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biostem

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biostem last won the day on April 8

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About biostem

  • Birthday 01/01/1004

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  1. OK, so I think the point of confusion is that you said "Defender Primary", which is buff/debuff/healing/support, but then "Control secondary", which I think some took as "Controller secondary", which would also be buff/debuff/healing/support, hence the misunderstanding. That being said, what sort of inherent would this proposed AT have, what kind of damage/HP/modifiers do you envision them as having, and what would set them apart from Controllers?
  2. It depends - what do you mean by a "static team"? Do you mean a Supergroup, or just a group of players that team up on a regular basis? I think the "General Discussion" should be ok, but if you plan on running this "static team" on a particular server, that subsection may be a better choice...
  3. IMO, there are 2 schools of thought regarding the IOs you mentioned; 1. They are crucial and you should make every reasonable effort to include powers where they can be slotted, as well as devoting the necessary enhancement slots where needed. or 2. They are still very good, but concept and/or practicality should supersede any significant alteration to your character's overall functionality that may be required to fit them in. Personally, I'd say I'm more in the latter group, but I can't say that I've never taken a power, especially as the character approaches 50, to fit in some of the more desirable IOs/Procs...
  4. Can they prevent slotting the stealth IOs in an auto-power without limiting the slotting of other IOs? IMHO, if they could, they would have already. One other option would be to fundamentally change said stealth IOs to instead grant a sort of independent toggle power that grants the more limited form of stealth, but frankly, not only would that require more work, but it'd force many many existing character to either respec or somehow lose the slotting of this revamped enhancement, (which in turn would upset people who took some sort of travel power to slot the stealth IO)...
  5. OK, but I find "dumpster diving", back when there were no aggro limits, extremely boring and un-fun as well, so how do we reconcile your suggestion?
  6. If you're worried about outleveling content, turn off your XP. If you're running content just for merits, then stick to Apex/Tin Mage runs - better XP & merits/hr than regular missions. If you think that you should have gotten the merits, then maybe submit a support ticket or file a bug report?
  7. Sure, but not multiple enemies and for protracted battles, (or at least that's how I envision them performing).
  8. IMO, Kheldians are only "slot-hungry" because taking Nova and/or Dwarf forms gives you like 5 powers for the price of 1, not to mention all the other freebie powers they get from their versions of flight or teleportation pool powers. If we take into consideration all the free slots they get as a result of this, they can be quite far ahead of other ATs in terms of total available slots - it's just moving past the urge to have all your powers 6-slotted that's the difficult part...
  9. Totally understandable. Using the fire/atomic blaster you mentioned in the OP, I'd adjust my approach slightly. For instance, while I'd still take some sort of stealth-granting power, (even if it's just superspeed's inherent stealth), I'd also try to fit in something like combat teleport, then use the element of surprise to drop an aimed/built-up atom smasher while radioactive cloud is toggled on, ideally using positron cell to hold your most concerning enemy in the group...
  10. For me, if you want to successfully solo as a "squishy" AT, I tend to prefer a stealthy approach that allows me to begin fights on my terms, and from a position that best leverages all the tools at my disposal. Now, I generally stick to range on my blasters, but I find that area denial and soft mez effects, really shine, here...
  11. biostem

    Taunt Aura

    IIRC, damage, in isolation, does factor into where you are placed on an enemy's threat list/queue, but many "aura" powers, (at least for the armor sets), also include an additional threat mechanic, (now whether this just "adds" to you placing with the aforementioned threat list/queue I cannot say), but my point is that powers that directly apply a taunt do so in addition to whatever threat those powers/abilities would have done, otherwise...
  12. IMHO, if a particular enemy hasn't been defeated after the first opening volley, then that scrapper or stalker should find themselves in a very disadvantageous position, whereas a longer drawn-out battle should further fuel that brute's fury. increasing their damage even further...
  13. For me it's about the tohit buff that combat teleport grants - leverage it! That being said, I rarely take speed of sound from experimentation because I'm not a big fan of the set overall, and I generally a travel power with more sustainable vertical movement...
  14. They seem pathologically afraid to give brutes more damage and to allow them to actually fill up their rage bar under normal combat conditions, and without requiring additional procs. Scrappers and Stalkers should be about burst damage and brutes about sustained damage, (even taking into account the relatively short duration of most battles)...
  15. Clearly they each represent a finger of the city's hand, which activate and come together only when the "Five-finger Death-punch Signal" is projected onto the AP blimp...
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