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CaptainLupis

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Everything posted by CaptainLupis

  1. First question, is this going to be purely a farmer, or are you planning to do other things with it? If it is primarily a fire farmer you are looking to boost your fire def a bit more than it currently is. The first thing I'd do is drop 2 of the unbreakable guards from tough and put in the steadfast protection res/def and the PVP gladiator's armor tp/def, those 2 will boost your fire def (well all your defs actually) by another 6%. Another tip is you can drop a slot from fiery embrace and +5 the 2 remaining recharge IOs. 2 +5 level 50s will be around 95% (I can't remember the exact figure off the top of my head) meaning you can add another slot eleswhere. I do have a staff alt, but admittedly it's been quite a while since I played it, however your slotting of guarded spin seems... odd to me. Bearing in mind it's been a while, I am not certain about this, but doesn't it need to hit to give the defence bonus? No slotted accuracy in it doesn't seem a great idea. Maybe look at a winters set for it that gives more fire defence? Also using another set of Aegis in fire shield will net you a bit more fire def than using imperviums. I know you want to play around with the build yourself, so I won't build one for you, these are just some general pointers.
  2. Without seeing your build it's hard to give pointers. Something else to bear in mind though is that most people that farm at +4*8 have the incarnate level shift, so things are really only +3 to them, also they have the extra damage that incarnate powers bring to the table. It's not just about the build directly, it's a combination of that and incarnate abilities. And isnp combining helps somewhat as well, of you aren't doing that already.
  3. Most can, they generally have a chance of going off every 10 seconds, roughly. There are some exceptions, you can't for example slot in inherent passive powers things like the celerity stealth, or blessing of the zephyr kb protection into swift or hurdle.
  4. A trip to the AH? You do know you can just use /ah from anywhere outside a mission or sg base right? Edit: or if you are too lazy, like me, to type /ah every time /macro AH AH
  5. A suggestion for you: There is the ability in game to have multiple builds for a character. Why not create a second build that focuses more on offence, and the empathy buffs, over the heals (I'm not saying don't take them, just don't prioritise them). That way you can choose whether you want to play dedicated healer, which may be a viable option if you are exemping a lot, or take another role on teams that don't really need that. Or perhaps even to solo. Apologies if anyone has already suggested this, admittedly I skim read a fair chunk of the replies.
  6. You can convert pretty much anything from a set, including ATOs, PvP sets and purples. The question is do you really need to? I'd say no to that usually, you can burn through a LOT of converters getting to the the set, or AT, you want, never mind to the individual IO you need. Often it is best just to convert until you get to something that sells well and drop it on the AH, then buy the one you want instead of trying to make it directly. The exception to that is, of course, if there are none of the one you want for sale. Then your best bet is to try and buy a different one from the same set and convert in set to get the one you need, to minimise the number of converters you are going to use.
  7. Because of the way the AH works on homecoming any set IO that is listed for sale on it can be bought as attuned. Ie if a seller lists a level 37 thunderstrike, you can buy it from them as a level 50, level, 30 or any other level the set is available at,or as attuned. So if you are after an attuned version and have crafted one yourself with a level, unless it is so expensive that the auction fee is going to be higher than the cost of a catalyst (almost never), you are best just to sell the one you have and buy the attuned version, instead of attuning it yourself.
  8. And yet we get back to they are not all equal on like powers. Nor are the sets balanced. But this going round in circles is getting tedious and won't solve anything. I'll be leaving /TA alone until the next issue, to see what they do to it next. It could be the new regen.
  9. You were the one that said their goal was to make them all equal, not balanced.
  10. With a run IO in swift and sprint, plus a jump IO in the default hurdle slot, alongside using one of Ninja/beast/athletic run they are actually pretty quick for getting around, especially if it is only going to be an occasional thing, if it saves a power pick.
  11. If they are going to have one outlier there is no reason it should be the only one. And if it really is their goal to homogenize the sets then do it, don't leave exceptions. That just leads to whataboutery, which leads to frustration for all parties concerned.
  12. Except they haven't made them equal across all the sets.
  13. I wouldn't ditch fault, I think it's a much underestimated power, especially if you like to exemp where it's available all the way down to level 15. Throw in the force feedback +recharge and a couple of damage procs and it offers good mitigation, utility and becomes an AoE damage power on top. The only draw back really is its low accuracy, which you need to account for when slotting.
  14. Nothing in this game is necessary. It just seems the logical conclusion to making SOs available so early which, let's face it, was also not necessary. Personally I think doing it was a mistake, but that ship has sailed.
  15. Personally I tend to thow all me early slots into my attacks, so most have at least 5 slots by level 15, which is generally around the lowest most people exemp to for Posi TFs. Now with SOs at that level with 1 acc, 3 damage and 1 rech red, or end red, slotted I'm not seeing how they will be way more powerful to be honest.
  16. Well considering SOs are available from level 2 now is there really any point in having enhancements scale down when exemping at all any more?
  17. I've actually never understood why any psi powers have extra range, to me it just seems an odd choice. I could rationalise it not having a line of sight requirement, after all if you can sense someone's mind you can attack it, why would you need to see them to do it? And if the argument was you do need to see them, what part of the body do you need to see? The eyes would be the obvious choice, but if that is the case it is counter to it having long range as you are less likely to see the eyes clearly at long range. Sorry, it's slighly off topic, but it is just something that never made sense to me in game.
  18. Yeah, that's why I said it, it wasn't because that is the reality of where the game is right now. PVP has never, and never will be, the most important part of the game. And if you are going to call me names at least have the decency to quote me rather than trying to hide the fact you have done so by not tagging me.
  19. I'd just call it tactical movement, or positioning, and be done. It certainly doesn't warrant being called gymnastics.
  20. I wouldn't say SR is unpopular, it just doesn't have any powers that boost damage or do damage themselves, which means it isn't a top pick for a farmer. My SR/MA tank had pretty much softcapped defence to all positions around level 10, using storm kick. Add in the uniquie IOs that give res and you are pretty damn solid. If you are thinking of trying StJ/SR I would actually suggest a stalker, I had a ton of fun with that combo on mine.
  21. Honestly, I don't think they should be added into the damage formula, the slow ones just need sped up. It's frustrating in teams when you fire off an AoE that crawls towards the targets only for others to wipe out the entire spawn before it gets anywhere near the target. But this isn't really the place for this discussion, I actually forgot it was the focussed feedback thread I was in when I posted last time, so I shall leave it at that in here.
  22. Activation time isn't the only thing that is usualy ignored, time to impact is as well. There are powers that can be cast and then you can queue, activate and fire your second power before the first has reached the target. While having both hit at the same time can have some benefits, it just makes some powers feels really poor, especially if you are having a long time to impact on top of a long activation time. Needless to say this impacts people that play at long range far more than those in melee range.
  23. I think the easiest way to implement something like this, and still give the player control, would be a toggle, like for swap ammo where you can alternate the mode. I had actually thought about something similar before with toggling between normal heals and proactive absorb shields, but while I think it's a reasonable enough idea, I just don't think that would be practical to implement. Especially with how it would work along with other absorb powers, then there's things like durations, heal vs absorb values, stacking or not, it all started to look a bit messy so I shelved the notion. This just made me think about it again.
  24. The way the game is coded now ticks of damage from DoTs cause interrupts per tick, even though the attack has already happened. I would presume this would do the same, but not knowing how it could be implemented otherwise that's an assumption on my part.
  25. I could see it annoying people when they start taking dot damage which causes multiple interrupts on other powers/interactions instead of one single interrupt.
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