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Posts
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Joined
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I dont know if its been mentioned, but dual blades combo mechanic seemed to be unique until they gave the combo crit enhancing to MA. Im not the biggest fan of the combos as implemented, but Ive always liked the idea of combo effects.
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Going off that logic we are supposed to be able to solo EB's solo then, which when you are saying we are not supposed to be soloing bosses by default, makes no sense. Just setting to 0/1 does not remove bosses from the game, which is what dechs was saying. The setting that allows you to fight bosses when solo does not turn all the lieuts into bosses, it lets you fight bosses, as bosses, when you come upon them. Setting it to lieuts only is making all the bosses that were supposed to be bosses, become lieuts. So no, even though it is the default setting, it is not the normal mode.
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Quote:Do you know of any way (currently in the game, or a possible change that could be made to the set) to improve the reliability of this combo?I personally view this as a perk to the set-- it has a powerful tier 9 that can easily HP cap a Brute. The best part is that the set has the tools to basically ignore the crash (CP/ED), which happens to be just -endurance/-recovery.
If you practice enough, you can time Energy Drain to animate a split second before the crash, and grant the +endurance after the crash has taken place. It's easier to do this on Energy versus ELA because Energy Drain animates somewhat slower. -
At +0/x1 bosses are not turned into lieuts, they are bosses. They only turn into lieuts when you set the option to not fight bosses when solo.
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Quote:Never seen a dev state this about the current game, so unless you have a quotey, I would not spread this. On regular 0/0 difficulty, Bosses spawn, so it should be expected somewhat.Just so we're clear, players aren't expected to solo bosses: the option is there for those that wish to do so.
What TA powers have you picked up so far? How are you slotting your attacks? Archery does have a higher base accuracy, but that does not mean you can skip slotting accuracy and call it a day. More information is needed to get a real idea of the situation.
edit: meant 0/1 -
Storm is a very fun set, but its also a very endurance heavy set, so no matter what primary you pair it with, you are bound to have some endurance issues. Its synergy with primaries depends heavily on how you choose to play your stormy. A good example being dark/storm, which has nice -tohit synergy, and also packs a killer stun combo with dark pit+ thunder clap. Devastating combo, but requires you to not have hurricane on when you want to do the combo (usually at the beginning of fights.) Some people may not like that playstyle.
AR/storm or energy/storm have nice kb synergy. Ice/storm has nice slow debuff synergy and its a great choice if you like targetted aoe's. You really cant go wrong.
I personally play a sonic/storm, which is a beast. Teams love the -res layed down mainly by the sonic attacks+ freezing rain. I will gladly post my IO build if requested. It was ridiculously cheap to build, especially considering what its capable of. -
Quote:Energy mastery has one worthwhile power, physical perfection. SC is crap, LBE is crap (looks cool though,) and energy torrent? Pyre mastery looks alright but, theme aside, why would I ever choose pyre over soul? Very similar set up, but soul mastery blows it out of the water.I don't know... I can easily see some Brutes taking a long look at Energy Mastery. And I've got at least one that I'm planning to go for Pyre Mastery for theme purposes.
Quote:Masterminds got... weird stuff. Not all sets have an armor, the armors are in different places in the pools that do have them... too many attacks, to many soft controls, and powers that induce scattering. Not to mention the god mode powers and the self rez... both of which are exceptionally poor fits on a Mastermind. -
Quote:Im sorry for the last however many years you were spoiled by not having to earn your APPs. Since us redside players have had to work for our PPP's, its nothing new. The fact of the matter is PPPs have actual concept behind them. They arent powers that magically become available to you, you must earn the right to use them. By doing the arc, you are gaining the trust (and later betraying it, of course) of the keeper of the power.Sure, but calling it "parity" is pretty much a lie.
They don't get equal access to the pools.
You have to run an arc to get access to Patron pools, which a Hero has to do a LOT more work to do.
Also, does anyone know if side-switching prevents you from ever getting Hero/Villain merits?
Im amazed heroes are complaining. The PPPs available to heroes are much better put together than most the APP's for villains. Most redside APPs dont offer much/anything that would make me want to go with them. Doms the major exception, what with all the aoe madness. Masterminds have some nice stuff too, but still. They should have focused more on providing equal desirability. -
Quote:yeah srsly. Defense debuff is brutal (since usually when one guy in a mob is doing it, mult. guys are) but I dont have any debuff resistance on my stormy and I rarely see situations a small purp wont fix.Exaggerate much?
Lots of defense makes a difference. Not every enemy group comes packing -DEF. And some of those who do, don't use it enough to make it that big of a threat.
[EDIT] And by the way, my Dark/ Defenders have all done great against the -Def of the Cims, so I wouldn't say no "RANGE" AT.
For the OP. since you do not play your 50's, Im gonna suggest something that gets its main aoe at the ripe age of lvl 6; claws.
For the "money is no object" suggestion, Ide say rad/ or fire/ and /mental, /fire, or /elec blaster. The builds can be ruthlessly tight (gl with softcapping the fire/ toon, its really hard) and a bit funky, but full of AoE from the get go.
Another fun toon would be a veat. They have heavy defensive secondaries, nice team buffs, and plenty of AoE. You cant go wrong, fort, crab, nw, bane. -
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Quote:That happens to all powers in the game as far as I can recall. Not that its not annoying, but it may be working as intended.P.S. could you please fix Transfusion and Transference's failing when cast on a target that dies less than a second later next? Thank you.
EDIT: And these changes really Improve TA's feel. Sure, no debuff values were buffed, and acid arrow still has its crap radius, but the sets definitely more enjoyable. Though the ice arrow animation situation is a bit funky.
EDIT: They should get black scorpion looking at carrion creepers. The power doesnt seem to have any functionality issues, but the never-ending damage numbers have always seemed like a bug to me. -
Yeah spend 10 minutes on mids making a softcapped blaster and then come back and try to say its easy again, because its not. You sacrifice a lot, typically end up picking powers youde never dream of having on a blaster, and even then some combos literally dont seem possible (without the pvp io +3% def for sure, with it I dont know.) Bottom line, when you softcap a blaster, you are sacrificing A LOT to get the softcap. Unless you have done it/tried it, you should not be commenting on the difficulty. And considering how hard it is, the outcome still aint that amazing. Softcapped blasters still have their base HP.
But yeah, I am definitely for putting more resistance bonus's in the game. Especially exotic damage resistance. -
Quote:Shark week on discovery has put the Mako PPP to shame.I C wut u did thar!
But seriously, could do an energy or dark/ storm corruptor and then take the Mako PPP for the sharks.
EDIT: god all I want now is a 6th power for Mako called Predation. Targetted AoE that causes a great white to breach the water and attack the **** out of anything in range. -
Would be much more viable if we had power customization.
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VEAT...
no dual pistols, but you can shoot stuff from a mace... -
Is "erg" supposed to be nrg, or energy?
What are your concerns about the toon? -
Im with macskull on his suggestions.
If the dev's are set on the animation for ET, they need to completely remove the -health component because as it stands in teams my attack chain is ET+TF+WH, rinse and repeat. I toss the occational BS or gloom in there when theres a gap, but that is my attack chain. So that means I damage myself every third attack... -
I like to use my sonic/storm for "tanking." Since hurricane keeps them out of melee range for the most part, I only had to build for ranged defense. Made the build cheap and allowed me to still focus somewhat heavily on recovery and recharge, the two main things a stormy needs.
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Quote:TA for corr's has absolutely no place in this steamrolling team discussion (considering people have shot down traps and other sets.) It is an all debuff set that is outdebuffed in almost every department by the other sets, and those other sets typically do it with 2-3 powers. With TA, you will likely be almost done with your debuff attack chain by the time the mob is killed. Not the funnest playstyle. Also, acid arrow is so positional it makes its effectivity, especially in teams, much less so.I can't believe /TA isn't getting more love.
-DMG, 2 -RES powers, a Hold, an AoE Slow with -fly, an immob with -fly, 2 -DEF powers, and a 'nuke' that acts as an AoE Hold and a -Regen that is still great for AVs.
If you are looking purely at what debuffs TA can dish out, yeah it seems powerful. But if you look at the debuff values and take into account how many powers it took to get that amount, you will see a total different story. -
Quote:This is wrong. What keeps you from going to the other sides homeland is the fact that only heroes can use the teleporter to paragon, and villains can only use the isles one. Dont believe me? Get a couple people to rush in there and click the teleporter, and itll do nothing. Before, this was not the case.You can't attack drones. They're there to prevent any heroes from going to the rogue isle, and any villains from going to Paragon. you may know it as "working as intended".
The purpose for the drones presence is so one faction cant camp out and completely block the other faction from exiting their base, or getting killed in their base.
But yeah, droning people is fully strategy and their own fault for getting so close. -
Im wondering how many people do this. I tend to target my own guys, unless I start grabbing too much aggro. I then target through the alpha sponge until its safe to tab away on my own.
The questions not stemming from a confrontation/ drama, just wondering if it is common practice. -
Gonna also suggest a radiation blaster, with either elec or fire manipulation for the secondary.
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Its looking good. I would finish 4 slotting the two mallet attacks with kinetic combats and toss either gift of the ancients or red fortunes in the defense powers. Gift of the ancients work with the slots as they are, giving you more endurance/recovery and fire resistance. Red fortunes work well if you can move slots around to get the recharge and possibly energy/neg defense bonus's. You should try to get more slots in fault to up its recharge and stun.
If you are not familiar with defense softcapping, its 45%. -
Rage doesnt make footstomp worth it, it makes the other powers worth it (KO blow doesnt need rage either.) Footstomp alone, would still reign as king of AoE for melee toons. Its recharge and range alone make it the king. So would the set underperform from an AoE standpoint? No, but the rest of your attacks will feel like pillow punches.
Quote:Was liking what you said until this load of crap...Rage is the strongest of those powerful powers and the only reason that Super Strength performs in the least. -
From a balance stand point it seems pretty overpowered in a teaming situation. Also, if it is any mez that starts the timer (your example is a stun) this would definitely be overpowered solo/teaming.
It doesnt fit conceptually for me either. Not all enemies in the game are "arrested." There is no way we arrest green mitos or the stereo AV. Arrest was a very "E" choice that they went with likely to keep a mature rating off the games box. The game also has profanity disabled by default.
EDIT: read your second post about the no AoE's and that helps with balance, but I still think its definitely unbalanced for teaming.