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Posts
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Joined
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Quote:Oh please, anyone can run into melee. It's very easy to do with our without any sort of stealth power or mez protection. My Corruptor spends most of her time in melee because that's where she's best. The only time she'll die is when she's mezzed. It's a magic bullet.Except they have to actually get to the enemies to use theirs, so the point is invalid. Melee ATs have mez protection because otherwise they couldn't get into melee.
She can solo +0/x8 easily against groups that don't mez much (like Council), but I have to drop the difficulty significantly against anything with a lot of them (like Rikti) or else breakfrees turn into a crutch, consistently being the only thing keeping me alive in every fight.
This is why I call things with a lot of mezzes "difficult". It's not that they're hard enemies, they just have a cheap shot that I absolutely have to respond to with a crutch. Use your crutch or die. That doesn't happen with anything else in the game. -
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It's definitely not 3 seconds, but it is definitely a bit more than 1.67 seconds. My timings of it puts it at slightly over 2 seconds.
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Those are legitimate weaknesses (except the Brutes, that's their own fault; if I can manage endurance on a Rad/Dark Corr, then they can manage endurance, too;; also the scrappers, as they don't actually have that problem), and the other ATs have their fair share as well. The problem is that they also have the added magic bullet of mezzes thrown in on top of them.
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Quote:I honestly wouldn't mind mezzes all that much if they weren't absolutely everywhere late game. Like I said earlier, the devs seemed to used to think it was some sort of magical switch. Give something a mez, and that made it "difficult"!gotta love it when people blame everything under the sun but themselves for the problems they are experiencing. if only they would use the tools provided to them to overcome the problem they wouldn't be here whining like little school girls.
Do you know what would be really "difficult"? How about an enemy group where every basic attack has a chance to mez, and then make some LTs and Bosses with even more of them!
Or how about 30-second-long AoE stun grenades! That would be extremely "difficult"!
Difficult is fun, "difficult" is not.
That's not how things turned out, though. They end up being a sort of magic bullet against some characters while being completely ineffectual against others, and their density in some cases really makes it seem like the devs were being intentionally unfair against certain ATs while basically handing the others an 'I Win' button due to lack of other challenging elements. Those cases, specifically, need to be looked at and reworked in order to be a challenge to all ATs, not just the ones without mez protection. -
Its stats are pretty much identical to that of Explosive Blast (same damage, recharge, cast time, endurance cost), it just lacks any annoying knockdown. I quite like it on Blasters, even moreso than I do on Defenders or Corruptors.
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You're saying that he's doing it wrong.
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Quote:Is it challenging or annoying? Why shouldn't I be able to play a bit more 'gung ho' as a defender who is normally has to play like I'm terrified of anything boss-like with mezzing?
It's annoying is what it is. It's what the devs thought was "challenging" for a long time, and that's pretty much why tankers and scrappers find everything so easy: Things that were supposed to be "challenging" don't affect them one bit. -
Quote:Maybe it's just me, but my Rad/Dark Corruptor plays exactly like my Dark/Rad Defender. The only difference is that the Corruptor does it all faster.Myth: Corruptors play like Blasters or Defenders.
Fact: Corruptors play like Corruptors.
Myth: Black Hole is useful
Truth: Black Hole is incredibly redundant
Myth: Confuse powers "steal" XP
Truth: Oh no they don't -
<3 Power Customization
<3 Difficulty Slider
Maybe now the price of purples on the market will come down. -
Quote:What competent teams have you been on that have had trouble overcoming an AV's regen? The answer is none because any team that can't isn't competent. Seriously, an AV's regen is only an issue when trying to solo them.Again, it's probably useful in a leveling PUG or with a very, very bad tank (or with no tank at all). Any decent tank won't need outside help (or very few) to tank the AV anyway so all the -dmg of the world won't help with the real issue: overcoming the AV regen and killing it in a decent amount of time. That leaves the small -regen and the res debuff which both will be resisted.
Also, -res is resisted by damage resistance, so it won't necessarily be resisted, and it will always multiply damage by a flat amount. -
Warshade
Teleport in, hit eclipse, mire, switch to Nova, spam AoE death. All while your two kooshes are spamming their own attacks (AoE death included). Switch back to human, Stygian Circle, next group. -
Quote:Everyone calls for a KIN. The reason is simple, all they care about is the crack. Kin is all about buffing. Most people only pay attention to their toon. That makes them selfish. Selfish people only care about what something does for them. Most selfish people also want recognition that something is helping them. If they can not see the effects then it is not happening. You never see "Inertial Reduction plz"
Dark Miasma-ists and Storm-ites steal that thunder.
But at the same time:
*KABOOM!*
Team Leader: What happened?
Defender 1: He got Kinetics in my Dark Miasma!
Defender 2: He got Dark Miasma in my Kinetics!
Blaster: This is awesome! -
A well-played Dark Miasma character takes all the aggro regardless of their teammates' ATs or actions :P
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Quote:I thought they "fixed" that by removing all claims of any defense debuff. Also, I play Dark/Rad Defs and Rad/Dark cors :PI will admit that Dark Miasma has one major problem: AVs.
Dark Miasma, doing everything it can do, it about equal vs. a level 50 AV as a Trick Arrow Defender who has 3 -tohit SOs in Flash Arrow.
DM also has a minor problem: No source of defense debuff. However, Petrifying Gaze's combat spam claims it reduces the target's defense (it doesn't), so I'd love to see PG get buffed so that its combat spam isn't lying to me
Anyways, Dark Miasma's great with AVs! The word of the day is Damage Debuffs, and boy does Dark Miasma have a lot of them! Don't forget that damage debuffs are affected by resistance debuffs. Only a few choice AVs (such as Infernal) have insane resistance to the damage type they deal.
It's also worth noting that, even with AV debuff resistance, stacking all your ToHit Debuffs onto an AV does produce a noticeable effect, especially when stacked with Shadowfall's defense (I think it ends up being around -15% ToHit, which isn't insignificant). -
Quote:Honestly? I thought the opposite. I thought his proposed drop rates were too high. You almost definitely defeat upwards of 500 foes (a large portion of which aren't just minions) in a single ITF.What you are suggesting has a host of problems, not least of which being that you're trading one horrible grind for another. Getting as few as 500 of these points would require around 2500 minions, and that's just absurd as a minimum.
This is endgame progression we're talking about, it's not something that's meant to come quickly. -
Dark Miasma is, in my opinion, one of the strongest defensive sets there is. It has considerable crowd control capabilities and very strong debuffs. It's a set full of very powerful tools for neutering enemies in a variety of ways. From my experience, it can take two roles:
Primary Defense- in which the user is the primary means of team defense. Fearsome Stare, Darkest Night and Tar Patch are often used in conjunction to effectively neuter a single group of enemies. Dark Servant simply makes everything easier.
Secondary Defense- in which the user is complementing other defense sets. Tar Patch and Fearsome Stare are often used on the group being engaged. Darkest Night is saved for tougher foes or additional aggro. Dark Servant is saved for additional aggro (plopping him in the middle of an unintentionally aggroed group will take them out of the fight). Fearsome Stare can also be used to deal with additional aggro. Howling Twilight, too, is useful for this. The main role of the set here is to suppress additional aggro, something Dark Miasma is exceptionally good at.
The role of primary defense is usually taken in teams, especially smaller ones. When groups of enemies can be locked down and debuffed many times over, a team can take on some very tough enemies.
The role of secondary defense is most often taken in TFs, especially speed runs. Dark Miasma can lock down and take out of the fight multiple groups of enemies by spreading its assets around. It has multiple ways to deal with unwanted aggro. This is also why I think Black Hole is useless; the set already has many ways to achieve such an affect. -
Quote:When I saw that you posted, I pretty much knew what you were going to say, you discredit and try to drag down anything you can, though you do make up the whole, and I see you as the main voice of negative, I can't say I share anything you think except the fact that #5 needs a better name. You have posted without supporting your claim, and make yourself look foolish. If your going to post on a serious thread, take the time to at least post something halfway useful... Like post where the devs have used the two in the same name and maybe find a little more time to post if you wish, but I was in no means lookin for opinions. I know what everyone's' opinions are going to be, maybe I was hoping for at least someone that shared my idea... But thanks for the little bit of time.
Nova
Welcome to the process of peer review, where your idea isn't nearly as good as you originally thought it was. -
I suppose I should post my build. I'm much too lazy to input it into Mids with all the IOs and whatnot, but here's a picture: Behold
I've also listed the enhancement bonuses on each of the powers for which it isn't obvious (those with IO sets) as well as any procs:
Neutrino Bolt (apoc, shield breaker, touch of LG, achilles' procs)-
Accuracy: 53%
Damage: 53%
X-Ray Beam (touch of LG, achilles' procs)-
Accuracy: 36.7%
Damage: 96.5%
Electron Haze & Neutron Bomb-
Accuracy: 47.7%
Damage: 99.1%
Recharge: 65.1%
Range: 15.9%
Endurance: 47.7%
Irradiate-
Damage: 96.3%
Accuracy: 66.3%
Recharge: 99.7%
Endurance: 18.5%
Proton Volley-
Damage: 91.8%
Accuracy: 47.7%
Interrupt: 50.9%
Range: 12.8%
Recharge: 42.4%
Endurance: 47.7%
Darkest Night & Dark Servant-
ToHit: 57.5%
Recharge: 47.7%
Endurance: 47.7%
Fearsome Stare-
ToHit: 22%
Fear: 73.8%
Recharge: 47.7%
Range: 15.9%
Endurance: 53%
Accuracy: 73.8%
Shadowfall (-KB)-
Resistance: 51.9%
Defense: 22%
Endurance: 21.2%
Combat Jumping (+stealth)
Dark Embrace (-KB)
Noteworthy set Bonuses:
HP: +52
Accuracy: +39%
Recharge: +41.25%
Recovery: +17%
The two slots in Health are reserved for the Numina's Convalescence and Miracle uniques. I know should upgrade some of those lvl 35 IOs to lvl 50. I'll eventually put 5 of the Apocalypse set into Cosmic Burst. Hopefully the price of purples will come down with the AE XP nerf. I was lucky enough to get the proc when it was only 60 million.
I've not tried soloing an AVs with it, so I don't know how it would go over. EBs are cake, though. -
That build does not have Tar Patch in it.
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Well, it takes more than planning. It takes both planning and the team to stop for 20-some seconds while you use the thing. It's more productive to simply not stop for 20-some seconds and continue killing things as usual than it is to use Time Bomb.