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Everything posted by Erratic1
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I would not consider She-Hulk a scrapper. A Brute perhaps. Same with Invincible (though I could see the argument moreso for Mark).
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As upset as Plant Control users were about the most recent patch? Assuming you're talking mutually exclusive like how people possessing Instant Healing got to keep it unless respecing into Reactive Regeneration, then call my proposal by a new name, Exertion.
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He uses webs against lesser opponents and/or to delay stronger ones, but he can and does throw punches:
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She did include the word "thematically"--talking comic books, not game I think.
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Oh, the nasty can of worms you've opened. I have never been a fan of proliferating every melee primary and secondary to every melee AT, but with EA going to Tankers, that ship has sailed. Arguably modern Spider Man fits as he is probably just beneath Luke Cage levels of strength (there are far stronger superheroes, but undeniably you are in the realm of Super Strength well before you reach Superman, Gladiator, Hulk levels). Spiderman's trick is he mostly avoids taking damage via Spider Sense but if something does connect for whatever reason, he is going to go down to things individuals like The Thing or Luke Cage shrug off.
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Make Rage a toggle, have it grant a Fatigue debuff with every attack made which increases endurance costs by 10% every 6 seconds to a maximum Fatigue cap of 20. Fatigue fades only when Rage is toggled off based on your Endurance recovery rate, but with a default rate of one stack every 6 seconds. No more double stacking, a downside which is controllable, and some mitigation of downside based on how you build.
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I could probably argue with a straight face that if you do not take Cross Punch, given SS has only one damaging AoE attack, you're doing something intentionally sub-optimal. As goes Gloom, the fact that Rage empowers it is meaningful as Rage IS part of the set. Obviously, Rage could be restricted to only work with set powers, but at that point some serious retuning needs to occur to the set.
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We had entered the Crey Lab, cleared that first floor map where there is the large circular equipment bank in the room with multiple groups, a group to the left, and elevators to the right (not important if you don't recognize it), and gone to the next floor where there is a group above, and multiple groups to the right as well as two groups ahead. Note: Everything was +5 to me. So in the midst of fighting, I noticed we were in fact fighting the entire set of groups in the entry, and I then said, "If we're going to fight everything, you might as well go grab the rest of the base and drag it back." But I didn't stop there. I added, "I dare you. I double dog dare you." It was when the next two groups showed up that I knew the challenge had been accepted. We in fact never moved from the spot because groups kept coming. And here I am tossing controls, healing, buffing endurance recovery, debuffing to-hit (Pyro/Dark controller). AND IT WAS AWESOME!!!! So going into the next mission I suggested the goal was to pull so much we wiped. 😁 You know the person rounding things up tried. And I kept needling, "Still alive." I have not had so much fun in a long time.
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I would crib from Combat Teleport's multiple activations bit and from Adaptive Recharge--use it once and you get a moderate buff, use it twice within a certain period and get a full duration bigger buff which comes with a crash and increased recharge.
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As @SeraphimKensai notes, Slow resistance is very, Very, VERY important. Get to 95% on my planned build for my Regen/Fire Tanker. I think it would be perfectly fine on a Tanker. Were I doing it on a Brute, I would probably feel more pressure to push global recharge so you can abuse Moment of Glory more often. There is great beauty (Brute or Tanker) running in, popping it, and whittling down a group while they ineffectively whiff at you.
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I may have been a bit grumpy at someone explaining something to me like I didn't understand what was being said. Apologies. My beloved Brute, Unconquerable, exists in my head in ways the game does not allow. If a go at implementing him had not gotten me what I wanted, I would have, like on other characters, reimplemented him and building a new character with the look and costume or renaming some other existing character (unlikely because if another character were basically him, I would be making him in the first place) is just an exercise in getting closer to what was in mind to begin with. In my mind, several of my characters know each other and like, tolerate, or despise the others. A few are children of others. The game, like I said, is an implementation. If you do not see it that way, it is perfectly fine, but that leaves you with less options than I do, hence why I called it a limitation.
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Yes, I understood that. To me the character is what I have in mind. The game construct is an implementation. I will rename a new character to be what I HAVE IN MIND. That is a you limitation. For me, it isn't a problem.
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Thx! You've made me very happy this morning.
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While there is strong temptation to set Incendiary Ammunition always on, there are times when it would be helpful to fire in normal mode, particularly with Executioner's Shot, because I'm likely to want the KB. So I put together the following: One button push and you toggle off whatever elemental mode you are in and take Executioner's Shot. You can copy and past the following to get a macro which looks like the power: /macro_image "DualPistol_ExecutionersShot" "No Element Executioner's Shot" "powexecname Executioner's Shot$$powexectoggleoff Cryo Ammunition$$powexectoggleoff Incendiary Ammunition$$powexectoggleoff Chemical Ammunition" Executioner's Shot goes first because the commands are activated from right to left and you want the toggles off. The one downside is it will not get a countdown for when it is reusable. I put the power on the action bar above to serve as an indicator. Wish there were a one-button way of making sure Cryo Ammunition was active and firing Supression Shot, but no such luck. Two button presses at least, though it could be the same button.
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I've levelled a character to their high 30s, realized the powerset choices did not quite match what I wanted for the character concept, and scrapped the existing in favor of new character, same name, with a more appropriate powerset combination. Not seeing why renaming is any different.
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Because doing THE EXACT SAME SINGLE TARGET DAMAGE AS BEFORE, and doing THE EXACT SAME AREA DAMAGE AS BEFORE BENEATH OVERCAP, has utterly, shattered Tankers and they are weaker than they have ever been.🙄
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I dread the Crey wraparound lab. Hate it!
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If you enjoy Tankers, certainly. Got a newly made Regen/Fire Melee one myself who is almost 50.
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So did you stop playing before Tankers were buffed, so you would still find them more powerful? Or did you stop playing after Tankers were buffed, in which case you'd still find their single-target attacks the same as before the so-called nerf, and their AoEs still the same as before the "nerf" until you reached overcap? The nerf was a nothing-burger, and it is hard to imagine you'd notice it.
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How is Reactive Regeneration meant to be slotted?
Erratic1 replied to LordAvalon's topic in Scrapper
If you're getting Reactive Regeneration, you'll be freeing up all the slots in Instant Healing. Not sure you will need/want the slots in Reconstruction, Second Wind, or Integration you've filled with Regenerative Tissue given Reactive Regeneration will be fulfilling that role. -
How to make a better tanker, no expensive IOs needed ;)
Erratic1 replied to FirstRingOfSaturn's topic in Tanker
This doesn't make any sense. Why isn't Fulcrum Shift being used on the initial pull as opposed to after the weakest foes have been dealt with? Fulcrum Shift lasts 45s, ample time to finish off a spawn while damage boosted and get to the next How is a Tanker leaving behind hard-fought spawns for a group to encounter? If there is no group engaged with the spawn the remnants would follow the Tanker. -
Letting go of Def and giving in to the concept
Erratic1 replied to hoodedKitsune's topic in General Discussion
That was my point, because the thread has ignored that can be the motivation and broadly labelling chasing Def as a bad thing. So yes, it is condescension. -
Letting go of Def and giving in to the concept
Erratic1 replied to hoodedKitsune's topic in General Discussion
I shouldn't...and I know I shouldn't.... The condescension and, "Concept is king, min-maxing is bad" bit that's been going on is tiresomely uninformed. Yeesh...where to start? The Human Torch never, ever, not once gets mowed down by bullets. To the extent you see them fired at him in comics the bullets melt then flash away presumably into vapor. Somehow it is okay for however man Superman clones to be running around with Super Strength and Invulnerability but a Blaster builds to make Council bullets as effective against them as they are against the Human Torch and its min-maxing*. Concept is king? Maybe the blaster is supposed to be using his powers conceptually to avoid ranged attacks. *Memetic drift and all, but the term people really are looking for, which later generations of gamers lost apparently, is "twink" or power gamer. 'Min-max' is merely a method of squeezing out performance along a desired course, be that to maximum power gaming or fitting a concept within limited resources (slots and powers). But hey, dont let me dissuade you from what you were discussing. -
The simple math tells you there has been no massive decline in damage. Single target damage is untouched. Aread damage, for the most part, only takes a hit when you fully saturate the area with targets, and even then the initial targets are taking full damage, just the overcap targets are taking reduced and that still leaves you at more damage than on live. Energy Melee has good single target, though some do not like one of its area attacks (its fine, just a matter of if you are going to use your stored Energy Transfer effect on it). Super Strength's Foot Stomp is the only area attack in the set, but it has increased damage compared to other AoEs and you can (and should) take Cross Punch as a second AoE from the Fighting Pool. Battle Axe is a world of fun. I like SJ's area attacks even if on the whole the damage output of the set is strictly mid-range.
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The amount of nerfing has been vastly overstated. Say on the order of calling a 10 mph wind a hurricane.