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Posts
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Joined
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Quote:That's Tornado from the Kinetics set?Something a little out of left field:
Plant/Kin Troller.
Roots actually does double the damage of the other AoE Immos.
Throw in 16 target limit, 30 yard radius and 8 second base CD with Containment on top. My range def softcapped, perma Hasten, perma Will Troller has a 2 second CD on his Roots that does ~170 ish damage. Throw in 4xproc perma Creepers and Tornado on a 5 second CD....
The build only cost a few hundred mil to make as well. -
Quote:I'll tackle the other half of this complaint: of course it'll be a tiny boost in power. People already solo AVs on every archetype. Lots of people blitz through maxed difficulty missions while watching Hulu. At that point ANY increase in power is going to be small -- when you're vaporizing every challenge, what's an "increase," shaving a few seconds off the experience? Diminishing returns applies.Don't bother coming back until Issue 25 or so, then. From what I've been reading, the Incarnate System sounds like another content-less grind for a tiny boost in power.
This is pretty much a fact of mathematics, honestly. You can't possibly shave two hours off a Task Force you already do in 20 minutes.
It could be argued that increases in power will decrease your subjective experience of power. Right now only a few expensive builds solo AVs. Increasing power across the board might mean that every build will be able to mop the floor with AVs.
And when everyone is super-super, no one will be. -
Before you give up, post in the technical help section. There's a program or two you can run that will generate a list of your machine's settings, and volunteers reading the forums will advise you on what to tweak to fix this. They've helped a lot of people.
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My take on it: all your other powers (except Steamy Mist, which is a toggle) are oriented toward "doing unto others." Introducing O2 Boost means you have to watch teammates' life bars (at least, if you want to make having it useful to teammates) and stop "doing unto others" to fix them with the worst heal in Defenderdom. Introducing Snowstorm, on the other hand, frees you from the need to monitor allies and (being an autohit toggle) minimizes the fiddling -- letting you just concentrate on unleashing hell on unfortunates.
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Doesn't the buff to Consume give Fire end drain resistance at last? Sappers should be MUCH easier to deal with.
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Eh, I just like the way Ripper knocks down and kills a whole fistful of guys.
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You can try petitioning, you might get helped.
Edit: Oh, and thanks for being so reasonable and asking if your impression was correct, instead of assuming the cause was some terrible new nerf by evil Devs and ranting, or making some bizarre unsupported assertion and forcing others to do a lot of research to prove it wrong.
Thanks for not being that guy. -
It's worth noting that actually getting a specific set IO at a specific level (other than 50) is pretty hard. In many cases one appears on the market only every few days or even weeks. And most of the more desirable ones can be pretty pricey.
It usually takes me a few months (say, 2-6 months) to IO-out a level 50, but in part that's because I'm not willing to pay BUY IT NAO prices. Part of the issue is definitely waiting to see if another level xx Obliteration quad ever comes up for sale, for example. -
Maybe people are bemused by the idea of MA farming?
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Quote:My favorite is Energy Torrent>Throw Spines>hop in and Spine Burst>Ripper.Since you kept deleting them by level 10 you haven't witnessed the awesome that is Throw Spines followed by jumping into a mob and hitting Spine Burst while your auras tick away.
Try it with Build-Up SauceĀ! -
Hrm. Theoretically one could slot the Achilles heel -res proc into CAK now...although one should probably be careful not to hurt the overall enhancement values on the attack.
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Quote:Pardon me for asking (genuine question, not snark): what does WP need recharge for?WP requires (to me) an overexpenditure on IOs to get there (they are better used in defence/recharge)
What I take from that is that it's an even better implementation than I had realized. Top-end DPS builds see no improvement? Well, my understanding is that the plan wasn't to improve top-end DPS builds and make Tankers into damage kings. People doing less efficient attack chains find it wonderful? Sure; aren't they the people the change was instituted to help? -
Quote:Yes, of course -- my point is that we have examples of some Brutes whining about their AT, some Tankers whining about theirs, and some Scrappers whining about theirs. yet all three ATs are doing very well. Tanker flaws are as imaginary as Scrapper flaws.O noes! The richest, most popular and best soloing AT in the game has something to be worried about for once! Good thing it's just an imaginary threat
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The oft-quoted estimate is that smashing and lethal damage make up roughly 70% of incoming damage. What may not be obvious is that Invulnerability trivializes that damage (coupled with Tough, for 90% resistance to S/L). Taking only 10% of most incoming damage is huge indeed.
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Quote:And not to have a tank who reflexively complains about knockback even when it doesn't hurt him.The trick to it is targeting and the periphery of the herd so as to not effect those in arms reach of the tank, or stragglers that have lost aggro and wondered away from the tank.
I've had someone (a Scrapper actually) complain that defeating one enemy with Crane Kick (and sending the body flying) was "splitting up the herd and ruining his AoEs."
I wanted to say, "Dude, I'm a Scrapper too...and it's only one guy...and he's dead." -
Quote:Eh, doesn't that apply to the Blasters, Defenders, Controllers, and other ATs too?Brutes get to tag along on those same TFs and get the same cut of the rewards of the Tanker, whether they work as hard or not.
Are you aware that the Brute forum has two active threads about how Brutes are now cruelly nerfed, and the Scrapper forum has been host to numerous nervous "are we being replaced in Going Rogue?" threads? -
Several sorts would be useful:
- Alpha by name
- By level
- By last played
- By current alignment
and if we're veering into less-likely-to-be-technically-feasible sorts, I can imagine:
- By SG/VG rank
- By "you have market purchases/sales"
All these sorts could be reversible toggles, so clicking again would change A-Z to Z-A. -
Quote:Actually there's a term of long standing among gamers to describe people who expect this kind of power.You want to hit hard? Roll a scrapper. Want to be able to survive anything? Roll a tank.
Want to do both? Go play some other, inferior superhero MMO. -
If you look around I think you'll find this has been discussed.
In case it's worth mentioning, there's an "I want my money back!" thread in the Brute forum from someone who's unhappy that Scrappers now outdamage Brutes (in some circumstances, anyway). -
Quote:My Shield/Axe Tanker got an Apocalypse purple recipe last night, and 41 kills later, an Armageddon purple dropped. Question: does this mean it's the end of the world?Now consider than Inf for defeated enemies is small potatos. The real money is in rare and purple drops.
At farming, you mean? Brute wins at boring old farming and Tanker wins at adventuring with a team? -
Working for me. Please test it before jumping to conclusions.
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Quote:The problem you're having is realizing that there is a reason that Stalkers got higher values in those powers in question. Stalkers don't get Energy Cloak, with it's higher +def values (compared to Hide). Because of that, in order to achieve a similar level of survivability, they needed to have that lower def factored into their existing shields.Quote:The caps don't really matter unless you're close to them. A Brute and a Stalker both below the Stalker caps should be equivalent if everything but the caps is the same.
Higher health doesn't really matter when that little extra maybe 6% only slows your defeat by 6% at most, which isn't realistically that much.
The true difference in survivability comes when close to the caps and/or from the powers themselves.
Stalkers clearly have better versions of 2 essential powers than Brutes get. Those end up being a huge survivability difference given how the mechanics work.
Any attempt at arguing further is just an attempt to pump up your preferred AT. In this case, Brutes don't need anyone cheerleading for them; they're doing fine. -
Quote:Yeah, I wonder if the folks who are defending Stupidly Powerful Shield Charge mostly soloed. Multiple Shield Charges rolling together could literally annihilate crowds so fast as to render much of the rest of the game moot.Why not a team of 8 shielders with high recharge?
8 Shield charges coming back up in under 45 seconds a piece should tear a new one on just about anything.
One of my shielders leveled into it a few weeks ago and was doing 600-700 or more damage UNSLOTTED. Yes, with build-Up and a small red or two, but was clearing rooms full of yellow bad guys with a power that had nothing at all slotted in it, and the rest of the team was reduced to following me around laughing.
That's patently absurd. -
Note that Exploding Arrow, despite the visual effect, does not scatter foes radially, but throws them all back away from you. This will distribute a spawn if some stay put and some are knocked back, true. But if you have them near a wall, for example, they won't go any distance, but just fall down and roll around for a moment, during which you can fill them with arrowy goodness.
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Before dual pistols came out, I had an Archery Blaster who kept a revolver temp power. Occasionally, when a foe survived a couple of arrows, I'd pull it out and emote something like "ALL RIGHT, DAMMIT!" and use the revolver.