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Posts
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Joined
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So I just picked up Lightning Clap on my elec melee/invuln brute. Fun power, but I wish it behaved the way that Fault does from stone melee. Fault is no damage, knockdown and disorient. Lightning clap is no damage, knockBACK and disorient.
The difference is huge. Fault is one of my favorite powers in Stone Melee, Lightning Clap is fun but not nearly as useful.
Thunder strike is amazing, and one of the joys of the set for me. Chain Induction, I heard of the xp bug and avoided. I also heard the animation time is a bit long on it...along with long animations on thunder strike and jacob's ladder, it didn't sound worth it to me until it's fixed or changed.
Damage feels a lot less than other brutes so far, but I'll admit that having 2 elec brutes on a team is great fun. I'm not a numbercruncher, so no idea about all the brawl index stuff. Looking forward to Lightning Rod, hoping it'll soup up the damage even if the recharge is a bit long.
My dream would be able to open up with a lightning rod, then thunderstrike and handclap without sending the enemies scattered in all directions. -
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States plays a plant/psi Dom (I think), I don't know what level he is yet.
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Heh. I just deleted my level 26 plant/psi dominator. Granted, she was just getting to the point of starting to be more fun, with the Carrion Creepers. And yes, Seeds of Confusion is absolutely amazing.
But the damage that you do when you're not using domination is so horrble, particularly with /psi...the character just wasn't that fun for me overall. Being underpowered 90% of the time and then a goddess for 10% of the time just isn't for me. Even if you tweak those numbers so I'm a goddess a little bit more often, the drudgery of the rest of the time isn't fun. Maybe it gets better in the higher levels, but getting to 26 was like pulling teeth. Having your entire secondary be next to useless wore on me.
But then, I've always disliked defenders too, and they suffer from the same effects of having a completely toned down secondary. But at least some of the defender primaries can debuff enemy resistance to help compensate a bit. Dominators don't get that.
I liked the _idea_ of dominators a lot. The idea of a character that could both control and dish out damage is a good one. But as you level and see how poorly the damage scales, I find it a little lacking.
My fire/dark corruptor is far more fun than any of the dominators I've tried. Good control, excellent damage. Would've been nice to have the reverse, a character with excellent control and good damage. My plant/psi felt like Excellent control and truly terrible damage. I've heard that /psi gets a little better once Subdue is available, and _way_ better once the level 32 power is available. But the pain of the rest of the powerset made it not worth the struggle any more. A very minor tweak to melee damage and an increased emphasis on domination wasn't what the set needed, in my opinion. -
In general, I'd love to see more interactivity. Chairs and couches that let you properly sit in/lie down on them, games to play, target dummies to attack (like the ones in the tutorial), stereos to turn on similar to the boombox, etc, etc. I want fun base items that make hanging out in my base fun. A little bit of Sims style for the roleplayers who like to spend a lot of time with their friends in the bases, rather than inert props.
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Does make me wish I had entered my Red Nile character instead of a different alt, since her background's tied into being born when the Nile ran red. Ah well, hindsight is 20/20. At least it wasn't Xanatos. *grins*
Congrats on winning! -
Here's Red Nile from Virtue server. Seven foot tall heroine of the city, who has helped keep Icon afloat with the amount of influence she's shoveled into them with all the costumes she's bought. I think Serge owes her one.
This is her in her original costume, though. -
* Supergroup Name: The Urban Legends
* Website: www.theurbanlegends.ca
* Leader: Nova Child
* Hands of Wrath (Officers): Astral Dancer, Star Tracker, Starlight Dream, White Bishop
* Preferred Method of contact: Come by our forums, read more about us, and post in one of the public sections. We're also approachable in-game, and like to team up extensively with potential new members to get a feel for them before deciding to accept them into our ranks or not.
* Motto: Licentia Quot Justicia Pro Totus Liberty and Justice for All
* Guild Description: The Urban Legends are a tight knit role-playing supergroup. Team members share in ongoing stories on our forums and in game which acts to guide careful character development and an overall line of continuity for our members. We welcome a wide participation from other teams and individuals who are free to visit and participate on our forums. -
I thought I'd add another useful tactic. I have an illusion/storm controller, so my experience is with Deceive. You've mentioned that confusing an opponent does not draw any enemy aggro. This can be taken to the next level though; attacking a confused enemy does not draw aggro from the rest of the enemies either.
So you can deceive an enemy, and you and your teammates can hammer on that one enemy with single-target attacks without taking any incoming fire from his friends. What happens is that once the deceived enemy is killed, that usually wakes up the rest of the group and aggros them. But it lets you completely eliminate one enemy before the fight begins.
My guess is that the confused enemy reverts back to "enemy status" before the "death cry" goes off, alerting its friends. Limited usefulness, but something to be aware of.