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Posts
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Joined
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Quote:Axe, KB in just about every power.Is there another set that can stack single target control as well? I can't think of one off the top of my head.
Claws, can keep one foe on their back with focus and or shockwave.
Dark, can stack fear easy enough with minimal recharge.
Dual Blade, attack vitals and sweep combo will keep 1 mob on their back most of the time and several mobs on their back part of the time.
Electric, not so much. Has sleep but that only lasts until you hit them again. Does have KB in Thunder Strike and LR but those are not exactly on fast recharges.
Fire, none
Stone, Chance for KB in almost every attack and a one shot boss hold.
SS, Chance for KB in most powers as well.
WM, Either stun or KB in just about every power.
Mag 2 stuns need to be stacked for anything higher than a minion. KB does not and for most bosses, even a low .67 KB will take them off their feet. Sorry but every set but fire and electric have better reiable controll than EM. -
On a brute, damage buffs from IO sets are pretty meaningless. One punch and you have a higher damage bonus than an IO set can give you. Much better to slot for more HP, Def or regen to keep you alive.
For example. KO blow slotted for damage and with fury at 85% and rage going will give you damage of about 667. Slotting for another 11.5% damage will bring that to 683. Not a big increase. Also footstomp in the same senario would put out an extra 6 damage. -
Quote:So people should invite you because you are a healer. Even though the powers that you mention that make you usefull on a TF are pool powers and your controller primary. So how does that make the healer part more usefull?Jam I know WHY it was created I am just stating a trend I have seen on teams I have joined. They don't seem to care about Debt like people used to because patrol XP will eat it up anyway. True and I myself have gone to bed with debt knowing that by the time I relog it will have disappeared. All I am saying is why WASTE it eliminating debt when if NO ONE dies it lets you level faster? Its been mentioned here yeah no team needs a healer but having one, a GOOD one, is not a BAD thing and I have seen Global chat conversations on Virtue where they made it sound like Empathy was the WORST powerset imaginable and they would never take and EMP on any team they ran. lol The thought always runs through my head fine.. My Ill/Emp has Recall Friend and Superior Invisibilty have fun on that TF without a Stealther ... I'll be over here helping a team that does appreciate what I have to offer.
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My AM message on my Rad/Sonic defender, Sound of Awesome, I normally use 1 time at the begining of a mish once everyone is in the door.
Casting AM on myself in a few seconds. Get close if you want to bathe in my awesomeness.
After that I just do my best to hit everyone as often as I can when it comes up again. -
Quote:When they are not held they have 85% resists.I've only done this one a few times, but why is holding the mitos so important? We always just killed them all and I don't recall holding them on any of our three runs.
From Castle's notes two things got changed, 1. they can't heal while held, 2. they pretty much can't be held. Seems to me like these cancel each other out and there should be no significant difference from before.
Previously holding them meant they still spammed heals. Now, they spam heals because you can't hold them. What am I missing because i'm obviously missing something? -
Yes this would be very nice. You can make the number of buffs shorter by hiding auto powers but for large teams at high level you can still end up with a ton of other buffs. It gets even worse when you have 2 of the same type of bubbler on the team at the same time because you do not know if it your bubble or the other buffers bubble that is running out.
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Or if you get very lucky you can hit your nuke and pop a blue before your end bar hits 0 and your toggles dont drop. Cannot say if this works for all nukes but I have been able to do this quite a few times with Blizzard.
Yea I would much rather keep it the way it is instead of having to several seconds of doing nothing. -
Or better yet, just fix it so you can keep the "Hide usefull salvage" thing at enabled when you zone. Tired of being asked every single time I go to sell something.
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Try reading the whole thread before bringing it back from the dead. Answer has already been mentioned. Science pack is the only way to change gender.
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Why we don't have it yet? Because it has not been proliferated yet. Devs get to deciede what gets done so we have to wait.
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Nice, I will have to make and keep those grenades on hand all the time on my brutes. An extra 500+ damage aoe on a fast recharge will be nice. Too bad none of the other ATs get that benifit. Granted can only use it 18 times (I think) but still thats some decent damage potential for a temp power. Keep a few recpies on hand with the stuff to make it and pop out the crafting table.
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Yes the arena is a fun waste of time.
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Sorry but my OCD will not allow this. Lowest damage attack must always be in the first slot going up in damage as you go across. That actually also helps, at least with higher recharge builds since you normally would be clicking on the first power less often.
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I heard that temps were not supposed to be affected by damage bonus. So I made a few of the new ones to have something to do when rage crashed other than twiddle my thumbs. I toss out a grenade during my rage crash and notice that I am still doing almost no damage. I use shaddow maul and it works fine. So the vet temp powers and temp powers purchased through expansion packs (self destruct) will not allow damage bonuse to be added but all the craftable temp powers do allow the damage bonus. This seems to favor SS tanks and pretty much any brute over other classes since the base damage is all the same.
So was I misinformed or is this WAI or does someone need to do some re-coding? -
Quote:It can be a real issue when you dont know about it and click on the button to get all inf and get the error. I let several items sit overnight and normally have a bunch of sales the next day when I come back. Now I have to click on each sale one at a time and wait a few seconds between each or risk having to quit the game and start over. Considering that the new market was supposed to make things easier and faster, keeping this bug around just makes things slower and more cumbersome. This bug will also follow you on any toon on any server so just changing zones or changing toons does not fix the issue.i like the new market interface so much more than the old one, its much more organized and easier to use (autocomplete and search clear ftw)
ive been avoiding the get all inf button and havent had an issue so far, as long as you give like 1-2 sec between hitting the get button on the next item you should be fine, this issue is more of a inconvenience than a real issue (like the disappearing stacks of items) -
Exact same issue here. Once you get that error you will continue to not be able to make any transactions on any toons on any server until you quit the game to desktop and get back in.
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Also a crazy fun combo for claws is /Elec. A little late bloomer with the self heal for brutes but still puts out some crazy aoe from begining to end. Also not as bad on the blue bar as most other sets.
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Um, no. For reasons, see above posts.
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Fun set from begining to end with decent aoe?
Claws. -
It was also thought at one time that we would never get to change the colors on our powers too. Granted it was for a different reason but still, just because the devs have not done something yet does not mean they will never do it.
I guess Im one of the few that would not mind being able to earn them through some sort of mission or arc that sends you back in time 1, 2, 3 years ect. Just as long as that mission or arc is only playable during May. We can still earn previous year badges for the winter event so I am not sure what the fuss is about. -
Quote:What do you mean accidental overpowered combos. You could not mean a spine/fire scrapper with access to ball lightning, and electric fences without having to take any other patron powers could you?I really hope that's the case across the board.
I'd much prefer to see new, AT tailored APP/PPPs.
For several reasons really.
It will (hopefully) cut down on accidental overpowered combos, allow ATs to retain some level of uniqueness and will also not pigeonhole ATs into the roles of their so-called "counterparts". -
Active VGs help alot as well. I cannot speak for everyone but in most every VG I have been in where there are several people active, you can almost always find someone to help. There you will also have a pool of people with alts probably around your level that then can bring to enhance the team more than just another body.
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Quote:While yes you do have the same number of endurance points at 1 vs 50, you also have the option to slot end redux. The enhancemnts that you can get keep getting better up to level 50. So as long as you make the choice to slot an end redux in your attacks, those attacks will cost you less and less as you level. If you decide to not slot end redux then it is your own damn fault you are always out of breath.My thought on this whole thing, which is not likely to be implementable even remotely, is that the way endurance currently works makes no sense within the framework of the game. When you start out you have 100 edurance points. These act as a percentage of a total. Aside from gaining items such as accolades or IO sets, you have those same 100 endurance points at level 50.
That really makes no sense. They're not endurance points. They're a % of being completely rested. Yet you spend points on powers which remain static. If I've had a power for 30 levels, shouldn't I be better at using it? Not only should that power do more damage, but I should be much more efficient in its use. If the power costs me 5 points at level 1, shouldn't it maybe cost me 3 at level 30? 2 at level 50? This would make it important for people to be careful about when they select different powers. The earlier you take those end-heavy powers, the harder it is on you at first but the lower they'll cost later on.
Alternatively, if the endurance cost of a power doesn't change, then shouldn't we be getting more endurance to spend? That would also show how we're getting more efficient in our power use. We do more damage, the enemies do more damage, so we get more hit points. That's "health". Health could just as well be shown as a % of total, too, but it's not because it doesn't make sense given the way the game works. The same is no less true of endurance. It doesn't make sense to have it as a % of total.
By changing endurance to actually make sense within the framework of the game, it would really solve all these other questions altogether. Rest, recovery, Stamina, etc. would all fit within the framework in exactly the same way the health issues currently do. You don't hear anyone complaining about regeneration, do you? I know I don't. Why? Because as you go up in level you get more health points. Lower level attacks do less damage relative to the total number of points you have, as befits a more healthy hero/villain. You've learned how to take more damage by going up in levels. It's foolishly illogical to think of endurance in any other way.
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Quote:Well if you feel it is wrong and you object to having to do it, cancel your account and find another MMO that allows you to be able to buy the best gear as soon as you can use it. (without a suggar daddy or transfering money or items) For example there is ..... um.....um.... well there is .......no wait, there has to be one out there.....Being forced to use an 'optional' feature of the game to even slot up on standard enhancements strikes me as 'wrong' frankly. And its something I object to having to do.
For the most part, and come I17 will be the norm, I ferry inf from my bank char blueside and whoevers richest at the time redside. -
Quote:While many of the powers are not adjusted to compensate for rage, the set overall has been balanced based off of lower damage faster charging attacks.I completely agree with this. Another issue with Rage is the ToHit buff. Having access to a permanent 20% to 31% ToHit buff makes Super Strength significantly superior to other sets when fighting higher level opponents. Foot Stomp is so good not only for its huge radius, but also because it's running 95% hit chances far more often than other sets are able to, and this buff extends to APPs/PPPs, Pool Powers, damage auras, and Temp Powers/Vet Powers (both of which happen to break the -9999% damage crash, and are more often ignored for their accuracy deficiencies than lack of damage).
SS doesn't have baked-in deficiencies that Rage mollifies. An 8 second recharge attack still does 1.64 DS, just like every other set in the game. Hurl is an exact clone of Hurl Boulder, and if SS were indeed designed around Rage then Hurl's value should be lower without Rage active but higher while buffed. It's not penalized, and neither are the set's other attacks.
As pointed out earlier, the only adjustment that any power has is a 25 second recharge in KO Blow. KO Blow used to do paltry damage, less than jab in fact, and was given extreme damage shortly after the release of City of Heroes. This recharge penalty was seen as a trade off for receiving an extreme attack at 18 rather than 38-- a full 20 levels sooner than most other sets for Tankers. There's also a chance that Rage played a role in having 5 additional seconds of recharge.
Your first 3 attacks are on timers of 2, 4 and 8 seconds. The faster the recharge, the lower the damage. Most other sets have longer recharging attacks with higher base damage. When you get into higher recharge builds, jab becomes a liability and you are left with only 3 fast charging attacks (including hurl) while you wait for your 1 heavy hitting attack to recharge.
Compare this to say Axe that has 4, 8, 10, 12 and 15 second recharge attacks. When you get to high recharge builds you still have a fluid attack chain of decent damage attacks without having to dip into pool powers or wait for your epic/patron powers.