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arcane

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Everything posted by arcane

  1. About right. Farsight is pretty ridiculously OP tho and you DID allude to that too 🙂 By no means will I ask to speak to the manager if you all insist I must have another 5’ of radius on my VG. My Poisons feel lit as is, but it’ll do.
  2. More like whatever strengths and weaknesses your build has below 50+1 are highly suspect considering IO’s and Incarnates tend to completely wipe out weaknesses and massively amplify strengths. It’s fine if you want to give up on a character. Doesn’t mean you have to pretend to understand what it’s ultimately capable of 🙂
  3. I’d be ok with a radius increase on VG I suppose but with an asterisk next to any mention of Time. Time is currently pretty dang overtuned/top tier at the moment and therefore should not be the standard bearer for balanced sets.
  4. You definitely can’t comprehend its full potential south of 50+1, but you do you
  5. Goodness gracious what an egregiously wrong statement.
  6. Yep, because this combo’s only real weakness is garbage S/T damage. Add Assassin’s Shock and no more problems detected.
  7. No. I don’t even allow myself to receive notifications. You don’t owe us anything and vice versa.
  8. I don’t think Dual Blades is hindered in the slightest. It’s a very high DPA set and you never ever have to trigger a single combo for that to be the case. It certainly needs no help, but I wouldn’t violently resist if the devs decided to add a combo that’s actually triggered by using the best attack chain. That might be OP though, the set’s already great with that chain as is. Staff S/T damage (well not on Stalkers I guess) sucks yeah but the question is just how much of that suck is justified by the substantial combo buffs and the good AoE damage. Tho its real problem is the lamest break dance melee AoE animation ever.
  9. Quoted for truth
  10. I would support him receiving some sort of tax deduction or credit for his community service.
  11. Doubtful; there are some good suggestions and this meme is logically only for bad suggestions
  12. All 9 powers are good, I just happened to want more blasts or controls, tactics or sorcery, etc, moreso. None of them are wastes of time, they just aren’t so game changing that I can’t be flexible. Neurotoxic Breath is nice to fit in but again I have other priorities. Paralytic Poison I would take if/when I didn’t already have another S/T hold proc bombed like Dominate. The 3 ally targeted powers I sometimes use as heal/res mules, but there’s nothing wrong with them outside of the fact that I don’t want to spend time targeting allies personally (same thought process as o2 boost - good power, not a personal priority). As for “who wants” a powerset that gives you broader freedom of power selection, clearly it’s already been established that I do as do others. I will also add, in case you question me calling powers I don’t take “good”, that my Colds and Thermal have no Shields, and my Pain has no ally heals. I think my Empathy is my only character that actually took an ally targeted mez protection power, and that toon is overdue for a revamp. It’s just my style; minimizing absolute necessities in a powerset makes all your other choices easier. One of my Storms even skipped Hurricane.
  13. Two runs Poison/Dark/Psy Defender T4 Intuition Radial / Degen Core / Pyronic Core / Ageless Core / Assault Radial EDIT: ... had amplifiers 2:11 2:12
  14. Correct, outside of iTrial baddies that get their own level shifts over 54. I build around at least 95% chance to hit +3’s. Though a buffer for tohit debuffing or defense buffed enemies is still preferred.
  15. Well yeah you gotta understand how to scrap in melee as a defender to do Poison right. That doesn’t constitute a problem to me, just a slight learning curve.
  16. Slot it: Javelin Volley: Chance for Lethal Damage Bombardment: Chance for Fire Damage Positron’s Blast: Chance for Energy Damage Explosive Strike: Chance for Smashing Damage Annihilation: Chance for Resistance Debuff Force Feedback: Chance for Recharge Buff
  17. Try playing as if the combo mechanic doesn’t exist. This approach works fine so if you really want to play an animal character with those animations there is zero reason not to.
  18. The latter sounds like it’s working as intended because range enhancements increase range, not radius, and the game clearly designates those as two separate things. The former is about a tank mechanic explicitly increasing “radius” so is far more fishy.
  19. Well please don’t “fix” Poison either on that note then 🙂
  20. Ok but... under that logic I don’t want to see it designed “better” sooo standard has questionable value to me 🙂
  21. Yes. Savage Leap procs well and Lightning Rod does not.
  22. I’ve decided to ban all three of you from teaming with Kins until you recant this backwards-ass bull that devalues half the best sets in the game. 🙂
  23. I’d agree with you if the powers were bad, but skippable and bad aren’t the same. The powers in question are skippable but not bad. Bad powers make bad sets. Skippable powers make flexible sets. I think about every single power. But it’s nice to not have to agonize over every power and every slot when you want good pool/epic picks too.
  24. Welp agree to disagree on that one. Most of my absolute favorite characters are exceptional because their builds afforded them bandwidth to really go all out. For instance SR tanks need almost zero slotting towards their primary, so I wasn’t forced to choose between set bonuses and proc bombs on mine. The build was so wide open that I 5 slotted Brawl and Boxing for bonuses and made my main attacks as OP as possible. Other sets that afford you tons of flexibility include Illusion Control and Radiation Emission. It’s almost like power skippability defines the best sets in the game. Most powers can be desirable, so I don’t think we have a problem there, but I find it painful when too many powers feel mandatory.
  25. I’m not good with combo mechanics either, and, in spite of having every Blaster set IO’d, none of my Blasters can match yours’ ranged defense. Mine tends to land around 20-25%. But I leverage the game’s fast pace to jump in and out of the fray, and the game’s reactive play to pop insps when in danger. So that must be the difference.
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