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Posts
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Does chronoshift also give the individual who uses the power a recharge bonus or is it to allies only?
I was thinking, could you use hasten, then chronoshift, then burnout then back to hasten again and chronoshift again, would that make you a recharge machine? I think it would possible make your team a recharge machine as well.
Whats gives better on recharge on powers in list Accelerate Metabolism or Chronoshift? -
How do you reach it, just add the % up from defense, lets say your a SR tank, so you add up the percentage from your enhancements on each defensive power, so if it says, 20% 20% 8% 8%, add those up and you get 56%. Is that how you do it?
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Do brutes and scrappers have much of a difference in their defense power sets, basically what im asking is brutes defense better than a scrappers defense?
Do brutes have a big difference on Hp vs a scrapper?
Do brutes have reach some kind of cap in something that scrappers dont that allow scrappers to excel in a certain field over a brute? -
Does anyone know the numbers for this, which gives you a better recharge towards your powers, quickness or ligtning relfexes?
Can lightning reflexes get hasten to be perma?
Also input your opinon on super reflexes and how it works for you. -
im having a very tough time deciding between a SJ/SR scrapper and a SJ/WP scrapper and a SJ/WP brute. Im wanting big time offense and survivabilty.
I would think that a brute with willpower would do better than a scrapper with willpower on survivabilty and also with fury be able to hold his own, but someone was telling me that a scrapper with willpower and a brute with willpower wasn't that much difference cause they were saying that you can reach a cap or something with a brute and he would be weaker compared to the scrapper cause the scrapper can get his cap alot higher in something, I dont understand that much though I guess about these cap stuff. -
Yeah, im sorry I just reaslised I put this in the tanker fourm, to all reading this my appologies. Since I have your attention if you would like to comment on the 2 powers please do so. I made a SJ/SR scrapper and I also made a SJ/WP scrapper. I was thinking that since street justice is already a fast animation set and hard hitting that quickness + hasten would make this set very very fast, im going to try it out.
Does anyone know if quickness can help make hasten perma?
But also willpower may be good with the scrapper cause I get the feeling that SR will be squishy compared to will power, and I notice that willpower has a power that can help with endurance which should help and a power that not only boosts ones HP but does -Tohit on the enemy as well.
If you have played both a super reflexes and will power please post your experience with the 2 and compare. Thanks -
Which do you prefer and why for a scrapper?
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I was wanting to make a SR/SJ scrapper and I was wanting to know how well the quickness power increases your attack rate.
How well does quickness work for you?
Was thinking that SR/SJ and having quickness you would be able to do some really fast hits.
Any suggestions is much appreciated, also was thinking of rolling a willpower/street justice tank or scrapper for concept. -
Well I made a Ice/Time controller and still in the early lvl's like lvl 15 and so far very good. The artic fog + time's juncture is working very nice but the thing that is working very well and actually suprisingly helpful is the confuse element in artic fog. You start a battle and the enemy at random starts to get confused then back to normal may do 1 attack and back to confuse again. Then they start to attack their own teammates but due to the -Tohit from time's juncture they dont really land a hit on their own teammates. This combo seems to be really shutting the enemies down from doing much, but still alot can change through the progression of lvl's and still early lvl's much can change this.
Really wanting to hear feedback from anyone that has done ice/posion and run the artic fog + venomous gas, anyone out there?
Ice/poison is one I really want to try but really want to hear someone's feedback on this. -
I was thinking Beam/Posion for the fact you can debuff quickly with envenom and weakon and beam rifle is starting to get known for good ST dmg your thoughts.
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Post your super reflexes experience and how you liked or not liked it. Compare the super reflexes vs. all other armor.
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Anyone who has tried either ice/time or ice/posion please post your experience with it please, thanks
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I was doing some more reading, I think that ice/time will be better at lower lvl's but ice/poison better at higher lvl's. with ice/poison, you have shiver and neurotoxic breath that you can use back to back which will do -recharge and -Spd and artic fog with venomous gas will give you the -res,-def, -dmg, -to hit. This is very tough for me to decide between, cause time's juncture gives you the -dmg and -tohit. So when you think about artic fog and venomous gas you get -Stealth, -Recharge, -Spd, -Def, -Res, -Dmg, -To hit vs. ice time's dual aura of -Stealth, -Recharge, -Spd, -Dmg, -To hit, and more -Spd. you gain a -Res and -Def with ice/poison.
Thing is the ice/time radius is 25 ft, for both power pretty sure while ice/poison is 25ft, and venomous gas is 15ft.
Does venomous gas run as a toggle that runs for a short while or does it stay running?
I just dont want to wait till lvl 38 to see how well artic fog and venomous gas works, when I can get artic fog and time's juncture before lvl 6
32lvl difference there, not sure if 32 lvl's would be worth the wait, but to run shiver and neurotoxic breath back to back would be cool though. -
Yeah, is there a way the developers will listen to us, seems that ninjas even has strong ST damage but what do the merc's have. Every other primary MM has something but Merc's what do they bring to the table besides looking the coolest, they win the fasion contest but I would also want to win the defeat the mob without dieing contest.
Things to change...
1.) Make the medic heal only, no firing weapons. He will have good heals and they will be frequent only to pets and pets only along with some kind of buffs.
2.) The seals will have some kind of defense componet like Super Reflexes that make them hard to even hit.
3.) Seals have better dmg output and better range
4.) Commando just better at everything (lol).
Post what you would like to see improvments on. -
Im thinking Ice/Time would be the best due to the fact that ice and time will work together and stopping recharge attack rate on enemies to the point they can't fight back really. Artic air and time's juncture both have a 25ft. radius (pretty sure) and if you run those 2 powers throw out distortion field and ice slick, then jump in the middle of the mob, you would have -Speed -Recharge, -To hit, -Damage and artic air I believe would stack with everything giving you even more -Speed, -Recharge, -Stealth and confuse and ice slick is also -Speed, -Jump and knockdown.
You run those powers inside a mob I would think you would make them come to a complete halt.
Ice slick is better than earthquake from a earth controller far as knockdown goes right?
Thinking that ice/time will the be the -recharge machine
Venomous gas on the other hand gives you -Res, -Def, -Dmg, -To hit, so those things there have my interest. I still think that the -Recharge and -Speed would benefit you more than the -Res and -Def from venomous gas which i think is only 15 ft. radius -
Thinking about either Ice/time or Ice/poison, cause im liking the idea of two aura's on at the same time. Will they cancel each other out, am I allowed more than 1 aura on at the same time?
Artic air + Time's juncture Artic air + venomous gas
Anyone roll this yet?
If so fill us in on how it went. -
Question to all merc fans out there, what would you rank as the best secondary for a merc, and merc only?
Right now im rolling a merc/TA, its cool and all but serum is very upsetting so far, only lvl 18 so far. Serum only last a very short while then makes your pet into a statue that stands there useless cause he's drained of end. They need to make serum last longer, perma, and no crash then mercs might finally get some respect.
Im really liking the concept of merc/TA so far but the medic is isn't that great, his heals are weak and few and far between. Will things get better?
Will commando make up for the lack so far?
Also I dont stand by and do nothing and let the pets do all the fighting like some MM's do, I get in there and I have selected all 3 gun powers. Im in the fight much as my pets are constantly shooting, and I usually always have them fire all on my target. Kinda figure if they fire on my target and im helping will make this set good.
Correct me if im wrong, but do most people just stand by either healing, buffing, debuffing and ect. with their MM and not shooting and fighting with the pets? Cause im doing alot of shooting and shooting TA everywhere to.
Mercs are the most fun pet to play as so far, but starting to become the most upsetting unless commando makes up for it. So far its the medic and serum im having problems with. -
Will Merc's get a buff in i21, do they get anything or TA get anything?
I would like to see them get something.
I also have from when CoV first came out a bots/poison, will he be any better after i21? He is lvl 38 at the moment.
I really like playing the mercs/ta right now, but in the back of my mind I kinda feel like im wasting my time if it turnes out that this build just gets weaker as you continue compared to bots and thugs.
Does TA not debuff as well as traps? From what people are saying on the boards make it seem that way. -
How do you keep your bots from being in melee and keep them firing from a distance? Is that bodyguard mode then, when they stay by your side firing at a target from a distance?
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Street justice is coming out with i21 right? I wanted to try pairing SR/SJ together. Any thoughts of this combo.
Can someone post a link to the street justice powers list so I can read the descriptions off all the powers.
Thanks -
So far I started a Merc's/TA, the combo is very fun so far with all the animations and having soldiers and a bow is very neat. I have been reading that people feel the mercs are very underpowered compared to the other powersets. Will this combo be dissapointing later on, cause I also read that TA is also very bad. Does anyone have mercs/TA or any advice, any thoughts?
Also I did make a thugs/therm and been playing him a little bit, what can I expect out of him?
I also plan on trying to make a bots/traps MM sometime, how would the 3 MM's compare here, Mercs/ta, thugs/therm, Bots/traps? -
I was thinking super reflexes and street justice for a tanker, not sure how well street justice would work for a tanker, but I think it will be fun, any thoughts?
Someone brought up a good point though for SR on tankers, that if you have a group of 20 baddies on you, the chance of getting hit goes way up and if they are 2-3 lvls higher than you, if you do get hit you could die very quickly. Just kinda wondering if SR for a tank will be good as long as you dont fight enemies that much higher than you. So the question is, can you "Tank" with super reflexes? I do want to try it out for a tank should be fun.
I would also think that the powerset for super reflexes for tankers would have to be slightly different, maybe a different power in there. Anyone know if it is?