Blaster, Inferno deals about 6x more damage (assuming ED-capped damage slotting) than Fireball, but Fireball recharges over 20x faster (again assuming ED-capped recharge reduction slotting).
    Even though Liquefy has superior debuffing capability you can't really use it frequently with that recharge, and because of that you have to invest heavily on recharge instead of maximizing the debuff values. Earthquake in comparison doesn't need heavy recharge slotting, and you can slot up the debuffs with ease in comparison, and is far more frequent in use. EQ also I believe has the double the rate of knockback chance compared to Liquefy. The hold in Liquefy more than likely isn't slotted up by controllers, since that would be redundant, but I wouldn't be surprised if some people do slot the hold of liquefy. The -ToHit debuff seems the most lucrative to slot, but if you have to invest 2-3 slots of recharge first it doesn't leave room to slot up all the other niches Liquefy does.

    Most people saying Liquefy is fine are coming from a controller perspective, if I have observed correctly. But from a corruptor, and defender, perpesctive, Liquefy isn't that good of a mitigation tool compared to other patch powers which forces you to lean heavily on your blast set.
  7. Quote:
    Originally Posted by Aett_Thorn View Post
    Except that it isn't.


    I would say that only the recharge needs adjusting. And even then, given all that Liquefy can do, I'd say no less than 150 second recharge.
    Earthquake is better because of its recharge compared to Liquefy which you concede.
  8. Quote:
    I think the game has room for some more niche choices.
    Not when earth quake is a superior version than Liquefy.

    Let me also clarify that the cage powers are all good at what they do right out of the box unlike Liquefy. Same can be said of the even much despised time bomb. Liquefy needs major help.
  9. Quote:
    Liquify is too awesome to have a faster recharge. Besides, 5 minutes isn't so bad. Three L35 IOs gets it down to 2m33s and means you have to use it strategically rather than just spamming. Nothing wrong with that. Pair it with a set that you're going for massive recharge on anyways (say, Illusion Control where you want at least 200% global recharge) and you'll get it down to under 1m20s.
    5 minutes is too long of a time, and Liquefy may work better for controllers that can make better use of Liquefy by being able to keep them in the patch, but for Corruptors, and Defenders, it needs work.
  10. Subjective feedback: Liquefy -ToHit, and -Def don't seem to have any visual element to show you if it is working or not, which leads to the perception that the final tier power in the set is lackluster, and it is hard to tell how many enemies you have debuffed with it. With that said, the hold is too short, and the knockup seems to have a lower chance compared to other patch powers, which really disappointed me given most other patch powers out of the box are effective at deterring movement, while many of the enemies simply run right out of the Liquefy patch as if it was not even there. I was surprised at the damage component of Liquefy which is really nice as a bonus, and compliments an AoE centric primary or secondary well. As everyone knows already the recharge of the power is too long.

    I think many people in this thread underestimate how good the -Def is from Liquefy. But I haven't observed a situation where the -ToHit has taken effect, and improved my survivability yet (Need to play around more with the set). It seems that enemies are still able to attack me at range with no problem landing their mark, where I end up face planting as a result. But when the knock up effect does work, my survivability shoots up dramatically. The problem is many people in this thread vastly exaggerate the hold, and knock up effect for liquefy, as both are lackluster compared to other patch powers which can be obtained at lower levels.

    In summary for Liquefy:

    Good: Damage, -Def, Knock up (when it works)

    Bad: No visual elements for debuffs, -ToHit doesn't seem to work, hold too short, knock up very rare. enemies run out of the patch with ease, long recharge time for the power

    I'll provide more feedback when I fully invest some slots in the liquefy power (six slots). But my initial impressions are mixed, which mirrors the extreme feelings expressed about this power throughout this thread.
  11. Quote:
    Originally Posted by EvilGeko View Post
    1) Reduce animation/activation of AS (and Blaster snipes) to less than 1 second and uninterruptable;
    .
    I like this idea.
  12. Gemini_2099

    A, AR, or DP?

    Quote:
    Originally Posted by Negate View Post
    I admit Ignite was broken but it's not like it was something that needed to be fixed ASAP...in fact...I think not that many players knew about how powerful it was..or if they did they kept quiet lol.
    I don't think it was broken, and the nerf was unjustified. Back in the day caltrops + ignite was broken pre ED.

    But lets face it, the AR set is missing AIM because of ignite, and as such, it needs to be as powerful as AIM.
  13. Gemini_2099

    A, AR, or DP?

    Quote:
    Originally Posted by Obscure Blade View Post
    Or Bosses if your secondary has a disorient to stack with it.
    Absolutely.
  14. I honestly don't think this is intended giving the Phantasm is range oriented.
  15. Quote:
    Originally Posted by Blood_Beret View Post
    Looks like I19 is what they wanted in GR, but didn't have time for. I am not complaining, I am glad they waited to get it right.
    While not intended, it probably ends up being advantageous given it allows them to gather feedback in greater quantity, and quality since they spread out the content for future issues.
  16. What attacks would be a good idea for an Ill troller to pick up?
  17. NB/Nin

    Self explanatory why NB (Divine Avalanche), and for Nin it is a defense set that is positional, with lots of toys along with a reliable self heal.
  18. Gemini_2099

    Claws/Dark Armor

    *Puts down cane to tell story:

    I had a 50 Claws/Dark Armor and I deleted him. Surprisingly good in the early days of PVP, I teamed with other dark armor users. Dark Regeneration generates a rush of God mode when it hits, but when it fails, you pretty much take a dirt nap. Good times.... good times.

    *Picks up cane again*
  19. Gemini_2099

    Claws/Dark Armor

    Claws was pretty good before dual blades came along. Focus does good damage, is ranged, and has utility. But with the arrival of dual blades, it seems lackluster to me now. Dual Blades covers the utility of knock up in spades, and does more lethal damage in bursts, and superior AoE. I think it was a mistake to turn eviscerate into a single target attack.

    The advantage of claws is that it has fast recharging attacks, and buildup/placate come up quicker due to the better recharge. But for the most part I would say pick claws for thematic reasons.

    Dark Armor is surprisingly good for stalkers, assuming you are willing to stick it out, and invest slots into all its toys. Dark Regeneration will not work like you want out of the box (meaning no slot investment), so you have to slot this early (eg accuracy). With fitness becoming inherent picking up Soul Transfer will be a must from my point of view.
  20. So, who is taking over for BaB's? O.o
  21. Gemini_2099

    So... Stalkers.

    Quote:
    Originally Posted by Jibikao View Post
    Well, one thing I can think of is Assassin Strike animation. I think the dev won't reduce the activation time is because pvp balance? I am guessing.
    Snipes are probably worse off than AS, and I don't think it has anything to do with PVP. Simply put, the vision of the past for this game is somewhat still in place. Castle made some tweaks to it, but I don't think he is finished putting his spin on it.
  22. Gemini_2099

    So... Stalkers.

    Quote:
    Originally Posted by macskull View Post
    People that think Stalkers are the reason PvP is imbalanced make me giggle.
    Well, in fairness a stealth class in any MMORPG is seen as causing balance problems. Most of the time it is really driven by perceptions that are greater than reality, as this applies to PVE, and PVP.
  23. Gemini_2099

    AR/Dev - CRISIS

    AR/Dev is about set up.

    You need to set up, and then unload with your AoEs (Setting up mines, and caltrops is very important to /Dev).

    Flamethrower
    Ignite
    Buckshot
    Full Auto
    Grenade Launcher

    Of these powers, I recommend you pick three out of the five. If you intend to use ignite heavily pick up an additional power (four).

    Some people choose to pick up FT + Ignite + Buckshot + Full Auto, which is usually the standard choices. I have seen other choose only Buckshot + Grenade Launcher + Full Auto.

    Out of those five powers the workhorses are Buckshot, and Full Auto. Ignite, Flamethrower, and Grenade Launcher are entirely optional. It is best to pick up at least one of the fire damage powers (Flame thrower or ignite), but if it is based on a theme the set can still function using the non fired based attacks (eg Buckshot + Grenade Launcher).
  24. Quote:
    Originally Posted by Li_Hou View Post
    has anyone teamed with someone running a giant pink and other hideous color, sonic barrier? or whatever that power is called. that kills me and its not distracting it obstructs view.
    So many people complained about the old sonic dispersion, and the sonic resonance set about giving headaches, etc.

    For me I was perfectly fine with the set. The new, and "improved" sonic resonances set, more specifically sonic dispersion now gives me headaches. It has a bunch of sound wave looking lines going in a clock wise direction, and some that go in a counter clockwise direction which is extremely disorienting and indeed does obstruct view.

    I find that using green, purple, or blue to color the set easier on the eyes. Pink, orange, and yellow (basically any bright color) really give people a headache with sonic resonance.

    I suspect the reason why electric control seems disorienting is because of color choice. But it is very possible the way the set animates that causes the headaches regardless how it is colored.
  25. Gemini_2099

    So... Stalkers.

    Quote:
    Originally Posted by DMystic View Post
    I agree it's weird. I would also like to blame PvP balance as the reason for why we can't have nice things.

    You know since the system can only identify targets on hit and act accordingly, which is probably why we have this temp power situation. Easiest way to get the effect,not draw agro and not interfere with PvP.
    PVP doesn't matter in this game.