Necrotron_RO

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  1. I will never delete a level 50, ever.
  2. So, not FotM, but powerful in it's own right.

    Some ideas:
    Katana/Regen Brute - Somewhat rare, and can be quite strong and survivable with IOs (+Def, +Recharge)

    Illusion/Cold (or any secondary really) - Really unique set and worth playing at some point.

    /Mental Blaster - Blasters aren't survivable, right? Let the Tank/Brute/Scrap build a quick huddled pack and then dive in and Drain Psyche. Achieve +1400% regen. Add PFF + Aid Self for flavor. Simmer. Done!

    Want to be Tankermind? - Make good use of your PFF and grab Provoke on your controller. Taunt the mob and immediately huddle into your PFF. Let the team and your pets destroy the mob.

    Psy/Dark Corruptor - No really special synergies, but you get a ton of cool/fun powers and lots of hard/soft control and debuffs.

    Battle Axe is available for Scrappers!

    Also, playing Empathy will earn you a Rainbow Dash pony for free with every playthrough!
  3. Quote:
    Originally Posted by Trilby View Post
    Out of sheer habit now, I slot Numina's and Miracle proc in health, a performance shifter proc
    That about sums it up, and someplace to store a Steadfast +3% Def, and as many LotG mules as I can fit. The rest depends on the AT/powerset.
  4. I think we just need a 32 target aggro cap for tanks and call it a day.

    Note: not entirely related to herding.
  5. Quote:
    Originally Posted by Android_5Point9 View Post
    Stone Armor: I kinda think the whole set could use a revamp, though that might not ever happen. I've got little to no experience with it, but all I've heard are horrible things. Do you really just drop everything and run Granite and that's it? 'cause that sounds horrible.
    Pretty much, yes. Previous development lead Castle stated something to the effect that Stone Armor was purposefully less effiecient than other sets as a sort of penalty building up towards Granite Armor.

    I'd love to see the endurance costs come down, at the least for pre-Granite to make those levels smoother, and make non-Granite tanking more viable as an alternative to Granite only tankers who skip every other power except Stone Skin, Mudpots, and Earth's Embrace.
  6. Quote:
    Originally Posted by Blood Red Arachnid View Post
    I would definitely change the nuke powers on most blaster so that instead of a -1000% recovery they would get a -100% recovery, and -50% endurance instead of -100%. Then blasters can keep their toggles up and actually do some minor stuff instead of being completely useless for 20 seconds.
    Yeah, I stopped using nukes with crashes years ago and have since respec'd all my characters to skip them.

    In the current pace of the game where the action never stops, I cannot find a use for a power that makes me useless for 20 seconds afterward (and possibly longer, if I'm still retoggling). Sure, they have a tiny advantage of doing that damage 'now' versus 'two seconds later' by using standard AoE attacks, but with waaay too big of a downside.
  7. Necrotron_RO

    Disrupt?

    My recent Spines/EA Stalker took and used it. It's very 'visual', but worked well with my fish themed character.

    It's pretty effective (although it only stuns minions), and I've gotten great mileage out of it. The endurance costs were very managable with /EA and the standard Miracle/Numina procs.

    YMMV.
  8. Bought the bow.

    As for the Roman parts, just like the Vanguard parts, very handy to be able to get them at level 1. If I were creating my character 'the Cimeroran' now rather than a year ago, I would be very happy. But alas, I don't see myself rolling up any more roman themed characters in the near future.
  9. Pure defense can work quite well when they softcap, however...

    resistance based sets work even better when they can softcap defense.

    With the prevalence of +Defense bonuses via IOs, the more powerful values luck inspirations versus sturdys, and the much more frequent +Defense buffs from teammates, resistence sets just generally fare better in this game environment.

    That said, defense sets can steamroll through some of the toughest content, it's just in environments with auto-hit damage (e.g. incarnate trials), resistance fares better. And on the very top end, defense sets can't compete with a resistance set that is also soft capped with IOs. Sure, defense debuff resistance helps defense sets maintain their mitigation, but resistance sets can often keep themselves softcapped via careful management of their inspirations.

    When a small luck provides 12.5% defense whereas a sturdy provides only 10% damage resistance, it only takes 4 lucks to cap ones defense, where it takes 7-10 sturdys to cap ones resistance. In addition, 12.5% defense will make things miss 1/4 of the time, where a sturdy only reduces damage by 1/10. Lucks provide more mitigation per inspiration value, and thus give more bang for your buck until you have maximized their value by hitting the soft cap.

    Nothing wrong with defense sets, they work very well, it's just in +4/8 content, resistance sets, I've found, generally can perform better (not that defense sets can't run this content too, I've just found my resistance based characters to have an easier time doing so).
  10. Energy Melee.
    I would revert Energy Transfer to it's original animation time and consider it done. Quality of life improvement and small buff to Single Target DPS to give Energy Melee a reason to be played (other than the stuns)

    Force Fields.
    I would add some defense debuff resistance to the shields to make up for the sets lack of utility compared to other +defense sets (e.g. Cold), and perhaps add a small -resist to Force Bolt.
  11. Necrotron_RO

    i22 AE Changes?

    How about those badges?

    Those were quite cool, incentive to play AE arcs and fun little rewards for accomplishing things. Not to mention, some of the coolest badge titles ever created.

    *sniffle* I miss them.
  12. Most requested secondary for Blasters ever!
  13. Quote:
    Originally Posted by Kioshi View Post
    What about not detoggling, only suppressing toggle powers?
    If it suppresses my powers, I would buy them, and I could use them.

    If it detoggles, well, there is nothing cool enough to warrant sitting around retoggling for 30 seconds after every time I use it.
  14. Quote:
    Originally Posted by EarthWyrm View Post
    Pretty much. Or, never, for travel powers that de-toggle me. Guess I'm too addicted to melee.
    I really, really want to like all these vanity travel powers, but...most of my characters run between 6-10 toggles each, and I can't find a use for a power that forces me to retoggle for 30 seconds after every use.

    We need toggle suppression technology!
  15. I can't pick just one.

    A bazillion alts (and usually something different every night) are the reason I play this game.
  16. Quote:
    Originally Posted by Eldagore View Post
    Stone armor. I tried 3 times, but not since before CoV came out. I can't play the set with rooted as it is. The set still has nonsense mechanics from the begining of the game.
    One bonus for Stone Armor is the -Fly component it has. You teleport somewhere and bam, you drop to the ground and can either move again (if you have Speed Boost), or you can excute grounded required PBAoEs.

    Currently, my Stone Armor chararcters are the only characters I haven't respec'd out of teleport since the great 'you will hover and not be able to move anywhere for 4 seconds' change of issue forever ago. RIP Teleport pool.
  17. Quote:
    Originally Posted by Kirsten View Post
    Huyeah...
    Blasters are useful. They deal more damage than nearly any other AT. That AoE and ST..
    Blasters are positioned to take advantage of damage buffs more than any other AT with the highest damage cap. Also, they can sustainably dish out the largest (non-buff enhanced) AoE damage with Defiance and a high damage modifier.

    That said, they bring zero in terms of buff or aggro control, and little in terms of debuff or mez, so they rely on other ATs to provide them.
  18. Quote:
    Originally Posted by dugfromthearth View Post
    Stalker: Desirability low, usefulness low. You bring damage which everyone does, you do not have AoE and just are not very useful. Exception: vs AV's your high single target damage is desired.
    False. Dominators, Brutes, and Scrappers often bring more single target sustainable damage versus AVs. Also, any AT with a force multiplication effect (buff/debuff) is vastly superior to a Stalker versus AVs.

    The only usefulness I really see Stalkers thriving at is taking out a single leuitenant pre-alpha from the mob. They cannot AS and outright kill a boss (although a Dominator in domination mode can hold them). I really hope they get a superior buff in this current reworking of them to make up for their shortcomings.

    I would like to see them become even better assassins to this effect, with vastly superior single target damage to everything else. They should really hit bosses, elite bosses, and AVs hard. But as fun as they are in their current state, I doubt they will ever see AT parity with Brutes, Corrs, or Defenders.
  19. It wasn't a stealth change, but...

    it does remove any desire for me to ever buy a vanity pet from the store or use my current veteran ones, as my utility Blue Wisp Pet will always be cast first.

    Also, with it being a toggle, when my Blue Wisp Pet dies, I have to wait for it to recharge rather than being able to instantly cast another like it was previously. Also, it adds another distracting 'moving icon' on my power bar which for whatever reason, bothers me and I don't like.

    All in all, it was a sad day for pets. They will be missed.
  20. Well said, Zwill.

    Thank you for the concessions on Super Packs that were made. Obviously, I was one helping champion for costume parts to be available through alternative means (as costume parts were 'my' only interest in the packs), but that the decision went this way isn't going to make me hate or be frustrated with all the hard work the team puts into making these game improvments possible. Thank you for all that you guys go through to make the game the ever improving product it is.
  21. I actually gotta admit I understand it. They want it to miss a few targets, they don't want characters to be able to reliably hold 'everything' in one fell swoop.

    Some powers, I think, could do without the Acc penalty, and still not be overpowered, but alas, I wouldn't campaign to change them.
  22. You can always hope, but most likely, those names will never see the light of day again.

    Finding a creative name/theme/concept that isn't taken is part of the thrill of making characters for me.
  23. Forums exist for ranting.

    Not really, but...every game that has forums generally has lots of discussion of things people don't like. *shrug*
  24. Quote:
    Originally Posted by Test_Rat View Post
    The beaty of traps on defenders is just exactly how tough and resillient you can become.

    Unlike Corrs and MMs, you can have a Traps defender with ANY epic pool choice while still having:

    45% soft cap to everything under the sun or 59% incarnate softcap to ranged with near 45% softcap to Melee/Aoe.
    Permahasten on top of the above.
    Massive deep debuff numbers from seekers, Caltrops and Acid Mortor.
    Al the while not too far behind (and depending on epic taken possibly surpassing) a corrutor in damage when solo.
    Looking at my current Traps/Electric build, I soft cap everything and have 70% S/L resistance. That's pretty epic.