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Posts
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Joined
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Quote:No. You should be in legitimate danger in every single fight, Boss/EB/AV or not. Though you really shouldn't be expected (unless you're solo and using a team-oriented power set like you are) to have to use a tray full of inspirations to get through regular fights.No, it's not. That's the worst part. I know that some powersets are going to be better than others at what I'm doing, but I don't think it's outrageous to expect that any given powerset combination, used by a player of minimum competence, should be able to play the game at +0/x1 without ever being in legitimate danger short of Elite Boss fights.
Really, go to -1/x1 and turn off Bosses. You don't lose much XP (at least at L20 and beyond) for the -1, though you do for the lack of Bosses. Or team more, as your secondaries (Thermal & Pain) are demanding. -
Quote:Of course, they might be mixing up Kinetic Melee performance** with the Fury changes (which seem to make it harder to get more Fury the more you already have - though it's also a lot slower to drain).Collective agreement from the Brute forums is that KM's lengthy (dont quote me on that, never played it myself) animation times aren't good for fury building.
** (Which, by the numbers and from my own experience in the beta, is pretty much average in terms of animation & activation times. Too lazy to set up the beta again or else I'd pull out the numbers for KM and a couple of other sets for comparison, like one can for Dual Pistols and Sonic Blast, which has similar times on equivalent powers) -
Your Tanker could be just as good as that Blaster at avoiding (not soaking up - that's resistance) damage if you put the same effort into slotting the right sets.
And, of course, given the same soft-capped Defense, your Tanker'll be even better than the Blaster because any damage that DOES get through won't turn you into a wet smear on the ground like it will the Blaster. -
The Integration glow was broken in I17. No idea why it gets everyone in such a tizzy - it was never that prominent an effect, anyways. At least not to my eyes (got a L30 Claws/Regen sCrapper and I know I never noticed the lack until it was specifically pointed out).
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When that extra +dam means your total damge bonus is anywhere from 163% of (does Fury even get you up to +200.00%?) to double or more its normal value (I know I rarely get more than +100-125.00% from Fury anyways, but I mostly solo at x2), it is by no means weak, even with the lower base damage of Brutes compared to Scrappers and the lower bonus per hit. Nor is it at all insignificant compared to what you're getting from Fury, as some in the thread seem to want to suggest.
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I'm still failing to see why Scrappers getting more out of Power Siphon (because of larger base damages, I guess) makes it worse for Brutes. I'm weird, I guess, but having +125.00% on top of my normal +dam from Fury for a nice, long time seems pretty damned good to me.
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Note that Dual Blades isn't actually that bad on Brutes - as long as you can avoid getting obsessed with combos early on. Waiting for combos is what kills DB for Brutes, from what I've found. Once you get some global recharge and enough powers for two of the combos (preferably ones that have a common power or two) and don't get too picky about which combo you're going for at any particular moment, it's fine.
Overall, the fact that it's pure lethal damage is of more concern, though a bit of research and choosing your enemy groups wisely will help with that.
In short: Don't wait for the combos, at least early on. -
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So, how is adding a stacking +25.00% for 20 seconds every minute or so on top of your Fury gains bad for Brutes? It'll likely be a fairly steady +100% for around 15 of those 20 seconds (barring a nice chunk of global recharge, of course) every time it's up, which means it'll effectively be a longer-duration Build Up, though you sacrifice a decent chunk of BU's to-hit bonus for it.
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Yeah, this is the Stalker forum. We don't give a crap whether or not Scrappers are better.
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Thanks for testing. Not that my only actual shield user needs it - the reinforced cavalier looks good in the colors I've chosen just with the symbol in the middle (since he's Canadian-themed, it's a red rim, white field, and a red maple leaf).
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Strange. Maybe it requires Shaders to be on High or something (which I don't do because it really kills my frame rates in Praetoria, especially on the new tech maps).
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I don't see the problem in getting 4 attacks before 20. Admittedly, it's because I have Ninja Run and can skip a travel power or leave it until late...
A quick example. Not the best power selection order (I know, for example, that many'd scream bloody murder about Focus Chi being so late), but mine's currently at 26 and having few, if any, problems...
STALKER - MARTIAL ARTS / NINJITSU
1: Thunder Kick & Hide
2: Crippling Axe Kick
4: Ninja Reflexes
6: Assassin's Blow
8: Danger Sense
10: Hurdle
12: Placate
14: Storm Kick
16: Kuji-In Rin
18: Health
20: Stamina
22: Kuji-In Sha
24: Combat Jumping
26: Crane Kick
28: Smoke Flash
30: Focus Chi
32: Eagle's Claw
35: Cobra Strike OR Super Jump
38: Kuji-In Retsu -
Nope. I whipped up a Kin/Shield Brute (Praetorian) just now and the background pattern on shields are only working on Kite shields (the tall, rounded triangle ones). Very annoying.
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Oh? I've never been able to get to +100.00% damage with Fury in only 4 hits. What's your secret?
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Not much. Generally three very minor ticks - but only an 80% chance per tick and if it fails on a tick, it doesn't try for the rest. The fact that it's converting 30% of your lethal damage into fire is far more significant.
But it's better than nothing when you're teaming ('cos you don't want to use regular ammo!) and not playing with a cold user (to contribute to slowing and -recharge with Cryo) or against enemies that do enough damage that -10% (chem ammo) would make any real difference. -
Not every power has to be helpful for steamroller teams. For teams with patience, and for solo play, it's a fairly useful power to keep spawns off you until you're ready for them (everything else dead, everyone healed up, big powers closer to being, if not fully, recharged, etc.).
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Outleveling arcs you've already started just means that they end up not keeping their level synced to yours at the time you take them. For example, my DP/Rad Corruptor's level 16, but is still doing Dmitri Krylov's second arc ("After the Wall Fell"), which have been level 14 for the entire arc (second mission in the arc got me to L15).
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Quote:Many people are. There are times I've spent a half-hour plus during character creation trying to get a costume just right - and then deleted them by level 12 or 13 because it turns out I couldn't stand the power set combination.But so far the thing that has taken the most time is my costume creation, im a wee tad bit on the picky/perfectionist side lol.
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Over all, beating up everything on the map is the best way to get XP. On the other hand, sometimes it's not about the XP and just about getting through a mission as fast as possible to continue your arc - such as anything on an outdoor map and/or with a time limit for a glowie/hostage/boss hunt.
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Except, of course, that those are REGULAR costume slots and therefore you don't get access to any of the Arachnos pieces (except for the Crab backpack, of course, which you're stuck with no matter what, from what I hear, if you go the Crab route).
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In other words, open up the Team panel and do a search with nothing entered in any of the fields to see everyone on the server who hasn't set their Hidden flags (and those are a tiny, tiny minority of people).
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Quote:On that subject, learning to position yourself properly and choosing your targets wisely is something all Energy Blast (and Assault Rifle, though to a lesser extent since its knockbacks aren't as strong unless you slot for them) characters really need to do to avoid being hated by their teammates.On a team most wont even notice what secondary you have as a blaster. They will be cussing your KB. Just kidding, kinda
Try and get the foe between you and the nearest wall so they don't go flying as far.
Always choose (when possible and especially outdoors or in large rooms where there's no nearby walls) something *behind* the melee characters and aim them off to the side - generally, the melee will be actively fighting what's in their front arc and so you don't want those ones to go flying off.
In my opinion, anyways. -
Nah. Play them to level 13 and the second tier of Enhancements ("Dual Origin"/"DOs", which you can use starting at level 12) before deciding whether or not you like them. The first tier of Enhancements ("Training Origin"/"TOs") aren't really good enough to determine whether a power set combination will be at all useful or fun.