-
Posts
1021 -
Joined
-
Quote:You won't get 3 stacks of assassin's focus using only 2 attacks between AS's... I suspect reducing the chance to crit your AS by 33% is going to decrease DPS considerably.I just noticed that for ElM, the AS-CI-JL chain is possible. While the recharge for this may not be quite as achievable solo (maybe during the first burst of Ageless), on teams it's a definite possibility. I'll run my numbers for it later and see how it compares with AS-CI-CB-JL.
-
If I opened up a thread titled "New RP group on Virtue" and said:
"You guys are all leveling so slow because you spend too much time talking to yourselves instead of fighting. Don't you understand the point of the game is to earn xp?"
...that would be rude.
Going into a thread titled "Staff Attack Chain" and trying to explain to the posters that attack chains and set performance aren't important because the game is easy and can be fun to play while underperforming...
...also rude for exactly the same reason.
And yeah... staff is a little disappointing numbers wise. It's got some neat AoE/Cone options... but given the monster in the room that is Titan weapons, I don't see any cool endgame staff build tricks that aren't overshadowed by other sets. It's a pretty good set for leveling up though. -
If I opened up a thread titled "New RP group on Virtue" and said:
"You guys are all leveling so slow because you spend too much time talking to yourselves instead of fighting. Don't you understand the point of the game is to earn xp?"
...that would be rude.
Going into a thread titled "Staff Attack Chain" and trying to explain to the posters that attack chains and set performance aren't important is pretty much exactly the same thing.
And yeah... staff is a little disappointing numbers wise. It's got some neat AoE/Cone options... but given the monster in the room that is Titan weapons, I don't see any cool endgame build tricks to exploit with staffs. It's a pretty good set for leveling up though. -
Yeah.. first thing I do is set my UI size down to 80%. I don't keep any extra chat windows open though, I do use various tabs quite a bit to split out the clutter of chat that I want a log off, but don't care to constantly monitor.
-
In all seriousness... on almost every toon I have I'll be getting both melee and assault and use whichever one is most useful for the situtation... usually assault.
Will I build to be able to run assault 100%... lord knows I'm gonna try. -
Quote:Makes a mental note begin to use toilet paper in my analogies whenever possible from now on.Timeshifting the EOE harvesting doesn't add work, it just changes the order in which you do work. Not one iota of extra energy is wasted here; you just have the benefit of a 100% guarantee that there are monsters to harvest.
Here's a real world analogy for you. Toilet paper.
You can certainly do both. You SHOULD absolutely be doing #2. When you see a pattern, and it's not in your direct control, then you should take steps to avoid the negative impact of that behavior.
Be proactive. Get that extra roll of toilet paper, and run your EOE harvests after the raid, instead of before the raid. -
I think they should just open the door all the way. All content open to all... no alignment restrictions whatsoever. Make the whole game co-op. Completing a TF or SF can affect your alignment. Perhaps add some other bonus effects from doing something within your chosen alignment... but remove the content restrictions. After all, a villian CAN try to defeat the Clockwork King... the argument that they "wouldn't" do it, or that a hero team wouldn't accept help from a villian is suspect, and that option would exist without restricting access, ...to say it's impossible for a villian to do a TF is kind of silly.
-
-
Just weighing in another opinion about this whole topic.
Every single one of my toons is an animal (all monkies). And that said... I think the whole 4 legged canine-like animal thing is getting stupid. Superheroes who have animal-like features works for me. Animals with superpowers... I don't like it.
Where's the line between the two? I'm not sure... but a friggin dog with a sword in his mouth is on the wrong side of it. -
Quote:There's to much content that gives good rewards that doesn't require you to run all over multiple zones to cause people to bother running the less rewarding content that does send you all over the place. If they want people to run "regular" mission content, they need to up the rewards by a significant amount. I'm not suggestion they do that. I don't think there's a particular problem that needs fixed. The game has evolved. There's no reason to try to devolve it back to a design intent that's no longer valid.Faultline used to be really crowded post-rebuild when I was last here, though I suppose with the shakeup of the old mission structure, less people are being sent there. (that and since it's not on the train line, who cares?)
People go where the train goes... and they mainly stick to the high population zones where they can make teams to do repeatable content for good rewards.
I'm curious what the Dev's feeling is about the fact that the entire world of Praetoria was basically made completely obsolete by the fact that the DFB trial created a way to skip past the early levels so fast that you'd be crazy to do anything else.
I do agree, however, that it's a shame some great content is just sitting out there relatively unplayed. -
Quote:Patron powers don't build assassin's focus. That's the problem I was addressing, so Patron Powers don't fix my issue.One thing about Spine Burst is that you can easily replace it with a patron aoe. Spine Burst only has 30% critical from Hidden, which is lower than patron aoe. You are right. Spine Burst is slow and I mostly only use it on trash enemies. If I have good recharge, I don't even use Spine Burst. I just use Throw Spine whenever it's up. Hey, at least Spine Burst can take pbaoe sets. Lots of good choice in pbaoe sets.
-
Reguarding spines.... IMHO, the problem with spines is all about animation times. You can't fully use the new changes to the same relative level of other sets because, while you can pump up the recharge of the new AS, you have no way to build up the 3 stacks of assassin's focus between uses. At high levels of performance, that is far and away the way to pump out the most damage from your attack chains. Furthermore, there's no "OMG" attack that you want to intentially cause a critical every 10 seconds using the ATO proc. Ripper would be a nice option, in that it's decent damage with the bonus that it's a cone attack and can hit multiple targets. However, because it's considered an AoE attack, it follows the AoE rules and only criticals out of hide 50% of the time instead of 100%... 50% is good, but not good in the way other sets have it.
If spine burst had a 1.6 second animation and ripper had a 100% chance to critical out of hide, I'd start playing the set tonight. It'd be an AoE beast in a game that heavily rewards AoE beasts. And the play style would be thrilling. As is, there's at least 3 other stalker primary sets that satisfy my min/max-d damage machine urges in ways spines can't. -
I'm working on a /DA brute myself and saw this thread. I find it almost humorous that almost every primary was recommended above. Except I don't see claws, which is what I selected. I like claws/DA because, 1) claws just looks brutal. 2) It's very endurance efficient, which /DA is not. 3) Claws, has some decent low recharge chain options which helps in that I can focus on more +defense, to improve my survivability easier. 4) Claws looks brutal.
-
Stalkers are now Single Target kings with decent, but not amazing survivability. There's room in this game for an AT with that niche... But it's certainly far from overpowering. Lack of AoE is a good balancing factor. And the Stalker sets with AoE pay for it by having relatively less ST damage potential.
Claws gots shafted in the latest changes due to it's low recharge times and the resulting negative effect on building assassin's focus. But in general Stalkers are where they should be, IMHO. -
One thing to look at when working out your chain. The ATO proc does not proc again if you reuse the power it's slotted in within 10.25 seconds. If you monitor your buffs, when it procs, there's a white/gray buff you get as well as going hidden. If you use the power again while that buff is still up, the proc doesn't activate (you don't get the hidden effect and the buff is not renewed). After 10.25 seconds, the buff goes away and you can use the power and it will proc at it's normal %.
I still think AS is the best place to put it... but don't plan on it proc'ing 2 times in under 10 seconds. There's no way to make that happen no matter what it's slotted in. -
Yeah.. found some information on it. I do think it was coming form using lift just before stone spears and it's just the timing of when the words pop up.
And yes, from what I'm reading it appears to be a boost only triggered by using those 2 powers for a period of time after using the single target hold on a target. Though in one spot I read another gravity controller can apply the hold... which I presume could also be your Singularity. -
Quote:It's possible it wasn't coming from stone spears... the word seemed to appear when I used that power, but the timing of the orange words/numbers could be delayed. Thanks for the tip... i'll look into it some more.Certain Gravity Powers grant a buff now (the holds according to the Wiki). Lift and Propel do bonus damage when hitting foes affected by those powers resulting in Impact.
I thought it was only meant to be for those two powers though, not Stone Spears, or any Domi secondary (although if it was expanded to include Domi secondaries it would be a welcome buff to Gravity Domis) -
Last night I made a grav/stone dominator to play with... I slotted stone spears with the 4 damage procs that you get on a new toon. (incidentally, stone spears is one of the coolest animations in the game, IMHO... too bad it's such a weak power.)
I noticed that frequently when I used stone spears the word "IMPACT" would float above my target in orange. I'd never seen this before. Anyone know what it's from and/or what it means? -
Ooops, I forgot Vangard merits
I think where it starts to get silly is when they added Incarnate Threads and didn't just use shards again. It seems they wanted to lock certain rewards behind the iTrials so you couldn't progress through the incarnate rewards beyond alpha slot, solo?
I'm not really saying I think something should change. I just think it's getting funny. -
Seriously... that's pretty cool.
-
Let's see if I can name all the rewards currently in this game...
Experience
Influence
Prestiege
Enhancements
Inspirations
Temp Powers
Badges
Accolade Powers
Salvage Drops
Recipe Drops
Day Jobs (kind of an accolade power, but not the same because it acts differently)
Reward Merits
Architect Tickets
Alignment Merits
Incarnate Shards
Incarnate Threads
Astral Merits
Empyrian Merits
Super Insperations
Attuned Enhancements
Catalyts
Converters
That's everything I can think of... and I tried to get them in the order they were released (everything down to badges I believe was in the original release). Each one of these rewards has some kind of confusing bizarre behavioral trait that you must understand fully in order to maximize your rate of obtaining them and using them. Some of them convert to others. Some can be converted back and forth using the market for gain. All conversions where you change back and forth using non-player interactions come at a cost, although converting reward merits to alignment merits always seems to be a positive move. (unless you want a converter today, but that's supposed to be getting fixed, but didn't get fixed with the last patch... so... um... moving on).
Anyway... my point is this. The whole reward system in this game is getting rediculously complicated. I've been here since the beginning and I'm not sure I even understand it all. Granted... this is a computer game, so figuring out complicated systems is kind of what all of us do for a hobby. But am I the only one who thinks this is getting silly? -
yeah... I'd go for midnight grasp as your attack chain will probably use that just as often as siphon life, and as said before siphon life is very slot-hungry already.
And yes... the tanker ATO is one of the better ones. -
Quote:In 2003 I bought a 52" rear projection screen TV (not HD) for $1600 and it was awsome. I watched so many movies and football games on that with my friends and family. It was fantastic.So as i see it never ever buy anyting new. It will be on sale in 2 months. SO why waste the points.
Every single item i ever bought has been put on sale now.
Am i the only one.
Its seems that CoX is now the new Macy's
wait a week and buy it 20%-50% off
Now I can buy a HD flatscreen the same size for under $500... Should I have waited? -
Quote:Any info on how long this "invisible ATO buff" actually lasts?
....
StJ is going to be outperforming KM.
I know I have been flaunting around KM as really good lately, however in recent tests, this just is not the case.
The top* attack chain for KM would be BU>AS>CS>SB>BB. However there is an issue with this that isn't apparant when you first look at it. This attack chain worked before because the stalker ATO was triggering multiple times, so it would semi-reliably give you crit CS's (as well as making a whole load of other attacks crit, as well as cause AS's long animation in the middle of your attack chain. This was a bug and it has been fixed, the ATO proc will now only trigger once after using AS. After triggering it will place a "buff" on you putting you in the hidden state. This buff will last for a set duration and will not expire even if you consume it's hidden status. After you consume the hidden status that the proc grants the "buff" will stay on you, it will not be doing anything beneficial for your character except that it will prevent you from triggering the ATO proc again until it wears off. Yes, this means if your AS (which the ATO proc should be slotted in) recharges faster than the hide proc lasts, it will automatically fail to trigger again until the next attack chain.
For KM this completely wrecks it's top attack chain. If you can't reliably trigger the AS proc, you can't get your crit CS. If your CS doesn't crit, you don't get your BU recharged. Without BU recharged you lose huge dps and it leaves your attack chain with a massive gap in it. Basically if they don't change it so that the proc doesn't have that lockout window preventing it from triggering again, KM will never be a top Stalker primary. It will still be good, but it's biggest niche isn't possible right now.
I'm glad someone caught this and talked about it before I invested in my purple sets. Perhaps I'll be waiting for staff melee afterall. -