macskull

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  1. In a game that moves at this speed, a power that is "good enough" but recharges quickly is superior to a power with stronger stats but a long recharge timer. For example, we could compare two powers like Inferno and Fireball - on a Blaster, Inferno deals about 6x more damage (assuming ED-capped damage slotting) than Fireball, but Fireball recharges over 20x faster (again assuming ED-capped recharge reduction slotting).

    As far as what sort of help Sonic could use:

    * Add Psi resistance or exotic debuff resistance to the shields (i.e. slow resist, end drain/-recovery resist)
    * Reduce the endurance costs of the ally toggles
    * Remove the sleep hole in Sonic Dispersion - the sleep hole is okay for FF because the defense allows the user to simply avoid many mezzes in the first place, but that's not the case for Sonics, and sleep can hurt.
    * Reduce the recharge and duration of Liquefy (120 and 120 seems okay, or 150 and 150)
  2. macskull

    Dargeting Trone

    Gun Drone is only marginally less bad than it used to be ever since they changed it to be mobile. It still takes eleven million seconds to activate, is interruptible, costs a lot of endurance, and expires after a certain duration.
  3. I have one here but it doesn't have pool Tactics so it can't see Stalkers without some outside +perception. Will be fixing that in I19 if I'm still playing. Can be tweaked to make it better, faster, stronger (Lol) but I'm cheap so I didn't use purples or PvP IOs.
  4. I have absolutely no issue with soloing AVs and GMs, because they take far too much time to solo for the reward they give and the process is incredibly dull. If you have a character that can do it (I have several and I've done it), that's great, but other than bragging rights there's no practical advantage to being able to do it.
  5. There isn't anything official, because it was all hush-hush.
  6. Quote:
    Originally Posted by Rock_Crag View Post
    This. I think my final build for my Bane gives me an average of 10 to 12 percent.

    I do agree that DDR shouldn't be allowed to most class types. Who's ever going to pick poor ol' Super Reflexes if every friggen set has DDR and a good chance at softcap?
    Well, the difference here is that no other set (with the exception of Shield, given the Hami trick and lots of recharge) even comes close to the amount of DDR Super Reflexes gets access to.
  7. macskull

    +To Hit Procs

    According to CoD it's a 20% tohit buff for either power, and I assume it would work like other buff procs where it will only fire off once (i.e. if you hit ten targets you'd only get one application of the tohit buff anyways). However, it might stack from each of the procs, especially since the two buffs are technically different powers.
  8. macskull

    Why no farming?

    Goat, I love the quote in your sig.
  9. Quote:
    Originally Posted by Psylenz View Post
    How would you compare */trick arrow mastermind to the proposed */kinetic mastermind?
    I think Kin MMs would be more popular than TA MMs, if only because TA seems to be a very unpopular set regardless of AT. TA is a good set (AoE -res, -def, -dam, -regen, -tohit, and some control), but it lacks any buffing ability which makes it unique among the buff/debuff sets, and it's got a sort of stigma because of that.

    To clarify: I'm not saying Kin would be a bad set for Masterminds, just that the people who seem to want it tend to forget that it would be difficult to leverage one of the set-defining powers (FS) and another one of the set-defining powers (SB) has very limited usefulness for the Mastermind itself.
  10. macskull

    Mids Help

    Also, if you're running the installer on a Vista/Win7 machine you'll need to right-click and select "run as administrator."
  11. Quote:
    Originally Posted by Psylenz View Post
    Transfusion: heal with a source of -regen which some mastermind primaries lack.

    Siphon power: not sure of the buff rate on a mastermind sized SP, but there is also the -damage you apply to targets, which can be very useful on hard targets.

    Siphon speed: +recharge for masterminds with hell on earth, gang war, soul extraction, noxious gas would be very beneficial. Again, the debuff as discussed in the defender forums in one of the few if not unique debuffs that is irresistible, very useful on hard targets.

    Increase density would be very much like the thermal thaw, much more useful to mastermind teammates.

    Inertial reduction means your mastermind needs no travel powers. All the travel powers (level 14) suppress movement while fighting. Inertial reduction has no travel suppression.

    I can think of numerous situations where end drain from foes can reduce your pets' endurance. Transference is a killer debuff also. This is all part of the kinetic single target sapping package.

    Fulcrum shift would be exceptional for masterminds with melee centric pets.

    My fear is they would gimp the kinetic set similar to how they gimped twilight grasps' radius, by reducing transference's radius or capping the number of buffs that would be allowed for fulcrum shift.
    You're seriously overselling the set, I think. The -regen from Transfusion is small and is resisted, meaning you'll need to absolutely spam the power against hard targets to ensure it's being useful (though the -regen isn't the draw to the power or even the set or you'd see a lot more Kins soloing AVs and the like).

    The problem is Kinetics lacks a lot of active mitigation against anything other than single targets, which isn't a big deal if your pets are ranged, but then you're largely unable to leverage Fulcrum Shift effectively. If your pets are melee, you might be able to get your pets into a small enough area to get the buff, but you're putting them at risk while doing so without any way to help them out except Transfusion, if it hits and if the pets are still in the heal radius. The biggest advantages to Kinetics would be knockback protection for your pets (Increase Density) and +recharge in Speed Boost but since pet recharge isn't buffable that's no longer a selling point of the set. Siphon Speed is nice, yes, but you really only have a few powers that can take advantage of it.
  12. Quote:
    Originally Posted by Leo_G View Post
    Not sure how you knock something 'off of a wall' rather than into it unless it's not a wall but a ledge which would narrow down that little list of yours to 2 since 'etc' really doesn't count...

    But if I'm shooting a guy(s) and knocking it(them) back, the 'knocking them away from melees' part really doesn't matter. The melees don't have a monopoly on what I can shoot at so I'll pick what I want and blast it to death...and it'll be on it's bum while I do it.

    If you *need* to nullify (see -KB immobilize) your KB just to get by, you're doing it wrong.

    I swear, it's like the game has become a melee's world, where everything must revolve around them...and this is coming from someone who mostly plays melees. Is it so damned hard to move every once in a while!?
    I'm talking specifically about the sort of people who will do something like fire off Explosive Blast at a target that's right by the Tanker/Scrapper/Brute/whatever, knocking all the mobs out of the radius of their survivability aura (RttC, Invincibility, what have you). I realize that falls under the "using powers indiscriminately" qualifier, but the point stands, and it's unfortunate that such use of powers gives all knockback a bad name, but such is life, I suppose.

    The "issue" with knockback is it's the only secondary effect that requires extra work to leverage effectively. If all knockback were changed to knockdown I don't think anyone would complain since it would have the same basic effect without having mobs fly all over the place.
  13. Quote:
    Originally Posted by UberGuy View Post
    Edit: There were also a couple of people who seemed to have trouble separating the game fiction of playing a villain from real-world consequences, and actively (and seemingly fully seriously) wanted anyone who played a villain to suffer an explicitly inferior gaming experience as punishment for playing a villain. Merging the markets would implicitly improve the experience of market-using villains, and was thus unacceptable under this view.
    I only recall one person like this, and thankfully they haven't posted since the merger was announced.
  14. Quote:
    Originally Posted by Leo_G View Post
    What fool goes around trying to *limit* their own KB?
    Anyone who's in the least bit considerate about knocking mobs over ledges, off of walls, away from the melees on the team, etc, etc.
  15. Quote:
    Originally Posted by Psylenz View Post
    or empathy... Imagine the bruiser with Adrenalin Boost.
    MMs already have Pain, which offers Painbringer, which given the inability to buff pet recharge is already better than Adrenalin Boost in almost every way imaginable.
  16. Quote:
    Originally Posted by Carnifax_NA View Post
    Are you changing your Avatar every 20 seconds or something Mac, you seem to be regressing through all your older ones today?

    Or maybe I'm going slowly crazy.
    PHP rotation script ftw.
  17. Quote:
    Originally Posted by Kibowi View Post
    Anyone else? I mean seriously, this sucks. I see a lot of complaints from people about how upset they are with the activeness of PvP and so forth, and yet, I see all these new people trying it out, looking for advice, and nobody want's to help? No wonder why nobody wants to play. I mean seriously, i'm trying to learn, trying to get help, and it's like impossible? I might just go back to farming everyday.
    The people complaining about the lack of PvP activity are talking about large-team arena (hell, any arena these days), where this build will be pretty much useless anyways, so...
  18. Performance Shifter +end proc:

    It's supposed to be (at least it's always been) a flat 10 points of endurance, but I've lately noticed it's granting 10% instead of 10 points. Guessing this is either a bug or an undocumented change.
  19. SS/Fire, SS/Elec, or pretty much SS/anything.
  20. Quote:
    Originally Posted by Syndace View Post
    They are making changes
    There are making changes like toning down the amount of unresisted damage Blasters dealt, or adding KB suppression to knockback powers, or adding cage suppression, and then there are making changes like heal decay, travel suppression, DR, and removal of mez protection. The key difference between the two sets of changes is the first set of changes are just tweaks to powers to promote balance without significantly altering the way the game plays, and the second set of changes is a mechanics changes that completely mess up the way the game plays and the interplay between individual powersets and archetypes.
  21. Quote:
    Originally Posted by Santa_Laws View Post
    Where did it go? Shouldn't it be stickied?
    All of the information was outdated and no one cares enough to make one updated with post-I13 information, so no.
  22. macskull

    A dev in pvp!!!!

    The concept of DR isn't bad, but it absolutely wrecks the usefulness of most buffers, which is why it needs to go or be heavily reworked.
  23. I find it amusing that this thread's 11 pages long, yet 10 of those 11 pages were posted in the eight months between the OP and I13 dropping and there've been barely a dozen posts over the following two years.