vibal
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Players like that debuff fun around them aggressively anyhow. Being stuck in an I3 mindset 20 years later. Better that they put themselves out there and make themselves easy to avoid.
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Mobs are an endangered species and missions are a limited resource! In seriousness though the time lost tracking mobs is a debuff to fun. Grab a fresh mission and lets roll. Also mission complete is a bonus. Lets try to hit as many of those as we can.
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Request: Controller suggestions for 2-person team with a Savage/Fire Brute
vibal replied to Sirrocco's topic in Controller
I do realize, and certainly wouldn't trade the utility of capped stealth for a ST sleep. -
Request: Controller suggestions for 2-person team with a Savage/Fire Brute
vibal replied to Sirrocco's topic in Controller
But illusion plays consistently and contributes without PA. Tagging it as a late bloomer undermines what illusion is capable of sans PA, particularly in the case of a duo. I struggle to think of a controller that's going to bring more impact to the scenario described. There's a lot more to the set despite it being flagged as a one trick pony. -
Request: Controller suggestions for 2-person team with a Savage/Fire Brute
vibal replied to Sirrocco's topic in Controller
This is incorrect. Illusion gets the bulk of it's kit **very** early. Phantom Army is what pushes it into hilarious levels, but this levelling scheme: Blind, Radiant Aura, Spectral Wounds, Deceive, Accelerate Metabolism, Superior Invis Gives you access to illusions ability to solo endlessly. PA accelerates that immensely and turns the danger button to "Off", but by level 8 you have everything you need. Including an aoe/self heal and a solid +recov/+recharge buff. The OP isn't going to be kitting the toon out, but illusion starts very good and moves into supreme tier with investment. Also note that a no-aggro confuse is a life saver and provides 100% mitigation from trouble mobs. This is especially relevant in a small spawn setting which I assume is what a duo is going to be seeing. Accelerate metabolism (even w/downtime) is also an immense help to early melee characters. To the OP -- I would say give Illusion/Radiation a serious look for what you want. -
Whitecap why? (aint nuthin but a heart break...)
vibal replied to luxlorica's topic in General Discussion
hot feet, choking cloud, conductive aura.... -
The challenge I see is the metric for "good" on controllers is much more varied than other AT's. And the gap between performers is much wider. Illusion has been soloing Lusca since live and fire/kin was the blue side farmer pre-going rogue and AE and neither has seen downgrades in performance. Those are going to feel a whole lot different than say.... ice/force field. A class adjustment isn't going to close that gap even if it makes the underperformers feel more playable. Calls for a buff of that nature are going to be met with "lol I just soloed the RSF again". I'd certainly agree that underperforming sets need to be brought to a better standard. The class also needs some role at higher level play as many of the late game enemies simply eliminate your primary (rularuu, cim's, any +star content, etc.). I can't say I know a fix, but lowering the recharge on a power type that has no effect at late game wouldn't be it. As re: dom vs. controller I'd say just really think about how often you see dominators out in the wild in your PuG's. Now subtract plant dominators from that number. Dom's aren't out here dunking on controllers for general utility/playability.
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Ah! Now it's a reasoned and level headed post. Maybe just communicate, and then play in an environment you enjoy.
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Just responding to your general stance. You have full control over how you spend your time in game. If you're frustrated at mob 1, mission 1, you are fully capable and able to just.... leave. Form a group if you want to do a sweep through. Advertise it as such. They fill all day everyday. Should the lead have advertised speed? Sure. I suppose. Doesn't sound like you communicated what you wanted either and they filled. You still get xp while downed and presumably you didn't donate the merits to charity. I always click the comps in that room because its hilarious and I play toons that can handle it >shrug< The only time it's gotten weepy is from players on the floor. Can't say i recall a time that I failed that tf because it's stone easy. The lead is no more obligated to turn a 15 minute tf into an hour long slog than you are obligated to stay. It can even be >gasp< polite. Instead you took your rage fingers to the forums to post this screed.
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Random player joins random group and random activities ensue. Meanwhile in other news players get mad about other people enjoying things they don't. Tune in for more.
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[HELP] Best archetype and power combo for psychic flavor?
vibal replied to aquaria's topic in Archetypes
Given that list Fortunata is the pretty clear answer. All of your buffs (which are fantastic) affect yourself, 100% psy, ranged, mez protection (rare for ranged characters), and you get access to optional controls that play into the psychic theme as well. SoA's were doing sentinel stuff on live.... they also have bananas buffs. For some reason they're rare in game because the world is weird. -
Yomo's spot on. You have to find the right balance of mitigation, damage, and sustain. For any content/any level/any difficulty the answer for me is still ill/rad. I've tried a lot of the recommendations in the thread which all run fine right until the moment they don't. A ton of toons feel great in the best case scenario write up, but catastrophically worse in the opposite. Illusion has all the solo bits directly in the kit, and rad brings debuff/sustain/and an underrated buff. Some swear by cold for it's superior debuff but solo you're sacrificing the self heal which is a tool that doesn't matter until it's literally the only button that will solve your problem. Dark gets more interesting tools, but it's heal is tied to a hit check and it lacks +recharge. The gap controllers need to fill is damage and illusion is admittedly poor at utilizing containment. MM's feel great until some x8 longbow drop 4-5 autohit -res grenades directly onto your pets who are currently being blasted by 5-6 flamethrower AoE's. You can keybind, position, set up, babysit, etc. etc... but the juice just never felt like it was worth the squeeze. Willpower (or insert your favorite here) is a great secondary for melee until you soak 2 mask of vitiation's or miss a sapper and get 115-0'd on your blue in a matter of moments. Or two master illusionists summon x3 illusionists and 9 flashes go off in ~2 seconds. Exotic resists are present in sets like dark and electric, but then you're sacrificing mitigation in other areas. Electric doesn't want to play with 3 +4 toxic tarantula's and dark certainly isn't going to enjoy a bunch of carnie non positional psi damage. There's ways around a lot of the hurdles in game though. Envenomed dagger gives everyone access to -regen and isn't all that pricey. The p2w boosters are also underutilized, but give significant bumps to survivability.
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Pretty sure you have vengeance ticked for your character stat output.
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Procs have the ability to push some sets into playability that they couldn't achieve w/o them. They are also pretty economical with purples and winter's (winter's also lacking damage which is the procs most people lean on) being at the top end in the 20-25 million range. Also obtainable with merits for those who refuse to market. Most of them sit in the 2-4 million range. That is a negligible cost for someone looking to finish a build on a level 50. Proc slotting jolting chain moved electric control from an unplayable tickle stick to the most fun character in my stable. I guess you could argue that the set is undertuned if the solution is outside of the powers themselves.... or you could argue that the game system allows for fixing what feels like a gap in the powerset. The controls are great, the powers are flashy, the utility is mostly on point, the damage is literally non-existent. Plug one little gap and now I'm cooking w/gas. Procs also add something combat is sorely lacking w/o them (outside scrappers): variance. If brawl does 40 (-resist) damage. It *always* does 40 (-resist) damage. It can make combat feel static and rote. Firing off and seeing procs delete some health, or really needing them to fire and getting stung adds a layer that the static combat lacks. I love them and if people are corner shooting builds to maximize them... who cares?
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Can you recommend a good mission for testing end game builds?
vibal replied to Damoklese's topic in General Discussion
If you're looking to stress test level 50 paper/radio missions give you access to some of the boogeyman types. Arachnos, carnies, and malta all show up. Longbow are another good stress test autohit -res grenades ahoy! Depends on the build & goal though. If you need AV's Tina McIntyre starts with Infernal right? Or you could just hop over to RWZ and poke a pylon.