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Posts
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Joined
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Struggling set?
*looks at FFG, Poison Gas Trap, Acid Mortar*
Nope, cant see it.
Now TA on the other hand...
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Strange, the hordes of happy traps Corruptors with their incredible arsenal of undeniable might is absent on the server I play on. And players never ask for them either.
With this nerf, I am sure your *insert other useless set here* will be perceived as equally stupid to take. No worries. ;-)
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If this is about procs, they should have found another solution, not nerfing the basic abilities of a power in the process. As it stands they weaken a powerset already properly challenged, especially when it comes to Corruptors. But I guess nerfing a flashy effect is so important, dragging the average performance of a struggling set down with the nerf, is of no consequence.
It's after all more important to show the players that they can't go around and do fancy stuff, because the *developers* messed up with the proc effects on this one. A little extra nerfing in the process should put this set right back where it belongs. At the very bottom of the shelf. ;-)
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Someone exploited procs firing off, to farm or something, no doubt. It can't have been the hordes of Traps Corruptors out there.
Edit: Yeah it sure affects MM's too. And the "compensation" sucks.
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Congratulations. Seems like two Ice Ages ago.
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Congratulations. We kinda tried on the previous SF, but came one bar shy of genuine and true ding-o-rama. Well done. I bet those Rikti will remember the new Super Villain in town. Unless you cleaned the last room this time as well. ;-)
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It just really bugs me that street thugs fight better then soldiers
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You nailed it.
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"Touch of Lady Grey: Chance for Negative Damage" should increase damage output considerably. Place in Soldiers and Spec-Ops.
I ran a few paper missions, on ruthless solo, mainly against Carnies with a few others as fillers:
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Type Lethal (total) 7,319.41. Per minute 127.25. Per hour: 7,635.10
Type-Bonus Negative Energy (total) 12,847.41. Per minute 223.36. Per hour: 13,401.52.
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I think the numbers speak for themselves. But just in case it's unclear, I just showed a way to almost triple damage output. But you can use them in Thugs as well, so it's not like Mercenaries will be severely outperformed as usual. Maybe nobody should pick up the set, so they can datamine that, and start to look at it. ;-)
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Congratulations with the big ding. A job well done, and some suspicious bones won. Now that should make the Bards sing. Of deeds mighty and foes gone.
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Well done Kiss! Yes, you had to be beaten senseless, heavily sedated, and carried into that cargo ship against your better judgement. But that's what friends are for. :-)
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I am thinking people offering PL services, might get some useful information about characters, so they can be mailed in-game here?
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Nicely done in time for Christmas.
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Hmm, not -recharge at tier 5? I wonder why not? Anyway, the first 4 tiers are worth having, And that leaves 2 slots left over for other goodness.
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Maybe they thought certain pet users got enough of the good stuff already, and made it somewhat .. boring because of that. Yes, putting in 3-4 of the suckers should be a nice addition for sure. I'll keep the "Chance of build up" IO, as a little reminder. Too bad such things can't be put on a display inside the base. With a little plaque that says: PATIENCE IS A VIRTUE.
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It's not useless. Its just nowhere near 70 million inf useful (on any pet). One of the reason for collecting the set is for the set bonus, 'specially the +10% recharge, not the individual effects.
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Well, it useless on my soldiers, because the difference is just not noticeable. That's all I have to say. And the set bonuses for this one, are crappy too IMHO:
Soulbound Allegiance
(2) Improves your regeneration by 16%
(3) Increases Maximum Health by 3%
(4) Increases Maximum damage by 4%
(5) Reduces the duration of Hold effects on you by 4.4%
(6) Increases Psionic Defense by 5%
All in all, Count Crappula. :-)
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And it's only working on the pet it's on.
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WAI. If the power summons more than one pet all pets summoned with that power will benefit, but not pets summoned by a different power.
The chance for build up should go in whatever attacks most rapidly.
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Just giving advice after wasting infamy on a crappy IO that's obviously not meant for MM pets. ;-)
Edit. I gave 70 mill for it. Sorry if I sound bitter. LOL
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The pet build up effect lasts for half the duration of your "normal" build up. The chance of it going off is suspiciously small. And it does not seem to work well with ranged MM pets, the difference is just not worth the slot. And it's only working on the pet it's on.
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Don't use any infamy on that "chance of build up" IO. It sucks big time. :-/
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I love itThats probably because i'm necro
Give him invis, let him run in and boom, summon the ghost, resummon tier3, all back in action.
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I guess it feels wrong to blow up your number one soldier on some subconscious level. Maybe the Necro-mind is more suitable in this case, as you indicate. :-)
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Personally I'd rate the /traps powers in descending order of uberness for a MM as: FFG, Poison Trap, Caltrops, Web Grenade, Trip Mine, Triage Beacon, Acid Mortar, Detonator, Seeker Drones. As a Bots/ I get more use out of Triage Beacon than Trip mines though...
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Acid Mortar slightly better than Detonator? Come on!Methinks you underestimate it's power. :-)
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Bah, picture not available. Just proves marble was more solid than computer images.
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They place the bomb, start to run, and *boom*. No henchman ever got away when I tested it. But did not use it for more than a few weeks. It was not an overly reliable power, and you had to sacrifice your big guy, if you wanted real bang for the buck. :-P
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These Lost turns into Rikti, because there can be no Lost after a certain level. This means that you play on hard difficulty, or that the upper level range for this mission, has been reached. You will get hints about a transformation, here and there. :-)
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