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Posts
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I'm a little confused by the Fire Control power, Smoke. It takes accuracy enhancements (but not accurate to hit debuff IO sets), but I've never seen it miss when I've used it so far. Do I even have to worry about slotting this power for accuracy? I'm assuming not, but I want to be sure before I ditch putting accuracy in there (at least before he gets IO sets).
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Hami has attacked my Stalker that was dragging Rikti into the goo, and he was not even getting that close to Hami. I have no idea why he was aggroed on him at all, but he kept doing it in the whole LGTF run I was on recently with him. He aggroed on him more than he ever has for my Tank that was actually doing a lot more to get his attention.
Pylons and when they are defeated make no difference. Desmodos or someone else on my server wanted to test it once, and it made no change at all to how the encounter went. The tests were made specifically to try out theories tossed about like these in this thread, and they were all shot down. -
Whenever people say they can't find teams, I ask them if they're using the search function, making friends, and more importantly, if they're using their server's chat channels. 9 times out of 10, that fixes the problem.
I know, because I heard people saying it about Victory off and on, and I knew they were not doing what I did, as there were people on there at all hours of the day before Going Rogue, and it's even more busy with GR and I19. I also love it when people say somewhere is totally empty. If you go by the trainer in most zones, you see people hopping around (not necessarily in the less frequented areas by Galaxy, but you do). Heck I was wondering if Praetoria was going to be more empty after I19, but nope, I see people all over in those common areas. Not so much if I'm swimming in the river hoping for a Hamidon siting, but that's to be expected in a far off area. People forget to take that into account. -
Huntsman build is... kind of fun, but an AR blaster is going to blow it out of the water. I was liking my Huntsman character for a long while, but his anemic ST output was really a downer with all the EBs (AVs on teams) he was fighting in the 40s. On the other hand, the Blaster isn't going to have all the team buffs and defense from your primary powers, either. You can build for defense with a Blaster, of course, but SoAs have all those built in powers that give them a lot of it before IOs or pool powers.
I would think you could make a Blaster or Corruptor similar to a SoA by digging in to the Leadership pool a lot, but of course the numbers from those (for end use, etc.) would not be as good. The Corruptor would get better buff numbers from Leadership, though. Traps has a lot of Huntsman-ish powers, too, so AR/Traps might be a good way to go. Of course, the Blaster is going to do more damage out of the box, and the Munitions Mastery has Surveillance, which is also an SoA power.
Kind of go with what you want to be able to do with the character, and/or concept: whatever keeps you happy for the character and playing the game. -
Quote:But it's not. Archery is a good set for other things... people just tend to spout about RoA because it is a good and fun power.
I'm not saying it's a bad set. I'm just saying it's too dependent on one power. That could be good or bad depending on your playstyle.
Quote:Is explosive arrow knockdown or knockback? I figured it was KB, so I was avoiding it, since I hate scatter.
It's a solid power, so don't sell it short. -
I'll run the Incarnate arc with you when we hit 50, MG. I'd like to do it as a group too, but that might be harder with some people hitting it slower than others. Guess it's another reason not to "cheat."
Still, I wouldn't mind playing at 50 for a week to catch some people up, then do a night where we run the arc and then a quick Khan or ITF or something. -
Quote:Ummmm, there's a fairly explosive power you're ignoring... Explosive Arrow?Yeah the ST damage is good, but I'm a huge fan of AoE damage, and relying only on fistful of arrows for 31 levels was really annoying
It's good mitigation and a decent AOE power. That and Fistful are pretty good for AOE (and Fistful of Arrows is light enough on the end that it can be okay even against 1-2 targets).
Bright Shadow, Archery has more going for it than just Rain of Arrows. You can get a solid attack chain early on, is solid for ST and AOE damage, it's got those great sound effects (thwip! thwip! thwip!), and Blazing Arrow is a fantastic ST attack. Rain of Arrows is great, sure, but it's hardly the only good thing about the set. -
And George will not care one whit about that. He'll make sure the version he's sending out is great for visuals and sound, but with all the tweaks he needed to keep making to the originals.
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Quote:Or... you want to dial your build to 11 and do even more damage. Even if you are at the cap for damage in your powers, each level of Musculature is going to let you do even more damage beyond that, and as mentioned by Obitus earlier, that's even better for a Blaster because of their high damage mod.Musculature seems more for non-Blasters, really. Being able to put in procs is nice, sure, but I imagine it's more for the buffers/debuffers who want to use non-damage IO sets, like if a Cold/Ice Defender would rather focus on using Slow IO sets for their Ice Blast powers rather than Ranged Damage IO sets. They'll get the full effect of Musculature then.
The Alpha slot can be used for a couple things: to fill holes in your build, or to push it even further than it can go now (or both). It's not really an either-or thing, it's whatever you want to make your build do. More Recharge is going to help some of my Blasters, so they're getting Spiritual. For my Energy/Energy, he doesn't need more recharge or better endurance use: more damage is going to help a lot more. -
I quit for over a year not too long after CoV came out as well, but I've obviously been back for awhile. I was quite impressed with all the improvements made in that time period, so I hope you will be even more impressed than I was.
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Quote:I've had my Fire/Fire Tank since the game started, and he did plenty of content solo and on teams with just SOs (before and after ED, GDN, the Burn nerf, etc.). Sure, he had a rougher time than he does with IOs, but so does any Tank, or AT for that matter. When you compare ATs and powersets, you compare the numbers and what you can build for, as well as in game performance.I have had this conversation multiple times with people and the replies are ALWAYS the same:
Oh, it's easy you just have to add - blah, blah,blah IO sets to make it better, so the game in your mind is NOT balanced on SO's?
However the issue remains - I can take most other tanks with straight SO's and they will perform as well as your IO'd out Fire tank. You dodge and weave with your answers but Fire as an armor set is very poor.
A brute fitted with the same IO's that a fire tank would use is almost as good. The guy saying he did great with an Empath and 4 maneuvers running.........seriously? Take a non-IO'd Fire/Fire tank in and run the Roy Cooling arc solo.
You will get owned, repeatedly as they slow you, drain you and once you can't heal and have no end - you die. I LOVE fire tanks but a 5% defense to all in Temperature protection would have done wonders - instead it resists slows? I have tried it 3 slotted on a fire tank and it does very little when facing the slows from Council or Psi based foes.
I also ran an ITF with a 50 fire tank and he repeatedly died, so much so that my Fire/dark corr started taking the alphas instead and never died once.
I can certainly say you are not doing so with your own overview. Slows are a problem for any AT (and glue patches hit everyone, by the way), and arcs designed to be a challenge are going to be a challenge. Fiery Aura has its own strengths and weaknesses, like with any set. You just have to play to those.
There are no real shoddy ATs or powersets in the game anymore. Sure, there are things that need some tweaking still (Stalkers, Devices, etc.), but nothing that is truly suffering badly as your post would suggest. And Fiery Aura is really not one of those sets after all the adjustments it has received (heck, it was still fun and good before all those tweaks). -
Might seem crazy, but I don't think it would be a bad idea to put in travel power customization (maybe this is in the works if they ever do the pool powers)... could get a lot more mileage out of them if they did do this (though they work pretty well on their own). Heh, maybe that's why they weren't able to do pool powers before...
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If Ghost Widow were real... she might have a word with the devs on that one. Although maybe that is why all the Widows that use claw powers sound like men?
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Yeah, I'm not a huge fan of Maneuvers, but it let's me fit in 3% defense to all without dropping a power I'd like more (as well as getting to the global defense I need). Not thrilled about the end cost, but I slid an extra slot in there to help with it some.
I play with a lot of varied groups that don't really care what we bring, so having more group buffs will help there, as well as solo. Oy, this is going to be an expensive build... Purple prices sure have gone up, even for stuns and immobilizes. -
I think I'd take Blazing Aura over Combustion, though slotting it with Obliteration will make it even more of an end hog. Helps with aggro control and you don't have to take time to activate it.
But still... your post kind of shows why I don't recommend capping for S/L... you're really doing some wonky build things to make that cap work, and I don't particularly find it worth it. I'd rather get more out of Consume than slot it for taunt, for instance.
Might be other ways to get to the cap, but you are giving up a fair amount to make it work for yourself. -
Check out Player Questions... poster had atrocious spelling in a post, people pointed it out (along with his bad logic), and he complained about all the "gramer nazis." Too funny.
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Quote:Ummm, no. Not so much. Fiery Aura is perfectly nice on Scrappers and Brutes if that's what you want/like to play, but Tankers are going to be able to take a lot more than them. Just saw yet another post in the Brute forums about how their Fiery Aura Brute is too squishy, and plenty of people gave advice on how to work with it, just like I would for Tankers.The Brute will be the better choice.
Fire/Fire is very weak and all it takes is a -recharge from any mob and you are dead. If you can't heal and you are "resisting" EVERYTHING - in other words everything hits you. Then you will die quickly. The Council will destroy you, Rikti will hurt you, Carnies will hurt you and the list grows daily of those things with -recharge powers.
The deal with Fire tanks was always kill them before they kill you. A Brute does it better. When your ultimate power is a self rez - you know how often you will be face planted.
A lot of people will tell you - Fire tanks are wonderful - but they are unless you have a pocket Force Field or Cold Defender, the squishiest of tanks and by quite a large margin. The Brute as you are finding Kills FASTER - they actually do as advertised, they kill before they are killed.
I am leveling a Fire/Electric tank as this gives me some way to mitigate damage as I have some knockdown abilities.
As with any powerset, you just have to know its strengths and weaknesses, and play to them. Adding defense to Fiery Aura is nice so you don't get hit so much with status debuffs, but that's not exactly hard to do with IOs, using Weave and CJ, etc. No Force Field or Cold Defender needed.
Not even going to touch that ridiculous "self rez is an ultimate power" comment. Oy. -
Hmmm, weird way of phrasing it. Seems like they usually would call that the first mission. I guess I'll be curious to see how the ambush triggers after this.
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Imperious Task Force 1? Is there another in the works we don't know about yet? And which is the Minotaur fight? The one at the end of the first level where you free the sybils?
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There really isn't much KB in Energy Melee... I think you are thinking of Energy Blast. You have one ST Melee KB attack from Melee, and that's pretty helpful if someone gets in your face.
Basically, /Fire is mostly more damage, AOE, etc. Energy Melee has a lot of good ST attacks at melee range, but also good mitigation. Fire Blast has pretty good aoe, so /Fire could seem like overkill... or Energy Melee's mitigation can look pretty good. Having build up from level 6 is pretty nice, too... I recall burning through mobs in the Hollows at level 6 because of it.
Still, both have their pros and cons. Go with what sounds good to you. -
I may end up dumping Fighting/Tough and picking up Maneuvers so I can fit in another LOTG +recharge. That'll get me to 72.5% global recharge. I may have to move another slot around so I can keep Maneuvers running and not get to low on endurance, but we'll see how things go as I level this guy up. He's only level 7 at this point, after all!
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Quote:I... would use it on multiple targets. You could use it on a single target, I guess, but that seems rather a waste for such a great PBAOE power. It's not like Burn in that regard.How's the DPS of HoB on one target? I'm trying to figure out if I should be using it on single targets (since it's the nuke) or sticking to single target attacks.
Quote:Thanks for the replies!
Still not sure how Full Auto or Rain of Arrows does less damage if we're talking about any ammo and not just incendiary.
Not that I was expecting it, but man, if HoB did a proc check on each tic (hell, even at the expense of the initial ToHit check), that would be a monster of a power. -
*sighs*
This is bad news. I got a kick out of your antics, Ocho, and loved that you interacted with us on Victory. You were also quite professional in all your dealings. You will be missed. -
I think accuracy does help, but I don't worry about the accuracy on it much, especially since I usually use it along with Build Up. Still, I use IO sets, so you're bound to slot some in the power, which doesn't hurt. I tried to cram in a lot of damage and recharge for its enhancements, though, and I am slotting one proc in it.
I'm not really a master on how procs work, especially with DoT powers, but I think you would just get one chance to fire on each target when it rolls the initial to-hit (but again, don't quote me on that). That's why I'm going to slot a purple damage proc in there for extra damage goodness.
The damage is a bit random in the power, but for the most part, Hail of Bullets does better than the other non-crash nukes: it usually kills minions for me when paired with Build Up. Sometimes even lieutenants if I'm using Fire ammo (or they're almost dropped). There will be the occasional target that is not damaged at all, or a minion partially damaged, but I keep Bullet Rain ready to go after HoB, and that drops whatever is left standing... if anything is... which isn't too often. I like Rain of Arrows and Full Auto on my other Blasters, but I expect to have to fire another attack to drop minions with them as well... don't really have to worry about that with HoB.