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I think that most of you are missing what wll make Going Rogue the second best thing they either will add or have added to this game (Right behind the SSK system and just in front of Common IOs):
It will open up both teaming opportunities and all game content to every player no matter what AT they want to play or side they prefer. Combined with XP while Exemplared and enhancers that never go bad, it really doesn't get any better than that. -
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I have to take care of RL ToTing tonight, so I will likely miss this week.
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As far as Tankers go, "The ULTIMATE team player" build will have Taunt in it.
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Quote:Go out to the Shard and buy a temp pack.So far in this thread I like Ice Embers' build best. Doing one myself that can come close to an ultimate build would require me subscribing to the monthly jet pack for a travel power without question. I have been giving that some thought but then that would be wasting a 60 month vet for some.
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You do realize that most of the people that will attend only know about the 70s third-hand, right?
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I want that minute of my life back...
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It took me awhile to realize this but A Brute is not a Tanker in another form.
Elec synergizes really well with tanking and its a ton of fun with SD. -
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Here's one:
Can we access either side through Ouroboros, since we're going to want more than (speculating) Pocket D to transfer back and forth to access the market? -
Quote:Ah, the last of the PvP Munchkins capable of forming coherent sentences...Ya'll are talking about builds and what not a lot, which is all cool and all that but as someone posted earlier. Knowing is half the battle.
Nine times out of ten someone gets wrecked repeatedly it's cause they're doing something wrong or the opposing side knows how to handle the situation best to tip the scales in their favor. If I see the opposing side bringing out just a bunch of scrappers and tanks, what should I do? Grab the corruptors and dominators to debuff them and make them base run. If they're bringing emps and blasters? Bring out the stalkers and dominators to hold/AS spike them.
Example : /Elec scrapper comes into zone thinking he'll do mad damage and can't die. So what do I as a stalker do? I wait for him to do Thunderstrike or jump in the air. Why? Cause the /elec power Grounded only works when you're on the ground. So what happens when he's in the air? He gets a crane kick to the face which knocks him on his ***, and then he gets placated and AS'd by myself and my fellow stalker teammate which results in him getting wrecked/annoyed very quickly.
Builds are great and all that, but what it really comes down to is experience, knowing how to react to what's happening around you, and being able to read the situation accurately to see what's going on. Maybe that's repeating myself, but that's just the way I look at PvP when I go into zones/arena. None of my toons are like super duper ultra mega deluxe purpled out to the gills. All of my PvP toons are i12 builds, I refuse to change to I15 builds, why? No need to. Just from pvping enough I can already see that experience always has and always will trump builds/IOs. If you've got 5 purple sets and PvP IOs in your build but you can't even set up an AS spike, you're pretty much useless. The opposite is true, if you've got lolSOs in your build but you know what the hell you're doing, you're pretty much a force that should be taken seriously.
Period.
Seriously though, this is the type of post the new people will want to learn from. -
Well, at least there will be three of us for certain.
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Happy 26th birthday, Cherry.
Everyone knows that women NEVER age past 26... -
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Quote:Agreed.No niceties, just details and scoops, or it's a bust.
And major kudos to anyone who hits the bar heavy and asks Matt Miller some very uncomfortable questions.
Thank baby Jesus for this event finally getting underway so that we can learn something more about Going Rogue by Monday. -
Quote:That's an update I would love to see.Not that I am complaining about how it is, but I would love to be able to pick up a subway car and throw it. Also to be on the receiving end of a big *** chevy being thrown at my hero toon and have it just bounce off their chest would be pretty cool too. :-)
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Well, you could go with two builds, one with Taunt and one without...
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Quote:See, Silas is useful for something.Fire Breath takes 2.67 seconds to animate. You can fire off 2 Fireballs in that time? My corr has 95% global rech, hasten and 90% rech in Fireball and it recharges in 4.5 seconds. Share your hax plz.
Or, you know, less hyperbole. Either works, really. While it is true that Fireball and Rain are much easier to use and are my go-to AoEs for most of the time, I feel depriving yourself of the damage potential of Fire Breath is ill advised. When stuff is lined up right (which you can do yourself while soloing or moving around on teams) Fireball-Fire Breath is a huge combo.
Also Force, Herr. Mids says: base damage/sec for fireball is 3.09/sec, fire breath is 3.92/sec. When enhanced (using my builds enhanced numbers, Ragnaroks in Ball, Positrons in Breath) Ball is 21.6/sec, Breath is 20.1/sec. Hardly a huge dps difference.
While you could chuck out Blaze and Blast in the time it takes to spew fiyah, Blaze and Blast only hit 1 dude. If you look at Breath in a vacuum sure, its numbers look weak. If you look at it in the context of the set and how it synergizes with the rest of the set(which is what matters in game, unless you only ever play with one power at a time) its a great power.
To me, skipping Fire Breath because it looks bad in a vacuum is like skipping Heightened Senses because wtf, 5% defense for tankers enhanced? That's barely more than Weave is at base, and Weave is to all damage types. But as I'm sure you'd agree Force, skipping HS would be ridiculous. It's just not realistic to judge powers like that. Although there are some powers which are real stinkers based on their vacuum and in game performance >.> (sup, Repel)
Repel is very useful, actually. It knows mobs into the stratosphere when you're running through a zone. -
Quote:We'll see what gets fixed after Corruptors are able to walk around in Paragon City. My guess that, without and changes to the Defender AT, the only Defender sets played 6 month to a year after Going Rogue goes live are Empathy, Force Field, and Kinetics (Speed Boost at level 12 will keep it alive for this AT).One of the tips that pops up every-now and then on the loading screen is something to the effect of : Not all archtypes are built to solo
The defender Archtype really isn't built to be a solo class. Yes, there are some can can tweak their powers with IO's and come up with a build that can reliably solo. Yes, upping the damage to fit what's advertised would also help defenders to solo.
However, the devs have proven in the past they'll take drastic measures (like turning Defiance off on Blasters) to force archtypes to fit into the envisioned rolls. So while a lot of players realize that negligence desperately needs a rework... I highly doubt any anti-mez or the like is in there. Any rework to a defender's inherent is probably going to be very much focused on teaming.
In the same way, I somewhat doubt that the devs will up defender damage. I would expect them to just re-label the damage to low and just leave the class alone.
They need to turn up the fun factor on Defenders or, aside from the aformentioned powersets, no one but hardcore Defender players will make one again.