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Posts
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Joined
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Quote:1. All mezzes are worthless. They have over 1,000 mag mez protection, and over 10,000% mez resistance, meaning stacking is impossible.So hold powers are worthless? What good is a Dom then when other AT's are specialized at more damage?
2. Dominators do scrapper-level damage now.
3. Dominators can still do useful things like accidentally sequester whole groups of people thanks to having a pet that uncontrollably taunts.
If a scrapper's useful, so's a dominator. I have issues with the uselessness of control in incarnate content, but dominators specifically have stuff they can do anyway. -
I've deleted a few, mostly due to social things. Since transfers were made available I did it less often. I strip 'em down, throw their stuff in a bin, then log out and nuke 'em. It's very easy.
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Quote:It's Talen.Gravity i like but never got one to 50 so i didnt notice anything good or bad just a thematically cool set, never touched force fields in my life so no comment, poison needs work even after the venemous gas changes.
i probably would have to agree to your comment Talon if you could explain your experiences or views regarding said sets.
Gravity lacks a workhorse control before level 26 making the levelling experience painful and Wormhole's recharge time is longer than the other workhorse controls. It gets extra attacks which are generally unnecessary, which are themselves long-cast considering their damage output. Forcefield is largely obviated by cold domination and runs itself out of a job early on. And I have a hard time having sympathy for a debuff set that has been soloing AVs without inspirations with only SOs. -
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Quote:You don't. Soulburn Sands was DA/Fire, and his subsequent reroll is DA/MA.I don't like DA. I suppose it is thematic, but I will not argue that is can be quite powerful. I may have missed it but why did you go claws over DM? If I recall correctly, your tanker was DA/DM.
Why not claws? -
This thread alone indicates that actually, no, most people on the forums don't appreciate the greatness of DA.
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Because math is not as important to people as how they truthily think.
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There, it's less impressive. It procs fairly often, but the issue here is that Dark Regeneration costs 33 Endurance and hits up to 10 targets. Saturated, it's going to fire off twice, automatically giving you back 20 end... and on lucky streaks even more.
It's not bad. It's just not as amazing as it is in DR. -
Just you wait, Dechs, people will claim the mitigation you get out of Focus and shockwave completely negates your argument.
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What they are saying is 'I want a character who is as tough as a scrapper and fights at range, because playing blasters involves risk.'
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Quote:Fire/Mental
Fire/Fire
Rad/Fire
Your top aoe choices.
Fire/Fire will do the most damage but is also the squishiest.
And even that's a matter of perspective.
Hazard zone sweeping. Don't leave Dark Astoria until everything's grey but Adamastor. Then it's on to Crey's Folly. -
To my mind there are three tiers of 'perma hasten.' The first is a character who, without the hasten click power, has a global recharge of 70%; for example, this:
The upside of it is you get the same very tangible feel of your powers recharging faster, but on endurance-sensitive characters you're not going to have a crash to worry about. Plus, with the way sets are these days, it's not hard to have this kind of recharge as an incidental thing after you've done other stuff. The goal number for this is 70%.
Second there's Perma-hasten thanks to over-socketing hasten with 5, or 6 +recharge enhancements. I don't have any screenshots of that, but with your recharge in the district of 75-90, plus Spiritual incarnate, you can probably get that.
Third, there's actual perma-hasten where with enough global recharge and normal socketing of hasten (3 level 50 recharge IOs), you can put the power on auto and have it never 'fall off.' This needs something in the district of 110 or 115% recharge, and here's an example:
I'd recommend you start at the top. It's a challenging task for some archetypes.
(I just noticed that my two example pics are of billionaires. That's not an unreasonable expectation for the second build. But then, if you're willing to look into it, the market is a great way to make money.) -
Res tantum valet quantum vendi potest.
I bought it. I paid for it. So clearly, it's worth it. -
Right now, if anyone wants a patron power they have to do the patron arc; heroes have an additional gating of 22 missions ahead of that over four days. If the idea of spending that much time and effort to get a power you like is too much for a hero, it should be too much for a villain too.
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Make 'em change based on what alignment you are.
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I don't mind that patron pools are desireable; I don't even mind that they're a lot of work to get if you want them, because it rewards the effort with what might be a mildly improved level of power. I don't mind the idea that you don't want that work to be going evil, then doing a villain arc and coming back.
I do mind if the total work involved in getting a hero patron is easier and faster than going villain and coming back. I do mind if the powers are different because then you're opening up the exact same problem for villains, and it becomes a 'screw you, I got mine' concern. -
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Quote:It's a stunning show of what they were good at. The Rularuu do a lot of different things that are scary - I spent a lot of time out in the Shard hazard-zone sweeping and some of the minor effects they do were absolutely astounding just in their redundancy.the only group that im familiar with is rularuu which was introduced in i2 i believe
it still amazes me that rularuu are so tough even though they are a very old enemy group
When the 'easy' mobs you have access to fight are things like the natterlings with their fuse mechanic, you have a really scary faction. -
ITT: People who don't know what they're talking about talking with absolute confidence.
EM's fine. It's slow-animating, but if that doesn't bother you it performs very well. -
Ask to be escalated. It's what I did when a GM told me that you can't pick up ancillary powers at 35.