
DreadShinobi
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Everything posted by DreadShinobi
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I like the recharge debuff resistance added to fast healing and quick recovery. It doesnt need to be 100% immunity though. You can get more from IOs if you want that. I'd like to see reconstruction be not so one dimensional. I don't think an absorb shield makes sense in this power but maybe a delayed heal at 50% value that goes off 10 seconds after the initial heal or a heal over time ticker. Maybe reduce the cooldown to 40s akin to healing flames. Would like to see resist-all added to integration equal to resilience. Resilience would be a nice place for an absorb over time akin to blaster sustains. Instant healing shouldnt be a toggle imo, but a cooldown reduction would suffice. Revive would be nice to be usable out of combat.
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I have a demon/kinetics that does just fine. It is more high risk/high reward playstyle. Demons and the personal whip attacks in the set offer good -res with good proc slotting opportunities (lash can hold 6 dmg procs). Transfusion is an amazing heal for mms. With fulcrum shift capping out your damage, it functions similarly to a kin/sonic defender, but with much more damage. Increase density is also one of few ways to provide knockback protection to your pets. Having team purple insps on hand and keeping open bids on them makes for easy softcapping as needed.
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Group fly is still slow as molasses. It also doesn't stealth pets when running past mobs, and doesnt address the lower ceiling on IO'd MMs compared to IO'd other classes that don't need to be concerned about survivability and can run with a stack of 20+ red insps.
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This is the trade-off. Mobility. If playing MMs works for /your/ playstyle then that's great, I have nothing against those who enjoy playing MMs. For the way I run content, MMs have the lowest practical effectiveness of any archetype in the game by a large margin because they're just not strong picks for doing objective-based speed runs.
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Best Post
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Discussion: Improvements to the Warriors
DreadShinobi replied to Piecemeal's topic in Developer's Corner
Just because it was brought up in the OP and I would never have thought of the warriors using staff fighting otherwise, I don't feel like this would fit in with how I view the faction. I like all the hack and slash and staff fighting feels a bit flashy for them. I would be in favor of street justice though, and maybe some martial arts. Maybe as supplementary longer cooldown skills like crane kick, rib cracker or the t9s with their primary weapon capabilities. I would be thrilled to fight the warriors if they had a bonus crit chance. I would be thrilled to see the warriors with some additional defensive capabilities, but I could say the same thing there about every enemy faction. I'm not sure how I would feel if every warrior had a shield, probably wouldn't like seeing more than a couple in a x8 spawn. Rise to the Challenge feels like a thematic fit, but likely wouldn't do much. Increased dodge chance/super reflexes makes sense too, but most people aren't a fan of whiffing. A mini 5 second moment of glory for lts and bosses would appeal to me. -
Lol damn the hostility is hot here. Don't ever disagree with @TheSpiritFox . Like does proving that a certain archetype in a game is your life purpose really need to be so emotionally charged and do you even read what you type? Btw whether you're right or the other guy is right about the direction of the game really gets lost when you shove it down their throat. Just because you spend more time playing this archetype than anyone else doesnt mean others who do not play MMs or tend to not like the archetype dont have valid reasons either or might enjoy populating the class if they were different.
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Focused Feedback: Power Changes (Build 1)
DreadShinobi replied to Arcanum's topic in [Open Beta] Focused Feedback
I think the ideology behind the decision on Rune of Protection really needs to be looked at. Are we going for 'pool powers should be strictly poor/underwhelming power choices'? Do we really need to feel shoehorned into speed/leaping/fighting/leadership more than we already are? I think the bigger issue with RoP being brought down to 60s is more that the other similar powers, that require significant investment in power picks, such as Unrelenting, Unleash Potential, and Adrenal Booster, would all feel more worthwhile on a 90s duration. As others have said, I believe this is the opposite direction that pool power balance should be headed. -
Also, I don't mind taking Boxing at all for Tough and Weave. It is an excellent place to slot in 5 absolute amazements. Really one of the better mules available.
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These two ideas would need to be mutually exclusive. If you could have any number of power pools AND choose any pool power without prerequisites, it would absolutely break the game.
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Ice/kin can have a moderately high ceiling because you can shove so many damage procs into your attacks, and fulcrum shift with mob saturation can cap your damage even if you have 0% damage enhancement in a power. Enhancement value cuts into your damage cap number fyi. Corruptors with 500% damage cap, 100% being base, and typically 100% from enhancement value leaves a 300% gap that can be buffed via fulcrum shift, aim, gaussians, assault, reds, etc. If you shove full proc slotting into your attacks, which ice can do with access to tohit debuff, slow, and holds sets, you can ignore your damage enhancement value and still damage cap yourself with kinetics. As far as gameplay synergy between ice and kin, kinetics requires mob saturation and other than the rain powers which can scourge, ice is mostly single target.
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Seems to be better to do 2 separate farms with auto burn
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Remove incarnate level shifts.
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The game is balanced around SOs. Nothing requires anything more. Incarnate powers are still 100% extra. The game's difficulty hasnt been updated to reflect exponential power creep. The problem imo is not IOs or incarnates, it is that critter difficulty and how critters can interact with your character is largely stagnant. Difficulty settings being based around team size and mob levels is outdated. Ouroboros made an attempt at addressing this with players debuffed/enemies buffed/no insp settings etc, but offered little as a tangible reward for pursuing those challenges. Some incarnate content has added mechanics that you actually have to think about, but for the most part enemy factions have little to offer to meet the par on all the tools we have available to grow our characters.
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Scrapper taunt auras: Against all Odds - 17s taunt Invincibility - 17s taunt Evolving Armor - 13.6 taunt Beta Decay - 13.6s taunt Entropy Shield - 2.25s taunt Rise to the Challenge - 1.25s taunt Ninjitsu, SR, Regen, Ice, Fiery, Elec, Dark - No taunt Shield Defense, Invuln, Bio Armor, and Rad Armor are your viable team tanking scrappers. as their taunt effects have a really good duration tagged to them, this also makes them better for herding when solo. Entropy Aura and RttC have very weak taunt auras that will wear off nearly immediately upon moving away from a target. I keep one scrapper with confront because for much of endgame content the only thing that needs taunting are AVs, which are single target anyways. Especially handy for Lord Recluse in Ms. Lib TF and sometimes as extra utility for a hami raid. Can also be nice for incarnate trials. Taunt auras, as above, handle the rest of mob fodder, as long as you don't choose one of those sets with a poor taunt aura or none at all. If your goal is a high damage team, a scrapper tank is the way to go.
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I think the thing about regen, is that even if you make a great build for it with softcapped defenses and over 100 global recharge, which is much more difficult than other sets, there is no offensive pay-off at all. You still have to manage your clicks, which will reduce your dps. You don't get any recharge buff. The recovery buff is minor and you still have to factor in your endurance consumption while other armor sets may be able to disregard it completely. You don't get any debuff resistance. You don't get a damage aura. You don't get a damage buff or any offensive tools. You don't get any crowd control. You don't get a good taunt aura or none at all. And with all that said, you still have to deal with having poor baseline resistances, possibly poor defense numbers. Or you put so much of your slotting into getting good defense numbers and recharge that you're missing out on some good proc slotting potential. It is a large tradeoff to make regen .... still not perform as well as most other armor sets can.
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Ninja run can be used for getting around. I did my accolades for my fire farmer when we still had unlimited access to enterbasefrompasscode which of course made things very quick and easy. I also pick up knockback protection sg base buff whenever using my fire farmer outside fire farms, as that isnt necessary to have otherwise. Keeping a stack of purple insps means you can ignore your lack of real mitigation when applicable. For some of the accolade activities, like maria jenkins and synapse, i used an alt account and cleared them with my fire blaster as not only is it faster than building a team, you get double the merits ((or triple >.>) (or more if it is the wst))
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100% skippable, also ugly, imo. Energy melee can stack so much stun mag by itself, but if you have space for it why not. On my high recharge energy melee stalker i use adrenal booster with nearly 50% uptime. The +special gives a boost to all your stun duration making stacking easier, however with fitting in adrenal booster it might be more difficult to also fit in disrupt.
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It isn't as synergistic as the theme may suggest. The most unique aspect of dark melee is the self healing, which largely benefits sets that do not have a way to self-sustain, like /sr and /sd. The second aspect of dark melee, the -tohit benefits sets that work towards defense softcapping, as it effectively offers active protection against defense debuffs and cascading defense failure. Dark armor doesnt need a second heal, dark regeneration is often a full heal on a cooldown shorter than healing flames. Dark armor soft control in oppressive gloom also has no stuns from dark melee to stack with.
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Generic Purple IO's [Semi Serious]
DreadShinobi replied to Galaxy Brain's topic in Suggestions & Feedback
I feel like this would be too strong for proc build slotting, where you can get all the set bonuses you need from other powers, and your proc bomb powers only need 1-2 stat enhancements with 4-5 procs. Musculature and intuition obviously play a big role here. I would be more in favor, if the value of enhancements were to be increased, to look at increasing the amount you can boost an enhancement via reward merits from +5 to +10 for example. This would be much more accessible. It would mean not having to reimagine builds and do mass respecs. Could even make it so each + level above 5 would require 2 enhancement boosters instead of 1. -
I dont play my savage/ea very much, but I fit in the presence pool on that stalker (with speed/leaping/fighting) and the extra utility of having some aggro control can be helpful if you are looking to stop an AV from running all over the place whether you are solo or on a team without a tank/brute/scrapper. Of course the duration is not as good as primary taunts and it isn't autohit, and it is of course nicer to have your aggro control in an aura toggle where you don't have to spend your animation time on the click, but that is what stalkers habe available to them. Gosh what I would give for an IO set that included a taunt proc. I feel like that is something that is sorely missing from what we have available.
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Stalker EM doesn't need BS with enough global recharge
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EA works so well on stalkers becuase it is honestly over the top mitigation for an archetype not intended to sit and tank. (I put scrappers in the aggro management pool with tanks and brutes). EA for stalkers is incredibly self sufficient with easy softcapped defenses, self healing and regeneration, and essentially infinite endurance without the need for any slots going that way. This in turn makes EA a very offensive powerset, beyond the free 20% rchg, with everything else taken care of you can put so much of your slotting towards damage procs and more global recharge. The one thing I've hoped for on EA scrappers is partial crits from hidden, similar to night widows, possibly on a lockout timer like shinobi from ninja training blasters. Or maybe not a "critical" but a damage proc either way. Also I've never felt that EA's "psi hole" has held it back in any way with the healing and regeneration present in the set. For a tough av you can munch a few insps and be 100% fine. For a tank or brute the psi hole of course would be more apparent, but I don't view EA as a set that needs to tank. It is a set that has such great base values that you can pretty much always carry 20 red insps in your tray and never worry.
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Have you found your ‘forever character’ yet?
DreadShinobi replied to CaptTastic's topic in General Discussion
Fire/fire/mu blaster with sorcery. Love the high risk/high reward playstyle. Only wish I had committed to it first as my original main for homecoming, but it took me a while to figure out how much blasters have improved since live server play. Second to that is also my poison/fire defender, which makes for an excellent solo supporter for teams with elixir of life and vengeance. Does way more damage than I could have ever anticipated. Poison is another one of those sets that has really taken off with the new metagame norms of homecoming - faster pace, more blasters to support, more prevalence of IOs, which shores up some of the competition it has with cold domination that offers shielding. Plant control is also a mainstay choice for me because seeds of confusion is the best power in the game 😆 -
Plant/Poison/Earth. Envenom makes your confusion and proc based damage go off the wall.