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Posts
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Joined
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CaK -def is still *un*enhanceable, right? No AH proc, right?
(If so, dang!) -
The only thing I really dislike about KM is that shields interferes with its great animations. Wish there was a *really small shield*
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I've found it more to be a combo of dual pistals and claws (flashy and effective) with powers similar to that of claws (albeit at different levels) and more single target skewed. Cant wait to role one up live. Prolly go /sr or /wp.
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When can we purchase the GR ingame item pack and apply it? Opening day?
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I went MA/regen, and it's been great - depite that I gave a bad rap to /regen on another post. I wish Dragon's Tail had a more reliable KD, but w/e. It's fun hitting DT and then MoG or Recon when everyone is on their butts. I recommend a Force feedback proc in Dragon's Tail (and Energy Torrent if you go body mastery). Realy helps with your powers/tools.
/SR and Shields are fun as well - have too many of those tho -
The key to successful farming is two-fold: AOE and having fun so that you can play long enough to "win" against the RND.
I like fire/shield as it farms and kills single targets well. I went with body mastery to put a force feedback proc in energy torrent to get my harvesting tools back asap. Is it as good as fire/shield/blaze? Dunno and dont care because mine is fun! (and there is a two build option so I guess I could test it.)
I personally find elec melee... boring. The set is good, but just feels too slow for my taste. -
I agree with the thrust of the thread: I'm working on a MA/Regen for standard missioning. No uberbuild, not really interested in set bonuses. Just want to try two sets that I havent worked a lot with. I must say that compared to a lot of other sets, regen is second rate. I understand that there is some planning to be done with attacking, timing big hits, etc., but I consistantly find myself attacking and running to wait for my heals to come up. The whole set is burst mitigation that is overwhelmed with sustained playing. Yes, I have little down time b/w fights; I think I have most of it during the fight. Something to help with heals sould be done.
Some of these ideas could help:
- IH toggle is always welcome
- Add recharge, or other resists, to reconstruction (like toxic) 7.5% - 10% stackable or a flat 20% to resiliance.
- Someone else mentioned make IH actually completely healing first then functioning as usual... ok (doubt it though)
- Scaling resistance or scaling healing or scaling recharges (ya, I know, slippery slope here) to passives so the less health you have the faster the heals come up (not necessarily helping the primary tho).
- activating MoG gives a 100%* recharge rate for its durration.
I dont want to interfere with regens "glass jaw" but if we're not going to layer protection; It needs to able to get back its tools faster.
*sounds high maybe 50% -
Depends:
DM/SR scrap - soloing big game (MAIN)
Fire/shield scrap - teaming, farming, and plowing
db/sr (at very high rech >200% global) - killing fast and furiously
Seldom is making me think about a dom. Maybe a ???/fire/soul, but I get bored with range for some reason.
I have a variety of tanks apon request: WP/stone, inv/dm, stone/dm
Brute: stone/wp for *smash* purposes.
My newest are MA/regen scrap, psy/em blast
Cant wait for GR for KM and it may help with my dom concept. -
I agree with DS. Some builds use it to mule taunting sets to push defense numbers or in some rarely posted pvp builds for the effects there. In pve, it's about as high priority for me as slotting brawl - probably lower (unless u role play).
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I like Starsman's ideas more than a staight buff to damage. Let stalkers *stalk.* I never liked them much because you only get a big hit once in a while then you're a second class scrapper. Placate should definately be an AoE or 5 targets. The recharge idea is great; stalkers should be more deft at moving in and out of the shadows. 100% bonus to movement in shadows? Well, if you say so. Sounds high to me, but I still like the direction your taking them. Light, fast and hard hitting, with more of a stick-and-move feel than toe-to-toe.
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To echo what Warner said regarding what is "ideal," fun, and on Umbrals diversity of building for survival: my stone/dm tank has 55hp/sec without Earth's Embrace and 77hp/sec with (not adding in Siphon Life). Then factor in about 100% rech with hasten running for Siphon Life and it's hard to kill. Slotting is rather... unconventional and not damaging (a lot of pounding slugfest and mocking baratements), but affords a *constant* level of regen on very high resistances + Siphon Life. He's just fun to take on TFs to taunt and soak damage.
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I had dark blast (and torrent for the "shove" move) for a while then spect out of DM completely to Pyre for concept reasons. The cool thing I liked (IDK about performance in this case) is that blast travels rather slow, so I would hit it and run into melee range and stack 2-3 attacks for really good damage. Was really fun. (I also do this with Energy torrent and LBE). Also, as you referenced, I used it then, and now fireball, to mule the apoc set.
TBH and on a performance note, I dont care for any of the attacks and find that I use a particular pool based on what I can mule and concept purposes- pick what u want and what will be fun. -
Ya, I get that, but MA has a lot more finesse with it, and you could argue BS is heavy and lumbering and would make a good brute set. You'd be right. I see the trend in proliforating *all* sets. My opinion is more of a relic at this point.
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Me like stone/wp brute. It go smash. Thing die. Wp/stone tank fun, too. Hard to kill. No as fun, tho. No as strong. No as *SMASH*!! Dev's make bunny, puppy, and kitten thing now. Less number - moar smash.
Scrap good, too. When me think "scap" me no think *SMASH!*. Me only think brute get scrappy stuff to build fury fast. Me think scap and smash not same. Not same ok. This not me game. Brute be scrappy if brute want. -
1. As for a power list, I havent seen any, but the video, I see eight distinct moves and if you throw in confront I think you can conceptualize.
2. The empowerment stacking 5x? That's a lot of time building-up. This set may have been developed to try allowing control over how damage is "packaged." For quicker light attacks - building-up 1-2x or for others 4-5x like the lightening dude in Big Trouble in Little China until *wham* (make it big) attack. Im not saying build-up makes the animation times longer or shorter; more of an issue of "how much time do I wanna spend preparing?"
3. If 2 is right, high-maintainace secondaries like /regen will fall out of favor for me- too much time not killing. Although with -dam and KD, regen based sets would be good.
4. Still need more data. -
Lots of good stuff here:
1. I like the mini-cone crane kick idea
2. EC should be tweaked - all of you are doing a good enough job hashing it out. Please continue. I had the idea of a reverse MG damage application so that it functions as a delayed death touch (or on a 3...2...1...*BAM* countdown, but with much faster animation up front like old ET), but most dont like the mechanics.
3. Yes, I remember the old stick-it-in-yo-face *bappity-bappity-bap* kick.
4. Cobra Strike could get a lesser version of clobber? (dont ask me numbers).
5. Add a Power Boost like effect to Focus Chi - adds to the effectiveness of the secondary effects. The build-up would be the same durration, but make the effects part last... idk... 15sec? Adding a mag (like to EC and CS) of stun and 33% duration to stun/slows (CAK). Just throwing numbers out there. Of course, Crane Kick may suffer from increased KB = bad... Oh, well. I tried. -
For the record, the way Spiderman uses his webs and agility primarily and secondarily (when the going is rough) feats of strength mostly reminds me of... a toller with SS secondary (stone/kin??). Yeah, I know... heresy.
Strong feeling scrapper, huh? Well, they tried alt animations for MA, which was good. I just wish there wasn't such a general bias in this game to RIGHT ARM ATTACKS so that *scrapping* actually occurs (for widows too). -
i have a kat/elec at 50 it is a very nice combo and really can shine if you IO to the hilt (literally) - achille's heel is good, FotG if you can get one for the aura or GD, lots of options. Havent tried any AV's but dont really care to. Not to mention the animations for the armor ROCK. I think it's better than being on fire! I'd immagine a similar experience with BS. I skipped Power Surge, grounded has the steadfast unique slotted.
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The addition of the wolf tail is make this a lot more convoluted than it should be. IIRC, the discussion went something like this:
A: the wolf costume has been around for a long time like the reptile and feline, yet reptile and feline get reasonable tails but wolf doesnt. Why is that?
B: Dunno. There. More to come based on complete costumes.
A: Maybe you should change wolf to canine to be more encompassing and generic
B: Maybe you should shut-up and be happy about the new tail.
Edit: LOL @ Kitsune9Tails ya I, know. I learned some new words today. -
Add a 5% chance for a *random* costume to effect you with oscillating body morphs for 20 seconds with a vomit power! And run like a Vahzilok (Robocop Scene: "Dont touch me man!!") Then explode back to normal with toxic DOT.
I agree with Chaos. I cant really quantify my arguement using all the numbers, but like fortune (which is given-out much more often than not when asked if wanted) is a nice buff. At worst I say to myself "aww... I got that... oh, well." Having all beneficial powers is pay for performance; this is paying for fun detail - perfectly balanced? No, thats not the point. I can see Fortunes powers as more dramatic because they are given to you. The fact that this is a self-buff, to me it's pro's and con's should be lesser. -
I'd like the psionic dart and the monkey swipe - that would hit all players and critters - just run amuk for 60sec (along with Arcana's toggle option).
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I'm seriously considering a kinetic melee/regen depending on the buff powers of KM (see Klaw's statement). It's a great set, just needs to have slow resists.
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Overall, I like the power (as well as everything the pack has to offer).
I dont really care for how the SMP keeps playing the buff animation on a loop, but can tolerate it. I'm concerned about the potential for rooting and other interference. The aura is good enough for me. -
To A_T: I'm hard pressed to argue numbers, but 20% seems high for a team buff, especially if allowed to stack (I guess I'd like to know the duration, too. I'm also tossing end discount vs recovery). I could see that bonus for the tank and then a lesser buff for the team, which is in turn subjected to diminished returns (especially with multiple tanks crying). Teams of 8 tanks would run amuck as burzerks (actually thats kinda funny). The buff could also extend to secondary effects a lot like blaster/energy_manipulation/power_boost for maybe 10 seconds
I am also concerned that an ITF'ish lag would happen with all the crying and what not. I've *heard* that bosses/leuts doing this is significant cause for lag (but I'm often wrong).
This is really enforcing the idea of a tank as melee controll, which is fine to me. In all, I like it.
To N_D: Are you asking for taunted and "gauntleted" (hit by tank) target(s) to be weakend or so enraged that they would be penalized? Ok, I could see that, maybe -5% def or -10% rez for hit/gauntlet, and a less AoE penalty for Taunted mobs, but the target of the taunt would be even more effected (kind of like thunderstrike: large hit for primary target and less for AoE). Would work in and out of teams and incourage taunting when solo! I like this, too. -
*maybe* it would work if this new inherent *a long with* using typical mez-protection offered by the set would result in unsuppressable toggles. This still seem like a big bone to throw to tanks. I understand D_K's sentiment, but I'm not sure this is how.