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Not strictly a poem but whatever:
No post is an island, entire of itself; every post is a piece of the forum, a part of the boards. If a post be deleted away by the Ocho, the forum is the less, as well as if a whine thread were, as well as if a thread of thy friend's or of thine own were: any Latin use in posts diminishes me, because I am involved in posting, and therefore never send to know for whom the troll trolls; it trolls for thee -
Quote:I never said SB would decide a fight. I said it was a fantastic buff and that it should be maintained, (excluding exceptions blabla).I've yet to find a single time in the game where speed boost really decided the fight. And I can easily understand someone not taking it. Or respecing out of it. Especially after 20+ levels of dealing with people who yell at you for not keeping it up 100% of the time.
While many buffs can save a team, such as resistance/defense shields or regen buffs, rarely will a recharge buff be vital, and rarer still is a recovery buff vital I find.
The essential problem I have with a lot of the hate for SB is that it's misdirected.
Like, getting yelled at for not keeping it up 100% of the time. When I read about someone getting yelled at for not having SB or letting SB drop, I don't think "man, I hate SB because of these guys yelling and being rude". I think "man, people can be stupid". Note these guys, don't team with them. Profit.
If someone has a laggy computer or they're just generally not super-quick on reflex steering and keeps smashing into walls or aggroing stuff because of SB, I don't attribute that fault to SB. It's not a failing of SB as a power that someones computer is bad or that they don't have Tron champion reflexes. Besides, they can just say, "hey, please don't SB me because of x reason". If the kin then gets mad and huffy about it, guess what, that kin is an idiot. Note these kins, don't team with them, profit.
If someones build is really well done so they get minimal to practically zero benefit from SB, that's not a failing of SB as a power. That's the person building well. Go them.
SB didn't decide a fight. Well, yeah. It's not a zomgamazing buff like Adrenaline Boost. It's not a tide-turning survival booster like shields or well-timed heals or controls or whatever. It's still a damn good buff. If you think SB needs a buff so it's more powerful, well, uh, alright. I prefer to lump it in the Just Plain Dandy category and go about my business.
You want to hate on SB? Hate on it for its failings as a power. Namely, that it has a 2 minute duration whereas almost all other ally buffs have 4 minute durations. Hell, that drives me nuts. That is a failing of the power. None of the other stuff is. -
Quote:You're generalizing.I don't feel bad. Your criticism doesn't really hurt me.
You're welcome to want, use, and have SB. I respect that. The issue here is that the pro-SB lobby does not respect those that would prefer to be, do, and have without SB.
I am pro-SB but I'd kick some of the more vocal pro-SB idiots in this thread off one of my teams in a heartbeat if they brought some of the attitude I've seen here. -
Quote:And I don't use Plasma Shield on my Thermal when we're only fighting smashing/lethal dealing enemies. I don't cycle Thaw into my buffing rotation when we're fighting stuff that has no mezzes.No, a good kin knows WHEN to use speed boost. I can think of several times when a thermal, cold, or sonic shouldn't use the buffs. For example, say I'm playing Blazing Sleet (an ice blast/thermal corrupter). If we're fighting an enemy group that only does psi damage, I may as well not bother with the shields. They aren't gonna help anyway.
If I'm playing a kin and people are having trouble running into walls, getting stuck, and over aggroing due to speed boost, maybe that buff shouldn't be used for the moment. If someone asks me not to use speed boost on them, they probably have a reason. It's not my place to decide it's a good or bad reason. Nor is it my place to force it onto others.
I've got a sonic/sonic defender. I've had people ask me not to use the res shields on them. I think that's foolish, but I respect their wishes.
I still took them though.
Just because there are exceptions meaning it's best not to buff, (nausea caused by sonic shields, someone just preferring to not have a given buff, the buff being a waste of time in a given scenario, whatever), it doesn't mean someone should skip the buff. AKA what this entire thread is about.
My point is to not skip SB. Yes, there will be times when it is of limited benefit. Yes, there will be people who ask to not be SBed.
Still, take SB. Not buffing people with SB should be the exception, not the rule. -
Simply maintaining an awesome buff on a team isn't spamming it.
You're right, watching the team, watching the flow of the battles and acting accordingly is being a good player. But some powers are always powers.
It's like taking the stance of only tossing the Therm or Cold shields on someone if they're taking a lot of damage. For Colds, Therms and Kins, part of being a good team player is maintaining the awesome buffs on your team mates.
A good Kin keeps their entire team overclocked and steamrolling. SB and Fulcrum Shift are what do that. Siphon Speed is so you can keep up. -
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MAH, whether or not /SD is underpowered on SOs is debateable. The fact that Shield Charge is doing far more damage than it should isn't.
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Kins aren't useless without SB. If someone said so, they're wrong.
Granites are useless with(out) SB. Oh ho ho, c wut i did thar?
Seriously though, Kins without SB aren't useless. They're still contributing a lot with Transference and Fs, they're just not contributing as much as they should, (and easily could), be. -
Quote:Well, money wouldn't be a concern. I've got enough disposable income and resources floating around.you need butt loads in moolah to make it worthwhile. For kickball, the slows are still good disruption and if ur good with sleet it can debuff to, but rad is still better for arena IMO. its still in the top ten for a dueling build, but for zones ur not going to beat regens especially cuz there's so many and they can still run away from you where base is safe. I think its one of the rare FotMs that actually require skill and knowledge of the game to play effectively unlike alot of the other FotMs that seem to just throw sharks, HEs, 140' psi attacks, etc.
As for skill, hehe, I have effectively 0 pvp experience. I am very willing to practice and learn though, I've always gotten a rush from pvp, (the few times I've dabbled), that I've never gotten pve'ing. I've just not found a character I enjoy playing in pvp yet.
I usually play support characters and do already have a 50 elec/therm but playing /therm in pvp nowadays depresses me
But for those concerns, how would they need to be addressed? For example the moolah, all I know about pvp builds is: max hp, 41pts of KB prot, proc out attacks or gtfo, ss+sj, get perception, get phase and then the stuff like decent recharge/recovery.
What about a Dark/Cold would make it especially expensive compared to other builds? -
Complaining about having to adjust for the higher runspeed is like complaining about having to brake earlier or watch the speedometer more carefully when someone gives you a free Enzo.
The awesome performance, (even if your build doesn't need it), is worth the minimal effort to not smash into a wall and die. Plan accordingly. -
I wouldn't go so far as to say you need a team of Controllers and Doms to do this, but I do think 50points of hold prot for an 8man team is unrealistic.
For reference, iirc my Fire/Fire permadom, (128% global rech not including Hasten, Unbreakables in Char), spamming Char and Cinders as soon as they're up only just about manages to maintain 50 mag.
Requiring you to stack the amount of mag necessary to permahold an AV is absurd. For raids, fine, because there's far more people. For a LGTF, I'd say 15-20 at the most, is reasonable. -
Oddly enough it does change if you complete the original mission and then get it again through Ouroboros.
Edit: haven't checked whether quitting the Ouro TF and restarting can change their type, I would imagine so. I'll bet it's set as soon as you start the arc. -
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I've been considering making a Dark/Cold Corr for pvp but was wondering how they fare nowadays. If memory serves, it used to be a pretty beastly build but that was pre-i13.
It seems like Benumb would be fantastic in zones with all the regins, Dark Blast for the self heal. How does its damage fare though? I know its crap for pve.
How would it be for pvping? I'd be using it for zone, kickballs and maybe small-team arena. -
Atomic Blast would do more raw damage on a Blaster. It's got a huge defense debuff though, which is significantly more powerful on a Corruptor.
As for the power itself, it's a fairly run of the mill nuke. It blows stuff up good. Doesn't do as much damage as Inferno, but that's because it's also got hold/debuff components instead of extra damage ticks. -
If you want people to contact you ingame, giving them a way to do so would probably be helpful.
That said, I'll buy it for 50m. -
If memory serves, I think you need about 75% recharge with Hasten and ED-maxed recharge enhancement in Hasten and AM. So, assuming you've got SB all the time, Hasten and AM both well slotted for recharge, you should only need 25-30% global recharge for AM to be perma. I'd personally still aim for the 70ish % recharge while solo as an endgame goal.
Secondly, yes. It uses a lot of endurance for a very weak and unreliable effect. It's better on Controllers who have better mezzes to stack it with and might be in melee anyway (like a Fire/Rad).
For a Corr its largely a waste, outside of a set mule or maaaybe for stacking with Ice/ holds. -
Plant/Fire has better damage and control, Fire/Psy has arguably better survivability and end management because of Drain Psyche.
I'd go Plant/Fire. It's a much more potent combo. -
Burn won't check on every tick. That would be delightful, but alas, not to be.
It will check on every target in range (up to its target cap of 5) when first cast and then once again every 10seconds after that. I forget what the duration is of Burn since it's been so long since I used it, but if it lasts say 20 seconds it would check twice.
Whereas Footstomp has a bigger radius, a bigger target cap and is more spam-friendly. Put the 'geddons in Footstomp.
Edit: just checked, Burn lasts 10 seconds. So it'll only check the once. -
herp derp, what you really want to skip is Fulcrum Shift.
You've got to be in melee range for the buff, that's dangerous!
Plus its only a damage buff, who cares? If people slotted damage in their powers they wouldn't need it!
Haha, no. You don't want to take or use SB, fine, but pretending that your team is not missing out on an awesome buff is farcical.
I wish SB and ID had a 4 minute duration like most ally buffs. That is all. Applying SB to a whole team requires very little time or effort and has great returns.
Hell, it's even still fine with just the base slot. -
Dark/Cold is a combo I've often thought about making myself, because /Cold is fantastic but lacking a self-heal and -tohit goes great with +defense. Dark Blast being very DoT-y works well with Scourge.
What's kept me personally from going through with it is that Dark Blasts damage is piss-poor. Like, seriously awful. Life Drain getting the Siphon Life treatment would go very far, imo.
Having 2 cones seems great except Nightfall and TT have significantly different ranges and widths, so last time I played a Dark Blast character I felt I was constantly hopping back and forth and expending a lot of effort to leverage what was, at best, very mediocre AoE damage.
It's still a good combo, I could just never get into it, especially given I've already got a /Cold Corr. -
Compare a Tankers damage to a Brute, see how that works out.
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MMs actually used to be able to slot PBAoE and TAoE sets in Trip Mine. I guess somewhere along the line it got fixed but they forgot to normalize it with the other ATs. I've not got a clue whether Trip Mine is supposed to use PB or TAoE sets. PB probably makes more sense.
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Assuming good players, yadda yadda, my perfect team would be:
One brute
Five Corruptors
One Permadom
One Fortunata
I disregarded the hero ATs because none of them have something I want that a vill AT can't do and more.
That is to say, because a Brute will be buffed to Tanker levels of survivability and do more damage than a Scrapper or a Tanker and will hold aggro better than a Scrapper. If you've got a good Dom everything will be locked down better than a Controller could and you've got all the buffs/debuffs you need with the Corruptors. Defenders wouldn't get any vigilance damage buff on a full team and their higher buff/debuff mods wouldn't be noticeable with this level of buff/debuff stacking and Corrs would have the Scourge damage for hard targets and the possibility of going Fire Blast, something Defenders cannot hold a candle to. Blasters could be nice except with 5 Corrs and a Brute you've got stupid amounts of damage and they all bring something else as well, the Blasters would just bring damage.The Fortunata for the psy damage, defense buffing to ensure everyone is softcapped and all the rest of the shiny Fortunata stuff.