Jump to content

molten_dragon

Members
  • Posts

    93
  • Joined

  • Last visited

Everything posted by molten_dragon

  1. I had actually completely forgotten that this could happen. So at one point on my fire/kin corruptor I hit secondary mutation during the AV fight in a task force and immediately turned into a rikti monkey.
  2. Why should the development team spend effort encouraging people to play content that they obviously don't want to play? Seems a little backward.
  3. Just like on live, I think the blue/red disparity is multi-faceted. A lot of people just don't want to play the bad guy. And for those that do, redside content doesn't really do a very good job of making you feel like a supervillain. You spend pretty much your whole career as a henchman to the real supervillains. There's also the issue of the zones being more difficult to navigate, and the enemy groups being more difficult. And finally there's the self-perpetuating circle of: It's hard to find teams on redside > I don't go on redside > there are fewer players on redside > It's even harder to find teams on redside Ultimately I'm not sure it really matters that much. If people don't want to play redside content, no one's being hurt if they just avoid it.
  4. I've tried a bunch of new stuff so far. Water/Bio sentinel - ended up deleting him, sentinel just felt like the damage was too puny. Water/cold blaster - enjoying him much more Rad/EA stalker - never played stalkers much on live, but wanted to try them out post-buff and I'm really enjoying him Rad/rad brute - Despite the hype about rad melee and rad armor he just feels mediocre to me. Earth/time controller - too low level to tell yet. Savage/bio brute - tons of fun, feels like an unstoppable ball of slashy death TW/Bio brute - Maybe my favorite of my new characters. From what I've seen/heard pretty much all of the new sets are possibly a little overpowered. I can't think of one that's performing below average, and a lot that are considered top-tier. I'm wondering if it's due to them mainly coming from the beta server and not being fully finished.
  5. I'm into tabletop RPGs, shooting, and high-powered rocketry.
  6. In general I agree with you. However, I will point out that context matters. You mention having a discussion about Masterminds in the suggestion forum, and that may be one of the places where pointing out someone is playing "wrong" (or rather is playing in an unintended way) is appropriate. If someone is suggesting something that's intended to cater to people who choose to play in an unintended way (petless masterminds for example), it's perfectly acceptable to point out that that isn't how the AT is supposed to be used. Which isn't the same as saying it can't or shouldn't be used that way. The other thing I'll unapologetically call out as "playing wrong" is playing in a way that is detrimental to other players. I was running radio missions in PI a couple weeks back and an energy/storm corrupter joined the team. First mission and he's blasting guys all over the place. It's taking us forever to finish this because the mobs are getting so scattered. I politely asked him to tone down the knockback a little, and he responded with (paraphrasing here) "Can't lol, I've got knockback sets in every power", at which point I kicked him. Sure, concept builds like that can be fun, I've played several myself over the years. But when you're making other people's experience less fun and refuse to make changes when asked, you are absolutely playing the game wrong.
  7. I'd also be completely find with just allowing us to auto-fire a second power, but that seems like it's somewhat of a slippery slope.
  8. Most defense sets have their mez protection as a toggle. A few have it spread out among the set's other toggles. And a few of them have their mez protection as a click power. As far as mez protection goes, click powers are strictly inferior to toggles. To start with, it's not possible to make their duration permanent until you can slot SOs or level 25 IOs, meaning they provide less protection than a toggle power. And you either have to remember to click them every two minutes or use your one and only auto-fire slot for them. And there's not much about the click powers that really balances out these drawbacks either. They don't provide a higher degree of protection, they don't come earlier in the sets, they're just inferior. Making them toggle powers would be a (seemingly) simple quality of life improvement for the people that play these sets.
  9. One small correction, the slash command to set your base password is /sg_passcode [word], not /sg_password [word]
  10. Yes, it's a great game. It's my favorite MMO of all the ones I've ever played. But this probably isn't the best place to ask a question like that, because the answers you get will be inherently biased.
  11. You're right. I missed the invention worktable the first time around.
  12. It happens to everyone eventually if they play the markets long enough. Hasn't happened to me on homecoming yet, but I know back on live I once paid 500 million for something that was going for 50 million.
  13. I post stuff to sell quickly. I'd rather sell it today and make 2 million profit than sell it a week from now and make 3 million. It keeps my money and auction house slots free for other things. My pricing strategy is to look at the average selling price, then price mine just above the next lower "logical breakpoint". For example, if all the recent sales of something have been for 8 million, I'll post mine for 7,500,001. That way it sells before the people who posted theirs for 7,999,999 or 8 million, but won't go for 7.5 million.
  14. I'm setting up a supergroup base for my wife and I's alts and I can't for the life of me get the crafting table to work. I've tried all three types (basic, advanced, expert) and I've confirmed that I didn't place the inactive version. I know bases don't need power and control now, is there something else I'm missing to get the table to work? I'm not able to click on it at all, the tooltip doesn't change from the cursor to the blue hand like it does for the other items I've placed.
  15. What's your ST attack chain? GFS > Incinerate > Cremate? Does that still work even when hasten is down? Kind of surprised that's sustainable END-wise, I remember that attack chain being a real END hog, but if it is kudos.
  16. Hmm, definitely a lot cheaper build than the one that I put together, and fits in more powers from shield. But it gives up a lot of recharge to get there. Hasten is down for about 25 seconds at a time. And without physical perfection it looks like it might have even more end problems than the build I posted.
  17. I recently rediscovered the game and set out to recreate one of my favorite characters from live. He was originally a Fire/SR scrapper since it was one of the few scrapper builds that could solo AVs at the time. In recreating him, I decided to go fire/shield to take advantage of the changes in the game since I originally built him. My goal was the same as he had previously, perma-hasten and softcapped to all 3 positions. I figured out a way to do it, but it's pretty rough. I used 5 recharge IOs in hasten to get the recharge time down, and I'm having to run weave to get to the softcap. I'm guessing I'll have pretty major END problems, and I haven't run the numbers yet to see if cycling Conserve Power will leave me sustainable or not. Looking for any advice/improvements you all can offer. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Napalm Firestorm: Level 50 Mutation Scrapper Primary Power Set: Fiery Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Fire Sword (A) Mako's Bite - Accuracy/Damage (3) Mako's Bite - Damage/Endurance (3) Mako's Bite - Damage/Recharge (5) Mako's Bite - Accuracy/Endurance/Recharge (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge (43) Mako's Bite - Chance of Damage(Lethal) Level 1: Deflection (A) Luck of the Gambler - Defense/Endurance (25) Luck of the Gambler - Defense/Endurance/Recharge (37) Luck of the Gambler - Defense (37) Luck of the Gambler - Recharge Speed Level 2: Cremate (A) Superior Scrapper's Strike - Accuracy/Damage (7) Superior Scrapper's Strike - Accuracy/Damage/Recharge (7) Superior Scrapper's Strike - Damage/Endurance/Recharge (9) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (9) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 4: Battle Agility (A) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Defense/Endurance/Recharge (36) Luck of the Gambler - Defense (37) Luck of the Gambler - Recharge Speed Level 6: True Grit (A) Numina's Convalesence - Heal/Endurance (25) Numina's Convalesence - Endurance/Recharge (31) Numina's Convalesence - Heal/Recharge (39) Numina's Convalesence - Heal/Endurance/Recharge (39) Numina's Convalesence - Heal (40) Numina's Convalesence - +Regeneration/+Recovery Level 8: Breath of Fire (A) Ragnarok - Damage/Recharge (11) Ragnarok - Accuracy/Damage/Recharge (11) Ragnarok - Damage/Endurance (13) Ragnarok - Accuracy/Recharge (13) Ragnarok - Chance for Knockdown Level 10: Active Defense (A) Recharge Reduction IO Level 12: Combat Jumping (A) Defense Buff IO (46) Luck of the Gambler - Recharge Speed (50) Shield Wall - +Res (Teleportation), +5% Res (All) Level 14: Hasten (A) Recharge Reduction IO (23) Recharge Reduction IO (23) Recharge Reduction IO (34) Recharge Reduction IO (46) Recharge Reduction IO Level 16: Against All Odds (A) Endurance Reduction IO Level 18: Fire Sword Circle (A) Armageddon - Damage/Recharge (19) Armageddon - Accuracy/Damage/Recharge (19) Armageddon - Accuracy/Recharge (21) Armageddon - Damage/Endurance (21) Armageddon - Chance for Fire Damage Level 20: Phalanx Fighting (A) Luck of the Gambler - Recharge Speed Level 22: Kick (A) Accuracy IO Level 24: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (34) Steadfast Protection - Resistance/+Def 3% Level 26: Incinerate (A) Superior Critical Strikes - Accuracy/Damage (27) Superior Critical Strikes - Damage/RechargeTime (27) Superior Critical Strikes - Accuracy/Damage/RechargeTime (29) Superior Critical Strikes - Damage/Endurance/RechargeTime (29) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (36) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 28: Maneuvers (A) Endurance Reduction IO Level 30: Weave (A) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Defense/Endurance/Recharge (39) Luck of the Gambler - Defense (40) Luck of the Gambler - Recharge Speed Level 32: Greater Fire Sword (A) Hecatomb - Damage/Recharge (33) Hecatomb - Accuracy/Damage/Recharge (33) Hecatomb - Accuracy/Recharge (33) Hecatomb - Damage/Endurance (34) Hecatomb - Chance of Damage(Negative) Level 35: Shield Charge (A) Superior Avalanche - Accuracy/Damage (36) Superior Avalanche - Damage/Endurance (40) Superior Avalanche - Accuracy/Damage/Recharge (42) Superior Avalanche - Accuracy/Damage/Endurance (43) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (43) Superior Avalanche - Recharge/Chance for Knockdown Level 38: Conserve Power (A) Recharge Reduction IO Level 41: Physical Perfection (A) Endurance Modification IO (42) Endurance Modification IO (42) Endurance Modification IO Level 44: Laser Beam Eyes (A) Apocalypse - Damage/Recharge (45) Apocalypse - Accuracy/Damage/Recharge (45) Apocalypse - Accuracy/Recharge (45) Apocalypse - Damage/Endurance (46) Apocalypse - Chance of Damage(Negative) Level 47: Energy Torrent (A) Kinetic Crash - Damage/Knockback (48) Kinetic Crash - Accuracy/Knockback (48) Kinetic Crash - Recharge/Knockback (48) Kinetic Crash - Recharge/Endurance (50) Kinetic Crash - Damage/Endurance/Knockback (50) Kinetic Crash - Accuracy/Damage/Knockback Level 49: Super Jump (A) Jumping IO Level 1: Brawl (A) Empty Level 1: Critical Hit Level 1: Prestige Power Dash
×
×
  • Create New...