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Rudra

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Everything posted by Rudra

  1. I threw another one together. It didn't turn out the same, but maybe it will give you some ideas to work with.
  2. She pauses before attacking Malta, picks out the Sapper(s), and then murders them before I can call them out. Edit: As for her timing her heals? She is routinely clicking a heal when her health hits somewhere between 30-50%. If her health drops below 20%, she pops an incarnate heal or a green inspiration.
  3. Yeah, I also focused on improving my END usage and getting my recovery up as much as possible. So I wasn't really focused on anything in particular, just trying to be a generalist for multi-situational survival.
  4. Uhm... not that I know of. I didn't save the build, so I would have to go back and remake it to find out. I did have 5 sets of Touch of Death though. (Edit: I also slotted Weave with 4 slots in case that made a difference?) (Edit again: Oh yeah, I always slot my +Perception power regardless of what it may be with 6 enhancements from Gaussian's Synchronized Fire Control.) Edit yet again: Storm Kick doesn't grant any defense bonus, either passively or by Mids activation, in my version of Mids. So it definitely isn't that. I just threw another one together with no enhancements, and I can't make Storm Kick do anything on the build.
  5. Sure, but let's look at your cited foes. Super Stunners have no -regen attacks. They do have -END and -Recovery attacks, but regeneration characters aren't exactly in a panic over that. (My friend's Katana/Regeneration Scrapper doesn't even notice the Super Stunners' attacks.) And the only forces Crey has that have -regen' attacks are the Cryogenecists and the radiation Paragon Protectors (including the Elite version). And the rad' PPs are priority kills for me and everyone I know because they like to murder every AT regardless of build. (They're radiation after all.) Sure, my friend's Katana/Regeneration Scrapper dies from time to time, but as she says, it is always her own fault when it happens for not paying attention. Now bear in mind, I would actually like to see Regeneration get buffed. I agree that the nerfs it suffered were over the top. (Just like I'm not a fan of the constant nerfing Brutes got back on Live.) However, like @Troo said, the set isn't as bad as seemingly everyone likes to make it out to be. It just takes a lot of attention and work. (Edit: The main problem I see is how do the devs restore Regeneration without making it unkillable like it pretty much was before the nerfs?)
  6. Then how is this? Note that the numbers on the left are with only auto powers active, while the numbers on the right are with Combat Jumping, Tough, Weave, Acrobatics, and Focused Accuracy active. (Build is a Martial Arts/Regeneration/Leaping/Fighting/Concealment/Body Mastery Scrapper.) Also be aware that there are no incarnate powers on this build. (Oh, also, all procs are turned off as well as Dull Pain and Instant Healing. Dull Pain puts regen' rate at 432.9%. Also, while I put a fair bit of concern into boosting regen', it was not my end-all-be-all goal on the build.) As for the mobs that can shred the build? That would be why they were introduced. To give players a challenge they have to figure out how to deal with.
  7. This is what @macskull is talking about: https://homecoming.wiki/wiki/Enhancement_Booster_Salvage (Edit: Though it should be noted that ED still affects them.)
  8. The advantage of boosting your end game enhancements is you wring out what little efficiency is left in them. At the cost of losing those enhancements' benefits when you exemplar to more than 3 levels below them. The advantage of catalyzing enhancements is they remain viable, granting full set bonuses, for their full normal range of level availability so you can exemplar down and do non-50 arcs and TFs/SFs without losing effectiveness. So no, any set worth having at end game is not best boosted to +5 unless you never plan on doing any lower level content again. (Or unless you're willing to fork out the money to have a catalyzed build and a boosted build to swap between.)
  9. The PvP sets aren't themes. PvP and PvE use different rule sets. So the PvP IOs grant PvP bonuses. They also grant PvE bonuses because it is assumed that PvP players won't be PvP'ing 100% of the time, and losing their bonuses when they go PvE would really suck. (And now we have Temporal Warriors that are stuck doing only PvP 100% of the time....) A new set for like Halloween could be interesting, but that boosts guns power sets, or fire damage, and so on? Unless the devs released a set that was like that for absolutely every theme at the same time, no. How would they even be classified? PvP sets are PvP sets. (Edit: And are still divided into the base categories every other set is.) Winter sets are broken up into Melee, PBAoE, Ranged, and Ranged AoE. Not cold damage. Even ATOs aren't just guns, or fire, or cold, or whatever. Any offensive power that AT has can slot the ATOs. A fire damage set though? Would it be ranged, ranged AoE, melee, melee AoE, or would a whole new category need to be created? Or would it need to be created as say ranged, and then be duplicated for ranged AoE, melee, and melee AoE for fairness? If people want new sets, I'm for it as long as they aren't asking for god tier enhancement bonuses and/or set bonuses. Themed sets though? Let's not. (Edit: I haven't forgotten that Overwhelming Force is a universal damage set. It is a universal damage set. It boosts every possible power it can be slotted into equally, with no specialized benefits like PvP sets. Anyone can choose to go do PvP whenever they want, even if they choose to never do so. An Ice/Electric/Dark character can't choose to go Fire whenever they want.)
  10. That is a matter of opinion, highly dependent on what you are looking for. (Edit: Conveniently, it also serves to show that there are low level sets that players should be happy to slot. It all depends on what they are looking for.)
  11. So... basically... we already have premier low level sets, so there isn't a problem to fix? (Edit: Or is the statement that the uncommon low level sets need to be competitive with what are considered rare and very rare sets? Or that sets that can be slotted multiple times should be competitive with unique sets?)
  12. This is true and it partially solves the problem, but the enhancement values themselves are still weak at those lower levels. Granted, but from my personal experience, playing without any enhancements whatsoever until level 20 has never been difficult in the slightest except for very specific missions. (Specifically the Shining Stars mission where you fight the five Praetorians with your Shining Stars allies since the Shining Stars like to die amazingly fast leaving you alone against the 5 bosses most times.) Aside from that one specific mission though? I routinely play without any enhancements until after level 20. So having attuned IOs that scale down to 10 just makes the game less problematic. At higher levels? Where mobs seem absolutely certain to maul and maim you while ignoring your feeble attempts to hurt them if you're still without enhancements? Yeah, the IO bonuses are much more important. Now please bear in mind, I'm not against the OP per se. I'm just wondering why IO bonuses need to be improved at the low levels where they are far less important. (Edit: The biggest problem I saw with TOs, and why I have no qualms about them having gone away now, is because too many contacts only sold players TOs when the game had progressed to DO default, and even at SO levels, you would routinely get TOs. And they were very much not helpful at those levels.) (Edit again: So I guess another reason why players may not be using low level IOs is because they don't really need them.)
  13. There is also the option to use attuned IOs. Since most low-level IO sets are 10-25 or 15-30, you still get to the cut off point you mentioned. At lower levels, the boosts you get from IOs are not as needed to remain competitive or even have an advantage over the mobs you face. And if the IOs are attuned, they will increase in potency as you level.
  14. Like @TheZag said, I'm not a fan of patrol xp. I understand why it was added, and I'm fine with that. It just annoys the hell out of me that the Live devs never once thought there might be players that would want nothing to do with it, and so never gave us a means of killing it, I mean, turning it off.
  15. I get the impression it is more a response to having necro'ed the thread.
  16. ... things never work that way. When a thread is made, the forum community debates it, goes off into tangents from it, goes back to the original for more debate, and keep going until everyone has had their say. Take it as a compliment. You brought up a subject that people are interested in.
  17. I think they were designed to be intentionally hard to play. They were. When the Kheldians were introduced as (the only) epic ATs, they weren't designed to be god-tier ATs. Just like when Praetoria was added in Going Rogue, Kheldians were meant to be a challenge for those players that beat the game (got to level 50) and wanted something more difficult to play. So they had enemies introduced that solely hunted them (but would only stop plaguing the team after the Kheldian left if they disbanded) that were an extreme threat to them. So they also had a massive array of powers to choose from and slot, that got even more difficult to manage for slots if you picked the right powers. Their entire purpose was to be a challenge for players.
  18. From my understanding of how MM pets work, that would be just as difficult to implement as the pet customization. Previous threads have requested female pets, the use of similar NPC models for pets, and other options that just exchanges current pet models instead of the full player customized pets that is usually asked for. MM pets don't seem to be that simple though.
  19. Here's a random thought I had today: Can patrol xp be disabled if our characters are dead when we log off? If a character dies, the player can easily click "Go to base" or "Go to hospital" while the timer counts down without disrupting the counter. It takes less than a second to do that. However, can I at least have the option of no patrol xp while my characters are dead? After all, how are they running around doing patrols while logged off if they are dead?
  20. Power Creep. Power Creep. Does whatever a Power Creep does. If he can, he'll take it all. Answering, the Power Creep call. Here comes the Power Creep! (Edit: Maybe a Mind Control/Traps Controller? Or Mind Control/Poison?)
  21. You're right. I missed that. Apologies. They give up the Innocuous Strikes cone for the Assassin's Staff attack.
  22. Very good point about the Build Up. Just checked to verify, and there are exactly two differences between Stalker Staff Fighting and Scrapper/Tanker/Brute Staff Fighting. Stalkers give up the taunt for Placate, and more importantly, they give up Staff Mastery for Build Up. That's it. The powers available are the exact same otherwise. (Edit: It's also telling that the author says Scrapper Staff Fighting is the worst of them all while Stalker is the best of them all, when Scrapper Staff Fighting does more damage by itself than Stalker Staff Fighting. For instance, Sky Splitter has a base starting damage before adding in the attack's later damage or the chance to inflict damage of 76.7421 damage on a Stalker, but 86.3349 damage on a Scrapper. And the Scrapper's add on damage, both guaranteed and chance for, are higher than the Stalker's.)
  23. Actually, I'm not. I'm being snide. Almost every level 50 character I have or have made back on Live had a gapless attack rotation. And those rotations were dependent on my having a good enough recharge. So for my EM/WP Brute for instance. My attack chain is T1, T5, T2, T9, T1, T7, T5, T2, T9, T1, T7 ad infinitum. So the recharge of those powers is most definitely affecting their DPS.
  24. Then I guess everyone can stop slotting recharge and screaming they need Hasten in their builds.
  25. I'll let @Ston handle figuring out attack chain DPS. I'm not inclined to tackle something that complex. However, this still discounts what other things those powers do. Without any of the form stances factored in, which is an additional complication I am disinclined to factor in, just the basic abilities of each of Staff Fighting's attacks, you have a constant stream of knockups, knockdowns, stuns, defense reductions, personal defense buff, movement buff for all movement types, chance for bonus damage to pets, minions, swarms, and small mobs; a ranged attack, and immobilize; while still maintaining comparable DPS per power to War Mace. (Better even on 4 powers. 5 if you factor that Serpent's Reach is a ranged attack being compared to a melee attack, and still does nearly the same DPS.) I don't look at pylon times. I don't look at Trapdoor times. I'm not sure about the Trapdoor test, but pylons only look at the character's ability to inflict massive amounts of damage in as little time as possible. It does not look at anything else the character can do. Get yourself a pocket Empath to hang nearby and keep you alive while you wail on the pylon. (Or make a Tanker and just tank it while you wail on it.) That is just straight damage. Staff Fighting is a solid set. It may not be the highest damage set, but they can't all be the highest damage set. It may even be the lowest damage set, I don't know. I am not inclined to go through all the power sets across Tankers, Brutes, and Scrappers to see if it is. That doesn't make it a bad set. That doesn't even make it a weak set. The more any given power does, the less damage it will do. That is by design. And Staff Fighting does a lot. The only reason I don't much play Staff Fighting characters? Is because I tend to get bored playing my staff characters. If Staff Fighting is under-powered, not looking at just DPS here, looking at set performance overall, then the devs will address it. However, I don't see anything wrong with Staff Fighting's DPS. (Edit: There is also the consideration, at least in my book, that players are using Form of the Mind and the proposal would take that away to replace it with a different power. Especially since Perfection of the Mind already grants +51.8009 psi damage to Sky Splitter and Guarded Spin isn't a finisher, but is a charge builder.)
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