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RageusQuitus2

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Posts posted by RageusQuitus2

  1. On 6/9/2022 at 11:39 PM, JJDrakken said:

    Folks talk in it, to prove a point they can do what they want.

    Thats not always the case.  And Id suggest rarely the case.  Its a social game we all love.  And the player base, we generally enjoy together.  We have common interests in games, heroes, comics, sci fi and fantasy.  Many of us enjoy making witty comments.  I think its as simple as this.  Find some humor in something someone typed and cant stop yourself from hitting ENTER.  I get why some would be annoyed.  Seems minor to me.  Like family getting mad at you for chewing loudly.

    • Thumbs Up 2
  2. On 9/28/2021 at 6:54 AM, Bill Z Bubba said:

    Yes, tanks were overbuffed at last pass. But it don't matter cuz nuthin's gettin changed.

     

    If you team all the time and aren't concerned with solo gameplay, the brute will often shine thanks to all the incoming buffs from your teammates on either the damage or mitigation sides of things. While rare, sure, a brute at the caps is a sight to behold.

     

    Solo, however, a brute falls behind both the scrapper and the tank. Who the hell wants almost tank damage with almost scrapper mitigation values? Yes, the taunt auras and the ability to take Taunt are nice. EDIT: Yea, that's a glass half-empty view. You could say that the brute has slightly better damage than the tank with slightly better mitigation thanks to higher HP and caps than the scrapper but you're still dishing out less damage than the scrapper and taking a hell of a lot more damage than the tank.

     

    That said, chasing fury can be its own reward. It's a nice reason to fully give in to the scrapperlock.

    Ive been wondering if teaming doesnt benefit the /regen brutes.  IOs that max recharge and HPs.  Dull pain to 3300 HPs all the time.  Add in some resist or defense buffs and become hard to kill.

  3. 45 minutes ago, Shenanigunner said:

    Keyboard color control would be immediately useful, though. If anyone made a full featured gaming keyboard that included at least a dozen hard macro keys (essential for me, in everything but gaming)... I'd be good for some game-based control.

    Im really happy with my G910 and hero mouse.  The logitech software allows for lots of profiles and macro control.  Pretty infinite.  And has a G1 - G9 special keys on keyboard for what I think you mean by hard macros (keys, key combos, recording of keystrokes not just on these keys but anything).  Backlighting, and individual key backlighting.

  4. i take team tp cause tp didnt work for MMs.  Not well at least.  I guess I forgot the range difference. 

     

    If I was going for movement speed though id want SS/SJ.  Or non bother at all and temp powers. 

     

    TP is still prone to misfires and turning direction randomly causing you to say go back same distance you went forward.  And of course you can add youve left your pets way behind. 

     

    Actually if team TP stinks, and some are arguing combat TP stinks...  Im starting to think this isnt the travel power for me...  Maybe I should go with group fly for my MMs.

  5. 1 hour ago, ZemX said:

     

    Then you need more practice. 😈

    Id bet between binds and practice im as good as anyone who says its fastest.  I was trying to use team tp in pvp, and still use it in zones.  its just not practical with misfires.  Super speeders can catch up and hit you reliably.  Thats when im trying to stick close to ground and eliminate some of the horrible hoover lag animation between TPs.  Was trying to keep pets close for body guard.  And if i got sky its fine straight up max distance, orient and move.  But you still have that horrible animation lock between TPs, drop half your pets.  And again throw in a misfire or two...  I was easily tracked and kept up.

     

    Id also say I did some dry runs with some of the TF timed competition teams.  Getting to the missions quickly was half the battle.  Nobody used tp.  We all used assemble team and whatnot.  If tp is so much faster and time was of the essence....

  6. 16 minutes ago, SeraphimKensai said:

    That all said 3 picks in is kinda steep, but teleport as a travel power is the fastest means of travel in the game

    I know thats commonly said but i dont find it so in practice.  Lots of hang time between back to back to back tp.  And the occasional lag/misfire sending you the wrong direction.  Dont get me started on team tp and its flaws.  Still i take it on most of my MMs.

  7. 2 hours ago, arcane said:

    I said hit chance cap (95%) not tohit cap. Just saying I have zero characters built to leave their hit chance up to a short duration power.

    My bad I understand the 95% ceiling.

     

    What Im not sure of is how use mids builds,. look at an attack power, with its IO slotting (any accuracy IOs), then any acc or to hit bonuses from powers/ slotting and set bonuses, to calculate if im at 95%. 

     

    I usually just wing it as im chasing other stuff.  Is there an easy way to kinda rough estimate it/eyeball it?  If not just drop it arcane, Im not looking for anyone to spend alot of time teaching me.  When Im ready Ill do a deep dive.

  8. 47 minutes ago, arcane said:

    I find it hard to believe there are a lot of experienced character builders making characters that rely on Combat Teleport to hit their hit chance cap.

    Hai you might remember me from such threads as "Foldspace why do yall love it" and posts like

     

    4 hours ago, RageusQuitus2 said:

    Meanwhile im 3boxing an all MM team....  Truth hurts. 

     

    So what is the To hit cap should I choose to chase it?

    • Haha 1
  9. 53 minutes ago, ZemX said:

     Some people know how to use it on a team.  Some don't. 

    qouted for true!  Meanwhile im 3boxing an all MM team....  Truth hurts.  \

     

    I finding some pluses.  It will pull bosses, tp foe cant.  And group a spread mob up is solid with tar patch and bots burn.

  10. I dont get it.  Short distance, needs line of sight.  By the time I might even need to use it....  Everyone speaks so highly of it since the pool revamp but im  struggling to see the improvement to pool period.  Let alone this power that I thought was supposed to be a centerpiece of the revamped pool.

  11. free server transfers negate the reason for playing on one server.  I moved a tank from excel last night to indom to help with a hammi raid (it failed but still fun).  So other than personal SG base (which Im working on one for each server just in case) why does it matter?

  12. On 8/17/2021 at 9:44 PM, InfamousBrad said:

     

    It also never worked. (Sauce: tried playing a mastermind during a base raid.)

    I was part of several large base raids hero vs villains on champion back in the day.  Not saying it was perfect but we did run some.  So saying it never worked isnt accurate.   It just didnt work well.  And clearly not an option on homecomming. 

    • Thumbs Up 1
  13. 8 hours ago, StrikerFox said:

    Imo, Provoke is required. I don't think an MM can be called a Tankermind without it. Any MM can sponge the alpha but there's probably no primary, secondary or epic/ancillary power that can hold the aggro away from pets for a long period of time.

    Thats what I was thinking, I just dont see an MM attack (not pets but an actual MMs attack like lash) holding aggro for very long.  So even if provoke is only 14 seconds its better at its job than an attack.  But I havent thoroughly tested this.

  14. 7 hours ago, tidge said:

    I am not unaware that I am making the opposite of my typical conclusion in threads with the quest "Do Tankers need Taunt?" (TL:DR, my answer is "Yes"), but my answer is different (primarily) because Taunt is different than Provoke.

    I also almost 100% agree with that (about the only tanks I dont take taunt, are my fire farmers).  

     

    7 hours ago, tidge said:

    Of course I haven't played all MM primary/secondary, so if your MM has no alternate mechanism of generating threat then by all means go with Provoke. I certainly think that if you are going Tankermind it is much more important to pick up Tough and Weave from the Fighting pool.

    Not so sure I agree with this Id have to look at my MM builds.  Being MMs can be so tough to begin with, and you are spreading damage through pets as well.  But Im pretty certain I play this game alot different than most.  Even when it comes to MMs (3 boxing mostly solo, lots of open zone play versus missions, I love street sweeping croatoa and PvP zones for example).  The occasional open zone GM.  So my builds tend to slightly different.  Example I use team TP and despite the name team TP is only for solo MM play (or solo multiboxing). 

  15. On 8/18/2021 at 8:09 AM, tidge said:

    like Taunt and Provoke, and I like Provoke a LOT more than I like Confront. Having written that, the ToHit check and small target cap of Provoke feel (to me, YMMV) that it is working against the interests of a Tankermind in a majority of circumstances. Even with a (small) number of enemies focused on the MM, a lot of the problems for a Tankermind (and henchmen) are going to come from enemies with AoE attacks.

    This is pretty spot on.  So the question isnt is provoke required for a tankermind (it is, cause tankermind in my mind is defined by "taunting aggro" not taking alpha).  The questions are tankerminding a good option?  If so when?  Pvp zone builds ive found it usefull for example.

     

    Basically to the op assault is a fine choice.  Its not a tankermind without provoke but tankermind isnt required by any means.

  16. On 8/15/2021 at 12:59 PM, StrikerFox said:

    Team TP or Group Fly to help with patches, but would probably annoy some teammates.

    I have a topic i started in suggestions and feedback about this very problem.  Unfortunately although ive had 0 responses.  I do not understand why this has been overlooked.  Team tp is fringin awesome for mm travel.  And horrible for leagumates, teamates and incarnates.  

     

    Imho add another account or two, build two more mms.  Level as a triad and team tp to your hearts content.  3 mms even just SOd out will wreck this game.

     

    So the answer, team tp and build your own team 😀

  17. imho group fly and team tp havent been fixed.  The fact a player could ruin (unintentionally) or grief (intentionally) an incarnate trial seems a major oversight.  I know this first hand, as a failure to load the right keybinds and bit of alcohol caused a baf to fail.  While im sure the video would be funny, those on the tennis courts with me that night werent amused. 

     

    I think these are great choices for pets (not just MMs but thats really my focus) that require deep dives into power pools.  But also means i have to stop using when teamed, or tell my teammates or worse leaguemates to hit null the gull...  Potentially not possible mid incarnate trial.

     

    I have some suggestions not all mine (a few Ive read as Ive paid alot of attention to this topic):

     

    *Make it an option like team difficulty settings from chat. 

     

    *Make tp affect pets and leave team tp as is.  My personal fav.  Pets are a power for my character and half of them, so why should i have to dig deeper in pools to keep em near me?

     

    *Default players to null setting "off" for this. 

     

    While you cant nerf my alcohol, you can try to protect the player base from it.  

  18. 10 minutes ago, Zepp said:

    That is an interesting issue. I was wondering what you think would be a functional way to address this issue would look like?

    I was worries that might come off as a threat and it wasnt.  I mean i play vill side mostly but im not that big a douche.

     

    Lots of ideas proposed when its been brought up.

     

    Make it an option like team difficulty settings from chat. 

     

    Make tp affect pets and leave team tp as is.  My personal fav.  Pets are a power for me, so why should i have to dig deeper in pools to keep em near me?

     

    Default players to null setting "off" for this.  Among others that were proposed.

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