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Neiska
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Bio/Claws ... Ponderings, Questions and Ow, my brains
Neiska replied to Bill Z Bubba's topic in Tanker
I would say, yes. Even with carapace always being on, there is such a thing as auto damage in the game which will go through that like tissue paper. Personally when I roll bio, i like parasite more than carapace. I usually end up juggling them both, with siphon as a clutch when needed. But if what you have works for you, then i say go for it. For me I always think more options/tools are nice to have for different situations and enemy types! -
My current favorites are - Rad/Claws - slotted for damage procs, she can actually do surprising damage for a tanker. Res capped, good at single target and AoE damage, also a good AFK farmer too if that's your thing. Load up an AE, turn on toggles, put spin on auto cast and go do dishes or laundry. Shield/Ele - wrecking ball, two charges, AoE slam, pick off the 1 or 2 survivors, charge to the next group. Intense play style where it feels like you are controlling the battlefield. My next tanker is trying to find a good Savage melee setup, not many comments out there for them.
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I am east coast and no lag, maybe its a regional thing/storm related? Don't think its everyone thats lagging.
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@Sovera - thank you for the feedback! Will be responding to your bullet points - 1. That was a good catch. Though I am really over cap with melee hybrid active (i think?), with it turned off some resists drop to exactly 90%. But i was aiming to be good in normal content, but also being able to afk farm on s/l maps, so i guess you have a good point. I wont be going afks on any map but s/l farms so i can definitely move stuff around. I am not familar what you mean by FF though... 2. You are right there too, but not sure which procs would be good to drop. Spin is my main aoe damage due to its speed, so i would like to keep that one proc heavy, but the rest are wiggle-able for more defense. 3. Power order is defiantly up for changes, mostly i was looking at overall stuff. But I can for sure mix things around for exemplar reasons. 4. I didnt think i was chasing END, just put in the end procs, i wasnt slotting for END, i was mainly slotting for Recovery and holes in resistance like energy/neg/psi and so on. 5. I really just put rebirth there just because. I can certainly swap it out with Barrier. Really the only ones i consider locked in is musclature Alpha and Melee Hybrid. Everything else is really up for changes. 6. And yea, thats the stuff i dont know about, the stuff that doesnt show up in mids or acts differently in game. So i can just assume my resists are 16% higher? Not sure what all that proc effects. Thanks bunches!
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Hello forums, Well, here is my attempt at a Rad armor/Claws. My overall goal was to use her for generic about anything tanker as well as farming. The Claws with procs deals surprisingly good damage (spin in particular). I wanted her resistances nice and high, with a good regenerate. Recovery is a nonissue, as Claws uses so little END and Radiation Therapy also refills End, which is nice to leave options for destiny slot. Anyway, submitting this for the experts. It's unusual I know, but I also hope thats part of it's charm. It is sort of a theme build, character is based off shadow run/cyberpunk setting. But I would welcome any thoughts from the experts. Thanks bunches in advance! The Build - sin rad-claw procs mk 2.mxd Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sins rad-claw proc ver.: Level 50 Technology Tanker Primary Power Set: Radiation Armor Secondary Power Set: Claws Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(29), ImpArm-ResPsi(43) Level 1: Swipe -- SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/EndRdx/Rchg(3), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg(15), SprGntFis-Dmg/EndRdx/Rchg(17) Level 2: Gamma Boost -- NmnCnv-Regen/Rcvry+(A) Level 4: Slash -- TchofLadG-%Dam(A), TchofDth-Dam%(5), Mk'Bit-Dam%(5), TchofDth-Acc/Dmg/EndRdx(7), GldStr-%Dam(7), Mk'Bit-Acc/Dmg(34) Level 6: Kick -- FrcFdb-Rechg%(A) Level 8: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(46) Level 10: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(48) Level 12: Radiation Therapy -- ThfofEss-+End%(A), TchoftheN-%Dam(13), Erd-%Dam(13), ThfofEss-Heal/Rchg(42), PrfZng-Dam%(45), Mrc-Rcvry+(48) Level 14: Beta Decay -- AchHee-ResDeb%(A) Level 16: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(21), Prv-Absorb%(21), Prv-Heal/Rchg/EndRdx(33) Level 20: Spin -- FuroftheG-ResDeb%(A), Erd-%Dam(31), Obl-%Dam(31), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg(37), SprAvl-Rchg/KDProc(37) Level 22: Tough -- UnbGrd-Max HP%(A), GldArm-3defTpProc(23), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(36), ImpArm-ResPsi(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(25), LucoftheG-Def(50) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 28: Focus -- Dcm-Acc/Dmg(A), Dcm-Build%(40), Apc-Dam%(42), Apc-Dmg(42), Apc-Acc/Dmg/Rchg(43), Apc-Dmg/Rchg(43) Level 30: Follow Up -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(31), Hct-Dam%(33), Mk'Bit-Dam%(33), GssSynFr--Build%(36), Mk'Bit-Acc/Dmg(37) Level 32: Super Speed -- BlsoftheZ-ResKB(A) Level 35: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 38: Shockwave -- SuddAcc--KB/+KD(A), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprFrzBls-Rchg/ImmobProc(40), Ann-ResDeb%(40) Level 41: Ground Zero -- AchHee-ResDeb%(A), TchofLadG-%Dam(45), Erd-%Dam(45), ScrDrv-Dam%(46), ScrDrv-Acc/Dmg(46), ScrDrv-Acc/Dmg/EndRdx(50) Level 44: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A) Level 47: Meltdown -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(48) Level 49: Physical Perfection -- PrfShf-End%(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon Level 50: Melee Core Embodiment Level 50: Rebirth Total Radial Invocation Level 50: Degenerative Core Flawless Interface ------------
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@DrBasics I have two MMs that can do 4/8 fairly well with bosses. The first is demons/electrical affinity. The general consensus about EA is its a sub optiomal set, but with it you can make your demons "quite" tanky. So if you like having immortal-ish pets, its pretty solid. EA has its own problems as most of the buffs only work on other players, not pets/lore, and nor do they benifit from the +recharge buff the set has either. It doesnt make them attack any faster and so on. But, it is a top teir set for sheer immortality. You have bodyguard mode, then Farday Cage which boosts everythings resists as well as makes your pets immine to most CC, knockback and so on. Then you can give everything an absorb shield for extra cushion. You also have a heal on top of that, as well as two -damage debuffs - one single target for -20%, and one AOE for -10%. and yes, they stack. so you can give one enemy -30% damage done, on top of you and your pets capped resists/absorbs/bodyguard mode/heals. But the +damage and T9 "knock up" power doesnt work on pets. Which means this combo while extremely durable, is also dead last for damage. Hell on Earth from Demons certainly helps, but overall it's sub par damage. But its also funny that this combo also keeps every little cinder alive VERY well, because they are also affected by the absorb shield/heal/farday cage, which means you will have lots, and lots, of little burning imps in your wake. They arent much but every bit helps. Also as a personal preferance, it isnt very enjoyable to actually play. It has its moments certainly, but it is "very" click-spammy. EA is by far the most spamy MM set I have tried so far, and I generally dislike that playstyle. But if that isnt an issue, and you dont mind having low damage, then go for it. The other MM I have that does 4/8 very well is Robo/Time. Where demons is resistance focused, this one is defense focused. Time has a bit of everything - heals, CC, slows, debuffs, +defense. Plus there is a trick with Power Up from Mace Mastery and Farsight - popping power up and then Farsight actually gives a big boost to its values. (i think 16% if i recall correctly?), so it is fairly simple to make quite durable pets with /time. Also as a cherry on top, with Mace you can immobilize with Web Envelope, and drop Distortion Field on the group, so even after the web wears off, you have plenty of time to lock them back down again. All this means you can hang way back and just out gun your enemies with your ranged robots, fairly easially. Which is especially good with assualt bots missles/fire patches. The caviat to Robo/Time though, is the majority of your damage comes form your assualt bot. And where its normal to have them attack your targets, i have actually had far better results by just letting the assualt robot do its thing, and i focused on webbing/distortion field the groups he was engaging, leaving things dieing quite quickly to his fire patches. This one i find enjoyable to play, but always felt rather lackluster anytime I was on a team. Because my buffs didnt overly matter much, and my dps wasnt the best, so mostly i was on CC and spot heal duty. One neat thing I did find out though, is both of these MMs were actually faster at clearing the moon map than my brute was. Not because of damage, the brute obviously outdamages them, but how the threat mechanic works. Normally, you can only hold aggro and fight 16 mobs at a time. However, for pets they also get 16 mobs of their own. So 1 (you) + 3 (t1 pets) + 2 (t2 pets) + 1 (big pet) = 7 threat tables. 7x16 = 112. More if you include lore pets. So while my damage was no where NEAR my brutes per foe, the fact i could ingage almost 10 times as many at once made her improved damage less of a factor. When farming with my MM, I usually engage half the map on the inital pull, fight nonstop for awhile, an then go round up the 2 or 3 groups that hid in the corners. The problem with farming that way is its high risk/high reward. both of my MMs can do it, but its easier with the demons/EA. But you have to go in ready to go, and expect a nonstop fight. If 1 or 2 pets die, you can recover from that. but if you start loosing 3 or 4 you will get cascading bodyguard failure and you will die rather quickly. Anyway, if you are determined to play on +4/8 with bosses solo, I recommend either Demons/EA if you want to bet on all out defenses, or Robo/time if you want more combat engagement options. Hope this helps!
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I am currently working on a Radiation Armor/Claws tanker, and slotting for chance for damage procs. It is my first attempt at a proc heavy setup, but I am hoping with the speed of Claws it might actually be decent damgae. I have no idea what the proc chances/ratios work, and I am concerned that elite bosses, archvillians and so on will just out resist all the damage procs. (might use the reactive incarnate for that, but haven't gotten that far yet.) It is still a work in progress, and she only hit 48 last night. But so far its looking promising.
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Either way could work, but i think it might be better to do a bit of both? Take say, the bottom 3 and top 3 sets and try to equalize them a bit? Just thinking aloud. But ya, my main point is that some powersets fall flat even with investment, and some completely dominate even with minimal investment. Personally I have my fingers crossed that Arachnos and specifically Crabbers get looked at. But there are certianly others.
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Personally I would vote for powerset/at tuning. Some sets and ATs underperform, even when you sink over a billion inf into them. I'm not saying make them all tw/bio level, but I am sure some of the bottom teir stuff could use a little bit of a bump.
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I am by no means an expert, but this is how I kind what I have experienced - Resistance focused - Solo play, you can still get a respectable 25-30% defense while being resistance capped, which is plenty for all the solo content I have done. Plus, on a team, everyone and their grandmother takes maneuvers and so on so your defense will be higher anyway. Defense focused - Solo play, no real issues. You might take a hard alpha strike now and then, but, its never caused me to use my big tanker buttons. Team play, many team buff toggles do me little good as I am already at the softcap. Bio - I do enjoy Bio. Its different! And I like the style, as its effective against nearly everything I have come across. My only complains are its very much an "endgame" set, and it is a bit more clicky than I like. Just my two cents. I rank Resistance first, Bio second, Defense third. There just seems to be more common defense buffs on teams, than resist buffs.
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@Gobbledegook, @Infinitum - thank you both! and i actually like how that one looks gobblegook, I've never ran a proc heavy build like that before. Might be a nice change of pace! My only question is how often do all those damages proc, because I am a bit concerned about damage being all over the place and inconsistant. Thanks bunches! Appreciate it!
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@Infinitum - if its not too much to ask, I would like your help with a rad/claws build? I used your rad/rad tanker, and while I love rad armor, rad melee feels awkward and clonky, and the contained mechanic is a bit wonky. I tried looking online and I can't find a single rad armor/claws tanker build anywhere. Fingers crossed!
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I just rolled my first tanker this week too. Shes moving along well, up to 31. I went radiation/radiation. Rad defense seems very solid. Rad offense doesnt really stand out to me, but it fits the theme. I am hoping a few more levels will make the offense start to take off. But I havent given up, she is only 31. Some powersets dont shine until the very end. But sorry OP, my experience with tankers are limited, for now.
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Discussion: Disabling XP No Longer Increases Influence
Neiska replied to Jimmy's topic in General Discussion
A fair response. And please dont think I was complaining at the farming hit, that wasnt my intent. Honestly the change didnt really affect me all that much. It certainly affected my friends though. The ones who did farm noticed a drop, but those that got hit hardest were the people who dont farm or play the market. The folks who dont really visit the forums, who just essentially run radio missions and the odd raid now and then. They noticed a drastic drop in their income gains, and many are unwilling to play the market and dislike Farming. I am not saying I am pro or against the change. I do think maybe they could have spread the 2 fixes out a little bit, (the patrol thing and the double inf thing) to lessen the sudden inpact that it had. But, it didnt affect me one bit. (so far.) I still play the markets, save up 900m-1b or so, buy whatever I want for alts/builds/ideas until I am down to 1-200m, and start over again. In another day or two, I am back to where I was. Its essentially free, all it costs me is about an hour buyng things and flipping them. I can understand the need to take out excessive amounts of INF floating around out there. But I still think this may have had unintended effects that impacted the folks who needed the help the most. -
Discussion: Disabling XP No Longer Increases Influence
Neiska replied to Jimmy's topic in General Discussion
My two cents, for what its worth. I run farm AEs, and I also flip. However, it is worth far more of my time to play the auction house game. I think when they did this, it hurt the "middle" folks - the people who run farms to pay for their alts, more than to control the markets. The richest folks I personally know dont even run farm missions. They play the AH economy simulator. I dont even run AEs for infamy, I run them more for threads and incarnate materials, and to help friends level. You can turn 100m into 500m in a single night, and even higher numbers are possible if you use multiple characters. So yea, the inf nerf hurt the folks who use their farm main to bankroll their alts, but it did not hurt the top most wealthy folks one bit. Some of the richest folks I know arent even level 5. They have never stepped out of Pocket D, or ran an AE, or even a DFB. They play the market while they roleplay at the bar. Lastly, I think when they did this, the genie was already out of the bottle. Nowdays not as many people run farms, but I also see fewer people running other things too such as mothership and hami. Also, I do think that the supply is starting to outpace the demand, at least recently. Which may or may not be a good thing. Sure, more people can buy more things, but that also might mean fewer people overall are rading/buying/rolling alts, which is not a good sign for any game. It might not be related to this change at all, considering current events. But it wouldnt suprise me if it had some sort of factor either. TLDR - The change might have done some good, but might have done some bad. But I dont think it really targeted the most wealthy folks, if that was the intent. The richest people arent the farmers, its the AH market flippers. And like it or not, the farmers are a part of the game community. Even if you disagree with farming (and thats fine), I think we can all agree that fewer player numbers is not a good thing for the community. Just me and my thoughts about it. -
@Infinitum Silly question, But i might be making my first tanker. I was liking your Loestarr build, and people keep telling me that Psi melee is bad? As in, it got overnerfed some time in the past? Im still learning things, but my main concern is 100% PVE, i dont really pvp at all. So is it still good currently or is there some truth to what people have been telling me? Thanks bunches in advance!
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So...what's this I hear about changes to TW?
Neiska replied to JnEricsonx's topic in General Discussion
@marcussmythe - all very fine points, and I agree. You can change pools without rerolling (a good thing!). Power pool impacts, well, i think it depends on the AT in question. But they are on a different scale yes. Far as manditory def pools, i wish there were more places to get them in everyones powersets. That would make the defense/lotg mules less manditory. But back on the TW topic. My main point was that TW (i believe?) is only the 100% superior choice for Scrappers, and are not the best choice for brutes and tankers. (the "best" choice really depends on what activity you want to do I suspect.) And an overall nerf to the TW powerset wholesale might bring scrappers back to "even" with everyone else, but I fear it would make TW sub par for the brutes and tankers, which "might" put TW into the "axe" catagory for those later ATs. Which is why I wonder if they can just change the mechanics on an AT by AT basis, but thats a question for much smarter heads than mine. You did bring up a great point though. Would it even be possible for Homecoming to add in a sort of "change 1 powerset" sort of mechanic? Sort of like the respec token but just for a primary or secondary instead of just a relevel? -
So...what's this I hear about changes to TW?
Neiska replied to JnEricsonx's topic in General Discussion
Well, going by this logic then we need to have a look at pools such as leadership, combat jumping, and speed. Because those would fall under the exact same logic. Nearly every build takes those 3 pools, leaving the majority of other pools largely untouched. This isnt 100% the case, but I would bet an entire box of coco that this is the case. "ya know, this is fun. But i wish i had taken combat jump/leadership to get my defenses capped, or to be mule-spots for more luck of the gamblers." I mean, its kind of the same thing isnt it? Such a clear superior choice that 95% of people do it leaving no real "choice" right? -
So...what's this I hear about changes to TW?
Neiska replied to JnEricsonx's topic in General Discussion
Here is my experience with Tw/bio, I have both a scrapper and brute version. (I suspect I am alone that i actually perfer the brute!) These are not presented as "facts", just my own thoughts, experiences, and opinions. 1.) I found that TW actually underperforms, until you get enough global/recharge reduction from Luck of the Gamblers and set bonuses. 2.) I had other ATs and powerset combinations actually perform better when leveling up, and even as a fresh 50 with only a few sets. TW/BIO didnt begin to feel "godlike" until I started getting all my high end enchancements and incarnates, namely "recharge". Once I hit that magical "recharge" point, it just went from 0-500 fast. Before then? It felt clunky, awkward, unwieldly. Sometimes there were attack chain gaps. Or there were issues with Accuracy. Missing with TW just makes me wince to see, considering the windup time. 3.) Tw/Bio is painful to exemplar down/run ouros with. Even if you have a full attuned set of IOs, that wont prevent "power loss" that makes the entire concept work. I rarely see tw/bio on weekly TF runs for example. Anytime i see a Tw/Bio, its usually in endgame content. Rarely do i see them elsewhere. 4.) I would consider points 2 and 3 to be "powerset drawbacks". Endgame? Sure, you're Onepunchman. But any other sort of activity? It feels pretty "meh". Either your attacks are super slow, or they miss, and it feels like playing pool with a baseball bat. Even farming is a bit "meh". Sure, they "can", but I can actually farm and clear maps faster with my Mastermind than my TW/BIO, as odd as that sounds. Thoughts on nerfing - I do think the set is overtuned a bit. But perhaps not to the extent others make it out to be, at least not the powerset as a whole. It seems just fine on my Brute. And my scrapper vs my widow,, my Widow can hit "almost" as hard. (She actually does more damage than my tw/bio brute). She has a solid single attack chain as well as pop Psi Wail for massive AOE damage. while she has more team buffs with improved maneuvers, assualt, mind link etc. And CC options such as Aura of Confuse. So from a team perspective, I acutally think my Widow is superior to my TW/BIO brute or scrapper. Sure, the TW gives more damage.. ...but thats it. I would argue my Widow contribues nearly as much damage, plus all the other stuff which not benifits just me, but the entire team. All this while being def and res capped. So, changes may need to happen, bbuuutt I would urge not to "overtune" it such as other powersets have been in the past. Or perhaps a Change to the powerset on only X sort of ATs? I mean, if you nerf it too much then you will never see a Tanker or Brute take the set. As I hear its only the "scrapper" version that people seem to voice concerns over. Example - What if TW powers could no longer Crit? I am no number cruncher or anything, but that one change alone might bring TW/BIO Scrappers back to where everyone else is, but leave Brutes and Tankers laregely untouched. (I have no math to support this, its just an idea or suggestion.) I am just afraid of them nerfing TW too much, by using only the "Scrapper" version in mind, which would make the set even worse for brutes, and possibly unplayable on Tankers. I mean, I am one of the few brute TW/BIOs that I know about, and i nearly "never" see the power on tankers to begin with. Like, ever. -
@mechahamham - after some thought 3 more quick points I would like to add. 1. "Speech control" is a dangerous line of thinking. First off, no one is going to agree on what is and is not acceptable. Moreover, Homecoming or any other company for that matter is NOT under any obligation to curtail communication that you personally dislike, find distasteful, or disagree with. And if they were, it would lead to something akin to 1984's "thought police", where options to disagree on anything are closed before a discussion can even take place. Is this what you really want? 2. However, Homecoming like many games already have tools in place available for players. If you see anything in a channel, you can simply leave the channel. Or even better, simply rightclick the persons name whose dialogue you find unlikeable for whatever reason, and select "ignore". Poof. Done. You never have to hear from that person ever again in the entireity of your Homecoming experience. 3. I would also argue that players complaining about powersets is a GOOD thing. Becuase it highlights to the staff which powersets might need to be looked at and tweaked. They have tweaked poewrs before, and certainly are likely to keep doing so. (such as the recent cleave targets change.) If everyone always said "everything is perfect" then the staff might assume that the numbers are good where they are. How are staff to fix energy melee or any other powerset for that matter, if no one is talking about it?
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@mechahamham - A few thoughts. 1. - People are going to have opinions. For arguement sake, let us pretend that every powerset was mathmatically equal in every possible scenario, with regards to defense, offense, damage, buffs, debuffs, enemy type, game activity type, and choosen game difficulty. (Quite the undertaking to accomplish!) Even in such a state, you will "still" have people saying "Dont take X, Y is best, etc." Because it is very much open to personal preferance and opinion. Now, are the power sets equal? Far from it, and I dont think anyone is debating the fact. But one think I would like to highlight that is sometimes overlooked is what "investment" might be required to make a powerset "OP". 2a. - Which brings me to my point - some powersets require quite a lot of infamy, slots, and incarnates to reach their maximium. Lets take Titan Weapons for example. As others have pointed out, in end game it is quite strong, but doesnt exemplar down very well. This is due to the large amount of global/recharge cooldown required. Without Luck of the Gambler IOs, the powerset can feel clunky, unwieldly, and awkward. It will still hit like a truck certianly, but you might have gaps in attack chains. And to reach that level, it can be quite an investment. I have had sub-optiomal sets perform far superior while leveling up, and also as a "fresh 50" before getting over loaded with all the bells, whistles, and purples. So some sets and combinations that are often spoke about I would argue are only OP as long as you invest heavially into them. If you dont, they can actually underperform. 2b. - Some builds even have "zero wiggle room" for choice or "fun" powers, which can be a large turn off to many players who like to have "fun" things as well, and dont necessarially build to be 100% total maximum combat effectiveness. What I am saying is people often forget to consider what is "optionial" in a powerset. (What else you can take, while still being "OP".) As well as how much money/slots/incarnates are required to reach that point. Taking the often spoken about Titan Weapons/Bio Armor scrapper, there is very little wiggle room. Perhaps 1-2 powers are optional in titan weapons, where pretty much "every" power is required from bio. (Thats just how bio armor works, powers have a domino effect on their overall effectiveness.) So that leaves you with very little optional powers after you take your pool powers. Which can be a big negative to many players. 3. - Lastly, I would like to mention that the game is always in flux. It evolves, changes, gets tweaked as things are added or removed, and numbers get changed. Granted changes might be slow, but I dont think anyone is suprised by that. (Honestly, I am extatic we have dedicated staff to make changes at all to a game that is older than my car!) In closing I would simply urge people not to get trapped into the thinking of "what is most OP" or "what is the biggest numbers." You dont NEED the biggest numbers, which is something I consider the beauty of the game. I tried so hard to make my Crabber equal to my Scrapper or even my Mastermind, but it simply isnt possible. My crab soldier will never be able to solo what they can, no matter what investments or changes I make. And I have learned to accept that. And I am fine with her having a lower "solo ceiling". Because honestly, once you get trapped into "chasing the bigger numbers" line of thought, well, then you will only consider a handfull of ATs and powersets valid. I urge people to just focus on having fun. Personally, I consider lvl 50 3/8 as my "benchmark". If I can solo that, then I am happy. Every AT I have tried so far is able to do that, it just depends on how much money/incarnates are required to get them there. Anything higher than that I consider bonus content for the people who like to "red line" character builds. Some people like that. Heck, I like doing that. I like to push the engine and see what I am capable of. But that is hardly my only game focus and drive. After all, in the end its just pixels. Just my thoughts on it. TLDR - 1. People are going to have different opinions, no matter what. 2a - different powersets require different amounts of effort/money, you cant just look at flat damage numbers. 2b. different powersets have different amounts of "wiggle room" for optional/fun powers. 3. Things change. Focus on having fun, not just chasing bigger pixels.
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My two cents, for what its worth. Are there bad cops? Certainly. But I think the good ones far outnumber the bads. Even other police condemn what happened, pretty much on a national scale. And people are still giving them grief, even after some police themselves are supporting BLM. Do I think violence is a pathway for advancement? No. Most certainly not. More deaths, violence, robberies, assaults and what have you, should not be tools for any cause to rally behind to my mind. Those don't "enhance" any cause, it only corrupts them. Black lives matter. But so do blue lives. And so does everyone's. Should police be held to the same standards and accountability as the everyone? Yes. In fact I would argue moreso because of the public trust and authority they have been granted. And perhaps a cost to cost audit of every police precinct might not be a bad idea. But with that, I don't think we should abolish the force who helps people in their most dire of need. The longer the violence persists, the worst it will be when the dust settles. I do think that police forces do need to be more aggressive with "weeding out the bad ones". Policemen with multiple complaints of abuse, excessive use of force, abuse of authority, and whatnot should be investigated. But, people need to respect police more to. We have had this discussion in my supergroups discord, and it did not go well. Some people will not accept a "neutral" stance, whatsoever. It's very much a "if you arent with us, youre against us." When I support Black lives matter, but I am against all the random chaos, violence, and anarchy going on right now. People have died out there from it, on both sides. Just how I see things. I just wish the violence will stop, but I don't think it will soon.
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@Crysis- Hello! Yes, i am sleeping just fine, but thank you for your conern! 😉 And you are right, we did have a chat about /EA in that link you posted. I even read it over before I posted this one, just to make sure I had it right. The past 2 or 3 days now, folks on my server in the /help channel ingame were saying that (specifically) demons/EA was the new MM hotness, which had me confused, because as you pointed out wonderfully both in my other post and here, its kind of "just okay". It has some neat effects new to MMs, like the absorb, but not all the powers work as advertised, or isnt of great use to the MM themselves, just on teams. Personally it wasnt my bag of tea, because i found it far too clicky, and i tend to disfavor button-spam heavy builds. Had enough of diablo thank you very much! So I was wondering if I missed an update somewhere, or someone figured something out, or something else. Because ya, I don't think /EA is top shelf. Some may like it and that's great! It just lacks.. oomph. As far as why i made another post, well, i am still relativity new to the forums, and some forums I have been on have rules against "necro-ing" (posting/bumping) old threads, plus this was more of a request for verification. I did think that someone in help was just mistaken or giving bad advice, or heck might still be new like I sort of am. Because I had thought we had done a pretty good job at analyzing /EA and it wasn't the new "hawtness" that a few people in /help were making it out to be. But thank you all for the replys! It is appreciated. Just wanted to make sure I wasn't having a blonde moment there. Thanks Bunches
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Hi fellow overlords, I have heard ramblings and whispers about the potent combination of Demons/EA, with even claims it's a top teir MM powerset selection. But I have seen very little discussion about it, much less any posted builds. So does anyone have any insight to offer or better yet, builds to post? Have heard rumors of people softcapping demons resistances with /EA, but have yet to see posted builds/numbers on that. My own experience with demons was demons/dark which was good. With EA it was Robots/EA, mostly for theme. It perfermed alright but EA seemed a bit buggy. The heal, absorb, resitance bubble, and damage debuffs were all good though. Would hope things like Amp up actually works on demons. It was largely a waste on Robots. So anyone got info to offer or is it all hearsay? Thanks bunches!