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Posts
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Joined
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I've settled on making a Dual Pistols...something. The issue I'm running into at the moment is which AT to pick. I'm aware the debuff and buff values will be higher for a defender, and damage will be higher as a Corrupter, but I'm curious how Devices stacks against Traps. I know a few powers are different, such as the turret and the little accuracy boosting toggle, but I thought I'd field the question to get some opinions.
Also, if anyone has some tips on how DP and traps/devices work together and some common tactics, that'd be great. But not necessary. -
Thanks for all the advice, both of ya. I kinda got the feeling Lightning Clap was a good thing to avoid, but I picked up Jacob's Ladder early. I'm enjoying a set that can AoE pretty early on.
Once again, thank you! -
I just rolled one of these not too long ago and have been having a blast with him. I was curious is anyone else had played the combo before and could share their experiences on it. I just hit 23 and have been working my way up to larger groups of mobs, and trying to increase my survivability. Thank you in advance.
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I think that's a pretty good halfway there. I agree with the definition of Signature there. I don't think it should be just an extra attack, it should be a part of the character.
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Now this is something I could get behind. Having to right click them everytime I want to figure out what they are is a hassle, and the colors aren't as clear as normal. I mean, who here can tell on sight the difference between the color for Endurance Reduction and the color for Flight?
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You make a good point with the "anything can be done with imagination" point. But I'm gonna roll with your Fire/Ice tank and talk about defensive powers for a moment.
I'll give ground on the Phase-shifting ability, but I think you'd need to be careful with defensive powers and I don't think alot of them could be implemented without either making them boring or overpowered. Phase-shifting is a temp power already and has limited uses. A defensive ability, in my eyes, could be adding another shield to a tank (boring) to adding another cooldown button (potentially unbalancing). And though I think buffs would get out of hand as well.
I went with the signature attack route because it allowed the most customization without making things too complicated or allow unbalancing powers to be created. Though, I could be wrong. -
See, here's the thing. My concern with the idea is that, and we'll use your Claws Scrapper as an example, they will consistantly choose Toxic or Psi, the least resisted damage types.
It can be argued that having only one power with this is the tradeoff. Reducing the damage is also a good fix. I'm trying to look at it from the point of "How can I min/max this?" -
I'm aware this has been suggested before, but thought I would add my own take on how it would be implemented into the game.
So, the Signature Power would be a single power that you could earn through the Incarnate system. Each character would receive 1 Signature Power "slot". This power is created after speaking to an NPC, and can only be re customized by using a respec.
It would have a couple layers to it. The first part would be choosing what type of attack it is: Cone, Single Target, PBAoE, AoE, etc. etc. The only restriction would be that melee classes could not choose AoE's.
Second part would be picking the damage type. There are two ways to go about this: First is to allow all damage types to be available. Useful for creating unique concepts, but people would definitely try and min/max this based on damage type. The second way would be to restrict it to your primary damage dealing powerset. For example, a Fire/Energy Brute would have to pick Fire, a Katana/SR Scrapper would have to pick Lethal. Balanced, but prevents certain concepts from happening, like how Statesman has Zeus' Lightning.
Third is to pick the Secondary effect. Chance to knockdown, knock-up, stun, etc. etc. If none are picked, you can boost the damage of it instead.
Fourth is to pick the animation of the power. No need to be fancy, just pick from a list of the already created animations for powers. I would make the animation time set at something medium length, seeing as someone could pick a short animation and be able to fire it off relatively quickly.
Lastly is to name the power.
As for slotting the power, that would be the difficult part. I'm aware a lot of builds cannot spare slots for an extra power. My only suggestion is to either automatically six-slot it, or have it "level up", and gain slots as you use it more.
I would love to hear any feedback on this, even though it's been brought up before. I feel like it would be an interesting system to implement and, with a little tweaking, would not unbalance any aspect of the game. -
Thanks for the help everyone, this has really shed light on the issue for me. Looking forward to more Brute smashing with this guy!
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I'm playing a SS/Shield brute at the moment and I'm having a hard time understanding how to use toggles, specifically the first two for melee and ranged damage, respectively. Should I run both at once? Do I switch constantly? Do I pick one and roll with that? I'm not too sure, and any help would be appreciated.