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Posts
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Joined
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Run in, Footstomp, follow up with ball lightning or elec fences (or better yet both) will make aggro a non issue.
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As many have said, the main problem with WP is the ease of use. Toggle up and go. Few end issues and few HP issues if slotted correctly.
Side note, Im not really sure why those same people do not hate SR as you can obtain similar levels of godliness at the higher levels and there are no clickies to worry about. -
Quote:How about the same animation time on Barrage but 3 quick hits instead of 2 slow ones. Same overall damage, just faster feel.
Animation speed is what killed Barrage at first, when it was otherwise an Excellent power. Now they've boosted the Damage of the power, but it's still slow! If a real boxer threw a combination that slowly... he'd lose. It needs to trim a half-second or more off the time to deliver the combo.
Be Well!
Fireheart -
Quote:Taunt for brutes however is something that is there because the devs did not want to cause even more imbalance. Most brutes would much rather have another attack option instead of taunt. Honestly if we want to taunt something, we just punch it in the face. We also have little need to duck for cover. We don't aggro mobs, they aggro us.All the melee sets have a ranged move already - its called taunt. Taunt mob, duck behind somthing, mob comes to you.
Giving total focus a slpash aoe effect seems reasonable given the amount of time it takes to animate. Maybe stun could use the clobber treatment. -
Quote:ET with same damge, 1.5 second animation time and 25 second timer. HELL YEA!Heh, that's the difficulty with changing animations. I bet you anything if BAB were to change the current animation, hordes of people would suddenly come out of the woodwork to say they "love it!" It's happened far too many times.
When looking at Fiery Melee, do keep in mind that Combustion, Fire Sword Circle, and Fire Breath all have 2.67-3 second animations, so there are longer ones. I tend to lead off encounters with those to make them useful for the team, and my EM Tanker adjusts as needed with the attacks he uses. Part of the issue is people not liking the change and not rolling with it.
That said, I do think it would help to have Total Focus animate faster (though I do wonder how it would look like speeded up), to get it somewhere on par with KO Blow (faster animation, similar numbers for everything else, but five seconds longer for recharge). I think most people would say that KO Blow recharging five seconds slower is okay, and would take that over the length of TF's animation.
Part of the trick with TF's animation is that it is used for different attacks in Electric Melee, Peacebringers, and I think Seismic Smash (can't recall if there are others), so I don't know how much that has held back its being tweaked, or what. Whirling Hands seems to be the other contender for a tweak, as well. -
Yes, my EM/WP brute was built for recharge and tore up AVs. After the changes could he still kill AVs? Yes but not all of them anymore. Ms Liberty for example I could kill before the animation changes but after it was a stalemate. Also I cannot see any /EM tanks soloing AVs even with high recharge. (Maybe Fire/EM but then you have survivability issues).
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A WP brute not needing their tier 9 to do the same thing perhaps?
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I feel your pain. After I13 I had some PVP toons that were no longer enjoyable to play. I had to burn several respecs to get back what I wanted to put on other toons. Would it have been nice to be able to just take everything and put it in storage somewhere? Yes. Do I ever expect that to happen? Hell no.
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Makes me remember before they fixed the chance for stun in Energy Manipulator. Had lots of fun with that slotted in SB.
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Ok been away for a while so forgive my ignorance.
Before KO Blow would put a hold on you and suppress your mez toggles right before the KB part hit. So no matter what, you would get hit with the KB unless you had 8 or more points of KB protection in IOs.
Has that been fixed?
Edit to add. Found the answer in the patch notes. You appear to be correct. Notes imply that it should be all powers with KB protection but goes on to only list the normal ATs and no VEATs as the ones being changed. I would send a bug report every time you get knocked back while held just out of spite but hey Im a dick.
Powers with knockback and repel protection should no longer suppress knockback or repel protection when held, stunned, or slept.
Includes all Brute, Scrapper, Stalker, and Tanker versions of Entropy Shield, Unyielding, Active Defense, Rooted, Granite Armor, Integration, Wet Ice, and indomitable will. Acrobatics also will not suppress the knockback portion. -
Eliminate all I13 pvp changes. Tweak S/L damage. All done.
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You save up a ton of money and you buy them.
Trust me, this way is much faster. -
To answer the OP. I can make 2 billion alot faster than I can get the pvp recipie drop I want so why bother?
There is one thing that would help PvP. Rolling back to I12 rules and then making small changes so that you can gage the impact of each change. This, however, will never happen. In order for this to take place, the devs would have to admit that they made a mistake. Good luck getting that past their ego. It is their game so therfore they cannot make a mistake. -
Quote:Perfect. Already have the default settings with the left and right keys so no adjustment needed there. The /bind mousechord "+forward" did exactly what I wanted.Under keybinds, you can bind forward movement to right and left mouse. You can also type /bind mousechord "+forward"
Thank you. -
Ok I like to use the right and left mouse buttons to run. However after a few seconds you continue to run even if you let go of the mouse buttons. I would like to make it so you continue to run when you hold down the buttons, but when you let go you stop. No matter how long you have been holding down said mouse buttons.
I know there is a fix for this, as I have a vet friend that has the exact set up I am looking for. However he fixed it years ago and does not remember how to duplicate it. -
Ok different train of thought. If the devs really want something, they should try to do the opposite.
We want to make this AE thing popular so lets try and do what we can to make everyone hate it.
We want people to enjoy PvP so lets do everything in our power to destroy it.
I only suggest this because when they try to fix things it seems to have the opposite result of their stated intentions.
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What I find funny is, many people that complained and complained and complained about farms and how they were ruining the very popular MA (at the time) were told to get over it. Now when those same types of people got what they wanted and the AE buildings are ghost towns, compared to before the nerfs anyway, and people compalin, their arguemnt is to get over it.
So crying is ok if it gets me what I want. But not ok if you are crying about something I like.
Just an observation.
Flame on. -
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I think a point has been missed in all this math as well -
Taking longer to kill a target ALSO means that target has a lengthier opportunity to regenerate HP, thus adding another factor in the formula. This may not mean much to Minions and LTs, but it does have a noticable impact on Bosses and higher.
In other words, not only must you do more attacks to break down their original HP values, you must also add even MORE attacks to break through the HP they've regenerated in that additional time. I would hate to see the math on this one.
I believe a proposal was mentioned at one point (and thereafter extensively reviewed) of adding a -Regen modifier to enemies affected by Gauntlet regarding this issue.
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You also need to consider that a tanker is much harder to kill, and would take longer for said mob to defeat. The only fair way to increase the damage of the tanker to a target should also leave the tanker more vulnerable to that same target. -
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use the damn /search command and send tells to people your lv who aren't greyed out. i know it will be a new concept for you, but it works. try it you may like it.
oh and this may require you to actually make a new tab for just tells on your chat window which can be done by right clicking on the window, selecting add new tab, naming it tells, put only private tells into it and click ok. then your tells wont get drowned out by broadcast.
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Why is it that the replies in this section are so harsh? There's really no need for that.
What? You think you know so much about this game that you find it offensive that people make suggestions? Grow up man...or go back to elementary in August.
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It is because something similar has been suggested over and over and people are tired of showing people that there are ways to solve their problems without using dev time. -
Now if you want to go hog wild and money is no object this is what I use. No pvp recpies in there so have to use your imagination. Mind over body has 5 slotted Gladiator armor including the def one. (Got that when it first came out and it was cheep at 80 mil) 3 defensive powers have the LotG recharge and 3 slotted sheild wall.
Final numbers are S/L def at 18.71. Crap I know but I get by.
Other def just over 30.
Regen 58.52 w/ no one in range.
HP 2647
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Jab -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(3), Amaze-Acc/Stun/Rchg:50(3), Amaze-Acc/Rchg:50(5), Amaze-EndRdx/Stun:50(5)
Level 1: High Pain Tolerance -- ResDam-I:50(A), Numna-Heal:50(7), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(9)
Level 2: Mind Over Body -- Empty(A), Empty(9), Empty(11), Empty(11), Empty(29)
Level 4: Fast Healing -- Numna-Heal/Rchg:50(A), Numna-Heal:50(13), Numna-Heal/EndRdx:50(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(15), LkGmblr-Def/Rchg:50(17)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19)
Level 12: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(21), Hectmb-Acc/Rchg:50(23), Hectmb-Dmg/EndRdx:50(23), Hectmb-Dam%:50(25)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(25), Numna-Heal/Rchg:50(27), HO:Golgi(27)
Level 18: Rage -- RechRdx-I:50(A)
Level 20: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(31), Efficacy-EndMod/Acc:50(31)
Level 22: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal/EndRdx:50(29), Numna-Heal:50(31), RgnTis-Regen+:30(33), Mrcl-Rcvry+:40(33), Mrcl-Heal:40(33)
Level 24: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(34), P'Shift-EndMod/Acc:50(34)
Level 26: Boxing -- Empty(A)
Level 28: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36)
Level 30: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(36), TtmC'tng-ResDam/Rchg:50(37), HO:Ribo(37)
Level 32: Foot Stomp -- FrcFbk-Rechg%:50(A), Armgdn-Dmg/Rchg:50(37), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40)
Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 38: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 41: Electrifying Fences -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(48)
Level 44: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(46), Ragnrk-Dmg/EndRdx:50(46), Posi-Dam%:50(46)
Level 47: Mu Lightning -- Apoc-Acc/Dmg/Rchg:50(A), Apoc-Acc/Rchg:50(48), Apoc-Dam%:50(48), Dev'n-Acc/Dmg/EndRdx/Rchg:50(50), Dev'n-Acc/Dmg:50(50), Dev'n-Acc/Dmg/Rchg:50(50)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
On my earlier post I was trying to keep with the spirit of the OP original build so I did not make drastic changes. -
Wait for I16 and run all your missions on lowest difficulty, set for 8.
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Sure but have the mobs get the same bonus. After all, they are being totally focused on taking out the threat that is taunting them so they also let go and do more damage.
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I am confused on the new drop rate, please someone explain it in stupid terms?
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Ok stupid terms. New drop rate.
You get 1 chance each time you kill somone.
Then you gotta wait 5 min before you get another chance against the same person. -
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The changes make them farmable again, which means there will be more showing up on the market.
the drop chance doesn't need to change for players to generate more recipes.
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1 chance every 5 min is not farmable. At least not by one person unless they have dozens of accounts and enough computing power to keep them all going at the same time.
Why bother farming for on average 1 drop every 8 hours or so?
Add several more toons and you can get it down to 1 drop every hour or so. Still much worse than before. Just because the drop rate is better than 0 does not mean the supply will be anywhere near where it was.