Talesin

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  1. Quote:
    Originally Posted by Hopeling View Post
    This is a silly thread.

    But, just to go with the flow and pretend it's not a silly thread, Fulcrum Shift is not particularly overpowered as long as I can do this:

    Brilliant. Why didn't I think of that?! They should nerf multiple inspirations too!
  2. Quote:
    Originally Posted by Miladys_Knight View Post
    Forcefields lets the team hit the defense softcap to all positions AND provides all the squishies with mez protection.

    Sonic Resonance lets the team hit their various resistance caps AND provides the squishies with mez protection.

    In fact, the only Buff/Debuff set that doesn't let you hit a cap of some kind is Trick Arrow and IMO is the only support set that needs a re-balance.

    All the others do exactly what they are supposed to do the way they are supposed to do it.
    Forcefields can help people reach the defense cap that's true.

    Sonic Resonance will not help anyone except those with their own resistances (and high ones at that) reach their resistance caps.

    Cold Domination will let you hit the endurance recovery cap but not on a perma basis. Also, who ever needs the end recovery cap anyway. It is a useless cap. Personally I think the recharge and duration on Heat Loss should be what Fulcrum Shift should be. I also think that the devs thought so since the power is an endurance equivalent to Fulcrum Shift anyway.

    Dark Miasma/Darkness Affinity will not help you reach any caps at all.

    Empathy will take one person to the end recovery cap (if AB is slotted for end mod). This is also not perma.

    Poison will take you nowhere.

    Rad will not cap anything either, but that doesn't make it bad.

    Storm will not cap anything too. But it will make you hard to hit if you use hurricane and have it slotted for lots of -to hit.

    Thermal will not cap anything.

    Time Manipulation will not cap anything.

    As you said Trick Arrow will also not let you cap to anything.

    So to wrap up, your argument about caps in buff sets is wholly untrue, unless you consider buffs the player brings to the party. Only Fulcrum Shift can bring you close to the cap without any help (or so close to the cap that it is essentially immaterial). Forcefields will get you close but only when you find a way to combine it with Power Boost (which I think is ridiculous as well).
  3. Quote:
    Originally Posted by Garent View Post
    It's one of those powers with a very large gap between ideal performance and unideal performance.
    I am confused, what does "unideal performance" mean. At least Fulcrum Shift will boost you +60% (assuming you get both sides of the buff) from one enemy. Thats a hefty bonus which is not ridiculous, but hardly bad. Blasters with maximum defiance buff can barely scratch 45% buff.
  4. Quote:
    Originally Posted by Necromatic View Post
    With all the +damage out there already, I find speed boost being the more useful power from a kinetics teammate.
    This is a ridiculous argument. I challenge you to find a power which can easily bring you close to the damage cap all the time. Add together all the damage buffs you can get from IOs, as well as the buffs from perma-buildup (aka Rage) and you will still come nowhere near the cap that Fulcrum Shift can help you approach.

    Sure the benefit from Speed Boost is great, but what makes a team plow through mobs faster than anything is fulcrum shift.
  5. I give you that point. Everyone is entitled to enjoy the game as they choose, as long as their enjoyment is not based on the exploitation or harassment of others.

    I also agree with that other person who said that the guide relying on doing that many taskforces each day may be difficult to accomplish without a dedicated group of people to play through with you. On some servers it is nearly impossible to get a non-PL team going at the high levels. (Although I wish this weren't the case.)

    Perhaps the OP should add a line in the text to give potential readers of the guide his definition of what a normal day under his two week plan would involve. For many of his days would require upwards of 12 hours of gameplay in a 24 hour period. Many, many players would find such a schedule impossible to keep.

    I guess my problem with this "guide" is that it sounds awfully like those ads you see on TV and in magazines.

    Get Rich in A Month working in your spare time!
    Loose up to 25 pounds in a week with the new Crap Beach diet!

    We all know that somewhere on the screen or at the bottom is a small disclaimer.

    Results not typical. Individual results will vary.
  6. [ QUOTE ]
    Well, you don't have to do it in two weeks. I have this spaced out to do it as fast as possible. That and I had two weeks off of work with my vacation time, no money to go anywhere, and a lot of Mac n' chees and Dr. Pepper in the fridge... so guess what I did?!

    [/ QUOTE ]

    You threw away two good weeks of your life. Playing for that many hours a day for two weeks straight is a little nuts. What's the point of leveling that fast anyway? Trying to get to all that great lvl 50 only content?

    Here is my suggestion. Take time to level your toons with other people and enjoy the ride to 50.
  7. Sands of Mu has base accuracy of 75% to hit versus even conned minions just as Shadow Maul does. It does not hit nearly as often as a well slotted Shadow Maul with accuracy.

    The boost to damage that was given to it and the Ax was done to offset the issue of the archtype wielding the power. In this way a controller deals as much damage with Sands of Mu or the Undead Slaying Ax that a scrapper deals. This bonus to damage does not affect its inherent accuracy. Powers like buildup or other similar powers which boost accuracy as well as damage will only boost the accuracy part of these veteran rewards. Often when fighting mobs of +2 or +3 the only time when I can get a hit with Permanent Sands of Mu is after a buildup.
  8. Wow. This is certainly an entertaining version of a guide for this particular combo of blaster sets.

    But before anyone follows this guide I must say, please save your respec granted on the 12th of December. You're going to need it.

    This guide simply has the worst advice on power choices and slotting that I have ever read in a guide. Quite frankly I am hoping this guide was posted as a joke. Please consult any of the other guides written for these sets before following this one's advice.

    A big sign in this guide of a lack of understanding of the mechanics of this game is the total lack of slotting for accuracy. I won't go any further with my criticism.

    I am sorry to the original poster of this guide for my rough treatment of your advice. I am just trying to help those who might fall victim to it.
  9. Can you tell me how this information was acquired? How did Red Tomax get this info? Which file did he open and where was it located?

    I am trying to independently verify the data used in the analysis. Any help you can give me would be appreciated.

    Thanks.
  10. [ QUOTE ]

    Another nice benefit of this system I have shared with you is that you are not “forced” to take a travel power at level 14. Some ATs get some great powers at 14 and require you to either put them off or accept some “peer pressure”.

    [/ QUOTE ]

    While I agree with your main point about helping low levels get around quicker, you should know that no AT gets any new powers opened up at lvl 14. The devs made lvl 14 a level where no "new" powers from a primary or secondary are made available to players. This is just like at lvl 22, 24 and 30. I can only assume that the devs did it that way to make it slightly easier to accept the idea of getting a travel power at lvl 14. In your plan you can pick up SJ at lvl 14 since you already have combat jumping. Your idea should make the lvls from 8 till 14 much more pleasant.
  11. All I can say is thank you. This will go a long way to solving the inherent problems with defensive sets and mobs of higher level.