-
Posts
49 -
Joined
-
[ QUOTE ]
Uh... belongs in Roleplaying I think...
[/ QUOTE ]
If roleplaying is where garbage goes, then yes I wholeheartedly agree. -
This is easily the best guide I've seen thus far.
Why?
Because it gives me a comparison of the various sets, and explains the shortcomings in significant detail of a single set that I might be interested in.
It's always nice to see the good(What it can do in resistance totals and et cetera) and the bad(The defense holes, how it lacks in comparison to other sets, etc). -
Gauntlet is highly useful. It means we don't /need/ taunt, as it shores up and works alongside our other taunting abilities to thoroughly ensure that we can maintain a hold on Aggro.
This leaves us with an ability to choose different powers. I like that. It also means we can do our "Perceived Duty", which is to Tank. -
My character couldn't even see her when I was on a team that ran across one. Seriously. She was slaughtering us all and all I could do was stand there and wonder [censored] was going on.
-
My dominator activated domination and then went and left the mission after butchering the end boss...type...thing.
And I just noticed he has 75/100 Domination(It is going down, as it does naturally). -
Level 14 Dominator
Plant/Ice
Kings Row heist thing
I went straight to the bank, with intent to get the evil temp power.
I then got slammed into the ground by 6 police standing in the bank entrance area. All gathered together.
After having been ambushed by 4 Longbow Minions.
...yeah. -
I should remind you all that it is laggy.
-
[ QUOTE ]
I dont think that will be a major major issue as most of the people who run this are going to be 50's.
I know I wouldnt touch this before 50.
[/ QUOTE ]
...
Lag. Lag. And more lag. Lots of lag. I was getting lagged up the rear so badly it was like I was seeing my grandmothers lag.
Oh...did I mention the lag? -
[ QUOTE ]
[ QUOTE ]
Dominators are a one-trick pony.
Domination is all they have. Without it they're inferior to everything else. Everything.
Three white-con minions? Yeah, they can kick your butt. Seriously. I wish I was joking.
[/ QUOTE ]
Wow. Even I think this is a little extreme, lol. When you can't kill three white-con minions it's time to ask questions about your build.
[/ QUOTE ]
Yeah. My original Dominator, a Fire/Fire, was unable to solo because white con minions killed him continually. I ended up giving up.
Currently my level 14 Plant/Ice barely can manage three white cons, and up against the mission Lt? He gets owned.
Whereas with Domination he has soloed spawns for an 8-man party.
Thus why I feel Domination needs to be redone. It currently is horrible. -
Dominators are a one-trick pony.
Domination is all they have. Without it they're inferior to everything else. Everything.
Three white-con minions? Yeah, they can kick your butt. Seriously. I wish I was joking. -
[ QUOTE ]
Yes. It's coming. Safeguard missions. Being worked on right now (outside my office, in fact).
[/ QUOTE ]
Is it in the Design phase, the Code phase, or the "We're still talking about it" phase? -
So where exactly is this thread at, in terms of subject?
-
[ QUOTE ]
No. Scrappers have gotten nerfed mercilessly (At first at the insistence of Tankers), have never gotten a new powerset and have the least number of power pools.
A lot of people play Scrappers because they are easy to solo and are fun. But it's not on account of dev love.
[/ QUOTE ]
God bloos you for being here Mister Geko!
..
...
*eye squint* I'm watching you.
( Why yes, I am tired and bored) -
So I got bored and pondered.
You know how Tankers tend to complain that they often don't get anything from the Devs, while Scrappers seem to revel in the splendor that is yummy stuff?
I think it deals with population amounts of characters. The more played Archtypes are put into the queue ahead of others when it pertains to fixes and new stuff.
Yes? No? Pie? -
_Castle_ said he wanted it nerfed but no pending nerfs were occuring for it.
-
[ QUOTE ]
There are so many ways to get around this "fix" for an attacker that my decision to shelve my MM remains. Let's consider some of the issues here. The pets have to remain in the supremecy zone... which means they need to be near the MM himself. One attacker can run in aggro the pets and run out, the pets will follow, the MM has a choice, put pets on passive to bring them back or run after his fastly scattering pets. Most now in order to control their pets put them on passive to return them. If he puts them on passive or they leave his area a quick strike will kill him. Simple to do especially on a ninj MM.
TP foe negates this altogether, tp him, hit him hard and stun him or put him in a hold, kill him.. his pets will never get there in time.
I can see putting some sort of limit on the ability of MMs to share hp loss with their pets... otherwise they might actually become a force to reckon with... but this limit makes the rest pointless. Basically just standing there is no protection for a MM nor is actually getting involved in the battle. This is just the sort of gimpy fix I expected from the devs. Nice work guys.
[/ QUOTE ]
We'll see. I hope I7 comes out sometime soon. -
Merc/Poison is a very effective setup. I anticipate that Bot/Poison would be even better.
With Merc/Poison I've been able to take out Scrappers and Tanks. Blasters, however, time and again kick my butt and I have yet to kill one. -
[ QUOTE ]
how long did the tank stand there afk? 2 minutes?
[/ QUOTE ]
The fight was about ten seconds long.
Blaster nailed me in the end. Darn Blasters -
[ QUOTE ]
A PvP fix for MMs wouldn't be that hard to encode:
1. Pets get the travel power of the MM and use it when you do, and keep up with you perfectly.
[/ QUOTE ]
I do believe Robots have Super Jump? I feel that it'd be best if some sets had certain advantages, like this, so that they'd have more worth in certain areas than others.
[ QUOTE ]
2. TP Foe brings the MM and his pets, and the specific target (i.e. the MM, is replaced with a random pet)
[/ QUOTE ]
I disagree with this, as this negates the usefulness of TP Foe.
[ QUOTE ]
3. Placate, dammit, placate! Let the MM placate his enemy, or have the pets taunt the enemy they attack.
[/ QUOTE ]
Ninjas. I do believe there is a placate power? That's the reason to get Ninja.
[ QUOTE ]
4. Set a mode so the MM becomes indistinguishable from one of his pets. If you can't tell who is the MM and who is the henchman, the MM can live that much longer.
[/ QUOTE ]
I kind of like this idea, but it doesn't make any sense seeing as you would obviously see who gives the orders(Realistically), and you're also an evil Mastermind. They don't cower, they stand there, bark orders and laugh. They also pet cats. I like cats. I'd recommend just making your character look like the pets ahead of time if you want to look like them.
[ QUOTE ]
5. Make the pets a threat. Make the henchmen damage actually meaningful in PvP!
[/ QUOTE ]
Uh..it does?
On my 22 MM in Sirens Call I took a Tank down to 50% hp with lethal damage. LETHAL damage.
On a TANK.
Who had toggles up and wasn't detoggled.
Without Commando.
Thank you, good night. -
[ QUOTE ]
When I first heard about Bodyguard I rolled a new MM since they were getting a "fix", but now after reading what it is...he's getting deleted
[/ QUOTE ]
That's your choice...and I think(After looking more thoroughly at stuff) that I understand how to figure it out.
Kind of use a percentage system? The Mastermind counts for 2 and each pet counts for 1. So the Mastermind will always be 2 out of ?? in terms of damage received.
Then use the ?? in some fashion to figure it all out.
Like lets say they have two pets.
Mastermind receives 2 of 4 in terms of damage.
Overall out of 100 that'd be 1/2, or rather 50% thus equalling 50. Each pet would get 25.
So if it's 7 then it'd be 2/7, or rather .28(With extra numbers afterward).
Thus 28/29 damage, while each pet would get hit for 14.
Very interesting. -
If a Mastermind gets hit for 100 and has 5 Henchmen set to Def/Follow exactly how much damage is done?
Also, is there a "Retards guide to figuring out the damage"? -
[ QUOTE ]
[ QUOTE ]
Notice how all the top ATs in PvP are the ones with unresistable damage?
Probably goes by order of unresistable damage output too...
Stalkers, Scrappers, Blasters
[/ QUOTE ]
LOL Prem, my immediate thought when I read this was to equate it to poor Beo's universally resisted damage (s/l) with the 50 PvP zone.
When can I place an order for an "Energy" axe?
[/ QUOTE ]
I didn't know others besides blaster have unresistable damage o.O -
In a one on one fight my Merc/Poison mastermind can usually take out a Tanker who isn't either A) High high damage, or B) high high defense(stone).
Anything else he just debuffs and slaughters. -
[ QUOTE ]
No matter how many times I heard "We'll never balance PVE around PVP" I always knew this would happen. Ever since the first time I stood among a pack of 12 werewolves with three blasters on my team and tore them apart without getting hit, as they stupidly kept trying to rush into our hurricane and getting repeled back, I knew this power would never fly in PVP. Why did I know that? Because even though there were ways for the skillful to counter hurricane, the average player still maintains a level of intelligence equal to an AI mob..
[/ QUOTE ]
I shall let the smilies tell the tale of what I thought of this post.
-
[ QUOTE ]
Despite what some have read into the patch notes (which mention PvP, but do not specifically assert PvP only), the nerf to Hurricane affects PvE.
The Repel effect's tick rate has been reduced by half or more, the Repel effect itself seems weaker (mobs are pushed away more slowly, though that may be a consequence of the reduced tick rate) and even the radius of effect seems considerably shorter.
Mobs in PvE are now able to run right up to me and hit me, sometimes getting in two attacks before being repelled. They were also able to melee attack someone standing right next to me without being repelled at all. Making the Repel portion a personal defense only, not a team defense.
The reduced tick rate also makes using Hurricane to position foes take quite a bit longer. Enough so that I don't think it's worth the effort any more.
So, Hurricane probably lost more than half of its PvE effectiveness with this latest patch.
[/ QUOTE ]
Wow...it sounds like it was lowered down to the effectiveness of Repel and that bubble shield.