-
Posts
22 -
Joined
-
Quote:I was referring more to those who switched at higher levels, and who, for one reason or another, have not had the opportunity to work on the other side's bank missions at lower ones, and therefore haven't been able to get the side mission badges. Obviously players with GR can work on the bank jobs for both sides when they hit level 20, as most of my alts are doing, but not everyone has that yet.Sure they can and I did just that with Operative Tessa my Crab Spider after I crossed her over from Red to Blue side through GR. But I have a lot of other characters that did exactly 1 PI bank mission to earn the exploration and accolade badge because they already had the badges for all the side missions earlier. And trust me its a whole lot easier to battle council and crey in Brickstown to get at sides than to take on Malta sappers and Carnies in PI.
On a side note, maybe it's just the characters I've been playing, but I have no particular difficulty with Malta or Carnival of Shadows. To be honest, the KoA are more annoying to me than the Sappers are, with their uber-high perception and multiple Caltrops, but they still fall easily. I prefer to do the side missions in PI because I can be sure that all of them are available. Nothing worse that looking for that last arson and finding just a jewel heist, a prison break and a weapons deal.... -
Quote:You don't have a badgehunting channel on your server(s)?It's not fun having to continually check in PO's or Cap's global channel if A) Someone's actually doing paper missions and B) willing to take a teammate, especially on the lower population servers. Most newbie characters seem to be going through Praetoria these days.
On the original topic, having the missions available via Ouroboros would be a nice idea, although I think you should definitely have to do at least one 'intro' mission first. Otherwise they would be too easy for the rewards (Exploration badge/temp power. The badges for the side missions can be gained from the 45-50 PI bank missions easily enough.) -
Quote:The 'mob' could be local authorities reacting to a complaint, and would change according to the zone/area you're in. For example:I like elements of this. I don't know what the Rogue Isles equivalent of a mob should be, doesn't seem much community to speak of to warrant a mob of civilians for torches and pitchforks.
Mercy - Rogue Island Police or Longbow
Port Oakes - Family (taking their business)
Cap au Diable - Goldbrickers (see above)
Sharkhead - Cage Consortium
Nerva - Longbow, Wyvern, Legacy Chain or Family
St Martial - Family or Tsoo
Grandville - Arachnos
Can put Arachnos in all of them really, not just GV, but they seem to take less of a direct role in most of the Rogue Isles zones. -
Probably never going to happen, but customizable MM pets would be nice. Even the option to fix the pet to a specific pre-existing skin would be an improvement.
I've had to re-name 2 of my Thugs because the Arsonist is a man, when I wanted a woman, and the other Tier-1 pets keep changing appearance - one was supposed to be called Red, but I rarely get the red-haired version. (Also had to come up with a different name for my second Enforcer, but I hadn't thought that far ahead when I created the character.)
For pet groups without as much variation (robots, mainly) you could use versions of the Anti-Matter/Neuron robot models from the pre-GR Praetorian story arcs as alternatives, if creating new models would be too time-consuming for you. -
Quote:Melee AT's really shouldn't need Tough/Weave unless you're obsessed with def/res capping. (Mine survive perfectly well without either.) Forcing them to take another melee power seems a good way to maintain game balance to me.Call me strange, but I kinda like the tier "access" structure to pool powers. I just want there to a be more flexible way to get into each pool, so that we dont get stuck with taking a power like "Boxing" on a Melee AT which has zero use for it when what we really want is Tough/Weave.
-
I don't like the way everyone seems to see AS as needing to be used after Placate/BU *every* time you use it. Assassin Strike's recharge is far quicker than either of the 'preparatory' powers, such that I can use it twice while before BU is ready to boost it, and frequently do against EBs and AVs.
AS is a valuable power that, on my Stalker at least, deals more damage per strike than any other attack I have (Ninja Blade) even without the Critical damage. Having put a Touch of Death damage proc in it increases its usefulness. I'm aware the DPS is lower due to the interrupt time, but a well timed high-damage strike can work better than low, steady damage against tough opponents -
Quote:Despite what everyone else seems to say, Regen works very well for my Stalker. While there are occasional problems with AV alpha strikes, if you're careful you can avoid the one-shot kills. And with the two-shots, the time you take to back out of range and heal will often Hide you again, unless you're suffering DoT, so when you step back into the melee, you can hit hard with AS.Messing with the customizations, I have a nice KM Rad effect. Secondaries, I was thinking Regen Scrapper...How is Regen for Stalkers?
Also, the fact that there's only 1 endurance draining toggle means you have a lot of staying power in protracted fights, even at low levels. -
Since you *HAVE* to take a power or assign slots to actually level up (unlocking higher tier contacts), I am required to pick a power I don't want or continue either simply patrolling or teaming and be at a disadvantage because there wasn't a power I liked at that level.
-
Quote:Yes.If they removed the fitness pool from the game and instead increased everyone's base movement speeds, health regeneration and recovery, would you still be whining about it?
It's having to decide which 4 'replacement' powers to pick that I have a problem with.... -
-
No, I think compulsory fits best. "Free" implies an option to 'not' take it if you don't want to.
I agree with BlueRaptor on this. They should all be available at level 2, but you still have to pick them using normal power choices. That way you could get Stamina at level 2 for a single choice instead of level 20 after using up 3 choices.
Tell that to my Kheldians. The only non-AT power they have is Hasten, and that's the only one planned for them. -
Quote:No, because when I started playing, the level limit had been 50 for 2 years, so my concepts were built with that in mind.So did you complain about getting powers past level 40 on a character whose concept had fewer powers?
I don't consider it a lack of vision, nor do I think that *NOTHING* should change. I just feel people should have a choice for all characters, new and old. If they introduced new pool powers along with making fitness inherent, I wouldn't mind so much. As it is, they're effectively eliminating an *OPTIONAL* pool (making it compulsory for new characters) without supplying an alternative. That's more a lack of vision than you accuse me of having. -
Never said inherent fitness was a bad thing. It's just not right for my characters. I'll pick powers I'll never use if I have to, but I'd rather not to make that choice.
-
-
Quote:Not really, no. I went for Boxing to tide me over until level 20 as it was.Let's take your Corrupter for example, aren't there powers you'd like to have taken in the low levels that you had to delay in order to fit in Stamina?
Because Ameera's not a team player. That's why I didn't go with Cold Domination, and skipped O2 Boost from Storm Summoning. As I said, I choose powers to fit a concept, not because they're useful powers.
On a side note, both my level 50 characters have all 4 Fitness powers, and some of the rest have plans for all 4. None of them currently have, or will have 4 pools, since some of them (including the Corruptor) won't have travel powers.
No. My character concept is "training to be fit at the expense of other talents." Most of them DO have Fitness. If I respecced so that Fitness was inherent, I'd need to pick 'bonus' powers I don't want. -
Quote:3 bonus powers I avoided mainly because they didn't fit my character concept. I don't like the idea of having to pick powers just to fill slots in my build. My Corruptor's taking Leaping and Fighting pool powers because there aren't enough secondary powers that fit her concept, and I had the think carefully about those.You really have a strange definition of "screwed"; the Fitness pool becoming inherent is an absolute buff to every character in the game. Nearly every character will get 3 bonus powers in their build and the ones who already skipped Fitness will get all the "drawbacks" of more endurance recovery, more regeneration and better mobility.
I'm not seeing ANY downside to this.
I'll just have to take JusticeValkyrie's advice and never even put the 'bonus' powers in my tray.
I never said that making Fitness inherent was a nerf, or a drawback. It just creates annoying build problems for my low-level characters and any future builds I come up with. -
Quote:My Fitness pool takes up no enhancement slots for all my characters that use it. The other powers need them more. Stamina has less effect on my endurance than endurance reduction IOs on individual powers. And since I use sets, the -End often comes with other benefits and buffs.The Fitness pool took two enhancement slots (assuming Health gets none but Stamina gets +2), but it also occupied three power slots.
Quote:Some powers in the primary and secondary powersets will be unwanted, either because they are weak or because they are against concept.
Of course, she's by no means unique. Many of my characters have powers I chose simply because I preferred them to what was available (Hand Clap and Hurdle for my Tanker). New pools would certainly help keep my characters to their initial concepts without wasting slots on powers I really don't like. -
My Tanker (and in fact all my characters except the two Kheldians) would be screwed with this. I only took Hurdle and Hand Clap because there wasn't ANYTHING in any of the other pools that fit my original concept. (Technically, the Super Speed doesn't really fit either, but I like being able to get around) Fortunately, most of them already have Stamina, and I don't intend to respec any time soon anyway. One or two had Hurdle planned (for the same reason as my Tanker) which might cause problems, but I can probably adapt.
I guess I'm going to have to rush my Praetorians to level 20 and pick up Stamina before i19, in case the new pools don't suit them.
(As an aside, none of my characters has more than the initial slot in any fitness powers, so that means I would have absolutely no slots spare for any other power I might decide to take) -
Not overly bothered by inherent Fitness. The only pool power either of my Khelds has (or had planned to get) is Hasten, and that's only to help counter Nictus and Nova/Dwarf mobs within mission maps.
If I get Fitness as inherent, fine. If not, it's no loss for my Khelds. It's going to screw up all my other character's builds, though. Most of them took Fitness partly because there aren't many other powers I like enough to bother with. My Corruptor isn't even going to get more than the 4 Storm Summoning powers she already has, since the other 5 don't fit her basic concept. I'm having to fill up with CJ/Athletics and Tough/Weave as it is. If I get 3-4 extra power choices, I'm going to have to pick powers that don't suit her or ones I'll never even use.
I see people raving about the Numina and Miracle IO procs, but quite frankly, I don't see them giving enough of a bonus for me to spend a fortune to get them for each character. The only time I have endurance problems on my Tanker (Invul/SS) is when I use Hasten, which I can usually do without. -
[ QUOTE ]
Now, since you were speaking of Insp tray management:
What is the best setup for an Inv tanker? 1 column of blues & 1 of greens to recover from the crash and then focus only on purples?
[/ QUOTE ]
My typical inspiration setup is:
1 column of green
1 column of blue
2-3 yellow (so I can actually hit the Eluded AV with Taunt)
1-2 Break Free in case I get mezzed just as US crashes or I'm hit by terror/confuse (rare)
1 wakie in case of faceplant
The rest I divide up between purple and orange.
Oranges may not add a great deal of resistance, but coupled with all your other resist powers, it can really make a difference. Invulnerability is more resist- than defense-based anyway, so that's how I choose to play it. There's no way to avoid EVERY attack from an AV, no matter how high your defense is, so you'll want to take as little damage as possible when that lucky shot does get through. -
My first ever character (and my first lvl 50) is an Invul/SS Tanker. I had problems surviving early on, as my resistances were nowhere near high enough to be truly effective, but that's hardly uncommon for any Tanker.
Once I hit around level 30, things just got so much easier. Even without Unstoppable, I was happily tanking EB's without too much trouble. The trick is to have a large group around you for Invincibility's +def while the +acc helps you take out the EB.
The general strategy I have now against EB's and AV's, when soloing, is this:
1. Set Rage on auto. Grab a nearby spawn and charge the boss, bringing them with me. I avoid using Foot Stomp if possible, as this will have the unwanted side effect of reducing defense over time.
2. When my HP get low, I hit Dull Pain. The way it's slotted, I not only reach the HP cap, but I'll usually be at max HP after using it.
3. Continue the fight as before. i.e Single target the boss, remembering to use Taunt frequently. (Chance for psi dam proc in it, and no endurance cost)
4. HP Low again? Time for Unstoppable. 3 minutes of 90% resists to all but psi damage, with a recovery rate that can survive the crash when Rage drops.
5. If the boss isn't dead by the time Unstoppable crashes, bad luck, I'm afraid. That's why I keep SS in reserve to run away to Rest if I can.
Of course this strategy doesn't work on psi-using enemies. The best advice I can give there is use Temp or Accolade powers to protect against that, and Hasten to increase your effective dps. If you can stack 2 Rages, you're laughing.
With a decent team, and the right buffs, I can tank Lord Recluse with all 4 towers still up in STF without having to rely on Unstoppable and its inevitable crash.
Seyshara's a solid, tiny force of nature who only really falls to psi damage or lag.
Hope that helps you. -
My main villain is a nin/regen Stalker, and I've never had cause to regret getting her to level 50. Finding teams was never really a priority for me, but I rarely had complaints whenever I did join teams.
With all that experience soloing, I quickly learned which mobs were the most debilitating or annoying. As a result, my team play focuses around eliminating them as quickly as possible with AS and snipe powers. (She is particularly adept at taking out the surgeons in the Imperious Task Force.)
That said, I do have trouble joining teams at times because people are unaware of my playing style: slip in and take out the mezzers, healers and the scattered mobs outside the Corruptor's AoE radius.
I have always played Malashandra as support in teams, rather than front-line, even though she is more than capable of surviving large spawns and even EB's due to IH and MoG, both of which I rarely have cause to use when part of a group.
A good team does not need more than one Stalker, but even a single support damage dealer can tip the balance during an unexpected ambush or a previously unseen spawn. (Which highlights another vital role: Reconnaisance. Just don't go running off too far unless you plan to teleport the party to the final room in a ghostable mission.)