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CaptainLupis

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Everything posted by CaptainLupis

  1. An alternative slotting to consider for shockwave, if you are level 50, is 1 Hammi-o acc/dam and the damage IO from the purple set buffed to +5 gives you 33% acc and around 94.7% damage (if my memory serves) from just 2 slots, which leaves more slots for procs. I went for the sudden impact kb to kd, force feedback +recharge, and the others as damage procs. Because you aren't slotting recharge, and it's an AoE, the FF procs a lot, so it's more useful (for the way I play at least) than a bit of constant extra recharge from a set.
  2. Funny you should mention sleeps, they are quite possibly the most useless powers in the game vs AVs and GMs. Even if you could stack enough mag to affect them any damage, which let's face it is kind of needed in a fight against them, will wake them up. Something else I was considering, but it doesn't really help lone controllers, would be if when the purple triangles are up they have a mag protection value that any mez power stacks up against, so if you have a team with 1 char that does mainly holds, another mainly stuns and a third sleeps they actually work together to overwhelm the mag protection, rather than having to try and do it separately for each mez type. They might need to up the mez resistance in the purple triangles to keep the mez time low, or something of that ilk, to make mez happen more often, but for short durations at a time?
  3. Create a second account? You can run both on the same machine and just alt-tab between them to test it.
  4. Reasons for taking Spin over eviscerate: You get it at level 6 (vs 26 for eviscerate), so you can level with it and also exemp with it right down to level 1. It's a full 360 PBAoE, compared to a cone, with (marginally) a greater range than eviscerate. Recharge and activation times are similar enough, as far as I can remember, as to not make much of a difference. And, in my opinion, the most important factor... it just looks cooler. Eviscerate is fine, I would have it as well for a bit more AoE if I could squeeze it in my build, but for my purposes spin and shockwave were just better options.
  5. I'd rather it doesn't do something that is already done by other powers/secondary effects. I think it needs something new and unique, although I understand that would probably be a lot more work than just adding in another secondary effect. I try to visualise it like in comics/cartoons where the big bad gets their hand with the weapon encased in ice/web/whatever, so they are essentially partially controlled, in that they can still act, just not in the way they originally intended. I think we need to get away from the binary control of completely held/feared/stunned or nothing. But I realise I may well be alone in that.
  6. That should work, but you may need to switch defeated and teammate around so it's /bind T "powexec_name Vengeance$$target_custom_next defeated teammate" If you have problems with it try switching the order of the commands so it's /bind T "Target_custom_next defeated teammate$$powexec_name vengeance" You might also want to add notmypet after teammate if you are a MM or controller. Your target must be in line of sight to work (which usually means on screen), and be aware you may need to press the key twice, once to target and again to trigger the power.
  7. One is considered good, rightly or wrongly, because it causes the spawns to clump together for AoEs, where the other can actually prevent that from happening, potetntially slowing down clearing speed.
  8. Don't worry, you are good, the fix isn't working, It's currently taking around 40 seconds for the character list to be retrieved for me, which is actually longer than before! Tried it several times and it's the same each time, whether logging in for the first time, or switching characters.
  9. I actually have pondered in the past having the incarnate powers tied to the level you are playing it, so if you are playing at +1 you only have access to T1 versions of the incarnate powers, which would make level shifts only apply at +3/+4. There are issues with that idea of course, not least of which is if you are T4 slotted and are playing at +2 (for example) which T2 power would you get? There are 2 possibilitied from the side your T4 is slotted in. Also there's the very real possibility it might well only negatively impact the wrong set of players, ie those without top end builds.
  10. I would have suggested having instant healing switched to a toggle but doing a heal over time, as opposed to regen, however I think the constant green numbers floating over your head would be annoying, unless they could be disabled.
  11. It helps when you use an awaken, and you can slot res set +def IOs, and unbreakable guard +hp etc. Beyond that I'm struggling... My very first 50 back on live was a DM/regen scrapper that I loved. I also had 50s spines/regen, broadsword/regen. I disliked the instant heal nerf, but I rolled with it and continued playing and adapted, they were still good, but what I really hated was how clicky the set became. I suffer from severe lag spikes a lot of the time, so being able to tell when to use heals is hard. I can often go from appearing to be fine to dead in a blink, and when your set is based around click heals that's not good. It's why I never play the set now, I prefer defence and res sets as at least I know that if I get hit by the dreaded lag monster I will almost certainly still survive long enough until the spike is over and I can do something. It's a shame as I absolutely loved playing regen back in the day. In conclusion, less clicks please. Make IH a toggle with a lower regen amount, I would also give reconstruction a regen boost as well as the heal, but make that part a diminishing value over say a 15 to 20 second duration. And also give it and integration more regen debuff resistance. I don't even know what I would do with MoG and revive. Edit: Scratch the regen debuff resistance in reconstruction, it should clearly be in resilience. Too many R words!
  12. In its original Greek roots, yes, but I'm not sure heretic has ever been used to mean that by the time it was in English usage. I sometimes wish I had studied etymology at university, I have an interest in it, but I think it would be fascinating to study in depth.
  13. Thanks, but that's not really what I was looking for when I said evidence. I was more meaning written evidence of it being used in literature, or in documents, that predate the more common understood version. Even that one you linked to first says it is a more recent addition. It's not really important though, it was more just a passing curiosity. Cheers.
  14. That amused me. But I was genuinely curious as I've seen a lot of sayings, and quotes, that most people get wrong because the common usage has corrupted over time.
  15. Is there any actual evidence that is the original quote? I've only heard of it as being a recent addition.
  16. I don't see how it would make controllers necessary, teams without them do just fine at taking out hard enemies as it is, and unless those enemies are getting buffed this wouldn't change that. With regards the second point bolded, I'll be honest, I don't want tough enemies to be perma held, or even for longish periods of time, as the fights then just become boring. Which is why I prefer an idea where there is a tangible effect that helps the player/team but still allows the enemy to do... something. For example if you knock a nuke out of their rotation they can still use the next power that is off cooldown, but it would be as if they had used it, so the cooldown timer starts and they need to wait for it to recharge again, essentially doubling the amount of time between nukes. Or if you, for example, were able to knock Marauder's unstoppable, or Siege's heal out (or a bloody paragon protector's MoG, although with luck those should already be held) that would make taking them down much more straightforward, but it's not as if they can't be defeated without those things happening. But as I said I don't play the ATs enough to know if things like that would actually make them more useful/desireable to play, or team with. I think it would, but don't really know.
  17. I've never understood the 4 minute recharge on those holds, especially as the duration is rubbish as well. I remember the first time I saw it was 4 minutes I assumed it was a typo, when I took it and realised it wasn't it got respecced out. Even now if I take them it's generally only to mule an IO set. But even though I doubt they would do it, the obvious way of implementing an instant recharge would be with an ATO, like the chance to refresh build up that stalkers get from theirs. It gives all your control powers a % chance to refresh your glacially slow AoE hold.
  18. I could be wrong, but I doubt it will be removed. I expect the duration of momentum will be increased to make it more usable at low level when you don't have many attacks or much recharge and the damage dropped a bit to compensate.
  19. In that case there's no harm in sticking with your original plan. If you were wanting a pure farmer I'd have suggested going sometting different like claws/fire or Rad/fire or the old favourite spines/fire. Personally I find claws/fire the most fun out of those. PS if you are new make sure to check out the P2W vendor in atlas/mercy. You can get free powers (like ninja run and nemesis staff) plus 5 enhancements from them to help out at low levels (and beyond). And check out the guides and markets sections on the forum to give you an idea about how to make inf to make things easier for you. Have fun!
  20. I haven't read through the entire thread, but I did read the first page and it sounds interesting. But I'll be honest, I don't play controllers enough to say how much of an impact it would really have in real world play. I suspect in most teams the AV would be dead before you actually got a chance to hold it, but I could be way off. I do have a few controllers, but only a couple at 50 and they rarely get played. My favourite was my Illusion/storm back on live, so that wasn't even dependant on mezzes. Dominators I just can't get on with at all. All of which boils down to my input is not worth a whole lot I'm afraid. I quite liked the other idea I think someone posted of stacking enough mag to disable their biggest hitting powers. Following on from that having a control that hits, but doesn't affect the AV/GM diretly, could knock a random power out of its rotation? That sounds like it would be useful. It might actually be OP though if a lot of controls are being spammed so would probably have to be a % chance of it doing it. With, admittedly absolutely no reasoning behind it, around 20 to 33% sounds about right. Or perhaps have the chance based upon the mag of the control and the duration of the power somehow? I'd also make it an ability only available to trollers and doms, not to just anyone that has an epic hold.
  21. Are you wanting a farmer only, or a character for general play that can also farm when required?
  22. Perfectly viable. I've not used them together, but I have both paired with other things, and they are solid and should work well together I expect. Probably not a top tier farmer but it will do the job fine and should be fun.
  23. I do think that control powers should have a secondary effect that is useful at end game, not sure -def/res is the way to go. I think it would be more interesting if there were something like special attacks (or maybe powers like heals) that end game AVs had that could be countered by control powers, like interrupting the attack or heal, even if the purple triangles are up. The attacks would be the type of things that would make melee types get out the area, so it affects dps, or a largish heal. Dps could still bring them down eventually without controls, but having controls would make things go much faster/smoother. BTW, that's just something off the top of my head, not an idea I am actually advocating, but I just think we should be lookiong at something a bit different for them rather than adding yet more damage or debuffs.
  24. Ageless might be worth a try then, but I can't say how much more (or less) effective it would be, but it certainly would be interesting to find out.
  25. Ah, so the problem is you are getting hit approx. 95% of the time, due to def debuffs, and it is overwhelming you even at 90% res?
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