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Everything posted by skoryy
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Energy Melee pointing at the TV like Leo DeCaprio.
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I never get the point of Control/Armor. Taunt is control and who needs holds when you have armor? You're re-inventing the wheel.
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Tanker base damage was increased at the same time. Issue 26 page 4: Scaling & Stats Tanker: Ranged damage modifier increased from 0.5 to 0.8, Melee damage modifier increased from 0.8 to 0.95, Bruise has been removed in favour of a flat damage scale increase.
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I paired my DP with Fire. Why carry incendiary ammo when you can also be the incendiary ammo?
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While working on the influence for my latest stalker 50, I decided to do a bit of farming with my level 50 tanks to see what that was like. What I discovered was that the MA/WP was effective but horribly boring with all of five attacks. The Rad/StJ had more to do but the shield and combo mechanics made her feel too fiddly. I wanted someone survivable with good enough damage and enough to do without feeling like it was too much. Let me tell you, Fire/Energy fits that bill like a glove. Sunflare - Tanker (Fiery Aura - Energy Melee) II.mbd It fits thematically. Sunflare is a mutant with 'the gift of the Sun': Fire and physics. Gameplay, it really works out well. Fire gives me more toys to play with, while Energy is just interactive enough so that it doesn't feel either rote or fiddly. And the animations and effects, well, I giggle like a madman every time I connect with Energy Transfer. She sails through S/L easy peasy and can handle other single spawns just fine before I have to start riding insps. She's still really squishy compared to my usual tank experience, but her fun factor is more than enough to make up for it. Build Decisions: The thing about Energy Melee is that you have two amazing ST powers in Total Focus and Energy Transfer. The rest is, as the kids say, mid. Burn has more DPA than Barrage and Energy Punch. Hence Burn finding its way into her single target rotation: Burn - Total Focus - Energy Transfer - Bone Smasher - Energy Punch. With enough bonus recharge, I can even ditch EP. I would've liked to put a proc or two in Total Focus. Energy Focus and Energy Transfer, however, pretty much demands sinking as much recharge into TF as possible to get the most out of ET. Not to mention that TF's long activation time means I'd only be getting something like 30 or so extra DPA. So, I feel I'm not losing out that much by six-slotting with the ATO and capping my S/L resists. The odd absorb from the proc can be helpful, especially with this build. AoE rotation is Burn - Whirling Hands - Total Focus - Power Crash with Consume as the 'Oh Poopie' button. I'd have liked to have found an extra slot to proc PC but just couldn't squeeze it in. It's hard enough to try and maximize targets with the arc, though, so again I'm not feeling like I'm losing too much. Flight was a thematic choice, and I found that having Hover made for easier maneuvering and placement. Yes, Burn requires being grounded, so I've been riding the ol' X key a lot before starting up the firing sequence. It's really not difficult at all to pull off.
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Letting go of Def and giving in to the concept
skoryy replied to hoodedKitsune's topic in General Discussion
My WP/MA tank was where I learned that layered defenses would work here in making someone nigh indestructible. I also learned that having all of five attacks with just one booster was boring as heck. Hence my new Fire/Energy tank that is less defense reliant, definitely squishier, but a heck of a lot more fun. -
And that is a very healthy attitude to have!
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The internet of 2025 is all about being mad, finding new reasons to be mad, and making up reasons to be mad if you can't find any.
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Endurance issues With willpower Really? Yeah, the only thing I can think of is to shut off Sprint and Run. Things will become a lot easier. You don't need to get to the next mob that fast.
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It was a typo from live devs. CP explained it upthread.
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I notice you still haven't explained where a 100 knock status prot is necessary in the game.
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Karens gonna Karen
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A valid complaint is posting to the bug list or patch notes, "Hey, y'all, did you miss this?" Not this.
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Please explain where not having 100 prot against knock for 15 seconds makes the game more tedious.
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Thoughts and prayers
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Things that make you go hmmmm.
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Eh, the T9s are skippable since you don't need the "Oh Poopie" button with enough IOs. IOs don't give you a nuke. But I think there's also door number three here that doesn't get discussed: The game is stuck in an outdated gameplay loop. Long story short, with the only progression being vertical progression and story and progression firmly disconnected, progression has become the be-all and end-all. We've done the story enough times, and we've been in the Skinner box long enough to know how to game the green light. Yeah, yeah, that's not how you might play, but you're really in the minority here. This was a problem that other games were working on even before shutdown. Guild Wars 2 threw vertical progression the window and then embraced. Final Fantasy XIV locked progression to story. Paragon never really had a chance to solve this issue, instead they were still playing follow the leader with incarnate raids at shutdown. Now our devs are picking up the pieces and having to do so without setting fire to their player base. How do you make story and progression more rewarding? Kallisti is a step in a direction but without any real reward beyond story completion and badging, and as long as time-to-rewards are behind Peregrine and AE, I'm not sure about its longevity. (See: Dark Astoria) Players still want their fast progression and the fastest way remains being carried through map clears by a brute and/or tanker. All the nerfs and buffs to brutes and tankers will never solve the problem that anything that doesn't make green light faster is trash. The real solution is that vertical progression needs to be taken to the woodshed and some manner of horizontal progression added. But I'm not sure how you can accomplish that with this being a volunteer fan project. Heck, I'm not sure even where to begin on what manner of horizontal progression to add. 😕
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The Family are more out of the Godfather than the Sopranos, the Tsoo still have their Big Trouble In Little China aesthetic, and the PPD still have their attire from the Hill Street Blues and Miami Vice closeout sales. It's Anachronisms R Us all over.
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Cut the filler from the Synapse TF (spoilers)
skoryy replied to Psi-bolt's topic in Suggestions & Feedback
It wouldn't be "taken away," it'll be gathering dust in Ouro with Sister Psyche and the original Posi. -
/e looks up at all the dramatics /e sighs, shrugs /e goes back to going 'whee' with my tanks, brutes, scrappers, and stalkers
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Boy howdy. I think you might've had enough forums for today.
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Scrappers & Stalkers: "They're still at it?"
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Issue 28: Legacy, Page 2 Release - Twitch Drops & Double XP Weekend!
skoryy replied to Arcanum's topic in Announcements
Well, now I know what I'm playing on vacation. XD -
So, revised build. I'm stuck with Sparkling Chain since there wasn't much else at 2, and Hypnotizing Lights is the other "Oh Poopie" power next to Explosive Bouquet but I didn't have the slots. Buttstroke is gone, Buckshot is back (hail to the king), and I pumped up Targeting Drone so that I get the +22% To Hit to make Sniper Rifle shine. And still have more than enough recharge for Permadom. Defense is... eh, but the Column, the now proc-bombed Missiles, the Mine, and the Aura should do a lot to help there. I'll give her a whirl on Brainstorm later and see how she does. Officer Foxfire - Dominator (Pyrotechnic Control - Arsenal Assault).mbd
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Thanks for the feedback! Buttstroke was going to be part of the single target chain, and Charged Armor plus Tough gets me just below 50 S/L resist and I'm not sure that's completely worth it. Having actually put her lower-level powers to work, however, and seeing how they work, I'm probably gonna start from scratch. I need to at least buff her AoE because the Column and Missiles alone aren't cutting it so far.