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Mikewho

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Everything posted by Mikewho

  1. Yes, please do share what you found about parsing bin files! 🙂
  2. Regarding not wanting to add offensive capabilities: I can understand wanting a set which has very little offense. However in that case I suggest buffing some of its defensive capabilities substantially to make up for the lack of offense. Or perhaps give it a substantial -recovery debuff.
  3. Immediate feedback for Shock Therapy based on just 20-30 minutes of playtesting: It needs more offensive boost. Defensively it's solid, if slightly awkward at times. But there is almost no offensive capability. It needs some -res or more +dam to compete with existing support sets.
  4. Is the format of the bin files described somewhere?
  5. Cipher, so glad you guys are working on this. I’m happy to volunteer my software development time if it’s useful.
  6. The ship may have sailed on implementing substantial changes without making people unhappy, but if I could magically make everyone forget what they had, this is what I would suggest: Alpha: Make the level shift incarnate only. It made normal content too easy. Fine otherwise. Destiny: Tone down the numbers on Barrier. Fine otherwise. Lore: Some outliers need to be way toned down, like BP and Longbow. Currently Lore out damage most players, which shouldn’t be the case. Hybrid: remove the active component but leave the passive (maybe small buff to the passive) Interface: perfect as is Judgement: perfect as is. Maybe make some of the less popular ones a little more attractive
  7. During the Keyes incarnate trial run tonight, Anti-Matter's time freeze hold in the final phase was applied permanently to all league members. We stayed for several minutes and it didn't go away. We would still take damage while held. Even hitting the hospital after dying didn't break out of it. Only quitting the league and trial made it go away.
  8. I’ve noticed this as well as other confuse issues for many enemy groups that seem new. For instance dragging an enemy to a different mob and then confusing it often causes nothing to happen. The confused enemy just stands there doing nothing.
  9. In the arc "Blood Begets Blood", when started from Ouroboros, Marauder will spawn as +11 relative to you. I've tried this solo and on a team, in both cases on my level 50 character.
  10. I don’t have exact numbers on this but anecdotally the ally only seems to reduce my inf on a boss by about 1-3%
  11. I highly support this suggestion. I monitor my pve stealth radius to tell whether I am stealthed. I would like a way for the visual effect not to happen, so my costume is easier to see.
  12. You are also allowed 1 question mark, period, or dash.
  13. Those sets also get huge knockback resistance, which works differently than other resistances. Effectively it makes you almost immune to knockback (with a few exceptions)
  14. Agreed. I can't play any melee character that doesn't have at least some taunt aura. Even a weak taunt aura is fine.
  15. Absolutely love following this thread. I'm curious if we know the the best time for a ranged only build? Didn't notice any ranged only times that broke 2 minutes so far (other than those with regen debuffs of course).
  16. This is a good point. There’s a whole bunch of top level content where mobility matters for survivability: underground trial, MoM trial, TPN trial, etc. for the toughest content in the game, there are several sets I’d rate above stone for survivability for this reason.
  17. I agree. I think in principle all melee ATs should have some degree of taunt aura, it should just go from super weak for stalkers to super strong for tanks. The higher damage the AT the weaker their taunt aura.
  18. Agreed. I also think we collectively tend to overestimate how frequently we will be attacking. Yes if you are non-stop attacking a single stationary target as a blaster/scrapper/etc you will do a bit more damage using the +dam option. But in more realistic gameplay I have found the doublehit usually wins out due to mobility, the value of burst damage, having to use other non-attack powers, and so on. It also has the added benefits of diversifying your damage type(s) and being able to exceed the damage cap.
  19. Thanks for all the help everyone. I've gotten some good ideas from you all and will be testing out some builds. Appreciate it!
  20. Here's the build I'm using. Advice is welcome! Though any changes must keep the defense levels mentioned: Scrapper - Dark Melee - Shield Defense.mxd
  21. I use MG->Smite->Siphon Life->Smite
  22. For most content I agree. But I tend to do weird stuff on very small teams. Sometimes you just really need enough defense to avoid that mag 30 stun.
  23. Bio isn’t really an option as it can’t reach the defense levels needed without huge sacrifice. I haven’t been able to find a build for dark shield that both reaches the defense I want and also can do fast enough DPS. It seems to be either or. The builds I’ve seen people use in the pylon thread and elsewhere tend to just go for the 45 defense level which gives a lot more flexibility for recharge, damage, and incarnates. I’m starting to experiment with an invuln build that might meet my needs though. The problem previously was the psi hole, but enough impervium armor uniques might make that manageable. Ps. I appreciate all the ideas
  24. I had no idea scrapper WP has taunt in the aura, thanks! That definitely gives me some food for thought. 😀 Dark/shield was very close. It met all the things I care about except I couldn't get the single target damage high enough (assuming only 1 target). Do you have a build you think could down a pylon in 3:45 or less? Mine was taking 6-8 minutes.
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